Subversion-Projekte sthq.gbs

Revision

Revision 764 | Zur aktuellen Revision | Blame | Vergleich mit vorheriger | Letzte Änderung | Log anzeigen | RSS feed

// Gameplay File

OBJECT base_damage              Defines
{
    float value         1
}

OBJECT Mode1            WeaponModes
{
    float firetype              1
    float ammotype              1
    float startammo             1
    float ammorequired          1
    float bulletrange           1
    float regenamount           1
    float regentime             1
    float meansofdeath          1
    float power         1
    float splashdamage          1
    float bulletdamage          1
    float bulletspread          1
    float maxchargetime         1
    float clipsize              1
    float ammoinclip            1
    float firetime              1
    float spread                1
}

OBJECT Mode2            WeaponModes
{
    float ammorequired          1
    float ammotype              1
    float bulletrange           1
    float firetype              1
    float meansofdeath          1
    float power         1
    float regenamount           1
    float regentime             1
    float splashdamage          1
    float startammo             1
}

OBJECT Mode1MP          WeaponModes
{
}

OBJECT Mode2MP          WeaponModes
{
}

OBJECT Batleth          Weapons
{
    OBJECT Mode1                WeaponModes
    {
        float power             10
        float bulletdamage              25
        string ammorequired             N/A
        string ammotype         N/A
        string firetype         Melee
        string meansofdeath             sword
        string bulletrange              N/A
        string regenamount              N/A
        string regentime                N/A
        string splashdamage             N/A
        string startammo                N/A
        string bulletspread             N/A
        string ammoinclip               N/A
        string maxchargetime            N/A
        string clipsize         N/A
        string firetime         N/A
    }

    OBJECT Mode2                WeaponModes
    {
        float power             10
        float bulletdamage              50
        string ammorequired             N/A
        string ammotype         N/A
        string firetype         Melee
        string bulletrange              N/A
        string meansofdeath             sword
        string regenamount              N/A
        string regentime                N/A
        string splashdamage             N/A
        string startammo                N/A
        string bulletspread             N/A
        string ammoinclip               N/A
        string maxchargetime            N/A
        string clipsize         N/A
        string firetime         N/A
    }

    float bulletdamage          1
    float power         1
    string Description1         BatlethDesc1
    string Description2         BatlethDesc2
    string Description3         BatlethDesc3
    string InteractiveType              Usable
    string RadarDescription             BatlethRadar
}

OBJECT AssaultRifle             Weapons
{
    OBJECT Mode1                WeaponModes
    {
        float ammorequired              1
        string ammotype         Plasma
        float bulletdamage              15
        float bulletrange               2500
        string firetype         Bullet
        string meansofdeath             assult_rifle
        float power             25
        string regenamount              N/A
        string regentime                N/A
        string splashdamage             N/A
        float bulletspread              83
        float startammo         100
        string ammoinclip               N/A
        string maxchargetime            N/A
        string clipsize         N/A
        string firetime         N/A
    }

    OBJECT Mode2                WeaponModes
    {
        string firetype         Projectile
        string bulletspread             N/A
        float ammorequired              15
        string ammotype         Plasma
        string bulletdamage             N/A
        float startammo         0
        float power             25
        float ammoinclip                1
        float maxchargetime             2
        float firetime          0.5
        float bulletrange               1
        string meansofdeath             N/A
        float regenamount               1
        float regentime         1
        float splashdamage              1
        float clipsize          1
    }

    string Description1         AssaultRifleDesc1
    string Description2         AssaultRifleDesc2
    string Description3         AssaultRifleDesc3
    string InteractiveType              Usable
    string RadarDescription             AssaultRifleRadar
}

OBJECT CompressionRifle         Weapons
{
    OBJECT Mode1                WeaponModes
    {
        string meansofdeath             comp_rifle
        string ammoinclip               N/A
        float ammorequired              1
        string ammotype         Plasma
        float bulletdamage              20
        float bulletrange               2500
        float bulletspread              33
        string clipsize         N/A
        string firetime         N/A
        string firetype         Bullet
        string maxchargetime            N/A
        float power             21
        string regenamount              N/A
        string regentime                N/A
        string splashdamage             N/A
        float startammo         100
    }

    OBJECT Mode2                WeaponModes
    {
        string meansofdeath             vaporize
        string ammoinclip               N/A
        float ammorequired              15
        string ammotype         Plasma
        float bulletdamage              50
        float bulletrange               2500
        float bulletspread              33
        string clipsize         N/A
        string firetime         N/A
        string firetype         Bullet
        string maxchargetime            N/A
        float power             21
        string regenamount              N/A
        string regentime                N/A
        string splashdamage             N/A
        float startammo         0
    }

}

OBJECT IMOD             Weapons
{
    OBJECT Mode1                WeaponModes
    {
        string ammoinclip               N/A
        float ammorequired              5
        string ammotype         Plasma
        float bulletdamage              25
        float bulletrange               2500
        float bulletspread              0
        string clipsize         N/A
        string firetime         N/A
        string firetype         Bullet
        string maxchargetime            N/A
        string meansofdeath             imod
        float power             10
        string regenamount              N/A
        string regentime                N/A
        string splashdamage             N/A
        float startammo         100
    }

    OBJECT Mode2                WeaponModes
    {
        string meansofdeath             imod
        float startammo         0
        string splashdamage             N/A
        string regentime                N/A
        string regenamount              N/A
        float power             10
        string maxchargetime            N/A
        string firetype         Bullet
        string firetime         N/A
        string clipsize         N/A
        float bulletspread              0
        float bulletrange               2500
        float bulletdamage              50
        string ammotype         Plasma
        float ammorequired              15
        string ammoinclip               N/A
    }

    string Description1         IMODDesc1
    string Description2         IMODDesc2
    string Description3         IMODDesc3
    string InteractiveType              Usable
    string RadarDescription             IMODRadar
}

OBJECT GrenadeLauncher          Weapons
{
    OBJECT Mode1                WeaponModes
    {
        string ammoinclip               N/A
        float ammorequired              1
        string ammotype         Plasma
        string bulletdamage             N/A
        string bulletrange              N/A
        string bulletspread             N/A
        string clipsize         N/A
        float firetime          0.5
        string firetype         Projectile
        string maxchargetime            N/A
        string meansofdeath             N/A
        float startammo         70
        string splashdamage             N/A
        float power             50
        string regenamount              N/A
        string regentime                N/A
    }

    OBJECT Mode2                WeaponModes
    {
        string ammoinclip               N/A
        string ammotype         Plasma
        string bulletdamage             N/A
        string bulletrange              N/A
        string bulletspread             N/A
        string clipsize         N/A
        float firetime          0.5
        string firetype         Projectile
        string maxchargetime            N/A
        string meansofdeath             N/A
        float power             50
        string regenamount              N/A
        string regentime                N/A
        string splashdamage             N/A
        float startammo         0
        float ammorequired              1
    }

    OBJECT GrenadeLauncherMode1         Projectiles
    {
    }

    OBJECT GrenadeLauncherMode2         Projectiles
    {
    }

    string Description1         GrenadeLauncherDesc1
    string Description2         GrenadeLauncherDesc2
    string Description3         GrenadeLauncherDesc3
    string InteractiveType              Usable
    string RadarDescription             GrenadeLauncherRadar
}

OBJECT PhotonBurst              Weapons
{
    OBJECT Mode1                WeaponModes
    {
        string ammoinclip               N/A
        float ammorequired              1
        string ammotype         Plasma
        string bulletdamage             N/A
        string bulletrange              N/A
        string bulletspread             N/A
        string clipsize         N/A
        float firetime          0.5
        string firetype         Projectile
        string maxchargetime            N/A
        string meansofdeath             N/A
        float power             60
        string regenamount              N/A
        string regentime                N/A
        string splashdamage             N/A
        float startammo         70
    }

    OBJECT Mode2                WeaponModes
    {
        string firetype         Projectile
        string ammotype         Plasma
        float ammorequired              3
        float firetime          0.5
        string maxchargetime            N/A
        string clipsize         N/A
        string bulletspread             N/A
        string bulletrange              N/A
        string bulletdamage             N/A
        string ammoinclip               N/A
        float startammo         0
        string splashdamage             N/A
        string regentime                N/A
        string regenamount              N/A
        float power             60
        string meansofdeath             N/A
    }

    OBJECT PhotonBurstMode1             Projectiles
    {
    }

    OBJECT PhotonBurstMode2             Projectiles
    {
    }

    string Description1         PhotonBurstDesc1
    string Description2         PhotonBurstDesc2
    string Description3         PhotonBurstDesc3
    string InteractiveType              Usable
    string RadarDescription             PhotonBurstRadar
}

OBJECT TetryonGGun              Weapons
{
    OBJECT Mode1                WeaponModes
    {
        string ammotype         Plasma
        float ammorequired              1
        string ammoinclip               N/A
        float bulletdamage              10
        float bulletrange               2500
        float bulletspread              100
        string clipsize         N/A
        string firetime         N/A
        string firetype         Bullet
        string maxchargetime            N/A
        string meansofdeath             phaser
        float power             65
        string regenamount              N/A
        string regentime                N/A
        string splashdamage             N/A
        float startammo         80
    }

    OBJECT Mode2                WeaponModes
    {
        string firetype         Bullet
        string ammotype         Plasma
        float startammo         0
        float ammorequired              1
        float bulletrange               2500
        float bulletdamage              20
        string ammoinclip               N/A
        float bulletspread              50
        string clipsize         N/A
        string firetime         N/A
        string meansofdeath             phaser
        string maxchargetime            N/A
        float power             65
        string regenamount              N/A
        string regentime                N/A
        string splashdamage             N/A
    }

    string Description1         TetGunDesc1
    string Description2         TetGunDesc2
    string Description3         TetGunDesc3
    string InteractiveType              Usable
    string RadarDescription             TetGunRadar
}

OBJECT RomulanDisruptor         Weapons
{
    OBJECT Mode1                WeaponModes
    {
        string ammoinclip               N/A
        float ammorequired              1
        string ammotype         Plasma
        string bulletdamage             N/A
        string bulletrange              N/A
        string bulletspread             N/A
        string clipsize         N/A
        float firetime          0.33
        string firetype         Projectile
        string maxchargetime            N/A
        string meansofdeath             N/A
    }

}

OBJECT AttrexianRifle           Weapons
{
    OBJECT Mode1                WeaponModes
    {
        string firetype         Bullet
        string ammotype         Phaser
        float startammo         500
        float ammorequired              1
        float bulletrange               500
        float bulletdamage              1
        float regenamount               5
        float regentime         0.25
        string meansofdeath             vaporize
        float bulletspread              0
        float power             24
        string maxchargetime            N/A
        string firetime         N/A
        string clipsize         N/A
        string ammoinclip               N/A
        string splashdamage             N/A
    }

    OBJECT Mode2                WeaponModes
    {
        string ammoinclip               N/A
        float ammorequired              1
        string ammotype         Plasma
        string bulletdamage             N/A
        string bulletrange              N/A
        string bulletspread             N/A
        string clipsize         N/A
        float firetime          0.25
        string firetype         Projectile
        string maxchargetime            N/A
        string meansofdeath             N/A
        float power             60
        string regentime                N/A
        string splashdamage             N/A
        string regenamount              N/A
        float startammo         100
    }

    OBJECT AttrexianRifleMode2          Projectiles
    {
    }

    string Description1         AttrexianRifleDesc1
    string Description2         AttrexianRifleDesc2
    string Description3         AttrexianRifleDesc3
    string InteractiveType              Usable
    string RadarDescription             AttrexianRifleRadar
}

OBJECT RomulanRadiationGun              Weapons
{
    OBJECT Mode1                WeaponModes
    {
        string firetype         Projectile
        string ammotype         Plasma
        float startammo         100
        float ammorequired              1
        string ammoinclip               N/A
        float firetime          2
    }

    OBJECT Mode2                WeaponModes
    {
    }

    string Description1         RomRadGunDesc1
    string Description2         RomRadGunDesc2
    string Description3         RomRadGunDesc3
    string InteractiveType              Usable
    string RadarDescription             RomRadGunRadar
}

OBJECT GrenadeLauncherMode1             Projectiles
{
}

OBJECT GrenadeLauncherMode2             Projectiles
{
}

OBJECT PhotonBurstMode1         Projectiles
{
}

OBJECT PhotonBurstMode2         Projectiles
{
}

OBJECT AttrexianRifleMode2              Projectiles
{
}

OBJECT RomulanRadiationGunMode1         Projectiles
{
}

OBJECT Infinite         Defines
{
    float value         1e+006
}

OBJECT Ridiculous               Defines
{
    float value         10
}

OBJECT Super            Defines
{
    float value         5
}

OBJECT High             Defines
{
    float value         2
}

OBJECT Average          Defines
{
    float value         1
}

OBJECT Medium           Defines
{
    float value         0.66
}

OBJECT Low              Defines
{
    float value         0.33
}

OBJECT One              Defines
{
    float value         0.1
}

OBJECT Instant          Defines
{
    string value                Special
}

OBJECT InstantGib               Defines
{
    string value                Special
}

OBJECT base_health              Defines
{
    float value         1
}

OBJECT BorgBoss         Enemy
{
    float health                1000
    float damage                1
    string Description1         BorgBossDesc1
    string InteractiveType              Enemy
    string Description2         BorgBossDesc2
    string Description3         BorgBossDesc3
    string RadarDescription             BorgBossRadar
}

OBJECT Type2Cruiser             Enemy
{
}

OBJECT RomulanHoloSoldiers              Enemy
{
}

OBJECT Type2CruiserTurret               Enemy
{
}

OBJECT Type3Quadraped           Enemy
{
}

OBJECT Type4Predator            Enemy
{
}

OBJECT Type5Commander           Enemy
{
}

OBJECT IdryllSoldiers           Enemy
{
}

OBJECT KlingonMercs             Enemy
{
}

OBJECT KlingonBoss              Enemy
{
}

OBJECT RenegadeRomulanSoldiers          Enemy
{
}

OBJECT RomulanInformantBoss             Enemy
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         RomulanInformantBossDesc2
    string Description3         RomulanInformantBossDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             RomulanInformantRadar
    float health                300
}

OBJECT MommaBug         Enemy
{
}

OBJECT Lurker_PackageLoneLurker         BehaviorPackageData
{
    float Chance_ChargeOnFirstAttack            0.5
    float Range_MeleeCombat             128
    float Range_Retreat         192
    float Range_MinChargeDistance               100
    float Range_Spar            256
    float Chance_Attack         0.35
    float Chance_AttackWhileInSparringRange             0.55
    float Chance_ApproachRunning                0.25
    float Chance_StrafeAfterBeingAttacked               0.8
    float Chance_StrafeWhileInConeOfFire                0.45
    float Chance_SidestepWhileInConeOfFire              0.75
    float Chance_DoSprayAttack          0.35
    float Chance_StrafeAfterPain                0.25
}

OBJECT BACK_PEDAL               StateData
{
}

OBJECT Chewer_PackageLoneChewer         BehaviorPackageData
{
    float Chance_ApproachRunning                0.25
    float Chance_Attack         0.35
    float Chance_AttackWhileInSparringRange             0.55
    float Chance_SidestepWhileInConeOfFire              0.75
    float Chance_StrafeAfterBeingAttacked               0.8
    float Chance_StrafeAfterPain                0.25
    float Chance_StrafeWhileInConeOfFire                0.45
    float Range_MeleeCombat             128
    float Range_Retreat         192
    float Range_Spar            256
    float Chance_ChargeOnFirstAttack            0.25
    float Chance_DoSprayAttack          0.6
    float Range_MinChargeDistance               100
}

OBJECT Lurker_PackageGroupLurker                BehaviorPackageData
{
    float Chance_ApproachRunning                0.25
    float Chance_Attack         0.35
    float Chance_AttackWhileInSparringRange             0.55
    float Chance_ChargeOnFirstAttack            0.25
    float Chance_DoSprayAttack          0.5
    float Chance_SidestepWhileInConeOfFire              0.75
    float Chance_StrafeAfterBeingAttacked               0.8
    float Chance_StrafeAfterPain                0.25
    float Chance_StrafeWhileInConeOfFire                0.45
    float Range_MeleeCombat             128
    float Range_MinChargeDistance               100
    float Range_Retreat         192
    float Range_Spar            256
}

OBJECT Chewer_PackageGroupChewer                BehaviorPackageData
{
    float Chance_ApproachRunning                0.25
    float Chance_Attack         0.8
    float Chance_AttackWhileInSparringRange             0.55
    float Chance_ChargeOnFirstAttack            0.25
    float Chance_DoSprayAttack          0.6
    float Chance_SidestepWhileInConeOfFire              0.75
    float Chance_StrafeAfterBeingAttacked               0.8
    float Chance_StrafeAfterPain                0.25
    float Chance_StrafeWhileInConeOfFire                0.45
    float Range_MeleeCombat             128
    float Range_MinChargeDistance               100
    float Range_Retreat         256
    float Range_Spar            512
}

OBJECT Basher_PackageLoneBasher         BehaviorPackageData
{
    float Chance_ApproachRunning                0.25
    float Chance_Attack         0.5
    float Chance_AttackWhileInSparringRange             0.55
    float Chance_ChargeOnFirstAttack            0.6
    float Chance_DoSprayAttack          0.6
    float Chance_SidestepWhileInConeOfFire              0.75
    float Chance_StrafeAfterBeingAttacked               0.8
    float Chance_StrafeAfterPain                0.25
    float Chance_StrafeWhileInConeOfFire                0.45
    float Range_MeleeCombat             128
    float Range_MinChargeDistance               100
    float Range_Retreat         192
    float Range_Spar            256
    float Range_SprayAttack             128
}

OBJECT HoldPhaser               Animations
{
    string Draw         phaser_draw
    string Idle         phaser_idle
    string Fire         phaser_fire
    string PutAway              phaser_putaway
    string PreFire              phaser_prefire
    string PostFire             phaser_postfire
    string Aim          phaser_aim
    string Melee                phaser_melee
    string CombatWalk           swat_walk
    string CombatRun            swat_run
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatRStrafe                swat_rstrafe
    string IdleWalk             walk
    string IdleRun              run
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleRStrafe          strafe_right
    string CombatLegIdle                swat_calm_idle
    string IdleLegIdle          idle
    string CombatGunIdle                phaser_tense_idle
    string IdleGunIdle          phaser_calm_idle
    float AimTimeMin            0.25
    float AimTimeMax            0.3
    float FireTimeMin           1
    float FireTimeMax           1.25
    float MaxTorsoYaw           80
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float spreadx               600
    float spready               600
}

OBJECT HoldCompRifle            Animations
{
    string Draw         compressionrifle_draw
    string Fire         compressionrifle_fire
    string Idle         compressionrifle_idle
    string PutAway              compressionrifle_putaway
    string PostFire             compressionrifle_postfire
    string PreFire              compressionrifle_prefire
    string Melee                compressionrifle_melee
    string Aim          compressionrifle_aim
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                compressionrifle_tense_idle
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleGunIdle          compressionrifle_idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            0.3
    float AimTimeMin            0.25
    float FireTimeMax           1.25
    float FireTimeMin           1
    float spreadx               10
    float spready               10
    string CombatGunTwitch              weapon-twitch
    string IdleGunTwitch                weapon-twitch
    float ShotCount             3
}

OBJECT HoldAssaultRifle         Animations
{
    string Draw         fieldassaultrifle_draw
    string Fire         fieldassaultrifle_fire
    string Idle         fieldassaultrifle_idle
    string PostFire             fieldassaultrifle_postfire
    string PreFire              fieldassaultrifle_prefire
    string PutAway              fieldassaultrifle_putaway
    string Melee                fieldassaultrifle_melee
    string Aim          fieldassaultrifle_aim
    string CombatGunIdle                fieldassaultrifle_tense_idle
    string IdleGunIdle          fieldassaultrifle_calm_idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            0.3
    float AimTimeMin            0.25
    float FireTimeMax           1.25
    float FireTimeMin           1
    float spreadx               100
    float spready               100
}

OBJECT HoldIMod         Animations
{
    string Draw         i-mod_draw
    string Fire         i-mod_fire
    string Idle         i-mod_idle
    string PostFire             i-mod_postfir
    string PreFire              i-mod_prefire
    string PutAway              i-mod_putaway
    string Aim          i-mod_aim
    string Melee                i-mod_melee
    string CombatGunIdle                i-mod_tense_idle
    string IdleGunIdle          i-mod_calm_idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            0.3
    float AimTimeMin            0.2
    float FireTimeMax           1.25
    float FireTimeMin           1
    float spreadx               10
    float spready               10
    float ShotCount             3
}

OBJECT AnimSet1         Animations
{
    string Idle         idle
    string IdleToWalk           idle
    string Run          idle
    string Walk         idle
    string WalkToIdle           idle
}

OBJECT AnimSet2         Animations
{
    string Idle         idle
    string IdleToWalk           idle
    string Run          idle
    string Walk         idle
    string WalkToIdle           idle
}

OBJECT HoldIdryllGauntletWithShield             Animations
{
    string Draw         gauntlet_shield_draw
    string Fire         gauntlet_shield_fire
    string Idle         gauntlet_shield_idle
    string PostFire             gauntlet_shield_postfire
    string PreFire              gauntlet_shield_prefire
    string PutAway              gauntlet_shield_putaway
    string Aim          gauntlet_shield_idle
    string CombatGunIdle                idle
    string IdleGunIdle          idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            -1
    float AimTimeMin            -1
    float FireTimeMax           -1
    float FireTimeMin           -1
    float spreadx               75
    float spready               75
    string Melee                MeleeCombo
}

OBJECT GOTO_COMBAT_NODE         StateData
{
    string MovementMode         RUN
}

OBJECT HoldIdryllGauntletNoShield               Animations
{
    string Draw         gauntlet_noshield_draw
    string Fire         gauntlet_noshield_fire
    string Idle         gauntlet_noshield_idle
    string PostFire             gauntlet_noshield_postfire
    string PreFire              gauntlet_noshield_prefire
    string PutAway              gauntlet_noshield_putaway
    string Aim          gauntlet_noshield_idle
    string CombatGunIdle                idle
    string IdleGunIdle          idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            -1
    float AimTimeMin            -1
    float FireTimeMax           -1
    float FireTimeMin           -1
    float spreadx               75
    float spready               75
    string Melee                melee_noshield-combo
}

OBJECT HoldIdryllMortar         Animations
{
    string Draw         gauntlet_mortar_draw
    string Fire         gauntlet_mortar_fire
    string Idle         gauntlet_mortar_idle
    string PostFire             gauntlet_mortar_postfire
    string PreFire              gauntlet_mortar_prefire
    string PutAway              gauntlet_mortar_putaway
    string CombatGunIdle                idle
    string IdleGunIdle          idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            -1
    float AimTimeMin            -1
    float FireTimeMax           -1
    float FireTimeMin           -1
    float spreadx               600
    float spready               600
    string Aim          gauntlet_mortar_aim
}

OBJECT Merc             Enemy
{
    OBJECT HoldKlingonDisruptorRifle            Animations
    {
    }

}

OBJECT Enemy            InteractiveTypes
{
    float Blue          0
    float Green         0
    float Red           1
    float ShowInRadar           1
    float AlwaysShowReticle             0
    float ShowInSimpleMode              1
}

OBJECT Friendly         InteractiveTypes
{
    float Blue          0.5
    float Red           0.5
    float ShowInRadar           1
    float Green         0.38
    float AlwaysShowReticle             0
    float ShowInSimpleMode              0
}

OBJECT Teammate         InteractiveTypes
{
    float Blue          0
    float Green         1
    float Red           0
    float ShowInRadar           1
    float AlwaysShowReticle             0
    float ShowInSimpleMode              0
}

OBJECT Usable           InteractiveTypes
{
    float Blue          0.5
    float Green         1
    float Red           1
    float ShowInRadar           1
    float AlwaysShowReticle             1
    float ShowInSimpleMode              0
}

OBJECT TricorderUsable          InteractiveTypes
{
    float Blue          1
    float Green         1
    float Red           0
    float ShowInRadar           1
    float ShowInSimpleMode              0
}

OBJECT Destructable             InteractiveTypes
{
    float Blue          0.25
    float Green         0.5
    float Red           1
    float ShowInRadar           1
    float ShowInSimpleMode              0
}

OBJECT Location         InteractiveTypes
{
    float ShowInRadar           1
    float Green         0
    float Red           0
    float Blue          1
    float ShowInSimpleMode              0
}

OBJECT MissionObjective         InteractiveTypes
{
    float Green         1
    float Blue          1
    float BlipShader            1
    float SelectedBlipShader            1
    float RadarDescription              1
    float Red           1
    float ShowInRadar           1
    float ShowInSimpleMode              0
}

OBJECT TransportOutFederation           DisplayEffects
{
    string ShaderName           transport
    string SoundName            snd_bodytransportout
    string EffectName           fx/fx-beamsparkle.tik
    string AnimName             transport_out
    string EffectPosName                centroid
    float EffectTime            1.25
    float TransportTime         1.25
    float Immobilize            1
    float AttachEffect          0
    float HideFeatures          1
}

OBJECT TransportInFederation            DisplayEffects
{
    string AnimName             transport_in
    string EffectName           fx/fx-beamsparkle.tik
    string EffectPosName                centroid
    float EffectTime            1.25
    float TransportTime         1.25
    string ShaderName           transport
    string SoundName            snd_bodytransportin
    float Immobilize            1
    float AttachEffect          0
    float HideFeatures          1
}

OBJECT TransportOutBorg         DisplayEffects
{
    string AnimName             transport_out
    string EffectName           fx/fx-beamsparkle-borg-out.tik
    string EffectPosName                Bip01
    string SoundName            snd_bodytransportout
    string ShaderName           transport-borg
    float EffectTime            0.25
    float TransportTime         0.75
    float Immobilize            1
    float AttachEffect          0
    float HideFeatures          1
}

OBJECT TransportInBorg          DisplayEffects
{
    string AnimName             transport_in
    string EffectName           fx/fx-beamsparkle-borg-in.tik
    string EffectPosName                centroid
    string SoundName            snd_bodytransportin
    string ShaderName           transport-borg
    float EffectTime            0.75
    float TransportTime         0.75
    float Immobilize            1
    float AttachEffect          0
    float HideFeatures          1
}

OBJECT TransportOutIdryll               DisplayEffects
{
    string AnimName             transport_out
    string EffectName           fx/fx-beamsparkle-drull.tik
    string EffectPosName                centroid
    float EffectTime            0.75
    string ShaderName           transport-idryll
    string SoundName            snd_bodytransportout
    float TransportTime         0.75
    float Immobilize            1
    float AttachEffect          0
    float HideFeatures          1
}

OBJECT TransportInIdryll                DisplayEffects
{
    string AnimName             transport_in
    string EffectName           fx/fx-beamsparkle-drull.tik
    string EffectPosName                centroid
    float EffectTime            0.75
    string ShaderName           transport-idryll
    string SoundName            snd_bodytransportin
    float TransportTime         0.75
    float Immobilize            1
    float AttachEffect          0
    float HideFeatures          1
}

OBJECT NonInteractive           InteractiveTypes
{
    float Red           0.85
    float Blue          0.6
    float Green         0.42
    float ShowInRadar           0
    float ShowInSimpleMode              0
}

OBJECT Alcove           BorgEnvironment
{
    string InteractiveType              NonInteractive
    float Description1          1
    string Description2         BorgAlcoveDesc2
    string Description3         BorgAlcoveDesc3
}

OBJECT HealthTerminal           BorgEnvironment
{
    string InteractiveType              Usable
    string RadarDescription             BorgHealthTerminalRadar
    string Description2         BorgHealthTerminalDesc2
    string Description1         BorgHealthTerminalDesc1
    string Description3         BorgHealthTerminalDesc3
}

OBJECT EnergyTerminal           BorgEnvironment
{
    string InteractiveType              Usable
    string RadarDescription             BorgEnergyTerminalRadar
    string Description1         BorgEnergyTerminalDesc1
    string Description2         BorgEnergyTerminalDesc2
    string Description3         BorgEnergyTerminalDesc3
}

OBJECT PlasmaConduit            BorgEnvironment
{
    string InteractiveType              Destructable
    string RadarDescription             BorgPlasmaConduitRadar
    string Description1         BorgPlasmaConduitDesc1
    string Description2         BorgPlasmaConduitDesc2
    string Description3         BorgPlasmaConduitDesc3
}

OBJECT PlasmaConduitDamaged             BorgEnvironment
{
    string InteractiveType              NonInteractive
    string Description1         BorgPlasmaConduitDamagedDesc1
    string Description2         BorgPlasmaConduitDamagedDesc2
    string Description3         BorgPlasmaConduitDamagedDesc3
}

OBJECT PowerCupling             BorgEnvironment
{
    string InteractiveType              Destructable
    string RadarDescription             BorgPowerCouplingRadar
    string Description1         BorgPowerCouplingDesc1
    string Description2         BorgPowerCouplingDesc2
    string Description3         BorgPowerCouplingDesc3
}

OBJECT PowerCuplingDamaged              BorgEnvironment
{
    string InteractiveType              NonInteractive
    string Description1         BorgPowerCouplingDamagedDesc1
    string Description2         BorgPowerCouplingDamagedDesc2
    string Description3         BorgPowerCouplingDamagedDesc3
}

OBJECT ShieldPanel              BorgEnvironment
{
    string InteractiveType              TricorderUsable
    string RadarDescription             BorgShieldPanelRadar
    string Description1         BorgShieldPanelDesc1
    string Description2         BorgShieldPanelDesc2
    string Description3         BorgShieldPanelDesc3
}

OBJECT DistributionNode         BorgEnvironment
{
    string InteractiveType              Destructable
    string RadarDescription             BorgDistributionNodeRadar
    string Description1         BorgDistributionNodeDesc1
    string Description2         BorgDistributionNodeDesc2
    string Description3         BorgDistributionNodeDesc3
}

OBJECT DistributionNodeDamaged          BorgEnvironment
{
    string InteractiveType              NonInteractive
    string Description1         BorgDistributionNodeDamagedDesc1
    string Description2         BorgDistributionNodeDamagedDesc2
    string Description3         BorgDistributionNodeDamagedDesc3
}

OBJECT Panel            BorgEnvironment
{
    string Description1         BorgPanelDesc1
    string Description2         BorgPanelDesc2
    string Description3         BorgPanelDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             PanelRadar
}

OBJECT FadeOutPhaser            DisplayEffects
{
    string ShaderName           phaser_death
    float EffectTime            1.5
    string SoundName            snd_phaserdeath
    string EffectName           fx/fx-fadeout-phaser.tik
    float FadeTime              2
    string EffectPosName                randombone
    float NumEffects            10
    float Immobilize            1
    float AnimName              1
    float AttachEffect          1
    float HideFeatures          0
}

OBJECT FadeOutDisruptor         DisplayEffects
{
    string EffectName           fx/fx-fadeout-disruptor.tik
    string EffectPosName                randombone
    float EffectTime            1.5
    float FadeTime              2
    string ShaderName           disruptor_death
    string SoundName            snd_phaserdeath
    float NumEffects            12
    float Immobilize            1
    float AttachEffect          1
    float HideFeatures          0
}

OBJECT HoldIdryllGauntletMelee          Animations
{
    string Draw         gauntlet_melee_draw
    string Fire         gauntlet_melee_fire
    string Idle         gauntlet_melee_idle
    string PostFire             gauntlet_melee_postfire
    string PreFire              gauntlet_melee_prefire
    string PutAway              gauntlet_melee_putaway
    string Melee                MeleeCombo
    string CombatGunIdle                idle
    string IdleGunIdle          idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            -1
    float AimTimeMin            -1
    float FireTimeMax           -1
    float FireTimeMin           -1
    float spreadx               75
    float spready               75
}

OBJECT TeammateData             TeammateRoster
{
    string HealthyAnimation             idle
    string HealthyShader                hud_mission_objective_monitor_healthy
    string InjuredAnimation             idle
    string InjuredShader                hud_mission_objective_monitor_injured
    string CriticalAnimation            idle
    string CriticalShader               hud_mission_objective_monitor_critical
    string DefaultShader                EMPTY
}

OBJECT Teammate1                TeammateRoster
{
    string StatusShader         EMPTY
    string Archetype            EMPTY
    float Archetype             1
}

OBJECT Teammate2                TeammateRoster
{
    string Archetype            EMPTY
    string StatusShader         EMPTY
}

OBJECT Teammate3                TeammateRoster
{
    string StatusShader         EMPTY
    string Archetype            EMPTY
}

OBJECT Teammate4                TeammateRoster
{
    string StatusShader         EMPTY
    string Archetype            EMPTY
}

OBJECT RadarDialog              UI
{
    float RadarString           1
}

OBJECT LoadSaveGame             UI
{
    string ScreenShotShader             EMPTY
    float EnableLoadSaveButton          0
    float EnableDeleteButton            0
    string SaveGameList         EMPTY
    float IsSaveList            0
    string SaveGameName         EMPTY
}

OBJECT ModelRendering           Rendering
{
    string animation            idle
    float offset_x              1
    float offset_y              1
    float offset_z              1
    float fov_h         90
    float fov_v         60
    float angles_yaw            1
    float angles_pitch          1
    float angles_roll           1
}

OBJECT Leviathan_PackageLeviathan               BehaviorPackageData
{
    float Chance_ApproachRunning                0.25
    float Chance_Attack         0.35
    float Chance_AttackWhileInSparringRange             0.55
    float Chance_ChargeOnFirstAttack            0.25
    float Chance_SidestepWhileInConeOfFire              0.75
    float Chance_StrafeAfterBeingAttacked               0.8
    float Chance_StrafeAfterPain                0.25
    float Chance_StrafeWhileInConeOfFire                0.45
    float Range_MeleeCombat             128
    float Range_MinChargeDistance               100
    float Range_Retreat         192
    float Range_Spar            256
    float Chance_DoSprayAttack          1
}

OBJECT Lurker           Aliens
{
    OBJECT PainChance           DamageType
    {
    }

    float fov           360
    float health                60
    float playerhatemodifier            1.5
    float visiondistance                1200
    float Description1          1
    string Description2         LurkerDesc2
    string Description3         LurkerDesc3
    string InteractiveType              Enemy
    string RadarDescription             LurkerRadar
    float PainChance            1
}

OBJECT Chewer           Aliens
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         ChewerDesc2
    string Description3         ChewerDesc3
    string InteractiveType              Enemy
    string RadarDescription             ChewerRadar
    float fov           360
    float health                220
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
    float plasmashotgun         1
    float phaser                1
    float electric              1
}

OBJECT Basher           Aliens
{
    OBJECT PainChance           DamageType
    {
    }

    string InteractiveType              Enemy
    string RadarDescription             BasherRadar
    float fov           360
    float health                500
    float playerhatemodifier            1.5
    float visiondistance                1200
    float Description1          1
    string Description2         BasherDesc2
    string Description3         BasherDesc3
    float PainChance            1
    float electric              1
    float explosion             1
    float phaser                1
    float plasmashotgun         1
    float small_explosion               1
}

OBJECT Quadraped                Aliens
{
    OBJECT PainChance           DamageType
    {
        float comp_rifle                0.4
        float disruptor         0.4
        float electric          0.15
    }

    float Description1          1
    string Description2         QuadrapedDesc2
    string Description3         QuadrapedDesc3
    string InteractiveType              Enemy
    string RadarDescription             QuadRadar
    float fov           360
    float health                1625
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT Predator         Aliens
{
    OBJECT PainChance           DamageType
    {
    }

    string InteractiveType              Enemy
    float Description1          1
    string Description2         StalkerDesc2
    string Description3         StalkerDesc3
    string RadarDescription             StalkerRadar
    float fov           360
    float health                1800
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT Commander                Aliens
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         CommanderDesc2
    string Description3         CommanderDesc3
    string InteractiveType              Enemy
    string RadarDescription             CommRadar
    float fov           360
    float health                2500
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT AndorianFemale           Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         AndorianFemaleDesc2
    string Description3         AndorianFemaleDesc3
    string InteractiveType              Enemy
    float RadarDescription              1
    float fov           360
    float health                30
    float playerhatemodifier            1.5
    float visiondistance                2400
    float PainChance            1
}

OBJECT AndorianMale             Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         AndorianMaleDesc2
    string Description3         AndorianMaleDesc3
    string InteractiveType              Enemy
    float RadarDescription              1
    float fov           360
    float health                30
    float playerhatemodifier            1.5
    float visiondistance                2400
    float PainChance            1
}

OBJECT AttrexianFemale          Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         AttrexianFemaleDesc2
    string Description3         AttrexianFemaleDesc3
    string InteractiveType              Friendly
    string RadarDescription             AttrexianFemaleRadar
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT AttrexianMale            Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         AttrexianMaleDesc2
    string Description3         AttrexianMaleDesc3
    string InteractiveType              Friendly
    string RadarDescription             AttrexianMaleRadar
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT BorgDroneFemale          Borg
{
    string Description1         BorgDroneFemaleDesc1
    float visiondistance                1200
    float playerhatemodifier            1.5
    float health                80
    float fov           360
    string RadarDescription             BorgDroneFemaleRadar
    string InteractiveType              Enemy
    string Description3         BorgDroneFemaleDesc3
    string Description2         BorgDroneFemaleDesc2
    float PainChance            1
}

OBJECT BorgDroneMale            Borg
{
    string InteractiveType              Enemy
    float fov           360
    float health                80
    float playerhatemodifier            1.5
    float visiondistance                1200
    string RadarDescription             BorgDroneMaleRadar
    string Description3         BorgDroneMaleDesc3
    string Description2         BorgDroneMaleDesc2
    string Description1         BorgDroneMaleDesc1
    float PainChance            1
}

OBJECT CruiserTurret            Aliens
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         CruiserTurretDesc2
    string Description3         CruiserTurretDesc3
    string InteractiveType              Enemy
    string RadarDescription             CruisRadar
    float fov           360
    float health                120
    float playerhatemodifier            1.5
    float visiondistance                5000
    float PainChance            1
}

OBJECT BugFemale                Bugs
{
    OBJECT PainChance           DamageType
    {
        float comp_rifle                1
        float disruptor         1
        float electric          1
        float imod_primary              1
        float vaporize_comp             1
        float vaporize_disruptor                1
    }

    string Description1         BugFemaleDesc1
    string Description2         BugFemaleDesc2
    string Description3         BugFemaleDesc3
    string InteractiveType              Enemy
    string RadarDescription             BugFemaleRadar
    float fov           360
    float health                200
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT BugFemaleNoSack          Bugs
{
    float Description1          1
    float Description2          1
    float Description3          1
    string InteractiveType              Enemy
    float RadarDescription              1
    float fov           360
    float health                25
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT BugMale          Bugs
{
    OBJECT PainChance           DamageType
    {
        float comp_rifle                1
        float disruptor         1
        float electric          1
        float imod_primary              1
        float vaporize_comp             1
        float vaporize_disruptor                1
    }

    string Description1         BugMaleDesc1
    string Description2         BugMaleDesc2
    string Description3         BugMaleDesc3
    string InteractiveType              Enemy
    string RadarDescription             BugMaleRadar
    float fov           360
    float health                140
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT BugQueen         Bugs
{
    OBJECT PainChance           DamageType
    {
        float comp_rifle                1
        float disruptor         1
        float electric          1
        float imod_primary              1
        float vaporize_comp             1
        float vaporize_disruptor                1
    }

    string Description1         BugQueenDesc1
    string Description2         BugQueenDesc2
    string Description3         BugQueenDesc3
    string InteractiveType              Enemy
    string RadarDescription             QueenRadar
    float fov           360
    float health                2000
    float playerhatemodifier            1.5
    float visiondistance                3000
    float PainChance            1
}

OBJECT BugSack          Bugs
{
    float Description1          1
    float Description2          1
    float Description3          1
    string InteractiveType              Enemy
    float RadarDescription              1
    float fov           360
    float health                20
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT BugSmall         Bugs
{
    string Description1         BugSmallDesc1
    string Description2         BugSmallDesc2
    string Description3         BugSmallDesc3
    string InteractiveType              Enemy
    string RadarDescription             BugSmallRadar
    float fov           360
    float health                5
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT BugSmallExplosive                Bugs
{
    string Description1         BugSmallExplosiveDesc1
    string Description2         BugSmallExplosiveDesc2
    string Description3         BugSmallExplosiveDesc3
    string InteractiveType              Enemy
    string RadarDescription             BugSmallExplosiveRadar
    float fov           360
    float health                5
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT DrullFemale              Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         DrullFemaleDesc2
    string Description3         DrullFemaleDesc3
    string InteractiveType              Friendly
    string RadarDescription             DrullFemaleRadar
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT DrullMale                Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         DrullMaleDesc2
    string Description3         DrullMaleDesc3
    string InteractiveType              Friendly
    string RadarDescription             DrullMaleRadar
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT Oolpax           NPC
{
    string Description1         OmagDesc1
    string Description2         OmagDesc2
    string Description3         OmagDesc3
    string InteractiveType              Enemy
    string RadarDescription             OmagRadar
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT HazardTeamBaseFemale             HazardTeam
{
    float Description1          1
    float Description2          1
    float Description3          1
    string InteractiveType              Teammate
    float RadarDescription              1
    float fov           360
    float health                1000
    float visiondistance                1200
    float playerhatemodifier            0
    float PainChance            1
}

OBJECT HazardTeamBaseMale               HazardTeam
{
    float Description1          1
    float Description2          1
    float Description3          1
    string InteractiveType              Teammate
    float RadarDescription              1
    float fov           360
    float health                1000
    float playerhatemodifier            0
    float visiondistance                1200
    float PainChance            1
}

OBJECT HazardTeamChang          HazardTeam
{
    OBJECT ModelRendering               Rendering
    {
        float angles_yaw                180
        float offset_x          28
        float offset_y          0
        float offset_z          -87
        float fov_h             30
        float fov_v             30
    }

    string Description1         ChangDesc1
    string Description2         ChangDesc2
    string Description3         ChangDesc3
    string InteractiveType              Teammate
    string RadarDescription             ChangRadar
    float fov           360
    float health                1000
    float playerhatemodifier            0
    float visiondistance                1200
    string Model                char/hazardteam_chang.tik
    float PainChance            1
}

OBJECT HazardTeamChell          HazardTeam
{
    OBJECT ModelRendering               Rendering
    {
        float offset_z          -87
        float offset_y          0
        float offset_x          28
        float angles_yaw                180
        float Description1              1
        float angles_pitch              0
        float angles_roll               0
        float fov_h             30
        float fov_v             30
    }

    string Description1         ChellDesc1
    string Description2         ChellDesc2
    string Description3         ChellDesc3
    string InteractiveType              Teammate
    string RadarDescription             ChellRadar
    float fov           360
    float health                1000
    float playerhatemodifier            0
    float visiondistance                1200
    string Model                char/hazardteam_chell.tik
    float PainChance            1
}

OBJECT HazardTeamFranklin               HazardTeam
{
    OBJECT ModelRendering               Rendering
    {
        float angles_pitch              0
        float angles_roll               0
        float angles_yaw                180
        float offset_x          28
        float offset_y          0
        float offset_z          -87
        float fov_h             30
        float fov_v             30
    }

    string Description1         FranklinDesc1
    string Description2         FranklinDesc2
    string Description3         FranklinDesc3
    string InteractiveType              Teammate
    string RadarDescription             FranklinRadar
    float fov           360
    float health                1000
    float playerhatemodifier            0
    float visiondistance                1200
    string Model                char/hazardteam_franklin.tik
    float PainChance            1
}

OBJECT HazardTeamGonzales               HazardTeam
{
    OBJECT ModelRendering               Rendering
    {
        float angles_pitch              0
        float angles_roll               0
        float angles_yaw                180
        float offset_x          28
        float offset_y          0
        float offset_z          -87
        float fov_h             30
        float fov_v             30
    }

    string Description1         GonzalesDesc1
    string Description2         GonzalesDesc2
    string Description3         GonzalesDesc3
    string InteractiveType              Teammate
    string RadarDescription             GonzalesRadar
    float fov           360
    float health                1000
    float playerhatemodifier            0
    float visiondistance                1200
    string Model                char/hazardteam_gonzales.tik
    float PainChance            1
}

OBJECT HazardTeamJurot          HazardTeam
{
    OBJECT ModelRendering               Rendering
    {
        float fov_h             30
        float fov_v             30
    }

    string Description1         JurotDesc1
    string Description2         JurotDesc2
    string Description3         JurotDesc3
    string InteractiveType              Teammate
    string RadarDescription             JurotRadar
    float fov           360
    float health                1000
    float playerhatemodifier            0
    float visiondistance                1200
    string Model                char/hazardteam_jurot.tik
    float PainChance            1
}

OBJECT HazardTeamKourban                HazardTeam
{
    OBJECT ModelRendering               Rendering
    {
        float angles_pitch              0
        float angles_roll               0
        float angles_yaw                180
        float offset_x          28
        float offset_y          0
        float offset_z          -85
        float fov_h             30
        float fov_v             30
    }

    string Description1         KourbanDesc1
    string Description2         KourbanDesc2
    string Description3         KourbanDesc3
    string InteractiveType              Teammate
    string RadarDescription             KourbanRadar
    float fov           360
    float health                1000
    float playerhatemodifier            0
    float visiondistance                1200
    string Model                char/hazardteam_kourban.tik
    float PainChance            1
}

OBJECT HazardTeamMunro          HazardTeam
{
    string Description1         MunroDesc1
    string Description2         MunroDesc2
    string Description3         MunroDesc3
    string InteractiveType              Teammate
    float RadarDescription              1
    float fov           360
    float health                1000
    float playerhatemodifier            0
    float visiondistance                1200
    float PainChance            1
}

OBJECT HazardTeamSydney         HazardTeam
{
    OBJECT ModelRendering               Rendering
    {
        float angles_pitch              0
        float angles_roll               0
        float angles_yaw                180
        float offset_x          28
        float offset_y          0
        float offset_z          -85
        float fov_h             30
        float fov_v             30
    }

    string Description1         SydneyDesc1
    string Description2         SydneyDesc2
    string Description3         SydneyDesc3
    string InteractiveType              Teammate
    string RadarDescription             SydneyRadar
    float fov           360
    float health                1000
    float playerhatemodifier            0
    float visiondistance                1200
    string Model                char/hazardteam_sydney.tik
    float PainChance            1
}

OBJECT HazardTeamTelsia         HazardTeam
{
    OBJECT ModelRendering               Rendering
    {
        float angles_pitch              0
        float angles_roll               0
        float angles_yaw                180
        float offset_x          28
        float offset_y          0
        float offset_z          -85
        float fov_h             30
        float fov_v             30
    }

    string Description1         TelsiaDesc1
    string Description2         TelsiaDesc2
    string Description3         TelsiaDesc3
    string InteractiveType              Teammate
    string RadarDescription             TelsiaRadar
    float fov           360
    float health                1000
    float playerhatemodifier            0
    float visiondistance                1200
    string Model                char/hazardteam_telsia.tik
    float PainChance            1
}

OBJECT HumanBaseFemale          Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    float Description2          1
    float Description3          1
    string InteractiveType              Enemy
    float RadarDescription              1
    float fov           360
    float health                30
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT HumanBaseMale            Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    float Description2          1
    float Description3          1
    string InteractiveType              Enemy
    float RadarDescription              1
    float fov           360
    float health                30
    float playerhatemodifier            1.5
    float visiondistance                2400
    float PainChance            1
}

OBJECT KlingonBaseFemale                Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    float Description2          1
    float Description3          1
    string InteractiveType              Friendly
    float RadarDescription              1
    float fov           360
    float health                30
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT KlingonBaseMale          Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    float Description2          1
    float Description3          1
    string InteractiveType              Friendly
    float RadarDescription              1
    float fov           360
    float health                30
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT KlingonBossCrane         Boss
{
    string Description1         KlingonBossCraneDesc1
    string Description2         KlingonBossCraneDesc2
    string Description3         KlingonBossCraneDesc3
    string InteractiveType              Enemy
    string RadarDescription             KlingonBossCraneRadar
    float fov           360
    float health                2400
    float playerhatemodifier            1.5
    float visiondistance                6000
    float PainChance            1
}

OBJECT Leviathan                Boss
{
    string Description1         LeviathanDesc1
    string Description2         LeviathanDesc2
    string Description3         LeviathanDesc3
    string InteractiveType              Enemy
    string RadarDescription             LeviathanRadar
    float fov           360
    float health                500
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT NausicaanBaseMale                Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         NausicaanMaleDesc2
    string Description3         NausicaanMaleDesc3
    string InteractiveType              Enemy
    string RadarDescription             NausicaanRadar
    float fov           360
    float health                300
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT RomulanBaseFemale                Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         RomulanFemaleHoloDesc2
    string Description3         RomulanFemaleHoloDesc3
    string InteractiveType              Enemy
    string RadarDescription             RomulanFemaleHoloRadar
    float fov           360
    float health                30
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT RomulanBaseMale          Humanoids
{
    OBJECT PainChance           DamageType
    {
        float comp_rifle                0.65
        float disruptor         0.65
        float electric          0.45
        float explosion         1
        float firesword         1
        float gas               1
        float imod_primary              0.85
        float imod_secondary            1
        float melee             1
        float phaser            0.05
        float plasmashotgun             1
        float small_explosion           1
        float sniper            1
        float stasis            1
        float tetryon           1
        float vaporize          1
        float vaporize_comp             0.65
        float vaporize_disruptor                0.65
        float vaporize_photon           1
    }

    float Description1          1
    string Description2         RomulanMaleHoloDesc2
    string Description3         RomulanMaleHoloDesc3
    string InteractiveType              Enemy
    string RadarDescription             RomulanMaleHoloRadar
    float fov           360
    float health                30
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT RomulanInstallationGuardMale             Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    string InteractiveType              Enemy
    float fov           110
    float health                40
    float visiondistance                512
    string Description2         RomulanInstallationGuardMaleDesc2
    string Description3         RomulanInstallationGuardMaleDesc3
    string RadarDescription             RomulanInstallationGuardMaleRadar
    float PainChance            1
}

OBJECT RomulanInstallationGuardFemale           Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    string InteractiveType              Enemy
    float fov           110
    float health                40
    float visiondistance                512
    string Description2         RomulanInstallationGuardFemaleDesc2
    string Description3         RomulanInstallationGuardFemaleDesc3
    string RadarDescription             RomulanInstallationGuardFemaleRadar
    float PainChance            1
}

OBJECT RomulanInformant         Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    string Description1         RomulanInformantDesc1
    string Description2         RomulanInformantDesc2
    string Description3         RomulanInformantDesc3
    string InteractiveType              Friendly
    string RadarDescription             RomulanInformantRadar
    float PainChance            1
    float health                500
}

OBJECT StarfleetBaseAdultFemale         Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    float Description2          1
    float Description3          1
    string InteractiveType              Teammate
    float RadarDescription              1
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT StarfleetBaseAdultMale           Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    float Description2          1
    float Description3          1
    string InteractiveType              Teammate
    float RadarDescription              1
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT StarfleetBaseFemale              Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    float Description2          1
    float Description3          1
    string InteractiveType              Teammate
    float RadarDescription              1
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT StarfleetBaseMale                Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    float Description2          1
    float Description3          1
    string InteractiveType              Teammate
    float RadarDescription              1
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT Functionary              NPC
{
    string Description1         FunctionaryDesc1
    string Description2         FunctionaryDesc2
    string Description3         FunctionaryDesc3
    string InteractiveType              Friendly
    string RadarDescription             FunctionaryRadar
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT Katarina         NPC
{
    string Description1         KatarinaDesc1
    string Description2         KatarinaDesc2
    string Description3         KatarinaDesc3
    string InteractiveType              Friendly
    string RadarDescription             KatarinaRadar
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT Picard           NPC
{
    string Description1         PicardDesc1
    string Description2         PicardDesc2
    string Description3         PicardDesc3
    string InteractiveType              Friendly
    string RadarDescription             PicardRadar
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT Tuvok            NPC
{
    string Description1         TuvokDesc1
    string Description2         TuvokDesc2
    string Description3         TuvokDesc3
    string InteractiveType              Friendly
    string RadarDescription             TuvokRadar
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT IdryllRebelFemale                IdryllRebel
{
    string Description1         IdryllRebelDesc1
    string Description2         IdryllRebelDesc2
    string Description3         IdryllRebelDesc3
    string InteractiveType              Enemy
    string RadarDescription             IdryllRebelRadar
    float fov           120
    float health                40
    float playerhatemodifier            2.5
    float visiondistance                3600
    float PainChance            1
}

OBJECT IdryllRebelMale          IdryllRebel
{
    string Description1         IdryllRebelDesc1
    string Description2         IdryllRebelDesc2
    string Description3         IdryllRebelDesc3
    string InteractiveType              Enemy
    string RadarDescription             IdryllRebelRadar
    float fov           120
    float health                40
    float playerhatemodifier            1
    float visiondistance                3600
    float PainChance            1
}

OBJECT IdryllFather             NPC
{
    string Description1         InigorDesc1
    string Description2         InigorDesc2
    string Description3         InigorDesc3
    string InteractiveType              Friendly
    string RadarDescription             InigorRadar
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT IdryllGirlfriend         NPC
{
    string Description1         KleeyaDesc1
    string Description2         KleeyaDesc2
    string Description3         KleeyaDesc3
    string InteractiveType              Friendly
    string RadarDescription             KleeyaRadar
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT IdryllSon                NPC
{
    string Description1         KrindoDesc1
    string Description2         KrindoDesc2
    string Description3         KrindoDesc3
    string InteractiveType              Friendly
    string RadarDescription             KrindoRadar
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                1200
    float PainChance            1
}

OBJECT HoldBatleth              Animations
{
    string Melee                batleth_combo
    float spreadx               600
    float spready               600
    string Aim          batleth_idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         batleth_ready
    string Fire         batleth_ready
    string Idle         batleth_idle
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    string PostFire             batleth_idle
    string PreFire              batleth_idle
    string PutAway              batleth_idle
}

OBJECT DallasCrate              FederationEnvironment
{
    string Description1         DallasCrateDesc1
    string Description2         DallasCrateDesc2
    string Description3         DallasCrateDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             DallasCrateRadar
}

OBJECT DallasBarrel             FederationEnvironment
{
    string Description2         DallasBarrelDesc2
    string Description3         DallasBarrelDesc3
    string InteractiveType              NonInteractive
}

OBJECT DoorPanel                FederationEnvironment
{
    string Description1         DoorPanelDesc1
    string Description2         DoorPanelDesc2
    string Description3         DoorPanelDesc3
    string InteractiveType              Usable
    string RadarDescription             DoorPanelRadar
}

OBJECT CaptainsChair            FederationEnvironment
{
    string Description2         CaptainsChairDesc2
    string Description3         CaptainsChairDesc3
    string InteractiveType              NonInteractive
}

OBJECT BridgeChair              FederationEnvironment
{
    string Description2         BridgeChairDesc2
    string Description3         BridgeChairDesc3
    string InteractiveType              NonInteractive
}

OBJECT BridgeChair2             FederationEnvironment
{
    string Description2         BridgeChair2Desc2
    string Description3         BridgeChair3Desc3
    string InteractiveType              NonInteractive
}

OBJECT BridgeConsole1           FederationEnvironment
{
    string Description2         BridgeConsole1Desc2
    string Description3         BridgeConsole1Desc3
    string InteractiveType              NonInteractive
}

OBJECT BridgeConsole3           FederationEnvironment
{
    string Description2         BridgeConsole3Desc2
    string Description3         BridgeConsole3Desc3
    string InteractiveType              NonInteractive
}

OBJECT BridgeConsole4           FederationEnvironment
{
    string Description2         BridgeConsole4Desc2
    string Description3         BridgeConsole4Desc3
    string InteractiveType              NonInteractive
}

OBJECT BridgeConsoleCompass             FederationEnvironment
{
    string Description2         BridgeConsoleCompassDesc2
    string Description3         BridgeConsoleCompassDesc3
    string InteractiveType              NonInteractive
}

OBJECT BridgeConsoleFrontLeft           FederationEnvironment
{
    string Description2         BridgeConsoleFrontLeftDesc2
    string Description3         BridgeConsoleFrontLeftDesc3
    string InteractiveType              NonInteractive
}

OBJECT BridgeConsoleFrontRight          FederationEnvironment
{
    string Description2         BridgeConsoleFrontRightDesc2
    string Description3         BridgeConsoleFrontRightDesc3
    string InteractiveType              NonInteractive
}

OBJECT BridgeConsoleOuterLeft           FederationEnvironment
{
    string Description2         BridgeConsoleOuterLeftDesc2
    string Description3         BridgeConsoleOuterLeftDesc3
    string InteractiveType              NonInteractive
}

OBJECT BridgeConsoleOuterRight          FederationEnvironment
{
    string Description2         BridgeConsoleOuterRightDesc2
    string Description3         BridgeConsoleOuterRightDesc3
    string InteractiveType              NonInteractive
}

OBJECT BridgeConsoleRear                FederationEnvironment
{
    string Description2         BridgeConsoleRearDesc2
    string Description3         BridgeConsoleRearDesc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseContainer1             FederationEnvironment
{
    string Description2         EnterpriseContainer1Desc2
    string Description3         EnterpriseContainer1Desc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseContainer2             FederationEnvironment
{
    string Description2         EnterpriseContainer2Desc2
    string Description3         EnterpriseContainer2Desc3
    string InteractiveType              Destructable
    string Description1         EnterpriseContainer2Desc1
    string RadarDescription             EnterpriseContainer2Radar
}

OBJECT EnterpriseContainer3             FederationEnvironment
{
    string Description2         EnterpriseContainer3Desc2
    string Description3         EnterpriseContainer3Desc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseContainer4             FederationEnvironment
{
    string Description2         EnterpriseContainer4Desc2
    string Description3         EnterpriseContainer4Desc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseCompTerminal           FederationEnvironment
{
    string Description2         EnterpriseCompTerminalDesc2
    string Description3         EnterpriseCompTerminalDesc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseCompStation            FederationEnvironment
{
    string Description2         EnterpriseCompStationDesc2
    string Description3         EnterpriseCompStationDesc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseDatapad                FederationEnvironment
{
    string Description2         EnterpriseDatapadDesc2
    string Description3         EnterpriseDatapadDesc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseReplicator             FederationEnvironment
{
    string Description2         EnterpriseReplicatorDesc2
    string Description3         EnterpriseReplicatorDesc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseLaptop         FederationEnvironment
{
    string Description2         EnterpriseLaptopDesc2
    string Description3         EnterpriseLaptopDesc3
    string InteractiveType              NonInteractive
}

OBJECT ReadyRoomDesk            FederationEnvironment
{
    string Description2         ReadyRoomDeskDesc2
    string Description3         ReadyRoomDeskDesc3
    string InteractiveType              NonInteractive
}

OBJECT ReadyRoomShell           FederationEnvironment
{
    string Description2         ReadyRoomShellDesc2
    string Description3         ReadyRoomShellDesc3
    string InteractiveType              NonInteractive
}

OBJECT ReadyRoomVase            FederationEnvironment
{
    string Description2         ReadyRoomVaseDesc2
    string Description3         ReadyRoomVaseDesc3
    string InteractiveType              NonInteractive
}

OBJECT ReadyRoomChair           FederationEnvironment
{
    string Description2         ReadyRoomChairDesc2
    string Description3         ReadyRoomChairDesc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseBed            FederationEnvironment
{
    string Description2         EnterpriseBedDesc2
    string Description3         EnterpriseBedDesc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseBench          FederationEnvironment
{
    string Description2         EnterpriseBenchDesc2
    string Description3         EnterpriseBenchDesc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseChair1         FederationEnvironment
{
    string Description2         EnterpriseChair1Desc2
    string Description3         EnterpriseChair1Desc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseChair2         FederationEnvironment
{
    string Description2         EnterpriseChair2Desc2
    string Description3         EnterpriseChair2Desc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseChair3         FederationEnvironment
{
    string Description2         EnterpriseChair3Desc2
    string Description3         EnterpriseChair3Desc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseOfficeChair            FederationEnvironment
{
    string Description2         EnterpriseOfficeChairDesc2
    string Description3         EnterpriseOfficeChairDesc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseStool          FederationEnvironment
{
    string Description2         EnterpriseStoolDesc2
    string Description3         EnterpriseStoolDesc3
    string InteractiveType              NonInteractive
}

OBJECT ShuttleBayConsole                FederationEnvironment
{
    string Description2         EnterpriseShuttleBayConsoleDesc2
    string Description3         EnterpriseShuttleBayConsoleDesc3
    string InteractiveType              NonInteractive
}

OBJECT SickbayCart              FederationEnvironment
{
    string Description2         SickbayCartDesc2
    string Description3         SickbayCartDesc3
    string InteractiveType              NonInteractive
}

OBJECT SickbayTool1             FederationEnvironment
{
    string Description2         SickbayTool1Desc2
    string Description3         SickbayTool1Desc3
    string InteractiveType              NonInteractive
}

OBJECT SickbayTool2             FederationEnvironment
{
    string Description2         SickbayTool2Desc2
    string Description3         SickbayTool2Desc3
    string InteractiveType              NonInteractive
}

OBJECT SickbayBed               FederationEnvironment
{
    string Description2         SickbayBedDesc2
    string Description3         SickbayBedDesc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseTableShelf             FederationEnvironment
{
    string Description2         EnterpriseTableShelfDesc2
    string Description3         EnterpriseTableShelfDesc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseTable1         FederationEnvironment
{
    string Description2         EnterpriseTable1Desc2
    string Description3         EnterpriseTable1Desc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseTable2         FederationEnvironment
{
    string Description2         EnterpriseTable2Desc2
    string Description3         EnterpriseTable2Desc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseTable3         FederationEnvironment
{
    string Description2         EnterpriseTable3Desc2
    string Description3         EnterpriseTable3Desc3
    string InteractiveType              NonInteractive
}

OBJECT EnterpriseTable4         FederationEnvironment
{
    string Description2         EnterpriseTable4Desc2
    string Description3         EnterpriseTable4Desc3
    string InteractiveType              NonInteractive
}

OBJECT AcademyCup1              FederationEnvironment
{
    string Description2         AcademyCup1Desc2
    string Description3         AcademyCup1Desc3
    string InteractiveType              NonInteractive
}

OBJECT AcademyLamp1             FederationEnvironment
{
    string Description2         AcademyLamp1Desc2
    string Description3         AcademyLamp1Desc3
    string InteractiveType              NonInteractive
}

OBJECT AcademyPicture1          FederationEnvironment
{
    string Description2         AcademyPicture1Desc2
    string Description3         AcademyPicture1Desc3
    string InteractiveType              NonInteractive
}

OBJECT AttrexianCart            AttrexianEnvironment
{
    string InteractiveType              NonInteractive
    string Description1         AttrexianCartDesc1
    string Description2         AttrexianCartDesc2
    string Description3         AttrexianCartDesc3
    string RadarDescription             AttrexianCartRadar
}

OBJECT AttrexianLiftControl             AttrexianEnvironment
{
    string InteractiveType              Usable
    string Description2         AttrexianLiftControlDesc2
    string Description3         AttrexianLiftControlDesc3
    string Description1         AttrexianLiftControlDesc1
    string RadarDescription             AttrexianLiftControlRadar
}

OBJECT AttrexianCartControl             AttrexianEnvironment
{
    string InteractiveType              Usable
    string Description1         AttrexianCartControlDesc1
    string Description2         AttrexianCartControlDesc2
    string Description3         AttrexianCartControlDesc3
    string RadarDescription             AttrexianCartControlRadar
}

OBJECT AttrexianSecurityPanel           AttrexianEnvironment
{
    string InteractiveType              Usable
    string Description1         AttrexianSecurityPanelDesc1
    string Description2         AttrexianSecurityPanelDesc2
    string Description3         AttrexianSecurityPanelDesc3
    string RadarDescription             SecurityPanelRadar
}

OBJECT AttrexianCrate           AttrexianEnvironment
{
    string Description2         AttrexianCrateDesc2
    string Description3         AttrexianCrateDesc3
    string InteractiveType              NonInteractive
}

OBJECT AttrexianComputerPanel           AttrexianEnvironment
{
    string Description2         AttrexianComputerPanelDesc2
    string Description3         AttrexianComputerPanelDesc3
    string InteractiveType              NonInteractive
}

OBJECT AttrexianDoorPanel               AttrexianEnvironment
{
    string Description1         AttrexianDoorPanelDesc1
    string Description2         AttrexianDoorPanelDesc2
    string Description3         AttrexianDoorPanelDesc3
    string InteractiveType              Usable
    string RadarDescription             AttrexianDoorPanelRadar
}

OBJECT AttrexianChair           AttrexianEnvironment
{
    string Description2         AttrexianChairDesc2
    string Description3         AttrexianChairDesc3
    string InteractiveType              NonInteractive
}

OBJECT IdryllLargeContainer             IdryllEnvironment
{
    string Description2         IdryllLargeContainerDesc2
    string Description3         IdryllLargeContainerDesc3
    string InteractiveType              NonInteractive
    string Description1         IdryllLargeContainerDesc1
    string RadarDescription             IdryllLargeContainerRadar
}

OBJECT IdryllMedContainer               IdryllEnvironment
{
    string Description2         IdryllMedContainerDesc2
    string Description3         IdryllMedContainerDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             IdryllMedContainerRadar
}

OBJECT IdryllSmallContainer             IdryllEnvironment
{
    string Description2         IdryllSmallContainerDesc2
    string Description3         IdryllSmallContainerDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             IdryllSmallContainerRadar
}

OBJECT IdryllLamp               IdryllEnvironment
{
    string Description2         IdryllLampDesc2
    string Description3         IdryllLampDesc3
    string InteractiveType              NonInteractive
}

OBJECT IdryllMoistVap           IdryllEnvironment
{
    string Description2         IdryllMoistVapDesc2
    string Description3         IdryllMoistVapDesc3
    string InteractiveType              NonInteractive
}

OBJECT IdryllMoistVapLarge              IdryllEnvironment
{
    string Description2         IdryllMoistVapLargeDesc2
    string Description3         IdryllMoistVapDesc3
    string InteractiveType              NonInteractive
}

OBJECT IdryllMoistVapMed                IdryllEnvironment
{
    string Description2         IdryllMoistVapMedDesc2
    string Description3         IdryllMoistVapDescMedDesc3
    string InteractiveType              NonInteractive
}

OBJECT IdryllPlant1             IdryllEnvironment
{
    string Description2         IdryllPlant1Desc2
    string Description3         IdryllPlant1Desc3
    string InteractiveType              NonInteractive
}

OBJECT IdryllPlant2             IdryllEnvironment
{
    string Description2         IdryllPlant2Desc2
    string Description3         IdryllPlant2Desc3
    string InteractiveType              NonInteractive
}

OBJECT KlingonCrate1            KlingonEnvironment
{
    string Description2         KlingonCrate1Desc2
    string Description3         KlingonCrate1Desc3
    string InteractiveType              NonInteractive
}

OBJECT KlingonCrate2            KlingonEnvironment
{
    string Description2         KlingonCrate2Desc2
    string Description3         KlingonCrate2Desc3
    string InteractiveType              Destructable
    string Description1         KlingonCrate2Desc1
}

OBJECT RomulanConsole           RomulanEnvironment
{
    string Description2         RomulanConsoleDesc2
    string Description3         RomulanConsoleDesc3
    string Description1         RomulanConsoleDesc1
    string InteractiveType              TricorderUsable
    string RadarDescription             RomulanConsoleRadar
}

OBJECT HoldGatGun               Animations
{
    string Aim          tetryon_aim
    string Draw         tetryon_draw
    string Fire         tetryon_fire
    string Idle         tetryon_idle
    string Melee                tetryon_melee
    string PostFire             tetryon_postfire
    string PreFire              tetryon_prefire
    string PutAway              tetryon_putaway
    string CombatGunIdle                tetryon_tense_idle
    string IdleGunIdle          tetryon_calm_idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            0.3
    float AimTimeMin            0.25
    float FireTimeMax           2.5
    float FireTimeMin           2
    float spreadx               300
    float spready               300
}

OBJECT KlingonMercBoss          Boss
{
    string InteractiveType              Enemy
    float fov           360
    float health                600
    float playerhatemodifier            1
    float visiondistance                4096
    float PainChance            1
    string Description1         KlingonMercBossDesc1
    string Description2         KlingonMercBossDesc2
    string Description3         KlingonMercBossDesc3
    string RadarDescription             KlingonMercRadar
}

OBJECT AttrexianLiftPower               AttrexianEnvironment
{
    string Description2         AttrexianLiftPowerDesc2
    string Description3         AttrexianLiftPowerDesc3
    string InteractiveType              Usable
    string Description1         AttrexianLiftPowerDesc1
    string RadarDescription             AttrexianLiftPowerRadar
}

OBJECT AttrexianPodPanel                AttrexianEnvironment
{
    string Description2         AttrexianPodPanelDesc2
    string Description3         AttrexianPodPanelDesc3
    string InteractiveType              Usable
    string Description1         AttrexianPodPanelDesc1
    string RadarDescription             AttrexianPodPanelRadar
}

OBJECT AttrexianCartPanel               AttrexianEnvironment
{
    string Description2         AttrexianCartPanelDesc2
    string Description3         AttrexianCartPanelDesc3
    string InteractiveType              Usable
    string Description1         AttrexianCartPanelDesc1
    string RadarDescription             AttrexianCartPanelRadar
}

OBJECT AttrexianCartLever               AttrexianEnvironment
{
    string Description2         AttrexianCartLeverDesc2
    string Description3         AttrexianCartLeverDesc3
    string InteractiveType              TricorderUsable
    string Description1         AttrexianCartLeverDesc1
    string RadarDescription             AttrexianCartLeverRadar
}

OBJECT KlingonDoorPanel         KlingonEnvironment
{
    string Description2         KlingonDoorPanelDesc2
    string Description3         KlingonDoorPanelDesc3
    string InteractiveType              Usable
    string Description1         KlingonDoorPanelDesc1
    string RadarDescription             KlingonDoorPanelRadar
}

OBJECT BorgLiftPanel            BorgEnvironment
{
    string Description1         BorgLiftPanelDesc1
    string Description2         BorgLiftPanelDesc2
    string Description3         BorgLiftPanelDesc3
    string InteractiveType              Usable
    string RadarDescription             BorgLiftPanelRadar
}

OBJECT DampeningField           BorgEnvironment
{
    string Description1         DampeningFieldDesc1
    string Description2         DampeningFieldDesc2
    string Description3         DampeningFieldDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             DampeningFieldRadar
}

OBJECT RomulanDoorPanel         RomulanEnvironment
{
    string Description1         RomulanDoorPanelDesc1
    string Description2         RomulanDoorPanelDesc2
    string Description3         RomulanDoorPanelDesc3
    string InteractiveType              Usable
    string RadarDescription             RomulanDoorPanelRadar
}

OBJECT RomulanCrate             RomulanEnvironment
{
    string Description2         RomulanCrateDesc2
    string Description3         RomulanCrateDesc3
    string InteractiveType              NonInteractive
}

OBJECT AttrexianPowerPanel              AttrexianEnvironment
{
    string Description1         AttrexianPowerPanelDesc1
    string Description2         AttrexianPowerPanelDesc2
    string Description3         AttrexianPowerPanelDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             AttrexianPowerPanelRadar
}

OBJECT SkillLevel-PlayerDamage          SkillLevel
{
    float Easy          0.5
    float Normal                1
    float Hard          3
    float VeryHard              6
}

OBJECT ExteriorTricorderPanel           FederationEnvironment
{
    string Description3         ExteriorTricorderPanelDesc3
    string Description2         ExteriorTricorderPanelDesc2
    string InteractiveType              Usable
}

OBJECT HoldAndorianGrenadeLauncher              Animations
{
    string Aim          andoriangrenadelauncher_aim
    string Draw         andoriangrenadelauncher_draw
    string Fire         andoriangrenadelauncher_fire
    string Idle         andoriangrenadelauncher_calm_idle
    string Melee                andoriangrenadelauncher_melee
    string PostFire             andoriangrenadelauncher_postfire
    string PreFire              andoriangrenadelauncher_prefire
    string PutAway              andoriangrenadelauncher_putaway
    string CombatGunIdle                andoriangrenadelauncher_tense_idle
    string IdleGunIdle          andoriangrenadelauncher_calm_idle
    float CombatBackpedal               1
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            1.75
    float AimTimeMin            1.25
    float FireTimeMax           -1
    float FireTimeMin           -1
    float spreadx               0
    float spready               0
    float ShotCount             1
}

OBJECT HoldAndorianPhotonBurst          Animations
{
    string Draw         andorianphotonburst_draw
    string Aim          andorianphotonburst_aim
    string Fire         andorianphotonburst_fire
    string Idle         andorianphotonburst_calm_idle
    string Melee                andorianphotonburst_melee
    string PostFire             andorianphotonburst_postfire
    string PreFire              andorianphotonburst_prefire
    string PutAway              andorianphotonburst_putaway
    string CombatGunIdle                andorianphotonburst_tense_idle
    string IdleGunIdle          andorianphotonburst_calm_idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            -1
    float AimTimeMin            -1
    float FireTimeMax           -1
    float FireTimeMin           -1
    float spreadx               0
    float spready               0
}

OBJECT HoldAttrexianRifle               Animations
{
    string Aim          attrexrifle_aim
    string Draw         attrexrifle_draw
    string Fire         attrexrifle_fire
    string Idle         attrexrifle_calm_idle1
    string Melee                attrexrifle_melee
    string PostFire             attrexrifle_postfire
    string PreFire              attrexrifle_prefire
    string PutAway              attrexrifle_putaway
    string CombatGunIdle                attrexrifle_tense_idle
    string IdleGunIdle          attrexrifle_calm_idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            0.3
    float AimTimeMin            0.25
    float FireTimeMax           1.25
    float FireTimeMin           1
    float spreadx               600
    float spready               600
    float ShotCount             50
}

OBJECT HoldHumanShotgun         Animations
{
    string Aim          humanshotgun_aim
    string Draw         humanshotgun_draw
    string Fire         humanshotgun_fire
    string Idle         humanshotgun_calm_idle
    string Melee                humanshotgun_melee
    string PostFire             humanshotgun_postfire
    string PreFire              humanshotgun_prefire
    string PutAway              humanshotgun_putaway
    string CombatGunIdle                humanshotgun_tense_idle
    string IdleGunIdle          humanshotgun_calm_idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            0.3
    float AimTimeMin            0.25
    float FireTimeMax           1.25
    float FireTimeMin           1
    float spreadx               600
    float spready               600
}

OBJECT HoldKlingonDisruptorRifle                Animations
{
    string Draw         klidisruptorrifle_draw
    string Aim          klidisruptorrifle_aim
    string Fire         klidisruptorrifle_fire
    string Idle         klidisruptorrifle_calm_idle
    string Melee                klidisruptorrifle_melee
    string PostFire             klidisruptorrifle_postfire
    string PreFire              klidisruptorrifle_prefire
    string PutAway              klidisruptorrifle_putaway
    string CombatGunIdle                klidisruptorrifle_tense_idle
    string IdleGunIdle          klidisruptorrifle_calm_idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            0.35
    float AimTimeMin            0.2
    float FireTimeMax           -1
    float FireTimeMin           -1
    float spreadx               50
    float spready               50
    float ShotCount             5
}

OBJECT HoldRomulanPhotonBurst           Animations
{
    string Aim          romulanphotonburst_aim
    string Draw         romulanphotonburst_draw
    string Fire         romulanphotonburst_fire
    string Idle         romulanphotonburst_calm_idle1
    string Melee                romulanphotonburst_melee
    string PostFire             romulanphotonburst_postfire
    string PreFire              romulanphotonburst_prefire
    string PutAway              romulanphotonburst_putaway
    string CombatGunIdle                romulanphotonburst_tense_idle
    string IdleGunIdle          romulanphotonburst_calm_idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            -1
    float AimTimeMin            -1
    float FireTimeMax           -1
    float FireTimeMin           -1
    float spreadx               0
    float spready               0
}

OBJECT HoldRomulanGrenadeLauncher               Animations
{
    string Aim          romulangrenadelauncher_aim
    string Draw         romulangrenadelauncher_draw
    string Fire         romulangrenadelauncher_fire
    string Idle         romulangrenadelauncher_calm_idle1
    string Melee                romulangrenadelauncher_melee
    string PostFire             romulangrenadelauncher_postfire
    string PreFire              romulangrenadelauncher_prefire
    string PutAway              romulangrenadelauncher_putaway
    string CombatGunIdle                romulangrenadelauncher_tense_idle
    string IdleGunIdle          romulangrenadelauncher_calm_idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            2
    float AimTimeMin            1.25
    float FireTimeMax           -1
    float FireTimeMin           -1
    float spreadx               0
    float spready               0
}

OBJECT HoldRomulanDisruptorRifle                Animations
{
    string Aim          romulandisruptorrifle_aim
    string Draw         romulandisruptorrifle_draw
    string Fire         romulandisruptorrifle_fire
    string Idle         romulandisruptorrifle_calm_idle1
    string Melee                romulandisruptorrifle_melee
    string PostFire             romulandisruptorrifle_postfire
    string PreFire              romulandisruptorrifle_prefire
    string PutAway              romulandisruptorrifle_putaway
    string CombatGunIdle                romulandisruptorrifle_tense_idle
    string IdleGunIdle          romulandisruptorrifle_calm_idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            0.3
    float AimTimeMin            0.25
    float FireTimeMax           1
    float FireTimeMin           0.75
    float spreadx               50
    float spready               50
    float ShotCount             3
}

OBJECT HoldRomulanSniperRifle           Animations
{
    string Aim          romsniperrifle_aim
    string Draw         romsniperrifle_draw
    string Fire         romsniperrifle_fire
    string Idle         romsniperrifle_calm_idle
    string Melee                romsniperrifle_melee
    string PostFire             romsniperrifle_postfire
    string PreFire              romsniperrifle_prefire
    string PutAway              romsniperrifle_putaway
    string CombatGunIdle                romsniperrifle_tense_idle
    string IdleGunIdle          romsniperrifle_calm_idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            0.85
    float AimTimeMin            0.65
    float FireTimeMax           -1
    float FireTimeMin           -1
    float InitialSpreadX                3000
    float InitialSpreadY                3000
    float SpreadMultiplier              0.85
    float spreadx               15
    float spready               15
}

OBJECT HoldKnife                Animations
{
    string Melee                knife_combo
    float spreadx               600
    float spready               600
}

OBJECT HoldPhotonBurst          Animations
{
    string Aim          photonburst_aim
    string Draw         photonburst_draw
    string Fire         photonburst_fire
    string Idle         photonburst_calm_idle
    string Melee                photonburst_melee
    string PostFire             photonburst_postfire
    string PreFire              photonburst_prefire
    string PutAway              photonburst_putaway
    string CombatGunIdle                photonburst_tense_idle
    string IdleGunIdle          photonburst_calm_idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMin            -1
    float AimTimeMax            -1
    float FireTimeMax           -1
    float FireTimeMin           -1
    float spreadx               0
    float spready               0
}

OBJECT HoldGrenadeLauncher              Animations
{
    string Aim          grenadelauncher_aim
    string Draw         grenadelauncher_draw
    string Fire         grenadelauncher_fire
    string Idle         grenadelauncher_calm_idle
    string Melee                grenadelauncher_melee
    string PostFire             grenadelauncher_postfire
    string PreFire              grenadelauncher_prefire
    string PutAway              grenadelauncher_putaway
    string CombatGunIdle                grenadelauncher_tense_idle
    string IdleGunIdle          grenadelauncher_calm_idle
    string CombatBackpedal              swat_backpedal
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    float IdleRun               1
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float AimTimeMax            -1
    float AimTimeMin            -1
    float FireTimeMax           -1
    float FireTimeMin           -1
    float spreadx               0
    float spready               0
    float InitialSpreadX                1
}

OBJECT HoldIdryllEliteGauntletWithShield                Animations
{
    string Aim          gauntlet_ffshield_idle
    float AimTimeMax            -1
    float AimTimeMin            -1
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                defensive_hold
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         gauntlet_ffshield_draw
    string Fire         gauntlet_ffshield_fire
    float FireTimeMax           -1
    float FireTimeMin           1
    string Idle         gauntlet_ffshield_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string PostFire             gauntlet_ffshield_postfire
    string PreFire              gauntlet_ffshield_prefire
    string PutAway              gauntlet_ffshield_putaway
    float spreadx               150
    float spready               150
    float InitialSpreadX                1
    float InitialSpreadY                1
    string Melee                meleecombo
    float SpreadMultiplier              1
}

OBJECT HoldIdryllEliteGauntletNoShield          Animations
{
    string Aim          gauntlet_noshield_idle
    float AimTimeMax            -1
    float AimTimeMin            -1
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                defensive_hold
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         gauntlet_noshield_draw
    string Fire         gauntlet_noshield_fire
    float FireTimeMax           -1
    float FireTimeMin           -1
    string Idle         gauntlet_noshield_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    float IdleWalk              1
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string PostFire             gauntlet_shield_postfire
    string PreFire              gauntlet_shield_prefire
    string PutAway              gauntlet_shield_putaway
    float spreadx               75
    float spready               75
}

OBJECT PainChance               DamageType
{
    float phaser                0.02
    float vaporize              1
    float comp_rifle            0.65
    float vaporize_comp         0.65
    float imod_primary          0.85
    float imod_secondary                1
    float plasmashotgun         1
    float small_explosion               1
    float electric              0.45
    float gas           1
    float stasis                1
    float explosion             1
    float tetryon               1
    float disruptor             0.65
    float vaporize_disruptor            0.65
    float firesword             1
    float sniper                1
    float melee         1
    float vaporize_photon               1
}

OBJECT FadeOutPhoton            DisplayEffects
{
    string EffectName           fx/fx-fadeout-photon.tik
    string EffectPosName                randombone
    float EffectTime            1.5
    float FadeTime              2
    float NumEffects            11
    string ShaderName           photon_death
    string SoundName            snd_phaserdeath
    float Immobilize            1
    float AttachEffect          1
    float HideFeatures          0
}

OBJECT ReflectionModel-phaser           ModelAliases
{
    string ModelName            models/fx/fx-shieldimpact-idryll-phaser.tik
}

OBJECT ReflectionModel-default          ModelAliases
{
    string ModelName            models/fx/fx-shieldimpact-idryll-default.tik
}

OBJECT HoldIdryllGauntletSniper         Animations
{
    float AimTimeMax            2.5
    float AimTimeMin            2
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                idle
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         gauntlet_sniper_draw
    string Fire         gauntlet_sniper_fire
    float FireTimeMax           -1
    float FireTimeMin           -1
    string Idle         gauntlet_sniper_aim
    string IdleBackpedal                backpedal
    string IdleGunIdle          gauntlet_sniper_aim
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string Melee                MeleeCombo
    string PostFire             gauntlet_sniper_postfire
    float PreFire               1
    string PutAway              gauntlet_sniper_putaway
    float SpreadMultiplier              0.85
    string Aim          gauntlet_sniper_aim
    float spreadx               0
    float spready               0
}

OBJECT IdryllBridgeSwitch               IdryllEnvironment
{
    string Description2         IdryllBridgeSwitchDesc2
    string Description3         IdryllBridgeSwitchDesc3
    string InteractiveType              Usable
    string Description1         IdryllBridgeSwitchDesc1
    string RadarDescription             BridgeSwitchRadar
}

OBJECT IdryllPowerRegulator             IdryllEnvironment
{
    string Description1         IdryllPowerRegulatorDesc1
    string Description2         IdryllPowerRegulatorDesc2
    string Description3         IdryllPowerRegulatorDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             IdryllPowerRegulatorRadar
}

OBJECT Multiplayer              UI
{
    string MapScreenShot                EMPTY
    string MapList              EMPTY
    string BotList              EMTPY
    string MapName              EMPTY
    string MapAward             EMPTY
    float EnableAddFavoritesButton              0
    float EnableDelFavoritesButton              0
}

OBJECT KlingonDoorJunction              KlingonEnvironment
{
    string Description1         KlingonDoorJunctionDesc1
    string Description2         KlingonDoorJunctionDesc2
    string Description3         KlingonDoorJunctionDesc3
    string InteractiveType              TricorderUsable
}

OBJECT KlingonConduit           KlingonEnvironment
{
    string InteractiveType              Destructable
    string Description1         KlingonConduitDesc1
    string Description2         KlingonConduitDesc2
    string Description3         KlingonConduitDesc3
}

OBJECT KlingonCrate3            KlingonEnvironment
{
    string Description1         KlingonCrate3Desc1
    string Description2         KlingonCrate3Desc2
    string Description3         KlingonCrate3Desc3
    string InteractiveType              Destructable
}

OBJECT HoldIdryllFFGauntletWithShield           Animations
{
    string Aim          gauntlet_ffshield_idle
    float AimTimeMax            -1
    float AimTimeMin            -1
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                defensive_hold
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         gauntlet_ffshield_draw
    string Fire         gauntlet_ffshield_fire
    float FireTimeMax           -1
    float FireTimeMin           -1
    string Idle         gauntlet_ffshield_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string PostFire             gauntlet_ffshield_postfire
    string PreFire              gauntlet_ffshield_prefire
    string PutAway              gauntlet_ffshield_putaway
    float spreadx               200
    float spready               200
    float InitialSpreadX                1
    float InitialSpreadY                1
    string Melee                meleecombo
    float SpreadMultiplier              1
}

OBJECT HoldIdryllFFGauntletNoShield             Animations
{
    string Aim          gauntlet_ffnoshield_idle
    float AimTimeMax            -1
    float AimTimeMin            -1
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                defensive_hold
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         gauntlet_ffnoshield_draw
    string Fire         gauntlet_ffnoshield_fire
    float FireTimeMax           -1
    float FireTimeMin           -1
    string Idle         gauntlet_ffnoshield_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float PostFire              1
    string PreFire              gauntlet_ffnoshield_prefire
    string PutAway              gauntlet_ffnoshield_putaway
    float spreadx               200
    float spready               200
    float InitialSpreadX                1
    float InitialSpreadY                1
    string Melee                melee_noshield-combo
    float SpreadMultiplier              1
}

OBJECT KlingonHealthTerminal            KlingonEnvironment
{
    string Description1         KlingonHealthTerminalDesc1
    string Description2         KlingonHealthTerminalDesc2
    string Description3         KlingonHealthTerminalDesc3
    string InteractiveType              Usable
    string RadarDescription             HealthTerminalRadar
}

OBJECT KlingonEnergyTerminal            KlingonEnvironment
{
    string Description1         KlingonEnergyTerminalDesc1
    string Description2         KlingonEnergyTerminalDesc2
    string Description3         KlingonEnergyTerminalDesc3
    string InteractiveType              Usable
    string RadarDescription             EnergyTerminalRadar
}

OBJECT AttrexianEnergyTerminal          AttrexianEnvironment
{
    string Description1         AttrexianEnergyTerminalDesc1
    string Description2         AttrexianEnergyTerminalDesc2
    string Description3         AttrexianEnergyTerminalDesc3
    string InteractiveType              Usable
    string RadarDescription             EnergyTerminalRadar
}

OBJECT AttrexianHealthTerminal          AttrexianEnvironment
{
    string Description1         AttrexianHealthTerminalDesc1
    string Description2         AttrexianHealthTerminalDesc2
    string Description3         AttrexianHealthTerminalDesc3
    string InteractiveType              Usable
    string RadarDescription             HealthTerminalRadar
}

OBJECT RomulanEnergyTerminal            RomulanEnvironment
{
    string Description1         RomulanEnergyTerminalDesc1
    string Description2         RomulanEnergyTerminalDesc2
    string Description3         RomulanEnergyTerminalDesc3
    string InteractiveType              Usable
    string RadarDescription             EnergyTerminalRadar
}

OBJECT IdryllDoorPanel          IdryllEnvironment
{
    string Description1         IdryllDoorPanelDesc1
    string Description2         IdryllDoorPanelDesc2
    string Description3         IdryllDoorPanelDesc3
    string InteractiveType              Usable
    string RadarDescription             IdryllDoorPanelRadar
}

OBJECT IdryllSecurityPanel              IdryllEnvironment
{
    string Description1         IdryllSecurityPanelDesc1
    string Description2         IdryllSecurityPanelDesc2
    string Description3         IdryllSecurityPanelDesc3
    string InteractiveType              Usable
    string RadarDescription             SecurityPanelRadar
}

OBJECT IdryllLiftPanel          IdryllEnvironment
{
    string Description1         IdryllLiftPanelDesc1
    string Description2         IdryllLiftPanelDesc2
    string Description3         IdryllLiftPanelDesc3
    string InteractiveType              Usable
    string RadarDescription             LiftPanelRadar
}

OBJECT IdryllComputerPanel              IdryllEnvironment
{
    string Description1         IdryllComputerPanelDesc1
    string Description2         IdryllComputerPanelDesc2
    string Description3         IdryllComputerPanelDesc3
    string InteractiveType              Usable
    string RadarDescription             ComputerPanelRadar
}

OBJECT IdryllPowerPanel         IdryllEnvironment
{
    string Description1         IdryllPowerPanelDesc1
    string Description2         IdryllPowerPanelDesc2
    string Description3         IdryllPowerPanelDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             PowerPanelRadar
}

OBJECT IdryllTurret             IdryllEnvironment
{
    string Description1         IdryllTurretDesc1
    string Description2         IdryllTurretDesc2
    string Description3         IdryllTurretDesc3
    string InteractiveType              Destructable
    string RadarDescription             IdryllTurretRadar
}

OBJECT PhaseConverter           FederationEnvironment
{
    string Description1         PhaseConverterDesc1
    string Description2         PhaseConverterDesc2
    string Description3         PhaseConverterDesc3
    string InteractiveType              Usable
    string RadarDescription             PhaseConverterRadar
}

OBJECT HoldIdryllFFEliGauntletNoShield          Animations
{
    string Aim          gauntlet_ffnoshield_idle
    float AimTimeMax            -1
    float AimTimeMin            -1
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                defensive_hold
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         gauntlet_ffnoshield_draw
    string Fire         gauntlet_ffnoshield_fire
    float FireTimeMax           -1
    float FireTimeMin           -1
    string Idle         gauntlet_ffnoshield_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float InitialSpreadX                1
    float InitialSpreadY                1
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    float Melee         1
    string PostFire             gauntlet_ffnoshield_postfire
    string PreFire              gauntlet_ffnoshield_prefire
    string PutAway              gauntlet_ffnoshield_putaway
    float SpreadMultiplier              1
    float spreadx               0
    float spready               0
}

OBJECT HoldIdryllFFEliGauntletWithShield                Animations
{
    string Aim          gauntlet_ffshield_idle
    float AimTimeMax            -1
    float AimTimeMin            -1
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                defensive_hold
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         gauntlet_ffshield_draw
    string Fire         gauntlet_ffshield_fire
    float FireTimeMax           -1
    float FireTimeMin           -1
    string Idle         gauntlet_ffshield_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float InitialSpreadX                1
    float InitialSpreadY                1
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string Melee                meleecombo
    string PostFire             gauntlet_ffshield_postfire
    string PreFire              gauntlet_ffshield_prefire
    string PutAway              gauntlet_ffshield_putaway
    float SpreadMultiplier              1
    float spreadx               0
    float spready               0
}

OBJECT RomulanHealthTerminal            RomulanEnvironment
{
    string Description1         RomulanHealthTerminalDesc1
    string Description2         RomulanHealthTerminalDesc2
    string Description3         RomulanHealthTerminalDesc3
    string InteractiveType              Usable
    string RadarDescription             HealthTerminalRadar
}

OBJECT RomulanRebelMale         Humanoids
{
    float Description1          1
    float Description2          1
    float Description3          1
    string InteractiveType              Enemy
    float PainChance            1
    float RadarDescription              1
    float fov           360
    float health                50
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT RomulanRebelFemale               Humanoids
{
    float Description1          1
    float Description2          1
    float Description3          1
    string InteractiveType              Enemy
    float PainChance            1
    float RadarDescription              1
    float fov           360
    float health                50
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT TransportInRomulan               DisplayEffects
{
    string EffectName           fx/fx-beamsparkle-romulan.tik
    string EffectPosName                centroid
    float EffectTime            1
    float FadeTime              2
    string ShaderName           transport-romulan
    string SoundName            snd_bodytransportout
    float TransportTime         0.75
    float Immobilize            1
    float AttachEffect          0
    float HideFeatures          1
}

OBJECT RomulanSecuritySign              RomulanEnvironment
{
    string Description2         RomulanSecuritySignDesc2
    float Description3          1
    string InteractiveType              TricorderUsable
    string Description1         RomulanSecuritySignDesc1
}

OBJECT RomulanCommStationSign           RomulanEnvironment
{
    string Description2         RomulanCommStationSignDesc2
    float Description3          1
    string InteractiveType              TricorderUsable
    string Description1         RomulanCommStationSignDesc1
}

OBJECT RomulanCommandSign               RomulanEnvironment
{
    string Description2         RomulanCommandSignDesc2
    float Description3          1
    string InteractiveType              TricorderUsable
    string Description1         RomulanCommandSignDesc1
}

OBJECT RomulanSecurityConsole           RomulanEnvironment
{
    string Description2         RomulanSecurityConsoleDesc2
    string Description3         RomulanSecurityConsoleDesc3
    string Description1         RomulanSecurityConsoleDesc1
    string InteractiveType              TricorderUsable
    string RadarDescription             SecurityConsoleRadar
}

OBJECT RomulanEntranceSign              RomulanEnvironment
{
    string Description2         RomulanEntranceSignDesc2
    float Description3          1
    string InteractiveType              TricorderUsable
    string Description1         RomulanEntranceSignDesc1
}

OBJECT RomulanStorageSign               RomulanEnvironment
{
    string Description2         RomulanStorageSignDesc2
    float Description3          1
    string InteractiveType              TricorderUsable
    string Description1         RomulanStorageSignDesc1
}

OBJECT TransportOutFederationNoAnim             DisplayEffects
{
    string EffectName           fx/fx-beamsparkle.tik
    string EffectPosName                centroid
    float EffectTime            1.25
    string ShaderName           transport
    float TransportTime         1.25
    string SoundName            snd_bodytransportout
    float Immobilize            1
    float AttachEffect          0
    float HideFeatures          1
}

OBJECT TransportInFederationNoAnim              DisplayEffects
{
    string EffectName           fx/fx-beamsparkle.tik
    string EffectPosName                centroid
    float EffectTime            1.25
    string ShaderName           transport
    float TransportTime         1.25
    string SoundName            snd_bodytransportin
    float Immobilize            1
    float AttachEffect          0
    float HideFeatures          1
}

OBJECT RomulanAlarmPanel                RomulanEnvironment
{
    string Description2         RomulanAlarmPanelDesc2
    string Description3         RomulanAlarmPanelDesc3
    string Description1         RomulanAlarmPanelDesc1
    string InteractiveType              Usable
    string RadarDescription             AlarmPanelRadar
}

OBJECT PulsePhaseInverter               FederationEnvironment
{
    string Description1         PulsePhaseInverterDesc1
    string Description2         PulsePhaseInverterDesc2
    string Description3         PulsePhaseInverterDesc3
    string InteractiveType              Usable
    string RadarDescription             PulsePhaseInverterRadar
}

OBJECT AttrexianSteamPanel              AttrexianEnvironment
{
    string Description2         AttrexianSteamPanelDesc2
    string Description3         AttrexianSteamPanelDesc3
    string InteractiveType              TricorderUsable
    string Description1         AttrexianSteamPanelDesc1
    string RadarDescription             AttrexianSteamPanelRadar
}

OBJECT AttrexianShutterPanel            AttrexianEnvironment
{
    string Description1         AttrexianShutterPanelDesc1
    string Description2         AttrexianShutterPanelDesc2
    string Description3         AttrexianShutterPanelDesc3
    string InteractiveType              Usable
    string RadarDescription             AttrexianShutterPanelRadar
}

OBJECT TransportOutLurker               DisplayEffects
{
    string AnimName             transport_out
    string EffectPosName                "Bip01 Spine1"
    float EffectTime            3
    string ShaderName           fadeout-lurker
    float SoundName             1
    float TransportTime         2
    string EffectName           fx/fx-fadeeffect-lurker.tik
    float Immobilize            1
    float AttachEffect          0
    float HideFeatures          0
}

OBJECT TransportOutChewer               DisplayEffects
{
    string AnimName             transport_out
    string EffectName           fx/fx-fadeeffect-chewer.tik
    string EffectPosName                "Bip01 Spine1"
    float EffectTime            3
    string ShaderName           fadeout-chewer
    float TransportTime         2
    float SoundName             1
    float Immobilize            1
    float AttachEffect          0
    float HideFeatures          0
}

OBJECT TransportOutQuad         DisplayEffects
{
    string AnimName             transport_out
    string EffectName           fx/fx-fadeeffect-quad.tik
    string EffectPosName                "Bip01 Spine1"
    float EffectTime            4
    string ShaderName           fadeout-quad
    float SoundName             1
    float TransportTime         2
    float Immobilize            1
    float AttachEffect          0
    float HideFeatures          0
}

OBJECT TransportOutBasher               DisplayEffects
{
    string AnimName             transport_out
    string EffectName           fx/fx-fadeeffect-basher.tik
    string EffectPosName                "Bip01 Spine1"
    float EffectTime            4
    string ShaderName           fadeout-basher
    float SoundName             1
    float TransportTime         2
    float Immobilize            1
    float AttachEffect          0
    float HideFeatures          0
}

OBJECT KlingonLiftPanel         KlingonEnvironment
{
    string Description1         KlingonLiftPanelDesc1
    string Description2         KlingonLiftPanelDesc2
    string Description3         KlingonLiftPanelDesc3
    string InteractiveType              Usable
    string RadarDescription             KlingonLiftPanelRadar
}

OBJECT TrainingCrystalFormation         FederationEnvironment
{
    string Description2         TrainingCrystalFormationDesc2
    string Description3         TrainingCrystalFormationDesc3
    string InteractiveType              NonInteractiveNoReticule
    string RadarDescription             CrystalRadar
    string Description1         TrainingCrystalFormationDesc1
}

OBJECT TrainingPanel            FederationEnvironment
{
    string Description2         TrainingPanelDesc2
    string Description3         TrainingPanelDesc3
    string Description1         TrainingPanelDesc1
    string InteractiveType              Usable
    string RadarDescription             TrainingPanelRadar
}

OBJECT ShuttleBayLift           FederationEnvironment
{
    string Description1         ShuttleBayLiftDesc1
    string Description2         ShuttleBayLiftDesc2
    string Description3         ShuttleBayLiftDesc3
    string InteractiveType              Usable
}

OBJECT ShuttleComputerPanel             FederationEnvironment
{
    string Description1         ShuttleComputerPanelDesc1
    string Description2         ShuttleComputerPanelDesc2
    string Description3         ShuttleComputerPanelDesc3
    string InteractiveType              TricorderUsable
}

OBJECT RomulanSniperTower               RomulanEnvironment
{
    string Description1         RomulanSniperTowerDesc1
    string Description2         RomulanSniperTowerDesc2
    string Description3         RomulanSniperTowerDesc3
    string InteractiveType              Destructable
}

OBJECT ShuttleBayDoors          FederationEnvironment
{
    string Description1         ShuttleBayDoorsDesc1
    string Description2         ShuttleBayDoorsDesc2
    string Description3         ShuttleBayDoorsDesc3
    string InteractiveType              Usable
    string RadarDescription             ShuttleBayDoorsRadar
}

OBJECT RomulanBossMachinery             RomulanEnvironment
{
    string Description1         RomulanBossMachineryDesc1
    string Description2         RomulanBossMachineryDesc2
    string Description3         RomulanBossMachineryDesc3
    string InteractiveType              Destructable
}

OBJECT TrainingElevatorSwitch           FederationEnvironment
{
    string Description2         TrainingElevatorSwitchDesc2
    string Description3         TrainingElevatorSwitchDesc3
    string Description1         TrainingElevatorSwitchDesc1
    string InteractiveType              Usable
    string RadarDescription             TrainingElevatorRadar
}

OBJECT TrainingPowerPanel               FederationEnvironment
{
    string Description1         TrainingPowerPanelDesc1
    string Description2         TrainingPowerPanelDesc2
    string Description3         TrainingPowerPanelDesc3
    string InteractiveType              Usable
    string RadarDescription             TrainingPowerPanelRadar
}

OBJECT BugPlant         IdryllEnvironment
{
    string Description2         BugPlantDesc2
    string Description3         BugPlantDesc3
    string InteractiveType              NonInteractive
}

OBJECT IdryllExplodableCrate            IdryllEnvironment
{
    string Description1         IdryllExplodableCrateDesc1
    string Description2         IdryllExplodableCrateDesc2
    string Description3         IdryllExplodableCrateDesc3
    string InteractiveType              Destructable
    string RadarDescription             IdryllExplodableCrateRadar
}

OBJECT ExplodableCrate          AttrexianEnvironment
{
    string Description1         ExplodableCrateDesc1
    string Description2         ExplodableCrateDesc2
    string Description3         ExplodableCrateDesc3
    string InteractiveType              Destructable
    string RadarDescription             ExplodableCrateRadar
}

OBJECT KorbanDoorPanel          KlingonEnvironment
{
    float Description1          1
    string Description2         KorbanDoorPanelDesc2
    string Description3         KorbanDoorPanelDesc3
    string InteractiveType              NonInteractive
}

OBJECT BrokenPhaseConverter             FederationEnvironment
{
    float Description1          1
    string Description2         BrokenPhaseConverterDesc2
    string Description3         BrokenPhaseConverterDesc3
    string InteractiveType              NonInteractive
}

OBJECT RomGuardMaleGood         Humanoids
{
    string Description2         RomGuardMaleGoodDesc2
    string Description3         RomGuardMaleGoodDesc3
    string InteractiveType              Friendly
    float PainChance            1
    string RadarDescription             RomulanInstallationGuardMaleRadar
    float fov           110
    float health                40
    float visiondistance                512
}

OBJECT RomGuardFemaleGood               Humanoids
{
    string Description2         RomGuardFemaleGoodDesc2
    string Description3         RomGuardFemaleGoodDesc3
    string InteractiveType              Friendly
    float fov           110
    float health                40
    float visiondistance                512
    string RadarDescription             RomulanInstallationGuardFemaleRadar
}

OBJECT RomulanCommEquipment             RomulanEnvironment
{
    string Description1         RomulanCommEquipmentDesc1
    string Description2         RomulanCommEquipmentDesc2
    string Description3         RomulanCommEquipmentDesc3
    string InteractiveType              Destructable
    string RadarDescription             CommEquipmentRadar
}

OBJECT Waypoint         GlobalEnvironments
{
    string InteractiveType              Location
}

OBJECT RomulanVent              RomulanEnvironment
{
    string InteractiveType              Usable
    string Description3         RomulanVentDesc3
    string Description2         RomulanVentDesc2
    string Description1         RomulanVentDesc1
}

OBJECT AttrexianFemaleTeammate          Humanoids
{
    string Description2         AttrexianM7PistolDesc2
    string Description3         AttrexianM7PistolDesc3
    string InteractiveType              Teammate
    string RadarDescription             AttrexianRadar
    float Description1          1
}

OBJECT AttrexianMaleTeammate            Humanoids
{
    string Description2         AttrexianMaleTeammateDesc2
    string Description3         AttrexianMaleTeammateDesc3
    string InteractiveType              Teammate
    string RadarDescription             AttrexianMaleTeammateRadar
}

OBJECT TrilithiumResin          KlingonEnvironment
{
    string Description1         TrilithiumResinDesc1
    string Description2         TrilithiumResinDesc2
    string Description3         TrilithiumResinDesc3
    string InteractiveType              Destructable
    string RadarDescription             TrilithiumResinRadar
}

OBJECT MaintenancePanel         KlingonEnvironment
{
    string Description1         MaintenancePanelDesc1
    string Description2         MaintenancePanelDesc2
    string Description3         MaintenancePanelDesc3
    string InteractiveType              Usable
}

OBJECT AndorianMaleGood         Humanoids
{
    string Description2         AndorianMaleGoodDesc2
    string Description3         AndorianMaleGoodDesc3
    string InteractiveType              Friendly
}

OBJECT KlingonMaleMercGood              Humanoids
{
    string Description2         KlingonMaleMercGoodDesc2
    string Description3         KlingonMaleMercGoodDesc3
    string InteractiveType              Friendly
}

OBJECT KlingonFemaleMercGood            Humanoids
{
    string Description2         KlingonFemaleMercGoodDesc2
    string Description3         KlingonFemaleMercGoodDesc3
    string InteractiveType              Friendly
}

OBJECT HumanMaleMercGood                Humanoids
{
    string Description2         HumanMaleMercGoodDesc2
    string Description3         HumanMaleMercGoodDesc3
    string InteractiveType              Friendly
}

OBJECT HumanFemaleMercGood              Humanoids
{
    string Description2         HumanFemaleMercGoodDesc2
    string Description3         HumanFemaleMercGoodDesc3
    string InteractiveType              Friendly
}

OBJECT TurboLiftRepairPanel             FederationEnvironment
{
    string Description1         TurboLiftRepairPanelDesc1
    string Description2         TurboLiftRepairPanelDesc2
    string Description3         TurboLiftRepairPanelDesc3
    string InteractiveType              Usable
}

OBJECT Belt             FederationEnvironment
{
    float Description1          1
    string Description2         BeltDesc2
    string Description3         BeltDesc3
}

OBJECT BootsSloppy              FederationEnvironment
{
    string Description2         BootsSloppyDesc2
    string Description3         BootsSloppyDesc3
}

OBJECT PantsFolded              FederationEnvironment
{
    string Description2         PantsFoldedDesc2
    string Description3         PantsFoldedDesc3
}

OBJECT PantsHung                FederationEnvironment
{
    string Description2         PantsHungDesc2
    string Description3         PantsHungDesc3
}

OBJECT ShirtFolded              FederationEnvironment
{
    string Description2         ShirtFoldedDesc2
    string Description3         ShirtFoldedDesc3
}

OBJECT ShirtHung                FederationEnvironment
{
    string Description2         ShirtHungDesc2
    string Description3         ShirtHungDesc3
}

OBJECT WristGear                FederationEnvironment
{
    string Description2         WristGearDesc2
    string Description3         WristGearDesc3
}

OBJECT TransportOutFederationWeapons            DisplayEffects
{
    float EffectTime            0.3
    string ShaderName           transport
    float TransportTime         0.3
    float Immobilize            1
    float AttachEffect          0
    float HideFeatures          0
}

OBJECT TransportInFederationWeapons             DisplayEffects
{
    float EffectTime            0.3
    string ShaderName           transport
    float TransportTime         0.3
    float Immobilize            1
    float AttachEffect          0
    float HideFeatures          0
}

OBJECT RomulanExplosiveCrate            RomulanEnvironment
{
    string Description2         RomulanExplosiveCrateDesc2
    string Description3         RomulanExplosiveCrateDesc3
    string InteractiveType              Destructable
    string Description1         RomulanExplosiveCrateDesc1
}

OBJECT OmagGood         NPC
{
    string Description2         OmagGoodDesc2
    string Description3         OmagGoodDesc3
    string InteractiveType              Friendly
    string RadarDescription             OmagRadar
    string Description1         OmagGoodDesc1
}

OBJECT PhotonControls           FederationEnvironment
{
    string Description1         PhotonControlsDesc1
    string Description2         PhotonControlsDesc2
    string Description3         PhotonControlsDesc3
    string InteractiveType              TricorderUsable
}

OBJECT EnterpriseHatch          FederationEnvironment
{
    string Description1         EnterpriseHatchDesc1
    string Description2         EnterpriseHatchDesc2
    string Description3         EnterpriseHatchDesc3
    string InteractiveType              Usable
}

OBJECT DallasForcefieldControl          DallasEnvironment
{
    string Description1         DallasForcefieldControlDesc1
    string Description2         DallasForcefieldControlDesc2
    string Description3         DallasForcefieldControlDesc3
    string InteractiveType              Usable
    string RadarDescription             ForcefieldControlRadar
}

OBJECT GravityControls          DallasEnvironment
{
    string Description1         GravityControlsDesc1
    string Description2         GravityControlsDesc2
    string Description3         GravityControlsDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             GravityControlsRadar
}

OBJECT ManualDoorRelease                DallasEnvironment
{
    string Description1         ManualDoorReleaseDesc1
    string Description2         ManualDoorReleaseDesc2
    string Description3         ManualDoorReleaseDesc3
    string InteractiveType              Usable
    string RadarDescription             ManualDoorRadar
}

OBJECT ShuttleDoorControl               DallasEnvironment
{
    string Description1         ShuttleDoorControlDesc1
    string Description2         ShuttleDoorControlDesc2
    string Description3         ShuttleDoorControlDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             ShuttleDoorControlsRadar
}

OBJECT EngineeringControls              DallasEnvironment
{
    string Description1         EngineeringControlsDesc1
    string Description2         EngineeringControlsDesc2
    string Description3         EngineeringControlsDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             EngineeringControlsRadar
}

OBJECT CargoDoorControl         DallasEnvironment
{
    string Description1         CargoDoorControlDesc1
    string Description2         CargoDoorControlDesc2
    string Description3         CargoDoorControlDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             CargoDoorControlsRadar
}

OBJECT TurboLiftControls                DallasEnvironment
{
    string Description1         TurboLiftControlsDesc1
    string Description2         TurboLiftControlsDesc2
    string Description3         TurboLiftControlsDesc3
    string InteractiveType              Usable
    string RadarDescription             TurboLiftControlsRadar
}

OBJECT EnterpriseEnergyTerminal         FederationEnvironment
{
    string Description1         EnterpriseEnergyTerminalDesc1
    string Description2         EnterpriseEnergyTerminalDesc2
    string Description3         EnterpriseEnergyTerminalDesc3
    string InteractiveType              Usable
    string RadarDescription             EnergyTerminalRadar
}

OBJECT EnterpriseHealthTerminal         FederationEnvironment
{
    string Description1         EnterpriseHealthTerminalDesc1
    string Description2         EnterpriseHealthTerminalDesc3
    string Description3         EnterpriseHealthTerminalDesc3
    string InteractiveType              Usable
    string RadarDescription             HealthTerminalRadar
}

OBJECT TurboLiftControlGrid             DallasEnvironment
{
    string Description1         TurboLiftControlGridDesc1
    string Description2         TurboLiftControlGridDesc2
    string Description3         TurboLiftControlGridDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             TurboLiftControlGridRadar
}

OBJECT HoldInfoRifle            Animations
{
    string Aim          romsniperrifle_aim
    float AimTimeMax            0.45
    float AimTimeMin            0.25
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                romsniperrifle_tense_idle
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         romsniperrifle_draw
    string Fire         romsniperrifle_fire
    float FireTimeMax           -1
    float FireTimeMin           -1
    string Idle         romsniperrifle_calm_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          romsniperrifle_calm_idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float InitialSpreadX                3000
    float InitialSpreadY                3000
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string Melee                romsniperrifle_melee
    string PostFire             romsniperrifle_postfire
    string PreFire              romsniperrifle_prefire
    string PutAway              romsniperrifle_putaway
    float SpreadMultiplier              0.85
    float spreadx               50
    float spready               50
}

OBJECT IdryllRebelEliteMale             IdryllRebel
{
    string Description1         IdryllRebelDesc1
    string Description2         IdryllRebelDesc2
    string Description3         IdryllRebelDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             IdryllRebelRadar
    float fov           120
    float health                40
    float playerhatemodifier            2.5
    float visiondistance                3600
}

OBJECT IdryllRebelHumanoidMale          Humanoids
{
    string Description2         IdryllRebelMaleDesc2
    string Description3         IdryllRebelMaleDesc3
    string InteractiveType              Enemy
}

OBJECT IdryllRebelHumanoidFemale                Humanoids
{
    string Description2         IdryllRebelFemaleDesc2
    string Description3         IdryllRebelFemaleDesc3
    string InteractiveType              Enemy
}

OBJECT KlingonFireVentControl           KlingonEnvironment
{
    string Description1         KlingonFireVentControlDesc1
    string Description2         KlingonFireVentControlDesc2
    string Description3         KlingonFireVentControlDesc3
    string InteractiveType              Usable
    string RadarDescription             FireVentRadar
}

OBJECT KlingonCraneManualOverride               KlingonEnvironment
{
    string Description1         KlingonCraneManualOverrideDesc1
    string Description2         KlingonCraneManualOverrideDesc2
    string Description3         KlingonCraneManualOverrideDesc3
    string InteractiveType              Usable
    string RadarDescription             CraneOverrideRadar
}

OBJECT RomulanCommEquipmentDamaged              RomulanEnvironment
{
    string Description2         RomulanCommEquipmentDamagedDesc2
    string Description3         RomulanCommEquipmentDamagedDesc3
    string InteractiveType              NonInteractive
    string Description1         RomulanCommEquipmentDamagedDesc1
    string RadarDescription             CommEquipmentRadar
}

OBJECT FadeOutSniper            DisplayEffects
{
    string EffectName           fx/fx-fadeout-sniper.tik
    string EffectPosName                randombone
    float EffectTime            1.5
    float FadeTime              2
    float NumEffects            14
    string ShaderName           sniper_death
    string SoundName            snd_phaserdeath
    float Immobilize            1
    float AttachEffect          1
    float HideFeatures          0
}

OBJECT HoldAttrexianPistol              Animations
{
    string Aim          attrexpistol_aim
    float AimTimeMax            0.3
    float AimTimeMin            0.25
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                attrexpistol_tense_idle
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         attrexpistol_draw
    string Fire         attrexpistol_fire
    float FireTimeMax           1.25
    float FireTimeMin           1
    string Idle         attrexpistol_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          attrexpistol_calm_idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string Melee                attrexpistol_melee
    string PostFire             attrexpistol_postfire
    string PreFire              attrexpistol_prefire
    string PutAway              attrexpistol_putaway
    float spreadx               10
    float spready               10
    float ShotCount             3
}

OBJECT HoldAttrexianSecurityPistol              Animations
{
    string Aim          attrexsecpistol_aim
    float AimTimeMax            0.3
    float AimTimeMin            0.25
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                attrexsecpistol_tense_idle
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         attrexsecpistol_draw
    string Fire         attrexsecpistol_fire
    float FireTimeMax           1.25
    float FireTimeMin           1
    string Idle         attrexsecpistol_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          attrexsecpistol_calm_idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string Melee                attrexsecpistol_melee
    string PostFire             attrexsecpistol_postfire
    string PreFire              attrexsecpistol_prefire
    string PutAway              attrexsecpistol_putaway
    float spreadx               10
    float spready               10
    float ShotCount             3
}

OBJECT HoldMercPistol           Animations
{
    string Aim          mercpistol_aim
    float AimTimeMax            0.3
    float AimTimeMin            0.25
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                mercpistol_tense_idle
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         mercpistol_draw
    string Fire         mercpistol_fire
    float FireTimeMax           -1
    float FireTimeMin           -1
    string Idle         mercpistol_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          mercpistol_calm_idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string Melee                mercpistol_melee
    string PostFire             mercpistol_postfire
    string PreFire              mercpistol_prefire
    string PutAway              mercpistol_putaway
    float spreadx               100
    float spready               100
    float ShotCount             3
}

OBJECT HoldMercShotgun          Animations
{
    string Aim          mercshotgun_aim
    float AimTimeMax            0.3
    float AimTimeMin            0.25
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                mercshotgun_tense_idle
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         mercshotgun_draw
    string Fire         mercshotgun_fire
    float FireTimeMax           1.25
    float FireTimeMin           1
    string Idle         mercshotgun_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          mercshotgun_calm_idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string Melee                mercshotgun_melee
    string PostFire             mercshotgun_postfire
    string PreFire              mercshotgun_prefire
    string PutAway              mercshotgun_putaway
    float spreadx               300
    float spready               300
}

OBJECT HoldRomulanDisruptor             Animations
{
    string Aim          romdisruptor_aim
    float AimTimeMax            0.3
    float AimTimeMin            0.25
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                romdisruptor_tense_idle
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         romdisruptor_draw
    string Fire         romdisruptor_fire
    float FireTimeMax           1.25
    float FireTimeMin           1
    string Idle         romdisruptor_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          romdisruptor_calm_idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string Melee                romdisruptor_melee
    string PostFire             romdisruptor_postfire
    string PreFire              romdisruptor_prefire
    string PutAway              romdisruptor_putaway
    float spreadx               10
    float spready               10
    float ShotCount             5
}

OBJECT HoldCompRifleEnhanced            Animations
{
    string Aim          compressionrifleenhanced_aim
    float AimTimeMax            0.3
    float AimTimeMin            0.25
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                compressionrifleenhanced_tense_idle
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         compressionrifleenhanced_draw
    string Fire         compressionrifleenhanced_fire
    float FireTimeMax           1.25
    float FireTimeMin           1
    string Idle         compressionrifleenhanced_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          compressionrifleenhanced_idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string Melee                compressionrifleenhanced_melee
    string PostFire             compressionrifleenhanced_postfire
    string PreFire              compressionrifleenhanced_prefire
    string PutAway              compressionrifleenhanced_putaway
    float spreadx               10
    float spready               10
    float ShotCount             5
    string CombatGunTwitch              weapon-twitch
    string IdleGunTwitch                weapon-twitch
}

OBJECT IdryllRebelMortarMale            IdryllRebel
{
    OBJECT PainChance           DamageType
    {
        float comp_rifle                0.85
        float disruptor         0.85
        float electric          0.45
    }

    string Description1         IdryllRebelDesc1
    string Description2         IdryllRebelDesc2
    string Description3         IdryllRebelDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             IdryllRebelRadar
    float fov           160
    float health                40
    float playerhatemodifier            2.5
    float visiondistance                5000
}

OBJECT HoldIdryllRebelGauntletWithShield                Animations
{
    string Aim          gauntlet_ffshield_idle
    float AimTimeMax            -1
    float AimTimeMin            -1
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                defensive_hold
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         gauntlet_ffshield_draw
    string Fire         gauntlet_ffshield_fire
    float FireTimeMax           -1
    float FireTimeMin           -1
    string Idle         gauntlet_ffshield_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float InitialSpreadX                1
    float InitialSpreadY                1
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string Melee                melee_noshield-combo
    string PostFire             gauntlet_ffshield_postfire
    string PreFire              gauntlet_ffshield_prefire
    string PutAway              gauntlet_ffshield_putaway
    float SpreadMultiplier              1
    float spreadx               200
    float spready               200
}

OBJECT IdryllRebelMaleShield            IdryllRebel
{
    OBJECT PainChance           DamageType
    {
    }

    string Description1         IdryllRebelDesc1
    string Description2         IdryllRebelDesc2
    string Description3         IdryllRebelDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             IdryllRebelRadar
    float fov           160
    float health                75
    float playerhatemodifier            2.5
    float visiondistance                3600
}

OBJECT IdryllEliteMaleShield            IdryllRebel
{
    OBJECT PainChance           DamageType
    {
    }

    string Description1         IdryllRebelDesc1
    string Description2         IdryllRebelDesc2
    string Description3         IdryllRebelDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             IdryllRebelRadar
    float fov           160
    float health                75
    float playerhatemodifier            2.5
    float visiondistance                3600
}

OBJECT RomulanRebelM11Pistol            Humanoids
{
    OBJECT PainChance           DamageType
    {
        float comp_rifle                0.85
        float disruptor         0.85
        float electric          0.45
        float gas               0.02
    }

    string Description1         RomRebelM11PistolDesc1
    string Description2         RomRebelM11PistolDesc2
    string Description3         RomRebelM11PistolDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             RomRebelM11RadarDesc
    float fov           120
    float health                75
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT KlingonMercBatlethMale           Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    string InteractiveType              Enemy
    string Description3         KlingonMercBatlethMaleDesc3
    string Description2         KlingonMercBatlethMaleDesc2
    float Description1          1
    float PainChance            1
    float RadarDescription              1
    float fov           120
    float health                80
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT KlingonMercBatlethFemale         Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    string InteractiveType              Enemy
    string Description3         KlingonMercBatlethFemaleDesc3
    string Description2         KlingonMercBatlethFemaleDesc2
    float Description1          1
    float PainChance            1
    float RadarDescription              1
    float fov           120
    float health                80
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT KlingonMercKnifeMale             Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    string InteractiveType              Enemy
    string Description3         KlingonMercKnifeMaleDesc3
    string Description2         KlingonMercKnifeMaleDesc2
    float Description1          1
    float PainChance            1
    float RadarDescription              1
    float fov           120
    float health                80
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT KlingonMercKnifeFemale           Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    string InteractiveType              Enemy
    string Description3         KlingonMercKnifeFemaleDesc3
    string Description2         KlingonMercKnifeFemaleDesc2
    float Description1          1
    float PainChance            1
    float RadarDescription              1
    float fov           120
    float health                80
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT KlingonMercDisruptorMale         Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    string InteractiveType              Enemy
    string Description3         KlingonMercDisruptorMaleDesc3
    string Description2         KlingonMercDisruptorMaleDesc2
    float Description1          1
    float PainChance            1
    float RadarDescription              1
    float fov           120
    float health                80
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT KlingonMercDisruptorFemale               Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    string InteractiveType              Enemy
    string Description3         KlingonMercDisruptorFemaleDesc3
    string Description2         KlingonMercDisruptorFemaleDesc2
    float Description1          1
    float PainChance            1
    float RadarDescription              1
    float fov           120
    float health                80
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT RomulanRebelM11Rifle             Humanoids
{
    OBJECT PainChance           DamageType
    {
        float gas               0.02
    }

    float Description1          1
    string Description2         RomulanRebelM11RifleDesc2
    string Description3         RomulanRebelM11RifleDesc3
    string InteractiveType              Enemy
    float PainChance            1
    float RadarDescription              1
    float fov           120
    float health                70
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT RomulanRebelM11Photon            Humanoids
{
    OBJECT PainChance           DamageType
    {
        float gas               0.02
    }

    float Description1          1
    string Description2         RomulanRebelM11PhotonDesc2
    string Description3         RomulanRebelM11PhotonDesc3
    string InteractiveType              Enemy
    float PainChance            1
    float RadarDescription              1
    float fov           120
    float playerhatemodifier            1.5
    float visiondistance                1200
    float health                150
}

OBJECT RomulanRebelM11Grenade           Humanoids
{
    OBJECT PainChance           DamageType
    {
        float gas               0.02
    }

    float Description1          1
    string Description2         RomulanRebelM11GrenadeDesc2
    string Description3         RomulanRebelM11GrenadeDesc3
    string InteractiveType              Enemy
    float PainChance            1
    float RadarDescription              1
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                3000
}

OBJECT HoldRomulanHandgrenade           Animations
{
    string Aim          grenade_idle
    float AimTimeMax            1
    float AimTimeMin            1
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                grenade_idle
    string Draw         grenade_idle
    string Fire         grenade_idle
    string Idle         grenade_idle
    string IdleGunIdle          grenade_idle
    string Melee                grenade_idle
    string PostFire             grenade_idle
    string PreFire              grenade_idle
    string PutAway              grenade_idle
    float spreadx               1
    float spready               1
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    float FireTimeMax           1
    float FireTimeMin           1
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    float IdleRStrafe           1
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         1
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
}

OBJECT RomulanRebelM2Pistol             Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         RomulanRebelM2PistolDesc2
    string Description3         RomulanRebelM2PistolDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             RomulanRebelM2PistolRadar
    float fov           120
    float health                40
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT RomulanRebelM2Rifle              Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         RomulanRebelM2RifleDesc2
    string Description3         RomulanRebelM2RifleDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             RomulanRebelM2RifleRadar
    float fov           120
    float health                50
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT IdryllRebelMortarFemale          IdryllRebel
{
    OBJECT PainChance           DamageType
    {
    }

    string Description1         IdryllRebelDesc1
    string Description2         IdryllRebelDesc2
    string Description3         IdryllRebelDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             IdryllRebelRadar
    float fov           160
    float health                40
    float playerhatemodifier            2.5
}

OBJECT IdryllRebelFemaleShield          IdryllRebel
{
    OBJECT PainChance           DamageType
    {
    }

    string Description1         IdryllRebelDesc1
    string Description2         IdryllRebelDesc2
    string Description3         IdryllRebelDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             IdryllRebelRadar
    float fov           160
    float health                75
    float playerhatemodifier            2.5
}

OBJECT IdryllEliteFemaleShield          IdryllRebel
{
    OBJECT PainChance           DamageType
    {
    }

    string Description1         IdryllRebelDesc1
    string Description2         IdryllRebelDesc2
    string Description3         IdryllRebelDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             IdryllRebelRadar
    float fov           160
    float health                75
    float playerhatemodifier            2.5
}

OBJECT RomulanRebelM11Sniper            Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         RomulanRebelM11SniperDesc2
    string Description3         RomulanRebelM11SniperDesc3
    string InteractiveType              Enemy
    float PainChance            1
    float RadarDescription              1
    float fov           270
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                3600
}

OBJECT RomulanSoldierM10Rifle           Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         RomulanSoldierM10RifleDesc2
    string Description3         RomulanSoldierM10RifleDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             RomulanSoldierRadar
    float fov           75
    float health                25
    float playerhatemodifier            1.5
    float visiondistance                2048
}

OBJECT RomulanSoldierM10Pistol          Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         RomulanSoldierM10PistolDesc2
    string Description3         RomulanSoldierM10PistolDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             RomulanSoldierRadar
    float fov           75
    float health                25
    float playerhatemodifier            1.5
    float visiondistance                2048
}

OBJECT RomulanSnowGuardM10Rifle         Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         RomulanSnowGuardM10RifleDesc2
    string Description3         RomulanSnowGuardM10RifleDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             RomulanSoldierRadar
    float fov           120
    float health                25
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT RomulanInstGuardM10Pistol                Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         RomulanInstGuardM10PistolDesc2
    string Description3         RomulanInstGuardM10PistolDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             RomulanSoldierRadar
    float fov           120
    float health                25
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT RomulanCommanderM10Pistol                Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    string Description1         RomulanCommanderM10PistolDesc1
    string Description2         RomulanCommanderM10PistolDesc2
    string Description3         RomulanCommanderM10PistolDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             RomulanCommanderRadar
    float fov           120
    float health                25
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT AttrexianM4NoWeapon              Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         AttrexianM4NoWeaponDesc2
    string Description3         AttrexianM4NoWeaponDesc3
    string InteractiveType              Friendly
    float PainChance            1
    string RadarDescription             Attrexian1Radar
    float fov           120
    float health                50
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT AttrexianM4Pistol                Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         AttrexianM4PistolDesc2
    string Description3         AttrexianM4PistolDesc3
    string InteractiveType              Friendly
    float PainChance            1
    string RadarDescription             Attrexian2Radar
    float fov           120
    float health                50
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT AttrexianM4Rifle         Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         AttrexianM4RifleDesc2
    string Description3         AttrexianM4RifleDesc3
    string InteractiveType              Friendly
    float PainChance            1
    string RadarDescription             Attrexian3Radar
    float fov           120
    float health                50
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT AttrexianM4SecurityPistol                Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         AttrexianM4SecurityPistolDesc2
    string Description3         AttrexianM4SecurityPistolDesc3
    string InteractiveType              Friendly
    float PainChance            1
    string RadarDescription             Attrexian4Radar
    float fov           120
    float health                50
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT AttrexianM7NoWeapon              Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         AttrexianM7NoWeaponDesc2
    string Description3         AttrexianM7NoWeaponDesc3
    string InteractiveType              Friendly
    float PainChance            1
    string RadarDescription             AttrexianRadar
    float fov           120
    float health                25
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT AttrexianM7Pistol                Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         AttrexianM7PistolDesc2
    string Description3         AttrexianM7PistolDesc3
    string InteractiveType              Friendly
    float PainChance            1
    string RadarDescription             Attrexian6Radar
    float fov           120
    float health                25
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT AttrexianM7Rifle         Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         AttrexianM7RifleDesc2
    string Description3         AttrexianM7RifleDesc3
    string InteractiveType              Friendly
    float PainChance            1
    string RadarDescription             Attrexian7Radar
    float fov           120
    float health                25
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT AttrexianM7SecurityPistol                Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         AttrexianM7SecurityPistolDesc2
    string Description3         AttrexianM7SecurityPistolDesc3
    string InteractiveType              Friendly
    float PainChance            1
    string RadarDescription             Attrexian8Radar
    float fov           120
    float health                25
    float playerhatemodifier            1
    float visiondistance                1200
}

OBJECT TransportOutFederationAttach             DisplayEffects
{
    string EffectName           fx/fx-beamsparkle.tik
    string EffectPosName                "Bip01 Pelvis"
    float EffectTime            1.25
    string ShaderName           transport
    string SoundName            snd_bodytransportout
    float TransportTime         1.25
    float Immobilize            1
    float AttachEffect          0
    float HideFeatures          1
}

OBJECT Medic            Multiplayer
{
    string Description1         MedicDesc1
    string Description2         MedicDesc1
    string Description3         MedicDesc1
    string InteractiveType              Usable
}

OBJECT MODelectric              MOD
{
    string PainShaderName               electriclines
}

OBJECT MODdefault               MOD
{
    string PainShaderName               mod_default
    float DoPainSound           1
}

OBJECT HoldIdryllSaboteurGauntlet               Animations
{
    string Aim          gauntlet_ffshield_idle
    float AimTimeMax            -1
    float AimTimeMin            -1
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                defensive_hold
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         gauntlet_ffshield_draw
    string Fire         gauntlet_ffshield_fire
    float FireTimeMax           -1
    float FireTimeMin           -1
    string Idle         gauntlet_ffshield_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string PostFire             gauntlet_ffshield_postfire
    string PreFire              gauntlet_ffshield_prefire
    string PutAway              gauntlet_ffshield_putaway
    float spreadx               30
    float spready               30
    float InitialSpreadX                1
    float InitialSpreadY                1
    string Melee                gauntlet_shield_meleecombo
    float SpreadMultiplier              1
    float ShotCount             4
}

OBJECT IdryllM6SaboteurGauntlet         Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    string Description2         IdryllRebelMaleDesc2
    string Description3         IdryllRebelMaleDesc3
    string InteractiveType              Enemy
    float fov           360
    float health                120
    float playerhatemodifier            1.5
    float visiondistance                2000
    float Description1          1
    string RadarDescription             IdryllRebel1Radar
}

OBJECT TransportOutMultiplayer          DisplayEffects
{
    string EffectName           fx/fx-beamsparkle.tik
    string EffectPosName                Bip01
    float EffectTime            1.25
    string ShaderName           transport
    string SoundName            snd_bodytransportout
    float TransportTime         1.25
    float Immobilize            0
    float AttachEffect          0
    float HideFeatures          1
}

OBJECT TransportInMultiplayer           DisplayEffects
{
    string EffectName           fx/fx-beamsparkle.tik
    string EffectPosName                Bip01
    float EffectTime            0.75
    float ShaderName            1
    string SoundName            snd_bodytransportin
    float TransportTime         0.75
    float Immobilize            0
    float AttachEffect          0
    float HideFeatures          1
}

OBJECT HoldKlingonBossTetryon           Animations
{
    string Aim          tetryon_aim
    float AimTimeMax            0.3
    float AimTimeMin            0.25
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                tetryon_tense_idle
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         tetryon_draw
    string Fire         tetryon_fire
    float FireTimeMax           2.5
    float FireTimeMin           2
    float Idle          1
    string IdleBackpedal                backpedal
    string IdleGunIdle          tetryon_calm_idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string Melee                tetryon_melee1
    string PostFire             tetryon_postfire
    string PreFire              tetryon_prefire
    string PutAway              tetryon_putaway
    float spreadx               100
    float spready               100
    float ShotCount             50
}

OBJECT MODdeathQuad             MOD
{
    string PainShaderName               mod_default
    float DoPainSound           0
}

OBJECT MODon_fire               MOD
{
    string PainShaderName               mod_default
    float DoPainSound           0
}

OBJECT Technician               Multiplayer
{
    string InteractiveType              Usable
    string Description1         TechnicianDesc1
    string Description2         TechnicianDesc1
    string Description3         TechnicianDesc1
}

OBJECT Demolitionist            Multiplayer
{
    string InteractiveType              Usable
    string Description1         DemolitionistDesc1
    string Description2         DemolitionistDesc1
    string Description3         DemolitionistDesc1
}

OBJECT Sniper           Multiplayer
{
    string InteractiveType              Usable
    string Description1         SniperDesc1
    string Description2         SniperDesc1
    string Description3         SniperDesc1
}

OBJECT HeavyWeapons             Multiplayer
{
    string InteractiveType              Usable
    string Description1         HeavyWeaponsDesc1
    string Description2         HeavyWeaponsDesc1
    string Description3         HeavyWeaponsDesc1
}

OBJECT Infiltrator              Multiplayer
{
    string InteractiveType              Usable
    string Description1         InfiltratorDesc1
    string Description2         InfiltratorDesc1
    string Description3         InfiltratorDesc1
}

OBJECT BombPlaceRed             Multiplayer
{
    string Description1         BombPlaceRedDesc1
    string InteractiveType              TricorderUsable
    string Description2         BombPlaceRedDesc1
    float Description3          1
}

OBJECT BombPlaceBlue            Multiplayer
{
    string Description1         BombPlaceBlueDesc1
    string InteractiveType              TricorderUsable
    string Description2         BombPlaceBlueDesc1
    float Description3          1
}

OBJECT SingularityRed           Multiplayer
{
    string Description1         SingularityRedDesc1
    string InteractiveType              TricorderUsable
    string Description2         SingularityRedDesc1
    float Description3          1
}

OBJECT SingularityBlue          Multiplayer
{
    string Description1         SingularityBlueDesc1
    string InteractiveType              TricorderUsable
    string Description2         SingularityBlueDesc1
    float Description3          1
}

OBJECT IdryllExplodableCrate2           IdryllEnvironment
{
    string Description1         IdryllExplodableCrate2Desc1
    string Description2         IdryllExplodableCrate2Desc2
    string Description3         IdryllExplodableCrate2Desc3
    string InteractiveType              Destructable
    string RadarDescription             IdryllExplodableCrate2Radar
}

OBJECT IdryllExplodableCrate3           IdryllEnvironment
{
    string Description1         IdryllExplodableCrate3Desc1
    string Description2         IdryllExplodableCrate3Desc2
    string Description3         IdryllExplodableCrate3Desc3
    string InteractiveType              Destructable
    string RadarDescription             IdryllExplodableCrate3Radar
}

OBJECT HoldIdryllM6RebelRifleShield             Animations
{
    string Aim          gauntlet_ffshield_idle
    float AimTimeMax            -1
    float AimTimeMin            -1
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                shield_idle
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                shield_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         gauntlet_ffshield_draw
    string Fire         gauntlet_ffshield_fire
    float FireTimeMax           -1
    float FireTimeMin           -1
    string Idle         gauntlet_ffshield_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          shield_idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          shield_idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float InitialSpreadX                1
    float InitialSpreadY                1
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string Melee                gauntlet_shield_meleecombo
    string PostFire             gauntlet_ffshield_postfire
    string PreFire              gauntlet_ffshield_prefire
    string PutAway              gauntlet_ffshield_putaway
    float SpreadMultiplier              1
    float spreadx               150
    float spready               150
    float ShotCount             5
}

OBJECT HoldIdryllM6RebelPistolShield            Animations
{
    string Aim          gauntlet_ffshield_idle
    float AimTimeMax            -1
    float AimTimeMin            -1
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                shield_idle
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                shield_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         gauntlet_ffshield_draw
    string Fire         gauntlet_ffshield_fire
    float FireTimeMax           -1
    float FireTimeMin           -1
    string Idle         gauntlet_ffshield_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          shield_idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          shield_idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float InitialSpreadX                1
    float InitialSpreadY                1
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string Melee                gauntlet_shield_meleecombo
    string PostFire             gauntlet_ffshield_postfire
    string PreFire              gauntlet_ffshield_prefire
    string PutAway              gauntlet_ffshield_putaway
    float spreadx               170
    float spready               170
    float SpreadMultiplier              1
    float ShotCount             4
}

OBJECT HoldIdryllM6RebelRifle           Animations
{
    string Aim          gauntlet_ffnoshield_idle
    float AimTimeMax            -1
    float AimTimeMin            -1
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                give_order
    string CombatLStrafe                knife_strafeL
    string CombatLegIdle                idle_weapon_legs
    string CombatRStrafe                knife_strafeR
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         gauntlet_ffnoshield_draw
    string Fire         gauntlet_ffnoshield_fire
    float FireTimeMax           -1
    float FireTimeMin           -1
    string Idle         gauntlet_ffnoshield_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          shield_idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float InitialSpreadX                1
    float InitialSpreadY                1
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string Melee                melee_noshield-combo
    string PostFire             gauntlet_ffnoshield_postfire
    string PreFire              gauntlet_ffnoshield_prefire
    string PutAway              gauntlet_ffnoshield_putaway
    float SpreadMultiplier              1
    float spreadx               0
    float spready               0
    float ShotCount             3
}

OBJECT IdryllHealthTerminal             IdryllEnvironment
{
    string Description1         IdryllHealthTerminalDesc1
    string Description2         IdryllHealthTerminalDesc2
    string Description3         IdryllHealthTerminalDesc3
    string InteractiveType              Usable
    string RadarDescription             HealthTerminalRadar
}

OBJECT IdryllEnergyTerminal             IdryllEnvironment
{
    string Description1         IdryllEnergyTerminalDesc1
    string Description2         IdryllEnergyTerminalDesc2
    string Description3         IdryllEnergyTerminalDesc3
    string InteractiveType              Usable
    string RadarDescription             EnergyTerminalRadar
}

OBJECT HoldIdryllM6EliteRifleShield             Animations
{
    string Aim          gauntlet_ffshield_idle
    float AimTimeMax            -1
    float AimTimeMin            -1
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                shield_idle
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                shield_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         gauntlet_ffshield_draw
    string Fire         gauntlet_ffshield_fire
    float FireTimeMax           -1
    float FireTimeMin           -1
    string Idle         gauntlet_ffshield_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          shield_idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          shield_idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float InitialSpreadX                1
    float InitialSpreadY                1
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string Melee                gauntlet_shield_meleecombo
    string PostFire             gauntlet_ffshield_postfire
    string PreFire              gauntlet_ffshield_prefire
    string PutAway              gauntlet_ffshield_putaway
    float ShotCount             2
    float SpreadMultiplier              1
    float spreadx               2
    float spready               2
}

OBJECT IdryllSabotageDevice             IdryllEnvironment
{
    string Description1         IdryllSabotageDeviceDesc1
    string Description2         IdryllSabotageDeviceDesc2
    string Description3         IdryllSabotageDeviceDesc3
    string RadarDescription             IdryllSabotageDeviceRadar
    string InteractiveType              TricorderUsable
}

OBJECT ShuttleDoorControlUsed           DallasEnvironment
{
    string Description1         ShuttleDoorControlUsedDesc1
    string Description2         ShuttleDoorControlUsedDesc2
    string Description3         ShuttleDoorControlUsedDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             ShuttleDoorControlsRadar
}

OBJECT CargoDoorControlUsed             DallasEnvironment
{
    string Description1         CargoDoorControlUsedDesc1
    string Description2         CargoDoorControlUsedDesc2
    string Description3         CargoDoorControlUsedDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             CargoDoorControlsRadar
}

OBJECT EngineeringControlsUsed          DallasEnvironment
{
    string Description1         EngineeringControlsUsedDesc1
    string Description2         EngineeringControlsUsedDesc2
    string Description3         EngineeringControlsUsedDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             EngineeringControlsRadar
}

OBJECT IdryllGasControl         IdryllEnvironment
{
    string Description1         IdryllGasControlDesc1
    string Description2         IdryllGasControlDesc2
    string Description3         IdryllGasControlDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             IdryllGasControlRadar
}

OBJECT GravityControlsUsed              DallasEnvironment
{
    string Description1         GravityControlsUsedDesc1
    string Description2         GravityControlsUsedDesc2
    string Description3         GravityControlsUsedDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             GravityControlsRadar
}

OBJECT TransporterControls              DallasEnvironment
{
    string Description1         TransporterControlsDesc1
    string Description2         TransporterControlsDesc2
    string Description3         TransporterControlsDesc3
    string InteractiveType              Usable
    string RadarDescription             TransporterControlsRadar
}

OBJECT TurboliftControlGridUsed         DallasEnvironment
{
    string Description1         TurboliftControlGridUsedDesc1
    string Description2         TurboliftControlGridUsedDesc2
    string Description3         TurboliftControlGridUsedDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             TurboLiftControlGridRadar
}

OBJECT TransporterControlsUsed          DallasEnvironment
{
    string Description1         TransporterControlsUsedDesc1
    string Description2         TransporterControlsUsedDesc2
    string Description3         TransporterControlsUsedDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             TransporterControlsRadar
}

OBJECT Snake            Aliens
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         SnakeDesc2
    string Description3         SnakeDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             SnakeRadar
    float fov           360
    float health                3500
    float playerhatemodifier            1.5
    float visiondistance                65535
}

OBJECT Crab             Aliens
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         CrabDesc2
    string Description3         CrabDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             CrabRadar
    float fov           360
    float health                60
    float playerhatemodifier            1.5
    float visiondistance                65535
}

OBJECT CrabBoss         Aliens
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         CrabBossDesc2
    string Description3         CrabBossDesc3
    string InteractiveType              Enemy
    float PainChance            1
    string RadarDescription             CrabBossRadar
    float fov           360
    float health                1000
    float playerhatemodifier            1.5
    float visiondistance                65535
}

OBJECT Suldock          NPC
{
    float Description2          1
    float Description3          1
    string InteractiveType              Enemy
    float health                1000
}

OBJECT IdryllBridgePower                IdryllEnvironment
{
    string InteractiveType              Usable
    string Description1         IdryllBridgePowerDesc1
    string Description2         IdryllBridgePowerDesc2
    string Description3         IdryllBridgePowerDesc3
    string RadarDescription             IdryllBridgePowerRadar
}

OBJECT Waypoint         IdryllEnvironment
{
    string InteractiveType              Location
}

OBJECT HoldTricorder            Animations
{
    string Aim          tricorder_aim
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                tricorder_tense_idle
    float CombatGunTwitch               1
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         tricorder_draw
    string Fire         tricorder_use
    float FireTimeMax           1
    float FireTimeMin           1
    string Idle         tricorder_calm_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          tricorder_calm_idle
    float IdleGunTwitch         1
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string Melee                tricorder_melee
    string PostFire             tricorder_postfire
    string PreFire              tricoder_prefire
    string PutAway              tricorder_putaway
    float ShotCount             0
    float spreadx               1
    float spready               1
}

OBJECT GravityPanel             DallasEnvironment
{
    string Description1         GravityPanelDesc1
    string Description2         GravityPanelDesc2
    string Description3         GravityPanelDesc3
    string InteractiveType              Usable
    string RadarDescription             GravityPanelRadar
}

OBJECT TurboliftPanel           DallasEnvironment
{
    string Description1         TurboliftPanelDesc1
    string Description2         TurboliftPanelDesc2
    string Description3         TurboliftPanelDesc3
    string InteractiveType              Usable
    string RadarDescription             TurboliftPanelRadar
}

OBJECT IdryllM6RebelMaleShield          Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    string Description2         IdryllRebelMaleDesc2
    string Description3         IdryllRebelMaleDesc3
    float Description1          1
    string InteractiveType              Enemy
    float fov           360
    float health                80
    float playerhatemodifier            1.5
    float visiondistance                2048
    string RadarDescription             IdryllRebel1Radar
}

OBJECT IdryllM6RebelFemaleShield                Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    string Description2         IdryllRebelFemaleDesc2
    string Description3         IdryllRebelFemaleDesc3
    float Description1          1
    string InteractiveType              Enemy
    float fov           360
    float health                80
    float playerhatemodifier            1.5
    float visiondistance                2048
    string RadarDescription             IdryllRebel2Radar
}

OBJECT IdryllM6EliteFemaleShield                Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    string Description3         IdryllRebelFemaleDesc3
    string Description2         IdryllRebelFemaleDesc2
    float Description1          1
    string InteractiveType              Enemy
    float fov           360
    float health                90
    float playerhatemodifier            1.5
    float visiondistance                2048
    string RadarDescription             IdryllRebel2Radar
}

OBJECT IdryllM6EliteMaleShield          Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    string Description3         IdryllRebelMaleDesc3
    string Description2         IdryllRebelMaleDesc2
    float Description1          1
    string InteractiveType              Enemy
    float fov           360
    float health                90
    float playerhatemodifier            1.5
    float visiondistance                2048
    string RadarDescription             IdryllRebel1Radar
}

OBJECT IdryllEnergyTerminal2            IdryllEnvironment
{
    string Description1         IdryllEnergyTerminal2Desc1
    string Description2         IdryllEnergyTerminal2Desc2
    string Description3         IdryllEnergyTerminal2Desc3
    string InteractiveType              Usable
    string RadarDescription             IdryllEnergyTerminal2Radar
}

OBJECT AndorianMerc             Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         AndorianMercDesc2
    string Description3         AndorianMercDesc3
    string InteractiveType              Enemy
    float fov           360
    float health                80
    float playerhatemodifier            1.5
    float visiondistance                2048
}

OBJECT HumanMercMale            Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         HumanMercMaleDesc2
    string Description3         HumanMercMaleDesc3
    string InteractiveType              Enemy
    float fov           360
    float health                30
    float playerhatemodifier            1.5
    float visiondistance                2048
}

OBJECT HumanMercFemale          Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         HumanMercFemaleDesc2
    string Description3         HumanMercFemaleDesc3
    string InteractiveType              Enemy
    float fov           360
    float health                30
    float playerhatemodifier            1.5
    float visiondistance                2048
}

OBJECT CustomShaderTest         CustomShaders
{
    string ShaderName           powerup_strength
    string SoundName            sound/environment/electric/fritz5.wav
}

OBJECT PicardM6Bridge           NPC
{
    string Description2         PicardDesc2
    string Description1         PicardDesc1
    string Description3         PicardDesc3
    string InteractiveType              Friendly
    float PainChance            0
    string RadarDescription             PicardRadar
    float fov           360
    float health                400
    float playerhatemodifier            1
    float visiondistance                3600
}

OBJECT RomulanTricorderDoor             RomulanEnvironment
{
    string Description1         RomulanTricorderDoorDesc1
    string Description2         RomulanTricorderDoorDesc2
    string Description3         RomulanTricorderDoorDesc3
    string InteractiveType              TricorderUsable
}

OBJECT StarfleetMale            NPC
{
    float fov           360
    float visiondistance                1200
    float health                1000
    string Description1         StarfleetMaleDesc1
    string Description2         StarfleetMaleDesc2
    string Description3         StarfleetMaleDesc3
    string InteractiveType              Friendly
    string RadarDescription             StarfleetMaleRadar
}

OBJECT StarfleetMale2           NPC
{
    float fov           360
    float visiondistance                1200
    float health                1000
    string Description1         StarfleetMale2Desc1
    string Description2         StarfleetMale2Desc2
    string Description3         StarfleetMale2Desc3
    string InteractiveType              Friendly
    string RadarDescription             StarfleetMale2Radar
}

OBJECT StarfleetMale3           NPC
{
    float fov           360
    float visiondistance                1200
    float health                1000
    string Description1         StarfleetMale3Desc1
    string Description2         StarfleetMale3Desc2
    string Description3         StarfleetMale3Desc3
    string InteractiveType              Friendly
    string RadarDescription             StarfleetMale3Radar
}

OBJECT StarfleetMale4           NPC
{
    float fov           360
    float visiondistance                1200
    float health                1000
    string InteractiveType              Friendly
    string Description1         StarfleetMale4Desc1
    string Description2         StarfleetMale4Desc2
    string Description3         StarfleetMale4Desc3
    string RadarDescription             StarfleetMale4Radar
}

OBJECT StarfleetMale5           NPC
{
    float fov           360
    float visiondistance                1200
    float health                1000
    string InteractiveType              Friendly
    string Description1         StarfleetMale5Desc1
    string Description2         StarfleetMale5Desc2
    string Description3         StarfleetMale5Desc3
    string RadarDescription             StarfleetMale5Radar
}

OBJECT StarfleetMale6           NPC
{
    string InteractiveType              Friendly
    float fov           360
    float health                1000
    string Description1         StarfleetMale6Desc1
    string Description2         StarfleetMale6Desc2
    string Description3         StarfleetMale6Desc3
    float visiondistance                1200
    string RadarDescription             StarfleetMale6Radar
}

OBJECT StarfleetFemale          NPC
{
    float visiondistance                1200
    string Description1         StarfleetFemaleDesc1
    string Description2         StarfleetFemaleDesc2
    string Description3         StarfleetFemaleDesc3
    string InteractiveType              Friendly
    float fov           360
    float health                1000
    string RadarDescription             StarfleetFemaleRadar
}

OBJECT StarfleetFemale2         NPC
{
    float visiondistance                1200
    float health                1000
    float fov           360
    string InteractiveType              Friendly
    string Description1         StarfleetFemale2Desc1
    string Description2         StarfleetFemale2Desc2
    string Description3         StarfleetFemale2Desc3
    string RadarDescription             StarfleetFemale2Radar
}

OBJECT StarfleetFemale3         NPC
{
    float visiondistance                1200
    float fov           360
    float health                1000
    string InteractiveType              Friendly
    string Description1         StarfleetFemale3Desc1
    string Description2         StarfleetFemale3Desc2
    string Description3         StarfleetFemale3Desc3
    string RadarDescription             StarfleetFemale3Radar
}

OBJECT StarfleetFemale4         NPC
{
    float visiondistance                1200
    float fov           360
    float health                1000
    string InteractiveType              Friendly
    string Description1         StarfleetFemale4Desc1
    string Description2         StarfleetFemale4Desc2
    string Description3         StarfleetFemale4Desc3
    string RadarDescription             StarfleetFemale4Radar
}

OBJECT StarfleetFemale5         NPC
{
    float visiondistance                1200
    float fov           360
    float health                1000
    string InteractiveType              Friendly
    string Description1         StarfleetFemale5Desc1
    string Description2         StarfleetFemale5Desc2
    string Description3         StarfleetFemale5Desc3
    string RadarDescription             StarfleetFemale5Radar
}

OBJECT StarfleetFemale6         NPC
{
    float visiondistance                1200
    float fov           360
    float health                1000
    string InteractiveType              Friendly
    string Description1         StarfleetFemale6Desc1
    string Description2         StarfleetFemale6Desc2
    string Description3         StarfleetFemale6Desc3
    string RadarDescription             StarfleetFemale6Radar
}

OBJECT StarfleetDeadCaptain             NPC
{
    string Description1         StarfleetDeadCaptainDesc1
    string Description2         StarfleetDeadCaptainDesc2
    string Description3         StarfleetDeadCaptainDesc3
    string InteractiveType              Friendly
    float fov           360
    float health                1000
    float visiondistance                1200
    float PainChance            0
}

OBJECT IdryllGasControlUsed             IdryllEnvironment
{
    string Description1         IdryllGasControlUsedDesc1
    string Description2         IdryllGasControlUsedDesc2
    string Description3         IdryllGasControlUsedDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             IdryllGasControlRadar
}

OBJECT IdryllPowerRegulatorUsed         IdryllEnvironment
{
    string Description1         IdryllPowerRegulatorUsedDesc1
    string Description2         IdryllPowerRegulatorUsedDesc2
    string Description3         IdryllPowerRegulatorUsedDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             IdryllPowerRegulatorRadar
}

OBJECT IdryllPowerPanelUsed             IdryllEnvironment
{
    string Description1         IdryllPowerPanelUsedDesc1
    string Description2         IdryllPowerPanelUsedDesc2
    string Description3         IdryllPowerPanelUsedDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             PowerPanelRadar
}

OBJECT StarfleetCadetMale               NPC
{
    string Description1         StarfleetCadetMaleDesc1
    string Description2         StarfleetCadetMaleDesc2
    string Description3         StarfleetCadetMaleDesc3
    string InteractiveType              Friendly
    float visiondistance                1200
    float health                1000
    float fov           360
    string RadarDescription             StarfleetCadetMaleRadar
}

OBJECT StarfleetCadetMale2              NPC
{
    string Description1         StarfleetCadetMale2Desc1
    string Description2         StarfleetCadetMale2Desc2
    string Description3         StarfleetCadetMale2Desc3
    string InteractiveType              Friendly
    float fov           360
    float health                1000
    float visiondistance                1200
    string RadarDescription             StarfleetCadetMale2Radar
}

OBJECT StarfleetCadetMale3              NPC
{
    string Description1         StarfleetCadetMale3Desc1
    string Description2         StarfleetCadetMale3Desc2
    string Description3         StarfleetCadetMale3Desc3
    string InteractiveType              Friendly
    float fov           360
    float health                1000
    float visiondistance                1200
    string RadarDescription             StarfleetCadetMale3Radar
}

OBJECT StarfleetCadetFemale             NPC
{
    string Description1         StarfleetCadetFemaleDesc1
    string Description2         StarfleetCadetFemaleDesc2
    string Description3         StarfleetCadetFemaleDesc3
    string InteractiveType              Friendly
    float fov           360
    float health                1000
    float visiondistance                1200
    string RadarDescription             StarfleetCadetFemaleRadar
}

OBJECT StarfleetCadetFemale2            NPC
{
    float visiondistance                1200
    float health                1000
    float fov           360
    string InteractiveType              Friendly
    string Description1         StarfleetCadetFemale2Desc1
    string Description2         StarfleetCadetFemale2Desc2
    string Description3         StarfleetCadetFemale2Desc3
    string RadarDescription             StarfleetCadetFemale2Radar
}

OBJECT StarfleetCadetFemale3            NPC
{
    float visiondistance                1200
    float health                1000
    float fov           360
    string InteractiveType              Friendly
    string Description1         StarfleetCadetFemale3Desc1
    string Description2         StarfleetCadetFemale3Desc2
    string Description3         StarfleetCadetFemale3Desc3
    string RadarDescription             StarfleetCadetFemale3Radar
}

OBJECT StarfleetOfficialFemale          NPC
{
    float visiondistance                1200
    float health                1000
    float fov           360
    string InteractiveType              Friendly
    string Description1         StarfleetOfficialFemaleDesc1
    string Description2         StarfleetOfficialFemaleDesc2
    string Description3         StarfleetOfficialFemaleDesc3
    string RadarDescription             StarfleetOfficialFemaleRadar
}

OBJECT StarfleetOfficialFemale2         NPC
{
    float visiondistance                1200
    float health                1000
    float fov           360
    string InteractiveType              Friendly
    string Description1         StarfleetOfficialFemale2Desc1
    string Description2         StarfleetOfficialFemale2Desc2
    string Description3         StarfleetOfficialFemale2Desc3
    string RadarDescription             StarfleetOfficialFemale2Radar
}

OBJECT StarfleetOfficialFemale3         NPC
{
    float visiondistance                1200
    float health                1000
    float fov           360
    string InteractiveType              Friendly
    string Description1         StarfleetOfficialFemale3Desc1
    string Description2         StarfleetOfficialFemale3Desc2
    string Description3         StarfleetOfficialFemale3Desc3
    string RadarDescription             StarfleetOfficialFemale3Radar
}

OBJECT StarfleetOfficialMale            NPC
{
    float visiondistance                1200
    float health                1000
    float fov           360
    string InteractiveType              Friendly
    string Description1         StarfleetOfficialMaleDesc1
    string Description2         StarfleetOfficialMaleDesc2
    string Description3         StarfleetOfficialMaleDesc3
    string RadarDescription             StarfleetOfficialMaleRadar
}

OBJECT StarfleetOfficialMale2           NPC
{
    float visiondistance                1200
    float health                1000
    float fov           360
    string InteractiveType              Friendly
    string Description1         StarfleetOfficialMale2Desc1
    string Description2         StarfleetOfficialMale2Desc2
    string Description3         StarfleetOfficialMale2Desc3
    string RadarDescription             StarfleetOfficialMale2Radar
}

OBJECT StarfleetTeacherMale             NPC
{
    string Description1         StarfleetTeacherMaleDesc1
    string Description2         StarfleetTeacherMaleDesc2
    string Description3         StarfleetTeacherMaleDesc3
    string InteractiveType              Friendly
    float fov           360
    float health                1000
    float visiondistance                1200
    string RadarDescription             StarfleetTeacherMaleRadar
}

OBJECT StarfleetTeacherMale2            NPC
{
    float visiondistance                1200
    float health                1000
    float fov           360
    string InteractiveType              Friendly
    string Description1         StarfleetTeacherMale2Desc1
    string Description2         StarfleetTeacherMale2Desc2
    string Description3         StarfleetTeacherMale2Desc3
    string RadarDescription             StarfleetTeacherMale2Radar
}

OBJECT StarfleetTeacherMale3            NPC
{
    float visiondistance                1200
    float health                1000
    float fov           360
    string InteractiveType              Friendly
    string Description1         StarfleetTeacherMale3Desc1
    string Description2         StarfleetTeacherMale3Desc2
    string Description3         StarfleetTeacherMale3Desc3
    string RadarDescription             StarfleetTeacherMale3Radar
}

OBJECT StarfleetTeacherFemale           NPC
{
    float visiondistance                1200
    float health                1000
    float fov           360
    string InteractiveType              Friendly
    string Description1         StarfleetTeacherFemaleDesc1
    string Description2         StarfleetTeacherFemaleDesc2
    string Description3         StarfleetTeacherFemaleDesc3
    string RadarDescription             StarfleetTeacherFemaleRadar
}

OBJECT StarfleetTeacherFemale2          NPC
{
    float visiondistance                1200
    float health                1000
    float fov           360
    string InteractiveType              Friendly
    string Description1         StarfleetTeacherFemale2Desc1
    string Description2         StarfleetTeacherFemale2Desc2
    string Description3         StarfleetTeacherFemale2Desc3
    string RadarDescription             StarfleetTeacherFemale2Radar
}

OBJECT StarfleetTeacherFemale3          NPC
{
    float visiondistance                1200
    float health                1000
    float fov           360
    string InteractiveType              Friendly
    string Description1         StarfleetTeacherFemale3Desc1
    string Description2         StarfleetTeacherFemale3Desc2
    string Description3         StarfleetTeacherFemale3Desc3
    string RadarDescription             StarfleetTeacherFemale3Radar
}

OBJECT ContainmentPanel         FederationEnvironment
{
    string Description1         ContainmentPanelDesc1
    string Description2         ContainmentPanelDesc2
    string Description3         ContainmentPanelDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             ContainmentPanelRadar
}

OBJECT IdryllRebelBomber                Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         IdryllRebelDesc2
    string Description3         IdryllRebelDesc3
    string InteractiveType              Enemy
    string RadarDescription             IdryllRebelRadar
    float fov           360
    float health                5
    float playerhatemodifier            1.5
    float visiondistance                2048
}

OBJECT IdryllEliteDefender              Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         IdryllRebelDesc2
    string Description3         IdryllRebelDesc3
    string InteractiveType              Enemy
    string RadarDescription             IdryllRebelRadar
    float fov           360
    float health                75
    float playerhatemodifier            1.5
    float visiondistance                2048
}

OBJECT WarpCoreBleed            FederationEnvironment
{
    string Description1         WarpCoreBleedDesc1
    string Description2         WarpCoreBleedDesc2
    string Description3         WarpCoreBleedDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             WarpCoreBleedRadar
}

OBJECT WarpCoreEject            FederationEnvironment
{
    string Description1         WarpCoreEjectDesc1
    string Description2         WarpCoreEjectDesc2
    string Description3         WarpCoreEjectDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             WarpCoreEjectRadar
}

OBJECT HoldIdryllMGun           Animations
{
    string Aim          gauntlet_mortar_aim
    float AimTimeMax            -1
    float AimTimeMin            -1
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                idle
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         gauntlet_mortar_draw
    string Fire         gauntlet_mortar_fire
    float FireTimeMax           -1
    float FireTimeMin           -1
    string Idle         gauntlet_mortar_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string PostFire             gauntlet_mortar_postfire
    string PreFire              gauntlet_mortar_prefire
    string PutAway              gauntlet_mortar_putaway
    float spreadx               25
    float spready               25
    float ShotCount             8
}

OBJECT IdryllRebelGunnerFemale          Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         IdryllRebelDesc2
    string Description3         IdryllRebelDesc3
    string InteractiveType              Enemy
    string RadarDescription             IdryllRebelRadar
    float fov           360
    float health                75
    float playerhatemodifier            1.5
    float visiondistance                5000
}

OBJECT IdryllRebelGunnerMale            Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    float Description1          1
    string Description2         IdryllRebelDesc2
    string Description3         IdryllRebelDesc3
    string InteractiveType              Enemy
    string RadarDescription             IdryllRebelRadar
    float fov           360
    float health                75
    float playerhatemodifier            1.5
    float visiondistance                5000
}

OBJECT HoldEnterpriseDatapad            Animations
{
    string Aim          ent-datapad-idle
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                ent-datapad-idle
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         ent-datapad-raise
    string Fire         ent-datapad-use
    string Idle         ent-datapad-idle
    string IdleGunIdle          ent-datapad-idle
    string IdleBackpedal                backpedal
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string PutAway              ent-datapad-putaway
    float ShotCount             0
    float spreadx               1
    float spready               1
}

OBJECT AttrexianTriDoorPanel            AttrexianEnvironment
{
    string Description1         AttrexianTriDoorPanelDesc1
    string Description2         AttrexianTriDoorPanelDesc2
    string Description3         AttrexianTriDoorPanelDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             AttrexianTriDoorPanelRadar
}

OBJECT RomulanBossGuardM10Rifle         Humanoids
{
    OBJECT PainChance           DamageType
    {
    }

    string Description2         RomulanSnowGuardM10RifleDesc2
    float Description1          1
    string Description3         RomulanSnowGuardM10RifleDesc3
    string InteractiveType              Enemy
    float PainChance            1
    float RadarDescription              1
    float fov           360
    float health                25
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT RomulanLiftControl               RomulanEnvironment
{
    string Description1         RomulanLiftControlDesc1
    string Description2         RomulanLiftControlDesc2
    string Description3         RomulanLiftControlDesc3
    string InteractiveType              Usable
    string RadarDescription             RomulanLiftControlRadar
}

OBJECT RomulanKeypad            RomulanEnvironment
{
    string Description1         RomulanKeypadDesc1
    string Description2         RomulanKeypadDesc2
    string Description3         RomulanKeypadDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             RomulanKeypadRadar
}

OBJECT Barclay          NPC
{
    string Description1         BarclayDesc1
    string Description2         BarclayDesc2
    string Description3         BarclayDesc3
    string InteractiveType              Friendly
    float fov           360
    float health                1000
    float visiondistance                1200
    string RadarDescription             BarclayRadar
}

OBJECT Redshirt         NPC
{
    string Description1         RedshirtDesc1
    string Description2         RedshirtDesc2
    string Description3         RedshirtDesc3
    string InteractiveType              Friendly
    float fov           360
    float health                1000
    float visiondistance                1200
    string RadarDescription             RedshirtRadar
}

OBJECT Redshirt2                NPC
{
    string Description1         Redshirt2Desc1
    string Description2         Redshirt2Desc2
    string Description3         Redshirt2Desc3
    string InteractiveType              Friendly
    float fov           360
    float health                1000
    float visiondistance                1200
    string RadarDescription             Redshirt2Radar
}

OBJECT Redshirt3                NPC
{
    string Description1         Redshirt3Desc1
    string Description2         Redshirt3Desc2
    string Description3         Redshirt3Desc3
    string InteractiveType              Friendly
    float fov           360
    float health                1000
    float visiondistance                1200
    string RadarDescription             Redshirt3Radar
}

OBJECT Redshirt4                NPC
{
    string Description1         Redshirt4Desc1
    string Description2         Redshirt4Desc2
    string Description3         Redshirt4Desc3
    string InteractiveType              Friendly
    float fov           360
    float health                1000
    float visiondistance                1200
    string RadarDescription             Redshirt4Radar
}

OBJECT Redshirt5                NPC
{
    string Description1         Redshirt5Desc1
    string Description2         Redshirt5Desc2
    string Description3         Redshirt5Desc3
    string InteractiveType              Friendly
    float fov           360
    float health                1000
    float visiondistance                1200
    string RadarDescription             Redshirt5Radar
}

OBJECT Redshirt6                NPC
{
    string Description1         Redshirt6Desc1
    string Description2         Redshirt6Desc2
    string Description3         Redshirt6Desc3
    string InteractiveType              Friendly
    float fov           360
    float health                1000
    float visiondistance                1200
    string RadarDescription             Redshirt6Radar
}

OBJECT HazardLocker             FederationEnvironment
{
    string Description1         HazardLockerDesc1
    string Description2         HazardLockerDesc2
    string Description3         HazardLockerDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             HazardLockerRadar
}

OBJECT AttrexianDoorOverride            AttrexianEnvironment
{
    string Description1         AttrexianDoorOverrideDesc1
    string Description2         AttrexianDoorOverrideDesc2
    string Description3         AttrexianDoorOverrideDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             AttrexianDoorOverrideRadar
}

OBJECT RomulanInformantBoss             Humanoids
{
}

OBJECT RomulanKeypadNoninteractive              RomulanEnvironment
{
    string Description1         RomulanKeypadNoninteractiveDesc1
    string Description2         RomulanKeypadNoninteractiveDesc2
    string Description3         RomulanKeypadNoninteractiveDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             RomulanKeypadRadar
}

OBJECT CredentialPanel          RomulanEnvironment
{
    string Description1         CredentialPanelDesc1
    string Description2         CredentialPanelDesc2
    string Description3         CredentialPanelDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             CredentialPanelRadar
}

OBJECT CredentialPanelNoninteractive            RomulanEnvironment
{
    string Description1         CredentialPanelNoninteractiveDesc1
    string Description2         CredentialPanelNoninteractiveDesc2
    string Description3         CredentialPanelNoninteractiveDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             CredentialPanelRadar
}

OBJECT RomulanSecurityGrid              RomulanEnvironment
{
    string Description1         RomulanSecurityGridDesc1
    string Description2         RomulanSecurityGridDesc2
    string Description3         RomulanSecurityGridDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             SecurityGridRadar
}

OBJECT RomulanSecurityGridNoninteractive                RomulanEnvironment
{
    string Description1         RomulanSecurityGridNoninteractiveDesc1
    string Description2         RomulanSecurityGridNoninteractiveDesc2
    string Description3         RomulanSecurityGridNoninteractiveDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             SecurityGridRadar
}

OBJECT RomulanSecurityConsoleNoninteractive             RomulanEnvironment
{
    string Description1         RomulanSecurityConsoleNoninteractiveDesc1
    string Description2         RomulanSecurityConsoleNoninteractiveDesc1
    string Description3         RomulanSecurityConsoleNoninteractiveDesc1
    string InteractiveType              NonInteractive
    string RadarDescription             SecurityConsoleRadar
}

OBJECT RomulanConsoleUsed               RomulanEnvironment
{
    string Description1         RomulanConsoleUsedDesc1
    string Description2         RomulanConsoleUsedDesc2
    string Description3         RomulanConsoleUsedDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             RomulanConsoleRadar
}

OBJECT LadderReleaseSwitch              AttrexianEnvironment
{
    string Description1         LadderReleaseSwitchDesc1
    string Description2         LadderReleaseSwitchDesc2
    string Description3         LadderReleaseSwitchDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             LadderReleaseRadar
}

OBJECT LadderReleaseSwitchUsed          AttrexianEnvironment
{
    string Description1         LadderReleaseSwitchUsedDesc1
    string Description2         LadderReleaseSwitchUsedDesc2
    string Description3         LadderReleaseSwitchUsedDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             LadderReleaseRadar
}

OBJECT AttrexianCartPanelUsed           AttrexianEnvironment
{
    string Description1         AttrexianCartPanelUsedDesc1
    string Description2         AttrexianCartPanelUsedDesc2
    string Description3         AttrexianCartPanelUsedDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             AttrexianCartPanelRadar
}

OBJECT AttrexianCartLeverUsed           AttrexianEnvironment
{
    string Description1         AttrexianCartLeverUsedDesc1
    string Description2         AttrexianCartLeverUsedDesc2
    string Description3         AttrexianCartLeverUsedDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             AttrexianCartLeverRadar
}

OBJECT AttrexianPowerPanelUsed          AttrexianEnvironment
{
    string Description1         AttrexianPowerPanelUsedDesc1
    string Description2         AttrexianPowerPanelUsedDesc2
    string Description3         AttrexianPowerPanelUsedDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             AttrexianPowerPanelRadar
}

OBJECT AttrexianSteamPanelUsed          AttrexianEnvironment
{
    string Description1         AttrexianSteamPanelUsedDesc1
    string Description2         AttrexianSteamPanelUsedDesc2
    string Description3         AttrexianSteamPanelUsedDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             AttrexianSteamPanelRadar
}

OBJECT AttrexianDoorOverrideUsed                AttrexianEnvironment
{
    string Description1         AttrexianDoorOverrideUsedDesc1
    string Description2         AttrexianDoorOverrideUsedDesc2
    string Description3         AttrexianDoorOverrideUsedDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             AttrexianDoorOverrideRadar
}

OBJECT AttrexianTriDoorPanelUsed                AttrexianEnvironment
{
    string Description1         AttrexianTriDoorPanelUsedDesc1
    string Description2         AttrexianTriDoorPanelUsedDesc2
    string Description3         AttrexianTriDoorPanelUsedDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             AttrexianTriDoorPanelRadar
}

OBJECT AttrexianPistonPanel             AttrexianEnvironment
{
    string Description1         AttrexianPistonPanelDesc1
    string Description2         AttrexianPistonPanelDesc2
    string Description3         AttrexianPistonPanelDesc3
    string InteractiveType              Usable
    string RadarDescription             AttrexianPistonPanelRadar
}

OBJECT TrainingTuvok            NPC
{
    string Description1         TrainingTuvokDesc1
    string Description2         TrainingTuvokDesc2
    string Description3         TrainingTuvokDesc3
    string InteractiveType              Teammate
    string RadarDescription             TuvokRadar
    float fov           360
    float health                100
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT RomulanTricorderDoorNoninteractive               RomulanEnvironment
{
    string Description1         RomulanTricorderDoorNoninteractiveDesc1
    string Description2         RomulanTricorderDoorNoninteractiveDesc2
    string Description3         RomulanTricorderDoorNoninteractiveDesc3
    string InteractiveType              NonInteractive
}

OBJECT IdryllTriLiftPanel               IdryllEnvironment
{
    string Description1         IdryllTriLiftPanelDesc1
    string Description2         IdryllTriLiftPanelDesc2
    string Description3         IdryllTriLiftPanelDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             TriLiftPanelRadar
}

OBJECT RomulanGenericConsole            RomulanEnvironment
{
    string Description1         RomulanGenericConsoleDesc1
    string Description2         RomulanGenericConsoleDesc2
    string Description3         RomulanGenericConsoleDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             RomulanGenericConsoleRadar
}

OBJECT HoldRomulanDisruptorM2           Animations
{
    string Aim          romdisruptor_aim
    float AimTimeMax            0.3
    float AimTimeMin            0.25
    string CombatBackpedal              swat_backpedal
    string CombatGunIdle                romdisruptor_tense_idle
    string CombatLStrafe                swat_lstrafe
    string CombatLegIdle                swat_calm_idle
    string CombatRStrafe                swat_rstrafe
    string CombatRun            swat_run
    string CombatWalk           swat_walk
    string Draw         romdisruptor_draw
    string Fire         romdisruptor_fire
    float FireTimeMax           1.25
    float FireTimeMin           1
    string Idle         romdisruptor_idle
    string IdleBackpedal                backpedal
    string IdleGunIdle          romdisruptor_calm_idle
    string IdleLStrafe          strafe_left
    string IdleLegIdle          idle
    string IdleRStrafe          strafe_right
    string IdleRun              run
    string IdleWalk             walk
    float MaxTorsoPitch         40
    float MaxTorsoTurnSpeed             15
    float MaxTorsoYaw           80
    string Melee                romdisruptor_melee
    string PostFire             romdisruptor_postfire
    string PreFire              romdisruptor_prefire
    string PutAway              romdisruptor_putaway
    float ShotCount             3
    float spreadx               20
    float spready               20
}

OBJECT LibraryTerminal          FederationEnvironment
{
    string Description1         LibraryTerminalDesc1
    string Description2         LibraryTerminalDesc2
    string Description3         LibraryTerminalDesc3
    string InteractiveType              Usable
    string RadarDescription             LibraryTerminalRadar
}

OBJECT PredatorNoRadar          Aliens
{
    float Description1          1
    string Description2         StalkerDesc2
    string Description3         StalkerDesc3
    string InteractiveType              NonInteractive
    float PainChance            1
    string RadarDescription             StalkerRadar
    float fov           360
    float health                1500
    float playerhatemodifier            1.5
    float visiondistance                1200
}

OBJECT TriTrainingPowerPanel            FederationEnvironment
{
    string Description1         TriTrainingPowerPanelDesc1
    string Description2         TriTrainingPowerPanelDesc2
    string Description3         TriTrainingPowerPanelDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             TriTrainingPowerPanelRadar
}

OBJECT DrullLiftControl         IdryllEnvironment
{
    string Description1         DrullLiftControlDesc1
    string Description2         DrullLiftControlDesc2
    string Description3         DrullLiftControlDesc3
    string InteractiveType              Usable
    string RadarDescription             DrullLiftControlRadar
}

OBJECT TriDrullLiftControl              IdryllEnvironment
{
    string Description1         TriDrullLiftControlDesc1
    string Description2         TriDrullLiftControlDesc2
    string Description3         TriDrullLiftControlDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             TriDrullLiftControlRadar
}

OBJECT StarfleetCadetFemale4            NPC
{
    string Description1         StarfleetCadetFemale4Desc1
    string Description2         StarfleetCadetFemale4Desc2
    string Description3         StarfleetCadetFemale4Desc3
    string InteractiveType              Friendly
    string RadarDescription             StarfleetCadetFemale4Radar
}

OBJECT StarfleetCadetFemale5            NPC
{
    string Description1         StarfleetCadetFemale5Desc1
    string Description2         StarfleetCadetFemale5Desc2
    string Description3         StarfleetCadetFemale5Desc3
    string InteractiveType              Friendly
    string RadarDescription             StarfleetCadetFemale5Radar
}

OBJECT Harry            NPC
{
    string Description1         HarryDesc1
    string Description2         HarryDesc2
    string Description3         HarryDesc3
    string InteractiveType              Friendly
    string RadarDescription             HarryRadar
    float health                1000
    float fov           360
}

OBJECT TransportOutBorgNoAnim           DisplayEffects
{
    float AttachEffect          0
    string EffectName           fx/fx-beamsparkle-borg-out.tik
    string EffectPosName                Bip01
    float EffectTime            0.25
    string ShaderName           transport-borg
    string SoundName            snd_bodytransportout
    float TransportTime         0.75
    float HideFeatures          1
}

OBJECT TransportInBorgNoAnim            DisplayEffects
{
    float AttachEffect          0
    string EffectName           fx/fx-beamsparkle-borg-in.tik
    string EffectPosName                centroid
    float EffectTime            0.75
    float Immobilize            1
    string ShaderName           transport-borg
    string SoundName            snd_bodytransportin
    float TransportTime         0.75
    float HideFeatures          1
}

OBJECT RomulanTSectorSign               RomulanEnvironment
{
    string Description1         RomulanTSectorSignDesc1
    string Description2         RomulanTSectorSignDesc2
    string InteractiveType              TricorderUsable
}

OBJECT TrainingPanel2           FederationEnvironment
{
    string Description1         TrainingPanelDesc1
    string Description2         TrainingPanelDesc2
    string Description3         TrainingPanelDesc3
    string InteractiveType              TricorderUsable
    string RadarDescription             TrainingPanelRadar
}

OBJECT NonInteractiveNoReticule         InteractiveTypes
{
    float AlwaysShowReticle             0
    float BlipShader            1
    float Blue          0.6
    float Green         0.42
    float Red           0.85
    float ShowInRadar           0
    float ShowInSimpleMode              0
}

OBJECT Vorchov          NPC
{
    string Description1         VorchovDesc1
    string Description2         VorchovDesc2
    string Description3         VorchovDesc3
    string InteractiveType              Friendly
    string RadarDescription             VorchovRadar
}

OBJECT koi1             FederationEnvironment
{
    string Description2         koi1Desc2
    string Description3         koi1Desc3
    string InteractiveType              NonInteractive
    string RadarDescription             koi1Radar
}

OBJECT koi2             FederationEnvironment
{
    string Description2         koi2Desc2
    string Description3         koi2Desc3
    string InteractiveType              NonInteractive
    string RadarDescription             koi2Radar
}

OBJECT koi3             FederationEnvironment
{
    string InteractiveType              NonInteractive
    string RadarDescription             koi3Radar
    string Description2         koi3Desc2
    string Description3         koi3Desc3
}

OBJECT koi4             FederationEnvironment
{
    string InteractiveType              NonInteractive
    string RadarDescription             koi4Radar
    string Description2         koi4Desc2
    string Description3         koi4Desc3
}

OBJECT koi5             FederationEnvironment
{
    string InteractiveType              NonInteractive
    string RadarDescription             koi5Radar
    string Description2         koi5Desc2
    string Description3         koi5Desc3
}

OBJECT koi6             FederationEnvironment
{
    string InteractiveType              NonInteractive
    string RadarDescription             koi6Radar
    string Description2         koi6Desc2
    string Description3         koi6Desc3
}

OBJECT koi7             FederationEnvironment
{
    string InteractiveType              NonInteractive
    string RadarDescription             koi7Radar
    string Description2         koi7Desc2
    string Description3         koi7Desc3
}

OBJECT FadeOutSimple            DisplayEffects
{
    float AttachEffect          0
    float EffectTime            0
    float FadeTime              0.5
    float Immobilize            0
    float NumEffects            0
}

OBJECT FadeInSimple             DisplayEffects
{
    float AttachEffect          0
    float EffectTime            0
    float FadeTime              0.5
    float Immobilize            0
    float NumEffects            0
}

OBJECT AttrexianRifleSecretPic          Secret
{
    string InteractiveType              NonInteractive
    string Description1         AttrexianRifleSecretPicDesc1
    string Description2         AttrexianRifleSecretPicDesc2
    string Description3         AttrexianRifleSecretPicDesc3
    string RadarDescription             AttrexianRifleSecretPicRadar
}

OBJECT AttrexianColonySecretPic         Secret
{
    string InteractiveType              NonInteractive
    string Description1         AttrexianColonySecretPicDesc1
    string Description2         AttrexianColonySecretPicDesc2
    string Description3         AttrexianColonySecretPicDesc3
    string RadarDescription             AttrexianColonySecretPicRadar
}

OBJECT AttrexianStationSecretPic                Secret
{
    string InteractiveType              NonInteractive
    string Description1         AttrexianStationSecretPicDesc1
    string Description2         AttrexianStationSecretPicDesc2
    string Description3         AttrexianStationSecretPicDesc3
    string RadarDescription             AttrexianStationSecretPicRadar
}

OBJECT StalkerSecretPic         Secret
{
    string InteractiveType              NonInteractive
    string Description1         StalkerSecretPicDesc1
    string Description2         StalkerSecretPicDesc2
    string Description3         StalkerSecretPicDesc3
    string RadarDescription             StalkerSecretPicRadar
}

OBJECT IdryllRuins2SecretPic            Secret
{
    string InteractiveType              NonInteractive
    string Description1         IdryllRuins2SecretPicDesc1
    string Description2         IdryllRuins2SecretPicDesc2
    string Description3         IdryllRuins2SecretPicDesc3
    string RadarDescription             IdryllRuins2SecretPicRadar
}

OBJECT AttrexianFemaleSecretPic         Secret
{
    string InteractiveType              NonInteractive
    string Description1         AttrexianFemaleSecretPicDesc1
    string Description2         AttrexianFemaleSecretPicDesc2
    string Description3         AttrexianFemaleSecretPicDesc3
    string RadarDescription             AttrexianFemaleSecretPicRadar
}

OBJECT CommanderSecretPic               Secret
{
    string InteractiveType              NonInteractive
    string Description1         CommanderSecretPicDesc1
    string Description2         CommanderSecretPicDesc2
    string Description3         CommanderSecretPicDesc3
    string RadarDescription             CommanderSecretPicRadar
}

OBJECT QuadrapedSecretPic               Secret
{
    string InteractiveType              NonInteractive
    string Description1         QuadrapedSecretPicDesc1
    string Description2         QuadrapedSecretPicDesc2
    string Description3         QuadrapedSecretPicDesc3
    string RadarDescription             QuadrapedSecretPicRadar
}

OBJECT AttrexianStationSecretPic2               Secret
{
    string InteractiveType              NonInteractive
    string Description1         AttrexianStationSecretPic2Desc1
    string Description2         AttrexianStationSecretPic2Desc2
    string Description3         AttrexianStationSecretPic2Desc3
    string RadarDescription             AttrexianStationSecretPic2Radar
}

OBJECT IdryllRuins1SecretPic            Secret
{
    string InteractiveType              NonInteractive
    string Description1         IdryllRuins1SecretPicDesc1
    string Description2         IdryllRuins1SecretPicDesc2
    string Description3         IdryllRuins1SecretPicDesc3
    string RadarDescription             IdryllRuins1SecretPicRadar
}

OBJECT AttrexianMaleSecretPic           Secret
{
    string InteractiveType              NonInteractive
    string Description1         AttrexianMaleSecretPicDesc1
    string Description2         AttrexianMaleSecretPicDesc2
    string Description3         AttrexianMaleSecretPicDesc3
    string RadarDescription             AttrexianMaleSecretPicRadar
}

OBJECT Archeopendrapic          Secret
{
    string InteractiveType              NonInteractive
    string Description1         ArcheopendraPicDesc1
    string Description2         ArcheopendraPicDesc2
    string Description3         ArcheopendraPicDesc3
    string RadarDescription             ArcheopendraPicRadar
}

OBJECT IMODpic          Secret
{
    string InteractiveType              NonInteractive
    string Description1         ImodPicDesc1
    string Description2         ImodPicDesc2
    string Description3         ImodPicDesc3
    string RadarDescription             ImodPicRadar
}

OBJECT FedRiflepic              Secret
{
    string InteractiveType              NonInteractive
    string Description1         FedRiflePicDesc1
    string Description2         FedRiflePicDesc2
    string Description3         FedRiflePicDesc3
    string RadarDescription             FedRiflePicRadar
}

OBJECT FadeOutSlow              DisplayEffects
{
    float AttachEffect          0
    float EffectTime            0
    float Immobilize            0
    float NumEffects            0
    float FadeTime              2.5
}

OBJECT FadeInSlow               DisplayEffects
{
    float AttachEffect          0
    float EffectTime            0
    float Immobilize            0
    float NumEffects            0
    float FadeTime              2.5
}

OBJECT StarfleetCadetMaleB              NPC
{
    string Description1         StarfleetCadetMaleBDesc1
    string Description2         StarfleetCadetMaleBDesc2
    string Description3         StarfleetCadetMaleBDesc3
    string InteractiveType              Friendly
    string RadarDescription             StarfleetCadetMaleBRadar
}

OBJECT StarfleetCadetMaleC              NPC
{
    string Description1         StarfleetCadetMaleCDesc1
    string Description2         StarfleetCadetMaleCDesc2
    string Description3         StarfleetCadetMaleCDesc3
    string InteractiveType              Friendly
    string RadarDescription             StarfleetCadetMaleCRadar
}

OBJECT StarfleetCadetMale2B             NPC
{
    string Description1         StarfleetCadetMale2BDesc1
    string Description2         StarfleetCadetMale2BDesc2
    string Description3         StarfleetCadetMale2BDesc3
    string InteractiveType              Friendly
    string RadarDescription             StarfleetCadetMale2BRadar
}

OBJECT StarfleetCadetMale4              NPC
{
    string Description1         StarfleetCadetMale4Desc1
    string Description2         StarfleetCadetMale4Desc2
    string Description3         StarfleetCadetMale4Desc3
    string InteractiveType              Friendly
    string RadarDescription             StarfleetCadetMale4Radar
}

OBJECT StarfleetCadetMale5              NPC
{
    string Description1         StarfleetCadetMale5Desc1
    string Description2         StarfleetCadetMale5Desc2
    string Description3         StarfleetCadetMale5Desc3
    string InteractiveType              Friendly
    string RadarDescription             StarfleetCadetMale5Radar
}

OBJECT StarfleetCadetMale3B             NPC
{
    string Description1         StarfleetCadetMale3BDesc1
    string Description2         StarfleetCadetMale3BDesc2
    string Description3         StarfleetCadetMale3BDesc3
    string InteractiveType              Friendly
    string RadarDescription             StarfleetCadetMale3BRadar
}

OBJECT StarfleetCadetFemale2B           NPC
{
    string Description1         StarfleetCadetFemale2BDesc1
    string Description2         StarfleetCadetFemale2BDesc2
    string Description3         StarfleetCadetFemale2BDesc3
    string InteractiveType              Friendly
    string RadarDescription             StarfleetCadetFemale2BRadar
}

OBJECT StarfleetCadetFemale2C           NPC
{
    string Description1         StarfleetCadetFemale2CDesc1
    string Description2         StarfleetCadetFemale2CDesc2
    string Description3         StarfleetCadetFemale2CDesc3
    string InteractiveType              Friendly
    string RadarDescription             StarfleetCadetFemale2CRadar
}

OBJECT StarfleetCadetFemale3B           NPC
{
    string Description1         StarfleetCadetFemale3BDesc1
    string Description2         StarfleetCadetFemale3BDesc2
    string Description3         StarfleetCadetFemale3BDesc3
    string InteractiveType              Friendly
    string RadarDescription             StarfleetCadetFemale3BRadar
}

OBJECT StarfleetCadetFemale4            NPC
{
}

OBJECT StarfleetCadetFemale5            NPC
{
}

OBJECT StarfleetCadetFemaleB            NPC
{
    string Description1         StarfleetCadetFemaleBDesc1
    string Description2         StarfleetCadetFemaleBDesc2
    string Description3         StarfleetCadetFemaleBDesc3
    string InteractiveType              Friendly
    string RadarDescription             StarfleetCadetFemaleBRadar
}

OBJECT StarfleetMale2Dallas             NPC
{
    string Description1         StarfleetMale2DallasDesc1
    string Description2         StarfleetMale2DallasDesc2
    string Description3         StarfleetMale2DallasDesc3
    string InteractiveType              Friendly
    string RadarDescription             StarfleetMale2DallasRadar
}

OBJECT IMOD             Weapons
{
}

OBJECT Tricorder                Weapons
{
    string Description1         TricorderDesc1
    string Description2         TricorderDesc2
    string Description3         TricorderDesc3
    string InteractiveType              Usable
    string RadarDescription             TricorderRadar
}

OBJECT IdryllStaff              Weapons
{
    string Description1         IdryllStaffDesc1
    string Description2         IdryllStaffDesc2
    string Description3         IdryllStaffDesc3
    string InteractiveType              Usable
    string RadarDescription             IdryllStaffRadar
}

OBJECT TransportOutRomulan              DisplayEffects
{
    float AnimName              1
    string EffectName           fx/fx-beamsparkle-romulan.tik
    string EffectPosName                centroid
    float EffectTime            1.25
    string ShaderName           transport-romulan
    string SoundName            snd_bodytransportout
    float TransportTime         1.25
}

OBJECT RomulanGenericUsableConsole              RomulanEnvironment
{
    string Description1         RomulanGenericUsableConsoleDesc1
    string Description2         RomulanGenericUsableConsoleDesc2
    string Description3         RomulanGenericUsableConsoleDesc3
    string InteractiveType              Usable
}

OBJECT StarfleetMale7           NPC
{
    string Description1         StarfleetMale7Desc1
    string Description2         StarfleetMale7Desc2
    string Description3         StarfleetMale7Desc3
    string InteractiveType              Friendly
    float visiondistance                1200
    float health                1000
    float fov           360
    string RadarDescription             StarfleetMale7Radar
}

OBJECT StarfleetFemale7         NPC
{
    string Description1         StarfleetFemale7Desc1
    string Description2         StarfleetFemale7Desc2
    string Description3         StarfleetFemaleDesc3
    string InteractiveType              Friendly
    string RadarDescription             StarfleetFemale7Radar
    float fov           360
    float health                1000
    float visiondistance                1200
}

OBJECT Background               UI
{
    float ShowShip              1
}

OBJECT TransportOutRomulanCinematic             DisplayEffects
{
    float AnimName              1
    string EffectName           fx/fx-beamsparkle-romulan.tik
    string EffectPosName                centroid
    float EffectTime            1.25
    string ShaderName           transport-romulan
    float SoundName             1
    float TransportTime         1.25
}

OBJECT enviroc          Noninteractive
{
    string Description1         enviro1
    string Description2         enviro2
    string Description3         enviro3
    string Description4         enviro4
    string InteractiveType              TricorderUsable
    string RadarDescription             enviroR
}

OBJECT compc            Noninteractive
{
    string Description1         comp1
    string Description2         comp2
    string Description3         comp3
    string Description4         comp4
    string InteractiveType              TricorderUsable
    string RadarDescription             compR
}

OBJECT tubedoorc                Noninteractive
{
    string Description1         td1
    string Description2         td2
    string Description3         td3
    string Description4         td4
    string InteractiveType              TricorderUsable
    string RadarDescription             tdR
}

OBJECT compa            Noninteractive
{
    string Description1         compa1
    string Description2         compa2
    string Description3         compa3
    string Description4         compa4
    string InteractiveType              NonInteractive
    string RadarDescription             compaR
}

OBJECT compb            Noninteractive
{
    string Description1         compb1
    string Description2         compb2
    string Description3         compb3
    string Description4         compb4
    string InteractiveType              NonInteractive
    string RadarDescription             compbR
}

OBJECT armlock          Noninteractive
{
    string Description1         ar1
    string Description2         ar2
    string Description3         ar3
    string Description4         ar4
    string InteractiveType              TricorderUsable
    string RadarDescription             arR
}

OBJECT tubed    Noninteractive
{
    string Description1         tub1
    string Description2         tub2
    string Description3         tub3
    string Description4         tub4
    string InteractiveType              TricorderUsable
    string RadarDescription             tubR
}

OBJECT shutc            Noninteractive
{
    string Description1         sc1
    string Description2         sc2
    string Description3         sc3
    string InteractiveType              TricorderUsable
    string RadarDescription             scR
}

OBJECT shutopen         Noninteractive
{
    string Description1         so1
    string Description2         so2
    string Description3         so3
    string InteractiveType              TricorderUsable
    string RadarDescription             soR
}

OBJECT baydoor          Noninteractive
{
    string Description1         bd1
    string Description2         bd2
    string Description3         bd3
    string InteractiveType              TricorderUsable
    string RadarDescription             bdR
}

OBJECT exp              Noninteractive
{
    string Description1         exp1
    string Description2         exp2
    string Description3         exp3
    string InteractiveType              TricorderUsable
    string RadarDescription             expR
}

OBJECT beama            Noninteractive
{
    string Description1         beam1
    string Description2         beam2
    string Description3         beam3
    string InteractiveType              Usable
    string RadarDescription             beamR
}

OBJECT hint_lever               Noninteractive
{
    string Description1         hint_lever1
    string Description2         hint_lever2
    string Description3         hint_lever3
    string InteractiveType              Usable
    string RadarDescription             hint_leverR
}

OBJECT mdoor            Noninteractive
{
    string Description1         mdoor1
    string Description2         mdoor2
    string Description3         mdoor3
    string InteractiveType              TricorderUsable
    string RadarDescription             mdoorR
}

OBJECT sdoor            Noninteractive
{
    string Description1         sdoor1
    string Description2         sdoor2
    string Description3         sdoor3
    string InteractiveType              Usable
    string RadarDescription             sdoorR
}

OBJECT shuttle          Noninteractive
{
    string Description1         sc1
    string Description2         sc2
    string Description3         sc3
    string InteractiveType              NonInteractive
    string RadarDescription             scR
}


// Persons
OBJECT bails            Noninteractive
{
    string Description1         bailsDesc1
    string Description2         bailsDesc2
    string Description3         bailsDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             bailsRadar
}

OBJECT jones            Noninteractive
{
    string Description1         JonesDesc1
    string Description2         JonesDesc2
    string Description3         JonesDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             JonesRadar
}

OBJECT shaun            Noninteractive
{
    string Description1         ShaunDesc1
    string Description2         ShaunDesc2
    string Description3         ShaunDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             ShaunRadar
}

OBJECT jenks            Noninteractive
{
    string Description1         JenksDesc1
    string Description2         JenksDesc2
    string Description3         JenksDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             JenksRadar
}

OBJECT eddie            Noninteractive
{
    string Description1         EddieDesc1
    string Description2         EddieDesc2
    string Description3         EddieDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             EddieRadar
}

OBJECT catrin           Noninteractive
{
    string Description1         CatrinDesc1
    string Description2         CatrinDesc2
    string Description3         CatrinDesc3
    string InteractiveType              NonInteractive
    string RadarDescription             CatrinRadar
}

OBJECT Stammheim                HazardTeam
{
    OBJECT ModelRendering               Rendering
    {
        float angles_yaw                180
        float offset_x          28
        float offset_y          0
        float offset_z          -87
        float fov_h             30
        float fov_v             30
    }

    string Description1         StammheimDesc1
    string Description2         StammheimDesc2
    string Description3         StammheimDesc3
    string InteractiveType              Teammate
    string RadarDescription             StammheimRadar
    float fov           360
    float health                1000
    float playerhatemodifier            0
    float visiondistance                1200
    string Model                char/human-m9-merc-shotgun-m1-neutral.tik
    float PainChance            1
}