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- #AI Classes
- $Name: None
- $accuracy: 0, 0, 0, 0, 0
- $evasion: 0, 0, 0, 0, 0
- $courage: 0, 0, 0, 0, 0
- $patience: 0, 0, 0, 0, 0
- ;; Fighter pilot levels
- $Name: Weak Drone
- $accuracy: 0.0005, 0.0005, 0.0005, 0.0050, 0.0005
- $evasion: 0.1, 0.1, 0.1, 0.1, 0.1
- $courage: 0.1, 0.1, 0.1, 0.1, 0.1
- $patience: 0.1, 0.1, 0.1, 0.1, 0.1
- $Afterburner Use Factor: 7, 7, 7, 7, 7
- $Shockwave Evade Chances Per Second: .05, .05, .05, .05, .05
- $Get Away Chance: .02, .02, .02, .02, .02
- $Secondary Range Multiplier: .85, .85, .85, .85, .85
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.01, 0.01, 0.01, 0.01, 0.01
- $AI In Range Time: 2, 2, 2, 2, 2
- $AI Always Links Ammo Weapons: 100, 100, 100, 100, 100
- $AI Maybe Links Ammo Weapons: 90, 90, 90, 90, 90
- $Primary Ammo Burst Multiplier: 0.3, 0.3, 0.3, 0.3, 0.3
- $Predict Position Delay: 3.0, 3.0, 3.0, 3.0, 3.0
- $AI Turn Time Scale: 3, 3, 3, 3, 3
- $Glide Attack Percent: 0, 0, 0, 0, 0
- $Circle Strafe Percent: 0, 0, 0, 0, 0
- $Glide Strafe Percent: 0, 0, 0, 0, 0
- $Stalemate Time Threshold: 13, 13, 13, 13, 13
- $Stalemate Distance Threshold: 260, 260, 260, 260, 260
- $Chance AI Has to Fire Missiles at Player: 0, 0, 0, 0, 0
- $Max Aim Update Delay: .85, .85, .85, .85, .85
- $Name: White
- $accuracy: 0.005, 0.005, 0.005, 0.005, 0.005
- $evasion: 6, 6, 6, 6, 6
- $courage: 6, 6, 6, 6, 6
- $patience: 6, 6, 6, 6, 6
- $Afterburner Use Factor: 5, 5, 5, 5, 5
- $Shockwave Evade Chances Per Second: .33, .33, .33, .33, .33, .33
- $Get Away Chance: .2, .2, .2, .2, .2
- $Secondary Range Multiplier: .9, .9, .9, .9, .9
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.1, 0.1, 0.1, 0.1, 0.1
- $AI In Range Time: 0.75, 0.75, 0.75, 0.75, 0.75
- $AI Always Links Ammo Weapons: 70, 70, 70, 70, 70
- $AI Maybe Links Ammo Weapons: 50, 50, 50, 50, 50
- $Primary Ammo Burst Multiplier: 0.7, 0.7, 0.7, 0.7, .7
- $Predict Position Delay: 2.0, 2.0, 2.0, 2.0, 2.0
- $AI Turn Time Scale: 2.15, 2.15, 2.15, 2.15, 2.15
- $Glide Attack Percent: 22, 22, 22, 22, 22
- $Circle Strafe Percent: 22, 22, 22, 22, 22
- $Glide Strafe Percent: 22, 22, 22, 22, 22
- $Stalemate Time Threshold: 12, 12, 12, 12, 12
- $Stalemate Distance Threshold: 280, 280, 280, 280, 280
- $Chance AI Has to Fire Missiles at Player: 2, 2, 2, 2, 2
- $Max Aim Update Delay: .65, .65, .65, .65, .65
- $Name: Yellow
- $accuracy: 0.04, 0.04, 0.04, 0.04, 0.04
- $evasion: 35, 35, 35, 35, 35
- $courage: 35, 35, 35, 35, 35
- $patience: 35, 35, 35, 35, 35
- $Afterburner Use Factor: 3, 3, 3, 3, 3
- $Shockwave Evade Chances Per Second: 1.25, 1.25, 1.25, 1.25, 1.25
- $Get Away Chance: .45 .45 .45 .45 .45
- $Secondary Range Multiplier: .80, .80, .80, .80, .80
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.3, 0.3, 0.3, 0.3, 0.3
- $AI In Range Time: 0, 0, 0.0, 0.0, 0.0
- $AI Always Links Ammo Weapons: 40, 40, 40, 40, 40
- $AI Maybe Links Ammo Weapons: 25, 25, 25, 25, 25
- $Primary Ammo Burst Multiplier: 0.9, 0.9, 0.9, 0.9, .90
- $Predict Position Delay: .25, .25, .25, 0.25, 0.25
- $AI Turn Time Scale: 1.35, 1.35, 1.35, 1.35, 1.35
- $Glide Attack Percent: 60, 60, 60, 60, 60
- $Circle Strafe Percent: 60, 60, 60, 60, 60
- $Glide Strafe Percent: 60, 60, 60, 60, 60
- $Stalemate Time Threshold: 9, 9, 9, 9, 9
- $Stalemate Distance Threshold: 333, 333, 333, 333, 333
- $Chance AI Has to Fire Missiles at Player: 6, 6, 6, 6, 6
- $Max Aim Update Delay: .25, .25, .25, .25, .25
- $Name: Green
- $accuracy: 0.04, 0.04, 0.04, 0.04, 0.04
- $evasion: 35, 35, 35, 35, 35
- $courage: 35, 35, 35, 35, 35
- $patience: 35, 35, 35, 35, 35
- $Afterburner Use Factor: 3, 3, 3, 3, 3
- $Shockwave Evade Chances Per Second: 1.25, 1.25, 1.25, 1.25, 1.25
- $Get Away Chance: .45 .45 .45 .45 .45
- $Secondary Range Multiplier: 0.0, 0.0, 0.0, 0.0, 0.0
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.35, 0.35, 0.35, 0.35, 0.35
- $AI In Range Time: 0, 0, 0.0, 0.0, 0.0
- $AI Always Links Ammo Weapons: 40, 40, 40, 40, 40
- $AI Maybe Links Ammo Weapons: 25, 25, 25, 25, 25
- $Primary Ammo Burst Multiplier: 0.9, 0.9, 0.9, 0.9, .90
- $Predict Position Delay: .25, .25, .25, 0.25, 0.25
- $AI Turn Time Scale: 1.35, 1.35, 1.35, 1.35, 1.35
- $Glide Attack Percent: 60, 60, 60, 60, 60
- $Circle Strafe Percent: 60, 60, 60, 60, 60
- $Glide Strafe Percent: 60, 60, 60, 60, 60
- $Stalemate Time Threshold: 8, 8, 8, 8, 8
- $Stalemate Distance Threshold: 375, 375, 375, 375, 375
- $Chance AI Has to Fire Missiles at Player: 7, 7, 7, 7, 7
- $Max Aim Update Delay: .25, .25, .25, .25, .25
- $Name: Orange
- $accuracy: 0.05, 0.05, 0.05, 0.05, 0.05
- $evasion: 45, 45, 45, 45, 45
- $courage: 45, 45, 45, 45, 45
- $patience: 45, 45, 45, 45, 45
- $Afterburner Use Factor: 3, 3, 3, 3, 3
- $Shockwave Evade Chances Per Second: 1.5, 1.5, 1.5, 1.5, 1.5
- $Get Away Chance: .5 .5 .50 .5 .50
- $Secondary Range Multiplier: .85, .85, .85, .85, .85
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.3, 0.3, 0.3, 0.3, 0.3
- $AI In Range Time: -1, -1, -1, -1.0, -1.0
- $AI Always Links Ammo Weapons: 35, 35, 35, 35, 35
- $AI Maybe Links Ammo Weapons: 25, 25, 25, 25, 25
- $Primary Ammo Burst Multiplier: 1, 1, 1, 1, 1.0
- $Predict Position Delay: .25, .25, .25, 0.25, 0.25
- $AI Turn Time Scale: 1.2, 1.2, 1.2, 1.2, 1.2
- $Glide Attack Percent: 70, 70, 70, 70, 70
- $Circle Strafe Percent:70, 70, 70, 70, 70
- $Glide Strafe Percent:70, 70, 70, 70, 70
- $Stalemate Time Threshold: 8, 8, 8, 8, 8
- $Stalemate Distance Threshold: 350, 350, 350, 350, 350
- $Chance AI Has to Fire Missiles at Player: 6, 6, 6, 6, 6
- $Max Aim Update Delay: .2, .2, .2, .2, .2
- $Name: Pink
- $accuracy: 0.15, 0.15, 0.15, 0.15, 0.15
- $evasion: 70, 70, 70, 70, 70
- $courage: 70, 70, 70, 70, 70
- $patience: 70, 70, 70, 70, 70
- $Afterburner Use Factor: 2, 2, 2, 2, 2
- $Shockwave Evade Chances Per Second: 3.0, 3.0, 3.0, 3.0, 3.0
- $Get Away Chance: .65 .65 .65 .65 .65
- $Secondary Range Multiplier: .96, .96, .96, .96, .96
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.35, 0.35, 0.35, 0.35, 0.35
- $AI In Range Time: -1, -1, -1, -1, -1.0
- $AI Always Links Ammo Weapons: 30, 30, 30, 30, 30
- $AI Maybe Links Ammo Weapons: 20, 20, 20, 20, 20
- $Primary Ammo Burst Multiplier: 1, 1, 1, 1, 1
- $Predict Position Delay: 0.075, 0.075, 0.075, 0.075, 0.075
- $AI Turn Time Scale: 1.05, 1.05, 1.05, 1.05, 1.05
- $Glide Attack Percent: 80, 80, 80, 80, 80
- $Circle Strafe Percent: 80, 80, 80, 80, 80
- $Glide Strafe Percent: 80, 80, 80, 80, 80
- $Stalemate Time Threshold: 7, 7, 7, 7, 7
- $Stalemate Distance Threshold: 400, 400, 400, 400, 400
- $Chance AI Has to Fire Missiles at Player: 7, 7, 7, 7, 7
- $Max Aim Update Delay: .1, .1, .1, .1, .1
- $Name: Blue
- $accuracy: 0.85, 0.85, 0.85, 0.85, 0.85
- $evasion: 160, 160, 160, 160, 160
- $courage: 160, 160, 160, 160, 160
- $patience: 160, 160, 160, 160, 160
- $Afterburner Use Factor: 1, 1, 1, 1, 1
- $Shockwave Evade Chances Per Second: 7, 7, 7, 7, 7
- $Get Away Chance: .95 .95 .95 .95 .95
- $Secondary Range Multiplier: .85, .85, .85, .85, .85
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.45, 0.45, 0.45, 0.45, 0.45
- $AI In Range Time: -1, -1, -1, -1.0, -1.0
- $AI Always Links Ammo Weapons: 15, 15, 15, 15, 15
- $AI Maybe Links Ammo Weapons: 5, 5, 5, 5, 5
- $Primary Ammo Burst Multiplier: 1.5, 1.5, 1.5, 1.5, 1.5
- $Predict Position Delay: 0.005, 0.005, 0.005, 0.005, 0.005
- $AI Turn Time Scale: 0.55, 0.55, 0.55, 0.55, 0.55
- $Glide Attack Percent: 97, 97, 97, 97, 97
- $Circle Strafe Percent: 97, 97, 97, 97, 97
- $Glide Strafe Percent: 97, 97, 97, 97, 97
- $Stalemate Time Threshold: 5, 5, 5, 5, 5
- $Stalemate Distance Threshold: 500, 500, 500, 500, 500
- $Chance AI Has to Fire Missiles at Player: 5, 5, 5, 5, 5
- $Max Aim Update Delay: .01, .01, .01, .01, .01
- $Name: Red
- $accuracy: 0.85, 0.85, 0.85, 0.85, 0.85
- $evasion: 200, 200, 200, 200, 200
- $courage: 160, 160, 160, 160, 160
- $patience: 160, 160, 160, 160, 160
- $Afterburner Use Factor: 1, 1, 1, 1, 1
- $Shockwave Evade Chances Per Second: 10, 10, 10, 10, 10
- $Get Away Chance: .99 .99 .99 .99 .99
- $Secondary Range Multiplier: .85, .85, .85, .85, .85
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.45, 0.45, 0.45, 0.45, 0.45
- $AI In Range Time: -1, -1, -1, -1.0, -1.0
- $AI Always Links Ammo Weapons: 15, 15, 15, 15, 15
- $AI Maybe Links Ammo Weapons: 5, 5, 5, 5, 5
- $Primary Ammo Burst Multiplier: 1.5, 1.5, 1.5, 1.5, 1.5
- $Predict Position Delay: 0.005, 0.005, 0.005, 0.005, 0.005
- $AI Turn Time Scale: 0.35, 0.35, 0.35, 0.35, 0.35
- $Glide Attack Percent: 100, 100, 100, 100, 100
- $Circle Strafe Percent: 100, 100, 100, 100, 100
- $Glide Strafe Percent: 100, 100, 100, 100, 100
- $Stalemate Time Threshold: 5, 5, 5, 5, 5
- $Stalemate Distance Threshold: 500, 500, 500, 500, 500
- $Chance AI Has to Fire Missiles at Player: 5, 5, 5, 5, 5
- $Max Aim Update Delay: .01, .01, .01, .01, .01
- $Name: Brown
- $accuracy: 1, 1, 1, 1, 1
- $evasion: 100, 100, 100, 100, 100
- $courage: 200, 200, 200, 200, 200
- $patience: 160, 160, 160, 160, 160
- $Afterburner Use Factor: 1, 1, 1, 1, 1
- $Shockwave Evade Chances Per Second: 6, 6, 6, 6, 6
- $Get Away Chance: .9 .9 .9 .9 .9
- $Secondary Range Multiplier: 1, 1, 1, 1, 1
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.45, 0.45, 0.45, 0.45, 0.45
- $AI In Range Time: -1, -1, -1, -1.0, -1.0
- $AI Always Links Ammo Weapons: 10, 10, 10, 10, 10
- $AI Maybe Links Ammo Weapons: 2, 2, 2, 2, 2
- $Primary Ammo Burst Multiplier: 1.5, 1.5, 1.5, 1.5, 1.5
- $Predict Position Delay: 0.001, 0.001, 0.001, 0.001, 0.001
- $AI Turn Time Scale: 0.55, 0.55, 0.55, 0.55, 0.55
- $Glide Attack Percent: 97, 97, 97, 97, 97
- $Circle Strafe Percent: 97, 97, 97, 97, 97
- $Glide Strafe Percent: 97, 97, 97, 97, 97
- $Stalemate Time Threshold: 5, 5, 5, 5, 5
- $Stalemate Distance Threshold: 500, 500, 500, 500, 500
- $Chance AI Has to Fire Missiles at Player: 5, 5, 5, 5, 5
- $Max Aim Update Delay: .001, .001, .001, .001, .001
- $Name: Purple
- $accuracy: 0.75, 0.75, 0.75, 0.75, 0.75
- $evasion: 160, 160, 160, 160, 160
- $courage: 200, 200, 200, 200, 200
- $patience: 200, 200, 200, 200, 200
- $Afterburner Use Factor: 1, 1, 1, 1, 1
- $Shockwave Evade Chances Per Second: 7, 7, 7, 7, 7
- $Get Away Chance: .95 .95 .95 .95 .95
- $Secondary Range Multiplier: 1, 1, 1, 1, 1
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.45, 0.45, 0.45, 0.45, 0.45
- $AI In Range Time: -1, -1, -1, -1.0, -1.0
- $AI Always Links Ammo Weapons: 15, 15, 15, 15, 15
- $AI Maybe Links Ammo Weapons: 5, 5, 5, 5, 5
- $Primary Ammo Burst Multiplier: 1.5, 1.5, 1.5, 1.5, 1.5
- $Predict Position Delay: 0.05, 0.05, 0.05, 0.05, 0.05
- $AI Turn Time Scale: 0.9, 0.9, 0.9, 0.9, 0.9
- $Glide Attack Percent: 97, 97, 97, 97, 97
- $Circle Strafe Percent: 97, 97, 97, 97, 97
- $Glide Strafe Percent: 97, 97, 97, 97, 97
- $Stalemate Time Threshold: 5, 5, 5, 5, 5
- $Stalemate Distance Threshold: 500, 500, 500, 500, 500
- $Chance AI Has to Fire Missiles at Player: 5, 5, 5, 5, 5
- $Max Aim Update Delay: .1, .1, .1, .1, .1
- $Name: Stripe
- $accuracy: 1.0 1.0 1.0 1.0 1.0
- $evasion: 200, 200, 200, 200, 200
- $courage: 200, 200, 200, 200, 200
- $patience: 200, 200, 200, 200, 200
- $Afterburner Use Factor: 1, 1, 1, 1, 1
- $Shockwave Evade Chances Per Second: 10, 10, 10, 10, 10
- $Get Away Chance: 1, 1, 1, 1, 1
- $Secondary Range Multiplier: 1, 1, 1, 1, 1
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 1.0, 1.0, 1.0, 1.0, 1.0
- $AI In Range Time: -6, -6, -6, -6, -6
- $Primary Ammo Burst Multiplier: 2, 2, 2, 2, 2
- $Predict Position Delay: 0.0, 0.0, 0.0, 0.0, 0.0
- $AI Turn Time Scale: .3, .3, .3, .3, .3
- $Glide Attack Percent: 100, 100, 100, 100, 100
- $Circle Strafe Percent: 100, 100, 100, 100, 100
- $Glide Strafe Percent: 100, 100, 100, 100, 100
- $Random Sidethrust Percent: 85, 88, 90, 95, 100
- $Stalemate Time Threshold: 5, 5, 5, 5, 5
- $Stalemate Distance Threshold: 500, 500, 500, 500, 500
- $Chance AI Has to Fire Missiles at Player: 5 5 5 5 5
- $Max Aim Update Delay: 0 0 0 0 0
- $Turret Max Aim Update Delay: 0 0 0 0 0
- $no extra collision avoidance vs player: YES
- $Name: Friend
- $accuracy: .999999, .999999, .999999, .999999 .999999
- $evasion: 200, 200, 200, 200, 200
- $courage: 200, 200, 200, 200, 200
- $patience: 200, 200, 200, 200, 200
- $Afterburner Use Factor: 1, 1, 1, 1, 1
- $Shockwave Evade Chances Per Second: 10, 10, 10, 10, 10
- $Get Away Chance: .99 .99 .99 .99 .99
- $Secondary Range Multiplier: .75, .75, .75, .75, .75
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.45, 0.45, 0.45, 0.45, 0.45
- $AI In Range Time: -6, -6, -6, -6, -6.0
- $AI Always Links Ammo Weapons: 10, 10, 10, 10, 10
- $AI Maybe Links Ammo Weapons: 2, 2, 2, 2, 2
- $Primary Ammo Burst Multiplier: 2.5, 2.5, 2.5, 2.5, 2.5
- $Predict Position Delay: 0.001, 0.001, 0.001, 0.001, 0.001
- $AI Turn Time Scale: 0.35, 0.35, 0.35, 0.35, 0.35
- $Glide Attack Percent: 100, 100, 100, 100, 100
- $Circle Strafe Percent: 100, 100, 100, 100, 100
- $Glide Strafe Percent: 100, 100, 100, 100, 100
- $Stalemate Time Threshold: 5, 5, 5, 5, 5
- $Stalemate Distance Threshold: 500, 500, 500, 500, 500
- $Chance AI Has to Fire Missiles at Player: 5, 5, 5, 5, 5
- $Max Aim Update Delay: .01, .01, .01, .01, .01
- $Name: Target Drone
- $accuracy: 0.0001, 0.00015, 0.000225, 0.000375, 0.006
- $evasion: 0.1, 0.1, 0.1, 0.2, 0.2
- $courage: 0.1, 0.1, 0.1, 0.2, 0.2
- $patience: 0.1, 0.1, 0.1, 0.2, 0.2
- $Afterburner Use Factor: 7, 7, 7, 6, 6
- $Shockwave Evade Chances Per Second: .05, .095, .20, .3, .4
- $Get Away Chance: .025 .05 .10 .15 .20
- $Secondary Range Multiplier: .85, .90, .95, 1, 1
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.005, 0.025, 0.05, 0.075, 0.1
- $AI In Range Time: 2.0, 1.4, 0.75, 0.0, -1.0
- $AI Always Links Ammo Weapons: 100, 95, 85, 75, 65
- $AI Maybe Links Ammo Weapons: 90, 75, 60, 55, 50
- $Primary Ammo Burst Multiplier: 0.3, 0.5, 0.7, 0.9, 1.0
- $Predict Position Delay: 3, 2.5, 2.0, 1.5, 1.0
- $AI Turn Time Scale: 3, 2.5, 2.15, 1.875, 1.66
- $Glide Attack Percent: 0, 0, 0, 0, 0
- $Circle Strafe Percent: 0, 0, 0, 4, 5
- $Glide Strafe Percent: 0, 0, 0, 0, 0
- $Stalemate Time Threshold: 13, 13, 12, 12, 5
- $Stalemate Distance Threshold: 260, 270, 280, 290, 300
- $Chance AI Has to Fire Missiles at Player: 0, 0, 0, 0, 0
- $Max Aim Update Delay: .85, .75, .65, .55, .45
- $Name: Virus infected
- $accuracy: 0.0002, 0.0003, 0.00045, 0.00075, 0.0012
- $evasion: 1, 1, 1, 2, 2
- $courage: 1, 1, 1, 2, 2
- $patience: 1, 1, 1, 2, 2
- $Afterburner Use Factor: 7, 7, 7, 6, 6
- $Shockwave Evade Chances Per Second: .05, .095, .20, .3, .4
- $Get Away Chance: .025 .05 .10 .15 .20
- $Secondary Range Multiplier: .85, .90, .95, 1, 1
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.005, 0.01, 0.025, 0.05, 0.1
- $AI In Range Time: 2.0, 1.4, 0.75, 0.0, -1.0
- $AI Always Links Ammo Weapons: 100, 95, 85, 75, 65
- $AI Maybe Links Ammo Weapons: 90, 75, 60, 55, 50
- $Primary Ammo Burst Multiplier: 0.3, 0.5, 0.7, 0.9, 1.0
- $Predict Position Delay: 3, 2.5, 2.0, 1.5, 1.0
- $AI Turn Time Scale: 3, 2.5, 2.15, 1.875, 1.66
- $Glide Attack Percent: 1, 2, 3, 4, 5
- $Circle Strafe Percent: 1, 2, 3, 4, 5
- $Glide Strafe Percent: 1, 2, 3, 4, 5
- $Stalemate Time Threshold: 13, 13, 12, 12, 5
- $Stalemate Distance Threshold: 260, 270, 280, 290, 300
- $Chance AI Has to Fire Missiles at Player: 0, 1, 2, 2, 3
- $Max Aim Update Delay: .85, .75, .65, .55, .45
- $Name: Fraktard
- $accuracy: 0.0005, 0.00125, 0.0025, 0.005, 0.0075
- $evasion: 1, 1, 2, 2, 3
- $courage: 1, 1, 2, 2, 3
- $patience: 1, 1, 2, 2, 3
- $Afterburner Use Factor: 7, 7, 7, 6, 6
- $Shockwave Evade Chances Per Second: .05, .10, .20, .3, .4
- $Get Away Chance: .025 .05 .10 .15 .20
- $Secondary Range Multiplier: .85, .90, .95, 1, 1
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.005, 0.01, 0.025, 0.05, 0.1
- $AI In Range Time: 2.0, 1.4, 0.75, 0.0, -1.0
- $AI Always Links Ammo Weapons: 100, 95, 85, 75, 65
- $AI Maybe Links Ammo Weapons: 90, 75, 60, 55, 50
- $Primary Ammo Burst Multiplier: 0.3, 0.5, 0.7, 0.9, 1.0
- $Predict Position Delay: 3, 2.5, 2.0, 1.5, 1.0
- $AI Turn Time Scale: 3, 2.5, 2.15, 1.875, 1.66
- $Glide Attack Percent: 2, 4, 8, 11, 14
- $Circle Strafe Percent: 2, 4, 8, 11, 14
- $Glide Strafe Percent: 2, 4, 8, 11, 14
- $Stalemate Time Threshold: 13, 13, 12, 12, 11
- $Stalemate Distance Threshold: 260, 270, 280, 290, 300
- $Chance AI Has to Fire Missiles at Player: 0, 1, 2, 2, 3
- $Max Aim Update Delay: .85, .75, .65, .55, .45
- $Name: Deckhand
- $accuracy: 0.001, 0.0025, 0.005, 0.0075, 0.01
- $evasion: 1, 2, 3, 4, 5
- $courage: 1, 2, 3, 4, 5
- $patience: 1, 2, 3, 4, 5
- $Afterburner Use Factor: 7, 7, 6, 6, 5
- $Shockwave Evade Chances Per Second: .10, .20, .30, .4, .5
- $Get Away Chance: .05 .10 .15 .20 .25
- $Secondary Range Multiplier: .85, .90, .95, 1, 1
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.005, 0.025, 0.05, 0.1, 0.15
- $AI In Range Time: 2.0, 1.4, 0.75, 0.0, -1.0
- $AI Always Links Ammo Weapons: 100, 90, 80, 70, 60
- $AI Maybe Links Ammo Weapons: 90, 75, 60, 55, 50
- $Primary Ammo Burst Multiplier: 0.3, 0.5, 0.7, 0.9, 1.0
- $Predict Position Delay: 3, 2.5, 2.0, 1.5, 1.0
- $AI Turn Time Scale: 3, 2.5, 2.15, 1.875, 1.66
- $Glide Attack Percent: 4, 8, 12, 16, 20
- $Circle Strafe Percent: 4, 8, 12, 16, 20
- $Glide Strafe Percent: 4, 8, 12, 16, 20
- $Stalemate Time Threshold: 13, 13, 12, 12, 11
- $Stalemate Distance Threshold: 260, 270, 280, 290, 300
- $Chance AI Has to Fire Missiles at Player: 0, 1, 2, 2, 3
- $Max Aim Update Delay: .85, .75, .65, .55, .45
- $Name: Nugget
- $accuracy: 0.001, 0.0025, 0.005, 0.0075, 0.01
- $evasion: 2, 4, 6, 8, 10
- $courage: 2, 4, 6, 8, 10
- $patience: 2, 4, 6, 8, 10
- $Afterburner Use Factor: 7, 6, 6, 5, 5
- $Shockwave Evade Chances Per Second: .15, .25, .33, .45, .6
- $Get Away Chance: .10 .15 .20 .25 .30
- $Secondary Range Multiplier: .80, .85, .90, .95, 1
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.005, 0.05, 0.1, 0.15, 0.2
- $AI In Range Time: 2.0, 1.4, 0.75, 0.0, -1.0
- $AI Always Links Ammo Weapons: 95, 85, 70, 55, 50
- $AI Maybe Links Ammo Weapons: 90, 70, 50, 45, 40
- $Primary Ammo Burst Multiplier: 0.3, 0.5, 0.7, 0.9, 1.0
- $Predict Position Delay: 3, 2.5, 2.0, 1.5, 1.0
- $AI Turn Time Scale: 3, 2.5, 2.15, 1.875, 1.66
- $Glide Attack Percent: 6, 11, 22, 33, 50
- $Circle Strafe Percent: 6, 11, 22, 33, 50
- $Glide Strafe Percent: 6, 11, 22, 33, 50
- $Stalemate Time Threshold: 13, 13, 12, 12, 11
- $Stalemate Distance Threshold: 260, 270, 280, 290, 300
- $Chance AI Has to Fire Missiles at Player: 0, 1, 2, 2, 3,
- $Max Aim Update Delay: .85, .75, .65, .55, .45
- $Name: Ensign
- $accuracy: 0.0025, 0.005, 0.0075, 0.01, 0.015
- $evasion: 3, 6, 9, 12, 15
- $courage: 3, 6, 9, 12, 15
- $patience: 3, 6, 9, 12, 15
- $Afterburner Use Factor: 6, 6, 5, 4, 4
- $Shockwave Evade Chances Per Second: .2, .3, .4, .5, .66
- $Get Away Chance: .15 .20 .25 .30 .35
- $Secondary Range Multiplier: .65, .70, .75, .80, .85
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.005, 0.05, 0.1, 0.15, 0.2
- $AI In Range Time: 2.0, 1.4, 0.75, 0.0, -1.0
- $AI Always Links Ammo Weapons: 85, 75, 66, 55, 50
- $AI Maybe Links Ammo Weapons: 75, 66, 45, 40, 35
- $Primary Ammo Burst Multiplier: 0.3, 0.5, 0.7, 0.9, 1.0
- $Predict Position Delay: 2.66 2.25, 1.75, 1.33, 0.75
- $AI Turn Time Scale: 2.66, 2.33, 2.0, 1.75, 1.5
- $Glide Attack Percent: 7, 15, 30, 40, 55
- $Circle Strafe Percent: 7, 15, 30, 40, 55
- $Glide Strafe Percent: 7, 15, 30, 40, 55
- $Stalemate Time Threshold: 12, 11, 11, 10, 10
- $Stalemate Distance Threshold: 270, 280, 290, 300, 310
- $Chance AI Has to Fire Missiles at Player: 1, 2, 3, 3, 4
- $Max Aim Update Delay: .75, .65, .55, .45, .35
- $Name: Ensign 1st Class
- $accuracy: 0.005, 0.0075, 0.01, 0.0125, 0.015
- $evasion: 4, 8, 12, 16, 20
- $courage: 4, 8, 12, 16, 20
- $patience: 4, 8, 12, 16, 20
- $Afterburner Use Factor: 6, 6, 12, 16, 4
- $Shockwave Evade Chances Per Second: .2, .3, .45, .55, .66
- $Get Away Chance: .175 .225 .275 .325 .375
- $Secondary Range Multiplier: .7, .75, .8, .85, .9
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.05, 0.1, 0.15, 0.2, 0.25
- $AI In Range Time: 2.0, 1.4, 0.75, 0.0, -1.0
- $AI Always Links Ammo Weapons: 88, 77, 70, 62, 55
- $AI Maybe Links Ammo Weapons: 78, 67, 60, 52, 45
- $Primary Ammo Burst Multiplier: 0.3, 0.5, 0.7, 0.9, 1.0
- $Predict Position Delay: 2.66 2.25, 1.75, 1.33, 0.75
- $AI Turn Time Scale: 2.66, 2.33, 2.0, 1.75, 1.5
- $Glide Attack Percent: 8, 18, 31, 42, 57
- $Circle Strafe Percent: 8, 18, 31, 42, 57
- $Glide Strafe Percent: 8, 18, 31, 42, 57
- $Stalemate Time Threshold: 12, 11, 11, 10, 10
- $Stalemate Distance Threshold: 270, 280, 290, 300, 310
- $Chance AI Has to Fire Missiles at Player: 1, 2, 3, 3, 4
- $Max Aim Update Delay: .75, .65, .55, .45, .35
- $Name: Junior Lt
- $accuracy: 0.005, 0.0075, 0.01, 0.015, 0.02
- $evasion: 5, 10, 15, 20, 25
- $courage: 5, 10, 15, 20, 25
- $patience: 5, 10, 15, 20, 25
- $Afterburner Use Factor: 6, 6, 5, 4, 3
- $Shockwave Evade Chances Per Second: .25, .33, .5, .66, .8
- $Get Away Chance: .20 .25 .30 .35 .40
- $Secondary Range Multiplier: .55, .60, .65, .70, .75
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.05, 0.1, 0.15, 0.2, 0.25
- $AI In Range Time: 2.0, 1.4, 0.75, 0.0, -1.0
- $AI Always Links Ammo Weapons: 82, 75, 63, 50, 44
- $AI Maybe Links Ammo Weapons: 73, 66, 46, 40, 33
- $Primary Ammo Burst Multiplier: 0.3, 0.5, 0.7, 0.9, 1.0
- $Predict Position Delay: 2, 1.66, 1.25, 0.75, 0.5
- $AI Turn Time Scale: 2.5, 2.15, 1.875, 1.66, 1.4
- $Glide Attack Percent: 10, 20, 33, 45, 60
- $Circle Strafe Percent: 10, 20, 33, 45, 60
- $Glide Strafe Percent: 10, 20, 33, 45, 60
- $Stalemate Time Threshold: 11, 11, 10, 10, 9
- $Stalemate Distance Threshold: 280, 290, 300, 310, 325
- $Chance AI Has to Fire Missiles at Player: 1, 2, 3, 4, 5
- $Max Aim Update Delay: .7, .6, .5, .4, .3
- $Name: Lieutenant
- $accuracy: 0.0075, 0.01, 0.0015, 0.02, 0.025
- $evasion: 10, 15, 20, 25, 30
- $courage: 10, 15, 20, 25, 30
- $patience: 10, 15, 20, 25, 30
- $Afterburner Use Factor: 6, 5, 4, 4, 3
- $Shockwave Evade Chances Per Second: .33, .5, .66, .75, 1
- $Get Away Chance: .25 .30 .35 .40 .45
- $Secondary Range Multiplier: .60, .65, .70, .75, .80
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.1, 0.15, 0.2, 0.25, 0.3
- $AI In Range Time: 2.0, 1.4, 0.75, 0.0, -1.0
- $AI Always Links Ammo Weapons: 60, 55, 50, 45, 40
- $AI Maybe Links Ammo Weapons: 50, 45, 40, 35, 30
- $Primary Ammo Burst Multiplier: 0.3, 0.5, 0.7, 0.9, 1.0
- $Predict Position Delay: 1.5 1.0, .75, 0.66, 0.33
- $AI Turn Time Scale: 2.25, 2.0, 1.75, 1.5, 1.33
- $Glide Attack Percent: 15, 25, 40, 50, 66
- $Circle Strafe Percent: 15, 25, 40, 50, 66
- $Glide Strafe Percent: 15, 25, 40, 50, 66
- $Stalemate Time Threshold: 11, 10, 10, 9, 9
- $Stalemate Distance Threshold: 290, 300, 310, 325, 333
- $Chance AI Has to Fire Missiles at Player: 2, 3, 4, 5, 6
- $Max Aim Update Delay: .65, .55, .45, .35, .25
- $Name: Captain
- $accuracy: 0.01, 0.02, 0.03, 0.04, 0.05
- $evasion: 15, 20, 30, 35, 45
- $courage: 15, 20, 30, 35, 45
- $patience: 15, 20, 30, 35, 45
- $Afterburner Use Factor: 5, 4, 4, 3, 3
- $Shockwave Evade Chances Per Second: .66, .75, 1, 1.25, 1.5
- $Get Away Chance: .30 .35 .40 .45 .50
- $Secondary Range Multiplier: .65, .70, .75, .80, .85
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.1, 0.15, 0.2, 0.25, 0.3
- $AI In Range Time: 2.0, 1.4, 0.75, 0.0, -1.0
- $AI Always Links Ammo Weapons: 60, 50, 45, 40, 35
- $AI Maybe Links Ammo Weapons: 50, 40, 35, 30, 25
- $Primary Ammo Burst Multiplier: 0.3, 0.5, 0.7, 0.9, 1.0
- $Predict Position Delay: 1.0, .75, .66, 0.4, 0.25
- $AI Turn Time Scale: 2, 1.75, 1.66, 1.35, 1.2
- $Glide Attack Percent: 25, 33, 45, 60, 70
- $Circle Strafe Percent: 25, 33, 45, 60, 70
- $Glide Strafe Percent: 25, 33, 45, 60, 70
- $Stalemate Time Threshold: 10, 10, 9, 9, 8
- $Stalemate Distance Threshold: 300, 310, 325, 333, 350
- $Chance AI Has to Fire Missiles at Player: 4, 5, 5, 6, 6
- $Max Aim Update Delay: .4, .35, .3, .25, .2
- $Name: Major
- $accuracy: 0.025, 0.05, 0.075, 0.1, 0.125
- $evasion: 20, 30, 40, 50, 60
- $courage: 20, 30, 40, 50, 60
- $patience: 20, 30, 40, 50, 60
- $Afterburner Use Factor: 4, 4, 3, 3, 2
- $Shockwave Evade Chances Per Second: 0.75, 1, 1.25, 1.5, 2
- $Get Away Chance: .35 .40 .45 .50 .55
- $Secondary Range Multiplier: .74, .78, .82, .86, .90
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.15, 0.2, 0.25, 0.30, 0.35
- $AI In Range Time: 2.0, 1.4, 0.75, 0.0, -1.0
- $AI Always Links Ammo Weapons: 55, 50, 45, 40, 33
- $AI Maybe Links Ammo Weapons: 45, 40, 35, 30, 25
- $Primary Ammo Burst Multiplier: 0.3, 0.5, 0.7, 0.9, 1.0
- $Predict Position Delay: .35 .25, .2, 0.125, 0.1
- $AI Turn Time Scale: 1.9 1.66, 1.5, 1.33, 1.15
- $Glide Attack Percent: 30, 40, 50, 64, 75
- $Circle Strafe Percent: 30, 40, 50, 64, 75
- $Glide Strafe Percent: 30, 40, 50, 64, 75
- $Stalemate Time Threshold: 10, 9, 9, 8, 8
- $Stalemate Distance Threshold: 300, 333, 350, 366, 375
- $Chance AI Has to Fire Missiles at Player: 6, 6, 6, 7, 7
- $Max Aim Update Delay: .325, .275, .225, .175, .125
- $Name: Lt Colonel
- $accuracy: 0.066, 0.075, 0.1, 0.125, 0.15
- $evasion: 30, 40, 50, 60, 70
- $courage: 30, 40, 50, 60, 70
- $patience: 30, 40, 50, 60, 70
- $Afterburner Use Factor: 4, 3, 3, 2, 2
- $Shockwave Evade Chances Per Second: 1.25, 1.5, 2, 2.5, 3.0
- $Get Away Chance: .45 .50 .55 .60 .65
- $Secondary Range Multiplier: .80, .84, .88, .92, .96
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.15, 0.2, 0.25, 0.30, 0.35
- $AI In Range Time: 2.0, 1.4, 0.75, 0.0, -1.0
- $AI Always Links Ammo Weapons: 50, 45, 40, 35, 30
- $AI Maybe Links Ammo Weapons: 40, 35, 30, 25, 20
- $Primary Ammo Burst Multiplier: 0.3, 0.5, 0.7, 0.9, 1.0
- $Predict Position Delay: .20, .15, .125, 0.0825, 0.075
- $AI Turn Time Scale: 1.8, 1.6, 1.4, 1.2, 1.05
- $Glide Attack Percent: 33, 44, 55, 66, 80
- $Circle Strafe Percent: 33, 44, 55, 66, 80
- $Glide Strafe Percent: 33, 44, 55, 66, 80
- $Stalemate Time Threshold: 9, 9, 8, 8, 7
- $Stalemate Distance Threshold: 325, 333, 366, 375, 400
- $Chance AI Has to Fire Missiles at Player: 7, 7, 7, 7, 7
- $Max Aim Update Delay: .2, .175, .15, .125, .1
- $Name: Colonel
- $accuracy: 0.075, 0.1, 0.125, 0.15, 0.175
- $evasion: 40, 50, 60, 70, 80
- $courage: 40, 50, 60, 70, 80
- $patience: 40, 50, 60, 70, 80
- $Afterburner Use Factor: 3, 3, 2, 2, 1
- $Shockwave Evade Chances Per Second: 2, 2.5, 3, 3.5, 4
- $Get Away Chance: .55 .60 .65 .7 .75
- $Secondary Range Multiplier: 1, 1, 1, 1, 1
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.20, 0.25, 0.3, 0.35, 0.40
- $AI In Range Time: 2.0, 1.4, 0.75, 0.0, -1.0
- $AI Always Links Ammo Weapons: 45, 40, 35, 30, 25
- $AI Maybe Links Ammo Weapons: 40, 35, 30, 25, 15
- $Primary Ammo Burst Multiplier: 0.3, 0.5, 0.7, 0.9, 1.0
- $Predict Position Delay: 0.125 0.1, 0.075, 0.066, 0.05
- $AI Turn Time Scale: 1.66, 1.5, 1.33, 1.15, 1
- $Glide Attack Percent: 40, 50, 66, 75, 85
- $Circle Strafe Percent: 40, 50, 66, 75, 85
- $Glide Strafe Percent: 40, 50, 66, 75, 85
- $Stalemate Time Threshold: 9, 8, 8, 7, 7
- $Stalemate Distance Threshold: 350, 375, 400, 425, 450
- $Chance AI Has to Fire Missiles at Player: 7, 7, 7, 6, 6
- $Max Aim Update Delay: .15, .133, .11, .09, .075
- $Name: Colonial Hot Shot
- $accuracy: 0.325, 0.366, 0.4, 0.45, 0.5
- $evasion: 95, 75, 90, 110, 125
- $courage: 95, 75, 90, 110, 125
- $patience: 85, 60, 70, 80, 90
- $Afterburner Use Factor: 1, 1, 1, 1, 1
- $Shockwave Evade Chances Per Second: 3, 4, 4, 5, 5
- $Get Away Chance: .70 .75 .8 .85 .9
- $Secondary Range Multiplier: 1, 1, .96, .94, .90
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.20, 0.25, 0.3, 0.35, 0.40
- $AI In Range Time: 2.0, 1.4, 0.75, 0.0, -1.0
- $AI Always Links Ammo Weapons: 25, 25, 25, 20, 20
- $AI Maybe Links Ammo Weapons: 20, 20, 15, 15, 10
- $Primary Ammo Burst Multiplier: 0.3, 0.5, 0.7, 0.9, 1.0
- $Predict Position Delay: 0.066, 0.05, 0.033, 0.025, 0.01
- $AI Turn Time Scale: 1.0, 1.0, 0.95, 0.875, 0.85
- $Glide Attack Percent: 80, 82, 86, 90, 95
- $Circle Strafe Percent: 80, 82, 86, 90, 95
- $Glide Strafe Percent: 80, 82, 86, 90, 95
- $Stalemate Time Threshold: 8, 7, 7, 7, 6
- $Stalemate Distance Threshold: 400, 425, 433, 450, 475
- $Chance AI Has to Fire Missiles at Player: 7, 7, 7, 6, 5
- $Max Aim Update Delay: .065, .055, .045, .035, .025
- $Name: Colonial Elite
- $accuracy: 0.55, 0.58, 0.65, 0.70, 0.85
- $evasion: 120, 130, 140, 150, 160
- $courage: 120, 130, 120, 150, 160
- $patience: 110, 120, 75, 85, 140
- $Afterburner Use Factor: 1, 1, 1, 1, 1
- $Shockwave Evade Chances Per Second: 4, 4, 5, 6, 7
- $Get Away Chance: .815 .84 .85 .90 .95
- $Secondary Range Multiplier: 1, 1, .95, .90, .85
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.25, 0.3, 0.35, 0.4, 0.45
- $AI In Range Time: 1.2, 1.1, 0.75, 0.0, -1.0
- $AI Always Links Ammo Weapons: 25, 25, 20, 20, 15
- $AI Maybe Links Ammo Weapons: 20, 15, 10, 15, 5
- $Primary Ammo Burst Multiplier: 0.375, 0.5, 0.7, 1.1, 1.5
- $Predict Position Delay: 0.05, 0.04, 0.03, 0.015, 0.005
- $AI Turn Time Scale: 0.90, 0.85, 0.80, 0.725, 0.55
- $Glide Attack Percent: 85, 85, 88, 93, 97
- $Circle Strafe Percent: 85, 85, 88, 93, 97
- $Glide Strafe Percent: 85, 85, 88, 93, 97
- $Stalemate Time Threshold: 7, 7, 6, 6, 5
- $Stalemate Distance Threshold: 425, 433, 450, 475, 500
- $Chance AI Has to Fire Missiles at Player: 7, 7, 6, 6, 5
- $Max Aim Update Delay: .055, .045, .035, .025, .01
- $Name: Colonial Ace
- $accuracy: 0.6, 0.735, 0.85, 0.93, .999999
- $evasion: 125, 145, 160, 180, 200
- $courage: 125, 145, 160, 180, 200
- $patience: 115, 135, 155, 175, 190
- $Afterburner Use Factor: 1, 1, 1, 1, 1
- $Shockwave Evade Chances Per Second: 5, 6, 6, 7, 10
- $Get Away Chance: .90 .925 .95 .96 .99
- $Secondary Range Multiplier: 1, .95, .90, .85, .75
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.25, 0.3, 0.35, 0.4, 0.45
- $AI In Range Time: -5.6, -5.7, -5.8, -5.9, -6.0
- $AI Always Links Ammo Weapons: 25, 25, 20, 15, 10
- $AI Maybe Links Ammo Weapons: 20, 15, 10, 5, 2
- $Primary Ammo Burst Multiplier: 0.5, 0.6, 0.75, 0.9, 2.5
- $Predict Position Delay: 0.033, 0.025, 0.015, 0.005, 0.001
- $AI Turn Time Scale: 0.9, 0.82, 0.715, 0.5, 0.35
- $Glide Attack Percent: 85, 88, 91, 95, 100
- $Circle Strafe Percent: 85, 88, 91, 95, 100
- $Glide Strafe Percent: 85, 88, 91, 95, 100
- $Stalemate Time Threshold: 6, 6, 6, 5, 5
- $Stalemate Distance Threshold: 450, 450, 475, 500, 500
- $Chance AI Has to Fire Missiles at Player: 6, 6, 5, 5, 5
- $Max Aim Update Delay: .035, .225, .20, .1, .01
- $Name: Duelist Jr
- $accuracy: 0.45 0.55 0.65 0.75 0.85
- $evasion: 0, 5, 10, 15, 20
- $courage: 80, 80, 80, 80, 80
- $patience: 50, 50, 50, 50, 50
- $Afterburner Use Factor: 3, 3, 3, 3, 3
- $Shockwave Evade Chances Per Second: 1.0, 1.25, 1.5, 1.75, 2.0
- $Get Away Chance: .75 .75 .75 .75 .75
- $Secondary Range Multiplier: 1, 1, 1, 1, 1
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.01, 0.025, 0.05, 0.075, 0.1
- $AI In Range Time: 3.0, 2.75, 2.5, 2.25, 2.0
- $Primary Ammo Burst Multiplier: 0.3, 0.4, 0.5, 0.6, 0.7
- $Predict Position Delay: 0.0, 0.0, 0.0, 0.0, 0.0
- $AI Turn Time Scale: 1.0, 1.0, 1.0, 1.0, 1.0
- $Glide Attack Percent: 5, 15, 25, 35, 45
- $Circle Strafe Percent: 5, 10, 15, 20, 25
- $Glide Strafe Percent: 50, 50, 50, 50, 50
- $Random Sidethrust Percent: 0, 2, 4, 6, 8
- $Stalemate Time Threshold: 7, 7, 7, 7, 7
- $Stalemate Distance Threshold: 250, 250, 250, 250, 250
- $Chance AI Has to Fire Missiles at Player: 1 1 2 2 2
- $Max Aim Update Delay: 1.8, 1.6, 1.4, 1.2, 1.0
- $Turret Max Aim Update Delay: 1.8, 1.6, 1.4, 1.2, 1.0
- $no extra collision avoidance vs player: YES
- $Name: Duelist
- $accuracy: 0.55 0.65 0.75 0.85 0.95
- $evasion: 100, 100, 100, 100, 100
- $courage: 80, 80, 80, 80, 80
- $patience: 30, 30, 30, 30, 30
- $Afterburner Use Factor: 1, 1, 1, 1, 1
- $Shockwave Evade Chances Per Second: 5, 5, 6, 7, 8
- $Get Away Chance: .9 .9 .9 .9 .9
- $Secondary Range Multiplier: 1, 1, 1, 1, 1
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 0.1, 0.2, 0.3, 0.4, 0.5
- $AI In Range Time: -1, -1, -1, -1, -1
- $Primary Ammo Burst Multiplier: 0.5, 0.6, 0.7, 0.8, 0.9
- $Predict Position Delay: 0.0, 0.0, 0.0, 0.0, 0.0
- $AI Turn Time Scale: 1.0, 1.0, 1.0, 1.0, 1.0
- $Glide Attack Percent: 70, 75, 80, 85, 90
- $Circle Strafe Percent: 70, 75, 80, 85, 90
- $Glide Strafe Percent: 50, 50, 50, 50, 50
- $Random Sidethrust Percent: 70, 75, 80, 85, 90
- $Stalemate Time Threshold: 5, 5, 5, 5, 5
- $Stalemate Distance Threshold: 500, 500, 500, 500, 500
- $Chance AI Has to Fire Missiles at Player: 6 6 5 5 5
- $Max Aim Update Delay: 1.8 1.6 1.4 1.2 1.0
- $Turret Max Aim Update Delay: 1.8 1.6 1.4 1.2 1.0
- $no extra collision avoidance vs player: YES
- $Name: Scarred Fighter
- $accuracy: 1.0 1.0 1.0 1.0 1.0
- $evasion: 100, 100, 100, 100, 100
- $courage: 60, 60, 60, 60, 60
- $patience: 30, 30, 30, 30, 30
- $Afterburner Use Factor: 1, 1, 1, 1, 1
- $Shockwave Evade Chances Per Second: 5, 5, 6, 7, 8
- $Get Away Chance: .9 .9 .9 .9 .9
- $Secondary Range Multiplier: 1, 1, 1, 1, 1
- $Autoscale by AI Class Index: No
- $AI Countermeasure Firing Chance: 1.0, 1.0, 1.0, 1.0, 1.0
- $AI In Range Time: -1, -1, -1, -1, -1
- $Primary Ammo Burst Multiplier: 0.6, 0.7, 0.8, 0.9, 1.0
- $Predict Position Delay: 0.0, 0.0, 0.0, 0.0, 0.0
- $AI Turn Time Scale: 1.0, 1.0, 1.0, 1.0, 1.0
- $Glide Attack Percent: 85, 88, 90, 95, 100
- $Circle Strafe Percent: 85, 88, 90, 95, 100
- $Glide Strafe Percent: 50, 50, 50, 50, 50
- $Random Sidethrust Percent: 85, 88, 90, 95, 100
- $Stalemate Time Threshold: 5, 5, 5, 5, 5
- $Stalemate Distance Threshold: 500, 500, 500, 500, 500
- $Chance AI Has to Fire Missiles at Player: 6 6 5 5 5
- $Max Aim Update Delay: 0 0 0 0 0
- $Turret Max Aim Update Delay: 0 0 0 0 0
- $no extra collision avoidance vs player: YES
- #End
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