// THIS FILE IS AUTOGENERATED, DO NOT MODIFY /*QUAKED actor_enemy_juggernaut (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO defaultmdl="body_complete_sp_juggernaut" "count" -- max AI to ever spawn from this spawner SPAWNER -- makes this a spawner instead of a guy FORCESPAWN -- will try to delete an AI if spawning fails from too many AI UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates */ main() { self.animTree = ""; self.additionalAssets = "juggernaut.csv"; self.team = "axis"; self.type = "human"; self.subclass = "juggernaut"; self.accuracy = 0.2; self.health = 3600; self.secondaryweapon = "beretta"; self.sidearm = "beretta"; self.grenadeWeapon = "fraggrenade"; self.grenadeAmmo = 0; if ( isAI( self ) ) { self setEngagementMinDist( 0.000000, 0.000000 ); self setEngagementMaxDist( 256.000000, 1024.000000 ); } switch( codescripts\character::get_random_weapon(4) ) { case 0: self.weapon = "m240"; break; case 1: self.weapon = "m240_eotech"; break; case 2: self.weapon = "m240_acog"; break; case 3: self.weapon = "m240_reflex"; break; } character\character_sp_juggernaut::main(); } spawner() { self setspawnerteam("axis"); } precache() { character\character_sp_juggernaut::precache(); precacheItem("m240"); precacheItem("m240_eotech"); precacheItem("m240_acog"); precacheItem("m240_reflex"); precacheItem("beretta"); precacheItem("beretta"); precacheItem("fraggrenade"); //---------------- maps\_juggernaut::main(); //---------------- }