[General]
{
	EnemyCount = 31
}

[0]
{
	Name = AssaultFighter1

	;visual

	Mesh = enemy_001.p3d
	Scale = <0.7, 0.7, 0.7>

	SkinId = 0 		;0>black 1>white
	Polarity = 0 		;0>black 1>white

	MuzzleScale = <4.25, 4.25>

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.5

	;logic

	Barrage = TestBarrage
	Logic = HIT_AND_RUN
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 2

	JetScale = <4.15, 7.5>	; x, z > y = always 0	

	;durability, forms

	Durability = 4		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1020
	Explosion = SmallExplosion
}

[1]
{
	Name = AssaultFighter2

	;visual

	Mesh = enemy_001.p3d
	Scale = <0.7, 0.7, 0.7>

	SkinId = 1 		;0>black 1>white
	Polarity = 1 		;0>black 1>white

	MuzzleScale = <4.25, 4.25>

	;collision

	;Sphere | Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.5
	;OuterCollisionModel = Box
	;OuterRadius = <1, 2>				

	;logic

	Barrage = TestBarrage
	Logic = HIT_AND_RUN
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 2

	JetScale = <4.15, 7.5>	; x, z > y = always 0	

	;durability, forms

	Durability = 4		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1020
	Explosion = SmallExplosion
}

[2]
{
	Name = AssaultFighter3

	;visual

	Mesh = enemy_001.p3d
	Scale = <0.7, 0.7, 0.7>

	SkinId = 0 		;0>black 1>white
	Polarity = 0 		;0>black 1>white

	MuzzleScale = <4.25, 4.25>

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.5

	;logic

	Barrage = TestBarrage2
	Logic = HIT_AND_RUN
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 2

	JetScale = <4.15, 7.5>	; x, z > y = always 0	

	;durability, forms

	Durability = 4		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1020
	Explosion = SmallExplosion
}


[3]
{
	Name = AssaultFighter4

	;visual

	Mesh = enemy_001.p3d
	Scale = <0.7, 0.7, 0.7>

	SkinId = 1 		;0>black 1>white
	Polarity = 1 		;0>black 1>white

	MuzzleScale = <4.25, 4.25>

	;collision

	;Sphere | Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.5
	;OuterCollisionModel = Box
	;OuterRadius = <1, 2>				

	;logic

	Barrage = TestBarrage2
	Logic = HIT_AND_RUN
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 2

	JetScale = <4.15, 7.5>	; x, z > y = always 0	

	;durability, forms

	Durability = 4		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1020
	Explosion = SmallExplosion
}

[4]
{
	Name = SmallDrone1

	;visual

	Mesh = enemy_small.p3d
	Scale = <0.5, 0.5, 0.5>

	SkinId = 0 		;0>black 1>white
	Polarity = 0 		;0>black 1>white

	MuzzleScale = <22.5, 22.5>

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.3

	;logic

	Barrage = SmallDrone1
	Logic = DRONE
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 1

	JetScale = <12.15, 16.5>	; x, z > y = always 0	

	;durability, forms

	Durability = 2		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 560
	Explosion = TinyExplosion
}

[5]
{
	Name = SmallDrone2

	;visual

	Mesh = enemy_small.p3d
	Scale = <0.5, 0.5, 0.5>

	SkinId = 1 		;0>black 1>white
	Polarity = 1 		;0>black 1>white

	MuzzleScale = <20.5, 20.5>

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.3

	;logic

	Barrage = SmallDrone2
	Logic = DRONE
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 1

	JetScale = <12.15, 16.5>	; x, z > y = always 0	

	;durability, forms

	Durability = 2		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 560
	Explosion = TinyExplosion
}

[6]
{
	Name = Cruiser1

	;visual

	Mesh = enemy_airship.p3d
	Scale = <3.6, 3.6, 3.6>

	SkinId = 0 		;0>black 1>white
	Polarity = 0 		;0>black 1>white

	MuzzleScale = <13.5, 13.5>

	;collision

	;Sphere|Box
	CollisionModel = Box
	HotSpot = <0, 0>
	Radius = <0.85, 2.1>

	;logic

	Barrage = Cruiser1
	Logic = CRUISER
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 1

	JetScale = <19.50, 30.5>	; x, z > y = always 0	

	;durability, forms

	Durability = 50		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 1
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 3150
	Explosion = LargeExplosion
}

[7]
{
	Name = FlakBomb1

	;visual

	Mesh = enemy_004.p3d
	Scale = <0.6, 0.6, 0.6>

	SkinId = 0 		;0>black 1>white
	Polarity = 0 		;0>black 1>white

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.5

	;logic

	Barrage = None
	Logic = FLAK_BOMB
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = -1
	FirstGunDummy = -1

	JetScale = <0.0, 0.0>	; x, z > y = always 0	

	;durability, forms

	Durability = 4		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 400
	Explosion = TinyExplosion
}

[8]
{
	Name = FlakBomb2

	;visual

	Mesh = enemy_004.p3d
	Scale = <0.6, 0.6, 0.6>

	SkinId = 1 		;0>black 1>white
	Polarity = 1 		;0>black 1>white

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.5

	;logic

	Barrage = None
	Logic = FLAK_BOMB
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = -1
	FirstGunDummy = -1

	JetScale = <0.0, 0.0>	; x, z > y = always 0	

	;durability, forms

	Durability = 4		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 400
	Explosion = TinyExplosion
}

[9]
{
	Name = AssaultBug1

	;visual

	Mesh = enemy_drone_01.p3d
	Scale = <1.2, 1.2, 1.2>

	MuzzleScale = <12.25, 12.25>

	SkinId = 0 		;0>black 1>white
	Polarity = 1 		;0>black 1>white

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0.2>
	Radius = 0.7

	;logic

	Barrage = AssaultBug1
	Logic = HIT_AND_RUN
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 1

	JetScale = <14.0, 18.0>	; x, z > y = always 0	

	;durability, forms

	Durability = 16		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 1
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 2040
	Explosion = MediumExplosion
}

[10]
{
	Name = AssaultBug2

	;visual

	Mesh = enemy_drone_01.p3d
	Scale = <1.2, 1.2, 1.2>

	SkinId = 1 		;0>black 1>white
	Polarity = 1 		;0>black 1>white

	MuzzleScale = <12.25, 12.25>

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0.2>
	Radius = 0.7

	;logic

	Barrage = AssaultBug1
	Logic = HIT_AND_RUN
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 1

	JetScale = <14.0, 18.0>	; x, z > y = always 0	

	;durability, forms

	Durability = 16		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 1
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 2040
	Explosion = MediumExplosion
}

[11]
{
	Name = Spinner1

	;visual

	Mesh = enemy_003.p3d
	Scale = <1.2, 1.2, 1.2>

	SkinId = 0 		;0>black 1>white
	Polarity = 0 		;0>black 1>white

	MuzzleScale = <4.25, 4.25>

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.6

	;logic

	Barrage = TestBarrage2
	Logic = SPINNER
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = -1
	FirstGunDummy = 0

	JetScale = <10.0, 18.0>	; x, z > y = always 0	

	;durability, forms

	Durability = 5		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1360
	Explosion = SmallExplosion
}

[12]
{
	Name = Boss1

	;visual

	Mesh = boss_001.p3d
	Scale = <5, 5, 5>

	SkinId = 0 		;0>black 1>white
	Polarity = 0 		;0>black 1>white

	MuzzleScale = <32.25, 32.25>

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 1>
	Radius = 0.9

	;logic

	Barrage = Boss1
	Logic = BOSS_1
	IsBoss = 1
	IsKeyFramed = 1

	;dummy manipulation

	FirstJetDummy = -1
	FirstGunDummy = 0

	JetScale = <4.15, 7.5>	; x, z > y = always 0	

	;durability, forms

	Durability = 800	;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 3		;# of forms
	FormsChange = <650, 300>;form change when durability gets below these values

	;when killed

	ScoreValue = 10500
	Explosion = SmallExplosion
}

[13]
{
	Name = GunDrone1

	;visual

	Mesh = enemy_sawblade.p3d
	Scale = <0.6, 0.6, 0.6>

	SkinId = 0 		;0>black 1>white
	Polarity = 0 		;0>black 1>white

	MuzzleScale = <4.25, 4.25>

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.6

	;logic

	Barrage = GunDrone1
	Logic = GUNDRONE
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = -1
	FirstGunDummy = 0

	JetScale = <10.0, 18.0>	; x, z > y = always 0	

	;durability, forms

	Durability = 8		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1240
	Explosion = SmallExplosion
}

[14]
{
	Name = GunDrone2

	;visual

	Mesh = enemy_sawblade.p3d
	Scale = <0.6, 0.6, 0.6>

	SkinId = 0 		;0>black 1>white
	Polarity = 0 		;0>black 1>white

	MuzzleScale = <4.25, 4.25>

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.6

	;logic

	Barrage = GunDrone2
	Logic = GUNDRONE
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = -1
	FirstGunDummy = 0

	JetScale = <10.0, 18.0>	; x, z > y = always 0	

	;durability, forms

	Durability = 10		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1240
	Explosion = SmallExplosion
}

[15]
{
	Name = AirTurret1

	;visual

	Mesh = enemy_gundrone.p3d
	Scale = <0.9, 0.9, 0.9>

	SkinId = 0 		;0>black 1>white
	Polarity = 0 		;0>black 1>white

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.5

	MuzzleScale = <12.25, 12.25>

	;logic

	Barrage = AirTurret1
	Logic = HIT_AND_RUN
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 1

	JetScale = <10.0, 18.0>	; x, z > y = always 0	

	;durability, forms

	Durability = 5		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 1
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1200
	Explosion = SmallExplosion
}

[16]
{
	Name = AirTurret2

	;visual

	Mesh = enemy_gundrone.p3d
	Scale = <0.9, 0.9, 0.9>

	MuzzleScale = <12.25, 12.25>

	SkinId = 1 		;0>black 1>white
	Polarity = 1 		;0>black 1>white

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.5

	;logic

	Barrage = AirTurret2
	Logic = HIT_AND_RUN
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 1

	JetScale = <10.0, 18.0>	; x, z > y = always 0	

	;durability, forms

	Durability = 5		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 1
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1200
	Explosion = SmallExplosion
}

[17]
{
	Name = GunDrone3

	;visual

	Mesh = enemy_sawblade.p3d
	Scale = <0.7, 0.7, 0.7>

	SkinId = 1 		;0>black 1>white
	Polarity = 1 		;0>black 1>white

	MuzzleScale = <4.25, 4.25>

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.55

	;logic

	Barrage = GunDrone1
	Logic = GUNDRONE
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = -1
	FirstGunDummy = 0

	JetScale = <10.0, 18.0>	; x, z > y = always 0	

	;durability, forms

	Durability = 4		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1240
	Explosion = SmallExplosion
}

[18]
{
	Name = AirTurret3

	;visual

	Mesh = enemy_gundrone.p3d
	Scale = <0.9, 0.9, 0.9>

	SkinId = 0 		;0>black 1>white
	Polarity = 0 		;0>black 1>white

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.5

	MuzzleScale = <12.25, 12.25>

	;logic

	Barrage = AirTurret2
	Logic = HIT_AND_RUN
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 1

	JetScale = <10.0, 18.0>	; x, z > y = always 0	

	;durability, forms

	Durability = 5		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 1
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1200
	Explosion = SmallExplosion
}

[19]
{
	Name = AirTurret4

	;visual

	Mesh = enemy_gundrone.p3d
	Scale = <0.9, 0.9, 0.9>

	SkinId = 1 		;0>black 1>white
	Polarity = 1 		;0>black 1>white

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.5

	MuzzleScale = <12.25, 12.25>

	;logic

	Barrage = AirTurret2
	Logic = HIT_AND_RUN
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 1

	JetScale = <10.0, 18.0>	; x, z > y = always 0	

	;durability, forms

	Durability = 5		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 1
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1200
	Explosion = SmallExplosion
}

[20]
{
	Name = AssaultFighter5

	;visual

	Mesh = enemy_001.p3d
	Scale = <0.7, 0.7, 0.7>

	SkinId = 3 		;0>black 1>white
	Polarity = 1 		;0>black 1>white

	MuzzleScale = <4.25, 4.25>

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.5

	;logic

	Barrage = DownwardsSpam
	Logic = ASSAULT_FIGHTER
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 2

	JetScale = <4.15, 7.5>	; x, z > y = always 0	

	;durability, forms

	Durability = 2		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1020
	Explosion = SmallExplosion
}

[21]
{
	Name = AssaultFighter6

	;visual

	Mesh = enemy_001.p3d
	Scale = <0.7, 0.7, 0.7>

	SkinId = 3 		;0>black 1>white
	Polarity = 1 		;0>black 1>white

	MuzzleScale = <4.25, 4.25>

	;collision

	;Sphere | Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.5
	;OuterCollisionModel = Box
	;OuterRadius = <1, 2>				

	;logic

	Barrage = DownwardsSpam
	Logic = ASSAULT_FIGHTER
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 2

	JetScale = <4.15, 7.5>	; x, z > y = always 0	

	;durability, forms

	Durability = 2		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1020
	Explosion = SmallExplosion
}

[22]
{
	Name = AssaultFighter7

	;visual

	Mesh = enemy_001.p3d
	Scale = <0.7, 0.7, 0.7>

	SkinId = 3 		;0>black 1>white
	Polarity = 1 		;0>black 1>white

	MuzzleScale = <4.25, 4.25>

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.5

	;logic

	Barrage = DownwardsSpamInverted
	Logic = ASSAULT_FIGHTER
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 2

	JetScale = <4.15, 7.5>	; x, z > y = always 0	

	;durability, forms

	Durability = 2		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1020
	Explosion = SmallExplosion
}

[23]
{
	Name = AssaultFighter8

	;visual

	Mesh = enemy_001.p3d
	Scale = <0.7, 0.7, 0.7>

	SkinId = 3 		;0>black 1>white
	Polarity = 1 		;0>black 1>white

	MuzzleScale = <4.25, 4.25>

	;collision

	;Sphere | Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.5
	;OuterCollisionModel = Box
	;OuterRadius = <1, 2>				

	;logic

	Barrage = DownwardsSpamInverted
	Logic = ASSAULT_FIGHTER
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 2

	JetScale = <4.15, 7.5>	; x, z > y = always 0	

	;durability, forms

	Durability = 2		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1020
	Explosion = SmallExplosion
}

[24]
{
	Name = AirTurret5

	;visual

	Mesh = enemy_gundrone.p3d
	Scale = <0.9, 0.9, 0.9>

	SkinId = 0 		;0>black 1>white
	Polarity = 0 		;0>black 1>white

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.5

	MuzzleScale = <12.25, 12.25>

	;logic

	Barrage = Curtain1
	Logic = HIT_AND_RUN
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 1

	JetScale = <10.0, 18.0>	; x, z > y = always 0	

	;durability, forms

	Durability = 5		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 1
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1200
	Explosion = SmallExplosion
}

[25]
{
	Name = AirTurret6

	;visual

	Mesh = enemy_gundrone.p3d
	Scale = <0.9, 0.9, 0.9>

	SkinId = 1 		;0>black 1>white
	Polarity = 1 		;0>black 1>white

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.5

	MuzzleScale = <12.25, 12.25>

	;logic

	Barrage = Curtain2
	Logic = HIT_AND_RUN
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 1

	JetScale = <10.0, 18.0>	; x, z > y = always 0	

	;durability, forms

	Durability = 5		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 1
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1200
	Explosion = SmallExplosion
}


[26]
{
	Name = SmallDrone3

	;visual

	Mesh = enemy_small.p3d
	Scale = <0.5, 0.5, 0.5>

	SkinId = 0 		;0>black 1>white
	Polarity = 0 		;0>black 1>white

	MuzzleScale = <20.5, 20.5>

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.3

	;logic

	Barrage = SmallDrone3
	Logic = DRONE
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 1

	JetScale = <12.15, 16.5>	; x, z > y = always 0	

	;durability, forms

	Durability = 2		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 560
	Explosion = TinyExplosion
}

[27]
{
	Name = SmallDrone4

	;visual

	Mesh = enemy_small.p3d
	Scale = <0.5, 0.5, 0.5>

	SkinId = 1 		;0>black 1>white
	Polarity = 1 		;0>black 1>white

	MuzzleScale = <20.5, 20.5>

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.3

	;logic

	Barrage = SmallDrone4
	Logic = DRONE
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 1

	JetScale = <12.15, 16.5>	; x, z > y = always 0	

	;durability, forms

	Durability = 2		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 560
	Explosion = TinyExplosion
}

[28]
{
	Name = AssaultFighter9

	;visual

	Mesh = enemy_001.p3d
	Scale = <0.7, 0.7, 0.7>

	SkinId = 0 		;0>black 1>white
	Polarity = 0 		;0>black 1>white

	MuzzleScale = <4.25, 4.25>

	;collision

	;Sphere|Box
	CollisionModel = Sphere
	HotSpot = <0, 0>
	Radius = 0.5

	;logic

	Barrage = TestBarrage3
	Logic = HIT_AND_RUN
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 2

	JetScale = <4.15, 7.5>	; x, z > y = always 0	

	;durability, forms

	Durability = 4		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 0
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 1020
	Explosion = SmallExplosion
}

[29]
{
	Name = Cruiser2

	;visual

	Mesh = enemy_airship.p3d
	Scale = <3.6, 3.6, 3.6>

	SkinId = 0 		;0>black 1>white
	Polarity = 0 		;0>black 1>white

	MuzzleScale = <13.5, 13.5>

	;collision

	;Sphere|Box
	CollisionModel = Box
	HotSpot = <0, 0>
	Radius = <0.85, 2.1>

	;logic

	Barrage = Cruiser2
	Logic = CRUISER
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 1

	JetScale = <19.50, 30.5>	; x, z > y = always 0	

	;durability, forms

	Durability = 50		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 1
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 3150
	Explosion = LargeExplosion
}

[30]
{
	Name = Cruiser3

	;visual

	Mesh = enemy_airship.p3d
	Scale = <3.6, 3.6, 3.6>

	SkinId = 0 		;0>black 1>white
	Polarity = 0 		;0>black 1>white

	MuzzleScale = <13.5, 13.5>

	;collision

	;Sphere|Box
	CollisionModel = Box
	HotSpot = <0, 0>
	Radius = <0.85, 2.1>

	;logic

	Barrage = Cruiser3
	Logic = CRUISER
	IsBoss = 0
	IsKeyFramed = 0
	AnimationLogic = ANIMATION_NONE

	;dummy manipulation

	FirstJetDummy = 0
	FirstGunDummy = 1

	JetScale = <19.50, 30.5>	; x, z > y = always 0	

	;durability, forms

	Durability = 50		;takes <durability> * hits from main gun to destroy
	ShowDurabilityBar = 1
	Forms = 1		;# of forms
	;FormsChange = <1, 2>	;form change when durability gets below these values

	;when killed

	ScoreValue = 3150
	Explosion = LargeExplosion
}
