mutantgunner: AlwaysVisible: Selectable: Bounds: 1024, 1536, 0, -384 SelectionDecorations: Targetable: TargetTypes: Ground Health: HP: 8000 HitShape: BodyOrientation: QuantizeFacingsFromSequence: Sequence: stand Mobile: Locomotor: foot Speed: 42 TurnSpeed: 512 RenderSprites: Armament: Weapon: mg AttackFrontal: AutoTarget: AutoTargetPriority: WithInfantryBody: DefaultAttackSequence: attack WithDeathAnimation: DeathSequence: die UseDeathTypeSuffix: false MapEditorData: Categories: Units mutantbrawler: AlwaysVisible: Selectable: Bounds: 1024, 1536, 0, -384 SelectionDecorations: Targetable: TargetTypes: Ground Health: HP: 12000 HitShape: BodyOrientation: QuantizeFacingsFromSequence: Sequence: stand Mobile: Locomotor: foot Speed: 56 TurnSpeed: 512 RenderSprites: Armament: Weapon: claw AttackFrontal: AutoTarget: AutoTargetPriority: WithInfantryBody: DefaultAttackSequence: attack WithDeathAnimation: DeathSequence: die UseDeathTypeSuffix: false MapEditorData: Categories: Units hound: AlwaysVisible: Selectable: Bounds: 1024, 1536, 0, -384 SelectionDecorations: Targetable: TargetTypes: Ground Health: HP: 5000 HitShape: BodyOrientation: QuantizeFacingsFromSequence: Sequence: stand Mobile: Locomotor: foot Speed: 85 TurnSpeed: 512 RenderSprites: Armament: Weapon: claw AttackFrontal: AutoTarget: AutoTargetPriority: WithInfantryBody: DefaultAttackSequence: attack WithDeathAnimation: DeathSequence: die UseDeathTypeSuffix: false MapEditorData: Categories: Units android: AlwaysVisible: Selectable: Bounds: 1024, 1536, 0, -384 SelectionDecorations: Targetable: TargetTypes: Ground Health: HP: 7000 HitShape: BodyOrientation: QuantizeFacingsFromSequence: Sequence: stand Mobile: Locomotor: foot Speed: 50 TurnSpeed: 512 RenderSprites: Armament: Weapon: mg AttackFrontal: AutoTarget: AutoTargetPriority: WithInfantryBody: DefaultAttackSequence: attack WithDeathAnimation: DeathSequence: die UseDeathTypeSuffix: false MapEditorData: Categories: Units biotitan: AlwaysVisible: Selectable: Bounds: 1024, 1536, 0, -384 SelectionDecorations: Targetable: TargetTypes: Ground Health: HP: 40000 HitShape: BodyOrientation: QuantizeFacingsFromSequence: Sequence: stand Mobile: Locomotor: foot Speed: 32 TurnSpeed: 512 RenderSprites: Armament: Weapon: titanslam AttackFrontal: AutoTarget: AutoTargetPriority: WithInfantryBody: DefaultAttackSequence: attack WithDeathAnimation: DeathSequence: die UseDeathTypeSuffix: false MapEditorData: Categories: Units warcar: AlwaysVisible: Selectable: Bounds: 1024, 1536, 0, -384 SelectionDecorations: Targetable: TargetTypes: Ground Health: HP: 15000 HitShape: BodyOrientation: QuantizeFacingsFromSequence: Sequence: stand Mobile: Locomotor: wheels Speed: 128 TurnSpeed: 20 RenderSprites: Armament: Weapon: mg AttackFrontal: AutoTarget: AutoTargetPriority: WithFacingSpriteBody: Sequence: stand WithMoveAnimation: MoveSequence: run MapEditorData: Categories: Units hauler: AlwaysVisible: Selectable: Bounds: 1024, 1536, 0, -384 SelectionDecorations: Targetable: TargetTypes: Ground Health: HP: 20000 HitShape: BodyOrientation: QuantizeFacingsFromSequence: Sequence: stand Mobile: Locomotor: wheels Speed: 96 TurnSpeed: 20 RenderSprites: WithFacingSpriteBody: Sequence: stand WithMoveAnimation: MoveSequence: run MapEditorData: Categories: Units barrel: AlwaysVisible: Immobile: OccupiesSpace: true WithSpriteBody: RenderSprites: MapEditorData: Categories: Decorations barrel2: AlwaysVisible: Immobile: OccupiesSpace: true WithSpriteBody: RenderSprites: MapEditorData: Categories: Decorations streetlight: AlwaysVisible: Immobile: OccupiesSpace: true WithSpriteBody: RenderSprites: MapEditorData: Categories: Decorations bookshelf: AlwaysVisible: Immobile: OccupiesSpace: true WithSpriteBody: RenderSprites: MapEditorData: Categories: Decorations junk1: AlwaysVisible: Immobile: OccupiesSpace: true WithSpriteBody: RenderSprites: MapEditorData: Categories: Decorations