#GENERAL
*name       = "arms_lvl_02";

*faction       = "arms";
*enemy_faction = "good";

*rad        = 1.27;
*mass       = 7.5;
*elasticity = 1.0;
*drag       = 0.5;
*friction   = 5.5;
*hardness   = 0.9;

*model      = "npc_arms_01";
*model_scale = 1.5;
*model_col  = colorRGB(0.8, 0.0, 0.0);
*bleed_rate = 3.0;
*leak_decal_vec = {"decals/big_blood_01.tga"};
*dam_part_vec = {"blood_01"};

#ATTRIBUTE "ccrange";
#BASE      1.9;
#ATTRIBUTE "ccspeed";
#BASE      mult(2.5, avar("ccspeed_level"));
#ATTRIBUTE "ccdamage";
#BASE      mult(3, avar("ccdamage_level"));
#ATTRIBUTE "attract";
#BASE      20.0;
#ATTRIBUTE "leak";
#BASE      0.0;
#ATTRIBUTE "speed";
#BASE      mult(26, avar("speed_level"));
#ATTRIBUTE "health";
#BASE      mult(50, avar("health_level"));
#ATTRIBUTE "res";
#BASE      1.0;
#ATTRIBUTE "rot_speed";
#BASE      100.0;
#ATTRIBUTE "exp";
#BASE      mult(2, avar("exp_level"));
#ATTRIBUTE "level";
#BASE      2;

#ON_DAMAGE

  sound_play( add("monsters/spit_0", num_to_str(rand(1, 4.99)), ".wav"), this_x(), this_y(), 1 );

#ON_DEATH

  avar("total_spawn", sub(avar("total_spawn"), 1));
  sound_play( add("monsters/squash_0", num_to_str(rand(1, 3.99)), ".wav"), this_x(), this_y(), 1 );

#CONTROL "script";
##BEGIN

#SEQUENCE "init";
# wait( .1, 1 );
  move(1000, 1000, 0);
# this_control_push("script", "monsters/ink");
  wait(.15, 1);
  move_to( 1000, 1000, 0 );
# this_control_push("script", "monsters/money");
  wait(.15, 1);
  move_to( 1000, 1000, 0 );
# this_control_jump( 
  "wait for faction",
  "*faction    = \"good\";
   *range = 24.0;
   *control = \"range faction\";
   *init = \"
	 *faction    = \\\"good\\\";
	 *min_dist   = 0.0;
	 *max_dist   = 0.1;
	 *avoid_faction = \\\"arms\\\";
	 *avoid_dist = rand(2,8);
	 *predict_dist = 6;
	 *predict_weight = .6;
	 *aggressive = 1;
	 *action     = \\\"\\\";
  \";
  *file = 0.0;
  ",
  1.0
  );
# seq_jump("wait");

#SEQUENCE "wait";
# wait( 10000 );

##END