Class_name = "CTurretRadioAI"
object_name = "CTurretRadioAI"

//////	Controller specific
Artificial=true;

ControlledType="GOT_VEHICLE_TURRET";

//     

//  
// __ () = tan(  
//								_  * (AddCoef + ProjSpeedCoef * ____ (   ) )  
//								* (_ * OverloadCoef + CoefLow/Hi/Ace)
//						       ) 
//								* __;
// _ -    -1.0  1.0
// tan -  .             

// // coefficient of conversion of the speed difference between the speeds of the object on which the turret and the target, in the aiming plane, into the error angles
ProjSpeedCoef = 0.05f;

//default aiming error rate
AddCoef = 0.07f; // org: 0.05

// maximum overload in standard units at which the shooter stops aiming and shooting
MaxBotOverload = 8.0f;

//  conversion factor of overload to aiming units
OverloadCoef = 0.02f;

// coefficients for the dependence of the final shooting area on the AI ??level
CoefLow		= 20.0f;
CoefMed		= 3.5f; //org: 3.0
CoefHigh	= 1.5f; //org: 1.0
CoefAce		= 1.0f; //org: 0.5

// time after which the erroneous sight passes from one point to another
// and the time for which sight errors occur
ErrorCircleTime = 1.0f; //org: 2.0
ErrorChangeTime = 0.5f; //org: 1.0

//       ,      
MaxWaitTime = 0.1f;	

// ,             
GroundTargetErrorCoeff = 0.1f;

// ,            
BalloonTargetErrorCoeff = 0.1f;

//  firing time - continuous burst, and then waiting time
FireShootTimeMin = 0.5f; //org: 1.0
FireShootTimeMax = 1.5f; 

FireWaitTimeMin = 0.7f;	//org: 1.0
FireWaitTimeMax = 2.5f; //org: 2.0

// target search time, each period is checked, the more often - the more brakes naturally
// further than the search distance for AI levels, for example, Low AI does not perceive a target further than 400 meters - it does not see it, it is afraid, etc.

MaxSearchTime  = 1.0f;

//  ,   ,     (  )
EnoughAmmoCount = 150;

SearchDistanceLow   = 800.0f;
SearchDistanceMed   = 1000.0f;
SearchDistanceHigh  = 1200.0f;
SearchDistanceAce   = 1400.0f;

SearchDistanceMinLow   = 600.0f;
SearchDistanceMinMed   = 800.0f;
SearchDistanceMinHigh  = 1000.0f;
SearchDistanceMinAce   = 1200.0f;

SearchDistanceAttackBalloon				= 1500.0f;
SearchDistanceAttackGround				= 1500.0f;
SearchDistanceShort						= 0.4;
SearchDistanceMedium					= 2.0;
BackFire3DAngle							= 30.0; 
BackFireDistance						= 600.0;
BackFirePlanePriorityType				= 2;
BackFireResetToDefaultTime				= 5.0;