Thanks to Lagg-Alot for his public release V3 bots from 2003-2005 and old forum posts for bot advice.
Thanks to Roberto for the editor tutorial and getting me started.
Thanks to Keen for the xRandomAIGame.cs and providing bot diversity.
Thanks to Red Shifter for the MappingHelper.vl2 and stopping the editor renaming bug.

Thanks to other scripters who I did not mention or know of for the code I may have used.

Thanks to the communities and people that keep the original franchise, Tribes 1 and Tribes 2, alive!
Many of you go unmentioned, but I know you guys are out there and you have my thanks!

- MetaDrax

6/5/12

Random notes to self and maybe others:

- No spaces in map file names

- Alt select and rotate, use + and - 90 with a calculator to aid in alignment

- 1 0 0 0 = North, 0 0 1 180 = South

- NAV then LOS, save
- Spawn then save
- Check for misplaced items when saving, AI then Mission
- Always use plasma ammo then delete

- Check base asset names when adding, especially before building objectives, duplicates break repair AIOs

- Make sure gens have same repair weight as flag or switch for any game mode
	- Exception when bots move faster without gens/vehicles/loadouts
	- Make sure CNH and CTF have repair packs at bases

- Siege gametype may need team 1 and 2 in different orders to avoid disappearing objects

- Make sure repair weights are higher for faster repairs due to priority

- Weights above 4200 may stop bots from accepting "help-escort" commands

- Equipment = required for objective, Desired Equipment = optional

- Emphasis on offense = mortar weights and equipment

- Bomber bots have rough-set deviation distance from markers, 1 high and 1 low
	- Make paths based on low estimation, roughly 1 default grid square down

- Shrike AIO container concept for Starfallen

- Recalescence base will UE if spawn spheres are used in octagon shaped hallways, use Fumarole as solution

- Scarabrae base cannot support NAV; Worldcraft used to build placeholder base and draw NAV, bots don't see interiors