	This is a small textfile with examples how to program a unit in a mission. Part 1-6 are about the InitialMission line in the OTA file, in which the starting commands of a unit can be put. Not every command is in this textfile yet, if you know some more, please write me!

1) 	Patrol examples...('p xxx zzz' stands for 'patrol XPos ZPos')

1a) 	Unit will not retaliate and resume patrol even when attacked 

	InitialMission=o 0 0,p 200 200; 
	InitialMission=o 1 0,p 200 200; 
	InitialMission=o 2 0,p 200 200; 

1b)	Unit will only attack when aggravated whilst at the same time resume patrol on the assigned route 

	InitialMission=o 0 1,p 200 200; 
	InitialMission=o 1 1,p 200 200; 
	InitialMission=o 2 1,p 200 200; 

1c)	Unit will detour from patrol route after spotting enemy unit and will keep attacking it until its DEAD, then resume patrol 

	InitialMission=o 1 2,p 200 200; 
	InitialMission=o 2 2,p 200 200; 

1d)	Unit will attack any enemy unit spotted without being attacked first and does not deviate from its patrol route 

	InitialMission=o 0 2,p 200 200; 

2)	Transport airplane commands (applicable to other units as well). 

	I still don't know how to tell the transport airplane to go load a unit (i.e. pick the human player's Commander at the very start of the mission. DAMN! That'll be good!). The loaded unit has to be inserted inside (denoted by the prefix 'i') the particular transport plane at the start of the mission. In the following, unit28 (ARMVADER) is inserted/loaded into unit29, the transport airplane (ARMATLAS), namely JAKE (i.e. 'ident=JAKE;'). JAKE has to wait (prefix 'w') 1900 secs before moving (denoted by the prefix 'm') to position XPos=769 ZPos=2584, whereby it unloads (prefix 'u') the Invader. If the prefix 'u' is replaced with 'd' (i.e. die/self-destruct), you have what's called the flying bomb. Here instead of unloading the Invader, the Atlas & Invader combo will self-destruct at the said point. Its a shame the AI never attacks you in this fashion in any of the SP missions or in skirmish modes..... 
  
	[unit28] 
	{ 
		Unitname=ARMVADER; 
		Ident=;
		XPos=1145;
		YPos=84;
		ZPos=56;
		Player=2;
		HealthPercentage=100; 
		Angle=0; 
		Kills=0; 
		InitialMission=i JAKE; 
	} 
	[unit29] 
	{ 
		Unitname=ARMATLAS; 
		Ident=JAKE; 
		XPos=1193; 
		YPos=84; 
		ZPos=56; 
		Player=2; 
		HealthPercentage=100; 
		Angle=0; 
		Kills=0; 
		InitialMission=w 1900,m 769 2584,u; 
	} 

3)	g = guard 

	InitialMission=g CORFUS,d; 

	In the above, the unit will guard a Core Fusion Reactor and will die/self-destruct if the fusion reactor is destroyed. If the unit is a crawling bomb, and if there are more than one acting as guards, expect a BIG EXPLOSION if the structure is destroyed. 

4)	wa = wait for attack 

	InitialMission=wa CORASP,d; 

	In the above, the unit will wait for attack on a CORE Aircraft Repair Pad & then self-destructs 
  
5)	a = attack 

	InitialMission=wa CORMOHO,a ARMCOM; 

	In the above, the unit will wait for attack on the Core Moho Mine & then retaliates by attacking the Arm Commander 

6)	b = build 

	InitialMission=w 60,b CORFAV 3; 

	In the above, the unit will wait for 60 seconds game time (NOT actual time) before building three CORFAV's (Jeffy's I think). Of course this applies only to structures that can produce the CORFAV.... 

7)	Misc. unit behaviour settings

7a)	Immunity=1; 

	AI won't attack unit!!! But the unit can still incur damage from weapon area effect. 
  
7b)	AiIgnore=1; 

	Donno.. doesn't live up to its name. Unit will still be attacked even on 'hold fire' 

7c)	OffMapUnit=1; 

	Donno either... the unit still appears on the minimap & on the battle screen 

7d)	MissionCriticalUnit=1; 

	Doesn't seem to stop the mission even after the unit is dead. Could mean something else... 

	That's it for now folks...