NHP_Smart_Targetting (uses user set weapons and targets and uses a weapon based on the enemy target)
Presets_1-4_Weapon:string, Preset Name of the weapon to use for target presets 1-4
Presets_5-8_Weapon:string, Preset Name of the weapon to use for target presets 5-8
Other_Weapon:string, Preset Name of the weapon to use for unknown enemy presets
Preset_One, Preset_Two, etc: Preset Name of the target.
Other: This can allow bots to do things like use rockets on enemy tanks and chaingun on infantry. It works togather with the default Innate stuff (will not persue or shoot enemys on it's own, needs innate enabled, main purpose is just to make the bot use other weapons instead of just it's main gun).

NHP_Guard_Bot (makes a bot escort a teammate when shot)
Distance: Distance to be away from target escorting
Speed: The speed to get to that destination (but it can be MORE then the character's max speed)

NHP_Construction_AI (builds units after a timer goes off)
Money_Gen: Name of the unit to generate money for the team
Guard_Inf: Name of the infantry that is to defend the overmind
Attack_Unit: Name of the unit thay is to attack the enemy
Money_Limit: The max number of money units that can be built. Once built that slot is lost (so if you want unlimited, make a huge number for max)
Guard_Limit: The max number of guard units that can be built. Once built that slot is lost (so if you want unlimited, make a huge number for max)
Attack_Limit: The max number of attack units that can be built. Once built that slot is lost (so if you want unlimited, make a huge number for max)
Time_Delay: The delay betwean building units
Guard_Path: The path ID for the guard to do
Attack_Path: The path ID for the guard to do
Money_Path: The path ID for the guard to do
While the param names for the stuff is set for Money, Defend, and Attack, it is set so you can have 2 attack 1 defend, etc. Just fill in whatever param you want to replace as if it is that other param. This can allow more AI building specialised things (ie, one building attack, 2 building defend, whatever).

NHP_Sensor_Array_Zone:
This is a zone designed to turn a 3D sound on and off (it automaticlly creates the sound). It takes 4 parameters. Make sure you also use the script NHP_Sensorable_Object

Sensor_List_File, this is the text file that contains all the preset names to look for. It will NOT work with presets that have spaces in their names. The first word/number should be the number of presets in the list minus one, and the rest should be the preset names. Example, you want the sensor to sound an alarm when an Orca, Medium Tank, or Stealth Tank enter the zone, the file with the list would look like
2 CnC_GDI_Orca CnC_GDI_Medium_Tank CnC_Nod_Stealth_Tank
The presets do not have to be in any particular order.

Sound_Preset: This is just the preset name of a 3D sound to play when somethings inside the zone.
Sound_Position: Where to place the 3D sound.
Check_Team: The team to ignore, ie, if you have a sensor on the GDI team, you probally want to set this to 1 so it ignores GDI units. 1 = GDI, 2 should = Nod, etc...

Notice: This script will not stop triggering the alarm on it's own when a sensor is blown up. You must use a script to send the custom/message 901192102 in order to turn the alarm off. There should already be some JFW scripts for this.

NHP_Senserable_object: No parameters, just attach this to objects that the sensors are to detect. This is used because the sensors do not pick up dead objects in the leave event, so if you don't use this script, sensors may leave the alarm on if something they're supposed to detect blows up inside the zone. Notice: DO NOT OVERLAP SENSOR ZONES! This script WILL NOT work properly if it is inside 2 or more script zones with the sensor script at the same time! Some alarms will be left on!
