@name RTS in a box
@inputs
@outputs A1ID Go:vector C
@persist A1:entity NPCs:array C NPC:table
#if (first()) {
#A1 = npcSpawn("npc_alyx",entity():pos())
#A1:npcRelationship("player","like",99)
#A1:npcGiveWeapon("smg1")}
if (first()) {
    NPC1 = "npc_"
P1 = "strider"
P2 = "combinegunship"
P3 = "helichopter"
P4 = "antlionguard"
P5 = "sniper"
P6 = "hunter"
P7 = NPC
#Friend List
F1 = "alyx"
F2 = "barney"
F3 = "citizen"
F4 = "eli"
F5 = "dog"
F6 = "magnusson"
F7 = "mossman"
F8 = "turret_floor"
F9 = "vortigaunt"
F0 = "kleiner"
F11 = "monk"
F12 = "prop_vehicle_airboat"
F13 = "rollermine"
    Target="npc"
    NPC:setString("fast","npc_fastzombie")
    
C=1}
interval(30)
findInSphere(entity():owner():pos(),100000)
findClipToClass(Target)
NPCs=findToArray()
Go = entity():owner():aimPos()
A1=NPCs:entity(C)

A1:npcGoRun(Go)
#if (!A1:isAlive()) {selfDestruct()}
#if (entity():owner():aimEntity():isNPC()) {A1:npcShoot()}
A1ID=A1:id()
if (C>=NPCs:count()) {C=1}else{C+=1}
