The following initial orders can be given to all creatures. After 
killing an enemy, they will attempt to continue to execute these orders. 
Some orders (patroling, guarding) are associated with other actors in the 
level. For these, you should set the creatures OrderTag to the tag of the 
associated actor. 

Waiting

The default orders for all creatures. Creature will wait in place, playing 
various waiting animations, until it receives some external stimulus 
(sight or sound). 

Patroling

Patroling creatures will patrol along a set of Patrolpoints (a subclass
of NavigationPoint) specified by the level designers. The creatures OrderTag 
should contain the tag of the first Patrolpoint in its patrol. When a 
creature reaches a Patrolpoint, it will pause for the PauseTime specified
in the patrol point, facing in the direction the Patrolpoint is oriented.
While pausing, it will play waiting/patrolstop animations. If a PatrolAnim
is specified, the creature will play that specific animation the number of
times specified by NumAnims. Each time it plays the animation, it will 
also play the PatrolSound if one is specified. Note that the amount of 
time creatures playing a PatrolAnim pause depends on how long it takes 
to play the animation NumAnims times, and not the pause time. However, 
the PauseTime must still be set to a positive number. It will then 
continue to the Patrolpoint specified in the current Patrolpoints 
NextPatrol. If a creature cannot reach the next patrol point, it 
will wait at its current position. If bFixedStart is false, the 
creature will start at some random point along his patrol route
(not yet implemented). 

Guarding

Guarding creatures will guard the actor whose tag equals their 
OrderTag. They will remain near, and try to return the guarded actor after
combat. If their initial attitude is ATTITUDE_Threatening, they will
threaten the player, and try to remain between the player and the 
guarded object. If the player touches the object they will attack. 

Ambushing

The creature is waiting, but more alert than in the waiting state
 (and possibly playing different animations). If bFixedStart is 
false and there are Ambushpoints (a subclass of Navigationpoint)
 with the same tag as the creature, the creature may randomly pick 
one of these as its starting point. The orientation of the Ambushpoint
 determines the orientation of a creature using it. Ambushpoints may
 also be used by creatures that decide to ambush rather than pursue
 a player.

Swarm AI Pawns

Horseflies, biterfish, and blobs all use variations of swarm AI. 
Do not place individual Horseflies and biterfish in your map. 
Rather, place horseflySwarms and biterfishSchools, and specify
 in their properties how many individual creatures they should 
contain. For blobs, add a parentBlob and a number of bloblets, 
and give them all the same tag.
