<?xml version="1.0" encoding="UTF-8"?>	
<CDispatchData>
	<BountyResponses>
		<BountyDispatch>
			<Name>LAW_CUSTOM_TRAIN_ROBBERY</Name>
			<RandomWeight value="0.0" />
			<CombatInfoOverride>LAW_WILDERNESS</CombatInfoOverride>
			<DispatchPhases>
				
				<!-- Phase: Riders -->
				<Phase>
					<Name>Riders</Name>
					<GroupMultiplier value="0.3"/>
					<ConditionalSpawnDelays>
						<Item>
							<Condition type="CAIConditionReferenced">
								<Name>DISPATCH_PLAYER_DISTANCE_TO_TOWN_NEAR</Name>
							</Condition>
							<SpawnDelay value="40.00"/>
						</Item>
					</ConditionalSpawnDelays>
					<SpawnDelay value="90.00"/>
					
					<DispatchPeds>
						<DispatchPedGroups>
							<DispatchGroup>
								<Preset>LawLeaderRuralMountains</Preset>
								<MinNumPeds value="1"/>
								<MaxNumPeds value="1"/>
							</DispatchGroup>
							<DispatchGroup>
								<Preset>RiderRuralMountains</Preset>
								<MinNumPeds value="2"/>
								<MaxNumPeds value="2"/>
							</DispatchGroup>
						</DispatchPedGroups>
						<GreedyAcquireCondition type="CAIConditionReferenced">
							<Name>SHOULD_GRAB_AVAILABLE_DISPATCH_PED</Name>
						</GreedyAcquireCondition>
					</DispatchPeds>
				
					<PhaseEndConditions>
						<Condition type="CAIConditionOr">
							<Conditions>
								<Condition type="CAIConditionAnd">
									<Conditions>
										<Condition type="CAIConditionPedsRemainingInCurrentIncident">
											<UpperBound value="1"/>
										</Condition>
										<Condition type="CAIConditionTimeInDispatchPhase">
											<LowerBound value="25000"/>
										</Condition>
									</Conditions>
								</Condition>
								<Condition type="CAIConditionAnd">
									<Conditions>
										<Condition type="CAIConditionPedsRemainingInCurrentIncident">
											<UpperBound value="2"/>
										</Condition>
										<Condition type="CAIConditionTimeInDispatchPhase">
											<LowerBound value="40000"/>
										</Condition>
									</Conditions>
								</Condition>
							</Conditions>
						</Condition>
					</PhaseEndConditions>
					
					<NextPhases>
						<!--Switch to Reinforcements phase, always-->
						<PhaseOption>
							<Name>Reinforcements</Name>
						</PhaseOption>
					</NextPhases>	
				</Phase>
				
				<!-- Phase: Reinforcements -->
				<Phase>
					<Name>Reinforcements</Name>
					<GroupMultiplier value="0.3"/>
					<ConditionalSpawnDelays>
						<Item>
							<Condition type="CAIConditionReferenced">
								<Name>DISPATCH_PLAYER_DISTANCE_TO_TOWN_NEAR</Name>
							</Condition>
							<SpawnDelay value="5.00"/>
						</Item>
					</ConditionalSpawnDelays>
					<SpawnDelay value="10.00"/>
					
					<DispatchPeds>
						<DispatchPedGroups>
							<DispatchGroup>
								<Preset>RiderSpecialSharpshooter</Preset>
								<MinNumPeds value="1"/>
								<MaxNumPeds value="3"/>
							</DispatchGroup>
						</DispatchPedGroups>
						
						<RandomDispatchPedGroups>
							<DispatchGroup>
								<Preset>RiderRuralMountains</Preset>
								<RandomWeight value="0.5"/>
								<MinNumPeds value="2"/>
								<MaxNumPeds value="3"/>
							</DispatchGroup>
							<DispatchGroup>
								<Preset>RiderMountainsShotgun</Preset>
								<RandomWeight value="0.5f"/>
								<MinNumPeds value="2"/>
								<MaxNumPeds value="3"/>
							</DispatchGroup>
						</RandomDispatchPedGroups>
						<GreedyAcquireCondition type="CAIConditionReferenced">
							<Name>SHOULD_GRAB_AVAILABLE_DISPATCH_PED</Name>
						</GreedyAcquireCondition>
					</DispatchPeds>
					
					<!-- If we kill these two waves, then a last "search party" comes out -->
					<!-- If we haven't killed them, don't send anybody else -->
					<PhaseEndConditions>
						<Condition type="CAIConditionOr">
							<Conditions>
								<Condition type="CAIConditionAnd">
									<Conditions>
										<Condition type="CAIConditionPedsRemainingInCurrentIncident">
											<UpperBound value="1"/>
										</Condition>
										<Condition type="CAIConditionTimeInDispatchPhase">
											<LowerBound value="25000"/>
										</Condition>
									</Conditions>
								</Condition>
								<Condition type="CAIConditionAnd">
									<Conditions>
										<Condition type="CAIConditionPedsRemainingInCurrentIncident">
											<UpperBound value="2"/>
										</Condition>
										<Condition type="CAIConditionTimeInDispatchPhase">
											<LowerBound value="40000"/>
										</Condition>
									</Conditions>
								</Condition>
							</Conditions>
						</Condition>
					</PhaseEndConditions>
					
					<NextPhases>
						<PhaseOption>
							<Name>FinalWave</Name>
						</PhaseOption>
					</NextPhases>	
				</Phase>
				
				<!-- Phase: FinalWave -->
				<Phase>
					<Name>FinalWave</Name>
					<GroupMultiplier value="0.3"/>
					<ConditionalSpawnDelays>
						<Item>
							<Condition type="CAIConditionReferenced">
								<Name>DISPATCH_PLAYER_DISTANCE_TO_TOWN_NEAR</Name>
							</Condition>
							<SpawnDelay value="10.00"/>
						</Item>
					</ConditionalSpawnDelays>
					<SpawnDelay value="15.00"/>
					
					<DispatchPeds>
						<DispatchPedGroups>
							<DispatchGroup>
								<Preset>RiderRuralMountainsProfessional</Preset>
								<MinNumPeds value="4"/>
								<MaxNumPeds value="5"/>
							</DispatchGroup>
						</DispatchPedGroups>
						<GreedyAcquireCondition type="CAIConditionReferenced">
							<Name>SHOULD_GRAB_AVAILABLE_DISPATCH_PED</Name>
						</GreedyAcquireCondition>
					</DispatchPeds>
					
					<NextPhases>
						<!-- End Response -->
					</NextPhases>	
				</Phase>
				
			</DispatchPhases>
		</BountyDispatch>
	</BountyResponses>
	<CleanUpDispatchPedPresets>
		<Item>RiderRuralMountains</Item>
	</CleanUpDispatchPedPresets>
</CDispatchData>