// Use this for initialization
    public void Starta(GameObject plane, GameObject swamps, float nodeSize)
    {
        fixedDeadCollider = false;

        poi            = Vector3.zero;
        health         = 100.0f;
        seesPlayer     = false;
        seesDeadPeople = false;
        hearsSomething = false;
        disturbed      = false;

        reachGoal  = GetComponent <ReachGoal> ();
        wander     = GetComponent <Wander> ();
        standstill = GetComponent <StandStill> ();
        patrol     = GetComponent <Patrol> ();
        gc         = player.GetComponent <GoalControl> ();

        reachGoal.plane    = plane;
        reachGoal.swamps   = swamps;
        reachGoal.nodeSize = nodeSize;
        reachGoal.goalPos  = poi;
        reachGoal.Starta();
        wander.Starta();
        patrol.Starta();
        standstill.Starta();
        anim = GetComponent <Animation> ();
        anim.CrossFade(idle);
        walkingSpeed = 10.0f;
        gunShot      = this.GetComponents <AudioSource> ()[0];

        lr       = this.GetComponentInParent <LineRenderer> ();
        seenTime = 0f;
//		Debug.Log (transform.name);
    }
    // Use this for initialization
    public void Starta(GameObject plane, GameObject swamps, float nodeSize)
    {
        fixedDeadCollider = false;

        poi = Vector3.zero;
        health = 100.0f;
        seesPlayer = false;
        seesDeadPeople = false;
        hearsSomething = false;
        disturbed = false;

        reachGoal = GetComponent<ReachGoal> ();
        wander = GetComponent<Wander> ();
        standstill = GetComponent<StandStill> ();
        patrol = GetComponent<Patrol> ();
        gc = player.GetComponent<GoalControl> ();

        reachGoal.plane = plane;
        reachGoal.swamps = swamps;
        reachGoal.nodeSize = nodeSize;
        reachGoal.goalPos = poi;
        reachGoal.Starta ();
        wander.Starta ();
        patrol.Starta ();
        standstill.Starta ();
        anim = GetComponent<Animation> ();
        anim.CrossFade (idle);
        walkingSpeed = 10.0f;
        gunShot = this.GetComponents<AudioSource> ()[0];

        lr = this.GetComponentInParent<LineRenderer> ();
        seenTime = 0f;
        //		Debug.Log (transform.name);
    }
    // Use this for initialization
    public void Starta(GameObject plane, float nodeSize, Vector3 sP)
    {
        fixedDeadCollider = false;

        poi = Vector3.zero;
        health = 100.0f;
        seesPlayer = false;
        lastSeen = Vector3.zero;
        lastSeenForward = Vector3.zero;
        seesDeadPeople = false;
        hearsSomething = false;
        disturbed = false;
        isDead = false;
        addToDeadSet = false;
        takingCover = false;
        coverSpot = Vector3.zero;
        reachedCover = false;
        sniperPosKnown = false;
        sniperPos = sP;
        isGoaling = false;
        isGoingToSeenPlayerPos = false;
        isGoingToCover = false;
        dirSearchCountDown = 0.0f;

        reachGoal = GetComponent<ReachGoal> ();
        wander = GetComponent<Wander> ();
        standstill = GetComponent<StandStill> ();
        patrol = GetComponent<Patrol> ();
        gc = player.GetComponent<GoalControl> ();

        reachGoal.plane = plane;
        reachGoal.nodeSize = nodeSize;
        reachGoal.goalPos = poi;
        reachGoal.sniperPos = sniperPos;
        reachGoal.Starta ();
        wander.Starta ();
        patrol.Starta ();
        standstill.Starta ();
        takeCover = new TakeCover (reachGoal.state.sGrid.hiddenSpaceCost,
                                   reachGoal.state.sGrid.grid, reachGoal.state.sGrid.spaceCostScalars);

        anim = GetComponent<Animation> ();
        anim.CrossFade (idle);
        walkingSpeed = 10.0f;
        gunShot = this.GetComponents<AudioSource> ()[0];

        lr = this.GetComponentInParent<LineRenderer> ();
        seenTime = 0f;
        alertLevel = 0;
        maxAlertLevel = 3;
        needsToRaiseAlertLevel = false;
        isReloading = false;
        isShooting = false;
        ammoCount = 0;
        //		Debug.Log (transform.name);
    }