// delay, "create", enemyType, horizLoc, vertLoc, pathName, startAngle, speed, formationRow, formationCol [fireBullet atPlayer min max]

2400 waitNumEnemiesAliveOfType 0 redCrestQuick2

0 create redCrestQuick2 60 80 BottomLurkStepUpCenter invert 90 1.3 2 10	// HHH
180 create redCrestQuick2 60 80 BottomStrikeStepUpCenter invert 90 1.3 2 0
20 create redCrestQuick2 60 80 BottomStrikeStepUpCenter invert 90 1.3 2 2
20 create redCrestQuick2 60 80 BottomStrikeStepUpCenter invert 90 1.3 2 8
20 create redCrestQuick2 60 80 BottomStrikeStepUpCenter invert 90 1.3 2 4
