Mission { missionName = Cherry Fields; autoInfo = The BioMechs have set up an ambush! You'll need to clear the ambush and then find a way back home!; bsp = data/bsp/start.bsp; music = music/Dark Club.s3m; ambientEffects = data/combatResources/grasslandsSounds; ambientLoop = sound/ambience/general/rain.ogg; fogColor = 0.0 0.0 0.0; fogMin = 1000; fogMax = 2000; fogDensity = 0.35; skySphere = textures/game/starsky2.png; skySphereSize = 10; weather = WEATHER_RAIN; enemySpawnList = NME_PISTOL_BLOB|NME_PISTOL_DROID|NME_GRENADE_BLOB; spawnSize = 3; minSpawnTime = 5500; maxSpawnTime = 6000; exitToMission = AUTO; }; Objective { id = 1; priority = OBJ_PRIORITY_PRIMARY; description = Escape from the ambush area; status = OBJ_INCOMPLETE; active = 1; }; Objective { id = 2; priority = OBJ_PRIORITY_PRIMARY; description = Find a way back to base; status = OBJ_INCOMPLETE; active = 1; completionTrigger = Enable Caves; }; Objective { id = 3; priority = OBJ_PRIORITY_PRIMARY; description = Get to the caves; status = OBJ_INCOMPLETE; active = 0; }; Objective { id = 4; priority = OBJ_PRIORITY_SECONDARY; description = Get some additional weaponary; status = OBJ_INCOMPLETE; targetValue = 2; active = 1; }; Objective { id = 5; priority = OBJ_PRIORITY_SECONDARY; description = Destroy BioMech supply crates; status = OBJ_INCOMPLETE; targetValue = 13; active = 1; }; // ========== Checkpoint #1 ================= Trigger { active = 1; type = TRIGGER_TYPE_LOCATION; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = checkpoint#1; objectiveId = 1; }; // ========== Checkpoint #2 ================= Trigger { active = 1; type = TRIGGER_TYPE_LOCATION; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = checkpoint#2; objectiveId = 2; }; // ========== Checkpoint #3 ================= Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_OBJECTIVE; name = Enable Caves; objectiveId = 3; }; Trigger { active = 1; type = TRIGGER_TYPE_LOCATION; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = checkpoint#3; objectiveId = 3; }; // ========== Additional Weapons ================= Trigger { active = 1; type = TRIGGER_TYPE_ITEM_PICKED_UP; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = additionalWeapon; objectiveId = 4; }; // ========== Supply crates ================= Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = supplyCrate; objectiveId = 5; }; @END@