Mission { missionName = Waste Disposal; bsp = data/bsp/waste.bsp; music = music/Zenith.s3m; fogColor = 0.0 0.0 0.0; fogMin = 1000; fogMax = 2000; fogDensity = 0.35; skySphere = textures/game/overcast.png; supplyCrateList = WEP_UZI|WEP_SHOTGUN; enemySpawnList = NME_PISTOL_BLOB|NME_MACHINEGUN_BLOB|NME_SHOTGUN_BLOB|NME_PISTOL_DROID|NME_MACHINEGUN_DROID|NME_GRENADE_BLOB; spawnSize = 4; minSpawnTime = 2000; maxSpawnTime = 6000; startCutscene = data/cutscenes/scripts/wasteDisposalStart; exitToMission = AUTO; }; Objective { id = 1; priority = OBJ_PRIORITY_PRIMARY; description = Get a better weapon for Teeka; status = OBJ_INCOMPLETE; targetValue = 1; active = 1; }; Objective { id = 2; priority = OBJ_PRIORITY_PRIMARY; description = Destroy waste processing machines; status = OBJ_INCOMPLETE; targetValue = 3; active = 1; completionTrigger = Computer Trigger; }; Objective { id = 3; priority = OBJ_PRIORITY_PRIMARY; description = Destroy main processing computer; status = OBJ_INCOMPLETE; targetValue = 1; active = 1; completionTrigger = Final Spawners; }; Objective { id = 4; priority = OBJ_PRIORITY_PRIMARY; description = Gain access to sewer system; status = OBJ_INCOMPLETE; targetValue = 1; active = 1; }; Trigger { active = 1; type = TRIGGER_TYPE_ITEM_PICKED_UP; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = WEP_UZI; objectiveId = 1; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = wasteControlPanel; objectiveId = 2; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = mainBoilerComputer; objectiveId = 3; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = sewerAccessSwitch; objectiveId = 4; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = Computer Trigger; targetName = mainBoilerComputerPanel; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; name = Final Spawners; targetName = finalEnemySpawners; }; @END@