Mission { missionName = Sewers; bsp = data/bsp/sewers1.bsp; music = music/Advancement.xm; 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; exitToMission = AUTO; }; Objective { id = 1; priority = OBJ_PRIORITY_PRIMARY; description = Find your way through the sewers; status = OBJ_INCOMPLETE; active = 1; }; Objective { id = 2; priority = OBJ_PRIORITY_PRIMARY; description = Find some C4; status = OBJ_INCOMPLETE; targetValue = 2; active = 1; }; Objective { id = 3; priority = OBJ_PRIORITY_PRIMARY; description = Blast through crumbling walls; status = OBJ_INCOMPLETE; targetValue = 2; active = 1; }; Objective { id = 4; priority = OBJ_PRIORITY_SECONDARY; description = Find a better grenade launcher; status = OBJ_INCOMPLETE; active = 1; }; // =================== Main Exit ============ Trigger { active = 1; type = TRIGGER_TYPE_LOCATION; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = exitPoint; objectiveId = 1; }; // ==================== C4 =================== Trigger { active = 1; type = TRIGGER_TYPE_ITEM_PICKED_UP; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = c4; objectiveId = 2; }; // ==================== Weak Walls =================== Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = weakWall; objectiveId = 3; }; // ==================== Grenade Launcher =================== Trigger { active = 1; type = TRIGGER_TYPE_ITEM_PICKED_UP; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = grenadeLauncher; objectiveId = 4; }; @END@