CustomItem { name = Medicine; model1 = gfx/primitive/item.primitive; texture1 = textures/game/medicine.png; bbMins = -4 -4 -4; bbMaxs = 4 4 4; }; Mission { missionName = Blob Fort Outskirts; bsp = data/bsp/grasslands2.bsp; music = music/Dark Club.s3m; fogColor = 0.25 0.25 0.25; fogMin = 0; fogMax = 2500; fogDensity = 0.25; skySphere = textures/game/dawn.jpg; skySphereSize = 1; supplyCrateList = WEP_UZI|WEP_SHOTGUN; enemyLevel = 2; startCutscene = data/cutscenes/scripts/grasslands2Start; enemySpawnList = NME_PISTOL_BLOB|NME_MACHINEGUN_BLOB|NME_SHOTGUN_BLOB|NME_PISTOL_DROID|NME_MACHINEGUN_DROID|NME_GRENADE_BLOB; spawnSize = 6; minSpawnTime = 4500; maxSpawnTime = 6000; exitToMission = AUTO; }; Objective { id = 1; priority = OBJ_PRIORITY_PRIMARY; description = Rescue All MIAs; status = OBJ_INCOMPLETE; targetValue = 6; active = 1; }; Objective { id = 2; priority = OBJ_PRIORITY_PRIMARY; description = Locate some Teletags; status = OBJ_INCOMPLETE; active = 1; targetValue = 2; }; Objective { id = 3; priority = OBJ_PRIORITY_PRIMARY; description = Locate some medical supplies; status = OBJ_INCOMPLETE; targetValue = 5; active = 1; }; Objective { id = 4; priority = OBJ_PRIORITY_PRIMARY; description = Destroy Biomech gun enplacements; status = OBJ_INCOMPLETE; targetValue = 3; active = 1; }; Objective { id = 5; priority = OBJ_PRIORITY_SECONDARY; description = Eliminate at least 100 enemies; status = OBJ_INCOMPLETE; targetValue = 100; active = 1; }; Objective { id = 6; priority = OBJ_PRIORITY_CONDITION; description = Do not allow any MIAs to be killed; status = OBJ_INCOMPLETE; active = 1; }; // ######## Triggers ############### Trigger { active = 1; type = TRIGGER_TYPE_BLOB_RESCUED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = ANY_MIA; objectiveId = 1; }; Trigger { active = 1; type = TRIGGER_TYPE_ITEM_PICKED_UP; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = teletags; objectiveId = 2; }; Trigger { active = 1; type = TRIGGER_TYPE_ITEM_PICKED_UP; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = Medicine; objectiveId = 3; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = sentryGun; objectiveId = 4; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = ANY_ENEMY; objectiveId = 5; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = ANY_MIA; objectiveId = 6; }; @END@