Mission { missionName = BioMech Supply Base Outskirts; bsp = data/bsp/enemyBase1_1.bsp; music = music/Tales Untold.xm; fogColor = 0.25 0.25 0.25; fogMin = 0; fogMax = 2500; fogDensity = 0.25; skySphere = textures/game/day2.jpg; skySphereSize = 1; enemyLevel = 2; supplyCrateList = WEP_UZI|WEP_SHOTGUN|WEP_PLASMA_PISTOL|WEP_GRENADE_LAUNCHER; 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; startCutscene = data/cutscenes/scripts/supplyStart; exitToMission = AUTO; }; Objective { id = 1; priority = OBJ_PRIORITY_PRIMARY; description = Have Spark Plug open base water door; status = OBJ_INCOMPLETE; active = 1; }; Objective { id = 3; priority = OBJ_PRIORITY_PRIMARY; description = Teleport in demolition Blob; status = OBJ_INCOMPLETE; active = 1; }; Objective { id = 4; priority = OBJ_PRIORITY_PRIMARY; description = Plant bombs in base foundations; status = OBJ_INCOMPLETE; targetValue = 6; active = 1; completionTrigger = teleportOutSilvester; }; Objective { id = 5; priority = OBJ_PRIORITY_PRIMARY; description = Rescue MIAs; status = OBJ_INCOMPLETE; targetValue = 4; active = 1; }; Objective { id = 6; priority = OBJ_PRIORITY_SECONDARY; description = Find some better protection; status = OBJ_INCOMPLETE; active = 1; }; Objective { id = 7; priority = OBJ_PRIORITY_CONDITION; description = Protect Spark Plug; status = OBJ_INCOMPLETE; active = 1; }; Objective { id = 8; priority = OBJ_PRIORITY_CONDITION; description = Protect Silvester; status = OBJ_INCOMPLETE; active = 0; }; Objective { id = 9; priority = OBJ_PRIORITY_CONDITION; description = Do not allow any MIAs to be killed; status = OBJ_INCOMPLETE; active = 1; }; // ============ Base Access Triggers ================= Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_TELEPORT_BLOB; name = waterDoor1; targetName = Spark Plug; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = waterDoor1; objectiveId = 1; }; // ============ Bridge Triggers ================= Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = bridgeBarrierGen; targetName = bridgeBarrier; }; // ============ MIAs ================= Trigger { active = 1; type = TRIGGER_TYPE_BLOB_RESCUED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = ANY_MIA; objectiveId = 5; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = ANY_MIA; objectiveId = 9; }; // ============ Silvester ================= Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; name = demoSpawner; targetName = demoSpawner; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = demoSpawner; objectiveId = 3; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_OBJECTIVE; name = demoSpawner; objectiveId = 8; }; // ============ Base foundations ================= Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; objectiveId = 4; name = bombFoundation; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_TELEPORT_BLOB; name = teleportOutSilvester; targetName = Silvester; }; // ============ Shield Belt ================= Trigger { active = 1; type = TRIGGER_TYPE_ITEM_PICKED_UP; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = shieldBelt; objectiveId = 6; }; // ============ Conditions ================= Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = Spark Plug; objectiveId = 7; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = Silvester; objectiveId = 8; }; @END@