Mission { missionName = BioMech Supply Base; bsp = data/bsp/enemyBase1_2.bsp; music = music/Zenith.s3m; fogColor = 0.25 0.0 0.0; fogMin = 2000; fogMax = 3000; fogDensity = 0.35; 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 = 3000; maxSpawnTime = 4500; exitToMission = AUTO; }; // ============ Objectives ========================== Objective { id = 1; priority = OBJ_PRIORITY_PRIMARY; description = Disable alarm systems; status = OBJ_INCOMPLETE; targetValue = 3; active = 1; completionTrigger = alarmDisabled; }; Objective { id = 2; priority = OBJ_PRIORITY_PRIMARY; description = Teleport in Demolition Blob; status = OBJ_INCOMPLETE; active = 1; }; Objective { id = 3; priority = OBJ_PRIORITY_PRIMARY; description = Plant bombs in main base base structure; status = OBJ_INCOMPLETE; targetValue = 4; active = 1; }; Objective { id = 4; priority = OBJ_PRIORITY_PRIMARY; description = Destroy supply crates; status = OBJ_INCOMPLETE; targetValue = 35; active = 1; }; Objective { id = 5; priority = OBJ_PRIORITY_PRIMARY; description = Destroy sentry guns; status = OBJ_INCOMPLETE; targetValue = 10; active = 1; }; Objective { id = 6; priority = OBJ_PRIORITY_CONDITION; description = Protect Arnie; status = OBJ_INCOMPLETE; active = 0; }; // ============ General =============== Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = bombFoundation; objectiveId = 3; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = supplyCrate; objectiveId = 4; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = sentryGun; objectiveId = 5; }; // ============ Arnie ================= 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 = 2; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_OBJECTIVE; name = demoSpawner; objectiveId = 6; }; // ============ Command Room Trigger ================= Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = commandRoomBarrier; targetName = commandRoomBarrier; }; // ============ Alarm Triggers ================= Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = securitySystem; objectiveId = 1; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = alarmDisabled; targetName = alarmDisabled; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_USE_CAMERA; name = alarmDisabled; targetName = alarmDisabled; }; // ============ Conditions ================= Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = Arnie; objectiveId = 6; }; @END@