Mission { missionName = Enemy Base 2 Courtyard; bsp = data/bsp/enemyBase2_1.bsp; music = music/Temple.xm; fogColor = 0.05 0.05 0; fogMin = 1000; fogMax = 3000; fogDensity = 0.25; skySphere = textures/game/overcast.png; skySphereSize = 1; enemySpawnList = NME_GRENADE_BLOB|NME_PISTOL_BLOB|NME_PISTOL_DROID; spawnSize = 0; minSpawnTime = 6000; maxSpawnTime = 9000; supplyCrateList = WEP_UZI|WEP_SHOTGUN|WEP_PLASMA_PISTOL; exitToMission = AUTO; }; // ============ Shield Generators ============ Objective { id = 1; priority = OBJ_PRIORITY_PRIMARY; description = Destroy all Shield Generators; status = OBJ_INCOMPLETE; targetValue = 4; active = 1; completionTrigger = teleportInAnderson; }; // ============ MIAs ============ Objective { id = 2; priority = OBJ_PRIORITY_PRIMARY; description = Rescue MIAs; status = OBJ_INCOMPLETE; targetValue = 12; active = 1; completionTrigger = spawnJailEnemies; }; // ============ All Enemies ============ Objective { id = 3; priority = OBJ_PRIORITY_PRIMARY; description = Destroy all enemies; status = OBJ_INCOMPLETE; targetValue = 1; active = 1; }; // ============ Base Interior ============ Objective { id = 4; priority = OBJ_PRIORITY_PRIMARY; description = Gain access to enemy base interior; status = OBJ_INCOMPLETE; targetValue = 1; active = 1; completionTrigger = teleportOutAnderson; }; // ============ Protect MIAs ============ Objective { id = 5; priority = OBJ_PRIORITY_CONDITION; description = Protect all MIAs; status = OBJ_INCOMPLETE; active = 1; }; // ============ Protect Anderson ============ Objective { id = 6; priority = OBJ_PRIORITY_CONDITION; description = Protect Anderson; status = OBJ_INCOMPLETE; active = 0; }; // ============ Shield Generator 1 ============ Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = shieldGenerator1; objectiveId = 1; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_ENABLE_FEATURE; name = shieldGenerator1; targetName = shieldGenerator1Spawner; }; // ============ Shield Generator 2 ============ Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = shieldGenerator2; objectiveId = 1; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_ENABLE_FEATURE; name = shieldGenerator2; targetName = shieldGenerator2Spawner; }; // ============ Shield Generator 3 ============ Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = shieldGenerator3; objectiveId = 1; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_ENABLE_FEATURE; name = shieldGenerator3; targetName = shieldGenerator3Spawner; }; // ============ Shield Generator 4 ============ Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = shieldGenerator4; objectiveId = 1; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_ENABLE_FEATURE; name = shieldGenerator4; targetName = shieldGenerator4Spawner; }; // ============ MIAs ============ Trigger { active = 1; type = TRIGGER_TYPE_BLOB_RESCUED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = MIA; objectiveId = 2; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = MIA; objectiveId = 5; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; name = spawnJailEnemies; targetName = jailSpawner; }; // ============ Lift Spawner ============ Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; name = walkwayMainLift; targetName = walkwayMainLiftSpawner; }; // ============ All Enemies ============ Trigger { active = 1; type = TRIGGER_TYPE_ALL_ENEMIES_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = ANY_ENEMY; objectiveId = 3; }; // ============ Base Main Door ============ Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = baseMainDoor; objectiveId = 4; }; // ============ Anderson ============ Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_USE_CAMERA; name = teleportInAnderson; targetName = hackerCamera; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; name = hackerCamera; targetName = hackerSpawner; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_OBJECTIVE; name = hackerCamera; objectiveId = 6; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_TELEPORT_BLOB; name = teleportOutAnderson; targetName = Anderson; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = Anderson; objectiveId = 6; }; // ============ Lift Spawner ============ Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; name = walkwayMainLift; targetName = walkwayMainLiftSpawner; }; @END@