CustomItem { name = Cipher #1; model1 = gfx/rw2/cypher1.blend.raw; texture1 = textures/game/gold.png; bbMins = -4 -4 -4; bbMaxs = 4 4 4; customCarriable = 1; }; CustomItem { name = Cipher #2; model1 = gfx/rw2/cypher2.blend.raw; texture1 = textures/game/gold.png; bbMins = -4 -4 -6; bbMaxs = 4 4 6; customCarriable = 1; }; Mission { missionName = Ancient Tomb 5; bsp = data/bsp/ancientTomb2.bsp; music = music/Liquid Crystal.xm; fogColor = 0.05 0.05 0; fogMin = 1000; fogMax = 3000; fogDensity = 0.25; skySphere = textures/game/overcast.png; enemyLevel = 3; // note - This level has a high proportion of Plasma Blobs... enemySpawnList = NME_MACHINEGUN_BLOB|NME_SHOTGUN_BLOB|NME_MACHINEGUN_DROID|NME_GRENADE_BLOB|NME_LIGHT_PLASMA_BLOB|NME_LIGHT_PLASMA_BLOB|NME_LIGHT_PLASMA_BLOB|NME_LIGHT_PLASMA_BLOB|NME_SHOTGUN_DROID|NME_GRENADE_DROID; spawnSize = 6; minSpawnTime = 3500; maxSpawnTime = 4500; exitToMission = AUTO; supplyCrateList = WEP_UZI|WEP_SHOTGUN|WEP_PLASMA_PISTOL; }; Objective { id = 1; priority = OBJ_PRIORITY_PRIMARY; description = Aquire first Cipher; status = OBJ_INCOMPLETE; active = 1; completionTrigger = cipher1Trigger; }; Objective { id = 2; priority = OBJ_PRIORITY_PRIMARY; description = Aquire second Cipher; status = OBJ_INCOMPLETE; active = 2; }; Objective { id = 3; priority = OBJ_PRIORITY_PRIMARY; description = Open door to main Crystal Room; status = OBJ_INCOMPLETE; active = 3; targetValue = 2; completionTrigger = crystalRoomTrigger; }; Objective { id = 4; priority = OBJ_PRIORITY_SECONDARY; description = Aquire more powerful weaponary; status = OBJ_INCOMPLETE; active = 1; }; // ========== Triggers for Cipher #1 ============== Trigger { active = 1; type = TRIGGER_TYPE_ITEM_PICKED_UP; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = Cipher #1; targetName = eastPassage; objectiveId = 1; }; // ========== Triggers for Cipher #2 ============== Trigger { active = 1; type = TRIGGER_TYPE_ITEM_PICKED_UP; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = Cipher #2; targetName = eastPassage; objectiveId = 2; }; // ========== Triggers for mission completion ============== Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = cipherSwitch1; objectiveId = 3; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = cipherSwitch2; objectiveId = 3; }; // =========== Main door trigger ============== Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = crystalRoomTrigger; targetName = secondPartAccess; }; // =========== Plasma Rifle Trigger ============== Trigger { active = 1; type = TRIGGER_TYPE_ITEM_PICKED_UP; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = plasmaRifle; objectiveId = 4; }; @END@