Mission { missionName = Biomech Assimilator Outskirts; bsp = data/bsp/enemyBase3_1.bsp; music = music/Dark.s3m; fogColor = 0.25 0.25 0.25; fogMin = 0; fogMax = 3500; fogDensity = 0.25; skySphere = textures/game/day2.jpg; skySphereSize = 1; enemyLevel = 4; enemySpawnList = NME_PISTOL_BLOB|NME_MACHINEGUN_BLOB|NME_SHOTGUN_BLOB|NME_PISTOL_DROID|NME_MACHINEGUN_DROID|NME_GRENADE_BLOB|NME_LIGHT_PLASMA_BLOB; spawnSize = 5; minSpawnTime = 5500; maxSpawnTime = 6000; exitToMission = AUTO; supplyCrateList = WEP_UZI|WEP_SHOTGUN|WEP_PLASMA_PISTOL|WEP_PLASMA_RIFLE; startCutscene = data/cutscenes/scripts/assimilatorStart; }; Objective { id = 1; priority = OBJ_PRIORITY_PRIMARY; description = Rescue Anderson; status = OBJ_INCOMPLETE; targetValue = 1; active = 1; }; Objective { id = 2; priority = OBJ_PRIORITY_PRIMARY; description = Destroy courtyard shield generators; status = OBJ_INCOMPLETE; targetValue = 4; active = 1; completionTrigger = powerDownCourtyardShield; }; Objective { id = 3; priority = OBJ_PRIORITY_PRIMARY; description = Rescue 18 MIAs; status = OBJ_INCOMPLETE; targetValue = 18; active = 1; }; Objective { id = 4; priority = OBJ_PRIORITY_PRIMARY; description = Hack waste system access control; status = OBJ_INCOMPLETE; targetValue = 4; active = 1; completionTrigger = openLiftShaft; }; Objective { id = 7; priority = OBJ_PRIORITY_SECONDARY; description = Get a new grenade launcher system; status = OBJ_INCOMPLETE; targetValue = 1; active = 1; }; Objective { id = 8; priority = OBJ_PRIORITY_CONDITION; description = Protect Anderson; status = OBJ_INCOMPLETE; targetValue = 1; active = 1; }; Objective { id = 9; priority = OBJ_PRIORITY_CONDITION; description = Do not allow any MIAs to be killed; status = OBJ_INCOMPLETE; targetValue = 1; active = 1; }; // =========== Security Triggers =========== Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = securityPoint; objectiveId = 4; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; name = openLiftShaft; action = TRIGGER_ACTION_USE_CAMERA; targetName = openLiftShaft; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; name = openLiftShaft; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; targetName = liftAccess; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_TELEPORT_BLOB; name = openLiftShaft; targetName = Anderson; }; // =========== Anderson related triggers =========== Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = securityDoor1; objectiveId = 1; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = Anderson; objectiveId = 8; }; // =========== Courtyard Barrier Shield ============ Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = courtyardBarrierGenerator; objectiveId = 2; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = powerDownCourtyardShield; targetName = courtyardBarrierGenerator; }; // =========== Rocket Launcher and Grenade Launcher ==================== Trigger { active = 1; type = TRIGGER_TYPE_ITEM_PICKED_UP; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = finalWeapons; objectiveId = 7; }; // =========== MIAs ==================== Trigger { active = 1; type = TRIGGER_TYPE_BLOB_RESCUED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = ANY_MIA; objectiveId = 3; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = ANY_MIA; objectiveId = 9; }; // =========== Main Base Doors ==================================== Trigger { active = 1; type = TRIGGER_TYPE_MISSION_COMPLETE; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = MISSION_COMPLETE; targetName = mainBaseDoors; }; Trigger { active = 1; type = TRIGGER_TYPE_MISSION_COMPLETE; action = TRIGGER_ACTION_USE_CAMERA; name = MISSION_COMPLETE; targetName = mainBaseDoors; }; @END@