Mission { missionName = Biomech Assimilator; bsp = data/bsp/desimilator.bsp; music = music/Liquid Crystal.xm; fogColor = 0.05 0.05 0; fogMin = 1000; fogMax = 3000; fogDensity = 0.25; skySphere = textures/game/day2.jpg; skySphereSize = 1; enemyLevel = 3; enemySpawnList = NME_GRENADE_BLOB|NME_MACHINEGUN_BLOB|NME_MACHINEGUN_DROID|NME_GRENADE_BLOB|NME_MACHINEGUN_BLOB|NME_MACHINEGUN_DROID|NME_LIGHT_PLASMA_BLOB; spawnSize = 5; minSpawnTime = 6000; maxSpawnTime = 9000; exitToMission = AUTO; supplyCrateList = WEP_UZI|WEP_SHOTGUN|WEP_PLASMA_PISTOL|WEP_PLASMA_RIFLE; }; // ============ Desimilator ============ Objective { id = 1; priority = OBJ_PRIORITY_PRIMARY; description = Obtain the Desimilator; status = OBJ_INCOMPLETE; targetValue = 1; active = 1; }; // ============ Teletags ============ Objective { id = 2; priority = OBJ_PRIORITY_PRIMARY; description = Obtain 100 Teletags; status = OBJ_INCOMPLETE; targetValue = 34; active = 1; }; // ============ Desimilate ============ Objective { id = 3; priority = OBJ_PRIORITY_PRIMARY; description = Desimilate at least 96%% of the Blobs; status = OBJ_INCOMPLETE; targetValue = 96; active = 1; }; // ============ Rescue ============ Objective { id = 4; priority = OBJ_PRIORITY_PRIMARY; description = Rescue at least 96%% of the Blobs; status = OBJ_INCOMPLETE; targetValue = 96; active = 1; }; // ============ Protect MIAs ============ Objective { id = 5; priority = OBJ_PRIORITY_CONDITION; description = Do not lose more than 4%% of the Blobs; status = OBJ_INCOMPLETE; targetValue = 5; active = 1; }; // ============ Teletags ============ Trigger { active = 1; type = TRIGGER_TYPE_ITEM_PICKED_UP; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = Desimilator; objectiveId = 1; }; // ============ Teletags ============ Trigger { active = 1; type = TRIGGER_TYPE_ITEM_PICKED_UP; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = teletag; objectiveId = 2; }; // ============ Desimilate Blobs ============ Trigger { active = 1; type = TRIGGER_TYPE_ENEMY_DESIMILATED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = ANY_ENEMY; objectiveId = 3; }; // ============ MIAs ============ Trigger { active = 1; type = TRIGGER_TYPE_BLOB_RESCUED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = MIA; objectiveId = 4; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = MIA; objectiveId = 5; }; // ============ Assimilator Defence Guns ============ Trigger { active = 1; type = TRIGGER_TYPE_LOCATION; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = securityGunsLocation; targetName = assimilatorSecurityGuns; }; // ============ Left Wing Shield ============ Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_USE_CAMERA; name = leftWingShieldGenerator; targetName = desimilatorLeftWingCamera; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = desimilatorLeftWingCamera; targetName = desimilatorLeftWingShield; }; // ============ Right Wing Level 2 Defense ============ Trigger { active = 1; type = TRIGGER_TYPE_LOCATION; action = TRIGGER_ACTION_ENABLE_FEATURE; name = rightWingLevel2Location; targetName = rightWingLevel2Spawner; }; // ============ Assimilator Level 1 Spawner ============ Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; name = assimilatorLevel1; targetName = assimilatorLevel1Spawner; }; // ============ Assimilator Level 2 Spawner ============ Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; name = assimilatorLevel2; targetName = assimilatorLevel2Spawner; }; // ============ Assimilator Level 3 Spawner ============ Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; name = assimilatorLevel3; targetName = assimilatorLevel3Spawner; }; // ============ Assimilator Level 4 Spawner ============ Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; name = assimilatorLevel4; targetName = assimilatorLevel4Spawner; }; // ============ Assimilator Level 5 Spawner ============ Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; name = assimilatorLevel5; targetName = assimilatorLevel5Spawner; }; @END@