Mission { missionName = Biomech Assimilator Dispatch Sector; bsp = data/bsp/enemyBase3_3.bsp; music = music/Temple.xm; fogColor = 0.0 0.0 0.0; 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 = 3; minSpawnTime = 5500; maxSpawnTime = 6000; exitToMission = AUTO; supplyCrateList = WEP_UZI|WEP_SHOTGUN|WEP_PLASMA_PISTOL|WEP_PLASMA_RIFLE; }; Objective { id = 1; priority = OBJ_PRIORITY_PRIMARY; description = Teleport in Spark Plug; status = OBJ_INCOMPLETE; active = 1; }; Objective { id = 2; priority = OBJ_PRIORITY_PRIMARY; description = Teleport in Arnold; status = OBJ_INCOMPLETE; active = 1; }; Objective { id = 3; priority = OBJ_PRIORITY_PRIMARY; description = Gain access to main dispatch yard; status = OBJ_INCOMPLETE; active = 1; }; Objective { id = 4; priority = OBJ_PRIORITY_PRIMARY; description = Set bombs in tank and ammo bay; status = OBJ_INCOMPLETE; active = 1; targetValue = 8; completionTrigger = TeleportOutBlobs; }; Objective { id = 5; priority = OBJ_PRIORITY_PRIMARY; description = Destroy Biomech teleport points; status = OBJ_INCOMPLETE; active = 1; targetValue = 26; }; Objective { id = 6; priority = OBJ_PRIORITY_PRIMARY; description = Escape before the bombs detonate!; status = OBJ_INCOMPLETE; active = 0; }; Objective { id = 7; priority = OBJ_PRIORITY_CONDITION; description = Protect Spark Plug; status = OBJ_INCOMPLETE; active = 1; }; Objective { id = 8; priority = OBJ_PRIORITY_CONDITION; description = Protect Arnold; status = OBJ_INCOMPLETE; active = 1; }; // ================= Spark Plug ================== Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; name = sparkPlugSpawner; targetName = sparkPlugSpawner; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = sparkPlugSpawner; objectiveId = 1; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_OBJECTIVE; name = sparkPlugSpawner; objectiveId = 7; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = Spark Plug; objectiveId = 7; }; // ================= Arnold ================== Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; name = arnoldSpawner; targetName = arnoldSpawner; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = arnoldSpawner; objectiveId = 2; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_OBJECTIVE; name = arnoldSpawner; objectiveId = 8; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = Arnold; objectiveId = 8; }; // =============== Dispatch Yard ================ Trigger { active = 1; type = TRIGGER_TYPE_LOCATION; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = dispatchYard; targetName = dispatchYard; objectiveId = 3; }; // =============== Tank Hanger ================ Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = tankHangerBomb; objectiveId = 4; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_TELEPORT_BLOB; name = TeleportOutBlobs; targetName = Spark Plug; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_COMPLETE_OBJECTIVE; name = TeleportOutBlobs; objectiveId = 7; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_TELEPORT_BLOB; name = TeleportOutBlobs; targetName = Arnold; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_COMPLETE_OBJECTIVE; name = TeleportOutBlobs; objectiveId = 8; }; // =============== Teleporter Room ================ Trigger { active = 1; type = TRIGGER_TYPE_LOCATION; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = teleporterRoomGun1; targetName = teleporterRoomGun1; }; Trigger { active = 1; type = TRIGGER_TYPE_LOCATION; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = teleporterRoomGun2; targetName = teleporterRoomGun2; }; Trigger { active = 1; type = TRIGGER_TYPE_LOCATION; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = teleporterRoomGun3; targetName = teleporterRoomGun3; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = teleporterPowerSystem; objectiveId = 5; }; // =============== Exit Trigger =================== Trigger { active = 1; type = TRIGGER_TYPE_MISSION_COMPLETE; action = TRIGGER_ACTION_ENABLE_OBJECTIVE; name = MISSION_COMPLETE; objectiveId = 6; }; Trigger { active = 1; type = TRIGGER_TYPE_MISSION_COMPLETE; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = MISSION_COMPLETE; targetName = exitDoor; }; Trigger { active = 1; type = TRIGGER_TYPE_MISSION_COMPLETE; action = TRIGGER_ACTION_USE_CAMERA; name = MISSION_COMPLETE; targetName = exitDoor; }; Trigger { active = 1; type = TRIGGER_TYPE_MISSION_COMPLETE; action = TRIGGER_ACTION_TELEPORT_BLOB; name = MISSION_COMPLETE; targetName = Teeka; }; Trigger { active = 1; type = TRIGGER_TYPE_MISSION_COMPLETE; action = TRIGGER_ACTION_START_TIME_LIMIT; name = MISSION_COMPLETE; timeLimit = 120; }; // =============== Real exit trigger =================== Trigger { active = 1; type = TRIGGER_TYPE_LOCATION; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = exitLocation; objectiveId = 6; }; @END@