Mission { missionName = Biomech Tower Perimeter; bsp = data/bsp/bioMechTower1.bsp; music = music/Dark Club.s3m; fogColor = 0.0 0.0 0.0; fogMin = 0; fogMax = 10000; fogDensity = 0.25; skySphere = textures/game/overcast.png; skySphereSize = 1; enemyLevel = 5; exitToMission = AUTO; supplyCrateList = WEP_UZI|WEP_SHOTGUN|WEP_PLASMA_PISTOL|WEP_PLASMA_RIFLE; }; Objective { id = 1; priority = OBJ_PRIORITY_PRIMARY; description = Pass security point #1; status = OBJ_INCOMPLETE; targetValue = 4; active = 1; completionTrigger = PowerDownCheckPoint1; }; Objective { id = 2; priority = OBJ_PRIORITY_PRIMARY; description = Pass security point #2; status = OBJ_INCOMPLETE; active = 1; }; Objective { id = 3; priority = OBJ_PRIORITY_PRIMARY; description = Pass security point #3; status = OBJ_INCOMPLETE; active = 1; }; Objective { id = 4; priority = OBJ_PRIORITY_PRIMARY; description = Pass security point #4; status = OBJ_INCOMPLETE; active = 1; }; Objective { id = 5; priority = OBJ_PRIORITY_PRIMARY; description = Break in to maintenance tunnel; status = OBJ_INCOMPLETE; active = 1; }; // ============== Checkpoint #1 =================== Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = checkpoint1; objectiveId = 1; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = PowerDownCheckPoint1; targetName = checkPoint1EnergyBarrier; }; Trigger { active = 1; type = TRIGGER_TYPE_LOCATION; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = checkpoint#1; objectiveId = 1; }; // ============== Checkpoint #2 =================== Trigger { active = 1; type = TRIGGER_TYPE_LOCATION; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = checkpoint#2; objectiveId = 2; }; // ============== Checkpoint #3 =================== Trigger { active = 1; type = TRIGGER_TYPE_LOCATION; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = checkpoint#3; objectiveId = 3; }; // ============== Checkpoint #4 =================== Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = barrier4Computer; targetName = checkPoint4Barrier; }; Trigger { active = 1; type = TRIGGER_TYPE_LOCATION; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = checkpoint#4; }; Trigger { active = 1; type = TRIGGER_TYPE_LOCATION; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = checkpoint#4; objectiveId = 4; }; // ============== Secret Tunnel =================== Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = secretTunnelAccess; objectiveId = 5; }; @END@