Mission { missionName = Biomech Tower Courtyard; bsp = data/bsp/biomechTower2.bsp; music = music/Warlord Theme.s3m; fogColor = 0.0 0.0 0.0; fogMin = 1000; fogMax = 5500; fogDensity = 1.0; skySphere = textures/game/starsky2.png; skySphereSize = 10; enemyLevel = 5; itemLimit = 50; exitToMission = AUTO; supplyCrateList = WEP_UZI|WEP_SHOTGUN|WEP_PLASMA_PISTOL|WEP_PLASMA_RIFLE; }; Objective { id = 1; priority = OBJ_PRIORITY_PRIMARY; description = Defeat main courtyard forces; status = OBJ_INCOMPLETE; targetValue = 500; active = 1; completionTrigger = Deactivate Shield; }; Objective { id = 2; priority = OBJ_PRIORITY_PRIMARY; description = Gain access to tower; status = OBJ_INCOMPLETE; active = 1; }; // ============= Defeating Enemies ============= Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = ANY_ENEMY; objectiveId = 1; }; // ========================= Completion Trigger ================ Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_USE_CAMERA; name = Deactivate Shield; targetName = entranceShield; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = entranceShield; targetName = entranceShield; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; name = entranceShield; targetName = entranceShield; }; // ========================= Tower Entrance ================ Trigger { active = 1; type = TRIGGER_TYPE_LOCATION; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = towerEntrance; objectiveId = 2; }; @END@