Mission { missionName = Training; autoInfo = Welcome to the Training Arena. Make sure you read the information points (Yellow light columns) so you know what to do (Note - You cannot die in this Arena).; bsp = data/bsp/training.bsp; music = music/Dark Club.s3m; fogColor = 0.0 0.0 0.0; fogMin = 1000; fogMax = 1500; fogDensity = 0.35; skySphere = textures/game/overcast.png; exitToMission = TITLE_SCREEN; }; Objective { id = 0; priority = OBJ_PRIORITY_PRIMARY; description = Complete combat training; status = OBJ_INCOMPLETE; targetValue = 30; active = 1; completionTrigger = Enable Exit Trigger; }; Objective { id = 1; priority = OBJ_PRIORITY_SECONDARY; description = Open door to lava passage; status = OBJ_INCOMPLETE; active = 1; }; Objective { id = 2; priority = OBJ_PRIORITY_SECONDARY; description = Complete aiming training; status = OBJ_INCOMPLETE; targetValue = 10; active = 1; completionTrigger = Crate Trigger; }; Objective { id = 3; priority = OBJ_PRIORITY_SECONDARY; description = Complete target training; status = OBJ_INCOMPLETE; targetValue = 10; active = 1; completionTrigger = Combat Room Key Trigger; }; Objective { id = 4; priority = OBJ_PRIORITY_SECONDARY; description = Open door to combat training; status = OBJ_INCOMPLETE; active = 1; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; name = enemySpawnSwitch; targetName = combatTrainingSpawner; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; name = combatTrainingSpawner; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; objectiveId = 0; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = weaponAccessDoor; objectiveId = 1; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = trainingCrate; objectiveId = 2; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = Stupid Blob; objectiveId = 3; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = combatAccessDoor; objectiveId = 4; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; name = Enable Exit Trigger; targetName = trainingExit; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; objectiveId = 1; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_ENABLE_FEATURE; objectiveId = 2; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = Crate Trigger; targetName = crateObjectiveDoor; }; Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_TOGGLE_STRUCTURE; name = Combat Room Key Trigger; targetName = combatRoomKey; }; @END@