freelancer-hd-edition/DATA/MISSIONS/M10/m10.ini

6597 lines
185 KiB
INI
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2021-07-08 12:21:08 +00:00
[Mission]
npc_ship_file = missions\m10\npcships.ini
[NNObjective]
nickname = NNObj_23810
state = HIDDEN
type = ids, 23810
[NNObjective]
nickname = NNObj_23815
state = HIDDEN
type = navmarker, Ku06, 23815, 23815, 0, 0, 0
[NNObjective]
nickname = NNObj_23820
state = HIDDEN
type = rep_inst, Ku06, 23820, 26820, 7962, 0, 2831, Ku06_to_Bw05_hole
[NNObjective]
nickname = NNObj_23825
state = HIDDEN
type = rep_inst, Ku06, 23825, 23825, 7962, 0, 2831, Ku06_to_Bw05_hole
[NNObjective]
nickname = NNObj_23830
state = HIDDEN
type = navmarker, Bw05, 23830, 26830, -17000, 2500, -7000
[NNObjective]
nickname = NNObj_23832
state = HIDDEN
type = navmarker, Bw05, 23832, 26832, 0, 0, 0
[NNObjective]
nickname = NNObj_23833
state = HIDDEN
type = rep_inst, Bw05, 23833, 26833, -24923, 0, 5355, Bw05_to_Rh01_hole
[NNObjective]
nickname = NNObj_23835
state = HIDDEN
type = rep_inst, Bw05, 23835, 23835, -24923, 0, 5355, Bw05_to_Rh01_hole
[NNObjective]
nickname = NNObj_23840
state = HIDDEN
type = rep_inst, Rh01, 23840, 26840, 31815, 0, 22613, Rh01_Trade_Lane_Ring_50
[NNObjective]
nickname = NNObj_23845
state = HIDDEN
type = rep_inst, Rh01, 23845, 23845, 51956, 0, 9796, Rh01_dock_ring_1
;[NNObjective]
;nickname = NNObj_23850
;state = HIDDEN
;type = navmarker, Rh01, 23850, 23850, 51956, 0, 9796
[NNObjective]
nickname = NNObj_23855_2
state = HIDDEN
type = navmarker, Rh01, 23855, 23855, 51956, 0, 9796
[NNObjective]
nickname = NNObj_23855
state = HIDDEN
type = navmarker, Rh01, 23855, 23855, 52909, 0, 8597
[NNObjective]
nickname = NNObj_23860
state = HIDDEN
type = rep_inst, Rh01, 23860, 26860, 52909, 0, 8597, Rh01_Trade_Lane_Ring_40
[NNObjective]
nickname = NNObj_23865_temp
state = HIDDEN
type = rep_inst, Rh01, 1, 1, 92421, 0, -16577, Rh01_to_Rh04
[NNObjective]
nickname = NNObj_23865
state = HIDDEN
type = rep_inst, Rh01, 23865, 23865, 92421, 0, -16577, Rh01_to_Rh04
[NNObjective]
nickname = NNObj_23870
state = HIDDEN
type = rep_inst, Rh04, 23870, 26870, -77714, 0, 49852, Rh04_Trade_Lane_Ring_1
[NNObjective]
nickname = NNObj_23870_temp
state = HIDDEN
type = rep_inst, Rh04, 23870, 26875, -35766, 0, 30068, Rh04_Trade_Lane_Ring_8
[NNObjective]
nickname = NNObj_23875
state = HIDDEN
type = rep_inst, Rh04, 23875, 1, -8488, 0, -30074, Rh04_01_dock_ring
[NNObjective]
nickname = NNObj_23880_navmarker
state = HIDDEN
type = navmarker, Rh04, 23880, 23880, -302, 0, -42959
[NNObjective]
nickname = NNObj_23880
state = HIDDEN
type = rep_inst, Rh04, 23880, 23880, -302, 0, -42959, Rh04_05
[NNObjective]
nickname = NNObj_23885
state = HIDDEN
type = navmarker, Rh04, 23885, 26885, 0, 0, 0
[NNObjective]
nickname = NNObj_23890
state = HIDDEN
type = rep_inst, Rh04, 23890, 23890, -302, 0, -42959, Rh04_05
[NNObjective]
nickname = NNObj_23895
state = HIDDEN
type = navmarker, Rh04, 23895, 23895, -302, 0, -42959
[NNObjective]
nickname = NNObj_23900
state = HIDDEN
type = navmarker, Rh04, 23900, 23900, -17000, -200, -45500
[NNObjective]
nickname = NNObj_23905
state = HIDDEN
type = navmarker, Rh04, 23905, 26905, -17990, -50, -45490
[NNObjective]
nickname = NNObj_23910
state = HIDDEN
type = navmarker, Rh04, 23910, 26910, -24059, 0, -45620
[NNObjective]
nickname = NNObj_23910b
state = HIDDEN
type = ids, 23910
[NNObjective]
nickname = NNObj_23915
state = HIDDEN
type = navmarker, Rh04, 23915, 26915, -27471, 0, -45935
[NNObjective]
nickname = NNObj_23920
state = HIDDEN
type = navmarker, Rh02, 23920, 26920, 69930, 100, -28590
[NNObjective]
nickname = NNObj_23925
state = HIDDEN
type = navmarker, Rh02, 23925, 26925, 0, 0, 0
[NNObjective]
nickname = NNObj_23930
state = HIDDEN
type = rep_inst, Rh02, 23930, 26930, 69500, 500, -28800, Battleship_Osiris
[NNObjective]
nickname = NNObj_23935_berlin
state = HIDDEN
type = navmarker, Rh01, 23935, 23935, 51956, 0, 9796
[NNObjective]
nickname = B_1
state = HIDDEN
type = navmarker, Rh04, 1, 1, -27471, 0, -45935
;[NNObjective]
;nickname = B_2
;state = HIDDEN
;type = navmarker, Rh04, 1, 1, -27973, 150, -45957
[NNObjective]
nickname = B_3
state = HIDDEN
type = navmarker, Rh04, 1, 1, -28394, 220, -46332
;[NNObjective]
;nickname = B_4
;state = HIDDEN
;type = navmarker, Rh04, 1, 1, -28415, 220, -46823
[NNObjective]
nickname = B_5
state = HIDDEN
type = navmarker, Rh04, 1, 1, -28600, 220, -47293
;[NNObjective]
;nickname = B_6
;state = HIDDEN
;type = navmarker, Rh04, 1, 1, -29079, 160, -47444
[NNObjective]
nickname = B_7
state = HIDDEN
type = navmarker, Rh04, 1, 1, -29673, 60, -47229
;[NNObjective]
;nickname = B_8
;state = HIDDEN
;type = navmarker, Rh04, 1, 1, -29970, -60, -46876
[NNObjective]
nickname = B_9
state = HIDDEN
type = navmarker, Rh04, 1, 1, -30584, 10, -46653
;[NNObjective]
;nickname = B_10
;state = HIDDEN
;type = navmarker, Rh04, 1, 1, -31025, 60, -46812
[NNObjective]
nickname = B_11
state = HIDDEN
type = navmarker, Rh04, 1, 1, -31659, 50, -46716
;[NNObjective]
;nickname = B_12
;state = HIDDEN
;type = navmarker, Rh04, 1, 1, -17990, -50, -45490
[NNObjective]
nickname = B_13
state = HIDDEN
type = navmarker, Rh04, 1, 1, -18491, 80, -45522
[NNObjective]
nickname = B_14
state = HIDDEN
type = navmarker, Rh04, 1, 1, -19023, 10, -45284
[NNObjective]
nickname = B_15
state = HIDDEN
type = navmarker, Rh04, 1, 1, -19629, 130, -45618
[NNObjective]
nickname = B_16
state = HIDDEN
type = navmarker, Rh04, 1, 1, -20332, -150, -45299
;[NNObjective]
;nickname = B_17
;state = HIDDEN
;type = navmarker, Rh04, 1, 1, -21013, 20, -45464
;[NNObjective]
;nickname = B_18
;state = HIDDEN
;type = navmarker, Rh04, 1, 1, -18235, 10, -45548
;[NNObjective]
;nickname = B_19
;state = HIDDEN
;type = navmarker, Rh04, 1, 1, -18738, 50, -45437
;[NNObjective]
;nickname = B_20
;state = HIDDEN
;type = navmarker, Rh04, 1, 1, -19329, 30, -45505
;[NNObjective]
;nickname = B_21
;state = HIDDEN
;type = navmarker, Rh04, 1, 1, -19951, 10, -45421
;[NNObjective]
;nickname = B_22
;state = HIDDEN
;type = navmarker, Rh04, 1, 1, -20688, -60, -45356
[NNObjective]
nickname = B_Jump_Hole
state = HIDDEN
type = rep_inst, Rh04, 23918, 23918, -32167, 0, -46628, Rh04_to_Rh02_holeb
[NNObjective]
nickname = nn_blank
state = HIDDEN
type = ids, 21660
[NPC]
nickname = MSN10_Hakkera
affiliation = fc_bd_grp
npc_ship_arch = MSN10_Hakkera
space_costume = ku_tenji_head_hat, pi_pirate8_body, comm_ku_kym
voice = hakkera
individual_name = 217000
[NPC]
nickname = MSN10_Cobo
affiliation = fc_bd_grp
npc_ship_arch = MSN10_Cobo
space_costume = pl_male8_head_hat, pl_male3_journeyman_body, comm_ku_kym
voice = pilot_c_leg_m01
individual_name = 217001
[NPC]
nickname = MSN10_Blood_Dragon_Ace
affiliation = fc_bd_grp
npc_ship_arch = MSN10_Blood_Dragon_Ace
space_costume = pl_male8_head_hat, ku_male_elite_body
voice = pilot_c_leg_m01
individual_name = 1
[NPC]
nickname = MSN10_Von_Claussen
affiliation = fc_uk_grp
npc_ship_arch = MSN10_Von_Claussen
space_costume = br_brighton_head, rh_deidrich_body, comm_br_darcy
voice = vonclaussn
individual_name = 217002
[NPC]
nickname = MSN10_Fischer
affiliation = co_khc_grp
2021-07-08 12:21:08 +00:00
npc_ship_arch = MSN10_Fischer
space_costume = rh_bartender_head, pl_male1_peasant_body, comm_rh_reichman
voice = fischer
individual_name = 217003
[NPC]
nickname = MSN10_Botzler
affiliation = fc_b_grp
npc_ship_arch = MSN10_Botzler
space_costume = sh_male1_head, pl_male1_peasant_body, comm_br_darcy
voice = botzler
individual_name = 217004
[NPC]
nickname = MSN10_Bundschuh_Ace
affiliation = fc_b_grp
npc_ship_arch = MSN10_Bundschuh_Ace
space_costume = pi_pirate1_head, pi_pirate4_body, comm_br_darcy
voice = pilot_f_leg_m01
individual_name = 1
[NPC]
nickname = MSN10_Nomad_Fighter_Ace
affiliation = rh_n_grp
npc_ship_arch = MSN10_Nomad_Fighter_Ace
individual_name = 217010
[NPC]
nickname = MSN10_Rheinland_Light_Ace
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Light_Ace
voice = pilot_f_mil_m01
individual_name = 1
[NPC]
nickname = MSN10_Rheinland_Light_Difficult
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Light_Difficult
voice = pilot_f_mil_m01
individual_name = 1
[NPC]
nickname = MSN10_Rheinland_Heavy_Ace
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Heavy_Ace
voice = pilot_f_mil_m01
individual_name = 1
[NPC]
nickname = MSN10_Rheinland_Heavy_Ace_Scout
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Heavy_Ace
voice = scout
individual_name = 1
[NPC]
nickname = MSN10_Rheinland_Heavy_Difficult
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Heavy_Difficult
voice = pilot_f_mil_m01
individual_name = 1
[NPC]
nickname = MSN10_Rheinland_Gunboat
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 1
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_New_Berlin_1
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217032
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_New_Berlin_2
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217033
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_New_Berlin_3
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217034
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_New_Berlin_4
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217035
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_New_Berlin_5
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217036
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_New_Berlin_6
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217037
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Frankfurt_to_New_Berlin_1
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217050
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Frankfurt_to_New_Berlin_2
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217051
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Frankfurt_to_New_Berlin_3
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217052
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Frankfurt_to_New_Berlin_4
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217053
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Frankfurt_to_New_Berlin_5
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217054
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Frankfurt_to_New_Berlin_6
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217055
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Frankfurt_to_New_Berlin_7
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217056
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Frankfurt_to_New_Berlin_8
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217057
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Mannheim_Station_1
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217048
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Mannheim_Station_2
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217049
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Mainz_Station_1
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217038
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Mainz_Station_2
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217039
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Mainz_Station_3
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217040
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Mainz_Station_4
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217041
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Mainz_Station_5
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217042
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Mainz_Station_6
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217043
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Mainz_Station_7
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217044
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Mainz_Station_8
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217045
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Mainz_Station_9
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217046
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Mainz_Station_10
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217047
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Experimental_Shipyard_1
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01a
individual_name = 217028
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Experimental_Shipyard_2
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01
individual_name = 217029
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Experimental_Shipyard_3
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m01b
individual_name = 217030
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Gunboat_Experimental_Shipyard_4
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Gunboat
voice = pilot_f_mil_m02
individual_name = 217031
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 1
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_New_Berlin_1
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217066
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_New_Berlin_2
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217067
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_1
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217068
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_2
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217069
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_3
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217070
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_4
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217071
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_5
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217072
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_6
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217073
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_7
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217074
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_8
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217075
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_9
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217076
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_10
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217077
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_11
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217078
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_12
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217079
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_Mannheim_Station_1
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217080
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_Mannheim_Station_2
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217081
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_Mannheim_Station_3
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217082
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_Mainz_Station_1
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217083
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_Mainz_Station_2
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217084
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_Mainz_Station_3
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217085
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_Mainz_Station_4
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217086
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_Experimental_Shipyard_1
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01a
individual_name = 217063
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_Experimental_Shipyard_2
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217064
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_Experimental_Shipyard_3
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m02
individual_name = 217065
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_Sigma_13_1
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217058
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_Sigma_13_2
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01a
individual_name = 217059
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_Sigma_13_3
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m02
individual_name = 217060
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_Sigma_13_4
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01b
individual_name = 217061
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Cruiser_Sigma_13_5
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Cruiser
voice = pilot_f_mil_m01
individual_name = 217062
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
[NPC]
nickname = MSN10_Rheinland_Battleship
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Battleship
voice = pilot_f_mil_m01
individual_name = 1
[NPC]
nickname = MSN10_Battleship_Fenrir
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Battleship
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
voice = pilot_f_mil_m01b
individual_name = 217011
[NPC]
nickname = MSN10_Battleship_Jormungand
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Battleship
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
voice = pilot_f_mil_m02a
individual_name = 217012
[NPC]
nickname = MSN10_Battleship_Loki
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Battleship
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
voice = pilot_f_mil_m02b
individual_name = 217014
[NPC]
nickname = MSN10_Battleship_Geri
affiliation = rh_n_grp
npc_ship_arch = MSN10_Rheinland_Battleship
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
voice = pilot_f_mil_m01
individual_name = 217023
[NPC]
nickname = MSN10_Battleship_Osiris
affiliation = fc_or_grp
npc_ship_arch = MSN10_Battleship_Osiris
space_costume = pl_male4_head, pi_orillion_body
voice = hakkera
individual_name = 217009
[MsnShip]
nickname = hakkera
NPC = MSN10_Hakkera
jumper = true
label = Hakkeras_Formation
label = hakkera
[MsnShip]
nickname = Cobo
NPC = MSN10_Cobo
jumper = true
label = Hakkeras_Formation
label = Cobo
[MsnShip]
nickname = Blood_Dragon_Assault_1
NPC = MSN10_Blood_Dragon_Ace
random_name = true
jumper = true
label = Hakkeras_Formation
label = Blood_Dragon_Assault
[MsnShip]
nickname = Blood_Dragon_Assault_2
NPC = MSN10_Blood_Dragon_Ace
random_name = true
jumper = true
label = Hakkeras_Formation
label = Blood_Dragon_Assault
[MsnShip]
nickname = Blood_Dragon_Assault_3
NPC = MSN10_Blood_Dragon_Ace
random_name = true
jumper = true
label = Hakkeras_Formation
label = Blood_Dragon_Assault
[MsnShip]
nickname = Blood_Dragon_Assault_4
NPC = MSN10_Blood_Dragon_Ace
random_name = true
jumper = true
label = Hakkeras_Formation
label = Blood_Dragon_Assault
[MsnShip]
nickname = Blood_Dragon_Assault_5
NPC = MSN10_Blood_Dragon_Ace
random_name = true
jumper = true
label = Hakkeras_Formation
label = Blood_Dragon_Assault
[MsnFormation]
nickname = Hakkeras_Formation
position = -1092, 488, 348
orientation = -0.2832, 0.0506, 0.943, 0.1671
formation = tight_dragon_formation
ship = hakkera
ship = Cobo
ship = Blood_Dragon_Assault_1
ship = Blood_Dragon_Assault_2
ship = Blood_Dragon_Assault_3
ship = Blood_Dragon_Assault_4
ship = Blood_Dragon_Assault_5
[MsnShip]
nickname = Von_Claussen
NPC = MSN10_Von_Claussen
position = -8800, 0, -29500
orientation = 0, 0, 1, 0
jumper = true
label = Von_Claussen
[MsnShip]
nickname = fischer
NPC = MSN10_Fischer
position = 51381, 23, 8912
orientation = -0.3023, 0.0084, 0.953, 0.0182
jumper = true
label = fischer
[MsnShip]
nickname = sigma_fleet_forward_escort_rh_heavy_1
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_forward_escort
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_forward_escort_rh_heavy_2
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_forward_escort
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_forward_escort_rh_heavy_3
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_forward_escort
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_forward_escort_rh_heavy_4
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_forward_escort
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_forward_escort_rh_heavy_5
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_forward_escort
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_forward_escort_rh_heavy_6
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_forward_escort
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_forward_escort_rh_heavy_7
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_forward_escort
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_rear_escort_rh_light_1
NPC = MSN10_Rheinland_Light_Ace
random_name = true
radius = 0
label = sigma_fleet_rear_escort
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_rear_escort_rh_light_2
NPC = MSN10_Rheinland_Light_Ace
random_name = true
radius = 0
label = sigma_fleet_rear_escort
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_rear_escort_rh_light_3
NPC = MSN10_Rheinland_Light_Ace
random_name = true
radius = 0
label = sigma_fleet_rear_escort
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_rear_escort_rh_light_4
NPC = MSN10_Rheinland_Light_Ace
random_name = true
radius = 0
label = sigma_fleet_rear_escort
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_rear_escort_rh_light_5
NPC = MSN10_Rheinland_Light_Ace
random_name = true
radius = 0
label = sigma_fleet_rear_escort
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_rear_escort_rh_light_6
NPC = MSN10_Rheinland_Light_Ace
random_name = true
radius = 0
label = sigma_fleet_rear_escort
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_rear_escort_rh_light_7
NPC = MSN10_Rheinland_Light_Ace
random_name = true
radius = 0
label = sigma_fleet_rear_escort
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_rear_assault_rh_gunboat_1
NPC = MSN10_Rheinland_Gunboat
random_name = false
radius = 0
label = sigma_fleet_rear_assault
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_rear_assault_rh_gunboat_2
NPC = MSN10_Rheinland_Gunboat
random_name = false
radius = 0
label = sigma_fleet_rear_assault
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_rear_assault_rh_gunboat_3
NPC = MSN10_Rheinland_Gunboat
random_name = false
radius = 0
label = sigma_fleet_rear_assault
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_rear_assault_rh_gunboat_4
NPC = MSN10_Rheinland_Gunboat
random_name = false
radius = 0
label = sigma_fleet_rear_assault
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_forward_assault_rh_cruiser_1
NPC = MSN10_Rheinland_Cruiser_Sigma_13_1
random_name = false
radius = 0
label = sigma_fleet_forward_assault
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_forward_assault_rh_cruiser_2
NPC = MSN10_Rheinland_Cruiser_Sigma_13_2
random_name = false
radius = 0
label = sigma_fleet_forward_assault
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_forward_assault_rh_cruiser_3
NPC = MSN10_Rheinland_Cruiser_Sigma_13_3
random_name = false
radius = 0
label = sigma_fleet_forward_assault
label = sigma_fleet
[MsnFormation]
nickname = sigma_fleet_battleship
position = -17000, 1500, -7000
orientation = 0.9234, 0.0615, 0.3785, -0.0184
formation = fleet_rh_n_battleship
ship = Battleship_Fenrir
ship = Battleship_Jormungand
[MsnFormation]
nickname = sigma_fleet_forward_assault
position = -17000, 1500, -7000
orientation = 0.9234, 0.0615, 0.3785, -0.0184
formation = fleet_rh_n_forward_assault
ship = sigma_fleet_forward_assault_rh_cruiser_1
ship = sigma_fleet_forward_assault_rh_cruiser_2
ship = sigma_fleet_forward_assault_rh_cruiser_3
[MsnFormation]
nickname = sigma_fleet_rear_assault
position = -17000, 1500, -7000
orientation = 0.9234, 0.0615, 0.3785, -0.0184
formation = fleet_rh_n_rear_assault
ship = sigma_fleet_rear_assault_rh_gunboat_1
ship = sigma_fleet_rear_assault_rh_gunboat_2
ship = sigma_fleet_rear_assault_rh_gunboat_3
ship = sigma_fleet_rear_assault_rh_gunboat_4
[MsnFormation]
nickname = sigma_fleet_rear_escort
position = -17000, 1500, -7000
orientation = 0.9234, 0.0615, 0.3785, -0.0184
formation = fleet_rh_n_rear_escort
ship = sigma_fleet_rear_escort_rh_light_1
ship = sigma_fleet_rear_escort_rh_light_2
ship = sigma_fleet_rear_escort_rh_light_3
ship = sigma_fleet_rear_escort_rh_light_4
ship = sigma_fleet_rear_escort_rh_light_5
ship = sigma_fleet_rear_escort_rh_light_6
ship = sigma_fleet_rear_escort_rh_light_7
[MsnFormation]
nickname = sigma_fleet_forward_escort
position = -17000, 1500, -7000
orientation = 0.9234, 0.0615, 0.3785, -0.0184
formation = fleet_rh_n_forward_escort
ship = sigma_fleet_forward_escort_rh_heavy_1
ship = sigma_fleet_forward_escort_rh_heavy_2
ship = sigma_fleet_forward_escort_rh_heavy_3
ship = sigma_fleet_forward_escort_rh_heavy_4
ship = sigma_fleet_forward_escort_rh_heavy_5
ship = sigma_fleet_forward_escort_rh_heavy_6
ship = sigma_fleet_forward_escort_rh_heavy_7
[MsnShip]
nickname = sigma_fleet_interceptor_rh_light_1
NPC = MSN10_Rheinland_Light_Ace
random_name = true
radius = 0
label = sigma_fleet_interceptor
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_interceptor_rh_light_2
NPC = MSN10_Rheinland_Light_Ace
random_name = true
radius = 0
label = sigma_fleet_interceptor
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_interceptor_rh_light_3
NPC = MSN10_Rheinland_Light_Ace
random_name = true
radius = 0
label = sigma_fleet_interceptor
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_interceptor_rh_light_4
NPC = MSN10_Rheinland_Light_Ace
random_name = true
radius = 0
label = sigma_fleet_interceptor
label = sigma_fleet
[MsnShip]
nickname = sigma_fleet_interceptor_rh_light_5
NPC = MSN10_Rheinland_Light_Ace
random_name = true
radius = 0
label = sigma_fleet_interceptor
label = sigma_fleet
[MsnFormation]
nickname = sigma_fleet_interceptor
position = -17000, 2000, -7000
orientation = 0.9234, 0.0615, 0.3785, -0.0184
formation = fighter_rh_n
ship = sigma_fleet_interceptor_rh_light_1
ship = sigma_fleet_interceptor_rh_light_2
ship = sigma_fleet_interceptor_rh_light_3
ship = sigma_fleet_interceptor_rh_light_4
ship = sigma_fleet_interceptor_rh_light_5
[MsnShip]
nickname = reserve_sigma_fleet_forward_escort_rh_heavy_1
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = reserve_sigma_fleet_forward_escort
label = reserve_sigma_fleet
[MsnShip]
nickname = reserve_sigma_fleet_forward_escort_rh_heavy_2
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = reserve_sigma_fleet_forward_escort
label = reserve_sigma_fleet
[MsnShip]
nickname = reserve_sigma_fleet_forward_escort_rh_heavy_3
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = reserve_sigma_fleet_forward_escort
label = reserve_sigma_fleet
[MsnShip]
nickname = reserve_sigma_fleet_forward_escort_rh_heavy_4
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = reserve_sigma_fleet_forward_escort
label = reserve_sigma_fleet
[MsnShip]
nickname = reserve_sigma_fleet_forward_escort_rh_heavy_5
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = reserve_sigma_fleet_forward_escort
label = reserve_sigma_fleet
[MsnShip]
nickname = reserve_sigma_fleet_rear_escort_rh_light_1
NPC = MSN10_Rheinland_Light_Ace
random_name = true
radius = 0
label = reserve_sigma_fleet_rear_escort
label = reserve_sigma_fleet
[MsnShip]
nickname = reserve_sigma_fleet_rear_escort_rh_light_2
NPC = MSN10_Rheinland_Light_Ace
random_name = true
radius = 0
label = reserve_sigma_fleet_rear_escort
label = reserve_sigma_fleet
[MsnShip]
nickname = reserve_sigma_fleet_rear_escort_rh_light_3
NPC = MSN10_Rheinland_Light_Ace
random_name = true
radius = 0
label = reserve_sigma_fleet_rear_escort
label = reserve_sigma_fleet
[MsnShip]
nickname = reserve_sigma_fleet_rear_escort_rh_light_4
NPC = MSN10_Rheinland_Light_Ace
random_name = true
radius = 0
label = reserve_sigma_fleet_rear_escort
label = reserve_sigma_fleet
[MsnShip]
nickname = reserve_sigma_fleet_rear_escort_rh_light_5
NPC = MSN10_Rheinland_Light_Ace
random_name = true
radius = 0
label = reserve_sigma_fleet_rear_escort
label = reserve_sigma_fleet
[MsnShip]
nickname = reserve_sigma_fleet_cruiser_1
NPC = MSN10_Rheinland_Cruiser_Sigma_13_4
random_name = false
radius = 0
label = reserve_sigma_fleet_cruiser
label = reserve_sigma_fleet
[MsnShip]
nickname = reserve_sigma_fleet_cruiser_2
NPC = MSN10_Rheinland_Cruiser_Sigma_13_5
random_name = false
radius = 0
label = reserve_sigma_fleet_cruiser
label = reserve_sigma_fleet
[MsnFormation]
nickname = reserve_sigma_fleet_forward_escort
position = -13814, 1500, -3917
orientation = 0.9238, 0.0459, 0.3796, -0.018
formation = small_fleet_rh_n_forward_escort
ship = reserve_sigma_fleet_forward_escort_rh_heavy_1
ship = reserve_sigma_fleet_forward_escort_rh_heavy_2
ship = reserve_sigma_fleet_forward_escort_rh_heavy_3
ship = reserve_sigma_fleet_forward_escort_rh_heavy_4
ship = reserve_sigma_fleet_forward_escort_rh_heavy_5
[MsnFormation]
nickname = reserve_sigma_fleet_rear_escort
position = -13814, 1500, -3917
orientation = 0.9238, 0.0459, 0.3796, -0.018
formation = small_fleet_rh_n_rear_escort
ship = reserve_sigma_fleet_rear_escort_rh_light_1
ship = reserve_sigma_fleet_rear_escort_rh_light_2
ship = reserve_sigma_fleet_rear_escort_rh_light_3
ship = reserve_sigma_fleet_rear_escort_rh_light_4
ship = reserve_sigma_fleet_rear_escort_rh_light_5
[MsnFormation]
nickname = reserve_sigma_fleet_cruiser
position = -13814, 1500, -3917
orientation = 0.9238, 0.0459, 0.3796, -0.018
formation = small_fleet_rh_n_cruiser
ship = reserve_sigma_fleet_cruiser_1
ship = reserve_sigma_fleet_cruiser_2
[MsnShip]
nickname = Battleship_Fenrir
NPC = MSN10_Battleship_Fenrir
radius = 0
label = sigma_fleet_main_formation
label = sigma_fleet
label = Battleship_Fenrir
label = sigma_fleet_battleship
[MsnShip]
nickname = Battleship_Jormungand
NPC = MSN10_Battleship_Jormungand
radius = 0
label = sigma_fleet_main_formation
label = sigma_fleet
label = Battleship_Jormungand
label = sigma_fleet_battleship
[MsnShip]
nickname = sigma_fleet_main_formation_cruiser_1
NPC = MSN10_Rheinland_Cruiser_Sigma_13_1
radius = 0
label = sigma_fleet_main_formation
label = sigma_fleet
label = sigma_fleet_cruiser
[MsnShip]
nickname = sigma_fleet_main_formation_cruiser_2
NPC = MSN10_Rheinland_Cruiser_Sigma_13_2
radius = 0
label = sigma_fleet_main_formation
label = sigma_fleet
label = sigma_fleet_cruiser
[MsnShip]
nickname = sigma_fleet_main_formation_cruiser_3
NPC = MSN10_Rheinland_Cruiser_Sigma_13_3
radius = 0
label = sigma_fleet_main_formation
label = sigma_fleet
label = sigma_fleet_cruiser
[MsnShip]
nickname = sigma_fleet_main_formation_cruiser_4
NPC = MSN10_Rheinland_Cruiser_Sigma_13_4
radius = 0
label = sigma_fleet_main_formation
label = sigma_fleet
label = sigma_fleet_cruiser
[MsnFormation]
nickname = sigma_fleet_main_formation
position = -17000, 1500, -7000
orientation = 0.9234, 0.0615, 0.3785, -0.0184
formation = fleet_rh_main_formation
ship = Battleship_Fenrir
ship = Battleship_Jormungand
ship = sigma_fleet_main_formation_cruiser_1
ship = sigma_fleet_main_formation_cruiser_2
ship = sigma_fleet_main_formation_cruiser_3
ship = sigma_fleet_main_formation_cruiser_4
[MsnShip]
nickname = sigma_fleet_main_formation_escort_1
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_main_formation_escort
label = sigma_fleet
label = sigma_fleet_main_formation_wing_1
[MsnShip]
nickname = sigma_fleet_main_formation_escort_2
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_main_formation_escort
label = sigma_fleet
label = sigma_fleet_main_formation_wing_1
[MsnShip]
nickname = sigma_fleet_main_formation_escort_3
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_main_formation_escort
label = sigma_fleet
label = sigma_fleet_main_formation_wing_2
[MsnShip]
nickname = sigma_fleet_main_formation_escort_4
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_main_formation_escort
label = sigma_fleet
label = sigma_fleet_main_formation_wing_2
[MsnShip]
nickname = sigma_fleet_main_formation_escort_5
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_main_formation_escort
label = sigma_fleet
label = sigma_fleet_main_formation_wing_3
[MsnShip]
nickname = sigma_fleet_main_formation_escort_6
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_main_formation_escort
label = sigma_fleet
label = sigma_fleet_main_formation_wing_3
[MsnShip]
nickname = sigma_fleet_main_formation_escort_7
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_main_formation_escort
label = sigma_fleet
label = sigma_fleet_main_formation_wing_4
[MsnShip]
nickname = sigma_fleet_main_formation_escort_8
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_main_formation_escort
label = sigma_fleet
label = sigma_fleet_main_formation_wing_4
[MsnFormation]
nickname = sigma_fleet_main_formation_escort
position = -17000, 1500, -7000
orientation = 0.9234, 0.0615, 0.3785, -0.0184
formation = fleet_rh_main_formation_escort
ship = sigma_fleet_main_formation_escort_1
ship = sigma_fleet_main_formation_escort_2
ship = sigma_fleet_main_formation_escort_3
ship = sigma_fleet_main_formation_escort_4
ship = sigma_fleet_main_formation_escort_5
ship = sigma_fleet_main_formation_escort_6
ship = sigma_fleet_main_formation_escort_7
ship = sigma_fleet_main_formation_escort_8
[MsnShip]
nickname = Battleship_Geri
NPC = MSN10_Battleship_Geri
random_name = false
radius = 0
label = sigma_fleet_forward_reserve
label = sigma_fleet
label = sigma_fleet_battleship
[MsnShip]
nickname = sigma_fleet_forward_reserve_escort_1
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_forward_reserve
label = sigma_fleet
label = sigma_fleet_forward_reserve_wing_1
[MsnShip]
nickname = sigma_fleet_forward_reserve_escort_2
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_forward_reserve
label = sigma_fleet
label = sigma_fleet_forward_reserve_wing_1
[MsnShip]
nickname = sigma_fleet_forward_reserve_escort_3
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_forward_reserve
label = sigma_fleet
label = sigma_fleet_forward_reserve_wing_2
[MsnShip]
nickname = sigma_fleet_forward_reserve_escort_4
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_forward_reserve
label = sigma_fleet
label = sigma_fleet_forward_reserve_wing_2
[MsnShip]
nickname = sigma_fleet_forward_reserve_escort_5
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_forward_reserve
label = sigma_fleet
label = sigma_fleet_forward_reserve_wing_3
[MsnShip]
nickname = sigma_fleet_forward_reserve_escort_6
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_forward_reserve
label = sigma_fleet
label = sigma_fleet_forward_reserve_wing_3
[MsnFormation]
nickname = sigma_fleet_forward_reserve
position = -13814, 1500, -3917
orientation = 0.9238, 0.0459, 0.3796, -0.018
formation = fleet_rh_main_reserve
ship = Battleship_Geri
ship = sigma_fleet_forward_reserve_escort_1
ship = sigma_fleet_forward_reserve_escort_2
ship = sigma_fleet_forward_reserve_escort_3
ship = sigma_fleet_forward_reserve_escort_4
ship = sigma_fleet_forward_reserve_escort_5
ship = sigma_fleet_forward_reserve_escort_6
[MsnShip]
nickname = Battleship_Loki
radius = 0
NPC = MSN10_Battleship_Loki
label = sigma_fleet_main_reserve
label = sigma_fleet
label = Battleship_Loki
[MsnShip]
nickname = sigma_fleet_main_reserve_escort_1
NPC = MSN10_Rheinland_Heavy_Ace
random_name = false
radius = 0
label = sigma_fleet_main_reserve
label = sigma_fleet
label = sigma_fleet_main_reserve_wing_1
[MsnShip]
nickname = sigma_fleet_main_reserve_escort_2
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_main_reserve
label = sigma_fleet
label = sigma_fleet_main_reserve_wing_1
[MsnShip]
nickname = sigma_fleet_main_reserve_escort_3
NPC = MSN10_Rheinland_Heavy_Ace
random_name = false
radius = 0
label = sigma_fleet_main_reserve
label = sigma_fleet
label = sigma_fleet_main_reserve_wing_2
[MsnShip]
nickname = sigma_fleet_main_reserve_escort_4
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_main_reserve
label = sigma_fleet
label = sigma_fleet_main_reserve_wing_2
[MsnShip]
nickname = sigma_fleet_main_reserve_escort_5
NPC = MSN10_Rheinland_Heavy_Ace
random_name = false
radius = 0
label = sigma_fleet_main_reserve
label = sigma_fleet
label = sigma_fleet_main_reserve_wing_3
[MsnShip]
nickname = sigma_fleet_main_reserve_escort_6
NPC = MSN10_Rheinland_Heavy_Ace
random_name = true
radius = 0
label = sigma_fleet_main_reserve
label = sigma_fleet
label = sigma_fleet_main_reserve_wing_3
[MsnFormation]
nickname = sigma_fleet_main_reserve
position = -13814, 1000, -3917
orientation = 0.9238, 0.0459, 0.3796, -0.018
formation = fleet_rh_main_reserve
ship = Battleship_Loki
ship = sigma_fleet_main_reserve_escort_1
ship = sigma_fleet_main_reserve_escort_2
ship = sigma_fleet_main_reserve_escort_3
ship = sigma_fleet_main_reserve_escort_4
ship = sigma_fleet_main_reserve_escort_5
ship = sigma_fleet_main_reserve_escort_6
[MsnShip]
nickname = new_berlin_rh_gunboat_1
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_New_Berlin_1
label = new_berlin_fleet
[MsnShip]
nickname = new_berlin_rh_gunboat_2
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_New_Berlin_2
label = new_berlin_fleet
[MsnShip]
nickname = new_berlin_rh_gunboat_3
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_New_Berlin_3
label = new_berlin_fleet
[MsnShip]
nickname = new_berlin_rh_gunboat_4
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_New_Berlin_4
label = new_berlin_fleet
[MsnShip]
nickname = new_berlin_rh_gunboat_5
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_New_Berlin_5
label = new_berlin_fleet
[MsnShip]
nickname = new_berlin_rh_gunboat_6
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_New_Berlin_6
label = new_berlin_fleet
[MsnFormation]
nickname = new_berlin_rh_gunboats
position = 49919, 300, 8852
orientation = 0.5272, -0.0199, -0.8476, -0.0575
formation = gunboat_wall
ship = new_berlin_rh_gunboat_1
ship = new_berlin_rh_gunboat_2
ship = new_berlin_rh_gunboat_3
ship = new_berlin_rh_gunboat_4
ship = new_berlin_rh_gunboat_5
ship = new_berlin_rh_gunboat_6
[MsnShip]
nickname = new_berlin_rh_cruiser_p_1
position = 51600, 400, 9600
orientation = -0.3375, 0.0078, 0.9409, 0.0276
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_New_Berlin_1
label = new_berlin_fleet
[MsnShip]
nickname = new_berlin_rh_cruiser_p_2
position = 51900, 400, 9350
orientation = -0.3375, 0.0078, 0.9409, 0.0276
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_New_Berlin_2
label = new_berlin_fleet
[MsnSolar]
nickname = Battleship_Hel
system = Rh01
loadout = MSN10_Rheinland_Battleship
pilot = MSN10_Rheinland_Battleship
faction = rh_n_grp
archetype = MSN_d_r_battleship
costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
voice = pilot_f_mil_m01
string_id = 217013
position = 52083, 0, 7647
orientation = 0.569, 0.0088, -0.8222, 0.011
radius = 0
label = new_berlin_fleet
label = Battleship_Hel
[MsnShip]
nickname = new_berlin_rh_cruiser_1
radius = 0
NPC = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_1
label = new_berlin_fleet
[MsnShip]
nickname = new_berlin_rh_cruiser_2
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_2
label = new_berlin_fleet
[MsnShip]
nickname = new_berlin_rh_cruiser_3
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_3
label = new_berlin_fleet
[MsnShip]
nickname = new_berlin_rh_cruiser_10
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_10
label = new_berlin_fleet
[MsnShip]
nickname = new_berlin_rh_cruiser_11
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_11
label = new_berlin_fleet
[MsnShip]
nickname = new_berlin_rh_cruiser_12
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_12
label = new_berlin_fleet
[MsnFormation]
nickname = new_berlin_rh_cruisers_1
position = 90735, 100, -16580
orientation = -0.3676, 0, 1, 0
formation = cruiser_wall
ship = new_berlin_rh_cruiser_1
ship = new_berlin_rh_cruiser_2
ship = new_berlin_rh_cruiser_3
ship = new_berlin_rh_cruiser_10
ship = new_berlin_rh_cruiser_11
ship = new_berlin_rh_cruiser_12
[MsnShip]
nickname = new_berlin_rh_cruiser_4
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_4
label = new_berlin_fleet
[MsnShip]
nickname = new_berlin_rh_cruiser_5
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_5
label = new_berlin_fleet
[MsnShip]
nickname = new_berlin_rh_cruiser_6
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_6
label = new_berlin_fleet
[MsnShip]
nickname = new_berlin_rh_cruiser_7
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_7
label = new_berlin_fleet
[MsnShip]
nickname = new_berlin_rh_cruiser_8
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_8
label = new_berlin_fleet
[MsnShip]
nickname = new_berlin_rh_cruiser_9
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_New_Berlin_to_Frankfurt_9
label = new_berlin_fleet
[MsnFormation]
nickname = new_berlin_rh_cruisers_2
position = 91652, 100, -15458
orientation = 1, -0.0213, 0.2092, 0
formation = cruiser_wall
ship = new_berlin_rh_cruiser_4
ship = new_berlin_rh_cruiser_5
ship = new_berlin_rh_cruiser_6
ship = new_berlin_rh_cruiser_7
ship = new_berlin_rh_cruiser_8
ship = new_berlin_rh_cruiser_9
[MsnSolar]
nickname = Battleship_Freya
system = Rh01
loadout = MSN10_Rheinland_Battleship
pilot = MSN10_Rheinland_Battleship
faction = rh_n_grp
archetype = MSN_d_r_battleship
costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
voice = freya
string_id = 217005
position = 92421, 700, -16577
orientation = -0.13, 0, 1, 0
label = berlin_to_franfurt_jumpgate
label = Battleship_Freya
[MsnSolar]
nickname = Battleship_Sleipnir
system = Rh01
loadout = MSN10_Rheinland_Battleship
pilot = MSN10_Rheinland_Battleship
faction = rh_n_grp
archetype = MSN_d_r_battleship
costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
voice = pilot_f_mil_m01
string_id = 217022
position = 92421, -700, -16577
orientation = -0.13, 0, 1, 0
label = berlin_to_franfurt_jumpgate
label = Battleship_Sleipnir
[MsnShip]
nickname = frankfurt_rh_gunboat_1
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Frankfurt_to_New_Berlin_1
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_gunboat_2
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Frankfurt_to_New_Berlin_2
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_gunboat_3
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Frankfurt_to_New_Berlin_3
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_gunboat_4
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Frankfurt_to_New_Berlin_4
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_gunboat_5
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Frankfurt_to_New_Berlin_5
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_gunboat_6
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Frankfurt_to_New_Berlin_6
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_gunboat_7
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Frankfurt_to_New_Berlin_7
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_gunboat_8
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Frankfurt_to_New_Berlin_8
label = frankfurt_fleet
[MsnFormation]
nickname = frankfurt_rh_gunboats
position = -77936, 250, 50561
orientation = 0.8821, 0.0186, 0.5, 0
formation = gunboat_wall
ship = frankfurt_rh_gunboat_1
ship = frankfurt_rh_gunboat_2
ship = frankfurt_rh_gunboat_3
ship = frankfurt_rh_gunboat_4
ship = frankfurt_rh_gunboat_5
ship = frankfurt_rh_gunboat_6
ship = frankfurt_rh_gunboat_7
ship = frankfurt_rh_gunboat_8
[MsnShip]
nickname = frankfurt_rh_cruiser_1
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_Mannheim_Station_1
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_cruiser_2
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_Mannheim_Station_2
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_cruiser_3
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_Mannheim_Station_3
label = frankfurt_fleet
[MsnFormation]
nickname = frankfurt_rh_cruisers
position = -36612, 300, 30297
orientation = -0.3859, 0.0353, 0.9193, 0.0684
formation = cruiser_wall
ship = frankfurt_rh_cruiser_1
ship = frankfurt_rh_cruiser_2
ship = frankfurt_rh_cruiser_3
[MsnShip]
nickname = frankfurt_rh_cruiser_5
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_Mainz_Station_1
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_cruiser_6
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_Mainz_Station_2
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_cruiser_7
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_Mainz_Station_3
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_gunboat_9
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Mainz_Station_1
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_gunboat_10
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Mainz_Station_2
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_gunboat_11
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Mainz_Station_3
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_cruiser_8
random_name = false
radius = 0
NPC = MSN10_Rheinland_Cruiser_Mainz_Station_4
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_gunboat_12
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Mainz_Station_4
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_gunboat_13
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Mainz_Station_5
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_gunboat_14
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Mainz_Station_6
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_gunboat_15
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Mainz_Station_7
label = frankfurt_fleet
[MsnShip]
nickname = frankfurt_rh_gunboat_16
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Mainz_Station_8
label = frankfurt_fleet
[MsnFormation]
nickname = frankfurt_rh_gunboat_and_cruiser
position = -15326, 300, -26497
orientation = 1, 0, 0.35, 0
formation = cruiser_wall
ship = frankfurt_rh_cruiser_5
ship = frankfurt_rh_cruiser_6
ship = frankfurt_rh_cruiser_7
ship = frankfurt_rh_gunboat_9
ship = frankfurt_rh_gunboat_10
ship = frankfurt_rh_gunboat_11
ship = frankfurt_rh_cruiser_8
ship = frankfurt_rh_gunboat_12
ship = frankfurt_rh_gunboat_13
ship = frankfurt_rh_gunboat_14
ship = frankfurt_rh_gunboat_15
ship = frankfurt_rh_gunboat_16
[MsnSolar]
nickname = Battleship_Thor
system = Rh04
loadout = MSN10_Rheinland_Battleship
pilot = MSN10_Rheinland_Battleship
faction = rh_n_grp
archetype = MSN_d_r_battleship
costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
voice = pilot_f_mil_m01
string_id = 217015
position = -78598, 143, 50964
orientation = 0.4914, -0.0141, 0.8704, 0.0267
radius = 0
label = frankfurt_battleships
[MsnSolar]
nickname = Battleship_Njord
system = Rh04
loadout = MSN10_Rheinland_Battleship
pilot = MSN10_Rheinland_Battleship
faction = rh_n_grp
archetype = MSN_d_r_battleship
costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
voice = pilot_f_mil_m01
string_id = 217016
position = -78602, 120, 49615
orientation = 0.5802, -0.0287, 0.8132, 0.0357
radius = 0
label = frankfurt_battleships
[MsnSolar]
nickname = Battleship_Ran
system = Rh04
loadout = MSN10_Rheinland_Battleship
pilot = MSN10_Rheinland_Battleship
faction = rh_n_grp
archetype = MSN_d_r_battleship
costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
voice = pilot_f_mil_m01
string_id = 217017
position = -35784, 325, 31087
orientation = 0.9301, -0.0158, -0.367, -0.0086
radius = 0
label = frankfurt_battleships
[MsnSolar]
nickname = Battleship_Tyr
system = Rh04
loadout = MSN10_Rheinland_Battleship
pilot = MSN10_Rheinland_Battleship
faction = rh_n_grp
archetype = MSN_d_r_battleship
costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
voice = pilot_f_mil_m01
string_id = 217018
position = -36612, -250, 30297
orientation = 0.3795, -0.0006, 0.9252, 0.0066
radius = 0
label = frankfurt_battleships
[MsnSolar]
nickname = Battleship_Aegir
system = Rh04
loadout = MSN10_Rheinland_Battleship
pilot = MSN10_Rheinland_Battleship
faction = rh_n_grp
archetype = MSN_d_r_battleship
costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
voice = pilot_f_mil_m01
string_id = 217019
position = -16112, 62, -27970
orientation = 0.6096, -0.0054, -0.7927, -0.0056
radius = 0
label = frankfurt_battleships
[MsnSolar]
nickname = Battleship_Balder
system = Rh04
loadout = MSN10_Rheinland_Battleship
pilot = MSN10_Rheinland_Battleship
faction = rh_n_grp
archetype = MSN_d_r_battleship
costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
voice = pilot_f_mil_m01
string_id = 217020
position = -17525, 0, -26662
orientation = 0.8896, -0.0163, -0.4563, -0.0111
radius = 0
label = frankfurt_battleships
[MsnShip]
nickname = mannheim_rh_gunboat_1
position = -35548, -130, 30889
orientation = 0.9203, -0.0196, 0.3906, 0.0115
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Mannheim_Station_1
label = mannheim_station
label = frankfurt_fleet
[MsnShip]
nickname = mannheim_rh_gunboat_2
position = -35896, -133, 31249
orientation = 0.9203, -0.0196, 0.3906, 0.0115
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Mannheim_Station_2
label = mannheim_station
label = frankfurt_fleet
[MsnShip]
nickname = mainz_rh_gunboat_1
position = -16629, 266, -27915
orientation = -0.3788, 0.0417, 0.9196, 0.0951
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Mainz_Station_9
label = mainz_station
label = frankfurt_fleet
[MsnShip]
nickname = mainz_rh_gunboat_2
position = -16754, 88, -27408
orientation = -0.4821, 0.0224, 0.8751, 0.0365
random_name = false
radius = 0
NPC = MSN10_Rheinland_Gunboat_Mainz_Station_10
label = mainz_station
label = frankfurt_fleet
[MsnShip]
nickname = bundschuh_interceptor_bw_light_1
random_name = true
NPC = MSN10_Bundschuh_Ace
jumper = false
label = bundschuh_interceptors
[MsnShip]
nickname = bundschuh_interceptor_bw_light_2
random_name = true
NPC = MSN10_Bundschuh_Ace
jumper = false
label = bundschuh_interceptors
[MsnShip]
nickname = bundschuh_interceptor_bw_light_3
random_name = true
NPC = MSN10_Bundschuh_Ace
jumper = false
label = bundschuh_interceptors
[MsnShip]
nickname = bundschuh_interceptor_bw_light_4
random_name = true
NPC = MSN10_Bundschuh_Ace
jumper = false
label = bundschuh_interceptors
[MsnShip]
nickname = bundschuh_interceptor_bw_light_5
random_name = true
NPC = MSN10_Bundschuh_Ace
jumper = false
label = bundschuh_interceptors
[MsnFormation]
nickname = bundschuh_interceptors
position = -110, 27, -42728
orientation = 0, 0, 1, 0
formation = fighter_basic
ship = bundschuh_interceptor_bw_light_1
ship = bundschuh_interceptor_bw_light_2
ship = bundschuh_interceptor_bw_light_3
ship = bundschuh_interceptor_bw_light_4
ship = bundschuh_interceptor_bw_light_5
[MsnShip]
nickname = bruschal_assault_force_rh_heavy_1
random_name = true
NPC = MSN10_Rheinland_Heavy_Ace
label = bruschal_assault_force
[MsnShip]
nickname = bruschal_assault_force_rh_heavy_2
random_name = true
NPC = MSN10_Rheinland_Heavy_Ace
label = bruschal_assault_force
[MsnShip]
nickname = bruschal_assault_force_rh_heavy_3
random_name = true
NPC = MSN10_Rheinland_Heavy_Ace
label = bruschal_assault_force
[MsnShip]
nickname = bruschal_assault_force_rh_heavy_4
random_name = true
NPC = MSN10_Rheinland_Heavy_Ace
label = bruschal_assault_force
[MsnShip]
nickname = bruschal_assault_force_rh_heavy_5
random_name = true
NPC = MSN10_Rheinland_Heavy_Ace
label = bruschal_assault_force
[MsnFormation]
nickname = bruschal_assault_force
position = 3123, 288, -41852
orientation = 0, 0, 1, 0
formation = fighter_rh_n
ship = bruschal_assault_force_rh_heavy_1
ship = bruschal_assault_force_rh_heavy_2
ship = bruschal_assault_force_rh_heavy_3
ship = bruschal_assault_force_rh_heavy_4
ship = bruschal_assault_force_rh_heavy_5
[MsnShip]
nickname = bruschal_assault_force_reinforcements_rh_heavy_1
random_name = true
NPC = MSN10_Rheinland_Heavy_Ace
label = bruschal_assault_force
[MsnShip]
nickname = bruschal_assault_force_reinforcements_rh_heavy_2
random_name = true
NPC = MSN10_Rheinland_Heavy_Ace
label = bruschal_assault_force
[MsnShip]
nickname = bruschal_assault_force_reinforcements_rh_heavy_3
random_name = true
NPC = MSN10_Rheinland_Heavy_Ace
label = bruschal_assault_force
[MsnShip]
nickname = bruschal_assault_force_reinforcements_rh_heavy_4
random_name = true
NPC = MSN10_Rheinland_Heavy_Ace
label = bruschal_assault_force
[MsnShip]
nickname = bruschal_assault_force_reinforcements_rh_heavy_5
random_name = true
NPC = MSN10_Rheinland_Heavy_Ace
label = bruschal_assault_force
[MsnFormation]
nickname = bruschal_assault_force_reinforcements
position = 3123, 288, -41852
orientation = 0, 0, 1, 0
formation = fighter_rh_n
ship = bruschal_assault_force_reinforcements_rh_heavy_1
ship = bruschal_assault_force_reinforcements_rh_heavy_2
ship = bruschal_assault_force_reinforcements_rh_heavy_3
ship = bruschal_assault_force_reinforcements_rh_heavy_4
ship = bruschal_assault_force_reinforcements_rh_heavy_5
[MsnShip]
nickname = rh_forward_scout_rh_heavy_1
random_name = true
NPC = MSN10_Rheinland_Heavy_Ace_Scout
label = rh_forward_scout
[MsnShip]
nickname = rh_forward_scout_rh_heavy_2
random_name = true
NPC = MSN10_Rheinland_Heavy_Ace
label = rh_forward_scout
[MsnShip]
nickname = rh_forward_scout_rh_heavy_3
random_name = true
NPC = MSN10_Rheinland_Heavy_Ace
label = rh_forward_scout
[MsnFormation]
nickname = rh_forward_scout
position = -7154, 0, -45414
orientation = 0, 0, 1, 0
formation = fighter_rh_n
ship = rh_forward_scout_rh_heavy_1
ship = rh_forward_scout_rh_heavy_2
ship = rh_forward_scout_rh_heavy_3
[MsnShip]
nickname = botzler
NPC = MSN10_Botzler
jumper = true
label = botzler
[MsnShip]
nickname = botzlers_wing_bw_light_1
random_name = true
NPC = MSN10_Bundschuh_Ace
jumper = true
label = botzlers_wing
label = kamikaze_trigger
label = station_exploded_7
label = station_exploded_3
label = station_exploded_4
label = station_exploded_9
label = station_exploded_5
label = station_exploded_6
[MsnShip]
nickname = botzlers_wing_bw_light_2
random_name = true
NPC = MSN10_Bundschuh_Ace
jumper = true
label = botzlers_wing
label = kamikaze_trigger
label = station_exploded_7
label = station_exploded_3
label = station_exploded_4
label = station_exploded_9
label = station_exploded_5
label = station_exploded_6
[MsnShip]
nickname = botzlers_wing_bw_light_3
random_name = true
NPC = MSN10_Bundschuh_Ace
jumper = true
label = botzlers_wing
label = kamikaze_trigger
label = station_exploded_7
label = station_exploded_3
label = station_exploded_4
label = station_exploded_9
label = station_exploded_5
label = station_exploded_6
[MsnShip]
nickname = botzlers_wing_bw_light_4
random_name = true
NPC = MSN10_Bundschuh_Ace
jumper = true
label = botzlers_wing
label = kamikaze_trigger
label = station_exploded_7
label = station_exploded_3
label = station_exploded_4
label = station_exploded_9
label = station_exploded_5
label = station_exploded_6
[MsnShip]
nickname = botzlers_wing_bw_light_5
random_name = true
NPC = MSN10_Bundschuh_Ace
jumper = true
label = botzlers_wing
label = kamikaze_trigger
label = station_exploded_7
label = station_exploded_3
label = station_exploded_4
label = station_exploded_9
label = station_exploded_5
label = station_exploded_6
[MsnFormation]
nickname = botzlers_wing
position = -16760, -70, -45417
orientation = 0.731, -0.0047, 0.6824, 0.0046
formation = fighter_basic
ship = botzlers_wing_bw_light_1
ship = botzlers_wing_bw_light_2
ship = botzlers_wing_bw_light_3
ship = botzlers_wing_bw_light_4
ship = botzlers_wing_bw_light_5
[MsnShip]
nickname = secret_base_interceptor_rh_light_1
random_name = true
NPC = MSN10_Rheinland_Heavy_Ace
label = secret_base_interceptor_1
label = secret_base_interceptor
[MsnShip]
nickname = secret_base_interceptor_rh_light_2
random_name = true
NPC = MSN10_Rheinland_Light_Difficult
label = secret_base_interceptor_1
label = secret_base_interceptor
[MsnShip]
nickname = secret_base_interceptor_rh_light_3
random_name = true
NPC = MSN10_Rheinland_Light_Difficult
label = secret_base_interceptor_1
label = secret_base_interceptor
[MsnFormation]
nickname = secret_base_interceptor_1
position = -22023, 100, -45781
orientation = 0, 0, 1, 0
formation = fighter_rh_n
ship = secret_base_interceptor_rh_light_1
ship = secret_base_interceptor_rh_light_2
ship = secret_base_interceptor_rh_light_3
[MsnShip]
nickname = secret_base_interceptor_rh_light_4
random_name = true
NPC = MSN10_Rheinland_Heavy_Ace
label = secret_base_interceptor_2
label = secret_base_interceptor
[MsnShip]
nickname = secret_base_interceptor_rh_light_5
random_name = true
NPC = MSN10_Rheinland_Light_Difficult
label = secret_base_interceptor_2
label = secret_base_interceptor
[MsnShip]
nickname = secret_base_interceptor_rh_light_6
random_name = true
NPC = MSN10_Rheinland_Light_Difficult
label = secret_base_interceptor_2
label = secret_base_interceptor
[MsnFormation]
nickname = secret_base_interceptor_2
position = -22023, 100, -45681
orientation = 0, 0, 1, 0
formation = fighter_rh_n
ship = secret_base_interceptor_rh_light_4
ship = secret_base_interceptor_rh_light_5
ship = secret_base_interceptor_rh_light_6
[MsnShip]
nickname = secret_base_interceptor_rh_light_7
random_name = true
NPC = MSN10_Rheinland_Heavy_Ace
label = secret_base_interceptor_3
label = secret_base_interceptor
[MsnShip]
nickname = secret_base_interceptor_rh_light_8
random_name = true
NPC = MSN10_Rheinland_Light_Difficult
label = secret_base_interceptor_3
label = secret_base_interceptor
[MsnShip]
nickname = secret_base_interceptor_rh_light_9
random_name = true
NPC = MSN10_Rheinland_Light_Difficult
label = secret_base_interceptor_3
label = secret_base_interceptor
[MsnFormation]
nickname = secret_base_interceptor_3
position = -22123, 100, -45781
orientation = 0, 0, 1, 0
formation = fighter_rh_n
ship = secret_base_interceptor_rh_light_7
ship = secret_base_interceptor_rh_light_8
ship = secret_base_interceptor_rh_light_9
[MsnShip]
nickname = secret_base_interceptor_rh_light_10
random_name = true
NPC = MSN10_Rheinland_Heavy_Ace
label = secret_base_interceptor_4
label = secret_base_interceptor
[MsnShip]
nickname = secret_base_interceptor_rh_light_11
random_name = true
NPC = MSN10_Rheinland_Light_Difficult
label = secret_base_interceptor_4
label = secret_base_interceptor
[MsnShip]
nickname = secret_base_interceptor_rh_light_12
random_name = true
NPC = MSN10_Rheinland_Light_Difficult
label = secret_base_interceptor_4
label = secret_base_interceptor
[MsnFormation]
nickname = secret_base_interceptor_4
position = -22023, 200, -45781
orientation = 0, 0, 1, 0
formation = fighter_rh_n
ship = secret_base_interceptor_rh_light_10
ship = secret_base_interceptor_rh_light_11
ship = secret_base_interceptor_rh_light_12
;[MsnShip]
;nickname = secret_base_rh_gunboat
;position = -25609, -143, -46567
;orientation = 0.926, -0.0194, 0.3709, 0.0027
;radius = 0
;NPC = MSN10_Rheinland_Gunboat
;label = secret_base_gunboat
;label = secret_base_interceptor
[MsnShip]
nickname = secret_fleet_forward_escort_rh_heavy_1
NPC = MSN10_Nomad_Fighter_Ace
radius = 0
label = secret_fleet_forward_escort
label = secret_fleet
[MsnShip]
nickname = secret_fleet_forward_escort_rh_heavy_2
NPC = MSN10_Nomad_Fighter_Ace
radius = 0
label = secret_fleet_forward_escort
label = secret_fleet
[MsnShip]
nickname = secret_fleet_forward_escort_rh_heavy_3
NPC = MSN10_Nomad_Fighter_Ace
radius = 0
label = secret_fleet_forward_escort
label = secret_fleet
[MsnShip]
nickname = secret_fleet_forward_escort_rh_heavy_4
NPC = MSN10_Nomad_Fighter_Ace
radius = 0
label = secret_fleet_forward_escort
label = secret_fleet
[MsnShip]
nickname = secret_fleet_forward_escort_rh_heavy_5
NPC = MSN10_Nomad_Fighter_Ace
radius = 0
label = secret_fleet_forward_escort
label = secret_fleet
[MsnShip]
nickname = secret_fleet_forward_escort_rh_heavy_6
NPC = MSN10_Nomad_Fighter_Ace
radius = 0
label = secret_fleet_forward_escort
label = secret_fleet
[MsnShip]
nickname = secret_fleet_forward_escort_rh_heavy_7
NPC = MSN10_Nomad_Fighter_Ace
radius = 0
label = secret_fleet_forward_escort
label = secret_fleet
[MsnShip]
nickname = secret_fleet_rear_escort_rh_light_1
NPC = MSN10_Nomad_Fighter_Ace
radius = 0
label = secret_fleet_rear_escort
label = secret_fleet
[MsnShip]
nickname = secret_fleet_rear_escort_rh_light_2
NPC = MSN10_Nomad_Fighter_Ace
radius = 0
label = secret_fleet_rear_escort
label = secret_fleet
[MsnShip]
nickname = secret_fleet_rear_escort_rh_light_3
NPC = MSN10_Nomad_Fighter_Ace
radius = 0
label = secret_fleet_rear_escort
label = secret_fleet
[MsnShip]
nickname = secret_fleet_rear_escort_rh_light_4
NPC = MSN10_Nomad_Fighter_Ace
radius = 0
label = secret_fleet_rear_escort
label = secret_fleet
[MsnShip]
nickname = secret_fleet_rear_escort_rh_light_5
NPC = MSN10_Nomad_Fighter_Ace
radius = 0
label = secret_fleet_rear_escort
label = secret_fleet
[MsnShip]
nickname = secret_fleet_rear_escort_rh_light_6
NPC = MSN10_Nomad_Fighter_Ace
radius = 0
label = secret_fleet_rear_escort
label = secret_fleet
[MsnShip]
nickname = secret_fleet_rear_escort_rh_light_7
NPC = MSN10_Nomad_Fighter_Ace
radius = 0
label = secret_fleet_rear_escort
label = secret_fleet
[MsnShip]
nickname = secret_fleet_rear_assault_rh_gunboat_1
position = -23059, -500, -47620
orientation = 0.75, 0, -0.75, 0
random_name = false
NPC = MSN10_Rheinland_Gunboat_Experimental_Shipyard_1
radius = 0
label = secret_fleet_rear_assault
label = kamikaze_trigger
label = secret_fleet
[MsnShip]
nickname = secret_fleet_rear_assault_rh_gunboat_2
position = -25059, -500, -47620
orientation = 0.75, 0, -0.75, 0
NPC = MSN10_Rheinland_Gunboat_Experimental_Shipyard_2
radius = 0
label = secret_fleet_rear_assault
label = secret_fleet
[MsnShip]
nickname = secret_fleet_rear_assault_rh_gunboat_3
position = -23059, -500, -43620
orientation = 0.75, 0, -0.75, 0
random_name = false
NPC = MSN10_Rheinland_Gunboat_Experimental_Shipyard_3
radius = 0
label = secret_fleet_rear_assault
label = secret_fleet
[MsnShip]
nickname = secret_fleet_rear_assault_rh_gunboat_4
position = -25059, -500, -43620
orientation = 0.75, 0, -0.75, 0
random_name = false
NPC = MSN10_Rheinland_Gunboat_Experimental_Shipyard_4
radius = 0
label = secret_fleet_rear_assault
label = secret_fleet
[MsnShip]
nickname = secret_fleet_forward_assault_rh_cruiser_1
position = -23059, 0, -45620
orientation = 1, 0, 0, 0
random_name = false
NPC = MSN10_Rheinland_Cruiser_Experimental_Shipyard_1
radius = 0
label = secret_fleet_forward_assault
label = secret_fleet
[MsnShip]
nickname = secret_fleet_forward_assault_rh_cruiser_2
position = -24059, 500, -45620
orientation = 1, 0, 0, 0
random_name = false
NPC = MSN10_Rheinland_Cruiser_Experimental_Shipyard_2
radius = 0
label = secret_fleet_forward_assault
label = secret_fleet
[MsnShip]
nickname = secret_fleet_forward_assault_rh_cruiser_3
position = -25059, 0, -45620
orientation = 1, 0, 0, 0
random_name = false
NPC = MSN10_Rheinland_Cruiser_Experimental_Shipyard_3
radius = 0
label = secret_fleet_forward_assault
label = secret_fleet
[MsnSolar]
nickname = Battleship_Urth
system = Rh04
loadout = MSN10_Rheinland_Battleship
pilot = MSN10_Rheinland_Battleship
faction = rh_n_grp
archetype = MSN_d_r_battleship
costume = rh_captain_head, pl_male3_peasant_body
voice = pilot_f_mil_m01
string_id = 217006
position = -24059, 500, -47620
orientation = 0.75, 0, -0.75, 0
radius = 0
label = secret_fleet_battleship
label = secret_fleet
label = Battleship_Urth
[MsnSolar]
nickname = Battleship_Verthandi
system = Rh04
loadout = MSN10_Rheinland_Battleship
pilot = MSN10_Rheinland_Battleship
faction = rh_n_grp
archetype = MSN_d_r_battleship
costume = rh_captain_head, pl_male3_peasant_body
voice = pilot_f_mil_m01a
string_id = 217007
position = -24059, -500, -45620
orientation = 1, 0, 0, 0
label = secret_fleet_battleship
label = secret_fleet
label = Battleship_Verthandi
[MsnSolar]
nickname = Battleship_Skuld
system = Rh04
loadout = MSN10_Rheinland_Battleship
pilot = MSN10_Rheinland_Battleship
faction = rh_n_grp
archetype = MSN_d_r_battleship
costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
voice = pilot_f_mil_m02
string_id = 217008
position = -24059, 500, -43620
orientation = 0.75, 0, -0.75, 0
radius = 0
label = secret_fleet_battleship
label = secret_fleet
label = Battleship_Skuld
[MsnFormation]
nickname = secret_fleet_rear_escort
position = -23441, 1300, -45939
orientation = 0.9163, 0.02898, 0.3993, -0.0078
formation = fleet_rh_n_rear_escort
ship = secret_fleet_rear_escort_rh_light_1
ship = secret_fleet_rear_escort_rh_light_2
ship = secret_fleet_rear_escort_rh_light_3
ship = secret_fleet_rear_escort_rh_light_4
ship = secret_fleet_rear_escort_rh_light_5
ship = secret_fleet_rear_escort_rh_light_6
ship = secret_fleet_rear_escort_rh_light_7
[MsnFormation]
nickname = secret_fleet_forward_escort
position = -23441, 300, -45939
orientation = 0.9163, 0.02898, 0.3993, -0.0078
formation = fleet_rh_n_forward_escort
ship = secret_fleet_forward_escort_rh_heavy_1
ship = secret_fleet_forward_escort_rh_heavy_2
ship = secret_fleet_forward_escort_rh_heavy_3
ship = secret_fleet_forward_escort_rh_heavy_4
ship = secret_fleet_forward_escort_rh_heavy_5
ship = secret_fleet_forward_escort_rh_heavy_6
ship = secret_fleet_forward_escort_rh_heavy_7
;[MsnSolar]
;nickname = Experimental_Ship_Yard_1
;system = Rh04
;position = -24059, 0, -45620
;orientation = 1, 0, 0, 0
;radius = 0
;string_id = 217010
;faction = rh_n_grp
;archetype = MSN10_shipyard
;loadout = shipyard
;label = Experimental_Ship_Yard
;[MsnSolar]
;nickname = Experimental_Ship_Yard_2
;system = Rh04
;position = -23059, 0, -45620
;orientation = 0, 1, 0, 0
;radius = 0
;string_id = 217010
;faction = rh_n_grp
;archetype = MSN10_shipyard
;loadout = shipyard
;label = Experimental_Ship_Yard
[MsnSolar]
nickname = Experimental_Ship_Yard_3
system = Rh04
position = -24059, 0, -43620
orientation = 1, 0, 0, 0
radius = 0
string_id = 217010
faction = rh_n_grp
archetype = MSN10_shipyard
loadout = shipyard
label = Experimental_Ship_Yard
[MsnSolar]
nickname = Experimental_Ship_Yard_4
system = Rh04
position = -23059, 0, -43620
orientation = 1, 0, 0, 0
radius = 0
string_id = 217010
faction = rh_n_grp
archetype = MSN10_shipyard
loadout = shipyard
label = Experimental_Ship_Yard
[MsnSolar]
nickname = Experimental_Ship_Yard_5
system = Rh04
position = -24059, 0, -47620
orientation = 0, 1, 0, 0
radius = 0
string_id = 217010
faction = rh_n_grp
archetype = MSN10_shipyard
loadout = shipyard
label = Experimental_Ship_Yard
[MsnSolar]
nickname = Experimental_Ship_Yard_6
system = Rh04
position = -23059, 0, -47620
orientation = 0, 1, 0, 0
radius = 0
string_id = 217010
faction = rh_n_grp
archetype = MSN10_shipyard
loadout = shipyard
label = Experimental_Ship_Yard
[MsnSolar]
nickname = Experimental_Ship_Yard_7
system = Rh04
position = -25059, 0, -43620
orientation = 1, 0, 0, 0
radius = 0
string_id = 217010
faction = rh_n_grp
archetype = MSN10_shipyard
loadout = shipyard
label = Experimental_Ship_Yard
[MsnSolar]
nickname = Experimental_Ship_Yard_8
system = Rh04
position = -25059, 0, -45620
orientation = 1, 0, 0, 0
radius = 0
string_id = 217010
faction = rh_n_grp
archetype = MSN10_shipyard
loadout = shipyard
label = Experimental_Ship_Yard
[MsnSolar]
nickname = Experimental_Ship_Yard_9
system = Rh04
position = -25059, 0, -47620
orientation = 0, 1, 0, 0
radius = 0
string_id = 217010
faction = rh_n_grp
archetype = MSN10_shipyard
loadout = shipyard
label = Experimental_Ship_Yard
[MsnSolar]
nickname = Battleship_Odin
system = Rh02
loadout = MSN10_Rheinland_Battleship
pilot = MSN10_Rheinland_Battleship
faction = rh_n_grp
archetype = MSN_d_r_battleship
costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
voice = pilot_f_mil_m01a
string_id = 217021
position = 69930, 0, -28590
orientation = 0.2876, 0, 0.9578, 0
radius = 0
[MsnShip]
nickname = Battleship_Osiris_ship
position = 69500, 500, -28800
orientation = 0.2876, 0, 0.9578, 0
radius = 0
NPC = MSN10_Battleship_Osiris
label = Battleship_Osiris_ship
[MsnSolar]
nickname = Battleship_Osiris
system = Rh02
position = 69500, 500, -28800
orientation = 0.2876, 0, 0.9578, 0
string_id = 217009
faction = fc_or_grp
archetype = o_osiris
loadout = MSN10_Battleship_Osiris
label = Battleship_Osiris
base = Rh02_07_base
pilot = MSN10_Battleship_Osiris
;[MsnSolar]
;nickname = Experimental_Ship_1
;system = Rh04
;loadout = MSN10_Nomad_Battleship
;pilot = MSN10_Nomad_Battleship
;faction = rh_n_grp
;archetype = d_n_battleship
;string_id = 217010
;position = -24054, 42, -45549
;orientation = 1, 0, 0, 0
;radius = 0
;label = Experimental_Ships
;label = kamikaze_trigger
;[MsnSolar]
;nickname = Experimental_Ship_2
;system = Rh04
;loadout = MSN10_Nomad_Battleship
;pilot = MSN10_Nomad_Battleship
;faction = rh_n_grp
;archetype = d_n_battleship
;string_id = 217010
;position = -23054, 42, -45549
;orientation = 0, 1, 0, 0
;radius = 0
;label = Experimental_Ships
;label = kamikaze_trigger
[MsnSolar]
nickname = Experimental_Ship_3
system = Rh04
loadout = MSN10_Nomad_Battleship
pilot = MSN10_Nomad_Battleship
faction = rh_n_grp
archetype = d_n_battleship
string_id = 217010
position = -24054, 42, -43549
orientation = 1, 0, 0, 0
radius = 0
label = Experimental_Ships
label = kamikaze_trigger
label = station_exploded_3
[MsnSolar]
nickname = Experimental_Ship_4
system = Rh04
loadout = MSN10_Nomad_Battleship
pilot = MSN10_Nomad_Battleship
faction = rh_n_grp
archetype = d_n_battleship
string_id = 217010
position = -23054, 42, -43549
orientation = 1, 0, 0, 0
radius = 0
label = Experimental_Ships
label = kamikaze_trigger
label = station_exploded_4
[MsnSolar]
nickname = Experimental_Ship_5
system = Rh04
loadout = MSN10_Nomad_Battleship
pilot = MSN10_Nomad_Battleship
faction = rh_n_grp
archetype = d_n_battleship
string_id = 217010
position = -24054, -42, -47549
orientation = 0, 1, 0, 0
radius = 0
label = Experimental_Ships
label = kamikaze_trigger
label = station_exploded_5
[MsnSolar]
nickname = Experimental_Ship_6
system = Rh04
loadout = MSN10_Nomad_Battleship
pilot = MSN10_Nomad_Battleship
faction = rh_n_grp
archetype = d_n_battleship
string_id = 217010
position = -23054, -42, -47549
orientation = 0, 1, 0, 0
radius = 0
label = Experimental_Ships
label = kamikaze_trigger
label = station_exploded_6
[MsnSolar]
nickname = Experimental_Ship_7
system = Rh04
loadout = MSN10_Nomad_Battleship
pilot = MSN10_Nomad_Battleship
faction = rh_n_grp
archetype = d_n_battleship
string_id = 217010
position = -25054, 42, -43549
orientation = 1, 0, 0, 0
radius = 0
label = Experimental_Ships
label = kamikaze_trigger
label = station_exploded_7
;[MsnSolar]
;nickname = Experimental_Ship_8
;system = Rh04
;loadout = MSN10_Nomad_Battleship
;pilot = MSN10_Nomad_Battleship
;faction = rh_n_grp
;archetype = d_n_battleship
;string_id = 217010
;position = -25054, 42, -45549
;orientation = 1, 0, 0, 0
;radius = 0
;label = Experimental_Ships
;label = kamikaze_trigger
[MsnSolar]
nickname = Experimental_Ship_9
system = Rh04
loadout = MSN10_Nomad_Battleship
pilot = MSN10_Nomad_Battleship
faction = rh_n_grp
archetype = d_n_battleship
string_id = 217010
position = -25054, -42, -47549
orientation = 0, 1, 0, 0
radius = 0
label = Experimental_Ships
label = kamikaze_trigger
label = station_exploded_9
[Trigger]
nickname = general_triggers
Cnd_True = no_params
[Trigger]
nickname = key_to_start_init
system = Ku06
InitState = ACTIVE
Cnd_True = no_params
Act_SetTitle = 1
Act_SetOffer = 1
Act_SetRep = Player, fc_bd_grp, REP_FRIEND_THRESHOLD
Act_SetNNObj = NNObj_23810
Act_ActTrig = lce_barKu06_01
Act_ActTrig = draw_path_to_kyushu
Act_ActTrig = doorjam
[Trigger]
nickname = doorjam
Cnd_True = no_params
repeatable = true
Act_SetVibeOfferBaseHack = Ku06_01
[Trigger]
nickname = draw_path_to_kyushu
system = ALL
Cnd_InSpace = true
Act_NNPath = 23810, 23810, Ku06_01, Ku06
[Trigger]
nickname = lock_player_in_system
system = Ku06
Cnd_SystemEnter = Ku06
Act_PlayerCanDock = false, Ku06_01
Act_MarkObj = Ku06_01, 1
[Trigger]
nickname = lce_barKu06_01
system = Ku06
Cnd_LocEnter = Bar, Ku06_01_base
Act_NNIds = 31000, HISTORY
Act_AddRTC = missions\m10\M010_s055a_Ku06_01_offer.ini
Act_ActTrig = mrp_reject
Act_ActTrig = mrp_accept
[Trigger]
nickname = mrp_reject
system = Ku06
Cnd_MsnResponse = reject
Act_NNIds = 31010, HISTORY
Act_RemoveRTC = missions\m10\M010_s055a_Ku06_01_offer.ini
Act_AddRTC = missions\m10\M010_s055d_Ku06_01_reoffer.ini, repeatable
[Trigger]
nickname = mrp_accept
system = Ku06
Cnd_MsnResponse = accept
Act_DeactTrig = draw_path_to_kyushu
Act_RemoveRTC = missions\m10\M010_s055a_Ku06_01_offer.ini
Act_SetTitle = 23800
Act_SetOffer = 23805
Act_DeactTrig = lock_player_in_system
Act_PlayerCanDock = true
Act_DeactTrig = mrp_reject
Act_SetRep = Player, rh_n_grp, REP_NEUTRAL
Act_SetRep = Player, rh_p_grp, REP_NEUTRAL
Act_RandomPop = false
Act_SetNNState = NNObj_23810, COMPLETE
Act_SetNNState = NNObj_23815, ACTIVE
Act_SetNNObj = NNObj_23815
Act_NNIds = 31005, HISTORY
Act_ActTrig = spe_BDB
Act_DeactTrig = doorjam
[Trigger]
nickname = spe_BDB
system = Ku06
Cnd_SpaceEnter = no_params
Act_ActTrig = general_triggers
Act_ActTrig = launch_from_ku06_01
[ObjList]
nickname = follow_to_the_bw05_hole
SetPriority = ALWAYS_EXECUTE
Follow = Player, 1500, 0, 0, 100
[ObjList]
nickname = form_on_trent_sigm13
FollowPlayer = tight_dragon_formation, Blood_Dragon_Assault_1, Blood_Dragon_Assault_2, hakkera, Cobo, Blood_Dragon_Assault_3, Blood_Dragon_Assault_4, Blood_Dragon_Assault_5
[ObjList]
nickname = break_formation_and_dock_with_bw05_hole
BreakFormation = no_params
GotoVec = goto, 7962, -100, 2831, 100, true, -1
Dock = Ku06_to_Bw05_hole
[ObjList]
nickname = form_fighter_basic
BreakFormation = no_params
MakeNewFormation = fighter_basic, hakkera, Blood_Dragon_Assault_1, Blood_Dragon_Assault_2, Blood_Dragon_Assault_3, Blood_Dragon_Assault_4, Blood_Dragon_Assault_5
[Trigger]
nickname = switch_23820_to_23825
Cnd_CommComplete = dx_m10_1060_hakkera
Act_SetNNState = NNObj_23820, COMPLETE
Act_SetNNState = NNObj_23825, ACTIVE
Act_SetNNObj = NNObj_23825
[Trigger]
nickname = launch_from_ku06_01
system = Ku06
Cnd_True = no_params
Act_PlayMusic = none, none, none, music_ku_space
Act_SetRep = Player, rh_m_grp, REP_NEUTRAL
Act_RandomPop = false
Act_SpawnFormation = Hakkeras_Formation
Act_Invulnerable = hakkera, true, false, 0.3
Act_Invulnerable = Cobo, true, false, 0.5
Act_Invulnerable = Blood_Dragon_Assault_1, true, true, 0.9
Act_Invulnerable = Blood_Dragon_Assault_2, true, true, 0.9
Act_Invulnerable = Blood_Dragon_Assault_3, true, true, 0.9
Act_Invulnerable = Blood_Dragon_Assault_4, true, true, 0.9
Act_Invulnerable = Blood_Dragon_Assault_5, true, true, 0.9
Act_SetVibeLbltoShip = Hakkeras_Formation, Player, REP_FRIEND_THRESHOLD
Act_MarkObj = hakkera, 1
Act_MarkObj = Cobo, 1
Act_SetNNState = NNObj_23815, COMPLETE
Act_SetNNState = NNObj_23820, ACTIVE
Act_SetNNObj = NNObj_23820
Act_ActTrig = switch_23820_to_23825
Act_PlayerCanDock = false, Ku06_to_Bw05_hole
Act_LockDock = Player, Ku06_to_Bw05_hole, lock
Act_ActTrig = sye_Bw05
Act_RpopTLAttacksEnabled = true
Act_RpopAttClamp = false
Act_ActTrig = timer_sendcomm_dx_m10_1000_hakkera
Act_ActTrig = approaching_bw05_hole
Act_NagDistTowards = OBJ, sigma13_nag, hakkera, Ku06_to_Bw05_hole, 23957, 2000, NAG_ALWAYS
Act_SetRep = Player, rh_p_grp, 0
Act_SetRep = Player, rh_n_grp, 0
Act_SetRep = Player, rh_m_grp, 0
Act_SetRep = Player, co_khc_grp, 0
Act_SetRep = Player, co_rs_grp, 0
[Trigger]
nickname = timer_sendcomm_dx_m10_1000_hakkera
Cnd_Timer = 5
Act_ActTrig = give_hakkera_objlist
Act_StartDialog = sendcomm_dx_m10_1000_hakkera
[Trigger]
nickname = give_hakkera_objlist
system = Ku06
Cnd_CommComplete = dx_m10_1000_hakkera
Act_GiveObjList = Player, form_on_trent_sigm13
[Dialog]
nickname = sendcomm_dx_m10_1000_hakkera
system = Ku06
Line = hakkera, Player, dx_m10_1000_hakkera
Line = hakkera, Player, dx_m10_1010_hakkera
Line = Cobo, Player, dx_m10_1020_cobo
[Trigger]
nickname = approaching_bw05_hole
system = Ku06
Cnd_DistVec = inside, hakkera, 7962, 0, 2831, 2000
Act_GiveObjList = Cobo, break_formation_and_dock_with_bw05_hole
Act_GiveObjList = hakkera, form_fighter_basic
Act_GiveObjList = hakkera, follow_to_the_bw05_hole
Act_PObjIdle = no_params
Act_ActTrig = comm_complete_dx_m10_1060_hakkera
Act_StartDialog = sendcomm_dx_m10_1030_cobo
Act_ActTrig = deactivate_fail_timers
Act_ActTrig = fail_timer_30
Act_ActTrig = fail_timer_60
[Trigger]
nickname = comm_complete_dx_m10_1060_hakkera
Cnd_CommComplete = dx_m10_1060_hakkera
Act_LockDock = Player, Ku06_to_Bw05_hole, unlock
[Dialog]
nickname = sendcomm_dx_m10_1030_cobo
system = Ku06
Line = Cobo, Player, dx_m10_1030_cobo
Line = hakkera, Player, dx_m10_1050_hakkera
Line = hakkera, Player, dx_m10_1060_hakkera
[Trigger]
nickname = fail_timer_30
Cnd_Timer = 60
Act_SendComm = hakkera, Player, dx_m10_1070_hakkera
[Trigger]
nickname = fail_timer_60
Cnd_Timer = 125
Act_ActTrig = fail_23957
Act_SendComm = hakkera, Player, dx_m10_1080_hakkera
[Trigger]
nickname = fail_23957
Cnd_CommComplete = dx_m10_1080_hakkera
Act_ChangeState = FAIL, 23957
[Trigger]
system = Ku04
nickname = deactivate_fail_timers
Cnd_SystemExit = ANY
Act_DeactTrig = fail_timer_30
Act_DeactTrig = fail_timer_60
Act_NNIds = 31015, HISTORY
[Trigger]
nickname = sye_Bw05
system = Ku04
Cnd_SystemEnter = Bw05
Act_ActTrig = sigma13_init
[ObjList]
nickname = form_on_trent_new_berlin
FollowPlayer = tight_dragon_formation, Blood_Dragon_Assault_1, Blood_Dragon_Assault_2, hakkera, Cobo, Blood_Dragon_Assault_3, Blood_Dragon_Assault_4, Blood_Dragon_Assault_5
[ObjList]
nickname = break_formation_new_berlin
BreakFormation = no_params
[ObjList]
nickname = break_formation_and_attack
StayInRange = -17000, 2000, -7000, 800
BreakFormation = no_params
[ObjList]
nickname = follow_to_rh01_hole
Follow = Player, 3000, 50, 0, -200
[ObjList]
nickname = form_on_hakkera
Follow = hakkera, 2000, -100, 0, 0
[ObjList]
nickname = break_formation_and_dock_with_ku06_hole
BreakFormation = no_params
Dock = Bw05_to_Ku06_hole
[ObjList]
nickname = ol_delay_super
SetPriority = ALWAYS_EXECUTE
Delay = 1000000
[ObjList]
nickname = ol_delay_super_duper
SetPriority = ALWAYS_EXECUTE
BreakFormation = no_params
Delay = 1000000
[ObjList]
nickname = intercept_trent
GotoShip = goto, Player, 1000, true, -1
BreakFormation = no_params
StayInRange = -17000, 2000, -7000, 800
[ObjList]
nickname = position_battleship
GotoVec = goto, -17000, 500, -7000, 500, false, -1
[ObjList]
nickname = position_cruiser
GotoVec = goto, -17000, 2500, -7000, 500, false, -1
[ObjList]
nickname = blood_dragon_strike
BreakFormation = no_params
GotoShip = goto, Battleship_Fenrir, 1000, true, -1
[Trigger]
nickname = switch_23833_to_23835
Cnd_CommComplete = dx_m10_1210_hakkera
Act_SetNNState = NNObj_23833, COMPLETE
Act_SetNNState = NNObj_23835, ACTIVE
Act_SetNNObj = NNObj_23835
[Trigger]
nickname = sigma13_init
system = Bw05
Cnd_True = no_params
Act_PlayerEnemyClamp = 2, 4
Act_PlayMusic = none, none, none, music_sigma_space
Act_RandomPop = false
Act_ActTrig = system_enter_Hakkera
Act_SpawnFormation = sigma_fleet_main_formation
Act_SpawnFormation = sigma_fleet_main_formation_escort
Act_Cloak = sigma_fleet, false
Act_SetVibeLbltoShip = sigma_fleet, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = sigma_fleet, Hakkeras_Formation, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = Hakkeras_Formation, sigma_fleet, REP_FRIEND_MAXIMUM
Act_GiveObjList = sigma_fleet_main_formation, ol_delay_super
Act_GiveObjList = Battleship_Fenrir, ol_delay_super_duper
Act_GiveObjList = Battleship_Jormungand, ol_delay_super_duper
Act_GiveObjList = sigma_fleet_main_formation_cruiser_1, ol_delay_super_duper
Act_GiveObjList = sigma_fleet_main_formation_cruiser_2, ol_delay_super_duper
Act_GiveObjList = sigma_fleet_main_formation_cruiser_3, ol_delay_super_duper
Act_GiveObjList = sigma_fleet_main_formation_cruiser_4, ol_delay_super_duper
Act_GiveObjList = sigma_fleet_main_formation_escort, ol_delay_super
Act_SetNNState = NNObj_23825, COMPLETE
Act_SetNNState = NNObj_23830, ACTIVE
Act_SetNNObj = NNObj_23830
Act_DeactTrig = fail_timer_30
Act_DeactTrig = fail_timer_60
Act_PlayerCanDock = false, Bw05_to_Rh01_hole
Act_LockDock = Player, Bw05_to_Rh01_hole, lock
Act_Invulnerable = hakkera, true, false, 0.3
Act_Invulnerable = Cobo, true, false, 0.5
Act_ActTrig = switch_23833_to_23835
Act_ActTrig = sye_Rh01
Act_ActTrig = sy_exit_Rh01
[Trigger]
nickname = sy_exit_Rh01
system = Bw05
Cnd_SystemExit = Bw05
Act_DeactTrig = sigma_fleet_main_reserve_break_formation_and_attack
Act_DeactTrig = sigma_fleet_forward_reserve_break_formation_and_attack
Act_DeactTrig = call_sigma_fleet_forward_reserve
Act_DeactTrig = call_sigma_fleet_main_reserve
Act_DeactTrig = kill_battleship_engines
Act_DeactTrig = kill_cruiser_engines
Act_SetNNState = NNObj_23835, COMPLETE
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_NNIds = 31020, HISTORY
[Trigger]
nickname = call_sigma_fleet_forward_reserve_if_fighters
system = Bw05
Cnd_Destroyed = sigma_fleet_main_formation_escort, 8, EXPLODE
Act_DeactTrig = call_sigma_fleet_forward_reserve_or_if_battleship_fenrir
Act_ActTrig = call_sigma_fleet_forward_reserve
[Trigger]
nickname = call_sigma_fleet_forward_reserve_or_if_battleship_fenrir
system = Bw05
Cnd_Destroyed = Battleship_Fenrir, 1, EXPLODE
Act_DeactTrig = call_sigma_fleet_forward_reserve_if_fighters
Act_ActTrig = call_sigma_fleet_forward_reserve
[Trigger]
nickname = call_sigma_fleet_forward_reserve
system = Bw05
Cnd_True = no_params
Act_SpawnFormation = sigma_fleet_forward_reserve
Act_SetVibeLbltoShip = sigma_fleet_forward_reserve, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = sigma_fleet_forward_reserve, Hakkeras_Formation, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = Hakkeras_Formation, sigma_fleet_forward_reserve, REP_HOSTILE_MAXIMUM
Act_GiveObjList = sigma_fleet_forward_reserve, position_cruiser
Act_Cloak = sigma_fleet_forward_reserve, false
Act_ActTrig = sigma_fleet_forward_reserve_break_formation_and_attack
[Trigger]
nickname = sigma_fleet_forward_reserve_break_formation_and_attack
system = Bw05
Cnd_DistVec = inside, Battleship_Geri, -17000, 2000, -7000, 2500
Act_GiveObjList = sigma_fleet_forward_reserve, break_formation_and_attack
Act_GiveObjList = Battleship_Geri, position_cruiser
Act_SetVibeLbl = sigma_fleet_forward_reserve, Hakkeras_Formation, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = sigma_fleet_forward_reserve_wing_1, Cobo, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = sigma_fleet_forward_reserve_wing_2, hakkera, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = sigma_fleet_forward_reserve_wing_3, Player, REP_HOSTILE_THRESHOLD
[Trigger]
nickname = call_sigma_fleet_main_reserve_if_cruisers
system = Bw05
Cnd_Destroyed = sigma_fleet_cruiser, 4, EXPLODE
Act_DeactTrig = call_sigma_fleet_main_reserve_or_if_battleship_jormungand
Act_ActTrig = call_sigma_fleet_main_reserve
[Trigger]
nickname = call_sigma_fleet_main_reserve_or_if_battleship_jormungand
system = Bw05
Cnd_Destroyed = Battleship_Jormungand, 1, EXPLODE
Act_DeactTrig = call_sigma_fleet_main_reserve_if_cruisers
Act_ActTrig = call_sigma_fleet_main_reserve
[Trigger]
nickname = call_sigma_fleet_main_reserve
system = Bw05
Cnd_True = no_params
Act_SpawnFormation = sigma_fleet_main_reserve
Act_SetVibeLbltoShip = sigma_fleet_main_reserve, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = sigma_fleet_main_reserve, Hakkeras_Formation, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = Hakkeras_Formation, sigma_fleet_main_reserve, REP_HOSTILE_MAXIMUM
Act_GiveObjList = sigma_fleet_main_reserve, position_battleship
Act_Cloak = sigma_fleet_main_reserve, false
Act_ActTrig = sigma_fleet_main_reserve_break_formation_and_attack
[Trigger]
nickname = sigma_fleet_main_reserve_break_formation_and_attack
system = Bw05
Cnd_DistVec = inside, Battleship_Loki, -17000, 2000, -7000, 2500
Act_GiveObjList = sigma_fleet_main_reserve, break_formation_and_attack
Act_GiveObjList = Battleship_Loki, position_battleship
Act_SetVibeLbl = sigma_fleet_main_reserve, Hakkeras_Formation, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = sigma_fleet_main_reserve_wing_1, Cobo, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = sigma_fleet_main_reserve_wing_2, hakkera, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = sigma_fleet_main_reserve_wing_3, Player, REP_HOSTILE_THRESHOLD
[Trigger]
nickname = kill_battleship_engines
Cnd_DistVec = inside, Battleship_Loki, -17000, 2000, -7000, 600
Act_GiveObjList = Battleship_Loki, ol_delay_super
[Trigger]
nickname = kill_cruiser_engines
Cnd_DistVec = inside, reserve_sigma_fleet_cruiser_1, -17000, 1500, -7000, 600
Act_GiveObjList = reserve_sigma_fleet_cruiser, ol_delay_super
[Trigger]
nickname = system_enter_Hakkera
system = Bw05
Cnd_NPCSystemEnter = Bw05, hakkera
Act_SendComm = hakkera, Player, dx_m10_1090_hakkera
Act_ActTrig = distvec_sendcomm_dx_m10_1200_cobo
Act_ActTrig = distvec_sendcomm_dx_m10_1100_cobo
Act_NagOff = sigma13_nag
Act_NagDistTowards = POS, berlin_nag_1, hakkera, -17000, 2500, -7000, 23960, 2000, NAG_OUT_OF_COMBAT
Act_ActTrig = wait_for_everyone
[Trigger]
nickname = wait_for_everyone
system = Bw05
Cnd_Timer = 2
Act_GiveObjList = Player, form_on_trent_new_berlin
[Trigger]
nickname = distvec_sendcomm_dx_m10_1100_cobo
system = Bw05
Cnd_DistVec = inside, Player, -17000, 1500, -7000, 4500
Act_PlayMusic = none, none, none, music_sigma_danger
Act_ActTrig = call_back_interceptors
Act_ActTrig = send_interceptors
Act_StartDialog = sendcomm_dx_m10_1100_cobo
[Trigger]
nickname = call_back_interceptors
system = Bw05
Cnd_True = no_params
Act_ActTrig = call_back_interceptors_if_fenrir
Act_ActTrig = call_back_interceptors_if_jormungand
Act_ActTrig = call_back_interceptors_if_fighters
Act_ActTrig = call_back_interceptors_if_cruisers
[Trigger]
nickname = call_back_interceptors_if_fenrir
system = Bw05
Cnd_Destroyed = Battleship_Fenrir, 1, EXPLODE
Act_MarkObj = sigma_fleet_main_formation_escort, 0
Act_DeactTrig = call_back_interceptors_if_jormungand
Act_DeactTrig = call_back_interceptors_if_fighters
Act_DeactTrig = call_back_interceptors_if_cruisers
Act_ActTrig = call_back_interceptors_2
[Trigger]
nickname = call_back_interceptors_if_jormungand
system = Bw05
Cnd_Destroyed = Battleship_Jormungand, 1, EXPLODE
Act_MarkObj = sigma_fleet_main_formation_escort, 0
Act_DeactTrig = call_back_interceptors_if_fenrir
Act_DeactTrig = call_back_interceptors_if_fighters
Act_DeactTrig = call_back_interceptors_if_cruisers
Act_ActTrig = call_back_interceptors_2
[Trigger]
nickname = call_back_interceptors_if_fighters
system = Bw05
Cnd_Destroyed = sigma_fleet_main_formation_escort, 8, EXPLODE
Act_MarkObj = sigma_fleet_main_formation_escort, 0
Act_DeactTrig = call_back_interceptors_if_fenrir
Act_DeactTrig = call_back_interceptors_if_jormungand
Act_DeactTrig = call_back_interceptors_if_cruisers
Act_ActTrig = call_back_interceptors_2
[Trigger]
nickname = call_back_interceptors_if_cruisers
system = Bw05
Cnd_Destroyed = sigma_fleet_cruiser, 4, EXPLODE
Act_MarkObj = sigma_fleet_main_formation_escort, 0
Act_DeactTrig = call_back_interceptors_if_fenrir
Act_DeactTrig = call_back_interceptors_if_jormungand
Act_DeactTrig = call_back_interceptors_if_fighters
Act_ActTrig = call_back_interceptors_2
[Trigger]
nickname = call_back_interceptors_2
system = Bw05
Cnd_Timer = 6
Act_PlayerEnemyClamp = 1, 1
Act_PlayMusic = none, none, none, music_sigma_danger
Act_MarkObj = sigma_fleet_battleship, 0
Act_SetVibeShiptoLbl = hakkera, sigma_fleet, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = Cobo, sigma_fleet, REP_FRIEND_MAXIMUM
Act_SendComm = hakkera, Player, dx_m10_1150_hakkera
Act_GiveObjList = hakkera, follow_to_rh01_hole
Act_GiveObjList = Cobo, form_on_hakkera
Act_SetNNState = NNObj_23830, ACTIVE
Act_SetNNObj = NNObj_23830
Act_Jumper = hakkera, false
Act_Jumper = Cobo, false
Act_Jumper = Blood_Dragon_Assault_1, false
Act_Jumper = Blood_Dragon_Assault_2, false
Act_Jumper = Blood_Dragon_Assault_3, false
Act_Jumper = Blood_Dragon_Assault_4, false
Act_Jumper = Blood_Dragon_Assault_5, false
Act_NagDistTowards = POS, berlin_nag_2, hakkera, -24923, 0, 5355, 23962, 3000, NAG_ALWAYS
Act_SetNNState = NNObj_23832, COMPLETE
Act_SetNNState = NNObj_23833, ACTIVE
Act_SetNNObj = NNObj_23833
Act_DeactTrig = too_far_from_sigma_13
Act_ActTrig = wait_sendcomm_dx_m10_1180_cobo
Act_ActTrig = wait_sendcomm_dx_m10_1160_cobo
[Trigger]
nickname = wait_sendcomm_dx_m10_1180_cobo
system = Bw05
Cnd_CommComplete = dx_m10_1170_hakkera
Act_ActTrig = timer_sendcomm_dx_m10_1180_cobo
[Trigger]
nickname = timer_sendcomm_dx_m10_1180_cobo
system = Bw05
Cnd_DistVec = inside, Player, -24923, 0, 5355, 6500
Act_PlayMusic = none, none, none, music_awe_and_wonderment
Act_AdjHealth = hakkera, 0.9
Act_AdjHealth = Cobo, 0.9
Act_StartDialog = sendcomm_dx_m10_1180_cobo
[Trigger]
nickname = wait_sendcomm_dx_m10_1160_cobo
system = Bw05
Cnd_DistVec = outside, Player, -16172, 3000, -5146, 4000
Act_StartDialog = sendcomm_dx_m10_1160_cobo
[Dialog]
nickname = sendcomm_dx_m10_1160_cobo
system = Bw05
Line = Cobo, Player, dx_m10_1160_cobo
Line = hakkera, Player, dx_m10_1170_hakkera
Line = Cobo, Player, dx_m10_1120_cobo
[Dialog]
nickname = sendcomm_dx_m10_1180_cobo
system = Bw05
Line = Cobo, Player, dx_m10_1180_cobo
Line = hakkera, Player, dx_m10_1190_hakkera
[Trigger]
nickname = send_interceptors
system = Bw05
Cnd_CommComplete = dx_m10_1110_hakkera
Act_PlayMusic = none, none, none, music_sigma_battle
Act_SetNNState = NNObj_23830, COMPLETE
Act_SetNNState = NNObj_23832, ACTIVE
Act_SetNNObj = NNObj_23832
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_NagOff = berlin_nag_1
Act_GiveObjList = sigma_fleet_main_formation_escort, break_formation_and_attack
Act_GiveObjList = sigma_fleet_main_formation, ol_delay_super
Act_GiveObjList = Battleship_Fenrir, ol_delay_super_duper
Act_GiveObjList = Battleship_Jormungand, ol_delay_super_duper
Act_GiveObjList = sigma_fleet_main_formation_cruiser_1, ol_delay_super_duper
Act_GiveObjList = sigma_fleet_main_formation_cruiser_2, ol_delay_super_duper
Act_GiveObjList = sigma_fleet_main_formation_cruiser_3, ol_delay_super_duper
Act_GiveObjList = sigma_fleet_main_formation_cruiser_4, ol_delay_super_duper
Act_SetVibeLbl = Hakkeras_Formation, sigma_fleet, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = hakkera, sigma_fleet, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = Cobo, sigma_fleet, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = hakkera, sigma_fleet_cruiser, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Cobo, sigma_fleet_cruiser, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Blood_Dragon_Assault_1, sigma_fleet_main_formation_escort, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Blood_Dragon_Assault_2, sigma_fleet_main_formation_escort, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Blood_Dragon_Assault_3, sigma_fleet_main_formation_escort, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Blood_Dragon_Assault_4, sigma_fleet_main_formation_escort, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Blood_Dragon_Assault_5, sigma_fleet_main_formation_escort, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = sigma_fleet_main_formation, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = sigma_fleet_main_formation_escort, Blood_Dragon_Assault, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = sigma_fleet_main_formation, Blood_Dragon_Assault, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = sigma_fleet_main_formation_escort, Player, REP_HOSTILE_THRESHOLD
Act_PObjIdle = no_params
Act_GiveObjList = hakkera, break_formation_new_berlin
Act_GiveObjList = Player, break_formation_new_berlin
Act_GiveObjList = Cobo, break_formation_new_berlin
Act_GiveObjList = Blood_Dragon_Assault_1, break_formation_new_berlin
Act_GiveObjList = Blood_Dragon_Assault_2, break_formation_new_berlin
Act_GiveObjList = Blood_Dragon_Assault_3, break_formation_new_berlin
Act_GiveObjList = Blood_Dragon_Assault_4, break_formation_new_berlin
Act_GiveObjList = Blood_Dragon_Assault_5, break_formation_new_berlin
Act_GiveObjList = Hakkeras_Formation, blood_dragon_strike
Act_MarkObj = sigma_fleet_main_formation_escort, 1
Act_ActTrig = too_far_from_sigma_13
Act_ActTrig = call_sigma_fleet_forward_reserve_if_fighters
Act_ActTrig = call_sigma_fleet_forward_reserve_or_if_battleship_fenrir
Act_ActTrig = call_sigma_fleet_main_reserve_if_cruisers
Act_ActTrig = call_sigma_fleet_main_reserve_or_if_battleship_jormungand
Act_ActTrig = escort_destroyed_1
Act_ActTrig = escort_destroyed_2
Act_ActTrig = escort_destroyed_3
Act_ActTrig = escort_destroyed_4
Act_ActTrig = escort_destroyed_5
Act_ActTrig = escort_destroyed_6
Act_ActTrig = escort_destroyed_7
[Trigger]
nickname = escort_destroyed_1
Cnd_Destroyed = sigma_fleet_main_formation_escort, 1, EXPLODE
Act_SetVibeShiptoLbl = Blood_Dragon_Assault_1, sigma_fleet_main_formation, REP_NEUTRAL_HOSTILE
Act_SetVibeShiptoLbl = Blood_Dragon_Assault_1, sigma_fleet_battleship, REP_HOSTILE_MAXIMUM
Act_GiveObjList = sigma_fleet_main_formation_cruiser_1, break_formation_and_attack
[Trigger]
nickname = escort_destroyed_2
Cnd_Destroyed = sigma_fleet_main_formation_escort, 2, EXPLODE
Act_SetVibeShiptoLbl = Blood_Dragon_Assault_2, sigma_fleet_main_formation, REP_NEUTRAL_HOSTILE
Act_SetVibeShiptoLbl = Blood_Dragon_Assault_2, sigma_fleet_battleship, REP_HOSTILE_MAXIMUM
Act_GiveObjList = sigma_fleet_main_formation_cruiser_2, break_formation_and_attack
[Trigger]
nickname = escort_destroyed_3
Cnd_Destroyed = sigma_fleet_main_formation_escort, 3, EXPLODE
Act_SetVibeShiptoLbl = Blood_Dragon_Assault_4, sigma_fleet_main_formation, REP_NEUTRAL_HOSTILE
Act_SetVibeShiptoLbl = Blood_Dragon_Assault_4, sigma_fleet_battleship, REP_HOSTILE_MAXIMUM
Act_GiveObjList = sigma_fleet_main_formation_cruiser_3, break_formation_and_attack
[Trigger]
nickname = escort_destroyed_4
Cnd_Destroyed = sigma_fleet_main_formation_escort, 4, EXPLODE
Act_SetVibeShiptoLbl = Blood_Dragon_Assault_3, sigma_fleet_main_formation, REP_NEUTRAL_HOSTILE
Act_SetVibeShiptoLbl = Blood_Dragon_Assault_3, sigma_fleet_battleship, REP_HOSTILE_MAXIMUM
Act_GiveObjList = sigma_fleet_main_formation_cruiser_4, break_formation_and_attack
[Trigger]
nickname = escort_destroyed_5
Cnd_Destroyed = sigma_fleet_main_formation_escort, 5, EXPLODE
Act_SetVibeShiptoLbl = Cobo, sigma_fleet_main_formation, REP_NEUTRAL_HOSTILE
Act_SetVibeShiptoLbl = Cobo, sigma_fleet_battleship, REP_HOSTILE_MAXIMUM
[Trigger]
nickname = escort_destroyed_6
Cnd_Destroyed = sigma_fleet_main_formation_escort, 6, EXPLODE
Act_SetVibeShiptoLbl = hakkera, sigma_fleet_main_formation, REP_NEUTRAL_HOSTILE
Act_SetVibeShiptoLbl = hakkera, sigma_fleet_battleship, REP_HOSTILE_MAXIMUM
[Trigger]
nickname = escort_destroyed_7
Cnd_Destroyed = sigma_fleet_main_formation_escort, 7, EXPLODE
Act_SetVibeShiptoLbl = Blood_Dragon_Assault_5, sigma_fleet_main_formation, REP_NEUTRAL_HOSTILE
Act_SetVibeShiptoLbl = Blood_Dragon_Assault_5, sigma_fleet_battleship, REP_HOSTILE_MAXIMUM
[Trigger]
nickname = too_far_from_sigma_13
system = Bw05
Cnd_DistShip = outside, Player, hakkera, 6000
Act_Destroy = hakkera, EXPLODE
Act_ChangeState = FAIL, 23952
[Dialog]
nickname = sendcomm_dx_m10_1100_cobo
system = Bw05
Line = Cobo, Player, dx_m10_1100_cobo
Line = hakkera, Player, dx_m10_1110_hakkera
Line = Cobo, Player, dx_m10_1140_cobo
[Trigger]
nickname = distvec_sendcomm_dx_m10_1200_cobo
system = Bw05
Cnd_DistVec = inside, Player, -24923, 0, 5355, 1700
Act_SetVibe = bw05_03, Player, REP_HOSTILE_THRESHOLD
Act_GiveObjList = hakkera, ol_delay_super
Act_PObjIdle = no_params
Act_ActTrig = go_away_hakkera
Act_ActTrig = comm_complete_reap_hakkera_and_cobo
Act_StartDialog = sendcomm_dx_m10_1200_cobo
[Trigger]
nickname = comm_complete_reap_hakkera_and_cobo
system = Bw05
Cnd_CommComplete = dx_m10_1210_hakkera
Act_ActTrig = reap_hakkera_and_cobo
[Trigger]
nickname = reap_hakkera_and_cobo
system = Bw05
Cnd_DistVec = inside, Player, -24923, 0, 5355, 100
Act_Jumper = hakkera, false
Act_Jumper = Cobo, false
[Trigger]
nickname = go_away_hakkera
system = Bw05
Cnd_CommComplete = dx_m10_1210_hakkera
Act_GiveObjList = hakkera, break_formation_and_dock_with_ku06_hole
Act_GiveObjList = Cobo, break_formation_and_dock_with_ku06_hole
Act_MarkObj = hakkera, 0
Act_MarkObj = Cobo, 0
Act_LockDock = Player, Bw05_to_Ku06_hole, unlock
Act_LockDock = Player, Bw05_to_Rh01_hole, unlock
Act_DeactTrig = kill_battleship_engines
Act_DeactTrig = kill_cruiser_engines
Act_ActTrig = fail_timer_bw05_30
Act_ActTrig = fail_timer_bw05_60
[Trigger]
nickname = fail_timer_bw05_30
Cnd_Timer = 60
Act_EtherComm = hakkera, 217000, Player, dx_m10_1220_hakkera, -1, ku_tenji_head_hat, pi_pirate8_body
[Trigger]
nickname = fail_timer_bw05_60
Cnd_Timer = 125
Act_ActTrig = fail_23962
Act_EtherComm = hakkera, 217000, Player, dx_m10_1230_hakkera, -1, ku_tenji_head_hat, pi_pirate8_body
[Trigger]
nickname = fail_23962
Cnd_CommComplete = dx_m10_1230_hakkera
Act_ChangeState = FAIL, 23962
[Dialog]
nickname = sendcomm_dx_m10_1200_cobo
system = Bw05
Line = Cobo, Player, dx_m10_1200_cobo
Line = hakkera, Player, dx_m10_1210_hakkera
[Trigger]
nickname = sye_Rh01
system = Rh04
Cnd_SystemEnter = Rh01
Act_PlayerCanTradelane = false, Rh01_Trade_Lane_Ring_50, Rh01_Trade_Lane_Ring_49
Act_ActTrig = berlin_init
[Trigger]
nickname = delay_switch_23840_to_23845
Cnd_Timer = 3
Act_ActTrig = switch_23840_to_23845
[Trigger]
nickname = lock_player_in_TL
Cnd_TLEntered = Player, Rh01_Trade_Lane_Ring_50, Rh01_Trade_Lane_Ring_50
Act_LockManeuvers = true
[Trigger]
nickname = switch_23840_to_23845
Cnd_DistShip = outside, Player, Rh01_Trade_Lane_Ring_50, 8000
Act_DeactTrig = lock_player_in_TL
Act_LockManeuvers = false
Act_PlayerCanTradelane = false
Act_PlayMusic = none, none, none, music_rh_danger
Act_SetNNState = NNObj_23840, COMPLETE
Act_SetNNState = NNObj_23845, ACTIVE
Act_SetNNObj = NNObj_23845
[Trigger]
nickname = berlin_init
system = Rh01
Cnd_Timer = 5
Act_PlayMusic = none, none, none, music_rh_space
Act_PlayerCanDock = false, Rh01, Rh01_dock_ring_1
Act_NagOff = berlin_nag_2
Act_SetRep = Player, fc_b_grp, REP_FRIEND_MAXIMUM
Act_RandomPop = false
Act_SetNNState = NNObj_23835, COMPLETE
Act_SetNNState = NNObj_23840, ACTIVE
Act_SetNNObj = NNObj_23840
Act_ActTrig = lock_player_in_TL
Act_ActTrig = delay_switch_23840_to_23845
Act_DeactTrig = fail_timer_bw05_30
Act_DeactTrig = fail_timer_bw05_60
Act_SpawnFormation = new_berlin_rh_gunboats
Act_GiveObjList = new_berlin_rh_gunboat_1, ol_delay_super
Act_SpawnShip = new_berlin_rh_cruiser_p_1, ol_delay_super
Act_SpawnShip = new_berlin_rh_cruiser_p_2, ol_delay_super
Act_SpawnSolar = Battleship_Hel
Act_Cloak = new_berlin_fleet, false
Act_SetVibeLbltoShip = new_berlin_fleet, Player, REP_NEUTRAL
Act_LockDock = Player, Rh01_to_Bw05_hole, lock
Act_ActTrig = fail_timer_rh01_60
Act_ActTrig = fail_timer_rh01_180
Act_ActTrig = bse_Rh0101
Act_Invulnerable = Rh01_dock_ring_1, true
Act_Invulnerable = Rh01_Trade_Lane_Ring_40, true
Act_Invulnerable = Rh01_Trade_Lane_Ring_50, true
Act_Invulnerable = Rh01_to_Rh04, true
[Trigger]
nickname = fail_timer_rh01_60
Cnd_Timer = 40
Act_ActTrig = check_inspace_1
[Trigger]
nickname = check_inspace_1
Cnd_InSpace = true
Act_EtherComm = hakkera, 217000, Player, dx_m10_1240_hakkera, -1, ku_tenji_head_hat, pi_pirate8_body
[Trigger]
nickname = fail_timer_rh01_180
Cnd_Timer = 180
Act_DeactTrig = check_inspace_1
Act_ActTrig = check_inspace_2
[Trigger]
nickname = check_inspace_2
Cnd_InSpace = true
Act_ActTrig = fail_23965
Act_EtherComm = hakkera, 217000, Player, dx_m10_1250_hakkera, -1, ku_tenji_head_hat, pi_pirate8_body
[Trigger]
nickname = fail_23965
Cnd_CommComplete = dx_m10_1250_hakkera
Act_ChangeState = FAIL, 23965
[Trigger]
nickname = bse_Rh0101
system = Rh01
Cnd_BaseEnter = Rh01_01_Base
Act_ActTrig = lce_Rh0101_bar
Act_AddRTC = missions\m10\dummy_test.ini
Act_SetNNState = NNObj_23845, COMPLETE
[Trigger]
nickname = lce_Rh0101_bar
system = Rh01
Cnd_LocEnter = Bar, Rh01_01_Base
Act_DeactTrig = fail_timer_rh01_60
Act_DeactTrig = fail_timer_rh01_180
Act_DeactTrig = check_inspace_1
Act_DeactTrig = check_inspace_2
Act_SetNNState = NNObj_23935_berlin, ACTIVE
Act_SetNNObj = NNObj_23935_berlin
Act_ActTrig = berlin_base_exit
Act_ActTrig = spe_postdax
Act_AddRTC = missions\m10\M010_s059x_Rh01_01_nrml.ini
[Trigger]
nickname = berlin_base_exit
system = Rh01
Cnd_BaseExit = Rh01_01_Base
Act_SetNNObj = NNObj_23855_2
[ObjList]
nickname = follow_to_frankfurt_jumpgate
Follow = Player, 3000, 50, 0, -100
[ObjList]
nickname = follow_to_frankfurt_jumpgate_2
Follow = Player, 3000, 50, 0, 100
[Trigger]
nickname = spe_postdax
system = Rh01
Cnd_SpaceEnter = no_params
Act_PlayerCanTradelane = false, Rh01_Trade_Lane_Ring_40, Rh01_Trade_Lane_Ring_41
Act_PlayMusic = none, none, none, music_rh_danger
Act_SetNNState = NNObj_23855_2, COMPLETE
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_NNIds = 31025, HISTORY
Act_PlayerCanDock = true
Act_RandomPop = false
Act_SpawnSolar = Battleship_Freya
Act_SpawnSolar = Battleship_Sleipnir
Act_SpawnFormation = new_berlin_rh_cruisers_1
Act_SpawnFormation = new_berlin_rh_cruisers_2
Act_GiveObjList = new_berlin_rh_cruiser_1, ol_delay_super
Act_GiveObjList = new_berlin_rh_cruiser_4, ol_delay_super
Act_SpawnShip = fischer
Act_NagDistTowards = OBJ, tl_0_nag, fischer, Rh01_Trade_Lane_Ring_40, 23970, 1000, NAG_ALWAYS
Act_GiveObjList = fischer, follow_to_frankfurt_jumpgate
Act_SetVibeLbltoShip = berlin_to_franfurt_jumpgate, Player, REP_NEUTRAL
Act_SetVibeLbltoShip = berlin_to_franfurt_jumpgate, fischer, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = new_berlin_fleet, Player, REP_NEUTRAL
Act_SetVibeLbltoShip = new_berlin_fleet, fischer, REP_FRIEND_MAXIMUM
Act_SetVibe = fischer, Player, REP_FRIEND_THRESHOLD
Act_Cloak = berlin_to_franfurt_jumpgate, false
Act_Cloak = new_berlin_fleet, false
Act_Cloak = fischer, false
Act_MarkObj = fischer, 1
Act_RpopTLAttacksEnabled = false
Act_RpopAttClamp = true
Act_PlayerCanDock = false, Rh01_to_Rh04
Act_LockDock = Player, Rh01_to_Bw05_hole, unlock
Act_LockDock = Player, Rh01_to_Rh04, lock
Act_ActTrig = timer_sendcomm_dx_m10_1260_fischer
Act_ActTrig = unlock_rh01_to_rh04
Act_ActTrig = distvec_sendcomm_dx_m10_1290_battleship_freya
Act_ActTrig = leaving_berlin
Act_ActTrig = sye_Rh04again
Act_Invulnerable = Rh01_dock_ring_1, true
Act_Invulnerable = Rh01_Trade_Lane_Ring_40, true
Act_Invulnerable = Rh01_Trade_Lane_Ring_50, true
Act_Invulnerable = Rh01_to_Rh04, true
[Trigger]
nickname = set_23860
system = Rh01
Cnd_CommComplete = dx_m10_1260_fischer
Act_SetNNState = NNObj_23855, COMPLETE
Act_SetNNState = NNObj_23860, ACTIVE
Act_SetNNObj = NNObj_23860
[Trigger]
nickname = timer_sendcomm_dx_m10_1260_fischer
system = Rh01
Cnd_LaunchComplete = Player
Act_ActTrig = timer_sendcomm_dx_m10_1260_fischer_2
[Trigger]
nickname = timer_sendcomm_dx_m10_1260_fischer_2
Cnd_Timer = 1
Act_ActTrig = set_23860
Act_ActTrig = clear_23860
Act_ActTrig = return_control
Act_StartDialog = sendcomm_dx_m10_1260_fischer
[Dialog]
nickname = sendcomm_dx_m10_1260_fischer
system = Rh01
Line = fischer, Player, dx_m10_1260_fischer
Line = fischer, Player, dx_m10_1270_fischer
Line = fischer, Player, dx_m10_1280_fischer
[Trigger]
nickname = unlock_rh01_to_rh04
system = Rh01
Cnd_CommComplete = dx_m10_1310_battleship_freya
Act_LockDock = Player, Rh01_to_Rh04, unlock
Act_GiveObjList = fischer, follow_to_frankfurt_jumpgate_2
[Trigger]
nickname = clear_23860
system = Rh01
Cnd_TLEntered = Player, Rh01_Trade_Lane_Ring_40, Rh01_Trade_Lane_Ring_41
Act_LockManeuvers = true
Act_NagOff = tl_0_nag
Act_NagDistTowards = OBJ, frankfurt_nag, fischer, Rh01_to_Rh04, 23967, 2000, NAG_ALWAYS
Act_SetNNState = NNObj_23860, COMPLETE
Act_SetNNState = nn_blank, ACTIVE
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
[Trigger]
nickname = return_control
system = Rh01
Cnd_TLExited = Player, Rh01_Trade_Lane_Ring_46, Rh01_Trade_Lane_Ring_40
Act_PlayerCanTradelane = false
Act_SetNNState = nn_blank, COMPLETE
Act_SetNNState = NNObj_23865_temp, ACTIVE
Act_SetNNObj = NNObj_23865_temp
Act_LockManeuvers = false
[Trigger]
nickname = switch_23860_to_23865
system = Rh01
Cnd_CommComplete = dx_m10_1310_battleship_freya
Act_SetNNState = NNObj_23865_temp, COMPLETE
Act_SetNNState = NNObj_23865, ACTIVE
Act_SetNNObj = NNObj_23865
[Trigger]
nickname = distvec_sendcomm_dx_m10_1290_battleship_freya
system = Rh01
Cnd_DistVec = inside, Player, 92421, 0, -16577, 7000
Act_ActTrig = switch_23860_to_23865
Act_ActTrig = sendcomm_dx_m10_1290_battleship_freya
[Trigger]
nickname = sendcomm_dx_m10_1290_battleship_freya
system = Rh01
Cnd_True = no_params
Act_ActTrig = sendcomm_dx_m10_1300_fischer
Act_SendComm = Battleship_Freya, Player, dx_m10_1290_battleship_freya
[Trigger]
nickname = sendcomm_dx_m10_1300_fischer
system = Rh01
Cnd_CommComplete = dx_m10_1290_battleship_freya
Act_ActTrig = sendcomm_dx_m10_1310_battleship_freya
Act_SendComm = fischer, Player, dx_m10_1300_fischer
[Trigger]
nickname = sendcomm_dx_m10_1310_battleship_freya
system = Rh01
Cnd_CommComplete = dx_m10_1300_fischer
Act_ActTrig = sendcomm_dx_m10_1320_fischer
Act_SendComm = Battleship_Freya, Player, dx_m10_1310_battleship_freya
[Trigger]
nickname = sendcomm_dx_m10_1320_fischer
system = Rh01
Cnd_CommComplete = dx_m10_1310_battleship_freya
Act_SendComm = fischer, Player, dx_m10_1320_fischer
[Trigger]
nickname = leaving_berlin
system = Rh01
Cnd_SystemExit = Rh01
Act_NNIds = 31030, HISTORY
[Trigger]
nickname = sye_Rh04again
system = Rh04
Cnd_SystemEnter = Rh04
Act_PlayerCanTradelane = false, Rh04_Trade_Lane_Ring_1, Rh04_Trade_Lane_Ring_2
Act_ActTrig = frankfurt2_init
[ObjList]
nickname = ol_landholst
SetLifetime = 5
Dock = Rh04_01
[ObjList]
nickname = follow_to_holstein_docking_ring
Follow = Player, 3000, 50, 0, -100
[Trigger]
nickname = switch_23870_to_blank
Cnd_TLEntered = Player, Rh04_Trade_Lane_Ring_1, Rh04_Trade_Lane_Ring_2
Act_SetNNState = NNObj_23870, COMPLETE
Act_SetNNState = nn_blank, ACTIVE
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_LockManeuvers = true
Act_NagOff = tl_1_nag
Act_NagDistTowards = OBJ, tl_2_nag, fischer, Rh04_Trade_Lane_Ring_8, 23970, 1000, NAG_ALWAYS
[Trigger]
nickname = switch_23870_to_23870_temp
Cnd_TLExited = Player, Rh04_Trade_Lane_Ring_7, Rh04_Trade_Lane_Ring_1
Act_PlayerCanTradelane = false, Rh04_Trade_Lane_Ring_8, Rh04_Trade_Lane_Ring_29
Act_SetNNState = nn_blank, COMPLETE
Act_SetNNState = NNObj_23870_temp, ACTIVE
Act_SetNNObj = NNObj_23870_temp
Act_LockManeuvers = false
[Trigger]
nickname = switch_23870_temp_to_blank
Cnd_TLEntered = Player, Rh04_Trade_Lane_Ring_8, Rh04_Trade_Lane_Ring_9
Act_SetNNState = NNObj_23870_temp, COMPLETE
Act_SetNNState = nn_blank, ACTIVE
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_LockManeuvers = true
Act_NagOff = tl_2_nag
Act_NagDistTowards = OBJ, holstein_nag, fischer, Rh04_01, 23972, 3000, NAG_ALWAYS
[Trigger]
nickname = switch_23870_temp_to_23875
Cnd_TLExited = Player, Rh04_Trade_Lane_Ring_16, Rh04_Trade_Lane_Ring_8
Act_PlayerCanTradelane = false
Act_SetNNState = nn_blank, COMPLETE
Act_SetNNState = NNObj_23875, ACTIVE
Act_SetNNObj = NNObj_23875
Act_LockManeuvers = false
[Trigger]
nickname = frankfurt2_init
system = Rh04
Cnd_True = no_params
Act_PlayMusic = none, none, none, music_rh_danger
Act_NagOff = frankfurt_nag
Act_NagDistTowards = OBJ, tl_1_nag, fischer, Rh04_Trade_Lane_Ring_1, 23970, 1000, NAG_ALWAYS
Act_RandomPop = false
Act_SetNNState = NNObj_23865, COMPLETE
Act_SetNNState = NNObj_23870, ACTIVE
Act_SetNNObj = NNObj_23870
Act_ActTrig = switch_23870_to_blank
Act_ActTrig = switch_23870_to_23870_temp
Act_ActTrig = switch_23870_temp_to_blank
Act_ActTrig = switch_23870_temp_to_23875
Act_ActTrig = spex_Rh04
Act_ActTrig = bse_Rh0401
Act_ActTrig = play_M010_s062x_Rh04_01_nrml
Act_SpawnSolar = Battleship_Thor
Act_SpawnSolar = Battleship_Njord
Act_SpawnSolar = Battleship_Ran
Act_SpawnSolar = Battleship_Tyr
Act_SpawnSolar = Battleship_Aegir
Act_SpawnSolar = Battleship_Balder
Act_SpawnShip = mannheim_rh_gunboat_1, ol_delay_super
Act_SpawnShip = mannheim_rh_gunboat_2, ol_delay_super
Act_SpawnShip = mainz_rh_gunboat_1, ol_delay_super
Act_SpawnShip = mainz_rh_gunboat_2, ol_delay_super
Act_SpawnFormation = frankfurt_rh_gunboats
Act_SpawnFormation = frankfurt_rh_cruisers
Act_SpawnFormation = frankfurt_rh_gunboat_and_cruiser
Act_GiveObjList = frankfurt_rh_gunboat_1, ol_delay_super
Act_GiveObjList = frankfurt_rh_cruiser_1, ol_delay_super
Act_GiveObjList = frankfurt_rh_cruiser_5, ol_delay_super
Act_Cloak = frankfurt_battleships, false
Act_Cloak = mannheim_station, false
Act_Cloak = mainz_station, false
Act_Cloak = frankfurt_fleet, false
Act_SetVibeLbltoShip = mannheim_station, Player, REP_NEUTRAL
Act_SetVibeLbltoShip = mainz_station, Player, REP_NEUTRAL
Act_SetVibe = Rh04_03, Player, REP_NEUTRAL
Act_SetVibe = Rh04_02, Player, REP_NEUTRAL
Act_SetVibeLbltoShip = frankfurt_battleships, Player, REP_NEUTRAL
Act_SetVibeLbltoShip = frankfurt_fleet, Player, REP_NEUTRAL
Act_ActTrig = nse_jonnerpal_Rh04
Act_LockDock = Player, Rh04_01_dock_ring, lock
Act_LockDock = Player, Rh04_03, lock
Act_LockDock = Player, Rh04_02, lock
Act_LockDock = Player, Rh04_to_Rh01, lock
Act_LockDock = Player, Rh04_to_Rh05_hole, lock
Act_LockDock = Player, Rh04_to_Bw05_hole, lock
Act_LockDock = Player, Rh04_to_Bw05, lock
Act_LockDock = Player, Rh04_05, lock
Act_PlayerCanDock = false, Rh04_01_dock_ring
Act_Invulnerable = Rh04_Trade_Lane_Ring_1, true
Act_Invulnerable = Rh04_Trade_Lane_Ring_8, true
Act_Invulnerable = Rh04_01_dock_ring, true
Act_Invulnerable = Rh04_05, true
[Trigger]
nickname = nse_jonnerpal_Rh04
system = Rh04
Cnd_NPCSystemEnter = Rh04, fischer
Act_SendComm = fischer, Player, dx_m10_1330_fischer
Act_SetVibeLbltoShip = mannheim_station, fischer, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = mainz_station, fischer, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = fischer, mannheim_station, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = fischer, mainz_station, REP_FRIEND_MAXIMUM
Act_ActTrig = dst_p1_holstein
Act_ActTrig = wait_for_fischer
Act_GiveObjList = fischer, follow_to_holstein_docking_ring
Act_ActTrig = sendcomm_dx_m10_1340_fischer
Act_ActTrig = sendcomm_dx_m10_1350_fischer
Act_ActTrig = sendcomm_dx_m10_1360_hakkera
[Trigger]
nickname = dst_p1_holstein
system = Rh04
Cnd_DistShip = inside, Player, Rh04_01_dock_ring, 2000
Act_GiveObjList = fischer, ol_landholst
[Trigger]
nickname = wait_for_fischer
system = Rh04
Cnd_CommComplete = dx_m10_1370_fischer
Act_LockDock = Player, Rh04_01_dock_ring, unlock
Act_LockDock = Player, Rh04_01, unlock
[Trigger]
nickname = sendcomm_dx_m10_1340_fischer
Cnd_DistVec = inside, Player, -35802, 0, 31053, 7000
Act_SendComm = fischer, Player, dx_m10_1340_fischer
[Trigger]
nickname = sendcomm_dx_m10_1350_fischer
Cnd_DistVec = inside, Player, -16656, 0, -27565, 7000
Act_SendComm = fischer, Player, dx_m10_1350_fischer
[Trigger]
nickname = sendcomm_dx_m10_1360_hakkera
Cnd_DistShip = inside, Player, Rh04_01_dock_ring, 5000
Act_PlayMusic = none, none, none, music_rh_space
Act_ActTrig = sendcomm_dx_m10_1370_fischer
Act_EtherComm = hakkera, 217000, Player, dx_m10_1360_hakkera, -1, ku_tenji_head_hat, pi_pirate8_body
[Trigger]
nickname = sendcomm_dx_m10_1370_fischer
Cnd_CommComplete = dx_m10_1360_hakkera
Act_EtherComm = fischer, 217003, Player, dx_m10_1370_fischer, -1, rh_bartender_head, pl_male1_peasant_body, comm_rh_reichman
[Trigger]
nickname = spex_Rh04
system = Rh04
Cnd_SpaceExit = no_params
Act_SetRep = Player, fc_b_grp, REP_FRIEND_THRESHOLD
Act_SetNNState = NNObj_23875, COMPLETE
Act_SetNNState = NNObj_23880_navmarker, ACTIVE
Act_SetNNObj = NNObj_23880_navmarker
[Trigger]
nickname = bse_Rh0401
system = Rh04
Cnd_BaseEnter = Rh04_01_base
Act_SetTitle = 23800
Act_SetOffer = 23805
Act_NNIds = 31035, HISTORY
Act_ActTrig = spe_postvc
[Trigger]
nickname = play_M010_s062x_Rh04_01_nrml
repeatable = true
Cnd_BaseEnter = Rh04_01_base
Act_AddRTC = missions\m10\M010_s062x_Rh04_01_nrml.ini
[Trigger]
nickname = spe_postvc
system = Rh04
Cnd_SpaceEnter = no_params
Act_LockDock = Player, Rh04_to_Rh01, unlock
Act_LockDock = Player, Rh04_to_Rh05_hole, unlock
Act_LockDock = Player, Rh04_to_Bw05_hole, unlock
Act_LockDock = Player, Rh04_to_Bw05, unlock
Act_LockDock = Player, Rh04_05, unlock
Act_ActTrig = post-holstein_init
[ObjList]
nickname = ol_land_Rh04_05
Delay = 300
Dock = Rh04_05
[ObjList]
nickname = clear_holstein
GotoVec = goto, -8395, 0, -28773, 200, true
Follow = Player, 3000, -50, 0, -100
[ObjList]
nickname = stay_in_range_of_bruschal
StayInRange = Rh04_05, 3000
[ObjList]
nickname = break_player_formation
BreakFormation = no_params
[ObjList]
nickname = vc_break_and_engage
BreakFormation = no_params
GotoShip = goto, bundschuh_interceptor_bw_light_1, 1000, true
[Trigger]
nickname = key_save_post-holstein
system = Rh04
Cnd_PlayerLaunch = no_params
Act_SetInitialPlayerPos = -8374, 0, -29472, 0, 0, 1, 0
Act_ActTrig = key_save_post-holstein_2
[Trigger]
nickname = key_save_post-holstein_2
system = Rh04
Cnd_SpaceEnter = Rh04
Act_ActTrig = general_triggers
Act_ActTrig = post-holstein_init
[Trigger]
nickname = post-holstein_init
system = Rh04
Cnd_True = no_params
Act_PlayerEnemyClamp = 1, 2
Act_PlayMusic = none, none, none, music_rh_space
Act_Save = key_save_post-holstein, 33005
Act_RandomPop = false
Act_SpawnShip = Von_Claussen
Act_Invulnerable = Von_Claussen, true, false, 0.9
Act_MarkObj = Von_Claussen, 1
Act_Cloak = Von_Claussen, false
Act_SetVibe = Von_Claussen, Player, REP_FRIEND_THRESHOLD
Act_SetRep = Von_Claussen, rh_n_grp, REP_FRIEND_MAXIMUM
Act_SetRep = Von_Claussen, co_khc_grp, REP_FRIEND_MAXIMUM
Act_ActTrig = von_claussen_dies
Act_PlayerCanDock = false, Rh04_05
Act_SetNNState = NNObj_23880_navmarker, COMPLETE
Act_SetNNState = NNObj_23880, ACTIVE
Act_SetNNObj = NNObj_23880
Act_ActTrig = give_guide_to_von_claussen
Act_LockDock = Player, Rh04_05, lock
Act_StartDialog = sendcomm_dx_m10_1380_trent
Act_NagOff = holstein_nag
Act_NagDistTowards = POS, bundbase_nag, Von_Claussen, -302, 0, -42959, 23975, 5000, NAG_OUT_OF_COMBAT
Act_ActTrig = spawn_bruschal_event
Act_Invulnerable = Rh04_05, true
[Trigger]
nickname = give_guide_to_von_claussen
system = Rh04
Cnd_Timer = 5
Act_GiveObjList = Von_Claussen, clear_holstein
[Trigger]
nickname = von_claussen_dies
system = Rh04
Cnd_Destroyed = Von_Claussen, 1, EXPLODE
Act_ChangeState = FAIL, 23950
[Trigger]
nickname = spawn_bruschal_event
system = Rh04
Cnd_DistVec = inside, Von_Claussen, -302, 0, -42959, 6000
Act_PlayMusic = none, none, none, music_rh_danger
Act_SpawnFormation = bruschal_assault_force
Act_SpawnFormation = bundschuh_interceptors
Act_Cloak = bruschal_assault_force, false
Act_SetVibe = bruschal_assault_force, bundschuh_interceptors, REP_HOSTILE_THRESHOLD
Act_SetVibe = bundschuh_interceptors, bruschal_assault_force, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = bundschuh_interceptors, Player, REP_FRIEND_THRESHOLD
Act_SetVibeLbltoShip = bruschal_assault_force, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = bundschuh_interceptors, Von_Claussen, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = bruschal_assault_force, Von_Claussen, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Von_Claussen, bundschuh_interceptors, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = Von_Claussen, bruschal_assault_force, REP_HOSTILE_MAXIMUM
Act_GiveObjList = bundschuh_interceptors, stay_in_range_of_bruschal
Act_GiveObjList = bruschal_assault_force, stay_in_range_of_bruschal
Act_ActTrig = spawn_reinforcements
Act_ActTrig = assault_wing_destroyed
Act_ActTrig = sendcomm_dx_m10_0190_bundbase
Act_ActTrig = sendcomm_dx_m10_0233_bundbase
Act_ActTrig = sendcomm_dx_m10_0237_vonclaussen
Act_ActTrig = sendcomm_dx_m10_0210_vonclaussen
Act_ActTrig = sendcomm_dx_m10_0213_vonclaussen
Act_ActTrig = sendcomm_dx_m10_0235_vonclaussen
Act_ActTrig = too_far_from_von_claussen_1
[Trigger]
nickname = too_far_from_von_claussen_1
system = Rh04
Cnd_DistShip = outside, Player, Von_Claussen, 6000
Act_Destroy = Von_Claussen, EXPLODE
Act_ChangeState = FAIL, 23950
[Trigger]
nickname = spawn_reinforcements
system = Rh04
Cnd_Destroyed = bruschal_assault_force, 2
Act_EtherComm = bundbase, 196828, Player, dx_m10_0230_bundbase, -1, pl_female1_head, rh_female_elite_body
Act_SpawnFormation = bruschal_assault_force_reinforcements
Act_Cloak = bruschal_assault_force, false
Act_SetVibe = bruschal_assault_force, bundschuh_interceptors, REP_HOSTILE_THRESHOLD
Act_SetVibe = bundschuh_interceptors, bruschal_assault_force, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = bundschuh_interceptors, Player, REP_FRIEND_THRESHOLD
Act_SetVibeLbltoShip = bruschal_assault_force, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = bundschuh_interceptors, Von_Claussen, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = bruschal_assault_force, Von_Claussen, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Von_Claussen, bundschuh_interceptors, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = Von_Claussen, bruschal_assault_force, REP_HOSTILE_MAXIMUM
Act_GiveObjList = bruschal_assault_force_reinforcements, stay_in_range_of_bruschal
Act_MarkObj = bruschal_assault_force, 1
[Trigger]
nickname = assault_wing_destroyed
system = Rh04
Cnd_Destroyed = bruschal_assault_force
Act_PlayMusic = none, none, none, music_rh_danger
Act_DeactTrig = too_far_from_von_claussen_1
Act_LockDock = Player, Rh04_05, unlock
Act_ActTrig = bse_Rh0405
[Dialog]
nickname = sendcomm_dx_m10_1380_trent
system = Rh04
Line = Player, Player, dx_m10_1380_trent
Line = Von_Claussen, Player, dx_m10_0160_vonclaussen
Line = Von_Claussen, Player, dx_m10_0250_vonclaussen
Line = Von_Claussen, Player, dx_m10_0260_vonclaussen
[Trigger]
nickname = sendcomm_dx_m10_0190_bundbase
system = Rh04
Cnd_DistVec = inside, Player, -302, 0, -42959, 3000
Act_ActTrig = sendcomm_dx_m10_0200_vonclaussen
Act_EtherComm = bundbase, 196828, Player, dx_m10_0190_bundbase, -1, pl_female1_head, rh_female_elite_body
[Trigger]
nickname = sendcomm_dx_m10_0200_vonclaussen
system = Rh04
Cnd_CommComplete = dx_m10_0190_bundbase
Act_PlayMusic = none, none, none, music_rh_battle
Act_ActTrig = sendcomm_dx_m10_0205_bundbase
Act_SendComm = Von_Claussen, Player, dx_m10_0200_vonclaussen
Act_GiveObjList = Player, break_player_formation
Act_GiveObjList = Von_Claussen, vc_break_and_engage
Act_EnableManeuver = formation, false
Act_EnableManeuver = Dock, false
Act_MarkObj = bruschal_assault_force, 1
Act_NagOff = bundbase_nag
Act_NagDistLeaving = bundbase_nag2, Von_Claussen, Rh04_05, 23975, 5000, NAG_ALWAYS
[Trigger]
nickname = sendcomm_dx_m10_0205_bundbase
system = Rh04
Cnd_CommComplete = dx_m10_0200_vonclaussen
Act_SetNNState = NNObj_23880, COMPLETE
Act_SetNNState = NNObj_23885, ACTIVE
Act_SetNNObj = NNObj_23885
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_EtherComm = bundbase, 196828, Player, dx_m10_0205_bundbase, -1, pl_female1_head, rh_female_elite_body
[Trigger]
nickname = sendcomm_dx_m10_0210_vonclaussen
system = Rh04
Cnd_Destroyed = bundschuh_interceptors, 2, EXPLODE
Act_SendComm = Von_Claussen, Player, dx_m10_0210_vonclaussen
[Trigger]
nickname = sendcomm_dx_m10_0213_vonclaussen
system = Rh04
Cnd_Destroyed = bundschuh_interceptors, -1, EXPLODE
Act_SendComm = Von_Claussen, Player, dx_m10_0213_vonclaussen
[Trigger]
nickname = sendcomm_dx_m10_0233_bundbase
system = Rh04
Cnd_Destroyed = bruschal_assault_force, 9
Act_EtherComm = bundbase, 196828, Player, dx_m10_0233_bundbase, -1, pl_female1_head, rh_female_elite_body
[Trigger]
nickname = sendcomm_dx_m10_0235_vonclaussen
system = Rh04
Cnd_Destroyed = bruschal_assault_force, 7
Act_SendComm = Von_Claussen, Player, dx_m10_0235_vonclaussen
[Trigger]
nickname = sendcomm_dx_m10_0237_vonclaussen
system = Rh04
Cnd_Destroyed = bruschal_assault_force
Act_ActTrig = sendcomm_dx_m10_0240_bundbase
Act_SendComm = Von_Claussen, Player, dx_m10_0237_vonclaussen
Act_GiveObjList = bundschuh_interceptors, ol_land_Rh04_05
Act_EnableManeuver = formation, true
Act_EnableManeuver = Dock, true
[Trigger]
nickname = sendcomm_dx_m10_0240_bundbase
system = Rh04
Cnd_CommComplete = dx_m10_0237_vonclaussen
Act_ActTrig = sendcomm_dx_m10_0810_vonclaussen
Act_EtherComm = bundbase, 196828, Player, dx_m10_0240_bundbase, -1, pl_female1_head, rh_female_elite_body
[Trigger]
nickname = sendcomm_dx_m10_0810_vonclaussen
system = Rh04
Cnd_CommComplete = dx_m10_0240_bundbase
Act_SendComm = Von_Claussen, Player, dx_m10_0810_vonclaussen
Act_SetNNState = NNObj_23885, COMPLETE
Act_SetNNState = NNObj_23890, ACTIVE
Act_SetNNObj = NNObj_23890
[Trigger]
nickname = bse_Rh0405
system = Rh04
Cnd_BaseEnter = Rh04_05_base
Act_AddRTC = missions\m10\M010_s063x_Rh04_05_nrml.ini
Act_SetNNState = NNObj_23890, COMPLETE
Act_SetNNState = NNObj_23895, ACTIVE
Act_SetNNObj = NNObj_23895
Act_SetTitle = 23802
Act_SetOffer = 23806
Act_NNIds = 31040, HISTORY
Act_ActTrig = spe_bundlaunch
[Trigger]
nickname = spe_bundlaunch
system = Rh04
Cnd_SpaceEnter = no_params
Act_PlayMusic = none, none, none, music_reveal_contraband
Act_SpawnShip = botzler, no_ol, -751, -50, -42887, 0.7377, 0, 0.675, 0
Act_RelocateShip = Von_Claussen, -762, -81, -42942, 0.7377, 0, 0.675, 0
Act_Invulnerable = botzler, true, false, 0.9
Act_Invulnerable = Von_Claussen, true, false, 0.9
Act_CallThorn = missions\m10\M10_Bund_Launch.thn, Von_Claussen
Act_ActTrig = post-bund_init
Act_ActTrig = player_follows_von_claussen
[Trigger]
nickname = player_follows_von_claussen
Cnd_LaunchComplete = Player
Act_GiveObjList = Player, follow_von_claussen_tight
Act_ActTrig = Setscene_Starter
[ObjList]
nickname = ol_trent_break
BreakFormation = no_params
[ObjList]
nickname = b_go_away
GotoVec = goto, -110, -10000, -42728, 100, true
[ObjList]
nickname = intercept_trent
GotoShip = goto, Player, 500, true
[ObjList]
nickname = follow_von_claussen_tight
SetPriority = ALWAYS_EXECUTE
Follow = Von_Claussen, 3000, 30, -5, 20
[ObjList]
nickname = follow_von_claussen_setscene
SetPriority = ALWAYS_EXECUTE
Follow = Von_Claussen, 3000, -25, 25, 50
[ObjList]
nickname = go_to_secret_base
Delay = 7
GotoVec = goto_cruise, -17000, -200, -45500, 1000, false, 200
[ObjList]
nickname = go_to_secret_base_no_cruise
GotoVec = goto_no_cruise, -17000, -200, -45500, 1000, false, 200
[ObjList]
nickname = stay_in_exclusion_zone
SetPriority = ALWAYS_EXECUTE
StayInRange = -24059, 0, -45620, 1500
[ObjList]
nickname = after_them
StayInRange = -24059, 0, -45620, 2500
GotoShip = goto_no_cruise, Player, 1000, true, -1
[ObjList]
nickname = after_them_cruise
StayInRange = -24059, 0, -45620, 2750
GotoShip = goto, Player, 1000, true, -1
[ObjList]
nickname = break_up
system = Rh04
SetPriority = ALWAYS_EXECUTE
GotoVec = goto, -21964, 247, -45740, 500, true, -1
GotoVec = goto_cruise, -24063, 300, -46502, 1500, true, -1
BreakFormation = no_params
[ObjList]
nickname = break_down
system = Rh04
SetPriority = ALWAYS_EXECUTE
GotoVec = goto, -21683, -518, -45669, 500, true, -1
GotoVec = goto_cruise, -24063, 300, -46502, 1500, true, -1
[ObjList]
nickname = break_right
system = Rh04
SetPriority = ALWAYS_EXECUTE
GotoVec = goto, -21880, -13, -46416, 500, true, -1
GotoVec = goto_cruise, -24063, 300, -46502, 1500, true, -1
[ObjList]
nickname = break_left
system = Rh04
SetPriority = ALWAYS_EXECUTE
GotoVec = goto, -21682, -26, -45061, 500, true, -1
GotoVec = goto_cruise, -24063, 300, -46502, 1500, true, -1
[ObjList]
nickname = botzler_kamikaze_7
system = Rh04
GotoVec = goto_cruise, -25054, 42, -43549, 100, true, -1
[ObjList]
nickname = botzler_kamikaze_3
system = Rh04
GotoVec = goto_cruise, -24054, 42, -43549, 100, true, -1
[ObjList]
nickname = botzler_kamikaze_4
system = Rh04
GotoVec = goto_cruise, -23054, 42, -43549, 100, true, -1
[ObjList]
nickname = botzler_kamikaze_9
system = Rh04
GotoVec = goto_cruise, -25054, 42, -47549, 100, true, -1
[ObjList]
nickname = botzler_kamikaze_5
system = Rh04
GotoVec = goto_cruise, -24054, 42, -47549, 100, true, -1
[ObjList]
nickname = botzler_kamikaze_6
system = Rh04
GotoVec = goto_cruise, -23054, 42, -47549, 100, true, -1
[ObjList]
nickname = go_through_entrance_tunnel
system = Rh04
SetPriority = ALWAYS_EXECUTE
BreakFormation = no_params
Avoidance = false
GotoVec = goto_no_cruise, -17990, -65, -45490, 100, true, -1
GotoVec = goto_no_cruise, -18230, 0, -45548, 100, true, -1
GotoVec = goto_no_cruise, -18497, 75, -45527, 100, true, -1
GotoVec = goto_no_cruise, -18738, 60, -45437, 100, true, -1
GotoVec = goto_no_cruise, -19030, 10, -45284, 100, true, -1
GotoVec = goto_no_cruise, -19329, 35, -45500, 100, true, -1
GotoVec = goto_no_cruise, -19625, 130, -45618, 100, true, -1
GotoVec = goto_no_cruise, -19951, 20, -45421, 100, true, -1
GotoVec = goto_no_cruise, -20332, -145, -45294, 100, true, -1
GotoVec = goto_no_cruise, -20678, -50, -45356, 100, true, -1
GotoVec = goto_no_cruise, -21013, 5, -45464, 100, true, -1
Avoidance = true
[ObjList]
nickname = go_through_exit_tunnel
system = Rh04
SetPriority = ALWAYS_EXECUTE
BreakFormation = no_params
StayInRange = -24059, 0, -45620, 1500, false
Avoidance = false
GotoVec = goto, -27471, 10, -45935, 100, true, -1
GotoVec = goto_no_cruise, -27963, 140, -45957, 100, true, -1
GotoVec = goto_no_cruise, -28384, 210, -46332, 100, true, -1
GotoVec = goto_no_cruise, -28425, 210, -46823, 100, true, -1
GotoVec = goto_no_cruise, -28610, 210, -47293, 100, true, -1
GotoVec = goto_no_cruise, -29089, 150, -47444, 100, true, -1
GotoVec = goto_no_cruise, -29683, 50, -47229, 100, true, -1
GotoVec = goto_no_cruise, -29950, -15, -46876, 100, true, -1
GotoVec = goto_no_cruise, -30574, 0, -46653, 100, true, -1
GotoVec = goto_no_cruise, -31035, 50, -46812, 100, true, -1
GotoVec = goto_no_cruise, -31659, 40, -46716, 100, true, -1
Avoidance = true
;[Trigger]
;nickname = spawn_shipyard_1
;system = Rh04
;Cnd_True = no_params
;Act_SpawnSolar = Experimental_Ship_Yard_1
;[Trigger]
;nickname = spawn_shipyard_2
;system = Rh04
;Cnd_True = no_params
;Act_SpawnSolar = Experimental_Ship_Yard_2
[Trigger]
nickname = spawn_shipyard_3
system = Rh04
Cnd_True = no_params
Act_SpawnSolar = Experimental_Ship_Yard_3
[Trigger]
nickname = spawn_shipyard_4
system = Rh04
Cnd_True = no_params
Act_SpawnSolar = Experimental_Ship_Yard_4
[Trigger]
nickname = spawn_shipyard_5
system = Rh04
Cnd_True = no_params
Act_SpawnSolar = Experimental_Ship_Yard_5
[Trigger]
nickname = spawn_shipyard_6
system = Rh04
Cnd_True = no_params
Act_SpawnSolar = Experimental_Ship_Yard_6
[Trigger]
nickname = spawn_shipyard_7
system = Rh04
Cnd_True = no_params
Act_SpawnSolar = Experimental_Ship_Yard_7
;[Trigger]
;nickname = spawn_shipyard_8
;system = Rh04
;Cnd_True = no_params
;Act_SpawnSolar = Experimental_Ship_Yard_8
[Trigger]
nickname = spawn_shipyard_9
system = Rh04
Cnd_True = no_params
Act_SpawnSolar = Experimental_Ship_Yard_9
;[Trigger]
;nickname = spawn_ex_1
;system = Rh04
;Cnd_True = no_params
;Act_SpawnSolar = Experimental_Ship_1
;Act_SetVibe = Experimental_Ship_1, Player, REP_HOSTILE_THRESHOLD
;Act_Cloak = Experimental_Ship_1, false
;[Trigger]
;nickname = spawn_ex_2
;system = Rh04
;Cnd_True = no_params
;Act_SpawnSolar = Experimental_Ship_2
;Act_SetVibe = Experimental_Ship_2, Player, REP_HOSTILE_THRESHOLD
;Act_Cloak = Experimental_Ship_2, false
[Trigger]
nickname = spawn_ex_3
system = Rh04
Cnd_True = no_params
Act_SpawnSolar = Experimental_Ship_3
Act_SetVibe = Experimental_Ship_3, Player, REP_HOSTILE_THRESHOLD
Act_Cloak = Experimental_Ship_3, false
[Trigger]
nickname = spawn_ex_4
system = Rh04
Cnd_True = no_params
Act_SpawnSolar = Experimental_Ship_4
Act_SetVibe = Experimental_Ship_4, Player, REP_HOSTILE_THRESHOLD
Act_Cloak = Experimental_Ship_4, false
[Trigger]
nickname = spawn_ex_5
system = Rh04
Cnd_True = no_params
Act_SpawnSolar = Experimental_Ship_5
Act_SetVibe = Experimental_Ship_5, Player, REP_HOSTILE_THRESHOLD
Act_Cloak = Experimental_Ship_5, false
[Trigger]
nickname = spawn_ex_6
system = Rh04
Cnd_True = no_params
Act_SpawnSolar = Experimental_Ship_6
Act_SetVibe = Experimental_Ship_6, Player, REP_HOSTILE_THRESHOLD
Act_Cloak = Experimental_Ship_6, false
[Trigger]
nickname = spawn_ex_7
system = Rh04
Cnd_True = no_params
Act_SpawnSolar = Experimental_Ship_7
Act_SetVibe = Experimental_Ship_7, Player, REP_HOSTILE_THRESHOLD
Act_Cloak = Experimental_Ship_7, false
;[Trigger]
;nickname = spawn_ex_8
;system = Rh04
;Cnd_True = no_params
;Act_SpawnSolar = Experimental_Ship_8
;Act_SetVibe = Experimental_Ship_8, Player, REP_HOSTILE_THRESHOLD
;Act_Cloak = Experimental_Ship_8, false
[Trigger]
nickname = spawn_ex_9
system = Rh04
Cnd_True = no_params
Act_SpawnSolar = Experimental_Ship_9
Act_SetVibe = Experimental_Ship_9, Player, REP_HOSTILE_THRESHOLD
Act_Cloak = Experimental_Ship_9, false
[Trigger]
nickname = spawn_ex_shipyard
system = Rh04
Cnd_True = no_params
Act_ActTrig = spawn_shipyard_3
Act_ActTrig = spawn_shipyard_4
Act_ActTrig = spawn_shipyard_5
Act_ActTrig = spawn_shipyard_6
Act_ActTrig = spawn_shipyard_7
Act_ActTrig = spawn_shipyard_9
[Trigger]
nickname = spawn_ex_ships
system = Rh04
Cnd_True = no_params
Act_ActTrig = spawn_ex_3
Act_ActTrig = spawn_ex_4
Act_ActTrig = spawn_ex_5
Act_ActTrig = spawn_ex_6
Act_ActTrig = spawn_ex_7
Act_ActTrig = spawn_ex_9
[Trigger]
nickname = spawn_fates
system = Rh04
Cnd_True = no_params
Act_SpawnSolar = Battleship_Verthandi
Act_SpawnSolar = Battleship_Urth
Act_SpawnSolar = Battleship_Skuld
Act_SetVibeLbltoShip = secret_fleet, Player, REP_HOSTILE_MAXIMUM
Act_Cloak = Battleship_Verthandi, false
Act_Cloak = Battleship_Urth, false
Act_Cloak = Battleship_Skuld, false
[Trigger]
nickname = spawn_cruisers
system = Rh04
Cnd_True = no_params
Act_SpawnShip = secret_fleet_forward_assault_rh_cruiser_1, ol_delay_super
Act_SpawnShip = secret_fleet_forward_assault_rh_cruiser_2, ol_delay_super
Act_SpawnShip = secret_fleet_forward_assault_rh_cruiser_3, ol_delay_super
Act_SetVibeLbltoShip = secret_fleet, Player, REP_HOSTILE_MAXIMUM
Act_Cloak = secret_fleet_forward_assault_rh_cruiser_1, false
Act_Cloak = secret_fleet_forward_assault_rh_cruiser_2, false
Act_Cloak = secret_fleet_forward_assault_rh_cruiser_3, false
[Trigger]
nickname = spawn_gunboats
system = Rh04
Cnd_True = no_params
Act_SpawnShip = secret_fleet_rear_assault_rh_gunboat_1, ol_delay_super
Act_SpawnShip = secret_fleet_rear_assault_rh_gunboat_2, ol_delay_super
Act_SpawnShip = secret_fleet_rear_assault_rh_gunboat_3, ol_delay_super
Act_SpawnShip = secret_fleet_rear_assault_rh_gunboat_4, ol_delay_super
Act_SetVibeLbltoShip = secret_fleet, Player, REP_HOSTILE_MAXIMUM
Act_Cloak = secret_fleet_rear_assault_rh_gunboat_1, false
Act_Cloak = secret_fleet_rear_assault_rh_gunboat_2, false
Act_Cloak = secret_fleet_rear_assault_rh_gunboat_3, false
Act_Cloak = secret_fleet_rear_assault_rh_gunboat_4, false
[Trigger]
nickname = navpoint_12
system = Rh04
Cnd_DistVec = inside, Player, -24059, 0, -45620, 6170.6
Act_SetNNState = NNObj_23905, COMPLETE
Act_SetNNState = B_13, ACTIVE
Act_SetNNObj = B_13
Act_ActTrig = navpoint_13
Act_StartDialog = sendcomm_dx_m10_0361b_vonclaussen
[Trigger]
nickname = navpoint_13
system = Rh04
Cnd_DistVec = inside, Player, -24059, 0, -45620, 5670.4
Act_SetNNState = B_13, COMPLETE
Act_SetNNState = B_14, ACTIVE
Act_SetNNObj = B_14
Act_ActTrig = navpoint_14
[Trigger]
nickname = navpoint_14
system = Rh04
Cnd_DistVec = inside, Player, -24059, 0, -45620, 5147.2
Act_SetNNState = B_14, COMPLETE
Act_SetNNState = B_15, ACTIVE
Act_SetNNObj = B_15
Act_ActTrig = navpoint_15
[Dialog]
nickname = sendcomm_dx_m10_0361b_vonclaussen
system = Rh04
Line = Von_Claussen, Player, dx_m10_0361b_vonclaussen
Line = botzler, Player, dx_m10_0362B_BOTZLER
Line = Von_Claussen, Player, dx_m10_0363b_vonclaussen
[Trigger]
nickname = navpoint_15
system = Rh04
Cnd_DistVec = inside, Player, -24059, 0, -45620, 4531.91
Act_SetNNState = B_15, COMPLETE
Act_SetNNState = B_16, ACTIVE
Act_SetNNObj = B_16
Act_ActTrig = navpoint_16
[Trigger]
nickname = navpoint_16
system = Rh04
Cnd_DistVec = inside, Player, -24059, 0, -45620, 3843.8
Act_PlayMusic = none, none, none, music_rh_battle
Act_Invulnerable = Experimental_Ship_3, true, false, 0.99
Act_Invulnerable = Experimental_Ship_4, true, false, 0.99
Act_Invulnerable = Experimental_Ship_5, true, false, 0.99
Act_Invulnerable = Experimental_Ship_6, true, false, 0.99
Act_Invulnerable = Experimental_Ship_7, true, false, 0.99
Act_Invulnerable = Experimental_Ship_9, true, false, 0.99
Act_MarkObj = Experimental_Ships, 1
Act_SetNNState = B_16, COMPLETE
Act_SetNNState = NNObj_23910, ACTIVE
Act_SetNNObj = NNObj_23910
Act_NagOff = secretbase_nag
Act_NagDistLeaving = secretbase_nag2, Von_Claussen, Experimental_Ship_Yard_3, 23977, 5000, NAG_ALWAYS
Act_ActTrig = Experimental_Ships_1_dies
Act_ActTrig = Experimental_Ships_2_dies
Act_ActTrig = Experimental_Ships_3_dies
Act_ActTrig = Experimental_Ships_4_dies
Act_ActTrig = ship_1_destroyed
Act_ActTrig = ship_2_destroyed
Act_ActTrig = ship_3_destroyed
Act_ActTrig = ship_4_destroyed
Act_ActTrig = ship_5_destroyed
Act_ActTrig = ship_6_destroyed
Act_ActTrig = clear_NNObj_23910
[Trigger]
nickname = clear_NNObj_23910
system = Rh04
Cnd_DistVec = inside, Player, -24059, 0, -45620, 2500
Act_SetNNObj = NNObj_23910b, OBJECTIVE_HISTORY
;[Trigger]
;nickname = navpoint_17
;system = Rh04
;Cnd_DistVec = inside, Player, -21013, 20, -45464, 2100
;Act_SetNNState = B_17, COMPLETE
;Act_SetNNObj = 0
[Trigger]
nickname = navpoint_1
system = Rh04
Cnd_DistVec = outside, Player, -24059, 0, -45620, 3326.5
Act_PlayMusic = none, none, none, music_solemn_and_grave
Act_SetNNState = NNObj_23915, COMPLETE
Act_SetNNState = B_3, ACTIVE
Act_SetNNObj = B_3
Act_ActTrig = navpoint_3
[Trigger]
nickname = navpoint_3
system = Rh04
Cnd_DistVec = outside, Player, -24059, 0, -45620, 4298.6
Act_SetNNState = B_3, COMPLETE
Act_SetNNState = B_5, ACTIVE
Act_SetNNObj = B_5
Act_SendComm = Von_Claussen, Player, dx_m10_0502b_vonclaussen
Act_ActTrig = navpoint_5
[Trigger]
nickname = navpoint_5
system = Rh04
Cnd_DistVec = outside, Player, -24059, 0, -45620, 4744.4
Act_SetNNState = B_5, COMPLETE
Act_SetNNState = B_7, ACTIVE
Act_SetNNObj = B_7
Act_ActTrig = navpoint_7
[Trigger]
nickname = navpoint_7
system = Rh04
Cnd_DistVec = outside, Player, -24059, 0, -45620, 5740.3
Act_SetNNState = B_7, COMPLETE
Act_SetNNState = B_9, ACTIVE
Act_SetNNObj = B_9
Act_ActTrig = navpoint_9
[Trigger]
nickname = navpoint_9
system = Rh04
Cnd_DistVec = outside, Player, -24059, 0, -45620, 6506.3
Act_SetNNState = B_9, COMPLETE
Act_DeactTrig = Experimental_Ships_1_dies
Act_DeactTrig = Experimental_Ships_2_dies
Act_DeactTrig = Experimental_Ships_3_dies
Act_DeactTrig = Experimental_Ships_4_dies
Act_DeactTrig = ship_1_destroyed
Act_DeactTrig = ship_2_destroyed
Act_DeactTrig = ship_3_destroyed
Act_DeactTrig = ship_4_destroyed
Act_DeactTrig = ship_5_destroyed
Act_DeactTrig = ship_6_destroyed
Act_SetNNState = B_Jump_Hole, ACTIVE
Act_SetNNObj = B_Jump_Hole
Act_SendComm = Von_Claussen, Player, dx_m10_0503b_vonclaussen
Act_ActTrig = kill_B_Jump_Hole
[Trigger]
nickname = kill_B_Jump_Hole
system = Rh04
Cnd_SystemExit = Rh04
Act_SetNNState = B_Jump_Hole, COMPLETE
Act_SetNNHidden = B_Jump_Hole, true
[Trigger]
nickname = navpoint_11
system = Rh04
Cnd_DistVec = outside, Player, -24059, 0, -45620, 7578.8
Act_SetNNState = B_11, COMPLETE
Act_SetNNState = B_Jump_Hole, ACTIVE
Act_SetNNObj = B_Jump_Hole
;[Trigger]
;nickname = navpoint_2
;system = Rh04
;Cnd_DistVec = inside, Player, -27973, 150, -45957, 200
;Act_SetNNState = B_2, COMPLETE
;Act_SetNNState = B_3, ACTIVE
;Act_SetNNObj = B_3
;Act_ActTrig = navpoint_3
;[Trigger]
;nickname = navpoint_4
;system = Rh04
;Cnd_DistVec = inside, Player, -28415, 220, -46823, 200
;Act_SetNNState = B_4, COMPLETE
;Act_SetNNState = B_5, ACTIVE
;Act_SetNNObj = B_5
;Act_ActTrig = navpoint_5
;[Trigger]
;nickname = navpoint_6
;system = Rh04
;Cnd_DistVec = inside, Player, -29079, 160, -47444, 200
;Act_SetNNState = B_6, COMPLETE
;Act_SetNNState = B_7, ACTIVE
;Act_SetNNObj = B_7
;Act_ActTrig = navpoint_7
;[Trigger]
;nickname = navpoint_8
;system = Rh04
;Cnd_DistVec = inside, Player, -29970, -60, -46876, 200
;Act_SetNNState = B_8, COMPLETE
;Act_SetNNState = B_9, ACTIVE
;Act_SetNNObj = B_9
;Act_ActTrig = navpoint_9
;[Trigger]
;nickname = navpoint_10
;system = Rh04
;Cnd_DistVec = inside, Player, -31025, 60, -46812, 200
;Act_SetNNState = B_10, COMPLETE
;Act_SetNNState = B_11, ACTIVE
;Act_SetNNObj = B_11
;Act_ActTrig = navpoint_11
;[Trigger]
;nickname = navpoint_18
;system = Rh04
;Cnd_DistVec = inside, Player, -18235, 10, -45548, 200
;Act_SetNNState = B_18, COMPLETE
;Act_SetNNState = B_19, ACTIVE
;Act_SetNNObj = B_19
;Act_ActTrig = navpoint_19
;[Trigger]
;nickname = navpoint_19
;system = Rh04
;Cnd_DistVec = inside, Player, -18738, 50, -45437, 200
;Act_SetNNState = B_19, COMPLETE
;Act_SetNNState = B_20, ACTIVE
;Act_SetNNObj = B_20
;Act_ActTrig = navpoint_20
;[Trigger]
;nickname = navpoint_20
;system = Rh04
;Cnd_DistVec = inside, Player, -19329, 30, -45505, 200
;Act_SetNNState = B_20, COMPLETE
;Act_SetNNState = B_21, ACTIVE
;Act_SetNNObj = B_21
;Act_ActTrig = navpoint_21
;[Trigger]
;nickname = navpoint_21
;system = Rh04
;Cnd_DistVec = inside, Player, -19951, 10, -45421, 200
;Act_SetNNState = B_21, COMPLETE
;Act_SetNNState = B_22, ACTIVE
;Act_SetNNObj = B_22
;Act_ActTrig = navpoint_22
;[Trigger]
;nickname = navpoint_22
;system = Rh04
;Cnd_DistVec = inside, Player, -20688, -60, -45356, 200
;Act_SetNNState = B_22, COMPLETE
;Act_SetNNState = B_1, ACTIVE
;Act_SetNNObj = B_1
;Act_ActTrig = navpoint_1
[Trigger]
nickname = von_claussen_break_up
system = Rh04
Cnd_DistVec = inside, Von_Claussen, -21013, 5, -45464, 100
Act_GiveObjList = Von_Claussen, break_up
Act_GiveObjList = secret_fleet_rear_assault_rh_gunboat_1, ol_trent_break
Act_GiveObjList = secret_fleet_rear_assault_rh_gunboat_2, ol_trent_break
Act_GiveObjList = secret_fleet_rear_assault_rh_gunboat_3, ol_trent_break
Act_GiveObjList = secret_fleet_rear_assault_rh_gunboat_4, ol_trent_break
Act_GiveObjList = secret_fleet_forward_assault_rh_cruiser_1, ol_trent_break
Act_GiveObjList = secret_fleet_forward_assault_rh_cruiser_2, ol_trent_break
Act_GiveObjList = secret_fleet_forward_assault_rh_cruiser_3, ol_trent_break
Act_GiveObjList = secret_fleet_rear_assault_rh_gunboat_1, stay_in_exclusion_zone
Act_GiveObjList = secret_fleet_rear_assault_rh_gunboat_2, stay_in_exclusion_zone
Act_GiveObjList = secret_fleet_rear_assault_rh_gunboat_3, stay_in_exclusion_zone
Act_GiveObjList = secret_fleet_rear_assault_rh_gunboat_4, stay_in_exclusion_zone
Act_GiveObjList = secret_fleet_forward_assault_rh_cruiser_1, stay_in_exclusion_zone
Act_GiveObjList = secret_fleet_forward_assault_rh_cruiser_2, stay_in_exclusion_zone
Act_GiveObjList = secret_fleet_forward_assault_rh_cruiser_3, stay_in_exclusion_zone
Act_ActTrig = wing_1_dies
Act_ActTrig = blow_up_3
Act_ActTrig = blow_up_4
Act_ActTrig = blow_up_5
Act_StartDialog = sendcomm_dx_m10_0370b_vonclaussen
Act_ActTrig = give_vc_new_objective
[Trigger]
nickname = give_vc_new_objective
Cnd_Timer = 15
Act_SetVibeShiptoLbl = Von_Claussen, secret_fleet, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Von_Claussen, Experimental_Ships, REP_FRIEND_MAXIMUM
Act_GiveObjList = Von_Claussen, stay_in_exclusion_zone
[Dialog]
nickname = sendcomm_dx_m10_0370b_vonclaussen
system = Rh04
Line = botzler, Player, DX_M10_0380B_BOTZLER
Line = botzlers_wing_bw_light_1, Player, DX_M10_0382B_BUNDSCHUH_D
Line = botzler, Player, dx_m10_0383B_BOTZLER
[Trigger]
nickname = botzler_break_down
system = Rh04
Cnd_DistVec = inside, botzler, -21013, 5, -45464, 100
Act_GiveObjList = botzler, break_down
Act_SetVibeLbltoShip = secret_fleet, Von_Claussen, REP_HOSTILE_MAXIMUM
Act_SetVibeLbltoShip = secret_fleet, botzler, REP_HOSTILE_MAXIMUM
[Trigger]
nickname = botzlers_wing_bw_light_1_break_right
system = Rh04
Cnd_DistVec = inside, botzlers_wing_bw_light_1, -21013, 5, -45464, 250
Act_Invulnerable = botzlers_wing_bw_light_1, true, false, 0.99
Act_GiveObjList = botzlers_wing_bw_light_1, break_right
Act_SetVibeLbltoShip = secret_fleet, botzlers_wing_bw_light_1, REP_HOSTILE_MAXIMUM
[Trigger]
nickname = botzlers_wing_bw_light_2_break_left
system = Rh04
Cnd_DistVec = inside, botzlers_wing_bw_light_2, -21013, 5, -45464, 250
Act_Invulnerable = botzlers_wing_bw_light_2, true, false, 0.99
Act_GiveObjList = botzlers_wing_bw_light_2, break_left
Act_SetVibeLbltoShip = secret_fleet, botzlers_wing_bw_light_2, REP_HOSTILE_MAXIMUM
[Trigger]
nickname = botzlers_wing_bw_light_3_break_right
system = Rh04
Cnd_DistVec = inside, botzlers_wing_bw_light_3, -21013, 5, -45464, 250
Act_Invulnerable = botzlers_wing_bw_light_3, true, false, 0.99
Act_GiveObjList = botzlers_wing_bw_light_3, break_right
Act_SetVibeLbltoShip = secret_fleet, botzlers_wing_bw_light_3, REP_HOSTILE_MAXIMUM
[Trigger]
nickname = botzlers_wing_bw_light_4_break_left
system = Rh04
Cnd_DistVec = inside, botzlers_wing_bw_light_4, -21013, 5, -45464, 250
Act_Invulnerable = botzlers_wing_bw_light_4, true, false, 0.99
Act_GiveObjList = botzlers_wing_bw_light_4, break_left
Act_SetVibeLbltoShip = secret_fleet, botzlers_wing_bw_light_4, REP_HOSTILE_MAXIMUM
[Trigger]
nickname = botzlers_wing_bw_light_5_break_right
system = Rh04
Cnd_DistVec = inside, botzlers_wing_bw_light_5, -21013, 5, -45464, 250
Act_Invulnerable = botzlers_wing_bw_light_5, true, false, 0.99
Act_GiveObjList = botzlers_wing_bw_light_5, break_right
Act_SetVibeLbltoShip = secret_fleet, botzlers_wing_bw_light_5, REP_HOSTILE_MAXIMUM
[Trigger]
nickname = send_in_wings
system = Rh04
Cnd_DistVec = inside, Von_Claussen, -17000, -200, -45500, 1800
Act_SetNNState = NNObj_23900, COMPLETE
Act_SetNNState = NNObj_23905, ACTIVE
Act_SetNNObj = NNObj_23905
Act_NagOff = secretbase_nag
Act_NagDistTowards = OBJ, secretbase_nag, Von_Claussen, Experimental_Ship_Yard_3, 23977, 5000, NAG_ALWAYS
Act_ActTrig = send_von_claussen
Act_ActTrig = send_botzler
Act_ActTrig = send_botzlers_wing_bw_light_1
Act_ActTrig = send_botzlers_wing_bw_light_2
Act_ActTrig = send_botzlers_wing_bw_light_3
Act_ActTrig = send_botzlers_wing_bw_light_4
Act_ActTrig = send_botzlers_wing_bw_light_5
Act_ActTrig = stop_the_player
Act_ActTrig = too_far_from_von_claussen_2
[Trigger]
nickname = too_far_from_von_claussen_2
system = Rh04
Cnd_DistShip = outside, Player, Von_Claussen, 6000
Act_Destroy = Von_Claussen, EXPLODE
Act_ChangeState = FAIL, 23950
[Trigger]
nickname = stop_the_player
Cnd_DistVec = inside, Player, -17000, -200, -45500, 500
Act_GiveObjList = Player, ol_trent_break
Act_PObjIdle = no_params
[Trigger]
nickname = send_von_claussen
system = Rh04
Cnd_Timer = 5
Act_PlayMusic = none, none, none, music_reveal_enemy_position_of_strength
Act_GiveObjList = Von_Claussen, go_through_entrance_tunnel
[Trigger]
nickname = send_botzler
system = Rh04
Cnd_Timer = 30
Act_GiveObjList = botzler, go_through_entrance_tunnel
[Trigger]
nickname = send_botzlers_wing_bw_light_1
system = Rh04
Cnd_Timer = 25
Act_Invulnerable = botzlers_wing_bw_light_1, true
Act_GiveObjList = botzlers_wing_bw_light_1, go_through_entrance_tunnel
[Trigger]
nickname = send_botzlers_wing_bw_light_2
system = Rh04
Cnd_Timer = 30
Act_Invulnerable = botzlers_wing_bw_light_2, true
Act_GiveObjList = botzlers_wing_bw_light_2, go_through_entrance_tunnel
[Trigger]
nickname = send_botzlers_wing_bw_light_3
system = Rh04
Cnd_Timer = 15
Act_Invulnerable = botzlers_wing_bw_light_3, true
Act_GiveObjList = botzlers_wing_bw_light_3, go_through_entrance_tunnel
Act_ActTrig = secure_other_stations_7
Act_ActTrig = secure_other_stations_3
Act_ActTrig = secure_other_stations_4
Act_ActTrig = secure_other_stations_9
Act_ActTrig = secure_other_stations_5
Act_ActTrig = secure_other_stations_6
Act_ActTrig = send_botzler_kamikaze_7
Act_ActTrig = send_botzler_kamikaze_3
Act_ActTrig = send_botzler_kamikaze_4
Act_ActTrig = send_botzler_kamikaze_9
Act_ActTrig = send_botzler_kamikaze_5
Act_ActTrig = send_botzler_kamikaze_6
Act_ActTrig = botzlers_wing_is_dead
[Trigger]
nickname = send_botzlers_wing_bw_light_4
system = Rh04
Cnd_Timer = 10
Act_Invulnerable = botzlers_wing_bw_light_4, true
Act_GiveObjList = botzlers_wing_bw_light_4, go_through_entrance_tunnel
[Trigger]
nickname = send_botzlers_wing_bw_light_5
system = Rh04
Cnd_Timer = 35
Act_Invulnerable = botzlers_wing_bw_light_5, true
Act_Invulnerable = Player, false
Act_GiveObjList = botzlers_wing_bw_light_5, go_through_entrance_tunnel
[Trigger]
nickname = post-bund_init
system = Rh04
Cnd_True = no_params
Act_PlayerEnemyClamp = 2, 3
Act_SetLifeTime = frankfurt_fleet, 75
Act_SetLifeTime = frankfurt_battleships, 75
Act_RandomPop = false
Act_GiveObjList = Von_Claussen, go_to_secret_base
Act_NagOff = bundbase_nag2
Act_SpawnFormation = botzlers_wing
Act_GiveObjList = botzlers_wing, ol_delay_super
Act_GiveObjList = botzler, follow_von_claussen_setscene
Act_Cloak = Von_Claussen, false
Act_Invulnerable = botzlers_wing_bw_light_1, true, false, 0.99
Act_Invulnerable = botzlers_wing_bw_light_2, true, false, 0.99
Act_Invulnerable = botzlers_wing_bw_light_3, true, false, 0.99
Act_Invulnerable = botzlers_wing_bw_light_4, true, false, 0.99
Act_Invulnerable = botzlers_wing_bw_light_5, true, false, 0.99
Act_Invulnerable = Von_Claussen, true, false, 0.5
Act_Invulnerable = botzler, true, false, 0.5
Act_MarkObj = Von_Claussen, 1
Act_MarkObj = botzler, 1
Act_SetVibe = Von_Claussen, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = botzler, Player, REP_FRIEND_THRESHOLD
Act_SetVibeLbltoShip = botzlers_wing, Player, REP_FRIEND_THRESHOLD
Act_ActTrig = spawn_Experimental_Shipyard
Act_SetNNState = NNObj_23895, COMPLETE
Act_SetNNState = NNObj_23900, ACTIVE
Act_LockDock = Player, Rh04_to_Rh02_holeb, unlock
Act_ActTrig = send_in_wings
Act_ActTrig = navpoint_12
Act_ActTrig = von_claussen_break_up
Act_ActTrig = botzler_break_down
Act_ActTrig = botzlers_wing_bw_light_1_break_right
Act_ActTrig = botzlers_wing_bw_light_2_break_left
Act_ActTrig = botzlers_wing_bw_light_3_break_right
Act_ActTrig = botzlers_wing_bw_light_4_break_left
Act_ActTrig = botzlers_wing_bw_light_5_break_right
Act_PlayerCanDock = false
[Trigger]
nickname = spawn_Experimental_Shipyard
Cnd_True = no_params
Act_ActTrig = part_1
Act_ActTrig = part_3
Act_ActTrig = part_5
Act_ActTrig = part_6
Act_ActTrig = part_7
Act_ActTrig = set_ex_vibes
[Trigger]
nickname = part_1
Cnd_Timer = 5
Act_ActTrig = spawn_ex_ships
[Trigger]
nickname = part_3
Cnd_Timer = 15
Act_ActTrig = spawn_ex_shipyard
[Trigger]
nickname = part_5
Cnd_Timer = 25
Act_ActTrig = spawn_fates
[Trigger]
nickname = part_6
Cnd_Timer = 30
Act_ActTrig = spawn_cruisers
[Trigger]
nickname = part_7
Cnd_Timer = 35
Act_ActTrig = spawn_gunboats
[Trigger]
nickname = set_ex_vibes
Cnd_Timer = 36
Act_SetVibeLbltoShip = secret_fleet, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLbltoShip = secret_fleet, Von_Claussen, REP_HOSTILE_MAXIMUM
Act_SetVibeLbltoShip = secret_fleet, botzler, REP_HOSTILE_MAXIMUM
Act_SetVibeLbltoShip = secret_fleet, botzlers_wing_bw_light_1, REP_HOSTILE_MAXIMUM
Act_SetVibeLbltoShip = secret_fleet, botzlers_wing_bw_light_2, REP_HOSTILE_MAXIMUM
Act_SetVibeLbltoShip = secret_fleet, botzlers_wing_bw_light_3, REP_HOSTILE_MAXIMUM
Act_SetVibeLbltoShip = secret_fleet, botzlers_wing_bw_light_4, REP_HOSTILE_MAXIMUM
Act_SetVibeLbltoShip = secret_fleet, botzlers_wing_bw_light_5, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = Von_Claussen, Battleship_Verthandi, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = botzler, Battleship_Verthandi, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_1, Battleship_Verthandi, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_2, Battleship_Skuld, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_3, Battleship_Skuld, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_4, Battleship_Urth, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_5, Battleship_Urth, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_1, Experimental_Ships, REP_NEUTRAL
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_2, Experimental_Ships, REP_NEUTRAL
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_3, Experimental_Ships, REP_NEUTRAL
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_4, Experimental_Ships, REP_NEUTRAL
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_5, Experimental_Ships, REP_NEUTRAL
Act_SetVibeShiptoLbl = Von_Claussen, Experimental_Ships, REP_NEUTRAL
Act_SetVibeShiptoLbl = botzler, Experimental_Ships, REP_NEUTRAL
[Trigger]
nickname = save_post-bund
Cnd_PlayerLaunch = no_params
Act_SetInitialPlayerPos = -16533, -150, -45400, 0.7536, -0.0347, 0.6552, 0.0368
Act_ActTrig = save_post-bund_init
[Trigger]
nickname = save_post-bund_init
system = Rh04
Cnd_SpaceEnter = Rh04
Act_PlayerEnemyClamp = 2, 3
Act_RandomPop = false
Act_SpawnShip = Von_Claussen, no_ol, -17000, 200, -45500, 0, 0, 1, 0
Act_SpawnShip = botzler, no_ol, -17000, -200, -45500, 0.7377, 0, 0.675, 0
Act_Invulnerable = botzler, true, false, 0.9
Act_Invulnerable = Von_Claussen, true, false, 0.9
Act_SpawnFormation = botzlers_wing
Act_GiveObjList = botzlers_wing, ol_delay_super
Act_Cloak = Von_Claussen, false
Act_Invulnerable = botzlers_wing_bw_light_1, true, false, 0.99
Act_Invulnerable = botzlers_wing_bw_light_2, true, false, 0.99
Act_Invulnerable = botzlers_wing_bw_light_3, true, false, 0.99
Act_Invulnerable = botzlers_wing_bw_light_4, true, false, 0.99
Act_Invulnerable = botzlers_wing_bw_light_5, true, false, 0.99
Act_Invulnerable = Von_Claussen, true, false, 0.5
Act_Invulnerable = botzler, true, false, 0.5
Act_MarkObj = Von_Claussen, 1
Act_MarkObj = botzler, 1
Act_SetVibe = Von_Claussen, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = botzler, Player, REP_FRIEND_THRESHOLD
Act_SetVibeLbltoShip = botzlers_wing, Player, REP_FRIEND_THRESHOLD
Act_ActTrig = spawn_ex_ships
Act_ActTrig = spawn_ex_shipyard
Act_ActTrig = spawn_fates
Act_ActTrig = spawn_cruisers
Act_ActTrig = spawn_gunboats
Act_ActTrig = save_set_ex_vibes
Act_ActTrig = save_send_in_wings
Act_ActTrig = navpoint_12
Act_ActTrig = von_claussen_break_up
Act_ActTrig = botzler_break_down
Act_ActTrig = botzlers_wing_bw_light_1_break_right
Act_ActTrig = botzlers_wing_bw_light_2_break_left
Act_ActTrig = botzlers_wing_bw_light_3_break_right
Act_ActTrig = botzlers_wing_bw_light_4_break_left
Act_ActTrig = botzlers_wing_bw_light_5_break_right
Act_PlayerCanDock = false
[Trigger]
nickname = save_set_ex_vibes
Cnd_Timer = 1
Act_SetVibeLbltoShip = secret_fleet, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLbltoShip = secret_fleet, Von_Claussen, REP_HOSTILE_MAXIMUM
Act_SetVibeLbltoShip = secret_fleet, botzler, REP_HOSTILE_MAXIMUM
Act_SetVibeLbltoShip = secret_fleet, botzlers_wing_bw_light_1, REP_HOSTILE_MAXIMUM
Act_SetVibeLbltoShip = secret_fleet, botzlers_wing_bw_light_2, REP_HOSTILE_MAXIMUM
Act_SetVibeLbltoShip = secret_fleet, botzlers_wing_bw_light_3, REP_HOSTILE_MAXIMUM
Act_SetVibeLbltoShip = secret_fleet, botzlers_wing_bw_light_4, REP_HOSTILE_MAXIMUM
Act_SetVibeLbltoShip = secret_fleet, botzlers_wing_bw_light_5, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = Von_Claussen, Battleship_Verthandi, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = botzler, Battleship_Verthandi, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_1, Battleship_Verthandi, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_2, Battleship_Skuld, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_3, Battleship_Skuld, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_4, Battleship_Urth, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_5, Battleship_Urth, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_1, Experimental_Ships, REP_NEUTRAL
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_2, Experimental_Ships, REP_NEUTRAL
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_3, Experimental_Ships, REP_NEUTRAL
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_4, Experimental_Ships, REP_NEUTRAL
Act_SetVibeShiptoLbl = botzlers_wing_bw_light_5, Experimental_Ships, REP_NEUTRAL
Act_SetVibeShiptoLbl = Von_Claussen, Experimental_Ships, REP_NEUTRAL
Act_SetVibeShiptoLbl = botzler, Experimental_Ships, REP_NEUTRAL
[Trigger]
nickname = save_send_in_wings
system = Rh04
Cnd_Timer = 1
Act_SetNNState = NNObj_23905, ACTIVE
Act_SetNNObj = NNObj_23905
Act_NagDistTowards = OBJ, secretbase_nag, Von_Claussen, Experimental_Ship_Yard_3, 23977, 5000, NAG_ALWAYS
Act_ActTrig = send_von_claussen
Act_ActTrig = send_botzler
Act_ActTrig = send_botzlers_wing_bw_light_1
Act_ActTrig = send_botzlers_wing_bw_light_2
Act_ActTrig = send_botzlers_wing_bw_light_3
Act_ActTrig = send_botzlers_wing_bw_light_4
Act_ActTrig = send_botzlers_wing_bw_light_5
Act_ActTrig = too_far_from_von_claussen_2
Act_StartDialog = save_minefield_dialog
[Trigger]
nickname = Setscene_Starter
Cnd_Timer = 1
Act_StartDialog = minefield_dialog
Act_ActTrig = break_scene
Act_ActTrig = Cam2_Delay
Act_ActTrig = Slow_down_Convoy
Act_GiveObjList = bundschuh_interceptors, b_go_away
Act_SetLifeTime = bundschuh_interceptors, 30
[Trigger]
nickname = Slow_down_Convoy
Cnd_Timer = 55
Act_GiveObjList = Von_Claussen, go_to_secret_base_no_cruise
[Trigger]
nickname = break_scene
Cnd_CommComplete = DX_M10_0310B_VONCLAUSSN
Act_Save = save_post-bund
Act_RevertCam = no_params
Act_GiveObjList = botzler, ol_delay_super
[Trigger]
nickname = Cam2_Delay
Cnd_Timer = 2
Act_CallThorn = missions\m10\m10_Minefield.thn, Von_Claussen
[Dialog]
nickname = save_minefield_dialog
system = Rh04
Line = botzler, Player, dx_m10_0320B_BOTZLER
Line = Von_Claussen, Player, dx_m10_0330b_vonclaussen
[Dialog]
nickname = minefield_dialog
system = Rh04
Line = Von_Claussen, Player, DX_M10_0241B_VONCLAUSSN
Line = botzler, Player, DX_M10_0280B_BOZTLER
Line = Von_Claussen, Player, DX_M10_0290B_VONCLAUSSN
Line = botzler, Player, DX_M10_0300B_BOZTLER
Line = Von_Claussen, Player, DX_M10_0310B_VONCLAUSSN
Line = botzler, Player, dx_m10_0320B_BOTZLER
Line = Von_Claussen, Player, dx_m10_0330b_vonclaussen
[Trigger]
nickname = wing_1_dies
Cnd_Timer = 45
Act_ActTrig = destroy_1
Act_StartDialog = sendcomm_DX_M10_0400B_BUNDSCHUH_D
Act_ActTrig = wing_2_dies
[Dialog]
nickname = sendcomm_DX_M10_0400B_BUNDSCHUH_D
system = Rh04
Line = botzlers_wing_bw_light_1, Player, DX_M10_0400B_BUNDSCHUH_D
Line = botzler, Player, dx_m10_0401B_BOTZLER
[Trigger]
nickname = destroy_1
system = Rh04
Cnd_CommComplete = DX_M10_0400B_BUNDSCHUH_D
Act_Destroy = botzlers_wing_bw_light_1
[Trigger]
nickname = wing_2_dies
Cnd_Timer = 10
Act_ActTrig = destroy_2
Act_StartDialog = sendcomm_dx_m10_0402b_vonclaussen
[Dialog]
nickname = sendcomm_dx_m10_0402b_vonclaussen
system = Rh04
Line = botzlers_wing_bw_light_2, Player, DX_M10_0410B_BUNDSCHUH_E
[Trigger]
nickname = destroy_2
system = Rh04
Cnd_CommComplete = DX_M10_0410B_BUNDSCHUH_E
Act_Destroy = botzlers_wing_bw_light_2
[Trigger]
nickname = blow_up_3
Cnd_Timer = 15
Act_ActTrig = destroy_3
Act_AdjHealth = Von_Claussen, 0.7
Act_AdjHealth = botzler, 0.7
Act_SendComm = botzlers_wing_bw_light_3, Player, DX_M10_0340B_BUNDSCHUH_A
[Trigger]
nickname = destroy_3
system = Rh04
Cnd_CommComplete = DX_M10_0340B_BUNDSCHUH_A
Act_Destroy = botzlers_wing_bw_light_3
[Trigger]
nickname = blow_up_4
Cnd_Timer = 30
Act_ActTrig = destroy_4
Act_SendComm = botzlers_wing_bw_light_4, Player, DX_M10_0350B_BUNDSCHUH_B
[Trigger]
nickname = destroy_4
system = Rh04
Cnd_CommComplete = DX_M10_0350B_BUNDSCHUH_B
Act_Destroy = botzlers_wing_bw_light_4
[Trigger]
nickname = blow_up_5
Cnd_Timer = 40
Act_ActTrig = destroy_5
Act_SendComm = botzlers_wing_bw_light_5, Player, DX_M10_0360B_BUNDSCHUH_C
[Trigger]
nickname = destroy_5
system = Rh04
Cnd_CommComplete = DX_M10_0360B_BUNDSCHUH_C
Act_SendComm = Von_Claussen, Player, dx_m10_0390b_vonclaussen
Act_Destroy = botzlers_wing_bw_light_5
[Trigger]
nickname = botzlers_wing_is_dead
Cnd_Destroyed = botzlers_wing, 5, ALL
Act_ActTrig = wait_for_comm_to_complete
[Trigger]
nickname = wait_for_comm_to_complete
Cnd_Timer = 3
Act_AdjHealth = Von_Claussen, 0.7
Act_AdjHealth = botzler, 0.7
Act_SendComm = botzler, Player, DX_M10_0403B_BOTZLER
[Trigger]
nickname = secure_other_stations_7
Cnd_HealthDec = Experimental_Ship_7, 0.1
Act_Invulnerable = Experimental_Ship_3, true, false, 0.99
Act_Invulnerable = Experimental_Ship_4, true, false, 0.99
Act_Invulnerable = Experimental_Ship_9, true, false, 0.99
Act_Invulnerable = Experimental_Ship_5, true, false, 0.99
Act_Invulnerable = Experimental_Ship_6, true, false, 0.99
Act_DeactTrig = secure_other_stations_3
Act_DeactTrig = secure_other_stations_4
Act_DeactTrig = secure_other_stations_9
Act_DeactTrig = secure_other_stations_5
Act_DeactTrig = secure_other_stations_6
[Trigger]
nickname = secure_other_stations_3
Cnd_HealthDec = Experimental_Ship_3, 0.1
Act_Invulnerable = Experimental_Ship_7, true, false, 0.99
Act_Invulnerable = Experimental_Ship_4, true, false, 0.99
Act_Invulnerable = Experimental_Ship_9, true, false, 0.99
Act_Invulnerable = Experimental_Ship_5, true, false, 0.99
Act_Invulnerable = Experimental_Ship_6, true, false, 0.99
Act_DeactTrig = secure_other_stations_7
Act_DeactTrig = secure_other_stations_4
Act_DeactTrig = secure_other_stations_9
Act_DeactTrig = secure_other_stations_5
Act_DeactTrig = secure_other_stations_6
[Trigger]
nickname = secure_other_stations_4
Cnd_HealthDec = Experimental_Ship_4, 0.1
Act_Invulnerable = Experimental_Ship_3, true, false, 0.99
Act_Invulnerable = Experimental_Ship_7, true, false, 0.99
Act_Invulnerable = Experimental_Ship_9, true, false, 0.99
Act_Invulnerable = Experimental_Ship_5, true, false, 0.99
Act_Invulnerable = Experimental_Ship_6, true, false, 0.99
Act_DeactTrig = secure_other_stations_3
Act_DeactTrig = secure_other_stations_7
Act_DeactTrig = secure_other_stations_9
Act_DeactTrig = secure_other_stations_5
Act_DeactTrig = secure_other_stations_6
[Trigger]
nickname = secure_other_stations_9
Cnd_HealthDec = Experimental_Ship_9, 0.1
Act_Invulnerable = Experimental_Ship_4, true, false, 0.99
Act_Invulnerable = Experimental_Ship_3, true, false, 0.99
Act_Invulnerable = Experimental_Ship_7, true, false, 0.99
Act_Invulnerable = Experimental_Ship_5, true, false, 0.99
Act_Invulnerable = Experimental_Ship_6, true, false, 0.99
Act_DeactTrig = secure_other_stations_3
Act_DeactTrig = secure_other_stations_4
Act_DeactTrig = secure_other_stations_7
Act_DeactTrig = secure_other_stations_5
Act_DeactTrig = secure_other_stations_6
[Trigger]
nickname = secure_other_stations_5
Cnd_HealthDec = Experimental_Ship_5, 0.1
Act_Invulnerable = Experimental_Ship_3, true, false, 0.99
Act_Invulnerable = Experimental_Ship_4, true, false, 0.99
Act_Invulnerable = Experimental_Ship_9, true, false, 0.99
Act_Invulnerable = Experimental_Ship_7, true, false, 0.99
Act_Invulnerable = Experimental_Ship_6, true, false, 0.99
Act_DeactTrig = secure_other_stations_3
Act_DeactTrig = secure_other_stations_4
Act_DeactTrig = secure_other_stations_9
Act_DeactTrig = secure_other_stations_7
Act_DeactTrig = secure_other_stations_6
[Trigger]
nickname = secure_other_stations_6
Cnd_HealthDec = Experimental_Ship_6, 0.1
Act_Invulnerable = Experimental_Ship_7, true, false, 0.99
Act_Invulnerable = Experimental_Ship_5, true, false, 0.99
Act_Invulnerable = Experimental_Ship_9, true, false, 0.99
Act_Invulnerable = Experimental_Ship_4, true, false, 0.99
Act_Invulnerable = Experimental_Ship_3, true, false, 0.99
Act_DeactTrig = secure_other_stations_3
Act_DeactTrig = secure_other_stations_4
Act_DeactTrig = secure_other_stations_9
Act_DeactTrig = secure_other_stations_5
Act_DeactTrig = secure_other_stations_7
[Trigger]
nickname = send_botzler_kamikaze_7
Cnd_Destroyed = station_exploded_7, 6, ALL
Act_DeactTrig = send_botzler_kamikaze_3
Act_DeactTrig = send_botzler_kamikaze_4
Act_DeactTrig = send_botzler_kamikaze_9
Act_DeactTrig = send_botzler_kamikaze_5
Act_DeactTrig = send_botzler_kamikaze_6
Act_ActTrig = botzler_kamikaze_timer_7
[Trigger]
nickname = botzler_kamikaze_timer_7
Cnd_Timer = 7
Act_ActTrig = give_botzler_kamikaze_objective_7
Act_StartDialog = sendcomm_dx_m10_0420b_vonclaussen
[Trigger]
nickname = give_botzler_kamikaze_objective_7
system = Rh04
Cnd_CommComplete = DX_M10_0450B_BOTZLER
Act_GiveObjList = botzler, botzler_kamikaze_6
Act_ActTrig = time_to_go
Act_ActTrig = final_botzler_comm_7
[Trigger]
nickname = final_botzler_comm_7
system = Rh04
Cnd_DistVec = inside, botzler, -23054, 42, -47549, 800
Act_ActTrig = chain_reaction_from_6
Act_ActTrig = botzler_dies
Act_ActTrig = comm_complete_dx_m10_0461_vonclaussen
Act_StartDialog = sendcomm_DX_M10_0460B_BOZTLER
[Trigger]
nickname = send_botzler_kamikaze_3
Cnd_Destroyed = station_exploded_3, 6, ALL
Act_DeactTrig = send_botzler_kamikaze_7
Act_DeactTrig = send_botzler_kamikaze_4
Act_DeactTrig = send_botzler_kamikaze_9
Act_DeactTrig = send_botzler_kamikaze_5
Act_DeactTrig = send_botzler_kamikaze_6
Act_ActTrig = botzler_kamikaze_timer_3
[Trigger]
nickname = botzler_kamikaze_timer_3
Cnd_Timer = 7
Act_ActTrig = give_botzler_kamikaze_objective_3
Act_StartDialog = sendcomm_dx_m10_0420b_vonclaussen
[Trigger]
nickname = give_botzler_kamikaze_objective_3
system = Rh04
Cnd_CommComplete = DX_M10_0450B_BOTZLER
Act_GiveObjList = botzler, botzler_kamikaze_5
Act_ActTrig = time_to_go
Act_ActTrig = final_botzler_comm_3
[Trigger]
nickname = final_botzler_comm_3
system = Rh04
Cnd_DistVec = inside, botzler, -24054, 42, -47549, 800
Act_ActTrig = chain_reaction_from_5
Act_ActTrig = botzler_dies
Act_ActTrig = comm_complete_dx_m10_0461_vonclaussen
Act_StartDialog = sendcomm_DX_M10_0460B_BOZTLER
[Trigger]
nickname = send_botzler_kamikaze_4
Cnd_Destroyed = station_exploded_4, 6, ALL
Act_DeactTrig = send_botzler_kamikaze_3
Act_DeactTrig = send_botzler_kamikaze_7
Act_DeactTrig = send_botzler_kamikaze_9
Act_DeactTrig = send_botzler_kamikaze_5
Act_DeactTrig = send_botzler_kamikaze_6
Act_ActTrig = botzler_kamikaze_timer_4
[Trigger]
nickname = botzler_kamikaze_timer_4
Cnd_Timer = 7
Act_ActTrig = give_botzler_kamikaze_objective_4
Act_StartDialog = sendcomm_dx_m10_0420b_vonclaussen
[Trigger]
nickname = give_botzler_kamikaze_objective_4
system = Rh04
Cnd_CommComplete = DX_M10_0450B_BOTZLER
Act_GiveObjList = botzler, botzler_kamikaze_9
Act_ActTrig = time_to_go
Act_ActTrig = final_botzler_comm_4
[Trigger]
nickname = final_botzler_comm_4
system = Rh04
Cnd_DistVec = inside, botzler, -25054, 42, -47549, 800
Act_ActTrig = chain_reaction_from_9
Act_ActTrig = botzler_dies
Act_ActTrig = comm_complete_dx_m10_0461_vonclaussen
Act_StartDialog = sendcomm_DX_M10_0460B_BOZTLER
[Trigger]
nickname = send_botzler_kamikaze_9
Cnd_Destroyed = station_exploded_9, 6, ALL
Act_DeactTrig = send_botzler_kamikaze_3
Act_DeactTrig = send_botzler_kamikaze_4
Act_DeactTrig = send_botzler_kamikaze_7
Act_DeactTrig = send_botzler_kamikaze_5
Act_DeactTrig = send_botzler_kamikaze_6
Act_ActTrig = botzler_kamikaze_timer_9
[Trigger]
nickname = botzler_kamikaze_timer_9
Cnd_Timer = 7
Act_ActTrig = give_botzler_kamikaze_objective_9
Act_StartDialog = sendcomm_dx_m10_0420b_vonclaussen
[Trigger]
nickname = give_botzler_kamikaze_objective_9
system = Rh04
Cnd_CommComplete = DX_M10_0450B_BOTZLER
Act_GiveObjList = botzler, botzler_kamikaze_4
Act_ActTrig = time_to_go
Act_ActTrig = final_botzler_comm_9
[Trigger]
nickname = final_botzler_comm_9
system = Rh04
Cnd_DistVec = inside, botzler, -23054, 42, -43549, 800
Act_ActTrig = chain_reaction_from_4
Act_ActTrig = botzler_dies
Act_ActTrig = comm_complete_dx_m10_0461_vonclaussen
Act_StartDialog = sendcomm_DX_M10_0460B_BOZTLER
[Trigger]
nickname = send_botzler_kamikaze_5
Cnd_Destroyed = station_exploded_5, 6, ALL
Act_DeactTrig = send_botzler_kamikaze_3
Act_DeactTrig = send_botzler_kamikaze_4
Act_DeactTrig = send_botzler_kamikaze_9
Act_DeactTrig = send_botzler_kamikaze_7
Act_DeactTrig = send_botzler_kamikaze_6
Act_ActTrig = botzler_kamikaze_timer_5
[Trigger]
nickname = botzler_kamikaze_timer_5
Cnd_Timer = 7
Act_ActTrig = give_botzler_kamikaze_objective_5
Act_StartDialog = sendcomm_dx_m10_0420b_vonclaussen
[Trigger]
nickname = give_botzler_kamikaze_objective_5
system = Rh04
Cnd_CommComplete = DX_M10_0450B_BOTZLER
Act_GiveObjList = botzler, botzler_kamikaze_3
Act_ActTrig = time_to_go
Act_ActTrig = final_botzler_comm_5
[Trigger]
nickname = final_botzler_comm_5
system = Rh04
Cnd_DistVec = inside, botzler, -24054, 42, -43549, 800
Act_ActTrig = chain_reaction_from_3
Act_ActTrig = botzler_dies
Act_ActTrig = comm_complete_dx_m10_0461_vonclaussen
Act_StartDialog = sendcomm_DX_M10_0460B_BOZTLER
[Trigger]
nickname = send_botzler_kamikaze_6
Cnd_Destroyed = station_exploded_6, 6, ALL
Act_DeactTrig = send_botzler_kamikaze_3
Act_DeactTrig = send_botzler_kamikaze_4
Act_DeactTrig = send_botzler_kamikaze_9
Act_DeactTrig = send_botzler_kamikaze_5
Act_DeactTrig = send_botzler_kamikaze_7
Act_ActTrig = botzler_kamikaze_timer_6
[Trigger]
nickname = botzler_kamikaze_timer_6
Cnd_Timer = 7
Act_ActTrig = give_botzler_kamikaze_objective_6
Act_StartDialog = sendcomm_dx_m10_0420b_vonclaussen
[Trigger]
nickname = give_botzler_kamikaze_objective_6
system = Rh04
Cnd_CommComplete = DX_M10_0450B_BOTZLER
Act_GiveObjList = botzler, botzler_kamikaze_7
Act_ActTrig = time_to_go
Act_ActTrig = final_botzler_comm_6
[Trigger]
nickname = final_botzler_comm_6
system = Rh04
Cnd_DistVec = inside, botzler, -25054, 42, -43549, 800
Act_ActTrig = chain_reaction_from_7
Act_ActTrig = botzler_dies
Act_ActTrig = comm_complete_dx_m10_0461_vonclaussen
Act_StartDialog = sendcomm_DX_M10_0460B_BOZTLER
[Dialog]
nickname = sendcomm_dx_m10_0420b_vonclaussen
system = Rh04
Line = Von_Claussen, Player, dx_m10_0420b_vonclaussen
Line = botzler, Player, DX_M10_0430B_BOTZLER
Line = Von_Claussen, Player, dx_m10_0440b_vonclaussen
Line = botzler, Player, DX_M10_0450B_BOTZLER
[Trigger]
nickname = comm_complete_dx_m10_0461_vonclaussen
Cnd_CommComplete = dx_m10_0461_vonclaussen
Act_ActTrig = timer_dx_m10_0470b_vonclaussen
[Trigger]
nickname = timer_dx_m10_0470b_vonclaussen
Cnd_Timer = 5
Act_StartDialog = sendcomm_dx_m10_0470b_vonclaussen
[Dialog]
nickname = sendcomm_dx_m10_0470b_vonclaussen
system = Rh04
Line = Von_Claussen, Player, dx_m10_0470b_vonclaussen
[Dialog]
nickname = sendcomm_DX_M10_0460B_BOZTLER
system = Rh04
Line = botzler, Player, DX_M10_0460B_BOTZLER
Line = Von_Claussen, Player, dx_m10_0461_vonclaussen
[Trigger]
nickname = botzler_dies
Cnd_CommComplete = DX_M10_0460B_BOTZLER
Act_NagOff = secretbase_nag2
Act_NagDistTowards = OBJ, secretbase_nag3, Von_Claussen, Rh04_to_Rh02_holeb, 23980, 2000, NAG_ALWAYS
Act_DeactTrig = too_far_from_von_claussen_2
Act_Destroy = botzler, EXPLODE
Act_GiveObjList = secret_fleet_forward_assault, after_them
Act_GiveObjList = secret_fleet_rear_assault, after_them
Act_GiveObjList = Von_Claussen, go_through_exit_tunnel
[Trigger]
nickname = time_to_go
Cnd_True = no_params
Act_SetNNState = NNObj_23910, COMPLETE
Act_SetNNState = NNObj_23915, ACTIVE
Act_SetNNObj = NNObj_23915
Act_ActTrig = navpoint_1
Act_ActTrig = near_the_jump_hole
[Trigger]
nickname = near_the_jump_hole
system = Rh04
Cnd_DistVec = inside, Player, -32167, 0, -46628, 1000
Act_DeactTrig = too_far_from_von_claussen_2
Act_PlayerCanDock = true
Act_AdjHealth = Von_Claussen, 0.9
Act_ActTrig = sye_Rh02
Act_ActTrig = fail_timer_30_rh04
Act_ActTrig = fail_timer_60_rh04
Act_ActTrig = kill_timers
[Trigger]
nickname = sye_Rh02
system = Rh02
Cnd_SystemEnter = Rh02
Act_PlayMusic = none, none, none, music_rh_danger
Act_ActTrig = hamburg_init
[Trigger]
nickname = fail_timer_30_rh04
Cnd_Timer = 30
Act_SendComm = Von_Claussen, Player, dx_m10_0820_vonclaussen
[Trigger]
nickname = fail_timer_60_rh04
Cnd_Timer = 65
Act_ActTrig = fail_54501
Act_SendComm = Von_Claussen, Player, dx_m10_0830_vonclaussen
[Trigger]
nickname = fail_54501
Cnd_CommComplete = dx_m10_0830_vonclaussen
Act_ChangeState = FAIL, 23980
[Trigger]
nickname = kill_timers
system = Rh04
Cnd_DistVec = inside, Player, -32167, 0, -46628, 100
Act_DeactTrig = fail_timer_30_rh04
Act_DeactTrig = fail_timer_60_rh04
[Trigger]
nickname = Experimental_Ships_1_dies
Cnd_Destroyed = Experimental_Ships, 1, EXPLODE
Act_ActTrig = call_secret_base_interceptor_1
[Trigger]
nickname = call_secret_base_interceptor_1
Cnd_True = no_params
Act_SpawnFormation = secret_base_interceptor_1
Act_GiveObjList = secret_base_interceptor_1, after_them_cruise
Act_SetVibeLbltoShip = secret_base_interceptor, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = secret_base_interceptor, Von_Claussen, REP_HOSTILE_THRESHOLD
Act_Cloak = secret_base_interceptor, false
Act_SetLifeTime = secret_base_interceptor, 20
[Trigger]
nickname = Experimental_Ships_2_dies
Cnd_Destroyed = secret_fleet_forward_assault, 2, EXPLODE
Act_ActTrig = call_secret_base_interceptor_2
[Trigger]
nickname = call_secret_base_interceptor_2
Cnd_True = no_params
Act_SpawnFormation = secret_base_interceptor_2
Act_GiveObjList = secret_base_interceptor_2, after_them_cruise
Act_SetVibeLbltoShip = secret_base_interceptor, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = secret_base_interceptor, Von_Claussen, REP_HOSTILE_THRESHOLD
Act_Cloak = secret_base_interceptor, false
Act_SetLifeTime = secret_base_interceptor, 20
[Trigger]
nickname = Experimental_Ships_3_dies
Cnd_Destroyed = secret_fleet_rear_assault, 2, EXPLODE
Act_ActTrig = call_secret_base_interceptor_3
[Trigger]
nickname = call_secret_base_interceptor_3
Cnd_True = no_params
Act_SpawnFormation = secret_base_interceptor_3
Act_GiveObjList = secret_base_interceptor_3, after_them_cruise
Act_SetVibeLbltoShip = secret_base_interceptor, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = secret_base_interceptor, Von_Claussen, REP_HOSTILE_THRESHOLD
Act_Cloak = secret_base_interceptor, false
Act_SetLifeTime = secret_base_interceptor, 20
[Trigger]
nickname = Experimental_Ships_4_dies
Cnd_Destroyed = secret_fleet_battleship, 1, EXPLODE
Act_ActTrig = call_secret_base_interceptor_4
[Trigger]
nickname = call_secret_base_interceptor_4
Cnd_True = no_params
Act_SpawnFormation = secret_base_interceptor_4
Act_GiveObjList = secret_base_interceptor_4, after_them_cruise
Act_SetVibeLbltoShip = secret_base_interceptor, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = secret_base_interceptor, Von_Claussen, REP_HOSTILE_THRESHOLD
Act_Cloak = secret_base_interceptor, false
Act_SetLifeTime = secret_base_interceptor, 20
[Trigger]
nickname = ship_1_destroyed
Cnd_HealthDec = Experimental_Ship_3, 0.1
Act_DeactTrig = chain_reaction_from_3
Act_DeactTrig = ship_1_destroyed
Act_DeactTrig = ship_2_destroyed
Act_DeactTrig = ship_3_destroyed
Act_DeactTrig = ship_4_destroyed
Act_DeactTrig = ship_5_destroyed
Act_DeactTrig = ship_6_destroyed
Act_LightFuse = Experimental_Ship_3, fuse_no_battleship_death
Act_ActTrig = shipyard_3_next
[Trigger]
nickname = shipyard_3_next
Cnd_Timer = 1
Act_LightFuse = Experimental_Ship_Yard_3, fuse_MSN10_Shipyard
[Trigger]
nickname = ship_2_destroyed
Cnd_HealthDec = Experimental_Ship_4, 0.1
Act_DeactTrig = chain_reaction_from_4
Act_DeactTrig = ship_1_destroyed
Act_DeactTrig = ship_2_destroyed
Act_DeactTrig = ship_3_destroyed
Act_DeactTrig = ship_4_destroyed
Act_DeactTrig = ship_5_destroyed
Act_DeactTrig = ship_6_destroyed
Act_LightFuse = Experimental_Ship_4, fuse_no_battleship_death
Act_ActTrig = shipyard_4_next
[Trigger]
nickname = shipyard_4_next
Cnd_Timer = 1
Act_LightFuse = Experimental_Ship_Yard_4, fuse_MSN10_Shipyard
[Trigger]
nickname = ship_3_destroyed
Cnd_HealthDec = Experimental_Ship_5, 0.1
Act_DeactTrig = chain_reaction_from_5
Act_DeactTrig = ship_1_destroyed
Act_DeactTrig = ship_2_destroyed
Act_DeactTrig = ship_3_destroyed
Act_DeactTrig = ship_4_destroyed
Act_DeactTrig = ship_5_destroyed
Act_DeactTrig = ship_6_destroyed
Act_LightFuse = Experimental_Ship_5, fuse_no_battleship_death
Act_ActTrig = shipyard_5_next
[Trigger]
nickname = shipyard_5_next
Cnd_Timer = 1
Act_LightFuse = Experimental_Ship_Yard_5, fuse_MSN10_Shipyard
[Trigger]
nickname = ship_4_destroyed
Cnd_HealthDec = Experimental_Ship_6, 0.1
Act_DeactTrig = chain_reaction_from_6
Act_DeactTrig = ship_1_destroyed
Act_DeactTrig = ship_2_destroyed
Act_DeactTrig = ship_3_destroyed
Act_DeactTrig = ship_4_destroyed
Act_DeactTrig = ship_5_destroyed
Act_DeactTrig = ship_6_destroyed
Act_LightFuse = Experimental_Ship_6, fuse_no_battleship_death
Act_ActTrig = shipyard_6_next
[Trigger]
nickname = shipyard_6_next
Cnd_Timer = 1
Act_LightFuse = Experimental_Ship_Yard_6, fuse_MSN10_Shipyard
[Trigger]
nickname = ship_5_destroyed
Cnd_HealthDec = Experimental_Ship_7, 0.1
Act_DeactTrig = chain_reaction_from_7
Act_DeactTrig = ship_1_destroyed
Act_DeactTrig = ship_2_destroyed
Act_DeactTrig = ship_3_destroyed
Act_DeactTrig = ship_4_destroyed
Act_DeactTrig = ship_5_destroyed
Act_DeactTrig = ship_6_destroyed
Act_LightFuse = Experimental_Ship_7, fuse_no_battleship_death
Act_ActTrig = shipyard_7_next
[Trigger]
nickname = shipyard_7_next
Cnd_Timer = 1
Act_LightFuse = Experimental_Ship_Yard_7, fuse_MSN10_Shipyard
[Trigger]
nickname = ship_6_destroyed
Cnd_HealthDec = Experimental_Ship_9, 0.1
Act_DeactTrig = chain_reaction_from_9
Act_DeactTrig = ship_1_destroyed
Act_DeactTrig = ship_2_destroyed
Act_DeactTrig = ship_3_destroyed
Act_DeactTrig = ship_4_destroyed
Act_DeactTrig = ship_5_destroyed
Act_DeactTrig = ship_6_destroyed
Act_LightFuse = Experimental_Ship_9, fuse_no_battleship_death
Act_ActTrig = shipyard_9_next
[Trigger]
nickname = shipyard_9_next
Cnd_Timer = 1
Act_LightFuse = Experimental_Ship_Yard_9, fuse_MSN10_Shipyard
[Trigger]
nickname = chain_reaction_from_7
Cnd_Timer = 1
Act_ActTrig = destroy_moor_7
Act_ActTrig = blow_first_set_7
[Trigger]
nickname = blow_first_set_7
Cnd_Timer = 2
Act_ActTrig = destroy_moor_9
Act_ActTrig = destroy_moor_3
Act_ActTrig = blow_second_set_7
[Trigger]
nickname = blow_second_set_7
Cnd_Timer = 2
Act_ActTrig = destroy_moor_5
Act_ActTrig = destroy_moor_4
[Trigger]
nickname = chain_reaction_from_3
Cnd_Timer = 1
Act_ActTrig = destroy_moor_3
Act_ActTrig = blow_first_set_3
[Trigger]
nickname = blow_first_set_3
Cnd_Timer = 2
Act_ActTrig = destroy_moor_7
Act_ActTrig = destroy_moor_4
Act_ActTrig = blow_second_set_3
[Trigger]
nickname = blow_second_set_3
Cnd_Timer = 2
Act_ActTrig = destroy_moor_9
Act_ActTrig = destroy_moor_6
[Trigger]
nickname = chain_reaction_from_4
Cnd_Timer = 1
Act_ActTrig = destroy_moor_4
Act_ActTrig = blow_first_set_4
[Trigger]
nickname = blow_first_set_4
Cnd_Timer = 2
Act_ActTrig = destroy_moor_3
Act_ActTrig = destroy_moor_6
Act_ActTrig = blow_second_set_4
[Trigger]
nickname = blow_second_set_4
Cnd_Timer = 2
Act_ActTrig = destroy_moor_7
Act_ActTrig = destroy_moor_5
[Trigger]
nickname = chain_reaction_from_9
Cnd_Timer = 1
Act_ActTrig = destroy_moor_9
Act_ActTrig = blow_first_set_9
[Trigger]
nickname = blow_first_set_9
Cnd_Timer = 2
Act_ActTrig = destroy_moor_7
Act_ActTrig = destroy_moor_5
Act_ActTrig = blow_second_set_9
[Trigger]
nickname = blow_second_set_9
Cnd_Timer = 2
Act_ActTrig = destroy_moor_3
Act_ActTrig = destroy_moor_6
[Trigger]
nickname = chain_reaction_from_5
Cnd_Timer = 1
Act_ActTrig = destroy_moor_5
Act_ActTrig = blow_first_set_5
[Trigger]
nickname = blow_first_set_5
Cnd_Timer = 2
Act_ActTrig = destroy_moor_9
Act_ActTrig = destroy_moor_6
Act_ActTrig = blow_second_set_5
[Trigger]
nickname = blow_second_set_5
Cnd_Timer = 2
Act_ActTrig = destroy_moor_7
Act_ActTrig = destroy_moor_4
[Trigger]
nickname = chain_reaction_from_6
Cnd_Timer = 1
Act_ActTrig = destroy_moor_6
Act_ActTrig = blow_first_set_6
[Trigger]
nickname = blow_first_set_6
Cnd_Timer = 2
Act_ActTrig = destroy_moor_5
Act_ActTrig = destroy_moor_4
Act_ActTrig = blow_second_set_6
[Trigger]
nickname = blow_second_set_6
Cnd_Timer = 2
Act_ActTrig = destroy_moor_9
Act_ActTrig = destroy_moor_3
[Trigger]
nickname = destroy_moor_3
Cnd_True = no_params
Act_ActTrig = ship_3_goes
Act_ActTrig = shipyard_3_goes
[Trigger]
nickname = ship_3_goes
Cnd_Timer = 1
Act_LightFuse = Experimental_Ship_3, fuse_no_battleship_death
[Trigger]
nickname = shipyard_3_goes
Cnd_Timer = 3
Act_LightFuse = Experimental_Ship_Yard_3, fuse_MSN10_Shipyard
[Trigger]
nickname = destroy_moor_4
Cnd_True = no_params
Act_ActTrig = ship_4_goes
Act_ActTrig = shipyard_4_goes
[Trigger]
nickname = ship_4_goes
Cnd_Timer = 1
Act_LightFuse = Experimental_Ship_4, fuse_no_battleship_death
[Trigger]
nickname = shipyard_4_goes
Cnd_Timer = 3
Act_LightFuse = Experimental_Ship_Yard_4, fuse_MSN10_Shipyard
[Trigger]
nickname = destroy_moor_5
Cnd_True = no_params
Act_ActTrig = ship_5_goes
Act_ActTrig = shipyard_5_goes
[Trigger]
nickname = ship_5_goes
Cnd_Timer = 1
Act_LightFuse = Experimental_Ship_5, fuse_no_battleship_death
[Trigger]
nickname = shipyard_5_goes
Cnd_Timer = 3
Act_LightFuse = Experimental_Ship_Yard_5, fuse_MSN10_Shipyard
[Trigger]
nickname = destroy_moor_6
Cnd_True = no_params
Act_ActTrig = ship_6_goes
Act_ActTrig = shipyard_6_goes
[Trigger]
nickname = ship_6_goes
Cnd_Timer = 1
Act_LightFuse = Experimental_Ship_6, fuse_no_battleship_death
[Trigger]
nickname = shipyard_6_goes
Cnd_Timer = 3
Act_LightFuse = Experimental_Ship_Yard_6, fuse_MSN10_Shipyard
[Trigger]
nickname = destroy_moor_7
Cnd_True = no_params
Act_ActTrig = ship_7_goes
Act_ActTrig = shipyard_7_goes
[Trigger]
nickname = ship_7_goes
Cnd_Timer = 1
Act_LightFuse = Experimental_Ship_7, fuse_no_battleship_death
[Trigger]
nickname = shipyard_7_goes
Cnd_Timer = 3
Act_LightFuse = Experimental_Ship_Yard_7, fuse_MSN10_Shipyard
[Trigger]
nickname = destroy_moor_9
Cnd_True = no_params
Act_ActTrig = ship_9_goes
Act_ActTrig = shipyard_9_goes
[Trigger]
nickname = ship_9_goes
Cnd_Timer = 1
Act_LightFuse = Experimental_Ship_9, fuse_no_battleship_death
[Trigger]
nickname = shipyard_9_goes
Cnd_Timer = 3
Act_LightFuse = Experimental_Ship_Yard_9, fuse_MSN10_Shipyard
[ObjList]
nickname = stay_and_fight
StayInRange = 69930, 0, -28590, 3000
[Trigger]
nickname = key_save_hamburg
system = Rh02
Cnd_True = no_params
Act_SetInitialPlayerPos = 70390, 100, -28142, 0.8965, 0.0446, 0.4406, -0.0139
Act_RandomPop = false
Act_ActTrig = fire_remaining_triggers
[Trigger]
nickname = fire_remaining_triggers
system = Rh02
Cnd_InSpace = true
Act_SpawnShip = Von_Claussen, no_ol, 70490, 0, -28142, 0, 0, 1, 0
Act_Invulnerable = Von_Claussen, true, false, 0.8
Act_MarkObj = Von_Claussen, 1
Act_SetVibe = Von_Claussen, Player, REP_FRIEND_THRESHOLD
Act_GiveObjList = Von_Claussen, stay_and_fight
Act_NagOff = secretbase_nag3
Act_DeactTrig = fail_timer_30_rh04
Act_DeactTrig = fail_timer_60_rh04
Act_RandomPop = false
Act_SetNNState = B_Jump_Hole, COMPLETE
Act_SetNNState = NNObj_23920, ACTIVE
Act_SetNNObj = NNObj_23920
Act_LockDock = Player, Rh02_to_Rh04_holeb, lock
Act_SpawnSolar = Battleship_Odin
Act_SpawnSolar = Battleship_Osiris
Act_Invulnerable = Battleship_Osiris, true
Act_Cloak = Battleship_Odin, true
Act_Cloak = Battleship_Osiris, true
Act_GiveObjList = Von_Claussen, stay_and_fight
Act_ActTrig = spring_trap
Act_ActTrig = sendcomm_dx_m10_0700_vonclaussen
Act_ActTrig = too_far_from_von_claussen_3
[Trigger]
nickname = hamburg_init
system = Rh02
Cnd_NPCSystemEnter = Rh02, Von_Claussen
Act_Save = key_save_hamburg, 33010
Act_NagOff = secretbase_nag3
Act_DeactTrig = fail_timer_30_rh04
Act_DeactTrig = fail_timer_60_rh04
Act_RandomPop = false
Act_SetNNState = NNObj_23920, ACTIVE
Act_SetNNObj = NNObj_23920
Act_PlayerCanDock = false
Act_SpawnSolar = Battleship_Odin
Act_SpawnSolar = Battleship_Osiris
Act_Invulnerable = Battleship_Osiris, true
Act_Cloak = Battleship_Odin, true
Act_Cloak = Battleship_Osiris, true
Act_GiveObjList = Von_Claussen, stay_and_fight
Act_ActTrig = spring_trap
Act_ActTrig = sendcomm_dx_m10_0700_vonclaussen
Act_ActTrig = too_far_from_von_claussen_3
[Trigger]
nickname = too_far_from_von_claussen_3
system = Rh04
Cnd_DistShip = outside, Player, Von_Claussen, 6000
Act_Destroy = Von_Claussen, EXPLODE
Act_ChangeState = FAIL, 23950
[Trigger]
nickname = spring_trap
Cnd_Timer = 4
Act_PlayMusic = none, none, none, music_rh_battle
Act_Cloak = Battleship_Odin, false
Act_SetVibe = Von_Claussen, Battleship_Odin, REP_HOSTILE_MAXIMUM
Act_SendComm = Von_Claussen, Player, dx_m10_0700_vonclaussen
Act_SetNNState = NNObj_23920, COMPLETE
Act_SetNNState = NNObj_23925, ACTIVE
Act_SetNNObj = NNObj_23925
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_PlayerCanDock = true
Act_LockDock = Player, Rh02_to_Rh04_holeb, lock
Act_SetVibe = Von_Claussen, Battleship_Odin, REP_HOSTILE_MAXIMUM
Act_SetVibe = Battleship_Odin, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = Battleship_Odin, Von_Claussen, REP_HOSTILE_THRESHOLD
[Trigger]
nickname = sendcomm_dx_m10_0700_vonclaussen
Cnd_Timer = 10
Act_Cloak = Battleship_Osiris, false
Act_ActTrig = sendcomm_dx_m10_0710_hakkera
Act_EtherComm = hakkera, 217000, Player, dx_m10_0770_hakkera, -1, ku_tenji_head_hat, pi_pirate8_body
Act_SetVibe = Battleship_Osiris, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = Battleship_Osiris, Von_Claussen, REP_FRIEND_MAXIMUM
Act_SetVibe = Battleship_Osiris, Battleship_Odin, REP_HOSTILE_MAXIMUM
Act_SetVibe = Battleship_Odin, Battleship_Osiris, REP_HOSTILE_MAXIMUM
Act_SetVibe = Battleship_Odin, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = Battleship_Odin, Von_Claussen, REP_NEUTRAL_HOSTILE
Act_NagDistTowards = OBJ, osiris_nag, Von_Claussen, Battleship_Osiris, 23982, 1000, NAG_ALWAYS
[Trigger]
nickname = sendcomm_dx_m10_0710_hakkera
Cnd_CommComplete = dx_m10_0770_hakkera
Act_ActTrig = force_land_Osiris
Act_EtherComm = hakkera, 217000, Player, dx_m10_0710_hakkera, -1, ku_tenji_head_hat, pi_pirate8_body
[Trigger]
nickname = force_land_Osiris
Cnd_CommComplete = dx_m10_0710_hakkera
Act_ActTrig = bse_osiris
Act_MarkObj = Battleship_Osiris, 1
Act_SetNNState = NNObj_23925, COMPLETE
Act_SetNNState = NNObj_23930, ACTIVE
Act_SetNNObj = NNObj_23930
[Trigger]
nickname = bse_osiris
system = Rh02
Cnd_BaseEnter = Rh02_07_base
Act_SetNNState = NNObj_23930, COMPLETE
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_DeactTrig = too_far_from_von_claussen_3
Act_SetRep = Player, fc_or_grp, REP_FRIEND_MAXIMUM
Act_AddRTC = missions\m10\m010_s064x_rh02_07_nrml.ini
Act_ActTrig = mission_completed
[Trigger]
nickname = mission_completed
system = Rh02
Cnd_BaseEnter = Li04_06_base
Act_LockDock = Player, Ku06_to_Bw05_hole, unlock
Act_LockDock = Player, Bw05_to_Ku06_hole, unlock
Act_LockDock = Player, Bw05_to_Rh01_hole, unlock
Act_LockDock = Player, Rh01_to_Bw05_hole, unlock
Act_LockDock = Player, Rh01_to_Rh04, unlock
Act_LockDock = Player, Rh04_to_Rh01, unlock
Act_LockDock = Player, Rh04_to_Rh05_hole, unlock
Act_LockDock = Player, Rh04_to_Bw05_hole, unlock
Act_LockDock = Player, Rh04_to_Bw05, unlock
Act_LockDock = Player, Rh02_to_Rh04_holeb, unlock
Act_LockDock = Player, Rh04_to_Rh02_holeb, unlock
Act_LockDock = Player, Rh04_01_dock_ring, unlock
Act_LockDock = Player, Rh04_01, unlock
Act_LockDock = Player, Rh04_03, unlock
Act_LockDock = Player, Rh04_02, unlock
Act_LockDock = Player, Rh04_05, unlock
Act_LockDock = Player, Rh04_05, unlock
Act_NNIds = 31045, HISTORY
Act_AdjAcct = 10000
Act_SetRep = Player, fc_n_grp, -0.9
Act_ChangeState = SUCCEED