[Mission] npc_ship_file = missions\m04\npcships.ini [NPC] nickname = juni_m04 npc_ship_arch = MSN04_Juni voice = juni space_costume = pl_female4_head_helmet, li_hatcher_body, comm_br_elite_female affiliation = li_lsf_grp individual_name = 216400 [NPC] nickname = juni_mactan_m04 npc_ship_arch = MSN04_Juni voice = juni space_costume = pl_female4_head_helmet, li_hatcher_body, comm_br_elite_female affiliation = fc_uk_grp individual_name = 216400 [NPC] nickname = king_m04 npc_ship_arch = MSN04_King voice = king space_costume = li_scrote_head, li_scrote_body, comm_li_hatcher affiliation = li_lsf_grp individual_name = 216401 [NPC] nickname = walker_m04 npc_ship_arch = MSN04_Walker voice = walker space_costume = br_captain_head, li_tilton_body affiliation = li_n_grp individual_name = 216402 ;[NPC] ;nickname = hacker_m04 ;affiliation = fc_lh_grp ;npc_ship_arch = MSN04_Lane_Hacker ;space_costume = pi_pirate2_head, pi_pirate7_body, comm_pi_pirate ;voice = pilot_f_ill_m02 ;individual_name = 1 [NPC] nickname = hacker_1_m04 affiliation = fc_lh_grp npc_ship_arch = MSN04_Lane_Hacker_Difficult space_costume = pi_pirate2_head, pi_pirate3_body, comm_pi_pirate voice = pilot_f_ill_m02 individual_name = 216403 [NPC] nickname = hacker_difficult_m04 affiliation = fc_lh_grp npc_ship_arch = MSN04_Lane_Hacker_Difficult space_costume = pi_pirate2_head, pi_pirate3_body, comm_pi_pirate voice = pilot_f_ill_m02 individual_name = 1 [NPC] nickname = li_heavy_easy_m04 affiliation = li_n_grp npc_ship_arch = MSN04_Liberty_Navy_Heavy_Fighter_Easy space_costume = li_rockford_head, li_male_elite_body voice = pilot_f_mil_m01 individual_name = 1 [NPC] nickname = li_heavy_medium_m04 affiliation = li_n_grp npc_ship_arch = MSN04_Liberty_Navy_Heavy_Fighter_Medium space_costume = li_rockford_head, li_male_elite_body voice = pilot_f_mil_m01a individual_name = 1 [NPC] nickname = li_heavy_hard_m04 affiliation = li_n_grp npc_ship_arch = MSN04_Liberty_Navy_Heavy_Fighter_Difficult space_costume = li_rockford_head, li_male_elite_body voice = pilot_f_mil_m01b individual_name = 1 [NPC] nickname = li_heavy_elite_m04 affiliation = li_n_grp npc_ship_arch = MSN04_Kings_Escort space_costume = li_rockford_head, li_male_elite_body voice = pilot_f_mil_m02 individual_name = 1 [NPC] nickname = lambda_1_m04 affiliation = li_n_grp npc_ship_arch = MSN04_Kings_Escort space_costume = li_rockford_head, li_male_elite_body, comm_br_darcy voice = pilot_f_mil_m01 individual_name = 216404 [NPC] nickname = lambda_2_m04 affiliation = li_n_grp npc_ship_arch = MSN04_Kings_Escort space_costume = li_rockford_head, li_male_elite_body, comm_br_darcy voice = pilot_f_mil_m01a individual_name = 216405 [NPC] nickname = lambda_3_m04 affiliation = li_n_grp npc_ship_arch = MSN04_Kings_Escort space_costume = li_rockford_head, li_male_elite_body, comm_br_darcy voice = pilot_f_mil_m01b individual_name = 216406 [NPC] nickname = lambda_4_m04 affiliation = li_n_grp npc_ship_arch = MSN04_Kings_Escort space_costume = li_rockford_head, li_male_elite_body, comm_br_darcy voice = pilot_f_mil_m01 individual_name = 216407 [NPC] nickname = lambda_5_m04 affiliation = li_n_grp npc_ship_arch = MSN04_Kings_Escort space_costume = li_rockford_head, li_male_elite_body, comm_br_darcy voice = pilot_f_mil_m01b individual_name = 216408 [NPC] nickname = li_cruiser_difficult_m04_freedom affiliation = li_n_grp npc_ship_arch = MSN04_Liberty_Navy_Cruiser_Difficult space_costume = li_captain_head, li_male_elite_body, prop_neuralnet_E voice = pilot_f_mil_m02 individual_name = 216416 [NPC] nickname = li_cruiser_difficult_m04_independence affiliation = li_n_grp npc_ship_arch = MSN04_Liberty_Navy_Cruiser_Difficult space_costume = br_captain_head, li_male_elite_body, prop_neuralnet_E voice = pilot_f_mil_m02 individual_name = 216415 [NPC] nickname = li_cruiser_medium_m04_liberty affiliation = li_n_grp npc_ship_arch = MSN04_Liberty_Navy_Cruiser_Medium space_costume = rh_captain_head, li_male_elite_body, prop_neuralnet_E voice = pilot_f_mil_m02 individual_name = 216412 [NPC] nickname = li_cruiser_medium_m04_justice affiliation = li_n_grp npc_ship_arch = MSN04_Liberty_Navy_Cruiser_Medium space_costume = li_sales_head, li_male_elite_body, prop_neuralnet_E voice = pilot_f_mil_m02 individual_name = 216413 [NPC] nickname = li_cruiser_medium_m04_steadfast affiliation = li_n_grp npc_ship_arch = MSN04_Liberty_Navy_Cruiser_Medium space_costume = rh_bartender_head, li_male_elite_body, prop_neuralnet_E voice = pilot_f_mil_m02 individual_name = 216414 [NPC] nickname = li_battleship_m04 affiliation = li_n_grp npc_ship_arch = MSN04_Battleship_Unity space_costume = pl_female1_head, li_female_elite_body voice = unity_voice_m04 individual_name = 216409 [NPC] nickname = bounty_hunters_medium_m04 affiliation = gd_bh_grp npc_ship_arch = MSN04_Bounty_Hunter_Medium space_costume = pl_female3_head, li_hatcher_body voice = pilot_c_ill_f01 individual_name = 1 ;[NPC] ;nickname = bounty_hunters_difficult_m04 ;affiliation = gd_bh_grp ;npc_ship_arch = MSN04_Bounty_Hunter_Difficult ;space_costume = pl_female3_head, li_hatcher_body ;voice = pilot_c_ill_f01 ;individual_name = 1 [NPC] nickname = rheinland_heavy_m04 affiliation = rh_n_grp npc_ship_arch = MSN04_Rheinland_Heavy_Fighter_Difficult space_costume = rh_bartender_head, rh_male_elite_body, comm_rh_reichman voice = pilot_f_mil_m01a individual_name = 1 [NNObjective] nickname = nn_meet_juni_manhattan state = HIDDEN type = ids, 22607 [NNObjective] nickname = nn_launch state = HIDDEN type = base, Li01_01_base, 22608 [NNObjective] nickname = nn_tl_to_ft_bush state = HIDDEN type = rep_inst, Li01, 22610, 25610, -28645, 5, -29915, Li01_Trade_Lane_Ring_146 [NNObjective] nickname = nn_defend_yourselves state = HIDDEN type = navmarker, Li01, 22612, 25612, 0, 0, 0 [NNObjective] nickname = nn_survive state = HIDDEN type = navmarker, Li01, 22615, 25615, 0, 0, 0 [NNObjective] nickname = nn_tl_to_west_point state = HIDDEN type = rep_inst, Li01, 22620, 25620, -33266, 5, -26292, Li01_Trade_Lane_Ring_147 [NNObjective] nickname = nn_across_west_point state = HIDDEN type = rep_inst, Li01, 22625, 25625, -34904, 0, 29594, Li01_Trade_Lane_Ring_134 [NNObjective] nickname = nn_depot_wp1 state = HIDDEN type = navmarker, Li01, 22630, 25630, -14900, 0, 73896 [NNObjective] nickname = nn_depot_wp2 state = HIDDEN type = navmarker, Li01, 22635, 25635, -14504, 0, 75987 [NNObjective] nickname = nn_depot_wp3 state = HIDDEN type = navmarker, Li01, 22640, 25640, -10339, 0, 76753 [NNObjective] nickname = land_on_base state = HIDDEN type = rep_inst, Li01, 22645, 22645, -10216, 0, 77380, station [NNObjective] nickname = nn_defend_station state = HIDDEN type = navmarker, Li01, 22650, 25650, -10216, 0, 77380 [NNObjective] nickname = nn_leave_vanpelt state = HIDDEN type = navmarker, Li01, 22650, 25650, -10216, 0, 77380 [NNObjective] nickname = nn_badlands_jumpgate state = HIDDEN type = rep_inst, Li01, 22655, 25655, -16055, 0, 85125, Li01_to_Iw03 [NNObjective] nickname = nn_leave_liberty state = HIDDEN type = rep_inst, Li01, 22660, 25660, -16055, 0, 85125, Li01_to_Iw03 [NNObjective] nickname = nn_f4_base state = HIDDEN type = rep_inst, Iw03, 22665, 22665, 9845, 0, 1865, Iw03_01 [NNObjective] nickname = nn_defend_yourself state = HIDDEN type = navmarker, Li01, 22670, 25670, 0, 0, 0 [NNObjective] nickname = nn_hacker_base state = HIDDEN type = rep_inst, Iw03, 22675, 25675, -19724, 0, -10073, Iw03_02 [NNObjective] nickname = nn_dock_with_hacker_base state = HIDDEN type = rep_inst, Iw03, 22680, 22680, -19724, 0, -10073, Iw03_02 [NNObjective] nickname = nn_leave_hacker_base state = HIDDEN type = navmarker, Iw03, 22682, 25682, -19724, 0, -10073 [NNObjective] nickname = nn_defend_hacker_base state = HIDDEN type = navmarker, Iw03, 22685, 25685, 0, 0, 0 [NNObjective] nickname = nn_leeds_hole state = HIDDEN type = rep_inst, Iw03, 22690, 25690, -21579, 75, -20000, Iw03_to_Br04_hole [NNObjective] nickname = nn_jump_to_leeds state = HIDDEN type = rep_inst, Iw03, 22695, 25695, -21579, 75, -20000, Iw03_to_Br04_hole [NNObjective] nickname = nn_leeds3 state = HIDDEN type = rep_inst, Br04, 22700, 22700, 13215, 0, 35862, Br04_01_dock_ring [NNObjective] nickname = nn_leeds4 state = HIDDEN type = rep_inst, Br04, 22702, 22702, 13215, 0, 35862, Br04_01_dock_ring [NNObjective] nickname = nn_meet_tobias state = HIDDEN type = ids, 22705 [NNObjective] nickname = nn_blank state = HIDDEN type = ids, 21660 [MsnShip] nickname = juni NPC = juni_m04 position = -33223.2, 5.3, -28348.7 label = juni orientation = 0, 0, 1, 0 jumper = true cargo = ge_s_repair_01, 10 cargo = ge_s_battery_01, 10 radius = 0 [MsnShip] nickname = Juni_mactan NPC = juni_mactan_m04 label = Juni_mactan arrival_obj = Iw03_02 jumper = true cargo = ge_s_repair_01, 10 cargo = ge_s_battery_01, 10 [MsnShip] nickname = king NPC = king_m04 position = -31415, 5778, -34458 orientation = 0.1058, -0.0342, 0.9525, 0.2834 label = king label = walkers_wing jumper = true cargo = ge_s_repair_01, 10 cargo = ge_s_battery_01, 10 [MsnShip] nickname = Lambda1 NPC = lambda_1_m04 position = -31415, 5778, -34458 orientation = 0.1058, -0.0342, 0.9525, 0.2834 radius = 0 label = lambda_wing label = walkers_wing cargo = ge_s_repair_01, 10 cargo = ge_s_battery_01, 10 [MsnShip] nickname = Lambda2 NPC = lambda_2_m04 position = -31415, 5778, -34458 orientation = 0.1058, -0.0342, 0.9525, 0.2834 radius = 0 label = lambda_wing label = walkers_wing cargo = ge_s_repair_01, 10 cargo = ge_s_battery_01, 10 [MsnShip] nickname = Lambda3 NPC = lambda_3_m04 position = -31415, 5778, -34458 orientation = 0.1058, -0.0342, 0.9525, 0.2834 radius = 0 label = lambda_wing label = walkers_wing cargo = ge_s_repair_01, 10 cargo = ge_s_battery_01, 10 [MsnShip] nickname = Lambda4 NPC = lambda_4_m04 position = -31415, 5778, -34458 orientation = 0.1058, -0.0342, 0.9525, 0.2834 radius = 0 label = lambda_wing label = walkers_wing cargo = ge_s_repair_01, 10 cargo = ge_s_battery_01, 10 [MsnShip] nickname = Lambda5 NPC = lambda_5_m04 position = -31415, 5778, -34458 orientation = 0.1058, -0.0342, 0.9525, 0.2834 radius = 0 label = lambda_wing label = walkers_wing cargo = ge_s_repair_01, 10 cargo = ge_s_battery_01, 10 [MsnShip] nickname = walker NPC = walker_m04 position = -31415, 5778, -34458 orientation = 0.1058, -0.0342, 0.9525, 0.2834 radius = 0 label = walker label = walkers_wing [MsnFormation] nickname = walkers_wing position = -31415, 5778, -33458 orientation = 0.1058, -0.0342, 0.9525, 0.2834 formation = walkers_formation ship = walker ship = king ship = Lambda1 ship = Lambda2 ship = Lambda3 ship = Lambda4 ship = Lambda5 [MsnShip] nickname = battleship_unity NPC = li_battleship_m04 position = -33289, 57, -26486 orientation = 0.7139, -0.0179, 0.6999, 0.0132 label = battleship_unity label = chasers [MsnShip] nickname = cruiser2 NPC = li_cruiser_difficult_m04_freedom position = -35409.3, -196.31, -27837.6 orientation = 0.9979, -0.0333, 0.0548, 0.0017 label = cruiser2 label = chasers [MsnShip] nickname = cruiser3 NPC = li_cruiser_difficult_m04_independence position = -28645, 5, -29915 orientation = -0.2455, 0.0064, 0.9692, 0.0195 label = cruiser3 label = chasers [MsnShip] nickname = red1 NPC = li_heavy_medium_m04 random_name = true label = red_wing label = chasers [MsnShip] nickname = red2 NPC = li_heavy_hard_m04 random_name = true label = red_wing label = chasers [MsnShip] nickname = red3 NPC = li_heavy_easy_m04 random_name = true label = red_wing label = chasers [MsnFormation] nickname = red_wing position = -35431, -210, -24008 orientation = 0.9712, 0.0753, -0.2249, 0.0205 formation = fighter_li_n ship = red1 ship = red2 ship = red3 [MsnShip] nickname = blue1 NPC = li_heavy_medium_m04 random_name = true label = blue_wing label = chasers [MsnShip] nickname = blue2 NPC = li_heavy_hard_m04 random_name = true label = blue_wing label = chasers [MsnShip] nickname = blue3 NPC = li_heavy_easy_m04 random_name = true label = blue_wing label = chasers [MsnFormation] nickname = blue_wing position = -37255, -38, -25963 orientation = 0.8943, -0.0009, -0.4474, -0.002 formation = fighter_li_n ship = blue1 ship = blue2 ship = blue3 [MsnShip] nickname = red1_backup NPC = li_heavy_hard_m04 random_name = true label = red_wing_backup label = chasers [MsnShip] nickname = red2_backup NPC = li_heavy_hard_m04 random_name = true label = red_wing_backup label = chasers [MsnShip] nickname = red3_backup NPC = li_heavy_hard_m04 random_name = true label = red_wing_backup label = chasers [MsnShip] nickname = red4_backup NPC = li_heavy_hard_m04 random_name = true label = red_wing_backup label = chasers [MsnShip] nickname = red5_backup NPC = li_heavy_hard_m04 random_name = true label = red_wing_backup label = chasers [MsnShip] nickname = red6_backup NPC = li_heavy_hard_m04 random_name = true label = red_wing_backup label = chasers [MsnFormation] nickname = red_wing_backup position = -35431, -210, -24008 orientation = 0.9712, 0.0753, -0.2249, 0.0205 formation = fighter_li_n ship = red1_backup ship = red2_backup ship = red3_backup ship = red4_backup ship = red5_backup ship = red6_backup [MsnShip] nickname = blue1_backup NPC = li_heavy_hard_m04 random_name = true label = blue_wing_backup label = chasers [MsnShip] nickname = blue2_backup NPC = li_heavy_hard_m04 random_name = true label = blue_wing_backup label = chasers [MsnShip] nickname = blue3_backup NPC = li_heavy_hard_m04 random_name = true label = blue_wing_backup label = chasers [MsnShip] nickname = blue4_backup NPC = li_heavy_hard_m04 random_name = true label = blue_wing_backup label = chasers [MsnShip] nickname = blue5_backup NPC = li_heavy_hard_m04 random_name = true label = blue_wing_backup label = chasers [MsnShip] nickname = blue6_backup NPC = li_heavy_hard_m04 random_name = true label = blue_wing_backup label = chasers [MsnFormation] nickname = blue_wing_backup position = -37255, -38, -25963 orientation = 0.8943, -0.0009, -0.4474, -0.002 formation = fighter_li_n ship = blue1_backup ship = blue2_backup ship = blue3_backup ship = blue4_backup ship = blue5_backup ship = blue6_backup [MsnShip] nickname = gold1 NPC = li_heavy_hard_m04 random_name = true label = gold_wing label = chasers [MsnShip] nickname = gold2 NPC = li_heavy_medium_m04 random_name = true label = gold_wing label = chasers [MsnShip] nickname = gold3 NPC = li_heavy_easy_m04 random_name = true label = gold_wing label = chasers [MsnFormation] nickname = gold_wing position = -27139, 79, -27533 orientation = 0.7519, -0.003, 0.6593, 0.0004 formation = fighter_li_n ship = gold1 ship = gold2 ship = gold3 [MsnShip] nickname = gold4 NPC = li_heavy_hard_m04 random_name = true label = gold_wing label = chasers [MsnShip] nickname = gold5 NPC = li_heavy_medium_m04 random_name = true label = gold_wing label = chasers [MsnShip] nickname = gold6 NPC = li_heavy_easy_m04 random_name = true label = gold_wing label = chasers [MsnShip] nickname = gold7 NPC = li_heavy_easy_m04 random_name = true label = gold_wing label = chasers [MsnShip] nickname = gold8 NPC = li_heavy_easy_m04 random_name = true label = gold_wing label = chasers [MsnFormation] nickname = gold_wing_backup position = -27139, 79, -27533 orientation = 0.7519, -0.003, 0.6593, 0.0004 formation = fighter_li_n ship = gold4 ship = gold5 ship = gold6 ship = gold7 ship = gold8 [MsnShip] nickname = rogue1 NPC = li_heavy_medium_m04 random_name = true label = rogue_wing label = chasers [MsnShip] nickname = rogue2 NPC = li_heavy_hard_m04 random_name = true label = rogue_wing label = chasers [MsnShip] nickname = rogue3 NPC = li_heavy_medium_m04 random_name = true label = rogue_wing label = chasers [MsnShip] nickname = rogue4 NPC = li_heavy_easy_m04 random_name = true label = rogue_wing label = chasers [MsnShip] nickname = rogue5 NPC = li_heavy_easy_m04 random_name = true label = rogue_wing label = chasers [MsnFormation] nickname = rogue_wing position = -29306, 30, -30715 orientation = 0.453, 0.0039, 0.8914, -0.0098 formation = fighter_li_n ship = rogue1 ship = rogue2 ship = rogue3 ship = rogue4 ship = rogue5 [MsnShip] nickname = alert_red1 NPC = li_heavy_hard_m04 random_name = true label = alert_red_wing label = west_point_alert_fighters [MsnShip] nickname = alert_red2 NPC = li_heavy_medium_m04 random_name = true label = alert_red_wing label = west_point_alert_fighters [MsnShip] nickname = alert_red3 NPC = li_heavy_medium_m04 random_name = true label = alert_red_wing label = west_point_alert_fighters [MsnFormation] nickname = alert_red_wing position = -37274, -19, 28871 orientation = 0.9184, -0.0245, -0.3949, -0.0052 formation = fighter_li_n ship = alert_red1 ship = alert_red2 ship = alert_red3 [MsnShip] nickname = alert_blue1 NPC = li_heavy_hard_m04 random_name = true label = alert_blue_wing label = west_point_alert_fighters [MsnShip] nickname = alert_blue2 NPC = li_heavy_medium_m04 random_name = true label = alert_blue_wing label = west_point_alert_fighters [MsnShip] nickname = alert_blue3 NPC = li_heavy_medium_m04 random_name = true label = alert_blue_wing label = west_point_alert_fighters [MsnFormation] nickname = alert_blue_wing position = -34630, 115, 27571 orientation = 0.0606, -0.0015, 0.9979, 0.0224 formation = fighter_li_n ship = alert_blue1 ship = alert_blue2 ship = alert_blue3 [MsnShip] nickname = alert_gold1 NPC = li_heavy_hard_m04 random_name = true label = alert_gold_wing label = west_point_alert_fighters [MsnShip] nickname = alert_gold2 NPC = li_heavy_medium_m04 random_name = true label = alert_gold_wing label = west_point_alert_fighters [MsnShip] nickname = alert_gold3 NPC = li_heavy_medium_m04 random_name = true label = alert_gold_wing label = west_point_alert_fighters [MsnFormation] nickname = alert_gold_wing position = -36320, 87, 27768 orientation = -0.3979, -0.0078, 0.9173, -0.0143 formation = fighter_li_n ship = alert_gold1 ship = alert_gold2 ship = alert_gold3 [MsnShip] nickname = alert_rogue1 NPC = li_heavy_hard_m04 random_name = true label = alert_rogue_wing label = west_point_alert_fighters [MsnShip] nickname = alert_rogue2 NPC = li_heavy_medium_m04 random_name = true label = alert_rogue_wing label = west_point_alert_fighters [MsnShip] nickname = alert_rogue3 NPC = li_heavy_medium_m04 random_name = true label = alert_rogue_wing label = west_point_alert_fighters [MsnFormation] nickname = alert_rogue_wing position = -34523, 305, 26597 orientation = 0.2432, -0.0249, 0.966, 0.0841 formation = fighter_li_n ship = alert_rogue1 ship = alert_rogue2 ship = alert_rogue3 [MsnShip] nickname = alert_red1_backup NPC = li_heavy_elite_m04 random_name = true label = alert_red_wing_backup label = west_point_alert_fighters [MsnShip] nickname = alert_red2_backup NPC = li_heavy_hard_m04 random_name = true label = alert_red_wing_backup label = west_point_alert_fighters [MsnShip] nickname = alert_red3_backup NPC = li_heavy_hard_m04 random_name = true label = alert_red_wing_backup label = west_point_alert_fighters [MsnFormation] nickname = alert_red_wing_backup position = -33209, 2000, 24601 orientation = 0.2903, -0.0101, 0.9565, 0.0275 formation = fighter_li_n ship = alert_red1_backup ship = alert_red2_backup ship = alert_red3_backup [MsnShip] nickname = alert_blue1_backup NPC = li_heavy_elite_m04 random_name = true label = alert_blue_wing_backup label = west_point_alert_fighters [MsnShip] nickname = alert_blue2_backup NPC = li_heavy_hard_m04 random_name = true label = alert_blue_wing_backup label = west_point_alert_fighters [MsnShip] nickname = alert_blue3_backup NPC = li_heavy_hard_m04 random_name = true label = alert_blue_wing_backup label = west_point_alert_fighters [MsnFormation] nickname = alert_blue_wing_backup position = -39170, -2000, 26030 orientation = -0.4745, -0.0086, 0.8801, -0.0156 formation = fighter_li_n ship = alert_blue1_backup ship = alert_blue2_backup ship = alert_blue3_backup [MsnShip] nickname = alert_gold1_backup NPC = li_heavy_elite_m04 random_name = true label = alert_gold_wing_backup label = west_point_alert_fighters [MsnShip] nickname = alert_gold2_backup NPC = li_heavy_hard_m04 random_name = true label = alert_gold_wing_backup label = west_point_alert_fighters [MsnShip] nickname = alert_gold3_backup NPC = li_heavy_hard_m04 random_name = true label = alert_gold_wing_backup label = west_point_alert_fighters [MsnFormation] nickname = alert_gold_wing_backup position = -31464, 2000, 29897 orientation = 0.8148, -0.0705, 0.5737, 0.0451 formation = fighter_li_n ship = alert_gold1_backup ship = alert_gold2_backup ship = alert_gold3_backup [MsnShip] nickname = alert_rogue1_backup NPC = li_heavy_elite_m04 random_name = true label = alert_rogue_wing_backup label = west_point_alert_fighters [MsnShip] nickname = alert_rogue2_backup NPC = li_heavy_hard_m04 random_name = true label = alert_rogue_wing_backup label = west_point_alert_fighters [MsnShip] nickname = alert_rogue3_backup NPC = li_heavy_hard_m04 random_name = true label = alert_rogue_wing_backup label = west_point_alert_fighters [MsnFormation] nickname = alert_rogue_wing_backup position = -37329, -2000, 32155 orientation = 0.9762, -0.086, -0.198, -0.0196 formation = fighter_li_n ship = alert_rogue1_backup ship = alert_rogue2_backup ship = alert_rogue3_backup [MsnShip] nickname = station_attack_wing1 NPC = li_heavy_medium_m04 label = station_attack_wing label = station_attackers label = station_fighters label = station_attack_wing_red random_name = true [MsnShip] nickname = station_attack_wing2 NPC = li_heavy_hard_m04 label = station_attack_wing label = station_attackers label = station_fighters label = station_attack_wing_red random_name = true [MsnShip] nickname = station_attack_wing3 NPC = li_heavy_easy_m04 label = station_attack_wing label = station_attackers label = station_fighters label = station_attack_wing_red random_name = true [MsnShip] nickname = station_attack_wing4 NPC = li_heavy_medium_m04 label = station_attack_wing label = station_attackers label = station_fighters label = station_attack_wing_blue random_name = true [MsnShip] nickname = station_attack_wing5 NPC = li_heavy_hard_m04 label = station_attack_wing label = station_attackers label = station_fighters label = station_attack_wing_blue random_name = true [MsnShip] nickname = station_attack_wing6 NPC = li_heavy_easy_m04 label = station_attack_wing label = station_attackers label = station_fighters label = station_attack_wing_blue random_name = true [MsnShip] nickname = station_cruiser1 NPC = li_cruiser_medium_m04_liberty label = station_attack_wing label = station_attackers label = cruisers [MsnShip] nickname = station_cruiser2 NPC = li_cruiser_medium_m04_justice label = station_attack_wing label = station_attackers label = cruisers [MsnShip] nickname = station_cruiser3 NPC = li_cruiser_medium_m04_steadfast label = station_attack_wing label = station_attackers label = cruisers [MsnFormation] nickname = station_attack_wing position = -14909, 0, 76651 orientation = 0.5503, 0.0271, -0.8344, 0.0148 formation = cruiser3_li_n ship = station_cruiser1 ship = station_cruiser2 ship = station_cruiser3 ship = station_attack_wing1 ship = station_attack_wing2 ship = station_attack_wing3 ship = station_attack_wing4 ship = station_attack_wing5 ship = station_attack_wing6 [MsnShip] nickname = station_attack_wing1a NPC = li_heavy_medium_m04 label = station_attack_wing_a label = station_attackers label = station_attack_wing_gold random_name = true [MsnShip] nickname = station_attack_wing2a NPC = li_heavy_hard_m04 label = station_attack_wing_a label = station_attackers label = station_attack_wing_gold random_name = true [MsnShip] nickname = station_attack_wing3a NPC = li_heavy_medium_m04 label = station_attack_wing_a label = station_attackers label = station_attack_wing_gold random_name = true [MsnShip] nickname = station_attack_wing4a NPC = li_heavy_medium_m04 label = station_attack_wing_a label = station_attackers label = station_attack_wing_gold random_name = true [MsnShip] nickname = station_attack_wing5a NPC = li_heavy_medium_m04 label = station_attack_wing_a label = station_attackers label = station_attack_wing_gold random_name = true [MsnShip] nickname = station_attack_wing6a NPC = li_heavy_medium_m04 label = station_attack_wing_a label = station_attackers label = station_attack_wing_gold random_name = true [MsnFormation] nickname = station_attack_wing_a position = -10551, 35, 77570 orientation = 0.851571, 0, -0.52424, 0 formation = fighter_li_n ship = station_attack_wing1a ship = station_attack_wing2a ship = station_attack_wing3a ship = station_attack_wing4a ship = station_attack_wing5a ship = station_attack_wing6a [MsnShip] nickname = station_attack_wing1_backup NPC = li_heavy_hard_m04 label = station_attack_wing_backup label = station_attackers random_name = true [MsnShip] nickname = station_attack_wing2_backup NPC = li_heavy_medium_m04 label = station_attack_wing_backup label = station_attackers random_name = true [MsnShip] nickname = station_attack_wing3_backup NPC = li_heavy_medium_m04 label = station_attack_wing_backup label = station_attackers random_name = true [MsnFormation] nickname = station_attack_wing_backup position = -14909, -200, 76651 orientation = 0.5503, 0.0271, -0.8344, 0.0148 formation = fighter_li_n ship = station_attack_wing1_backup ship = station_attack_wing2_backup ship = station_attack_wing3_backup [MsnShip] nickname = station_attack_wing1_backup_2 NPC = li_heavy_hard_m04 label = station_attack_wing_backup_2 label = station_attackers random_name = true [MsnShip] nickname = station_attack_wing2_backup_2 NPC = li_heavy_medium_m04 label = station_attack_wing_backup_2 label = station_attackers random_name = true [MsnShip] nickname = station_attack_wing3_backup_2 NPC = li_heavy_medium_m04 label = station_attack_wing_backup_2 label = station_attackers random_name = true [MsnFormation] nickname = station_attack_wing_backup_2 position = -14909, -300, 76551 orientation = 0.5503, 0.0271, -0.8344, 0.0148 formation = fighter_li_n ship = station_attack_wing1_backup_2 ship = station_attack_wing2_backup_2 ship = station_attack_wing3_backup_2 [MsnShip] nickname = bounty_hunter1 NPC = bounty_hunters_medium_m04 label = bounty_hunter_wing1 label = bounty_hunter_wing random_name = true [MsnShip] nickname = bounty_hunter2 NPC = bounty_hunters_medium_m04 label = bounty_hunter_wing1 label = bounty_hunter_wing random_name = true [MsnFormation] nickname = bounty_hunter_wing1 position = -681, 50, -4175 orientation = 0.9452, 0.0022, 0.3264, 0.002 formation = fighter_basic ship = bounty_hunter1 ship = bounty_hunter2 [MsnShip] nickname = bounty_hunter3 NPC = bounty_hunters_medium_m04 label = bounty_hunter_wing2 label = bounty_hunter_wing random_name = true [MsnShip] nickname = bounty_hunter4 NPC = bounty_hunters_medium_m04 label = bounty_hunter_wing2 label = bounty_hunter_wing random_name = true [MsnFormation] nickname = bounty_hunter_wing2 position = -681, 0, -4175 orientation = 0.9452, 0.0022, 0.3264, 0.002 formation = fighter_basic ship = bounty_hunter3 ship = bounty_hunter4 [MsnShip] nickname = bounty_hunter5 NPC = bounty_hunters_medium_m04 label = bounty_hunter_wing3 label = bounty_hunter_wing random_name = true [MsnShip] nickname = bounty_hunter6 NPC = bounty_hunters_medium_m04 label = bounty_hunter_wing3 label = bounty_hunter_wing random_name = true [MsnFormation] nickname = bounty_hunter_wing3 position = -681, 25, -4150 orientation = 0.9452, 0.0022, 0.3264, 0.002 formation = fighter_basic ship = bounty_hunter5 ship = bounty_hunter6 [MsnShip] nickname = bounty_hunter7 NPC = bounty_hunters_medium_m04 label = bounty_hunter_wing4 label = bounty_hunter_wing random_name = true [MsnShip] nickname = bounty_hunter8 NPC = bounty_hunters_medium_m04 label = bounty_hunter_wing4 label = bounty_hunter_wing random_name = true [MsnFormation] nickname = bounty_hunter_wing4 position = -681, 25, -4200 orientation = 0.9452, 0.0022, 0.3264, 0.002 formation = fighter_basic ship = bounty_hunter7 ship = bounty_hunter8 [MsnShip] nickname = hacker_1 NPC = hacker_1_m04 label = hacker_wing1 label = hacker_wing [MsnShip] nickname = hacker_2 NPC = hacker_difficult_m04 label = hacker_wing1 label = hacker_wing random_name = true [MsnFormation] nickname = hacker_wing1 position = 2179, 30, -28 orientation = 0.9126, 0.0165, 0.4085, -0.0094 formation = fighter_pirate ship = hacker_1 ship = hacker_2 [MsnShip] nickname = hacker_3 NPC = hacker_difficult_m04 label = hacker_wing2 label = hacker_wing random_name = true [MsnShip] nickname = hacker_4 NPC = hacker_difficult_m04 label = hacker_wing2 label = hacker_wing random_name = true [MsnFormation] nickname = hacker_wing2 position = 2179, 15, -28 orientation = 0.9126, 0.0165, 0.4085, -0.0094 formation = fighter_pirate ship = hacker_3 ship = hacker_4 [MsnShip] nickname = hacker_intercept1 NPC = hacker_difficult_m04 arrival_obj = Iw03_02 label = hacker_intercept_wing1 label = hacker_intercept_wing random_name = true [MsnShip] nickname = hacker_intercept2 NPC = hacker_difficult_m04 arrival_obj = Iw03_02 label = hacker_intercept_wing1 label = hacker_intercept_wing random_name = true [MsnShip] nickname = hacker_intercept3 NPC = hacker_difficult_m04 arrival_obj = Iw03_02 label = hacker_intercept_wing1 label = hacker_intercept_wing random_name = true [MsnShip] nickname = hacker_intercept4 NPC = hacker_difficult_m04 arrival_obj = Iw03_02 label = hacker_intercept_wing2 label = hacker_intercept_wing random_name = true [MsnShip] nickname = hacker_intercept5 NPC = hacker_difficult_m04 arrival_obj = Iw03_02 label = hacker_intercept_wing2 label = hacker_intercept_wing random_name = true [MsnShip] nickname = hacker_intercept6 NPC = hacker_difficult_m04 arrival_obj = Iw03_02 label = hacker_intercept_wing2 label = hacker_intercept_wing random_name = true [MsnShip] nickname = rheinland_assault1 NPC = rheinland_heavy_m04 label = rheinland_assault_wing1 label = rheinland_assault_wing random_name = true [MsnShip] nickname = rheinland_assault2 NPC = rheinland_heavy_m04 label = rheinland_assault_wing1 label = rheinland_assault_wing random_name = true [MsnFormation] nickname = rheinland_assault_wing1 position = -21522, 2600, -11066 orientation = -0.0987, -0.3072, 0.7494, 0.5782 formation = fighter_rh_n ship = rheinland_assault1 ship = rheinland_assault2 [MsnShip] nickname = rheinland_assault3 NPC = rheinland_heavy_m04 label = rheinland_assault_wing2 label = rheinland_assault_wing random_name = true [MsnShip] nickname = rheinland_assault4 NPC = rheinland_heavy_m04 label = rheinland_assault_wing2 label = rheinland_assault_wing random_name = true [MsnFormation] nickname = rheinland_assault_wing2 position = -21522, 2650, -11066 orientation = -0.0987, -0.3072, 0.7494, 0.5782 formation = fighter_rh_n ship = rheinland_assault3 ship = rheinland_assault4 [MsnSolar] nickname = station string_id = 216410 system = Li01 position = -10216, 0, 77380 faction = co_vr_grp archetype = d_depot loadout = depot base = Li01_04_base label = lbl_base voice = vanpelt_voice_m04 costume = ge_male7_head, sc_scientist2_body radius = 0 [Trigger] nickname = general_triggers system = Li01 Cnd_True = no_params Act_ActTrig = juni_dies Act_ActTrig = juni_tether Act_SetRep = Player, li_p_grp, -0.65 Act_SetRep = Player, li_lsf_grp, -0.65 Act_SetRep = Player, li_n_grp, -0.65 Act_SetRep = Player, fc_lh_grp, REP_NEUTRAL_FRIENDLY Act_SetRep = juni, li_p_grp, -0.65 Act_SetRep = juni, li_lsf_grp, -0.65 Act_SetRep = juni, li_n_grp, -0.65 Act_SetRep = juni, fc_ln_grp, -0.65 Act_SetVibe = juni, Player, REP_FRIEND_THRESHOLD Act_MarkObj = juni, 1 Act_Invulnerable = juni, true, false, 0.9 [Trigger] nickname = juni_tether system = Li01 repeatable = true Cnd_TetherBroke = juni, Player, 1500, 30, 2500 [Trigger] nickname = juni_dies system = Li01 Cnd_Destroyed = juni, 1, EXPLODE Act_ChangeState = FAIL, 22750 [Trigger] nickname = start system = Li01 InitState = active Cnd_True = no_params Act_SetTitle = 1 Act_SetOffer = 1 Act_ActTrig = setNN_meet_juni Act_ActTrig = sendcomm_DX_M04_0000_JUNI Act_ActTrig = start_init Act_ActTrig = doorjam [Trigger] nickname = doorjam Cnd_True = no_params repeatable = true Act_SetVibeOfferBaseHack = Dock_Ring_Li01_01 [Trigger] nickname = sendcomm_DX_M04_0000_JUNI system = Li01 Cnd_InSpace = true Act_ActTrig = 0000_timer [Trigger] nickname = 0000_timer system = Li01 Cnd_Timer = 7 Act_EtherComm = juni, 216400, Player, DX_M04_0000_JUNI, 3, pl_female4_head, li_hatcher_body Act_NNIds = 30400, HISTORY [Trigger] nickname = setNN_meet_juni system = Li01 Cnd_CommComplete = DX_M04_0000_JUNI Act_NNPath = 22607, 22607, Dock_Ring_Li01_01, Li01 [Trigger] nickname = start_init system = Li01 Cnd_BaseEnter = Li01_01_base Act_ActTrig = lce_city [Trigger] nickname = lce_city system = Li01 Cnd_LocEnter = Cityscape, Li01_01_base Act_AddRTC = missions\m04\M004_s019a_Li01_01_offer.ini Act_ActTrig = mrp_accept Act_ActTrig = mrp_reject [Trigger] nickname = mrp_accept system = Li01 Cnd_MsnResponse = accept Act_NNIds = 30405, HISTORY Act_RemoveRTC = missions\m04\M004_s019d_Li01_01_reoffer.ini Act_SetTitle = 22602 Act_SetOffer = 22606 Act_SetNNState = nn_launch, active Act_SetNNObj = nn_launch Act_DeactTrig = sendcomm_DX_M04_0000_JUNI Act_DeactTrig = setNN_meet_juni Act_DeactTrig = mrp_reject Act_RandomPop = false Act_SetRep = Player, li_lsf_grp, REP_HOSTILE_THRESHOLD Act_SetRep = Player, li_n_grp, REP_HOSTILE_THRESHOLD Act_SetRep = Player, li_p_grp, REP_HOSTILE_THRESHOLD Act_ActTrig = flee_to_debris_spe Act_DeactTrig = doorjam [Trigger] nickname = flee_to_debris_spe system = Li01 Cnd_SpaceEnter = Li01 Act_SetRep = Player, li_lsf_grp, REP_NEUTRAL Act_SetRep = Player, li_n_grp, REP_NEUTRAL Act_SetRep = Player, li_p_grp, REP_NEUTRAL Act_CallThorn = missions\m04\M04_space_enter.thn, Player Act_ActTrig = flee_to_debris_init [Trigger] nickname = mrp_reject system = Li01 Cnd_MsnResponse = reject Act_NNIds = 30410, HISTORY Act_SetTitle = 1 Act_SetOffer = 1 Act_SetNNObj = nn_meet_juni_manhattan Act_RemoveRTC = missions\m04\M004_s019a_Li01_01_offer.ini Act_AddRTC = missions\m04\M004_s019d_Li01_01_reoffer.ini, repeatable [ObjList] system = Li01 nickname = juni_init MakeNewFormation = juni_m04 [ObjList] system = Li01 nickname = ol_juni_tries_ft_bush Avoidance = false GotoVec = goto_cruise, -28645, 5, -29915, 1000, true, -1 [ObjList] system = Li01 nickname = ol_juni_scrambles Avoidance = true BreakFormation = no_params GotoShip = goto, battleship_unity, 2000, true, -1 StayInRange = Li01_Trade_Lane_Ring_147, 10000, true Avoidance = false [ObjList] system = Li01 nickname = walker_attacks_unity Avoidance = false GotoVec = goto_cruise, -33289, 57, -26486, 800, false, -1 Avoidance = true [ObjList] system = Li01 nickname = return_avoidance Avoidance = true GotoShip = goto, battleship_unity, 900, false, -1 [ObjList] system = Li01 nickname = walker_covers_the_escape BreakFormation = no_params GotoVec = goto, -33266, -100, -26292, 500, false, -1 StayInRange = Li01_Trade_Lane_Ring_147, 5000, true [ObjList] system = Li01 nickname = defend_walker BreakFormation = no_params StayInRange = Li01_Trade_Lane_Ring_147, 10000, false GotoShip = goto, walker, 500, false, -1 StayInRange = walker, 5000, true [ObjList] system = Li01 nickname = prepare_for_exit StayInRange = walker, 1000 GotoVec = goto, -33270, 0, -33039, 1000, false, -1 [ObjList] system = Li01 nickname = form_on_trent_1 SetPriority = ALWAYS_EXECUTE Follow = Player, 3000, -45, 10, -40 [ObjList] system = Li01 nickname = form_on_trent_2 SetPriority = ALWAYS_EXECUTE Follow = Player, 3000, 45, 10, -40 [ObjList] system = Li01 nickname = form_on_trent_3 SetPriority = ALWAYS_EXECUTE Follow = Player, 3000, -90, -10, -20 [ObjList] system = Li01 nickname = form_on_trent_4 SetPriority = ALWAYS_EXECUTE Follow = Player, 3000, 90, -10, -20 [ObjList] system = Li01 nickname = ol_battleship_unity Delay = 9000 GotoShip = goto, Player, 200, false, 10 StayInRange = li01_01, 10000 [ObjList] system = Li01 nickname = ol_cruiser2 Delay = 9000 GotoShip = goto, Player, 200, false, 10 StayInRange = li01_01, 12000 [ObjList] system = Li01 nickname = ol_cruiser3 Delay = 9000 GotoShip = goto, Player, 200, false, 10 StayInRange = li01_01, 14000 [ObjList] system = Li01 Delay = 15 nickname = ol_cruiser2_speed_up GotoShip = goto, Player, 200, false, 10 StayInRange = li01_01, 12000 [ObjList] system = Li01 nickname = ol_cruiser3_speed_up GotoShip = goto, Player, 200, false, 10 StayInRange = li01_01, 14000 [ObjList] system = Li01 nickname = ol_rogue_wing SetPriority = ALWAYS_EXECUTE Delay = 1 Avoidance = false GotoSpline = goto_cruise, -29306, 30, -30715, -29977, 30, -29425, -31502, 30, -28472, -32981, 30, -27998, 50, true, -1 Avoidance = true StayInRange = cruiser3, 5000 [ObjList] system = Li01 nickname = ol_red_wing Delay = 60 GotoShip = goto, Player, 1000, true, 80 StayInRange = battleship_unity, 5000 [ObjList] system = Li01 Delay = 90 nickname = ol_blue_wing GotoShip = goto, Player, 1000, true, 80 StayInRange = cruiser2, 2000 [ObjList] system = Li01 Delay = 30 nickname = ol_gold_wing GotoShip = goto, Player, 1000, true, 80 StayInRange = cruiser3, 2000 [ObjList] system = Li01 nickname = ol_rogue_wing_regroup GotoShip = goto, walker, 100, true, 80 StayInRange = cruiser3, 2000 [ObjList] system = Li01 nickname = ol_red_wing_regroup GotoShip = goto, Lambda1, 100, true, 80 StayInRange = cruiser2, 2000 [ObjList] system = Li01 nickname = ol_blue_wing_regroup GotoShip = goto, Lambda2, 100, true, 80 StayInRange = cruiser2, 2000 [ObjList] system = Li01 nickname = ol_gold_wing_regroup GotoShip = goto, Lambda3, 100, true, 80 StayInRange = cruiser3, 2000 [ObjList] system = Li01 nickname = ol_backup_wings_attack GotoShip = goto, walker, 1000, true, 80 StayInRange = walker, 3000 [ObjList] system = Li01 nickname = break_formation_rogues BreakFormation = no_params [ObjList] system = Li01 nickname = rogue_sub_1 MakeNewFormation = fighter_li_n, rogue1, rogue2, rogue3 [ObjList] system = Li01 nickname = rogue_sub_2 MakeNewFormation = fighter_li_n, rogue4, rogue5 [ObjList] system = Li01 nickname = red_backup_sub_1 MakeNewFormation = fighter_li_n, red1_backup, red2_backup, red3_backup [ObjList] system = Li01 nickname = red_backup_sub_2 MakeNewFormation = fighter_li_n, red4_backup, red5_backup, red6_backup [ObjList] system = Li01 nickname = blue_backup_sub_1 MakeNewFormation = fighter_li_n, blue1_backup, blue2_backup, blue3_backup [ObjList] system = Li01 nickname = blue_backup_sub_2 MakeNewFormation = fighter_li_n, blue4_backup, blue5_backup, blue6_backup [Trigger] nickname = flee_to_debris_init system = Li01 Cnd_True = no_params Act_RandomPop = false Act_SetNNState = nn_tl_to_ft_bush, active Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY Act_SpawnFormation = battleship_unity Act_Invulnerable = battleship_unity, true, false, 0.99 Act_SpawnFormation = cruiser2 Act_SpawnFormation = cruiser3 Act_Invulnerable = cruiser2, true, true, 0.99 Act_Invulnerable = cruiser3, true, true, 0.99 Act_GiveObjList = battleship_unity, ol_battleship_unity Act_GiveObjList = cruiser2, ol_cruiser2 Act_GiveObjList = cruiser3, ol_cruiser3 Act_SpawnShip = juni, juni_init, -33342, 0, -28515, 0.366817, 0, 0.930293, 0 Act_Invulnerable = juni, true, false, 0.9 Act_SetVibe = juni, Player, REP_FRIEND_THRESHOLD Act_SetVibeShiptoLbl = juni, chasers, REP_FRIEND_MAXIMUM Act_GiveObjList = juni, juni_init Act_RandomPopSphere = -33270, 0, -33039, 20000, off Act_NagDistLeaving = juni_nag0, juni, Li01_Trade_Lane_Ring_147, 22755, 7000, NAG_ALWAYS Act_ActTrig = general_triggers Act_ActTrig = sendcomm_0160_juni Act_ActTrig = enter_space Act_ActTrig = player_left_manhattan [Trigger] nickname = player_left_manhattan system = Li01 Cnd_DistShip = outside, Player, Li01_Trade_Lane_Ring_147, 6600 Act_Destroy = juni, EXPLODE Act_ChangeState = FAIL, 22750 [Trigger] nickname = Li01_Trade_Lane_Ring_147_lock system = Li01 Cnd_Timer = 1 Act_PlayerCanTradelane = false [Trigger] nickname = Li01_Trade_Lane_Ring_146_lock system = Li01 Cnd_Timer = 5 Act_DisableTradelane = Li01_Trade_Lane_Ring_146 Act_ActTrig = Li01_Trade_Lane_Ring_146_lock [Trigger] nickname = Li01_Trade_Lane_Ring_119_lock system = Li01 Cnd_Timer = 5 Act_DisableTradelane = Li01_Trade_Lane_Ring_119 Act_ActTrig = Li01_Trade_Lane_Ring_119_lock [Trigger] nickname = enter_space system = Li01 Cnd_LaunchComplete = Player Act_PobjIdle = no_params Act_ActTrig = Li01_Trade_Lane_Ring_147_lock Act_LockDock = Player, Li01_08, lock Act_LockDock = Player, Li01_09, lock Act_LockDock = Player, Dock_Ring_Li01_01, lock Act_ActTrig = turn_player [Trigger] system = Li01 nickname = turn_player Cnd_Timer = 11 Act_SetVibe = Li01_06, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = Li01_08, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = li01_01, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Dock_Ring_Li01_01, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = juni, Player, REP_FRIEND_THRESHOLD Act_SetVibeShiptoLbl = juni, chasers, REP_FRIEND_MAXIMUM Act_RelocateShip = Player, -33375, 0, -28512, 0.7241, -0.0146, -0.6891, -0.0268 Act_RelocateShip = juni, -33342, 0, -28549, 0.7241, -0.0146, -0.6891, -0.0268 [Trigger] nickname = sendcomm_0160_juni system = Li01 Cnd_True = no_params Act_SpawnFormation = rogue_wing Act_SetVibeLbltoShip = rogue_wing, Player, REP_FRIEND_MAXIMUM Act_SpawnFormation = red_wing Act_SpawnFormation = blue_wing Act_ActTrig = liberty_wing_calls_for_backup Act_ActTrig = sendcomm_0180_juni [Trigger] nickname = liberty_wing_calls_for_backup system = Li01 Cnd_True = no_params Act_ActTrig = juni_flees Act_PlayerEnemyClamp = 2, 3 Act_SetRep = Player, li_p_grp, REP_HOSTILE_MAXIMUM Act_SetRep = Player, li_lsf_grp, REP_HOSTILE_MAXIMUM Act_SetRep = Player, li_n_grp, REP_HOSTILE_MAXIMUM Act_SetVibe = li01_01, Player, REP_FRIEND_MAXIMUM Act_SetVibe = Dock_Ring_Li01_01, Player, REP_FRIEND_MAXIMUM Act_SetVibe = rogue3, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = rogue4, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = rogue5, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = rogue1, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = rogue2, juni, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = juni, rogue_wing, REP_FRIEND_MAXIMUM Act_GiveObjList = rogue_wing, ol_rogue_wing Act_SetVibe = red1, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = red2, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = red3, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = red1, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = red2, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = red3, juni, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = juni, red_wing, REP_FRIEND_MAXIMUM Act_GiveObjList = red_wing, ol_red_wing Act_SetVibe = blue1, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = blue2, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = blue3, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = blue1, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = blue2, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = blue3, juni, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = juni, blue_wing, REP_FRIEND_MAXIMUM Act_GiveObjList = blue_wing, ol_blue_wing Act_ActTrig = send_gold_wing Act_ActTrig = send_gold_wing_backup Act_ActTrig = send_red_wing_backup Act_ActTrig = send_blue_wing_backup [Trigger] nickname = send_gold_wing system = Li01 Cnd_Destroyed = rogue_wing Act_SpawnFormation = gold_wing Act_SetVibeLbltoShip = gold_wing, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = walkers_wing, gold_wing, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = gold_wing, walkers_wing, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Lambda4, gold_wing, REP_FRIEND_MAXIMUM Act_SetVibeShiptoLbl = Lambda5, gold_wing, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = gold_wing, juni, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = juni, gold_wing, REP_HOSTILE_THRESHOLD Act_GiveObjList = gold_wing, ol_gold_wing Act_ActTrig = clean_up_gold_wing [Trigger] nickname = clean_up_gold_wing Cnd_DistVec = outside, Player, -33270, 0, -33039, 20000 Act_SetLifeTime = gold_wing, 1 [Trigger] nickname = send_gold_wing_backup system = Li01 Cnd_Destroyed = gold_wing Act_SpawnFormation = gold_wing_backup Act_SetVibeLbltoShip = gold_wing_backup, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = walkers_wing, gold_wing_backup, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = gold_wing_backup, walkers_wing, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Lambda4, gold_wing_backup, REP_FRIEND_MAXIMUM Act_SetVibeShiptoLbl = Lambda5, gold_wing_backup, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = gold_wing_backup, juni, REP_NEUTRAL Act_SetVibeShiptoLbl = juni, gold_wing_backup, REP_FRIEND_MAXIMUM Act_PlayerEnemyClamp = 3, 6 Act_ActTrig = clean_up_gold_wing_backup [Trigger] nickname = clean_up_gold_wing_backup Cnd_DistVec = outside, Player, -33270, 0, -33039, 20000 Act_SetLifeTime = gold_wing_backup, 1 [Trigger] nickname = send_red_wing_backup system = Li01 Cnd_Destroyed = red_wing Act_SpawnFormation = red_wing_backup Act_SetVibeLbltoShip = red_wing_backup, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = walkers_wing, red_wing_backup, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = red_wing_backup, walkers_wing, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Lambda4, red_wing_backup, REP_FRIEND_MAXIMUM Act_SetVibeShiptoLbl = Lambda5, red_wing_backup, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = red_wing_backup, juni, REP_NEUTRAL Act_SetVibeShiptoLbl = juni, red_wing_backup, REP_FRIEND_MAXIMUM Act_GiveObjList = red_wing_backup, break_formation_rogues Act_GiveObjList = red1_backup, red_backup_sub_1 Act_GiveObjList = red4_backup, red_backup_sub_2 Act_GiveObjList = red1_backup, ol_backup_wings_attack Act_GiveObjList = red4_backup, ol_backup_wings_attack Act_PlayerEnemyClamp = 3, 6 Act_ActTrig = clean_up_red_wing_backup [Trigger] nickname = clean_up_red_wing_backup Cnd_DistVec = outside, Player, -33270, 0, -33039, 20000 Act_SetLifeTime = red_wing_backup, 1 [Trigger] nickname = send_blue_wing_backup system = Li01 Cnd_Destroyed = blue_wing Act_SpawnFormation = blue_wing_backup Act_SetVibeLbltoShip = blue_wing_backup, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = walkers_wing, blue_wing_backup, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = blue_wing_backup, walkers_wing, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Lambda4, blue_wing_backup, REP_FRIEND_MAXIMUM Act_SetVibeShiptoLbl = Lambda5, blue_wing_backup, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = blue_wing_backup, juni, REP_NEUTRAL Act_SetVibeShiptoLbl = juni, blue_wing_backup, REP_FRIEND_MAXIMUM Act_GiveObjList = blue_wing_backup, break_formation_rogues Act_GiveObjList = blue1_backup, blue_backup_sub_1 Act_GiveObjList = blue4_backup, blue_backup_sub_2 Act_GiveObjList = blue1_backup, ol_backup_wings_attack Act_GiveObjList = blue4_backup, ol_backup_wings_attack Act_PlayerEnemyClamp = 3, 6 Act_ActTrig = clean_up_blue_wing_backup [Trigger] nickname = clean_up_blue_wing_backup Cnd_DistVec = outside, Player, -33270, 0, -33039, 20000 Act_SetLifeTime = blue_wing_backup, 1 [Trigger] nickname = sendcomm_0180_juni system = Li01 Cnd_True = no_params Act_ActTrig = sendcomm_0200_juni Act_ActTrig = gold_wing_is_getting_close [Trigger] nickname = sendcomm_0200_juni system = Li01 Cnd_True = no_params Act_SetVibe = cruiser2, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = cruiser2, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = cruiser3, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = cruiser3, juni, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = juni, chasers, REP_FRIEND_MAXIMUM [Trigger] nickname = gold_wing_is_getting_close system = Li01 Cnd_DistShip = inside, juni, cruiser3, 2500 Act_GiveObjList = cruiser2, ol_cruiser2_speed_up Act_GiveObjList = cruiser3, ol_cruiser3_speed_up [Trigger] nickname = juni_flees system = Li01 Cnd_True = no_params Act_RandomPopSphere = -41417, 0, -15346, 25000, off Act_ActTrig = comm_270 Act_ActTrig = comm_complete_DX_M04_0110_JUNI Act_ActTrig = timer_cruisers_coming [Trigger] nickname = comm_complete_DX_M04_0110_JUNI system = Li01 Cnd_CommComplete = DX_M04_0110_JUNI Act_ActTrig = rogue_wing_timer_DX_M04_0120_ROGUE_LEADER Act_CallThorn = missions\m04\M04_LSF_Flyby.thn, rogue1 [Trigger] nickname = rogue_wing_timer_DX_M04_0120_ROGUE_LEADER system = Li01 Cnd_Timer = 1 Act_ActTrig = comm_complete_DX_M04_0120_ROGUE_LEADER Act_SendComm = rogue1, Player, DX_M04_0120_ROGUE_LEADER [Trigger] nickname = comm_complete_DX_M04_0120_ROGUE_LEADER system = Li01 Cnd_CommComplete = DX_M04_0120_ROGUE_LEADER Act_PlayMusic = none, none, none, music_danger Act_SetVibeLbltoShip = rogue_wing, Player, REP_HOSTILE_THRESHOLD Act_PlayerEnemyClamp = 2, 3 [Trigger] nickname = timer_cruisers_coming system = Li01 Cnd_Timer = 3 Act_StartDialog = cruisers_coming [Dialog] nickname = cruisers_coming system = Li01 line = Player, juni, DX_M04_0100_TRENT line = juni, Player, DX_M04_0110_JUNI [Trigger] nickname = comm_270 system = Li01 Cnd_CommComplete = DX_M04_0120_ROGUE_LEADER Act_RevertCam = no_params Act_SetNNObj = nn_tl_to_ft_bush Act_GiveObjList = juni, ol_juni_tries_ft_bush Act_ActTrig = wrong_way [Trigger] nickname = wrong_way system = Li01 Cnd_DistShip = inside, juni, cruiser3, 2000 Act_SetNNState = nn_tl_to_ft_bush, COMPLETE Act_GiveNNObjs = no_params Act_SetNNState = nn_defend_yourselves, active Act_SetNNObj = nn_defend_yourselves Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY Act_ActTrig = west_point_is_blocked Act_ActTrig = ft_bush_is_blocked Act_GiveObjList = juni, ol_juni_scrambles Act_EnableManeuver = formation, false Act_SetVibeShiptoLbl = juni, chasers, REP_HOSTILE_THRESHOLD Act_ActTrig = walkers_coming [Trigger] nickname = ft_bush_is_blocked system = Li01 Cnd_True = no_params Act_StartDialog = sendcomm_DX_M04_0130_JUNI [Dialog] nickname = sendcomm_DX_M04_0130_JUNI system = Li01 line = juni, Player, DX_M04_0130_JUNI line = juni, Player, DX_M04_0140_JUNI [Trigger] nickname = west_point_is_blocked system = Li01 Cnd_CommComplete = DX_M04_0140_JUNI Act_GiveObjList = rogue_wing, break_formation_rogues Act_GiveObjList = rogue1, rogue_sub_1 Act_GiveObjList = rogue4, rogue_sub_2 Act_ActTrig = west_point_is_blocked_check [Trigger] nickname = west_point_is_blocked_check system = Li01 Cnd_DistShip = inside, juni, battleship_unity, 3000 Act_StartDialog = sencdcomm_DX_M04_0165_JUNI [Dialog] nickname = sencdcomm_DX_M04_0165_JUNI system = Li01 line = juni, Player, DX_M04_0165_JUNI line = juni, Player, DX_M04_0170_JUNI [Trigger] nickname = walkers_coming system = Li01 Cnd_True = no_params Act_PlayerEnemyClamp = 2, 3 Act_SpawnFormation = walkers_wing Act_Invulnerable = walker, true, false, 0.9 Act_Invulnerable = king, true, false, 0.9 Act_Invulnerable = Lambda1, true, false, 0.9 Act_Invulnerable = Lambda2, true, false, 0.9 Act_Invulnerable = Lambda3, true, false, 0.9 Act_Invulnerable = Lambda4, true, false, 0.9 Act_Invulnerable = Lambda5, true, false, 0.9 Act_SetVibeLbltoShip = walkers_wing, juni, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = walkers_wing, Player, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = juni, walkers_wing, REP_FRIEND_MAXIMUM Act_SetVibeLbl = walkers_wing, chasers, REP_FRIEND_MAXIMUM Act_SetVibeLbl = chasers, walkers_wing, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = walkers_wing, battleship_unity, REP_HOSTILE_THRESHOLD Act_GiveObjList = walkers_wing, walker_attacks_unity Act_ActTrig = more_ships_incoming_music Act_ActTrig = more_ships_incoming Act_ActTrig = its_walker Act_ActTrig = walker_attacks [Trigger] nickname = more_ships_incoming_music system = Li01 Cnd_DistShip = inside, walker, battleship_unity, 4000 Act_PlayMusic = none, none, none, music_dangerous_chase [Trigger] nickname = more_ships_incoming system = Li01 Cnd_DistShip = inside, walker, battleship_unity, 2500 Act_StartDialog = sendcomm_DX_M04_0175_JUNI [Dialog] nickname = sendcomm_DX_M04_0175_JUNI system = Li01 line = juni, Player, DX_M04_0175_JUNI [Trigger] nickname = its_walker system = Li01 Cnd_DistShip = inside, walker, battleship_unity, 1500 Act_ActTrig = wait_for_king_to_finish Act_StartDialog = sendcomm_DX_M04_0180_KING [Trigger] nickname = wait_for_king_to_finish system = Li01 Cnd_CommComplete = DX_M04_0180_KING Act_SetNNState = nn_defend_yourselves, COMPLETE Act_SetNNState = nn_survive, active Act_SetNNObj = nn_survive Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY Act_GiveNNObjs = no_params Act_MarkObj = battleship_unity, 1 [Dialog] nickname = sendcomm_DX_M04_0180_KING system = Li01 line = king, Player, DX_M04_0180_KING line = juni, Player, DX_M04_0190_JUNI line = walker, Player, DX_M04_0200_WALKER line = walker, Player, DX_M04_0210_WALKER [Trigger] nickname = walker_attacks system = Li01 Cnd_DistShip = inside, walker, battleship_unity, 1500, 1 Act_ActTrig = avoidance_true Act_ActTrig = next_line_unity_code_red Act_ActTrig = next_line_unity_abandon_ship Act_ActTrig = unity_code_red Act_MarkObj = walker, 0 Act_MarkObj = king, 0 Act_SetVibeLbltoShip = walkers_wing, juni, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = walkers_wing, Player, REP_FRIEND_THRESHOLD Act_SetVibeShiptoLbl = juni, walkers_wing, REP_FRIEND_MAXIMUM Act_SetVibeLbl = chasers, walkers_wing, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = juni, chasers, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = chasers, juni, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = chasers, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rogue_wing, Player, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = cruiser2, walkers_wing, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = cruiser3, walkers_wing, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = walkers_wing, battleship_unity, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = battleship_unity, walkers_wing, REP_HOSTILE_THRESHOLD Act_SetVibe = walker, battleship_unity, REP_HOSTILE_THRESHOLD Act_GiveObjList = juni, defend_walker Act_ActTrig = death_to_the_unity [Trigger] nickname = unity_code_red system = Li01 Cnd_HealthDec = battleship_unity, 0.2 Act_Invulnerable = battleship_unity, true, false, 0.99 Act_StartDialog = sencdcomm_DX_M04_0215_UNITY [Dialog] nickname = sencdcomm_DX_M04_0215_UNITY system = Li01 line = battleship_unity, Player, DX_M04_0215_UNITY [Trigger] nickname = next_line_unity_code_red system = Li01 Cnd_CommComplete = DX_M04_0215_UNITY Act_Invulnerable = battleship_unity, true, false, 0.99 Act_ActTrig = unity_abandon_ship [Trigger] nickname = unity_abandon_ship system = Li01 Cnd_Timer = 3 Act_LightFuse = battleship_unity, l_dreadnought_fuse Act_StartDialog = sencdcomm_DX_M04_0217_UNITY [Dialog] nickname = sencdcomm_DX_M04_0217_UNITY system = Li01 line = battleship_unity, Player, DX_M04_0217_UNITY [Trigger] nickname = next_line_unity_abandon_ship system = Li01 Cnd_CommComplete = DX_M04_0217_UNITY Act_Invulnerable = battleship_unity, false [Trigger] nickname = avoidance_true system = Li01 Cnd_DistShip = inside, king, battleship_unity, 900, 1 Act_GiveObjList = walkers_wing, return_avoidance [Trigger] nickname = death_to_the_unity system = Li01 Cnd_Destroyed = battleship_unity, 1 Act_ActTrig = take_west_point_trade_lane Act_ActTrig = comm_complete_DX_M04_0240_JUNI Act_StartDialog = sencdcomm_DX_M04_0220_LSF_LAMBDA Act_ActTrig = lock_out_maneuvers_147_to_154 Act_ActTrig = unlock_out_maneuvers_147_to_154 Act_PlayerCanTradelane = false, Li01_Trade_Lane_Ring_147, Li01_Trade_Lane_Ring_148 Act_Invulnerable = Li01_Trade_Lane_Ring_147, true Act_GiveObjList = rogue1, ol_rogue_wing_regroup Act_GiveObjList = rogue4, ol_rogue_wing_regroup Act_GiveObjList = red_wing, ol_red_wing_regroup Act_GiveObjList = blue_wing, ol_blue_wing_regroup Act_GiveObjList = gold_wing, ol_gold_wing_regroup Act_SetVibeShiptoLbl = juni, chasers, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = chasers, juni, REP_NEUTRAL_HOSTILE Act_SetVibeLbltoShip = chasers, Player, REP_HOSTILE_THRESHOLD Act_GiveObjList = walker, prepare_for_exit Act_SetVibeLbl = chasers, walkers_wing, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = walker, chasers, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Lambda1, chasers, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Lambda2, chasers, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Lambda3, chasers, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Lambda4, chasers, REP_FRIEND_MAXIMUM Act_SetVibeShiptoLbl = Lambda5, chasers, REP_FRIEND_MAXIMUM Act_SetVibeShiptoLbl = king, chasers, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = chasers, Lambda4, REP_NEUTRAL_HOSTILE Act_SetVibeLbltoShip = chasers, Lambda5, REP_NEUTRAL_HOSTILE Act_SetVibeLbltoShip = chasers, king, REP_NEUTRAL_HOSTILE Act_GiveObjList = Lambda1, defend_walker Act_GiveObjList = Lambda2, defend_walker Act_GiveObjList = Lambda3, defend_walker Act_GiveObjList = Lambda4, defend_walker Act_GiveObjList = Lambda5, defend_walker Act_GiveObjList = king, defend_walker Act_GiveObjList = juni, defend_walker Act_DeactTrig = player_left_manhattan Act_NagOff = juni_nag0 Act_NagDistTowards = OBJ, juni_nag1, juni, Li01_Trade_Lane_Ring_147, 22755, 100, NAG_ALWAYS Act_ActTrig = walker_moves_into_position Act_ActTrig = everyone_form_on_juni Act_ActTrig = complete_tl_to_west_point [Trigger] nickname = lock_out_maneuvers_147_to_154 Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_147, Li01_Trade_Lane_Ring_148 Act_AdjHealth = juni, 0.5 Act_AdjHealth = king, 0.5 Act_PlayMusic = none, none, none, music_upcoming_action_heavy Act_LockManeuvers = true Act_DeactTrig = player_left_manhattan [Trigger] nickname = unlock_out_maneuvers_147_to_154 Cnd_TLExited = Player, Li01_Trade_Lane_Ring_154, Li01_Trade_Lane_Ring_147 Act_PlayMusic = none, none, none, music_dangerous_chase Act_LockManeuvers = false [Trigger] nickname = take_west_point_trade_lane system = Li01 Cnd_CommComplete = DX_M04_0250_WALKER Act_SetNNState = nn_survive, COMPLETE Act_SetNNState = nn_tl_to_west_point, active Act_GiveNNObjs = no_params Act_SetNNObj = nn_tl_to_west_point [Dialog] nickname = sencdcomm_DX_M04_0220_LSF_LAMBDA system = Li01 line = Lambda1, Player, DX_M04_0220_LSF_LAMBDA line = walker, Player, DX_M04_0230_WALKER line = juni, Player, DX_M04_0240_JUNI line = walker, Player, DX_M04_0250_WALKER [Trigger] nickname = walker_moves_into_position system = Li01 Cnd_Timer = 5 Act_GiveObjList = walker, walker_covers_the_escape [Trigger] nickname = everyone_form_on_juni system = Li01 Cnd_Timer = 7 Act_GiveObjList = Lambda4, form_on_trent_4 Act_GiveObjList = Lambda5, form_on_trent_3 Act_GiveObjList = king, form_on_trent_2 Act_GiveObjList = juni, form_on_trent_1 Act_ActTrig = west_point_tether_30 Act_ActTrig = player_leaving_for_west_point [Trigger] nickname = comm_complete_DX_M04_0240_JUNI Cnd_CommComplete = DX_M04_0240_JUNI Act_EnableManeuver = formation, true [Trigger] nickname = west_point_tether_30 system = Li01 Cnd_DistShip = outside, Player, Li01_Trade_Lane_Ring_147, 1000, 30 Act_SendComm = juni, Player, DX_M04_0150_JUNI Act_ActTrig = west_point_tether_60 [Trigger] nickname = west_point_tether_60 system = Li01 Cnd_DistShip = outside, Player, Li01_Trade_Lane_Ring_147, 1000, 30 Act_SendComm = juni, Player, DX_M04_0160_JUNI Act_ActTrig = west_point_tether_90 [Trigger] nickname = west_point_tether_90 system = Li01 Cnd_DistShip = outside, Player, Li01_Trade_Lane_Ring_147, 1000, 30 Act_ChangeState = FAIL, 22755 [Trigger] nickname = complete_tl_to_west_point system = Li01 Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_147, Li01_Trade_Lane_Ring_148 Act_SetNNState = nn_tl_to_west_point, COMPLETE Act_GiveNNObjs = no_params Act_SetNNState = nn_blank, active Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY Act_DeactTrig = west_point_tether_30 Act_DeactTrig = west_point_tether_60 Act_DeactTrig = west_point_tether_90 Act_StartDialog = sendcomm_DX_M04_0260_KING [Dialog] nickname = sendcomm_DX_M04_0260_KING system = Li01 line = king, Player, DX_M04_0260_KING line = juni, Player, DX_M04_0270_JUNI line = king, Player, DX_M04_0280_KING [Trigger] nickname = player_leaving_for_west_point system = Li01 Cnd_DistVec = outside, Player, -33270, 0, -33039, 20000 Act_ActTrig = range_trigger_sendcomm_DX_M04_0290_KING Act_SpawnFormation = alert_red_wing Act_SpawnFormation = alert_blue_wing Act_SpawnFormation = alert_gold_wing Act_SpawnFormation = alert_rogue_wing Act_SetVibeLbltoShip = west_point_alert_fighters, juni, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = west_point_alert_fighters, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = west_point_alert_fighters, king, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = west_point_alert_fighters, Lambda4, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = west_point_alert_fighters, Lambda5, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = juni, west_point_alert_fighters, REP_FRIEND_MAXIMUM Act_SetVibeShiptoLbl = Player, west_point_alert_fighters, REP_FRIEND_MAXIMUM Act_SetVibeShiptoLbl = king, west_point_alert_fighters, REP_FRIEND_MAXIMUM Act_SetVibeShiptoLbl = Lambda4, west_point_alert_fighters, REP_FRIEND_MAXIMUM Act_SetVibeShiptoLbl = Lambda5, west_point_alert_fighters, REP_FRIEND_MAXIMUM Act_Invulnerable = cruiser2, false Act_Invulnerable = cruiser3, false Act_DeactTrig = send_gold_wing Act_DeactTrig = send_gold_wing_backup Act_DeactTrig = send_red_wing_backup Act_DeactTrig = send_blue_wing_backup Act_SetLifeTime = cruiser2, 1 Act_SetLifeTime = cruiser3, 1 Act_SetLifeTime = red_wing, 1 Act_SetLifeTime = blue_wing, 1 Act_SetLifeTime = rogue_wing, 1 Act_MarkObj = walker, 0 Act_ActTrig = clean_up_manhattan [Trigger] nickname = range_trigger_sendcomm_DX_M04_0290_KING system = Li01 Cnd_DistVec = inside, juni, -35542, 0, 26621, 7000 Act_StartDialog = sendcomm_DX_M04_0290_KING [Dialog] nickname = sendcomm_DX_M04_0290_KING system = Li01 line = king, Player, DX_M04_0290_KING line = juni, Player, DX_M04_0300_JUNI line = Lambda4, Player, DX_M04_0310_LAMBDA_4 line = juni, Player, DX_M04_0320B_JUNI [ObjList] system = Li01 nickname = draw_their_fire BreakFormation = no_params GotoVec = goto_no_cruise, -34904, 0, 29594, 200, true, 50 [ObjList] system = Li01 nickname = after_lambda4 GotoShip = goto, Lambda4, 1000, false, -1 [ObjList] system = Li01 nickname = after_lambda5 GotoShip = goto, Lambda5, 1000, false, -1 [ObjList] system = Li01 nickname = alert_fighters_intercept GotoShip = goto, Li01_09, 1500, true, -1 StayInRange = Li01_09, 3000 [Trigger] nickname = clean_up_manhattan system = Li01 Cnd_TLExited = Player, Li01_Trade_Lane_Ring_154, Li01_Trade_Lane_Ring_147 Act_SetNNState = nn_blank, COMPLETE Act_SetNNState = nn_across_west_point, active Act_SetNNObj = nn_across_west_point Act_Invulnerable = walker, false Act_Invulnerable = Lambda1, false Act_Invulnerable = Lambda2, false Act_Invulnerable = Lambda3, false Act_Destroy = walker, SILENT Act_Destroy = Lambda1, SILENT Act_Destroy = Lambda2, SILENT Act_Destroy = Lambda3, SILENT Act_DeactTrig = Li01_Trade_Lane_Ring_146_lock Act_DeactTrig = Li01_Trade_Lane_Ring_119_lock Act_ActTrig = west_point_init [Trigger] nickname = lock_out_maneuvers_134_to_140 Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_134, Li01_Trade_Lane_Ring_135 Act_AdjHealth = juni, 0.7 Act_AdjHealth = king, 0.7 Act_LockManeuvers = true [Trigger] nickname = unlock_out_maneuvers_134_to_140 Cnd_TLExited = Player, Li01_Trade_Lane_Ring_140, Li01_Trade_Lane_Ring_134 Act_LockManeuvers = false [Trigger] nickname = Li01_Trade_Lane_Ring_179_lock system = Li01 Cnd_Timer = 5 Act_DisableTradelane = Li01_Trade_Lane_Ring_179 Act_ActTrig = Li01_Trade_Lane_Ring_179_lock [Trigger] nickname = Li01_Trade_Lane_Ring_127_lock system = Li01 Cnd_Timer = 5 Act_DisableTradelane = Li01_Trade_Lane_Ring_127 Act_ActTrig = Li01_Trade_Lane_Ring_127_lock [Trigger] nickname = Li01_Trade_Lane_Ring_154_lock system = Li01 Cnd_Timer = 5 Act_DisableTradelane = Li01_Trade_Lane_Ring_154 Act_ActTrig = Li01_Trade_Lane_Ring_154_lock [Trigger] nickname = Li01_Trade_Lane_Ring_134_lock system = Li01 Cnd_Timer = 5 Act_DisableTradelane = Li01_Trade_Lane_Ring_134 Act_ActTrig = Li01_Trade_Lane_Ring_134_lock [Trigger] nickname = west_point_init system = Li01 Cnd_Timer = 2 Act_PlayerEnemyClamp = 1, 4 Act_PlayerCanTradelane = false Act_RandomPop = false Act_ActTrig = lock_out_maneuvers_134_to_140 Act_ActTrig = unlock_out_maneuvers_134_to_140 Act_LockDock = Player, Li01_09, lock Act_GiveObjList = Lambda4, draw_their_fire Act_SetLifeTime = west_point_alert_fighters, 2 Act_SetVibeLbltoShip = west_point_alert_fighters, king, REP_NEUTRAL_HOSTILE Act_SetVibeLbltoShip = west_point_alert_fighters, juni, REP_NEUTRAL_HOSTILE Act_SetVibeLbltoShip = west_point_alert_fighters, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = west_point_alert_fighters, Lambda4, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = west_point_alert_fighters, Lambda5, REP_HOSTILE_THRESHOLD Act_GiveObjList = alert_blue_wing, after_lambda4 Act_GiveObjList = alert_gold_wing, after_lambda4 Act_GiveObjList = alert_red_wing, after_lambda4 Act_GiveObjList = alert_rogue_wing, after_lambda4 Act_Invulnerable = Lambda4, true, false, 0.9 Act_Invulnerable = Lambda5, true, false, 0.9 Act_NagOff = juni_nag1 Act_ActTrig = unlock_the_gate Act_ActTrig = complete_across_west_point Act_ActTrig = respond_to_lambda4 Act_ActTrig = respond_to_lambda5 Act_ActTrig = are_they_dead_yet_l4 Act_ActTrig = are_they_dead_yet_l5 Act_ActTrig = clean_up_west_point Act_ActTrig = bring_in_alert_red_wing_backup Act_ActTrig = bring_in_alert_blue_wing_backup Act_ActTrig = bring_in_alert_gold_wing_backup Act_ActTrig = bring_in_alert_rogue_wing_backup [Trigger] system = Li01 nickname = player_left_westpoint Cnd_DistShip = outside, Player, Li01_Trade_Lane_Ring_134, 11000 Act_Destroy = juni, EXPLODE Act_ChangeState = FAIL, 22750 [Trigger] nickname = clean_up_west_point Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_134, Li01_Trade_Lane_Ring_135 Act_PlayMusic = none, none, none, music_anticipation_more_forboding Act_SetLifeTime = west_point_alert_fighters, 3 Act_DeactTrig = player_left_westpoint [Trigger] nickname = bring_in_alert_red_wing_backup Cnd_Destroyed = alert_red_wing, 2 Act_PlayerEnemyClamp = 8, 12 Act_SpawnFormation = alert_red_wing_backup Act_SetVibeLbltoShip = alert_red_wing_backup, king, REP_NEUTRAL Act_SetVibeLbltoShip = alert_red_wing_backup, juni, REP_NEUTRAL Act_SetVibeLbltoShip = alert_red_wing_backup, Player, REP_HOSTILE_THRESHOLD Act_GiveObjList = alert_red_wing_backup, alert_fighters_intercept Act_SetLifeTime = alert_red_wing_backup, 10 [Trigger] nickname = bring_in_alert_blue_wing_backup Cnd_Destroyed = alert_blue_wing, 2 Act_PlayerEnemyClamp = 8, 12 Act_SpawnFormation = alert_blue_wing_backup Act_SetVibeLbltoShip = alert_blue_wing_backup, king, REP_NEUTRAL Act_SetVibeLbltoShip = alert_blue_wing_backup, juni, REP_NEUTRAL Act_SetVibeLbltoShip = alert_blue_wing_backup, Player, REP_HOSTILE_THRESHOLD Act_GiveObjList = alert_blue_wing_backup, alert_fighters_intercept Act_SetLifeTime = alert_blue_wing_backup, 10 [Trigger] nickname = bring_in_alert_gold_wing_backup Cnd_Destroyed = alert_gold_wing, 2 Act_PlayerEnemyClamp = 8, 12 Act_SpawnFormation = alert_gold_wing_backup Act_SetVibeLbltoShip = alert_gold_wing_backup, king, REP_NEUTRAL Act_SetVibeLbltoShip = alert_gold_wing_backup, juni, REP_NEUTRAL Act_SetVibeLbltoShip = alert_gold_wing_backup, Player, REP_HOSTILE_THRESHOLD Act_GiveObjList = alert_gold_wing_backup, alert_fighters_intercept Act_SetLifeTime = alert_gold_wing_backup, 10 [Trigger] nickname = bring_in_alert_rogue_wing_backup Cnd_Destroyed = alert_rogue_wing, 2 Act_PlayerEnemyClamp = 8, 12 Act_SpawnFormation = alert_rogue_wing_backup Act_SetVibeLbltoShip = alert_rogue_wing_backup, king, REP_NEUTRAL Act_SetVibeLbltoShip = alert_rogue_wing_backup, juni, REP_NEUTRAL Act_SetVibeLbltoShip = alert_rogue_wing_backup, Player, REP_HOSTILE_THRESHOLD Act_GiveObjList = alert_rogue_wing_backup, alert_fighters_intercept Act_SetLifeTime = alert_rogue_wing_backup, 10 [Trigger] nickname = unlock_the_gate system = Li01 Cnd_DistVec = inside, juni, -34904, 0, 29594, 3000 Act_NagDistTowards = OBJ, juni_nag1_5, juni, Li01_Trade_Lane_Ring_134, 22760, 100, NAG_ALWAYS Act_PlayerCanTradelane = false, Li01_Trade_Lane_Ring_134, Li01_Trade_Lane_Ring_135 Act_ActTrig = wait_for_lambda4 Act_ActTrig = badlands_tether_30 [Trigger] nickname = badlands_tether_30 system = Li01 Cnd_DistShip = outside, Player, Li01_Trade_Lane_Ring_134, 1000, 30 Act_SendComm = king, Player, DX_M04_0330_KING Act_ActTrig = badlands_tether_60 [Trigger] nickname = badlands_tether_60 system = Li01 Cnd_DistShip = outside, Player, Li01_Trade_Lane_Ring_134, 1000, 30 Act_SendComm = king, Player, DX_M04_0340_KING Act_ActTrig = badlands_tether_90 [Trigger] nickname = badlands_tether_90 system = Li01 Cnd_DistShip = outside, Player, Li01_Trade_Lane_Ring_134, 1000, 30 Act_ChangeState = FAIL, 22755 [Trigger] nickname = complete_across_west_point system = Li01 Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_134, Li01_Trade_Lane_Ring_135 Act_SetNNState = nn_across_west_point, COMPLETE Act_SetNNState = nn_blank, active Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY Act_DeactTrig = badlands_tether_30 Act_DeactTrig = badlands_tether_60 Act_DeactTrig = badlands_tether_90 Act_ActTrig = kings_farewell [Trigger] nickname = kings_farewell system = Li01 Cnd_DistShip = inside, Player, Li01_Trade_Lane_Ring_135, 7000 Act_StartDialog = sendcomm_DX_M04_0360_KING [Dialog] nickname = sendcomm_DX_M04_0360_KING system = Li01 line = juni, Player, DX_M04_0354_JUNI line = king, Player, DX_M04_0360_KING line = juni, Player, DX_M04_0370_JUNI line = king, Player, DX_M04_0380_KING line = juni, Player, DX_M04_0390_JUNI line = king, Player, DX_M04_0400_KING line = juni, Player, DX_M04_0410C_JUNI [Trigger] nickname = respond_to_lambda4 system = Li01 Cnd_Destroyed = Lambda4, 1 Act_StartDialog = sendcomm_DX_M04_0350_KING Act_SetVibeLbltoShip = west_point_alert_fighters, king, REP_NEUTRAL_HOSTILE Act_SetVibeLbltoShip = west_point_alert_fighters, juni, REP_NEUTRAL_HOSTILE Act_SetVibeLbltoShip = west_point_alert_fighters, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = west_point_alert_fighters, Lambda4, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = west_point_alert_fighters, Lambda5, REP_HOSTILE_THRESHOLD Act_GiveObjList = alert_red_wing, after_lambda5 Act_GiveObjList = alert_blue_wing, after_lambda5 Act_GiveObjList = alert_gold_wing, after_lambda5 Act_GiveObjList = alert_rogue_wing, after_lambda5 [Dialog] nickname = sendcomm_DX_M04_0350_KING system = Li01 line = king, Player, DX_M04_0350_KING [Trigger] nickname = respond_to_lambda5 system = Li01 Cnd_Destroyed = Lambda5, 1 Act_StartDialog = sendcomm_DX_M04_0352_KING [Dialog] nickname = sendcomm_DX_M04_0352_KING system = Li01 line = king, Player, DX_M04_0352_KING [Trigger] nickname = wait_for_lambda4 Cnd_InTradelane = false, Lambda4 Act_ActTrig = time_to_die_lambda4 [Trigger] nickname = time_to_die_lambda4 system = Li01 Cnd_Timer = 3 Act_GiveObjList = Lambda5, draw_their_fire Act_Invulnerable = Lambda4, false Act_Destroy = Lambda4, EXPLODE Act_ActTrig = wait_for_lambda5 [Trigger] nickname = wait_for_lambda5 Cnd_InTradelane = false, Lambda5 Act_ActTrig = time_to_die_lambda5 [Trigger] nickname = time_to_die_lambda5 system = Li01 Cnd_Timer = 4 Act_Invulnerable = Lambda5, false Act_Destroy = Lambda5, EXPLODE [Trigger] nickname = are_they_dead_yet_l4 system = Li01 Cnd_Destroyed = Lambda4, 1 Act_DeactTrig = are_they_dead_yet_l5 Act_GiveObjList = Lambda5, draw_their_fire Act_ActTrig = are_they_dead_yet_l4x [Trigger] nickname = are_they_dead_yet_l4x system = Li01 Cnd_Destroyed = Lambda5, 1 Act_SetVibeLbltoShip = west_point_alert_fighters, king, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = west_point_alert_fighters, juni, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = west_point_alert_fighters, Player, REP_HOSTILE_THRESHOLD Act_ActTrig = fly_to_station_init [Trigger] nickname = are_they_dead_yet_l5 system = Li01 Cnd_Destroyed = Lambda5, 1 Act_DeactTrig = are_they_dead_yet_l4 Act_ActTrig = are_they_dead_yet_l5x [Trigger] nickname = are_they_dead_yet_l5x system = Li01 Cnd_Destroyed = Lambda4, 1 Act_SetVibeLbltoShip = west_point_alert_fighters, king, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = west_point_alert_fighters, juni, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = west_point_alert_fighters, Player, REP_HOSTILE_THRESHOLD Act_ActTrig = fly_to_station_init [ObjList] system = Li01 nickname = king_go_away BreakFormation = no_params GotoVec = goto, 46868, 60, 5798, 1000, true, -1 [ObjList] system = Li01 nickname = juni_breaks_formation BreakFormation = no_params [Trigger] nickname = fly_to_station_init system = Li01 Cnd_True = no_params Act_RandomPop = false Act_SpawnSolar = station Act_LockDock = Player, station, lock Act_DisableFriendlyFire = station Act_SetVibe = station, Player, REP_FRIEND_MAXIMUM Act_Invulnerable = station, true, false, 0.9 Act_ActTrig = exiting_tradelane Act_RandomPopSphere = -39900, 0, 31580, 15000, on Act_RandomPopSphere = -10216, 0, 77380, 50000, off [Trigger] nickname = exiting_tradelane system = Li01 Cnd_DistVec = inside, juni, -17868, 39, 71770, 1000 Act_DeactTrig = Li01_Trade_Lane_Ring_179_lock Act_DeactTrig = Li01_Trade_Lane_Ring_127_lock Act_DeactTrig = Li01_Trade_Lane_Ring_154_lock Act_ActTrig = king_rendez Act_ActTrig = player_exiting_tradelane [Trigger] nickname = Li01_Trade_Lane_Ring_140_lock system = Li01 Cnd_Timer = 1 Act_PlayerCanTradelane = false [Trigger] nickname = king_rendez system = Li01 Cnd_CommComplete = DX_M04_0400_KING Act_GiveObjList = juni, form_on_trent_1 Act_ActTrig = king_leaves Act_MarkObj = king, 0 Act_Jumper = king, false Act_NagOff = juni_nag1_5 Act_NagDistTowards = POS, dock_with_benford, juni, -10216, 0, 77380, 22765, 5000, NAG_ALWAYS Act_ActTrig = Li01_Trade_Lane_Ring_140_lock [Trigger] nickname = king_leaves system = Li01 Cnd_InTradelane = false, king Act_GiveObjList = king, king_go_away [Trigger] nickname = player_exiting_tradelane system = Li01 Cnd_DistVec = inside, Player, -17868, 39, 71770, 2500 Act_GiveNNObjs = no_params Act_SetNNState = nn_blank, active Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY Act_ActTrig = depot_wp1 Act_ActTrig = sendcomm_DX_M04_0430_VANPELT Act_ActTrig = sendcomm_0650_juni [Trigger] nickname = depot_wp1 system = Li01 Cnd_DistVec = inside, Player, -10216, 0, 77380, 6137.65 Act_SetNNState = nn_blank, COMPLETE Act_SetNNState = nn_depot_wp1, COMPLETE Act_SetNNState = nn_depot_wp2, active Act_GiveNNObjs = no_params Act_SetNNObj = nn_depot_wp2 Act_ActTrig = depot_wp2 [Trigger] nickname = depot_wp2 system = Li01 Cnd_DistVec = inside, Player, -10216, 0, 77380, 4808.59 Act_SetNNState = nn_depot_wp2, COMPLETE Act_SetNNState = nn_depot_wp3, active Act_GiveNNObjs = no_params Act_SetNNObj = nn_depot_wp3 Act_ActTrig = depot_wp3 [Trigger] nickname = depot_wp3 system = Li01 Cnd_DistVec = inside, Player, -10216, 0, 77380, 3000 Act_ActTrig = dist_to_vanpelt_depot [Trigger] nickname = dist_to_vanpelt_depot system = Li01 Cnd_DistVec = inside, Player, -10216, 0, 77380, 2500 Act_SetNNState = nn_depot_wp3, COMPLETE Act_SetNNState = land_on_base, active Act_SetNNObj = land_on_base Act_GiveNNObjs = no_params Act_PlayerCanTradelane = true Act_LockDock = Player, station, unlock Act_EnableManeuver = Dock, true Act_NagOff = dock_with_benford Act_NagDistLeaving = dock_with_benford_2, juni, station, 22765, 500, NAG_ALWAYS Act_ActTrig = land_on_depot Act_ActTrig = play_M004_s020x_Li01_04_nrml Act_ActTrig = SetNNObj_Land_On_Benford [Trigger] nickname = SetNNObj_Land_On_Benford system = Li01 Cnd_DistVec = inside, Player, -10216, 0, 77380, 1000 Act_GiveObjList = juni, juni_breaks_formation [Trigger] nickname = land_on_depot system = Li01 Cnd_BaseEnter = Li01_04_base Act_NagOff = dock_with_benford_2 Act_ActTrig = lce_bar [Trigger] nickname = lce_bar system = Li01 Cnd_True = no_params Act_SetNNState = land_on_base, COMPLETE Act_SetNNState = nn_leave_vanpelt, active Act_SetNNObj = nn_leave_vanpelt Act_ActTrig = station_attack_spe Act_NNIds = 30415, HISTORY [Trigger] nickname = play_M004_s020x_Li01_04_nrml repeatable = true Cnd_BaseEnter = Li01_04_base Act_AddRTC = missions\m04\M004_s020x_Li01_04_nrml.ini [Trigger] nickname = sendcomm_DX_M04_0430_VANPELT system = Li01 Cnd_DistVec = inside, juni, -10216, 0, 77380, 5837.65 Act_ActTrig = sendcomm_DX_M04_0440_JUNI Act_SendComm = station, Player, DX_M04_0430_VANPELT [Trigger] nickname = sendcomm_DX_M04_0440_JUNI system = Li01 Cnd_CommComplete = DX_M04_0430_VANPELT Act_ActTrig = sendcomm_DX_M04_0450_VANPELT Act_SendComm = juni, Player, DX_M04_0440_JUNI [Trigger] nickname = sendcomm_DX_M04_0450_VANPELT system = Li01 Cnd_CommComplete = DX_M04_0440_JUNI Act_ActTrig = sendcomm_DX_M04_0460_JUNI Act_SendComm = station, Player, DX_M04_0450_VANPELT [Trigger] nickname = sendcomm_DX_M04_0460_JUNI system = Li01 Cnd_CommComplete = DX_M04_0450_VANPELT Act_ActTrig = sendcomm_DX_M04_0470_VANPELT Act_SendComm = juni, Player, DX_M04_0460_JUNI [Trigger] nickname = sendcomm_DX_M04_0470_VANPELT system = Li01 Cnd_CommComplete = DX_M04_0460_JUNI Act_SendComm = station, Player, DX_M04_0470_VANPELT [Trigger] nickname = sendcomm_0650_juni system = Li01 Cnd_CommComplete = DX_M04_0410C_JUNI Act_SetNNHidden = nn_depot_wp1, false Act_SetNNHidden = nn_depot_wp2, false Act_SetNNHidden = nn_depot_wp3, false Act_SetNNState = nn_depot_wp1, active Act_SetNNObj = nn_depot_wp1 Act_GiveNNObjs = no_params [ObjList] system = Li01 nickname = react_to_wing StayInRange = -10216, 0, 77380, 800 [ObjList] system = Li01 nickname = goto_station GotoVec = goto_no_cruise, -10216, 0, 77380, 750, false, -1 BreakFormation = no_params [ObjList] system = Li01 nickname = goto_benford GotoShip = goto, station, 500, false, 20 BreakFormation = no_params [ObjList] system = Li01 nickname = send_station_backup StayInRange = -10216, 0, 77380, 3000 GotoShip = goto, station, 800, true, -1 BreakFormation = no_params [ObjList] system = Li01 nickname = send_station_backup_2 Delay = 15 StayInRange = -10216, 0, 77380, 3000 GotoShip = goto, station, 800, true, -1 BreakFormation = no_params [ObjList] system = Li01 nickname = fly_to_attack_wing GotoShip = goto, station_attack_wing1, 500, true [ObjList] system = Li01 nickname = break_winga BreakFormation = no_params [ObjList] system = Li01 nickname = winga_sub_1 MakeNewFormation = fighter_li_n, station_attack_wing1a, station_attack_wing2a, station_attack_wing3a [ObjList] system = Li01 nickname = winga_sub_2 MakeNewFormation = fighter_li_n, station_attack_wing4a, station_attack_wing5a, station_attack_wing6a [Trigger] nickname = key_save_station_attack system = Li01 Cnd_PlayerLaunch = no_params Act_SetInitialPlayerPos = -10157, 150, 77236, 0.7154, 0.0163, 0.6981, -0.0254 Act_ActTrig = key_save_station_attack_2 [Trigger] nickname = key_save_station_attack_2 system = Li01 Cnd_SpaceEnter = Li01 Act_SpawnShip = juni, no_ol, -10257, 100, 77336 Act_SetVibe = juni, Player, REP_FRIEND_THRESHOLD Act_SpawnSolar = station Act_SetVibe = station, Player, REP_FRIEND_MAXIMUM Act_Invulnerable = station, true, false, 0.9 Act_Invulnerable = juni, true, false, 0.9 Act_SetNNState = nn_defend_station, active Act_SetNNObj = nn_defend_station Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY Act_SetTitle = 22602 Act_SetOffer = 22606 Act_RandomPop = false Act_LockDock = Player, station, lock Act_PlayerCanDock = false, Li01_to_Iw03 Act_ActTrig = juni_dies Act_ActTrig = station_attack_init [Trigger] nickname = station_attack_spe system = Li01 Cnd_SpaceEnter = Li01 Act_ActTrig = station_attack_init Act_PlayMusic = none, none, none, music_li_danger Act_SetNNState = nn_leave_vanpelt, COMPLETE Act_SetNNState = nn_defend_station, active Act_SetNNObj = nn_defend_station Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY [Trigger] nickname = station_attack_init system = Li01 Cnd_True = no_params Act_PlayerEnemyClamp = 2, 3 Act_RandomPop = false Act_Save = key_save_station_attack, 32405 Act_RelocateShip = juni, -10257, 100, 77336, 0.7154, 0.0163, 0.6981, -0.0254 Act_RelocateShip = Player, -10157, 150, 77236, 0.7154, 0.0163, 0.6981, -0.0254 Act_DisableFriendlyFire = station Act_GiveObjList = juni, juni_init Act_Invulnerable = juni, true, false, 0.9 Act_SpawnFormation = station_attack_wing_a Act_SpawnFormation = station_attack_wing Act_SpawnFormation = station_attack_wing_backup Act_SpawnFormation = station_attack_wing_backup_2 Act_SetVibeLbltoShip = station_attackers, Player, REP_NEUTRAL_HOSTILE Act_SetVibeLbltoShip = station_attackers, juni, REP_NEUTRAL_HOSTILE Act_SetVibeLbltoShip = station_attackers, station, REP_NEUTRAL_HOSTILE Act_Invulnerable = station_cruiser1, true, false, 0.4 Act_Invulnerable = station_cruiser2, true, false, 0.4 Act_Invulnerable = station_cruiser3, true, false, 0.4 Act_SetVibe = juni, Player, REP_FRIEND_THRESHOLD Act_PlayerCanDock = false Act_NagOff = dock_with_benford_2 Act_NagDistLeaving = juni_nag2, juni, juni, 22750, 2500, NAG_ALWAYS Act_MarkObj = juni, 1 Act_ActTrig = sendcomm_DX_M04_0690_VANPELT Act_ActTrig = wing_destroyed Act_ActTrig = blow_up_station Act_ActTrig = cruisers_heading_to_station Act_ActTrig = begin_attacking Act_ActTrig = send_in_wing Act_ActTrig = timer_for_wing Act_SetVibe = station, Player, REP_FRIEND_MAXIMUM Act_SetVibe = station, juni, REP_FRIEND_MAXIMUM Act_ActTrig = start_van_pelt_cam Act_ActTrig = too_far_from_station_attack [Trigger] nickname = too_far_from_station_attack Cnd_DistShip = outside, Player, juni, 6000 Act_Destroy = juni, EXPLODE Act_ChangeState = FAIL, 22750 [Trigger] nickname = sendcomm_DX_M04_0690_VANPELT system = Li01 Cnd_True = no_params Act_ActTrig = sendcomm_DX_M04_0691_L_NAVY_FI_1 Act_SendComm = station, Player, DX_M04_0690_VANPELT [Trigger] nickname = sendcomm_DX_M04_0691_L_NAVY_FI_1 system = Li01 Cnd_CommComplete = DX_M04_0690_VANPELT Act_ActTrig = sendcomm_DX_M04_0701_L_NAVY_FI_1 Act_SendComm = station_attack_wing1a, Player, DX_M04_0691_L_NAVY_FI_1 [Trigger] nickname = sendcomm_DX_M04_0701_L_NAVY_FI_1 system = Li01 Cnd_CommComplete = DX_M04_0691_L_NAVY_FI_1 Act_ActTrig = sendcomm_DX_M04_0704_VANPELT Act_SendComm = station_attack_wing1a, Player, DX_M04_0701_L_NAVY_FI_1 [Trigger] nickname = sendcomm_DX_M04_0704_VANPELT system = Li01 Cnd_CommComplete = DX_M04_0701_L_NAVY_FI_1 Act_ActTrig = sendcomm_DX_M04_0705_L_NAVY_FI_1 Act_SendComm = station, Player, DX_M04_0704_VANPELT [Trigger] nickname = sendcomm_DX_M04_0705_L_NAVY_FI_1 system = Li01 Cnd_CommComplete = DX_M04_0704_VANPELT Act_ActTrig = sendcomm_DX_M04_0708_JUNI Act_CallThorn = missions\m04\m04_02.thn, Player Act_SendComm = station_attack_wing1a, Player, DX_M04_0705_L_NAVY_FI_1 [Trigger] nickname = sendcomm_DX_M04_0708_JUNI system = Li01 Cnd_CommComplete = DX_M04_0705_L_NAVY_FI_1 Act_ActTrig = sendcomm_DX_M04_0709_L_NAVY_FI_1 Act_SendComm = juni, Player, DX_M04_0708_JUNI [Trigger] nickname = sendcomm_DX_M04_0709_L_NAVY_FI_1 system = Li01 Cnd_CommComplete = DX_M04_0708_JUNI Act_PlayMusic = none, none, none, music_li_battle Act_SendComm = station_attack_wing1a, Player, DX_M04_0709_L_NAVY_FI_1 Act_NagClamp = false [Trigger] nickname = sendcomm_DX_M04_0710_JUNI system = Li01 Cnd_True = no_params Act_ActTrig = sendcomm_DX_M04_0712_VANPELT Act_SendComm = juni, Player, DX_M04_0710_JUNI [Trigger] nickname = sendcomm_DX_M04_0712_VANPELT system = Li01 Cnd_CommComplete = DX_M04_0710_JUNI Act_ActTrig = sendcomm_DX_M04_0713_JUNI Act_SendComm = station, Player, DX_M04_0712_VANPELT [Trigger] nickname = sendcomm_DX_M04_0713_JUNI system = Li01 Cnd_CommComplete = DX_M04_0712_VANPELT Act_SendComm = juni, Player, DX_M04_0713_JUNI [Trigger] nickname = sendcomm_DX_M04_0714_VANPELT system = Li01 Cnd_True = no_params Act_ActTrig = sendcomm_DX_M04_0715_JUNI Act_SendComm = station, Player, DX_M04_0714_VANPELT [Trigger] nickname = sendcomm_DX_M04_0715_JUNI system = Li01 Cnd_CommComplete = DX_M04_0714_VANPELT Act_ActTrig = sendcomm_DX_M04_0716_VANPELT Act_SendComm = juni, Player, DX_M04_0715_JUNI [Trigger] nickname = sendcomm_DX_M04_0716_VANPELT system = Li01 Cnd_CommComplete = DX_M04_0715_JUNI Act_SendComm = station, Player, DX_M04_0716_VANPELT [Trigger] nickname = sendcomm_DX_M04_0820_VANPELT system = Li01 Cnd_Timer = 10 Act_ActTrig = sendcomm_DX_M04_0840_VANPELT Act_SendComm = station, Player, DX_M04_0820_VANPELT [Trigger] nickname = sendcomm_DX_M04_0840_VANPELT system = Li01 Cnd_CommComplete = DX_M04_0820_VANPELT Act_ActTrig = sendcomm_DX_M04_0850_JUNI Act_SendComm = station, Player, DX_M04_0840_VANPELT [Trigger] nickname = sendcomm_DX_M04_0850_JUNI system = Li01 Cnd_CommComplete = DX_M04_0840_VANPELT Act_ActTrig = sendcomm_DX_M04_0850_JUNI_2 [Trigger] nickname = sendcomm_DX_M04_0850_JUNI_2 system = Li01 Cnd_Timer = 1 Act_SendComm = juni, Player, DX_M04_0850_JUNI Act_NagClamp = false [Trigger] nickname = wing_destroyed system = Li01 Cnd_Destroyed = station_attack_wing_a, -1 Act_ActTrig = cruisers_close_to_station Act_DeactTrig = cruisers_heading_to_station [Trigger] nickname = cruisers_close_to_station system = Li01 Cnd_DistVec = inside, station_cruiser2, -10216, 0, 77380, 1500 Act_SetVibeShiptoLbl = juni, station_fighters, REP_HOSTILE_THRESHOLD [Trigger] nickname = blow_up_station system = Li01 Cnd_ProjHit = station, 2, station_cruiser1 Act_ActTrig = sendcomm_DX_M04_0820_VANPELT Act_ActTrig = fire_on_station Act_ActTrig = start_final_setscene_cams [Trigger] nickname = fire_on_station system = Li01 Cnd_Timer = 15 Act_Invulnerable = juni, true Act_PobjIdle = no_params Act_LightFuse = station, pirate_base_explode_fuse Act_SetVibeLbltoShip = station_attackers, juni, REP_NEUTRAL_HOSTILE Act_SetVibeShiptoLbl = juni, station_attackers, REP_NEUTRAL_HOSTILE Act_ActTrig = revert_explosion_timer Act_SetNNObj = nn_badlands_jumpgate [Trigger] nickname = revert_explosion_timer system = Li01 Cnd_True = no_params Act_ActTrig = move_to_cruisers [Trigger] nickname = move_to_cruisers system = Li01 Cnd_True = no_params Act_GiveObjList = juni, fly_to_attack_wing Act_ActTrig = fighter_attack_init [Trigger] nickname = start_final_setscene_cams system = Li01 Cnd_Timer = 7 Act_PobjIdle = no_params Act_NagClamp = true Act_RelocateShip = Player, -10157, 150, 77236, 0.7154, 0.0163, 0.6981, -0.0254 Act_CallThorn = missions\m04\M04_VanPelt_Final.thn, station_cruiser1 Act_NagClamp = false Act_SetVibeLbltoShip = station_attackers, Player, REP_FRIEND_MAXIMUM Act_ActTrig = change_vibe Act_RelocateShip = Player, -10157, 150, 77236, 0.7154, 0.0163, 0.6981, -0.0254 [Trigger] nickname = change_vibe system = Li01 Cnd_Timer = 5 Act_SetVibeLbltoShip = station_attackers, Player, REP_NEUTRAL [Trigger] nickname = cruisers_heading_to_station system = Li01 Cnd_DistVec = inside, station_cruiser1, -10216, 0, 77380, 3000 Act_GiveObjList = station_attack_wing, goto_benford Act_ActTrig = sendcomm_DX_M04_0714_VANPELT Act_ActTrig = cruisers_close_to_station Act_DeactTrig = wing_destroyed [Trigger] nickname = begin_attacking system = Li01 Cnd_CommComplete = DX_M04_0709_L_NAVY_FI_1 Act_RevertCam = no_params Act_SetVibeLbltoShip = station_attackers, station, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = juni, station_attack_wing_a, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = station_attack_wing, station, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = station_attackers, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = station_attackers, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing1a, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing1a, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing1a, station, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing2a, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing2a, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing2a, station, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing3a, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing3a, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing3a, station, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing4a, station, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing4a, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing4a, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing5a, station, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing5a, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing5a, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing1_backup, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing1_backup, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing1_backup, station, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing2_backup, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing2_backup, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing2_backup, station, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing3_backup, station, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing3_backup, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing3_backup, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing1_backup_2, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing1_backup_2, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing1_backup_2, station, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing2_backup_2, juni, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing2_backup_2, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing2_backup_2, station, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing3_backup_2, station, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing3_backup_2, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = station_attack_wing3_backup_2, juni, REP_HOSTILE_THRESHOLD Act_GiveObjList = station_attack_wing1a, break_winga Act_GiveObjList = station_attack_wing1a, winga_sub_1 Act_GiveObjList = station_attack_wing4a, winga_sub_2 Act_SetVibeLbltoShip = cruisers, juni, REP_NEUTRAL_HOSTILE Act_SetVibeShiptoLbl = juni, cruisers, REP_NEUTRAL_HOSTILE Act_SetVibeLbltoShip = cruisers, station, REP_HOSTILE_MAXIMUM Act_GiveObjList = juni, react_to_wing Act_GiveObjList = station_attack_wing_backup, send_station_backup Act_SetVibeShiptoLbl = juni, station_attack_wing_backup, REP_HOSTILE_THRESHOLD Act_GiveObjList = station_attack_wing_backup_2, send_station_backup_2 Act_SetVibeShiptoLbl = juni, station_attack_wing_backup_2, REP_HOSTILE_THRESHOLD Act_ActTrig = sendcomm_DX_M04_0710_JUNI Act_ActTrig = stall_to_defend [Trigger] nickname = stall_to_defend system = Li01 Cnd_Timer = 7 Act_SetVibeShiptoLbl = station, station_attackers, REP_HOSTILE_THRESHOLD [Trigger] nickname = send_in_wing system = Li01 Cnd_Destroyed = station_attack_wing_a, 1, ALL Act_ActTrig = change_colors Act_DeactTrig = timer_for_wing [Trigger] nickname = change_colors system = Li01 Cnd_True = no_params Act_GiveObjList = station_attack_wing, goto_station [Trigger] nickname = timer_for_wing system = Li01 Cnd_Timer = 10 Act_ActTrig = change_colors Act_DeactTrig = send_in_wing [Trigger] nickname = start_van_pelt_cam system = Li01 Cnd_True = no_params Act_PobjIdle = no_params Act_CallThorn = missions\m04\m04_01.thn, Player Act_ActTrig = com_DX_M04_0701_l_navy_fi_1_finished [Trigger] nickname = com_DX_M04_0701_l_navy_fi_1_finished system = Li01 Cnd_CommComplete = DX_M04_0701_L_NAVY_FI_1 Act_CallThorn = missions\m04\M04_Vanpelt_talks.thn, Player [ObjList] system = Li01 nickname = ol_station_red_wing SetPriority = ALWAYS_EXECUTE BreakFormation = no_params StayInRange = station_cruiser2, 700 GotoShip = goto, Player, 10, true, 70 [ObjList] system = Li01 nickname = ol_station_blue_wing SetPriority = ALWAYS_EXECUTE BreakFormation = no_params StayInRange = station_cruiser3, 700 GotoShip = goto, Player, 10, true, 70 [ObjList] system = Li01 nickname = ol_station_gold_wing SetPriority = ALWAYS_EXECUTE BreakFormation = no_params StayInRange = station_cruiser1, 700 GotoShip = goto, Player, 10, true, 70 [ObjList] system = Li01 nickname = ol_station_cruiser1 SetPriority = ALWAYS_EXECUTE BreakFormation = no_params GotoShip = goto, Player, 10, false, 20 StayInRange = -10216, 0, 77380, 1000 [ObjList] system = Li01 nickname = ol_station_cruiser2 SetPriority = ALWAYS_EXECUTE BreakFormation = no_params GotoShip = goto, Player, 10, false, 30 StayInRange = -10216, 0, 77380, 2000 [ObjList] system = Li01 nickname = ol_station_cruiser3 SetPriority = ALWAYS_EXECUTE BreakFormation = no_params GotoShip = goto, Player, 10, false, 40 StayInRange = -10216, 0, 77380, 3000 [ObjList] system = Li01 nickname = give_up SetPriority = ALWAYS_EXECUTE BreakFormation = no_params GotoVec = goto_cruise, -10216, 0, 77380, 500, true StayOutOfRange = -16055, 0, 85125, 3000, true [ObjList] system = Li01 nickname = enter_jumpgate BreakFormation = no_params Dock = Li01_to_Iw03 [ObjList] system = Li01 nickname = clear_and_form_on_trent SetPriority = ALWAYS_EXECUTE StayInRange = -10216, 0, 77380, 800, false Follow = Player, 3000, 50, 0, -50 [Trigger] nickname = fighter_attack_init system = Li01 Cnd_True = no_params Act_PlayerEnemyClamp = 6, 9 Act_RandomPop = false Act_RelocateShip = Player, -10157, 150, 77236, 0.7154, 0.0163, 0.6981, -0.0254 Act_SetVibe = Li01_to_Iw03, Player, REP_FRIEND_MAXIMUM Act_SetVibe = Li01_to_Iw03, juni, REP_FRIEND_MAXIMUM Act_Invulnerable = station_cruiser1, false Act_Invulnerable = station_cruiser2, false Act_Invulnerable = Li01_to_Iw03, true Act_ActTrig = fighter_wing_chase_start Act_ActTrig = fighter_wing_giveup Act_ActTrig = near_jumpgate Act_ActTrig = arrive_at_jumpgate Act_ActTrig = miner_encounter_sysen Act_ActTrig = write_log_Li01_sys_exit Act_RandomPopSphere = -15623, 0, 84268, 10000, off Act_NagOff = juni_nag2 Act_DeactTrig = too_far_from_station_attack Act_ActTrig = too_far_from_magellan_dock [Trigger] nickname = too_far_from_magellan_dock system = Li01 Cnd_DistVec = outside, Player, -15623, 0, 84268, 12000 Act_ChangeState = FAIL, 22770 [Trigger] nickname = write_log_Li01_sys_exit system = Li01 Cnd_SystemExit = Li01 Act_NNIds = 30420, HISTORY [Trigger] nickname = fighter_wing_chase_start system = Li01 Cnd_Timer = 15 Act_Invulnerable = juni, true Act_GiveObjList = juni, clear_and_form_on_trent Act_SetVibeLbltoShip = station_attackers, Player, REP_NEUTRAL_HOSTILE Act_SetVibeLbltoShip = station_attackers, juni, REP_NEUTRAL_HOSTILE Act_SetVibeShiptoLbl = juni, station_attackers, REP_NEUTRAL_HOSTILE Act_SetNNState = nn_defend_station, COMPLETE Act_SetNNState = nn_badlands_jumpgate, active Act_SetNNObj = nn_badlands_jumpgate Act_ActTrig = head_to_jumpgate Act_ActTrig = station_attackers_stop_waiting Act_ActTrig = player_attacks_station_attackers Act_NagDistLeaving = magellan_dock, juni, Li01_to_Iw03, 22770, 100, NAG_ALWAYS [Trigger] nickname = head_to_jumpgate system = Li01 Cnd_True = no_params Act_Invulnerable = Player, false Act_StartDialog = head_to_jumpgate_dialog [Dialog] nickname = head_to_jumpgate_dialog system = Li01 line = station_cruiser1, Player, DX_M04_0880_LIBERTY_CRUISER line = juni, Player, DX_M04_0900B_JUNI line = station_cruiser1, Player, DX_M04_0905_LIBERTY_CRUISER line = juni, Player, DX_M04_0910_JUNI [Trigger] nickname = station_attackers_stop_waiting system = Li01 Cnd_CommComplete = DX_M04_0900B_JUNI Act_Invulnerable = Player, false Act_RevertCam = no_params Act_ActTrig = station_attackers_persue Act_DeactTrig = flee_from_station_attackers Act_DeactTrig = player_attacks_station_attackers [Trigger] nickname = station_attackers_persue system = Li01 Cnd_True = no_params Act_SetVibeLbltoShip = station_attackers, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = station_attackers, juni, REP_HOSTILE_THRESHOLD Act_GiveObjList = station_cruiser1, ol_station_cruiser1 Act_GiveObjList = station_cruiser2, ol_station_cruiser2 Act_GiveObjList = station_cruiser3, ol_station_cruiser3 Act_GiveObjList = station_attack_wing1, ol_station_red_wing Act_GiveObjList = station_attack_wing2, ol_station_red_wing Act_GiveObjList = station_attack_wing3, ol_station_red_wing Act_GiveObjList = station_attack_wing4, ol_station_blue_wing Act_GiveObjList = station_attack_wing5, ol_station_blue_wing Act_GiveObjList = station_attack_wing6, ol_station_blue_wing Act_GiveObjList = station_attack_wing1a, ol_station_gold_wing Act_GiveObjList = station_attack_wing2a, ol_station_gold_wing Act_GiveObjList = station_attack_wing3a, ol_station_gold_wing Act_GiveObjList = station_attack_wing4a, ol_station_gold_wing [Trigger] nickname = flee_from_station_attackers system = Li01 Cnd_DistShip = outside, Player, station_cruiser1, 1000 Act_ActTrig = station_attackers_persue Act_Invulnerable = Player, false Act_DeactTrig = station_attackers_stop_waiting Act_DeactTrig = player_attacks_station_attackers [Trigger] nickname = player_attacks_station_attackers system = Li01 Cnd_ProjHitShipToLbl = station_attackers, 1, Player Act_ActTrig = station_attackers_persue Act_DeactTrig = station_attackers_stop_waiting Act_DeactTrig = flee_from_station_attackers [Trigger] nickname = fighter_wing_giveup system = Li01 Cnd_DistVec = inside, Player, -15623, 0, 84268, 5000 Act_PlayMusic = none, none, none, music_solemn_and_grave Act_GiveObjList = station_cruiser1, give_up Act_GiveObjList = station_cruiser2, give_up Act_GiveObjList = station_cruiser3, give_up Act_GiveObjList = station_attack_wing1, give_up Act_GiveObjList = station_attack_wing2, give_up Act_GiveObjList = station_attack_wing3, give_up Act_GiveObjList = station_attack_wing4, give_up Act_GiveObjList = station_attack_wing5, give_up Act_GiveObjList = station_attack_wing6, give_up Act_GiveObjList = station_attack_wing1a, give_up Act_GiveObjList = station_attack_wing2a, give_up Act_GiveObjList = station_attack_wing3a, give_up Act_GiveObjList = station_attack_wing4a, give_up Act_GiveObjList = station_attack_wing5a, give_up Act_GiveObjList = station_attack_wing6a, give_up [Trigger] nickname = near_jumpgate system = Li01 Cnd_DistVec = inside, juni, -15623, 0, 84268, 1950 Act_SendComm = juni, Player, DX_M04_0920_JUNI [Trigger] nickname = arrive_at_jumpgate system = Li01 Cnd_DistVec = inside, juni, -15623, 0, 84268, 800 Act_AdjHealth = juni, 0.7 Act_SetNNState = nn_badlands_jumpgate, COMPLETE Act_SetNNState = nn_leave_liberty, active Act_SetNNObj = nn_leave_liberty Act_PlayerCanDock = true Act_LockDock = Player, Li01_to_Iw03, unlock Act_LockDock = juni, Li01_to_Iw03, unlock Act_ActTrig = leaving_liberty_01 Act_StartDialog = dlg_head_to_iw03 Act_ActTrig = juni_dock_with_gate Act_ActTrig = dist_inside_200_Player Act_ActTrig = dist_inside_200_juni [Trigger] nickname = leaving_liberty_01 system = Li01 Cnd_SystemExit = Li01 Act_SetNNState = nn_leave_liberty, COMPLETE Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY Act_DeactTrig = too_far_from_magellan_dock [Dialog] nickname = dlg_head_to_iw03 system = Li01 line = juni, Player, DX_M04_0950_JUNI [Trigger] nickname = juni_dock_with_gate system = Li01 Cnd_True = no_params Act_GiveObjList = juni, enter_jumpgate [Trigger] nickname = dist_inside_200_Player system = Li01 Cnd_DistVec = inside, Player, -16055, 0, 85125, 500 Act_RandomPopSphere = -15623, 0, 84268, 10000, on Act_SendComm = juni, Player, DX_M04_0960_JUNI [Trigger] nickname = dist_inside_200_juni system = Li01 Cnd_DistVec = inside, juni, -16055, 0, 85125, 500 Act_RandomPopSphere = -15623, 0, 84268, 10000, on Act_SendComm = juni, Player, DX_M04_0960_JUNI [ObjList] system = Iw03 nickname = fly_to_freeport4 SetPriority = NORMAL Follow = Player, 3000, 50, 0, -100 [ObjList] system = Iw03 nickname = fly_to_mactan_base Delay = 7 GotoVec = goto_cruise, -19724, 0, -10073, 1000, false, -1, Player, 500, 4000 [ObjList] system = Iw03 nickname = fly_to_mactan_base_tether_juni Delay = 7 GotoVec = goto_cruise, -19724, 0, -10073, 1000, false, -1, juni, 500, 4000 [ObjList] system = Iw03 nickname = fly_to_trent GotoShip = goto, Player, 2000, true, -1 [ObjList] system = Iw03 nickname = fly_to_trent_faster GotoShip = goto_cruise, Player, 2000, true, -1 [ObjList] system = Iw03 nickname = stay_on_trent BreakFormation = no_params StayInRange = Player, 1250 [ObjList] system = Iw03 nickname = follow_hacker_1 Follow = hacker_1, 3000, 100, 0, 0 [ObjList] system = Iw03 nickname = break_and_engage Avoidance = true BreakFormation = no_params [ObjList] system = Iw03 nickname = follow_trent Avoidance = false Follow = Player, 5000, -75, 15, -1000 [ObjList] system = Iw03 nickname = follow_trent_2 Avoidance = false Follow = Player, 5000, -75, 0, 500 [ObjList] system = Iw03 nickname = follow_juni Avoidance = false Follow = juni, 5000, 75, 0, -1000 [ObjList] system = Iw03 nickname = follow_juni_2 Avoidance = false Follow = juni, 5000, 75, 15, 500 [Trigger] nickname = miner_encounter_sysen system = Iw03 Cnd_SystemEnter = Iw03 Act_PobjIdle = no_params Act_PlayMusic = none, none, none, zone_nebula_barrier Act_ActTrig = juni_near_player [Trigger] nickname = juni_near_player system = Iw03 Cnd_DistShip = inside, Player, juni, 2000 Act_ActTrig = miner_encounter_init [Trigger] nickname = miner_encounter_init system = Iw03 Cnd_Timer = 3 Act_PlayerEnemyClamp = 3, 4 Act_RandomPop = false Act_MarkObj = juni, 1 Act_Invulnerable = juni, true, false, 0.9 Act_SpawnFormation = bounty_hunter_wing1 Act_SpawnFormation = bounty_hunter_wing2 Act_SpawnFormation = bounty_hunter_wing3 Act_SpawnFormation = bounty_hunter_wing4 Act_DisableFriendlyFire = bounty_hunter1, bounty_hunter2, bounty_hunter3, bounty_hunter4, bounty_hunter5, bounty_hunter6, bounty_hunter7, bounty_hunter8 Act_SetVibeLbltoShip = bounty_hunter_wing, Player, REP_NEUTRAL_HOSTILE Act_SetVibeLbltoShip = bounty_hunter_wing, juni, REP_NEUTRAL_HOSTILE Act_SetVibeShiptoLbl = Player, bounty_hunter_wing, REP_NEUTRAL_HOSTILE Act_SetVibeShiptoLbl = juni, bounty_hunter_wing, REP_NEUTRAL_HOSTILE Act_SpawnFormation = hacker_wing1 Act_SpawnFormation = hacker_wing2 Act_NagClamp = false Act_NagOff = magellan_dock Act_NagDistTowards = OBJ, juni_nag3, juni, Iw03_01, 22775, 100, NAG_OUT_OF_COMBAT Act_Invulnerable = hacker_1, true, false, 0.9 Act_Invulnerable = hacker_2, true, false, 0.9 Act_Invulnerable = hacker_3, true, false, 0.9 Act_Invulnerable = hacker_4, true, false, 0.9 Act_SetVibeLbltoShip = hacker_wing, Player, REP_FRIEND_THRESHOLD Act_SetVibeLbltoShip = hacker_wing, juni, REP_FRIEND_THRESHOLD Act_SetVibeShiptoLbl = Player, hacker_wing, REP_FRIEND_THRESHOLD Act_SetVibeShiptoLbl = juni, hacker_wing, REP_FRIEND_THRESHOLD Act_SetVibeLbl = hacker_wing, bounty_hunter_wing, REP_FRIEND_MAXIMUM Act_SetVibeLbl = bounty_hunter_wing, hacker_wing, REP_FRIEND_MAXIMUM Act_SetNNState = nn_blank, active Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY Act_ActTrig = on_to_freeport_4 Act_PlayerCanDock = false Act_LockDock = Player, Iw03_to_Li01, lock Act_RandomPopSphere = -7706, 0, -11055, 20000, off Act_Invulnerable = Iw03_02, true [Trigger] nickname = on_to_freeport_4 system = Li01 Cnd_True = no_params Act_GiveObjList = juni, fly_to_freeport4 Act_ActTrig = setNN_go_to_f4 Act_ActTrig = bounty_hunters_dead Act_ActTrig = send_in_bounty_hunters Act_StartDialog = flying_to_f4 [Trigger] nickname = setNN_go_to_f4 system = Iw03 Cnd_CommComplete = DX_M04_0990_JUNI Act_SetNNState = nn_blank, active Act_SetNNState = nn_f4_base, COMPLETE Act_SetNNObj = nn_f4_base [Dialog] nickname = flying_to_f4 system = Iw03 line = juni, Player, DX_M04_0970_JUNI line = juni, Player, DX_M04_0990_JUNI [Trigger] nickname = send_in_bounty_hunters system = Iw03 Cnd_DistVec = outside, Player, -7706, 0, -11055, 1000 Act_Invulnerable = bounty_hunter1, true, false, 0.99 Act_ActTrig = bounty_hunters_approach Act_GiveObjList = bounty_hunter_wing1, fly_to_trent Act_GiveObjList = bounty_hunter_wing2, fly_to_trent Act_GiveObjList = bounty_hunter_wing3, fly_to_trent Act_GiveObjList = bounty_hunter_wing4, fly_to_trent [Trigger] nickname = bounty_hunters_approach system = Iw03 Cnd_DistShip = inside, Player, bounty_hunter1, 2000 Act_PlayMusic = none, none, none, music_iw_danger Act_GiveObjList = bounty_hunter_wing1, follow_trent Act_GiveObjList = bounty_hunter_wing2, follow_juni Act_GiveObjList = bounty_hunter_wing3, follow_trent_2 Act_GiveObjList = bounty_hunter_wing4, follow_juni_2 Act_Invulnerable = bounty_hunter1, false Act_PobjIdle = no_params Act_ActTrig = send_in_hackers_early Act_ActTrig = send_in_hacker Act_ActTrig = sendcomm_DX_M04_1000_JUNI [Trigger] nickname = sendcomm_DX_M04_1000_JUNI Cnd_True = no_params Act_ActTrig = sendcomm_DX_M04_1020_BOUNTY_01 Act_SendComm = juni, Player, DX_M04_1000_JUNI [Trigger] nickname = sendcomm_DX_M04_1020_BOUNTY_01 Cnd_CommComplete = DX_M04_1000_JUNI Act_ActTrig = sendcomm_DX_M04_1030_JUNI Act_EtherComm = pilot_c_ill_f01, 216411, Player, DX_M04_1020_BOUNTY_01, -1, pl_female2_head, pl_female2_journeyman_body, comm_br_elite_female [Trigger] nickname = sendcomm_DX_M04_1030_JUNI Cnd_CommComplete = DX_M04_1020_BOUNTY_01 Act_SendComm = juni, Player, DX_M04_1030_JUNI [Trigger] nickname = send_in_hackers_early system = Iw03 Cnd_True = no_params Act_GiveObjList = hacker_wing1, fly_to_trent_faster Act_GiveObjList = hacker_wing2, fly_to_trent_faster Act_ActTrig = bounty_hunter_nag_30 [Trigger] nickname = bounty_hunter_nag_30 system = Iw03 Cnd_TetherBroke = juni, Player, 3000, 30 Act_SendComm = juni, Player, DX_M04_1060_JUNI Act_ActTrig = bounty_hunter_nag_60 [Trigger] nickname = bounty_hunter_nag_60 system = Iw03 Cnd_TetherBroke = juni, Player, 3000, 30 Act_SendComm = juni, Player, DX_M04_1060_JUNI Act_ActTrig = bounty_hunter_nag_90 [Trigger] nickname = bounty_hunter_nag_90 system = Iw03 Cnd_TetherBroke = juni, Player, 3000, 30 Act_ChangeState = FAIL, 22750 [Trigger] nickname = send_in_hacker system = Iw03 Cnd_CommComplete = DX_M04_1030_JUNI Act_PlayMusic = none, none, none, music_iw_battle Act_SetNNState = nn_f4_base, COMPLETE Act_SetNNState = nn_defend_yourself, active Act_SetNNObj = nn_defend_yourself Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY Act_SetVibeLbltoShip = bounty_hunter_wing, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = bounty_hunter_wing, juni, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Player, bounty_hunter_wing, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = juni, bounty_hunter_wing, REP_HOSTILE_THRESHOLD Act_MarkObj = bounty_hunter_wing, 1 Act_NagOff = juni_nag3 Act_NagDistLeaving = bounty_hunter_nag, juni, juni, 22750, 1500, NAG_ALWAYS Act_GiveObjList = bounty_hunter_wing1, break_and_engage Act_GiveObjList = bounty_hunter_wing2, break_and_engage Act_GiveObjList = bounty_hunter_wing3, break_and_engage Act_GiveObjList = bounty_hunter_wing4, break_and_engage Act_GiveObjList = juni, stay_on_trent Act_ActTrig = hacker_approach Act_ActTrig = defend_yourselves Act_ActTrig = too_far_from_bounty_hunters [Trigger] nickname = too_far_from_bounty_hunters system = Iw03 Cnd_DistShip = outside, Player, juni, 6000, 10 Act_Destroy = juni, EXPLODE Act_ChangeState = FAIL, 22750 [Trigger] nickname = defend_yourselves system = Iw03 Cnd_Timer = 5 Act_ActTrig = sendcomm_DX_M04_1050_BOUNTY_01 [Trigger] nickname = sendcomm_DX_M04_1050_BOUNTY_01 Cnd_True = no_params Act_EtherComm = pilot_c_ill_f01, 216411, Player, DX_M04_1050_BOUNTY_01, -1, pl_female2_head, pl_female2_journeyman_body, comm_br_elite_female [Trigger] nickname = hacker_approach system = Iw03 Cnd_DistShip = inside, Player, hacker_1, 4000 Act_ActTrig = bounty_hunters_defend Act_ActTrig = surprise_hacker_attack Act_ActTrig = sendcomm_DX_M04_1070_LANEHACKER_1 [Trigger] nickname = bounty_hunters_defend system = Iw03 Cnd_CommComplete = DX_M04_1100_BOUNTY_01 Act_SetVibeLbl = bounty_hunter_wing, hacker_wing, REP_HOSTILE_THRESHOLD [Trigger] nickname = surprise_hacker_attack system = Iw03 Cnd_CommComplete = DX_M04_1090_LANEHACKER_1 Act_SetVibeLbl = hacker_wing, bounty_hunter_wing, REP_HOSTILE_THRESHOLD Act_MarkObj = hacker_1, 1 [Trigger] nickname = sendcomm_DX_M04_1070_LANEHACKER_1 Cnd_True = no_params Act_ActTrig = sendcomm_DX_M04_1080_BOUNTY_01 Act_SendComm = hacker_1, Player, DX_M04_1070_LANEHACKER_1 [Trigger] nickname = sendcomm_DX_M04_1080_BOUNTY_01 Cnd_CommComplete = DX_M04_1070_LANEHACKER_1 Act_ActTrig = sendcomm_DX_M04_1090_LANEHACKER_1 Act_EtherComm = pilot_c_ill_f01, 216411, Player, DX_M04_1080_BOUNTY_01, -1, pl_female2_head, pl_female2_journeyman_body, comm_br_elite_female [Trigger] nickname = sendcomm_DX_M04_1090_LANEHACKER_1 Cnd_CommComplete = DX_M04_1080_BOUNTY_01 Act_ActTrig = sendcomm_DX_M04_1100_BOUNTY_01 Act_SendComm = hacker_1, Player, DX_M04_1090_LANEHACKER_1 [Trigger] nickname = sendcomm_DX_M04_1100_BOUNTY_01 Cnd_CommComplete = DX_M04_1090_LANEHACKER_1 Act_EtherComm = pilot_c_ill_f01, 216411, Player, DX_M04_1100_BOUNTY_01, -1, pl_female2_head, pl_female2_journeyman_body, comm_br_elite_female [Trigger] nickname = bounty_hunters_dead system = Iw03 Cnd_Destroyed = bounty_hunter_wing, -1 Act_PlayMusic = none, none, none, zone_nebula_barrier Act_DeactTrig = bounty_hunter_nag_30 Act_DeactTrig = bounty_hunter_nag_60 Act_DeactTrig = bounty_hunter_nag_90 Act_DeactTrig = too_far_from_bounty_hunters Act_NagOff = bounty_hunter_nag Act_ActTrig = setNN_fly_to_hacker_base Act_ActTrig = go_to_the_lane_hacker_base Act_ActTrig = last_line_of_to_the_lane_hacker_base Act_StartDialog = to_the_lane_hacker_base [Dialog] nickname = to_the_lane_hacker_base system = Iw03 line = juni, Player, DX_M04_1110_JUNI line = hacker_1, Player, DX_M04_1120_LANEHACKER_1 line = juni, Player, DX_M04_1130_JUNI line = hacker_1, Player, DX_M04_1140_LANEHACKER_1 [Trigger] nickname = last_line_of_to_the_lane_hacker_base system = Iw03 Cnd_CommComplete = DX_M04_1140_LANEHACKER_1 Act_ActTrig = last_line_timer [Trigger] nickname = last_line_timer system = Iw03 Cnd_Timer = 5 Act_NagDistTowards = OBJ, hacker_dock, juni, Iw03_02, 22780, 100, NAG_ALWAYS Act_StartDialog = sendcomm_DX_M04_1170_LANEHACKER_1 [Dialog] nickname = sendcomm_DX_M04_1170_LANEHACKER_1 system = Iw03 line = hacker_1, Player, DX_M04_1170_LANEHACKER_1 [Trigger] nickname = setNN_fly_to_hacker_base system = Iw03 Cnd_CommComplete = DX_M04_1120_LANEHACKER_1 Act_SetNNState = nn_defend_yourself, COMPLETE Act_SetNNState = nn_hacker_base, active Act_SetNNObj = nn_hacker_base [Trigger] nickname = go_to_the_lane_hacker_base system = Iw03 Cnd_True = no_params Act_GiveObjList = hacker_wing1, fly_to_mactan_base_tether_juni Act_GiveObjList = hacker_wing2, follow_hacker_1 Act_GiveObjList = juni, fly_to_mactan_base Act_NagOff = juni_nag3 Act_SetVibeLbltoShip = hacker_wing, Player, REP_FRIEND_THRESHOLD Act_SetVibeLbltoShip = hacker_wing, juni, REP_FRIEND_THRESHOLD Act_SetVibeShiptoLbl = Player, hacker_wing, REP_FRIEND_THRESHOLD Act_SetVibeShiptoLbl = juni, hacker_wing, REP_FRIEND_THRESHOLD Act_ActTrig = fly_to_hacker_base_init [ObjList] system = Iw03 nickname = dock_with_iw03_02 BreakFormation = no_params Dock = Iw03_02 [ObjList] system = Iw03 nickname = juni_dock_with_iw03_02 BreakFormation = no_params Delay = 30 Dock = Iw03_02 [ObjList] system = Iw03 nickname = ol_juni_stops_for_hackers Delay = 38 BreakFormation = no_params GotoShip = goto, Iw03_02, 750, false, -1 [Trigger] nickname = juni_mactan_tether system = Li01 repeatable = true Cnd_TetherBroke = Juni_mactan, Player, 1500, 30, 2500 [Trigger] nickname = juni_mactan_dies system = Li01 Cnd_Destroyed = Juni_mactan, 1, EXPLODE Act_ChangeState = FAIL, 22750 [Trigger] nickname = fly_to_hacker_base_init system = Iw03 Cnd_True = no_params Act_RandomPop = false Act_RandomPopSphere = -19724, 0, -10073, 20000, off Act_SetVibe = juni, Iw03_02, REP_NEUTRAL_FRIENDLY Act_AdjHealth = juni, 0.7 Act_LockDock = Player, Iw03_02, lock Act_ActTrig = dist_to_hacker_base Act_ActTrig = spawn_hackers [Trigger] nickname = dist_to_hacker_base system = Iw03 Cnd_DistVec = inside, juni, -19724, 0, -10073, 3000 Act_LockDock = Player, Iw03_02, unlock Act_PlayerCanDock = true Act_ActTrig = land_on_hacker [Trigger] nickname = juni_docks system = Iw03 Cnd_CommComplete = DX_M04_1190_LANEHACKER_BASE Act_GiveObjList = juni, juni_dock_with_iw03_02 Act_GiveObjList = hacker_2, dock_with_iw03_02 Act_GiveObjList = hacker_4, dock_with_iw03_02 Act_Invulnerable = hacker_1, false Act_Invulnerable = hacker_2, false Act_Invulnerable = hacker_3, false Act_Invulnerable = hacker_4, false Act_DeactTrig = juni_tether Act_ActTrig = has_juni_docked [Trigger] nickname = has_juni_docked Cnd_Destroyed = juni, 1, SILENT Act_ActTrig = stall_has_juni_docked [Trigger] nickname = stall_has_juni_docked Cnd_Timer = 1 Act_DeactTrig = land_on_hacker Act_ActTrig = juni_launches Act_ActTrig = land_on_hacker_after_juni_lands [Trigger] nickname = juni_launches system = Iw03 Cnd_Timer = 65 Act_DeactTrig = land_on_hacker_after_juni_lands Act_LockDock = Player, Iw03_02, lock Act_DeactTrig = juni_dies Act_DeactTrig = juni_tether Act_ActTrig = launch_juni_mactan [Trigger] nickname = land_on_hacker_after_juni_lands system = Iw03 Cnd_BaseEnter = Iw03_02_base Act_NNIds = 30425, HISTORY Act_DeactTrig = juni_docks Act_DeactTrig = juni_launches Act_DeactTrig = juni_dies Act_DeactTrig = juni_tether Act_SetNNState = nn_dock_with_hacker_base, COMPLETE Act_SetNNHidden = nn_dock_with_hacker_base, true Act_ActTrig = rheinland_attacks_spe_minus_juni Act_SetTitle = 22602 Act_SetOffer = 22604 Act_SetNNObj = nn_leave_hacker_base [Trigger] nickname = land_on_hacker system = Iw03 Cnd_BaseEnter = Iw03_02_base Act_NNIds = 30425, HISTORY Act_DeactTrig = juni_docks Act_DeactTrig = has_juni_docked Act_DeactTrig = stall_has_juni_docked Act_DeactTrig = juni_dies Act_DeactTrig = juni_tether Act_SetNNState = nn_dock_with_hacker_base, COMPLETE Act_SetNNHidden = nn_dock_with_hacker_base, true Act_ActTrig = rheinland_attacks_spe_plus_juni Act_SetTitle = 22602 Act_SetOffer = 22604 Act_SetNNObj = nn_leave_hacker_base [Trigger] nickname = spawn_hackers system = Iw03 Cnd_DistVec = inside, Player, -19724, 0, -10073, 2000 Act_GiveObjList = hacker_wing1, dock_with_iw03_02 Act_GiveObjList = hacker_wing2, dock_with_iw03_02 Act_MarkObj = hacker_1, 0 Act_SetLifeTime = hacker_1, 1 Act_SetLifeTime = hacker_2, 1 Act_SetLifeTime = hacker_3, 1 Act_SetLifeTime = hacker_4, 1 Act_MarkObj = Iw03_02, 1 Act_SetVibe = Iw03_02, Player, REP_NEUTRAL_FRIENDLY Act_SetVibe = juni, Iw03_02, REP_NEUTRAL_FRIENDLY Act_SetVibe = Iw03_02, juni, REP_NEUTRAL_FRIENDLY Act_GiveObjList = juni, ol_juni_stops_for_hackers Act_PobjIdle = no_params Act_ActTrig = juni_docks Act_ActTrig = set_NNObj_nn_dock_with_hacker_base Act_ActTrig = sendcomm_DX_M04_1180_LANEHACKER_1 [Trigger] nickname = sendcomm_DX_M04_1180_LANEHACKER_1 system = Li01 Cnd_True = no_params Act_ActTrig = sendcomm_DX_M04_1190_LANEHACKER_BASE Act_SendComm = hacker_1, Player, DX_M04_1180_LANEHACKER_1 [Trigger] nickname = sendcomm_DX_M04_1190_LANEHACKER_BASE system = Li01 Cnd_CommComplete = DX_M04_1180_LANEHACKER_1 Act_ActTrig = sendcomm_DX_M04_1220_JUNI Act_EtherComm = lanehacker_base, 196728, Player, DX_M04_1190_LANEHACKER_BASE, -1, ge_male6_head, pi_pirate7_body [Trigger] nickname = sendcomm_DX_M04_1220_JUNI system = Li01 Cnd_CommComplete = DX_M04_1190_LANEHACKER_BASE Act_SendComm = juni, Player, DX_M04_1220_JUNI [Trigger] nickname = set_NNObj_nn_dock_with_hacker_base system = Iw03 Cnd_CommComplete = DX_M04_1220_JUNI Act_SetNNState = nn_hacker_base, COMPLETE Act_SetNNState = nn_dock_with_hacker_base, active Act_SetNNObj = nn_dock_with_hacker_base [ObjList] system = Iw03 nickname = rheinland_attacks Delay = 10 GotoShip = goto, Iw03_02, 1000, false, -1 StayInRange = Iw03_02, 1000 [ObjList] system = Iw03 nickname = intercept_incoming GotoShip = goto, rheinland_assault1, 500, false, -1 StayInRange = Iw03_02, 1500 [ObjList] system = Iw03 nickname = juni_intercept_incoming GotoShip = goto, rheinland_assault1, 500, false, -1 [ObjList] system = Iw03 nickname = post_launch Avoidance = true GotoShip = goto, rheinland_assault1, 500, false, -1 StayInRange = Iw03_02, 1500 [ObjList] system = Iw03 nickname = stall_around_trent Follow = Player, 100, 50, 20, -125 [ObjList] system = Iw03 nickname = stall_in_dock Delay = 10 [ObjList] system = Iw03 nickname = fly_to_mag_jumpgate_alone SetPriority = ALWAYS_EXECUTE BreakFormation = no_params Dock = Iw03_to_Br02_hole [ObjList] system = Iw03 nickname = dock_with_iw03_02_2 Dock = Iw03_02 [ObjList] system = Iw03 nickname = leave_dock_1 GotoVec = goto, -19526, -133, -10039, 15, true Follow = Player, 100, 50, 20, -125 [ObjList] system = Iw03 nickname = leave_dock_2 GotoVec = goto, -19922, -91, -10066, 15, true Follow = Player, 100, 50, 20, -125 [Trigger] nickname = rheinland_attacks system = Iw03 Cnd_True = no_params Act_SpawnShip = Juni_mactan, stall_around_trent Act_SetVibe = Juni_mactan, Player, REP_FRIEND_THRESHOLD Act_MarkObj = Juni_mactan, 1 Act_MovePlayer = -19124, 0, -10130, 500 Act_RandomPopSphere = -19724, 0, -10073, 20000, off Act_RandomPop = false Act_PlayerCanDock = false Act_ActTrig = rheinland_attacks_init [Trigger] nickname = rheinland_attacks_spe_minus_juni system = Iw03 Cnd_SpaceEnter = Iw03 Act_PlayerCanDock = false Act_PlayMusic = none, none, none, zone_nebula_barrier Act_ActTrig = launch_juni_mactan Act_RandomPop = false Act_SetNNState = nn_leave_hacker_base, COMPLETE Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY [Trigger] nickname = rheinland_attacks_spe_plus_juni system = Iw03 Cnd_SpaceEnter = Iw03 Act_PlayerCanDock = false Act_PlayMusic = none, none, none, zone_nebula_barrier Act_ActTrig = destroy_juni_hack Act_ActTrig = launch_juni_mactan Act_RandomPop = false Act_SetNNState = nn_leave_hacker_base, COMPLETE Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY [Trigger] nickname = destroy_juni_hack Cnd_Timer = 2 Act_MarkObj = juni, 0 Act_Destroy = juni, SILENT [Trigger] nickname = launch_juni_mactan system = Iw03 Cnd_Timer = 7 Act_ActTrig = wait_for_launch Act_SpawnShip = Juni_mactan, stall_in_dock [Trigger] nickname = watch_dock_1 Cnd_DistVec = inside, Juni_mactan, -19678, 5, -10075, 30 Act_GiveObjList = Juni_mactan, leave_dock_1 Act_DeactTrig = watch_dock_2 [Trigger] nickname = watch_dock_2 Cnd_DistVec = inside, Juni_mactan, -19735, -24, -10067, 30 Act_GiveObjList = Juni_mactan, leave_dock_2 Act_DeactTrig = watch_dock_1 [Trigger] nickname = wait_for_launch system = Iw03 Cnd_Timer = 7 Act_PlayerEnemyClamp = 2, 2 Act_SetVibe = Juni_mactan, Player, REP_FRIEND_THRESHOLD Act_MarkObj = Juni_mactan, 1 Act_ActTrig = watch_dock_1 Act_ActTrig = watch_dock_2 Act_ActTrig = juni_mactan_tether Act_ActTrig = juni_mactan_dies Act_ActTrig = rheinland_attacks_init [Trigger] nickname = rheinland_attacks_init system = Iw03 Cnd_True = no_params Act_RandomPop = false Act_MarkObj = Iw03_02, 0 Act_RandomPopSphere = -19724, 0, -10073, 20000, off Act_SetVibe = Juni_mactan, Iw03_02, REP_NEUTRAL_FRIENDLY Act_NagOff = hacker_dock Act_NagDistLeaving = juni_nag4, Juni_mactan, Iw03_02, 22750, 6000, NAG_ALWAYS Act_SetVibeShiptoLbl = Juni_mactan, rheinland_assault_wing1, REP_NEUTRAL Act_SetVibeShiptoLbl = Player, rheinland_assault_wing2, REP_NEUTRAL Act_SetVibeLbltoShip = rheinland_assault_wing1, Juni_mactan, REP_NEUTRAL Act_SetVibeLbltoShip = rheinland_assault_wing2, Player, REP_NEUTRAL Act_SetVibeShiptoLbl = Juni_mactan, rheinland_assault_wing2, REP_NEUTRAL Act_SetVibeShiptoLbl = Player, rheinland_assault_wing1, REP_NEUTRAL Act_SetVibeLbltoShip = rheinland_assault_wing2, Juni_mactan, REP_NEUTRAL Act_SetVibeLbltoShip = rheinland_assault_wing1, Player, REP_NEUTRAL Act_SetVibe = Iw03_02, Player, REP_FRIEND_MAXIMUM Act_SetVibe = Iw03_02, Juni_mactan, REP_NEUTRAL_FRIENDLY Act_SetVibe = Player, Iw03_02, REP_NEUTRAL_FRIENDLY Act_SetVibe = Juni_mactan, Iw03_02, REP_NEUTRAL_FRIENDLY Act_SetVibe = Iw03_wplatform_ice_1, Player, REP_NEUTRAL_FRIENDLY Act_SetVibe = Iw03_wplatform_ice_1, Juni_mactan, REP_NEUTRAL_FRIENDLY Act_SetVibe = Player, Iw03_wplatform_ice_1, REP_NEUTRAL_FRIENDLY Act_SetVibe = Juni_mactan, Iw03_wplatform_ice_1, REP_NEUTRAL_FRIENDLY Act_SetVibe = Iw03_wplatform_ice_2, Player, REP_NEUTRAL_FRIENDLY Act_SetVibe = Iw03_wplatform_ice_2, Juni_mactan, REP_NEUTRAL_FRIENDLY Act_SetVibe = Player, Iw03_wplatform_ice_2, REP_NEUTRAL_FRIENDLY Act_SetVibe = Juni_mactan, Iw03_wplatform_ice_2, REP_NEUTRAL_FRIENDLY Act_SetVibe = Iw03_wplatform_ice_3, Player, REP_NEUTRAL_FRIENDLY Act_SetVibe = Iw03_wplatform_ice_3, Juni_mactan, REP_NEUTRAL_FRIENDLY Act_SetVibe = Player, Iw03_wplatform_ice_3, REP_NEUTRAL_FRIENDLY Act_SetVibe = Juni_mactan, Iw03_wplatform_ice_3, REP_NEUTRAL_FRIENDLY Act_Invulnerable = Juni_mactan, true, false, 0.9 Act_ActTrig = rheinland_destroyed Act_ActTrig = send_in_rheinland Act_StartDialog = sendcomm_DX_M04_1230_JUNI Act_ActTrig = too_far_from_rh_fight [Trigger] nickname = too_far_from_rh_fight Cnd_DistShip = outside, Player, Juni_mactan, 6000, 10 Act_Destroy = Juni_mactan, EXPLODE Act_ChangeState = FAIL, 22750 [Trigger] nickname = close_to_leeds_jump_hole Cnd_DistShip = inside, Player, Iw03_to_Br04_hole, 1000 Act_DeactTrig = juni_mactan_dies Act_Destroy = Juni_mactan, SILENT Act_SetNNState = nn_leeds_hole, COMPLETE Act_SetNNState = nn_jump_to_leeds, active Act_SetNNObj = nn_jump_to_leeds Act_ActTrig = key_to_br04_init Act_ActTrig = write_log_Iw03_sys_exit [Trigger] nickname = write_log_Iw03_sys_exit system = Iw03 Cnd_SystemExit = Iw03 Act_SetNNState = nn_jump_to_leeds, COMPLETE Act_SetNNState = nn_hacker_base, COMPLETE Act_SetNNState = nn_dock_with_hacker_base, COMPLETE Act_SetNNState = nn_blank, active Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY Act_NagOff = juni_nag4 Act_NNIds = 30430, HISTORY [Trigger] nickname = rheinland_destroyed system = Iw03 Cnd_Destroyed = rheinland_assault_wing, -1 Act_PlayMusic = none, none, none, zone_nebula_barrier Act_SetVibe = Iw03_02, Player, REP_NEUTRAL_FRIENDLY Act_GiveObjList = hacker_intercept_wing, dock_with_iw03_02_2 Act_DeactTrig = watch_dock_1 Act_DeactTrig = watch_dock_2 Act_DeactTrig = launch_1 Act_DeactTrig = launch_hacker_intercept1 Act_DeactTrig = launch_2 Act_DeactTrig = launch_hacker_intercept2 Act_DeactTrig = launch_3 Act_DeactTrig = launch_hacker_intercept3 Act_DeactTrig = launch_4 Act_DeactTrig = launch_hacker_intercept4 Act_DeactTrig = launch_5 Act_DeactTrig = launch_hacker_intercept5 Act_DeactTrig = launch_6 Act_DeactTrig = launch_hacker_intercept6 Act_DeactTrig = finish_launch Act_PlayerCanDock = false, Iw03_to_Br04_hole Act_ActTrig = head_to_leeds Act_ActTrig = sendcomm_DX_M04_1340_LANEHACKER1 Act_DeactTrig = too_far_from_rh_fight [Trigger] nickname = head_to_leeds Cnd_CommComplete = DX_M04_1350_JUNI Act_AdjHealth = juni, 0.9 Act_SetNNState = nn_defend_hacker_base, COMPLETE Act_SetNNState = nn_leeds_hole, active Act_SetNNObj = nn_leeds_hole Act_GiveNNObjs = no_params Act_EnableManeuver = formation, false Act_GiveObjList = Juni_mactan, fly_to_mag_jumpgate_alone Act_DeactTrig = juni_mactan_tether Act_MarkObj = Juni_mactan, 0 Act_ActTrig = close_to_leeds_jump_hole [Trigger] nickname = sendcomm_DX_M04_1340_LANEHACKER1 system = Iw03 Cnd_True = no_params Act_ActTrig = sendcomm_DX_M04_1350_JUNI Act_NagOff = juni_nag4 Act_EtherComm = pilot_f_ill_m02, 216403, Player, DX_M04_1340_LANEHACKER1, -1, pi_pirate2_head, pi_pirate3_body, comm_pi_pirate [Trigger] nickname = sendcomm_DX_M04_1350_JUNI system = Iw03 Cnd_CommComplete = DX_M04_1340_LANEHACKER1 Act_LockDock = Player, Iw03_to_Br04_hole, unlock Act_StartDialog = parting_ways [Dialog] nickname = parting_ways system = Iw03 line = Juni_mactan, Player, DX_M04_1350_JUNI line = Juni_mactan, Player, DX_M04_1360_JUNI [Trigger] nickname = send_in_rheinland system = Iw03 Cnd_CommComplete = DX_M04_1234_TRENT Act_SpawnFormation = rheinland_assault_wing1 Act_SpawnFormation = rheinland_assault_wing2 Act_GiveObjList = rheinland_assault_wing1, rheinland_attacks Act_GiveObjList = rheinland_assault_wing2, rheinland_attacks Act_Cloak = rheinland_assault_wing1, false Act_Cloak = rheinland_assault_wing2, false Act_ActTrig = light_iw03_02_fuse Act_ActTrig = scramble_hacker_interceptors [Trigger] nickname = light_iw03_02_fuse Cnd_ProjHit = Iw03_02, 5, rheinland_assault1 Act_LightFuse = Iw03_02, miningbase_small_ice_burning_fuse [Trigger] nickname = scramble_hacker_interceptors system = Iw03 Cnd_DistShip = inside, Iw03_02, rheinland_assault1, 3000 Act_SetVibeShiptoLbl = Juni_mactan, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Player, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing1, Juni_mactan, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing2, Player, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Juni_mactan, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Player, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing2, Juni_mactan, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing1, Player, REP_HOSTILE_THRESHOLD Act_ActTrig = juni_engages Act_ActTrig = sendcomm_DX_M04_1240_LANEHACKER1 Act_ActTrig = activate_automated_defenses Act_ActTrig = hacker_response_comms Act_ActTrig = launch_1 [Trigger] nickname = juni_engages system = Iw03 Cnd_CommComplete = DX_M04_1260_JUNI Act_GiveObjList = Juni_mactan, juni_intercept_incoming Act_SetNNState = nn_dock_with_hacker_base, COMPLETE Act_SetNNState = nn_defend_hacker_base, active Act_SetNNObj = nn_defend_hacker_base Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY [Trigger] nickname = sendcomm_DX_M04_1240_LANEHACKER1 system = Iw03 Cnd_True = no_params Act_ActTrig = sendcomm_DX_M04_1250_LANEHACKER_BASE Act_PlayMusic = none, none, none, music_iw_battle Act_EtherComm = lanehacker_base, 216403, Player, DX_M04_1240_LANEHACKER1, -1, pi_pirate2_head, pi_pirate3_body, comm_pi_pirate [Trigger] nickname = sendcomm_DX_M04_1250_LANEHACKER_BASE system = Iw03 Cnd_CommComplete = DX_M04_1240_LANEHACKER1 Act_ActTrig = sendcomm_DX_M04_1260_JUNI Act_EtherComm = lanehacker_base, 196728, Player, DX_M04_1250_LANEHACKER_BASE, -1, ge_male6_head, pi_pirate7_body [Trigger] nickname = sendcomm_DX_M04_1260_JUNI system = Iw03 Cnd_CommComplete = DX_M04_1250_LANEHACKER_BASE Act_ActTrig = sendcomm_DX_M04_1290_RHEINLANDER1 Act_ActTrig = sendcomm_DX_M04_1270_LANEHACKER_BASE Act_ActTrig = sendcomm_DX_M04_1280_LANEHACKER_BASE Act_SendComm = Juni_mactan, Player, DX_M04_1260_JUNI [Trigger] nickname = sendcomm_DX_M04_1290_RHEINLANDER1 system = Iw03 Cnd_CommComplete = DX_M04_1260_JUNI Act_ActTrig = sendcomm_DX_M04_1300_JUNI Act_MarkObj = rheinland_assault_wing, 1 Act_SendComm = rheinland_assault1, Player, DX_M04_1290_RHEINLANDER1 [Trigger] nickname = sendcomm_DX_M04_1300_JUNI system = Iw03 Cnd_CommComplete = DX_M04_1290_RHEINLANDER1 Act_SendComm = Juni_mactan, Player, DX_M04_1300_JUNI [Trigger] nickname = sendcomm_DX_M04_1270_LANEHACKER_BASE system = Iw03 Cnd_Timer = 5 Act_EtherComm = lanehacker_base, 196728, Juni_mactan, DX_M04_1270_LANEHACKER_BASE, -1, ge_male6_head, pi_pirate7_body [Trigger] nickname = sendcomm_DX_M04_1280_LANEHACKER_BASE system = Iw03 Cnd_Timer = 10 Act_EtherComm = lanehacker_base, 196728, Juni_mactan, DX_M04_1280_LANEHACKER_BASE, -1, ge_male6_head, pi_pirate7_body [Trigger] nickname = hacker_response_comms system = Iw03 Cnd_True = no_params Act_ActTrig = sendcomm_DX_M04_1310_LANEHACKER_BASE Act_ActTrig = sendcomm_DX_M04_1320_LANEHACKER_BASE Act_ActTrig = sendcomm_DX_M04_1320_LANEHACKER_BASE_2 Act_ActTrig = sendcomm_DX_M04_1330_LANEHACKER_BASE [Trigger] nickname = sendcomm_DX_M04_1310_LANEHACKER_BASE system = Iw03 Cnd_Destroyed = rheinland_assault_wing, 1 Act_EtherComm = lanehacker_base, 196728, Player, DX_M04_1310_LANEHACKER_BASE, -1, ge_male6_head, pi_pirate7_body [Trigger] nickname = sendcomm_DX_M04_1320_LANEHACKER_BASE system = Iw03 Cnd_Destroyed = rheinland_assault_wing, 2 Act_EtherComm = lanehacker_base, 196728, Player, DX_M04_1320_LANEHACKER_BASE, -1, ge_male6_head, pi_pirate7_body [Trigger] nickname = sendcomm_DX_M04_1320_LANEHACKER_BASE_2 system = Iw03 Cnd_Destroyed = rheinland_assault_wing, 3 Act_EtherComm = lanehacker_base, 196728, Player, DX_M04_1320_LANEHACKER_BASE, -1, ge_male6_head, pi_pirate7_body [Trigger] nickname = sendcomm_DX_M04_1330_LANEHACKER_BASE system = Iw03 Cnd_Destroyed = rheinland_assault_wing, 4 Act_EtherComm = lanehacker_base, 196728, Player, DX_M04_1330_LANEHACKER_BASE, -1, ge_male6_head, pi_pirate7_body [Trigger] nickname = launch_1 system = Iw03 Cnd_True = no_params Act_ActTrig = launch_hacker_intercept1 Act_ActTrig = launch_2 [Trigger] nickname = launch_2 system = Iw03 Cnd_Timer = 15 Act_GiveObjList = hacker_intercept1, post_launch Act_ActTrig = launch_hacker_intercept2 Act_ActTrig = launch_3 [Trigger] nickname = launch_3 system = Iw03 Cnd_Timer = 15 Act_GiveObjList = hacker_intercept2, post_launch Act_ActTrig = launch_hacker_intercept3 Act_ActTrig = launch_4 [Trigger] nickname = launch_4 system = Iw03 Cnd_Timer = 15 Act_GiveObjList = hacker_intercept3, post_launch Act_ActTrig = launch_hacker_intercept4 Act_ActTrig = launch_5 [Trigger] nickname = launch_5 system = Iw03 Cnd_Timer = 15 Act_GiveObjList = hacker_intercept4, post_launch Act_ActTrig = launch_hacker_intercept5 Act_ActTrig = launch_6 [Trigger] nickname = launch_6 system = Iw03 Cnd_Timer = 15 Act_GiveObjList = hacker_intercept5, post_launch Act_ActTrig = launch_hacker_intercept6 Act_ActTrig = finish_launch [Trigger] nickname = finish_launch system = Iw03 Cnd_Timer = 15 Act_GiveObjList = hacker_intercept6, post_launch [Trigger] nickname = activate_automated_defenses system = Iw03 Cnd_True = no_params Act_SetVibeShiptoLbl = Iw03_02, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Iw03_02, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing1, Iw03_02, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing2, Iw03_02, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Iw03_wplatform_ice_1, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Iw03_wplatform_ice_1, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing1, Iw03_wplatform_ice_1, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing2, Iw03_wplatform_ice_1, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Iw03_wplatform_ice_2, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Iw03_wplatform_ice_2, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing1, Iw03_wplatform_ice_2, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing2, Iw03_wplatform_ice_2, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Iw03_wplatform_ice_3, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Iw03_wplatform_ice_3, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing1, Iw03_wplatform_ice_3, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing2, Iw03_wplatform_ice_3, REP_HOSTILE_THRESHOLD [Trigger] nickname = launch_hacker_intercept1 system = Iw03 Cnd_True = no_params Act_SpawnShip = hacker_intercept1, intercept_incoming Act_SetVibe = hacker_intercept1, Player, REP_FRIEND_THRESHOLD Act_SetVibe = hacker_intercept1, Juni_mactan, REP_FRIEND_THRESHOLD Act_SetVibe = Player, hacker_intercept1, REP_FRIEND_THRESHOLD Act_SetVibe = Juni_mactan, hacker_intercept1, REP_FRIEND_THRESHOLD Act_SetVibeShiptoLbl = hacker_intercept1, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = hacker_intercept1, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing1, hacker_intercept1, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing2, hacker_intercept1, REP_HOSTILE_THRESHOLD Act_ActTrig = return_hacker_1 [Trigger] nickname = return_hacker_1 system = Iw03 Cnd_Destroyed = rheinland_assault_wing, -1 Act_SetLifeTime = hacker_intercept1, 2 Act_GiveObjList = hacker_intercept1, dock_with_iw03_02_2 [Trigger] nickname = launch_hacker_intercept2 system = Iw03 Cnd_True = no_params Act_SpawnShip = hacker_intercept2, intercept_incoming Act_SetVibe = hacker_intercept2, Player, REP_FRIEND_THRESHOLD Act_SetVibe = hacker_intercept2, Juni_mactan, REP_FRIEND_THRESHOLD Act_SetVibe = Player, hacker_intercept2, REP_FRIEND_THRESHOLD Act_SetVibe = Juni_mactan, hacker_intercept2, REP_FRIEND_THRESHOLD Act_SetVibeShiptoLbl = hacker_intercept2, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = hacker_intercept2, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing1, hacker_intercept2, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing2, hacker_intercept2, REP_HOSTILE_THRESHOLD Act_ActTrig = return_hacker_2 [Trigger] nickname = return_hacker_2 system = Iw03 Cnd_Destroyed = rheinland_assault_wing, -1 Act_SetLifeTime = hacker_intercept2, 2 Act_GiveObjList = hacker_intercept2, dock_with_iw03_02_2 [Trigger] nickname = launch_hacker_intercept3 system = Iw03 Cnd_True = no_params Act_SpawnShip = hacker_intercept3, intercept_incoming Act_SetVibe = hacker_intercept3, Player, REP_FRIEND_THRESHOLD Act_SetVibe = hacker_intercept3, Juni_mactan, REP_FRIEND_THRESHOLD Act_SetVibe = Player, hacker_intercept3, REP_FRIEND_THRESHOLD Act_SetVibe = Juni_mactan, hacker_intercept3, REP_FRIEND_THRESHOLD Act_SetVibeShiptoLbl = hacker_intercept3, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = hacker_intercept3, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing1, hacker_intercept3, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing2, hacker_intercept3, REP_HOSTILE_THRESHOLD Act_ActTrig = return_hacker_3 [Trigger] nickname = return_hacker_3 system = Iw03 Cnd_Destroyed = rheinland_assault_wing, -1 Act_SetLifeTime = hacker_intercept3, 2 Act_GiveObjList = hacker_intercept3, dock_with_iw03_02_2 [Trigger] nickname = launch_hacker_intercept4 system = Iw03 Cnd_True = no_params Act_SpawnShip = hacker_intercept4, intercept_incoming Act_SetVibe = hacker_intercept4, Player, REP_FRIEND_THRESHOLD Act_SetVibe = hacker_intercept4, Juni_mactan, REP_FRIEND_THRESHOLD Act_SetVibe = Player, hacker_intercept4, REP_FRIEND_THRESHOLD Act_SetVibe = Juni_mactan, hacker_intercept4, REP_FRIEND_THRESHOLD Act_SetVibeShiptoLbl = hacker_intercept4, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = hacker_intercept4, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing1, hacker_intercept4, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing2, hacker_intercept4, REP_HOSTILE_THRESHOLD Act_ActTrig = return_hacker_4 [Trigger] nickname = return_hacker_4 system = Iw03 Cnd_Destroyed = rheinland_assault_wing, -1 Act_SetLifeTime = hacker_intercept4, 2 Act_GiveObjList = hacker_intercept4, dock_with_iw03_02_2 [Trigger] nickname = launch_hacker_intercept5 system = Iw03 Cnd_True = no_params Act_SpawnShip = hacker_intercept5, intercept_incoming Act_SetVibe = hacker_intercept5, Player, REP_FRIEND_THRESHOLD Act_SetVibe = hacker_intercept5, Juni_mactan, REP_FRIEND_THRESHOLD Act_SetVibe = Player, hacker_intercept5, REP_FRIEND_THRESHOLD Act_SetVibe = Juni_mactan, hacker_intercept5, REP_FRIEND_THRESHOLD Act_SetVibeShiptoLbl = hacker_intercept5, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = hacker_intercept5, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing1, hacker_intercept5, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing2, hacker_intercept5, REP_HOSTILE_THRESHOLD Act_ActTrig = return_hacker_5 [Trigger] nickname = return_hacker_5 system = Iw03 Cnd_Destroyed = rheinland_assault_wing, -1 Act_SetLifeTime = hacker_intercept5, 2 Act_GiveObjList = hacker_intercept5, dock_with_iw03_02_2 [Trigger] nickname = launch_hacker_intercept6 system = Iw03 Cnd_True = no_params Act_SpawnShip = hacker_intercept6, intercept_incoming Act_SetVibe = hacker_intercept6, Player, REP_FRIEND_THRESHOLD Act_SetVibe = hacker_intercept6, Juni_mactan, REP_FRIEND_THRESHOLD Act_SetVibe = Player, hacker_intercept6, REP_FRIEND_THRESHOLD Act_SetVibe = Juni_mactan, hacker_intercept6, REP_FRIEND_THRESHOLD Act_SetVibeShiptoLbl = hacker_intercept6, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = hacker_intercept6, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing1, hacker_intercept6, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rheinland_assault_wing2, hacker_intercept6, REP_HOSTILE_THRESHOLD Act_ActTrig = return_hacker_6 [Trigger] nickname = return_hacker_6 system = Iw03 Cnd_Destroyed = rheinland_assault_wing, -1 Act_SetLifeTime = hacker_intercept6, 2 Act_GiveObjList = hacker_intercept6, dock_with_iw03_02_2 [Dialog] nickname = sendcomm_DX_M04_1230_JUNI system = Iw03 line = Juni_mactan, Player, DX_M04_1230_JUNI line = Player, Player, DX_M04_1234_TRENT line = Juni_mactan, Player, DX_M04_1236_JUNI [Trigger] nickname = key_to_br04_init system = Br04 Cnd_SystemEnter = Br04 Act_PlayMusic = none, none, none, music_br_space Act_SetNNState = nn_leeds3, active Act_SetNNObj = nn_leeds3 Act_PlayerCanDock = true Act_PlayerCanDock = false, Br04_01_dock_ring Act_RandomPop = true Act_HostileClamp = true Act_ActTrig = sendcomm_DX_M04_1370_JUNI Act_ActTrig = sendcomm_DX_M04_1380_JUNI Act_ActTrig = land_on_leeds [Trigger] nickname = sendcomm_DX_M04_1370_JUNI system = Br04 Cnd_DistVec = outside, Player, 32883, 0, 50064, 2000 Act_EtherComm = juni, 216400, Player, DX_M04_1370_JUNI, -1, pl_female4_head_helmet, li_hatcher_body, comm_br_elite_female Act_Invulnerable = Br04_01_dock_ring, true [Trigger] nickname = sendcomm_DX_M04_1380_JUNI system = Br04 Cnd_DistShip = inside, Player, Br04_01, 5000 Act_EtherComm = juni, 216400, Player, DX_M04_1380_JUNI, -1, pl_female4_head_helmet, li_hatcher_body, comm_br_elite_female Act_SetRep = Player, li_lsf_grp, REP_HOSTILE_THRESHOLD Act_SetRep = Player, li_n_grp, REP_HOSTILE_THRESHOLD Act_SetRep = Player, li_p_grp, REP_HOSTILE_THRESHOLD Act_SetRep = Player, rh_n_grp, REP_HOSTILE_THRESHOLD Act_SetRep = Player, gd_bh_grp, REP_HOSTILE_THRESHOLD Act_SetRep = Player, fc_lh_grp, REP_NEUTRAL Act_SetNNState = nn_leeds3, COMPLETE Act_SetNNState = nn_leeds4, active Act_SetNNObj = nn_leeds4 [Trigger] nickname = land_on_leeds system = Br04 Cnd_BaseEnter = Br04_01_base Act_ActTrig = lce_arms Act_SetNNObj = nn_meet_tobias [Trigger] nickname = lce_arms system = Br04 Cnd_LocEnter = Equipment, Br04_01_base Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY Act_AdjAcct = 25000 Act_AddRTC = missions\m04\M004_s021x_Br04_01_nrml.ini Act_ActTrig = mission_completed [Trigger] nickname = mission_completed Cnd_LocExit = Equipment, Br04_01_base Act_NNIds = 30435, HISTORY Act_LockDock = Player, Li01_08, unlock Act_LockDock = Player, Li01_09, unlock Act_LockDock = Player, Dock_Ring_Li01_01, unlock Act_LockDock = Player, Li01_09, unlock Act_LockDock = Player, Iw03_02, unlock Act_LockDock = Player, Br02_to_Iw03_hole, unlock Act_LockDock = Player, Iw03_to_Br02_hole, unlock Act_LockDock = Player, Iw03_to_Li02, unlock Act_LockDock = Player, Li02_to_Iw03, unlock Act_LockDock = Player, Iw03_to_Br04_hole, unlock Act_LockDock = Player, Br04_to_Iw03_hole, unlock Act_LockDock = Player, Li04_to_Iw01, unlock Act_LockDock = Player, Li04_to_Iw02, unlock Act_LockDock = Player, Li04_to_Iw02_hole, unlock Act_LockDock = Player, Li03_to_Iw05, unlock Act_LockDock = Player, Li03_to_Iw05_hole, unlock Act_LockDock = Player, Li03_to_Iw06, unlock Act_LockDock = Player, Li03_to_Iw06_hole, unlock Act_LockDock = Player, Li02_to_Iw04, unlock Act_LockDock = Player, Li02_to_Iw04_hole, unlock Act_LockDock = Player, Iw01_to_Li04, unlock Act_LockDock = Player, Iw02_to_Li04, unlock Act_LockDock = Player, Iw02_to_Li04_hole, unlock Act_LockDock = Player, Iw04_to_Li02, unlock Act_LockDock = Player, Iw04_to_Li02_hole, unlock Act_LockDock = Player, Iw05_to_Li03, unlock Act_LockDock = Player, Iw05_to_Li03_hole, unlock Act_LockDock = Player, Iw06_to_Li03, unlock Act_LockDock = Player, Iw06_to_Li03_hole, unlock Act_LockDock = Player, Iw03_to_Li01, unlock Act_LockDock = Player, Li01_to_Iw03, unlock Act_SetRep = Player, gd_bh_grp, REP_HOSTILE_THRESHOLD Act_SetRep = Player, li_n_grp, -0.9 Act_SetRep = Player, li_lsf_grp, -0.9 Act_SetRep = Player, li_p_grp, -0.9 Act_SetRep = Player, gd_bh_grp, -0.9 Act_SetRep = Player, br_n_grp, 0 Act_SetRep = Player, br_p_grp, 0 Act_SetRep = Player, fc_lh_grp, REP_NEUTRAL_FRIENDLY Act_SetRep = Player, fc_ou_grp, -0.9 Act_SetRep = Player, fc_lr_grp, 0 Act_SetRep = Player, fc_g_grp, -0.9 Act_SetRep = Player, fc_m_grp, -0.9 Act_ChangeState = SUCCEED