[Mission] npc_ship_file = missions\m11\npcships.ini [NNObjective] nickname = mlog_awaiting_objective state = HIDDEN type = ids, 21660 [NNObjective] nickname = mlog_clear state = HIDDEN type = ids, 1 [NNObjective] nickname = mlog_0 state = HIDDEN type = navmarker, Li04, 24015, 27060, -18448, 144, -72008 [NNObjective] nickname = mlog_pre state = HIDDEN type = ids, 24010 [NNObjective] nickname = mlog_1 state = HIDDEN type = rep_inst, Li04, 24020, 24000, -16549, 1, 75047, Li04_to_Li01_hole [NNObjective] nickname = mlog_2 state = HIDDEN type = rep_inst, Li04, 24025, 27025, -16549, 1, 75047, Li04_to_Li01_hole [NNObjective] nickname = mlog_3 state = HIDDEN type = ids, 24030 [NNObjective] nickname = mlog_4 state = HIDDEN type = rep_inst, Li01, 24035, 27035, -16549, 1, 75047, Li01_12 [NNObjective] nickname = mlog_5 state = HIDDEN type = rep_inst, Li01, 24040, 24000, -16549, 1, 75047, Li01_12 [NNObjective] nickname = mlog_6 state = HIDDEN type = rep_inst, Li01, 24045, 27045, 0, 0, 0, Li01a_to_Li01b_hole [NNObjective] nickname = mlog_7 state = HIDDEN type = rep_inst, Li01, 24125, 24000, 0, 0, 0, Li01a_to_Li01b_hole [NNObjective] nickname = mlog_8 state = HIDDEN type = rep_inst, Li01, 24050, 24000, -16549, 1, 75047, satellite [NNObjective] nickname = mlog_9 state = HIDDEN type = rep_inst, Li01, 24055, 27055, 0, 0, 0, satellite [NNObjective] nickname = mlog_10 state = HIDDEN type = ids, 24140 [NNObjective] nickname = mlog_11 state = HIDDEN type = navmarker, Li01, 24060, 27060, 60040, -400, 19577 [NNObjective] nickname = mlog_13 state = HIDDEN type = rep_inst, Li01, 24065, 24000, 0, 0, 0, Li01_to_Li05 [NNObjective] nickname = mlog_14 state = HIDDEN type = ids, 24075 [NNObjective] nickname = mlog_15 state = HIDDEN type = ids, 24070 [NNObjective] nickname = mlog_16 state = HIDDEN type = ids, 24107 [NNObjective] nickname = mlog_17 state = HIDDEN type = rep_inst, Li01, 24080, 24000, 0, 0, 0, Li01_to_Li05 [NNObjective] nickname = mlog_18 state = HIDDEN type = rep_inst, Li05, 24085, 27085, 38000, 1, -38000, Li05_prison_1 [NNObjective] nickname = mlog_19 state = HIDDEN type = rep_inst, Li05, 24100, 24000, 38000, 1, -38000, Li05_prison_1 [NNObjective] nickname = mlog_20 state = HIDDEN type = rep_inst, Li05, 24105, 27105, 65000, 1, 35000, Li05_to_Li01 [NNObjective] nickname = mlog_21 state = HIDDEN type = rep_inst, Li05, 24110, 24000, 65000, 1, 35000, Li05_to_Li01 [NNObjective] nickname = mlog_22 state = HIDDEN type = navmarker, Li01, 24115, 27115, 63990, -100, 18337 [NNObjective] nickname = mlog_24 state = HIDDEN type = rep_inst, Li01, 24120, 27120, -16549, 1, 75047, osiris2 ;[NNObjective] ;nickname = mlog_23 ;state = HIDDEN ;type = ids, 24135 [NNObjective] nickname = mlog_26 state = HIDDEN type = ids, 24117 [NNObjective] nickname = mlog_27 state = HIDDEN type = navmarker, Li01, 24037, 27115, 24974, -158, 74170 [NNObjective] nickname = mlog_prison state = HIDDEN type = navmarker, Li05, 24145, 27115, 65159, 15, 15135 [Trigger] nickname = general_triggers Cnd_True = no_params Act_RandomPop = false [Trigger] nickname = d_king_li04 system = Li04 Cnd_Destroyed = king, 1, EXPLODE Act_ChangeState = FAIL, 24152 [Trigger] nickname = d_juni_li04 system = Li04 Cnd_Destroyed = juni, 1, EXPLODE Act_ChangeState = FAIL, 24150 [Trigger] nickname = d_king_li01 system = Li01 Cnd_Destroyed = king, 1, EXPLODE Act_ChangeState = FAIL, 24152 [Trigger] nickname = d_juni_li01 system = Li01 Cnd_Destroyed = juni, 1, EXPLODE Act_ChangeState = FAIL, 24150 [Trigger] nickname = d_king2_li01 system = Li01 Cnd_Destroyed = king2, 1, EXPLODE Act_ChangeState = FAIL, 24152 [Trigger] nickname = d_juni2_li01 system = Li01 Cnd_Destroyed = juni2, 1, EXPLODE Act_ChangeState = FAIL, 24150 [Trigger] nickname = d_king_li05 system = Li05 Cnd_Destroyed = king, 1, EXPLODE Act_ChangeState = FAIL, 24152 [Trigger] nickname = d_juni_li05 system = Li05 Cnd_Destroyed = juni, 1, EXPLODE Act_ChangeState = FAIL, 24150 [Trigger] nickname = d_king2_li05 system = Li05 Cnd_Destroyed = king2, 1, EXPLODE Act_ChangeState = FAIL, 24152 [Trigger] nickname = d_juni2_li05 system = Li05 Cnd_Destroyed = juni2, 1, EXPLODE Act_ChangeState = FAIL, 24150 [MsnSolar] nickname = osiris system = Li04 position = -18220, 100, -72225 orientation = 0.35, 0, 0.85, 0 string_id = 217114 faction = fc_or_grp archetype = o_osiris label = drive_friendly label = osiris base = Li04_06_base pilot = MSN11_Osirus voice = orillion [MsnSolar] nickname = satellite system = Li01 position = 62220, -4000, 30000 string_id = 217116 faction = li_n_grp archetype = gas_collector loadout = gas_collector [MsnSolar] nickname = com_plat1 string_id = 217115 faction = li_n_grp system = Li01 position = 62320, -4000, 30100 archetype = wplatform loadout = weapon_platform_m11 pilot = pilot_platform label = lsfers [MsnSolar] nickname = com_plat2 string_id = 217115 faction = li_n_grp system = Li01 position = 62120, -4000, 29900 archetype = wplatform loadout = weapon_platform_m11 pilot = pilot_platform label = lsfers [MsnSolar] nickname = hostile_platform1 string_id = 217115 faction = li_n_grp system = Li05 position = 64470, 50, 34350 archetype = wplatform loadout = weapon_platform_m11 pilot = pilot_platform label = lbl_hplat label = lsfers label = hostile_platform1 [MsnSolar] nickname = hostile_plat1 string_id = 217115 faction = li_n_grp system = Li05 position = 80070, 0, 12812 archetype = wplatform loadout = weapon_platform_m11 pilot = pilot_platform label = lbl_hplat label = lsfers label = hostile_platform1 [MsnSolar] nickname = hostile_platform2 string_id = 217115 faction = li_n_grp system = Li05 position = 65975, 0, 35388 archetype = small_wplatform loadout = small_weapon_platform pilot = pilot_platform label = lbl_hplat label = lsfers label = hostile_platform2 [MsnSolar] nickname = hostile_platform2_alt string_id = 217115 faction = li_n_grp system = Li05 position = 65700, 0, 34300 archetype = small_wplatform loadout = small_weapon_platform pilot = pilot_platform label = lbl_hplat label = lsfers label = hostile_platform2_alt label = hostile_platform2 [MsnSolar] nickname = hostile_platform3 string_id = 217115 faction = li_n_grp system = Li05 position = 63925, 0, 35705 archetype = wplatform loadout = weapon_platform_m11 pilot = pilot_platform label = lbl_hplat label = hostile_platform3 label = lsfers [MsnSolar] nickname = prisonplat string_id = 217115 faction = li_n_grp system = Li05 position = 37570, 100, -37025 orientation = -0.35, 0, 0.85, 0 archetype = wplatform loadout = weapon_platform_m11 pilot = pilot_platform label = lbl_hplat label = lsfers label = rhers label = prisonplat [MsnSolar] nickname = osiris2 system = Li01 position = 64810, 235, 18400 orientation = 0.85, 0, 0.35, 0 string_id = 217114 faction = fc_or_grp archetype = o_osiris loadout = or_osiris label = osiris base = Li01_15_base voice = orillion costume = pl_male4_head, pi_orillion_body pilot = MSN11_Osirus [MsnSolar] nickname = li_bship2 system = Li05 Radius = 0 label = li_bship label = lsfers string_id = 217119 faction = li_n_grp position = 65225, 150, 34045 orientation = 0.8, 0, 0.6, 0 archetype = MSN_d_l_dreadnought loadout = MSN11_Nomad_Liberty_Dreadnought pilot = MSN11_Nomad_Liberty_Dreadnought costume = ge_male4_head, li_male_elite_body, prop_neuralnet_D_right voice = pilot_f_mil_m02b [NPC] nickname = king_m11 space_costume = li_scrote_head, li_scrote_body, comm_li_hatcher affiliation = fc_uk_grp npc_ship_arch = MSN11_King individual_name = 217111 voice = king [NPC] nickname = juni_m11 space_costume = pl_female4_head_helmet, li_hatcher_body, comm_br_elite_female affiliation = fc_uk_grp npc_ship_arch = MSN11_Juni individual_name = 217112 voice = juni [NPC] nickname = ln_fighter_vox affiliation = li_n_grp npc_ship_arch = MSN11_Nomad_Liberty_Light_Fighter_Leader individual_name = 1 space_costume = ge_male4_head, li_male_elite_body, comm_ge_generic2 voice = pilot_c_leg_m01 [NPC] nickname = ln_fighter affiliation = li_n_grp npc_ship_arch = MSN11_Nomad_Liberty_Light_Fighter individual_name = 1 space_costume = ge_male4_head, li_male_elite_body, comm_ge_generic2 voice = pilot_f_mil_m02 [NPC] nickname = female_ln_fighter space_costume = pl_female2_head, li_female_elite_body, comm_li_hatcher_female affiliation = li_n_grp npc_ship_arch = MSN11_Nomad_Liberty_Light_Fighter individual_name = 217128 voice = pilot_f_leg_f01 [NPC] nickname = lambda_elite1 npc_ship_arch = MSN11_Liberty_Heavy_Fighter affiliation = fc_or_grp voice = pilot_f_mil_m01a individual_name = 217100 space_costume = li_rockford_head, li_male_elite_body, comm_br_darcy [NPC] nickname = lambda_elite2 npc_ship_arch = MSN11_Liberty_Heavy_Fighter affiliation = fc_or_grp voice = pilot_f_leg_f01 space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female individual_name = 217101 [NPC] nickname = lambda_elite3 npc_ship_arch = MSN11_Liberty_Heavy_Fighter affiliation = fc_or_grp voice = pilot_f_mil_m01a space_costume = li_rockford_head, li_male_elite_body, comm_br_darcy individual_name = 217102 [NPC] nickname = lambda_elite4 npc_ship_arch = MSN11_Liberty_Heavy_Fighter affiliation = fc_or_grp voice = pilot_f_mil_m01b space_costume = li_rockford_head, li_male_elite_body, comm_br_darcy individual_name = 217103 [NPC] nickname = walker_m11 npc_ship_arch = MSN11_Walker affiliation = fc_or_grp voice = walker individual_name = 217113 space_costume = br_captain_head, li_tilton_body, prop_neuralnet_b [NPC] nickname = walkerLC_m11 npc_ship_arch = MSN11_Walker affiliation = fc_or_grp individual_name = 217118 voice = walkerLC_m11 space_costume = rh_captain_head, li_male_elite_body, prop_neuralnet_D_right [NPC] nickname = misc_fighter_m11 npc_ship_arch = MSN11_Nomad_Liberty_Light_Fighter affiliation = fc_or_grp voice = pilot_f_mil_m01b individual_name = 1 [NPC] nickname = prototype_elite affiliation = li_n_grp individual_name = 217104 npc_ship_arch = MSN11_Nomad_Liberty_Heavy_Fighter_Prototype voice = pilot_f_mil_m02 space_costume = sh_male2_head, li_male_elite_body, comm_li_hatcher [NPC] nickname = walker_elite npc_ship_arch = MSN11_Liberty_Heavy_Fighter affiliation = fc_or_grp voice = walker space_costume = br_captain_head, li_tilton_body, comm_ge_generic2 individual_name = 217113 [NPC] nickname = ln_elite affiliation = li_n_grp npc_ship_arch = MSN11_Nomad_Liberty_Heavy_Fighter voice = pilot_f_mil_m02a individual_name = 1 space_costume = li_rockford_head, li_male_elite_body, comm_li_hatcher [NPC] nickname = ln_aceheavy affiliation = li_n_grp individual_name = 1 npc_ship_arch = MSN11_Nomad_Liberty_Heavy_Fighter_Ace voice = pilot_f_mil_m02b space_costume = li_rockford_head, li_male_elite_body, comm_li_hatcher [NPC] nickname = li_dread_vox individual_name = 217120 affiliation = li_n_grp npc_ship_arch = MSN11_Nomad_Liberty_Dreadnought voice = pilot_f_mil_m02a space_costume = rh_bartender_head, li_male_elite_body, prop_neuralnet_e_right [NPC] nickname = li_dread affiliation = li_n_grp individual_name = 217119 npc_ship_arch = MSN11_Nomad_Liberty_Dreadnought voice = pilot_f_mil_m02b space_costume = ge_male4_head, li_male_elite_body, prop_neuralnet_D_right [NPC] nickname = l_li_ace npc_ship_arch = MSN11_Nomad_Liberty_Light_Fighter_Ace affiliation = li_n_grp individual_name = 1 [NPC] nickname = LC_ship_11 npc_ship_arch = MSN11_Nomad_Liberty_Cruiser affiliation = li_n_grp individual_name = 217125 voice = pilot_f_mil_m01a space_costume = rh_bartender_head, li_male_elite_body, prop_neuralnet_e_right [NPC] nickname = LC_ship_11b npc_ship_arch = MSN11_Nomad_Liberty_Cruiser affiliation = li_n_grp individual_name = 217126 voice = pilot_f_mil_m01b space_costume = ge_male4_head, li_male_elite_body, prop_neuralnet_D_right [NPC] nickname = LC_ship_11c npc_ship_arch = MSN11_Nomad_Liberty_Cruiser affiliation = li_n_grp individual_name = 217127 voice = pilot_f_mil_m02 space_costume = pl_male3_head, li_male_elite_body, prop_neuralnet_e_right [NPC] nickname = li_dreadA affiliation = li_n_grp npc_ship_arch = MSN11_Nomad_Liberty_Dreadnought voice = omaha individual_name = 217121 space_costume = pl_male3_head, li_male_elite_body, prop_neuralnet_e_right [NPC] nickname = nomadship affiliation = fc_n_grp npc_ship_arch = MSN11_Nomad_Fighter individual_name = 217129 [NPC] nickname = rh_gunboatie affiliation = rh_n_grp npc_ship_arch = MSN11_Nomad_Rheinland_Gunboat individual_name = 217122 voice = pilot_f_mil_m01 space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D ;[NPC] ;nickname = rh_gunboatie2 ;affiliation = rh_n_grp ;npc_ship_arch = MSN11_Nomad_Rheinland_Gunboat ;individual_name = 217123 ;voice = pilot_f_mil_m01a ;space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D ;[NPC] ;nickname = rh_gunboatie3 ;affiliation = rh_n_grp ;npc_ship_arch = MSN11_Nomad_Rheinland_Gunboat ;individual_name = 217124 ;voice = pilot_f_mil_m01b ;space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D ;[NPC] ;nickname = osiris_elite ;npc_ship_arch = MSN11_Liberty_Heavy_Fighter ;affiliation = fc_or_grp ;voice = pilot_f_mil_m01b ;individual_name = 1 [MsnShip] nickname = juni NPC = juni_m11 position = -18220, 0, -72425 label = drive_friendly orientation = -0.3, 0, 1, 0.0213 jumper = true [MsnShip] nickname = juni2 NPC = juni_m11 position = 67767, -4690, 36445 label = drive_friendly orientation = -0.3, 0, 1, 0.0213 jumper = true [MsnShip] nickname = king NPC = king_m11 position = -18120, 0, -72400 label = drive_friendly orientation = -0.3584, 0.0175, 0.9331, 0.0213 jumper = true [MsnShip] nickname = king2 NPC = king_m11 position = 67801, -4726, 36364 label = drive_friendly orientation = -0.3584, 0.0175, 0.9331, 0.0213 jumper = true [MsnShip] nickname = Z21_defender1 NPC = ln_fighter_vox random_name = true label = Z21_defenders label = proto [MsnShip] nickname = Z21_defender2 NPC = female_ln_fighter label = Z21_defenders label = proto [MsnShip] nickname = ny_hostile1 NPC = ln_fighter_vox random_name = true label = lsfers label = rhers [MsnShip] nickname = ny_hostile2 NPC = ln_fighter random_name = true label = lsfers label = rhers [MsnShip] nickname = ny_hostile3 NPC = ln_fighter random_name = true label = lsfers label = rhers [MsnShip] nickname = ny_hostile4 NPC = ln_fighter random_name = true label = lsfers label = rhers [MsnShip] nickname = ny_hostile5 NPC = ln_fighter random_name = true label = lsfers label = rhers [MsnShip] nickname = walker1 NPC = walker_m11 label = lbl_teamwalker label = drive_friendly [MsnShip] nickname = walker2 NPC = walkerLC_m11 label = lbl_teamwalker label = drive_friendly [MsnShip] nickname = tw_cover1 NPC = misc_fighter_m11 label = lbl_teamwalker label = drive_friendly random_name = true [MsnShip] nickname = tw_cover2 NPC = misc_fighter_m11 label = lbl_teamwalker label = drive_friendly random_name = true [MsnShip] nickname = tw_cover3 NPC = misc_fighter_m11 label = lbl_teamwalker label = drive_friendly random_name = true [MsnShip] nickname = lambda1 NPC = lambda_elite1 label = drive_friendly label = lbl_teamwalker label = lambda jumper = true [MsnShip] nickname = lambda2 NPC = lambda_elite2 label = lbl_teamwalker label = drive_friendly label = lambda jumper = true [MsnShip] nickname = lambda3 NPC = lambda_elite3 label = lbl_teamwalker label = lambda label = drive_friendly jumper = true [MsnShip] nickname = lambda4 NPC = lambda_elite4 label = lbl_teamwalker label = lambda label = drive_friendly jumper = true [MsnShip] nickname = boun1 NPC = ln_fighter random_name = true label = lsfers label = bouncers [MsnShip] nickname = boun2 NPC = ln_fighter random_name = true label = lsfers label = bouncers [MsnShip] nickname = boun3 NPC = ln_fighter random_name = true label = lsfers label = bouncers [MsnShip] nickname = boun4 NPC = ln_fighter random_name = true label = lsfers label = bouncers [MsnShip] nickname = boun5 NPC = ln_fighter random_name = true label = lsfers label = bouncers [MsnShip] nickname = boun6 NPC = ln_fighter random_name = true label = lsfers label = bouncers [MsnShip] nickname = boun7 NPC = ln_fighter random_name = true label = lsfers label = bouncers [MsnShip] nickname = boun8 NPC = ln_fighter random_name = true label = lsfers label = bouncers [MsnShip] nickname = z21_hostile1 NPC = prototype_elite random_name = true label = lsfers label = proto [MsnShip] nickname = z21_hostile2 NPC = prototype_elite random_name = true label = lsfers label = proto [MsnShip] nickname = z21_hostile3 NPC = prototype_elite random_name = true label = lsfers label = proto [MsnShip] nickname = z21_hostile4 NPC = prototype_elite random_name = true label = lsfers label = proto [MsnShip] nickname = z21_hostile5 NPC = prototype_elite random_name = true label = lsfers label = proto [MsnShip] nickname = z21_hostile6 NPC = prototype_elite random_name = true label = lsfers label = proto [MsnShip] nickname = walker_fighter NPC = walker_elite label = drive_friendly label = lbl_teamwalker position = 26169, 248, 74510 [MsnShip] nickname = comsatangel1 NPC = l_li_ace random_name = true label = lsfers label = comsatters [MsnShip] nickname = comsatangel2 NPC = l_li_ace random_name = true label = lsfers label = comsatters [MsnShip] nickname = comsatangel3 NPC = l_li_ace random_name = true label = lsfers label = comsatters [MsnShip] nickname = comsatangel4 NPC = l_li_ace random_name = true label = lsfers label = comsatters [MsnShip] nickname = comsatangel5 NPC = l_li_ace random_name = true label = lsfers label = comsatters [MsnShip] nickname = comsatangel6 NPC = l_li_ace random_name = true label = lsfers label = comsatters [MsnShip] nickname = hwing2a NPC = ln_fighter random_name = true label = wing2 label = lsfers jumper = true [MsnShip] nickname = hwing2b NPC = ln_fighter random_name = true label = lsfers label = wing2 jumper = true ;[MsnShip] ;nickname = hwing1a ;NPC = ln_aceheavy ;random_name = true ;label = lsfers ;label = wing1 ;[MsnShip] ;nickname = hwing1b ;NPC = ln_aceheavy ;random_name = true ;label = lsfers ;label = wing1 [MsnShip] nickname = hwing3a NPC = ln_elite random_name = true label = lsfers label = wing3 [MsnShip] nickname = hwing3b NPC = ln_elite random_name = true label = wing3 label = lsfers [MsnShip] nickname = hwing3c NPC = ln_elite random_name = true label = wing3 label = lsfers [MsnShip] nickname = li_bship1 NPC = li_dread_vox label = li_bship label = lsfers position = 65000, 50, 31280 orientation = 0, 0, 1, 0 [MsnShip] nickname = li_bship2 NPC = li_dread label = li_bship label = lsfers position = 55420, 300, 34295 orientation = 0.05, 0, 0.96, 0 [MsnShip] nickname = li_cruiser1 NPC = LC_ship_11 label = li_bship label = lsfers position = 64892, -175, 17966 orientation = 0.9, 0, 0.15, 0 [MsnShip] nickname = li_cruiser2 NPC = LC_ship_11b label = li_bship label = lsfers position = 64900, -75, 18166 orientation = 0.95, 0, 0.1, 0 [MsnShip] nickname = li_cruiser3 NPC = LC_ship_11c label = li_bship label = lsfers position = 64892, 235, 18000 orientation = 0.9, 0, 0.25, 0 [MsnShip] nickname = rh_gunboatAK NPC = rh_gunboatie label = wing4 label = whattheheck label = rhers position = 64700, 0, 33945 orientation = 0.65, 0, 0.8, 0 [MsnShip] nickname = AKnomad1 NPC = nomadship label = lsfers label = nomads label = infinite_wing [MsnShip] nickname = AKnomad2 NPC = nomadship label = nomads label = lsfers label = infinite_wing [MsnShip] nickname = AKnomad3 NPC = nomadship label = lsfers label = nomads label = infinite_wing [MsnShip] nickname = AKnomad4 NPC = nomadship label = lsfers label = nomads label = infinite_wing [MsnShip] nickname = AKnomad5 NPC = nomadship label = lsfers label = nomads label = infinite_wing [MsnShip] nickname = AKnomad6 NPC = nomadship label = infinite_wing [MsnShip] nickname = AKnomad7 NPC = nomadship label = infinite_wing [MsnShip] nickname = AKnomad8 NPC = nomadship label = infinite_wing [MsnShip] nickname = AKnomad9 NPC = nomadship label = infinite_wing [MsnShip] nickname = AKnomad10 NPC = nomadship label = infinite_wing [MsnShip] nickname = li_bshipA NPC = li_dreadA position = 64892, 125, 17966 orientation = 0.85, 0, 0.35, 0 label = li_bship label = lsfers [MsnShip] nickname = chaser1 NPC = nomadship label = lsfers label = nomads [MsnShip] nickname = chaser2 NPC = nomadship label = nomads label = lsfers [MsnShip] nickname = chaser3 NPC = nomadship label = lsfers label = nomads [MsnShip] nickname = chaser4 NPC = nomadship label = lsfers label = nomads [MsnShip] nickname = ny2_nomad1 NPC = nomadship label = ny2_nomads [MsnShip] nickname = ny2_nomad2 NPC = nomadship label = ny2_nomads [MsnShip] nickname = ny2_nomad3 NPC = nomadship label = ny2_nomads [MsnShip] nickname = hwing4a NPC = ln_elite random_name = true label = lsfers label = wing4 [MsnShip] nickname = hwing4b NPC = ln_elite random_name = true label = wing4 label = lsfers [MsnShip] nickname = hwing4c NPC = ln_elite random_name = true label = wing4 label = lsfers [MsnShip] nickname = chaser2-1 NPC = ln_fighter label = lsfers random_name = true [MsnShip] nickname = chaser2-2 NPC = ln_fighter label = lsfers random_name = true [MsnShip] nickname = chaser2-3 NPC = ln_fighter label = lsfers random_name = true [MsnShip] nickname = chaser3-1 NPC = ln_fighter label = lsfers random_name = true [MsnShip] nickname = chaser3-2 NPC = ln_fighter label = lsfers random_name = true [MsnShip] nickname = chaser3-3 NPC = ln_fighter label = lsfers random_name = true [MsnShip] nickname = chaser3-4 NPC = ln_fighter label = lsfers random_name = true [MsnFormation] nickname = Z21_defenders position = 79750, 100, 13012 orientation = 0.75, 0, 0.75, 0 formation = fighter_li_n ship = Z21_defender1 ship = Z21_defender2 [MsnFormation] nickname = nyattackers position = 15570, 300, 81822 orientation = 0.2983, -0.0487, 0.9427, 0.1411 formation = fighter_li_n ship = ny_hostile1 ship = ny_hostile2 ship = ny_hostile3 ship = ny_hostile4 ship = ny_hostile5 [MsnFormation] nickname = teamwalker position = 24910, 200, 75185 orientation = 0.35, 0, 0.85, 0 formation = Cruiser2_li_n ship = walker1 ship = walker2 ship = tw_cover1 ship = tw_cover2 ship = tw_cover3 [MsnFormation] nickname = lambda position = 25592, 0, 73980 orientation = -0.35, 0, 0.85, 0 formation = fighter_li_n ship = lambda1 ship = lambda2 ship = lambda3 ship = lambda4 [MsnFormation] nickname = bouncers position = 76445, 0, 13765 orientation = 0.7, 0, -0.7, 0 formation = fighter_li_n ship = boun1 ship = boun2 ship = boun3 ship = boun4 [MsnFormation] nickname = bouncers2 position = 76445, 0, 13765 orientation = 0.7, 0, -0.7, 0 formation = fighter_li_n ship = boun5 ship = boun6 ship = boun7 ship = boun8 [MsnFormation] nickname = z21_w1 position = 78051, 319, 13230 orientation = -0.35, 0, 0.85, 0 formation = fighter_li_n ship = z21_hostile1 ship = z21_hostile2 ship = z21_hostile3 ship = z21_hostile4 ship = z21_hostile5 ship = z21_hostile6 [MsnFormation] nickname = csangels position = 63220, -3500, 29000 formation = fighter_li_n ship = comsatangel1 ship = comsatangel2 ship = comsatangel3 ship = comsatangel4 ship = comsatangel5 ship = comsatangel6 [MsnFormation] nickname = hwing2 position = 55520, 0, 34495 orientation = 0.7, 0, -0.7, 0 formation = fighter_li_n ship = hwing2a ship = hwing2b ;[MsnFormation] ;nickname = hwing1 ;position = 66265, 100, 31675 ;orientation = 0.7, 0, 0.7, 0 ;formation = fighter_li_n ;ship = hwing1a ;ship = hwing1b [MsnFormation] nickname = hwing3 position = 64750, 0, 32713 orientation = 0.35, 0, 0.85, 0 formation = fighter_li_n ship = hwing3a ship = hwing3b ship = hwing3c [MsnFormation] nickname = chaserwing position = 64680, 250, 17650 orientation = 0.7, 0, -0.7, 0 formation = nomad_basic ship = chaser1 ship = chaser2 ship = chaser3 ship = chaser4 [MsnFormation] nickname = ny2_nomads position = 78744, -92, 17908 orientation = 0.7, 0, -0.7, 0 formation = nomad_basic ship = ny2_nomad1 ship = ny2_nomad2 ship = ny2_nomad3 [MsnFormation] nickname = AKnomads orientation = 0.7, 0, -0.7, 0 formation = nomad_basic rel_pos = 90, walker1, 2000 ship = AKnomad1 ship = AKnomad2 ship = AKnomad3 ship = AKnomad4 ship = AKnomad5 [MsnFormation] nickname = hwing4 position = 67060, 1500, 31310 orientation = 0.85, 0, 0.35, 0 formation = fighter_li_n ship = hwing4a ship = hwing4b ship = hwing4c [MsnFormation] nickname = chaserwing2 position = 64380, 350, 18835 formation = fighter_li_n ship = chaser2-1 ship = chaser2-2 ship = chaser2-3 [MsnFormation] nickname = chaserwing3 position = 64380, 350, 18835 formation = fighter_li_n ship = chaser3-1 ship = chaser3-2 ship = chaser3-3 ship = chaser3-4 [Trigger] nickname = key_offer_init system = Li04 InitState = ACTIVE Cnd_True = no_params Act_ActTrig = bse_Osiris Act_SetNNObj = mlog_pre Act_ActTrig = plch_spawnosir Act_RandomPopSphere = 1584, -500, -36995, 6000, off [Trigger] nickname = plch_spawnosir system = Li04 Cnd_PlayerLaunch = no_params Act_SpawnSolar = osiris Act_Invulnerable = osiris, true Act_Cloak = osiris, false [Trigger] nickname = bse_Osiris system = Li04 Cnd_LocEnter = Deck2, Li04_06_base InitState = ACTIVE Act_AddRTC = missions\m11\M011_s067a_Iw02_03_offer.ini Act_SetNNObj = mlog_clear Act_AddAmbient = Scripts\Bases\Li_05_Deck_Ambi_s067_music.thn, Deck, Li04_06_base Act_ActTrig = mrp_accept [Trigger] nickname = mrp_accept system = Li04 Cnd_MsnResponse = accept Act_RemoveRTC = missions\m11\M011_s067a_Iw02_03_offer.ini Act_ActTrig = spe_osir Act_DeactTrig = bse_Osiris Act_SetRep = Player, li_lsf_grp, REP_HOSTILE_MAXIMUM Act_SetRep = Player, li_p_grp, REP_HOSTILE_MAXIMUM Act_SetRep = Player, li_n_grp, REP_HOSTILE_MAXIMUM Act_SetRep = Player, fc_ln_grp, REP_HOSTILE_MAXIMUM Act_SetRep = Player, fc_rn_grp, REP_HOSTILE_MAXIMUM Act_SetRep = Player, fc_or_grp, REP_FRIEND_THRESHOLD Act_SetRep = Player, fc_lr_grp, REP_FRIEND_THRESHOLD Act_SetTitle = 24000 Act_SetOffer = 24005 Act_RemoveAmbient = Scripts\Bases\Li_05_Deck_Ambi_s067_music.thn Act_ActTrig = first_obj [Trigger] nickname = first_obj system = Li04 Cnd_True = no_params Act_SetNNObj = mlog_0 Act_NNIds = 31100, HISTORY [Trigger] nickname = spe_osir system = Li04 Cnd_SpaceEnter = no_params Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY Act_ActTrig = start_init [Trigger] nickname = start_init system = Li04 Cnd_True = no_params Act_SpawnShip = king Act_SpawnShip = juni Act_Invulnerable = king, true, false, 0.9 Act_Invulnerable = juni, true, false, 0.9 Act_MarkObj = king, 1 Act_MarkObj = juni, 1 Act_SetVibeLbltoShip = drive_friendly, Player, REP_FRIEND_THRESHOLD Act_SetVibe = osiris, Player, REP_FRIEND_THRESHOLD Act_ActTrig = nse_Li01 Act_ActTrig = d_king_li04 Act_ActTrig = d_juni_li04 Act_ActTrig = tm_makesureofspawning Act_ActTrig = general_triggers Act_SetVibe = Li04_to_Li01_hole, Player, REP_NEUTRAL Act_LockDock = Player, Li04_to_Li01_hole, lock Act_PlayerCanDock = false, Li04_to_Li01_hole Act_ActTrig = first_player_launch [Trigger] nickname = first_player_launch system = Li04 Cnd_PlayerLaunch = no_params Act_PlayMusic = none, none, none, music_li_space Act_GiveObjList = Player, ol_make_juni_king_frm [ObjList] nickname = ol_make_juni_king_frm BreakFormation = no_params FollowPlayer = fighter_basic, juni, king [Trigger] nickname = tm_makesureofspawning Cnd_Timer = 10 Act_ActTrig = com_0101 Act_SendComm = juni, Player, DX_M11_0101_JUNI [Trigger] nickname = com_0101 Cnd_CommComplete = DX_M11_0101_JUNI Act_SetNNObj = mlog_1 Act_GiveObjList = Player, ol_make_juni_king_frm Act_EtherComm = orillion, 217114, Player, DX_M11_0110_ORILLION, -1, pl_male4_head, pi_orillion_body Act_ActTrig = com_0110 [Trigger] nickname = com_0110 Cnd_CommComplete = DX_M11_0110_ORILLION Act_SendComm = juni, Player, DX_M11_0120_JUNI Act_ActTrig = com_0120 [Trigger] nickname = com_0120 Cnd_CommComplete = DX_M11_0120_JUNI Act_EtherComm = orillion, 217114, Player, DX_M11_0130_ORILLION, -1, pl_male4_head, pi_orillion_body Act_ActTrig = com_0130 [Trigger] nickname = com_0130 Cnd_CommComplete = DX_M11_0130_ORILLION Act_NagDistTowards = OBJ, to_Li04_Li01, juni, Li04_to_Li01_hole, 24157, 5000, NAG_ALWAYS Act_ActTrig = tm_walkertalkdelay [Trigger] nickname = tm_walkertalkdelay Cnd_Timer = 5 Act_StartDialog = dlg_walkertalk Act_ActTrig = com_0160 [Dialog] nickname = dlg_walkertalk system = Li04 line = king, Player, DX_M11_0140_KING line = juni, Player, DX_M11_0150_JUNI line = king, Player, DX_M11_0160_KING [Trigger] nickname = com_0160 Cnd_CommComplete = DX_M11_0160_KING Act_SendComm = juni, Player, DX_M11_0165_JUNI Act_ActTrig = dst_Li01hole Act_LockDock = Player, Li04_to_Li01_hole, unlock [Trigger] nickname = dst_Li01hole Cnd_DistShip = inside, Player, Li04_to_Li01_hole, 5000 Act_StartDialog = dlg_jumptoLi01 Act_NagOff = to_Li04_Li01 Act_NagDistLeaving = away_Li04_Li01, juni, Li04_to_Li01_hole, 24160, 1, NAG_ALWAYS Act_ActTrig = syx_Li04 Act_ActTrig = sye_Li01 Act_RandomPop = false Act_ActTrig = com_0180 [Trigger] nickname = syx_Li04 Cnd_SystemExit = Li04 Act_SetNNObj = mlog_clear [Trigger] nickname = sye_Li01 Cnd_SystemEnter = Li01 Act_NagOff = away_Li04_Li01 Act_LockDock = Player, Li01_to_Li04_hole, lock [Dialog] nickname = dlg_jumptoLi01 system = Li04 line = juni, Player, DX_M11_0170_JUNI line = king, Player, DX_M11_0180_KING [Trigger] nickname = com_0180 Cnd_CommComplete = DX_M11_0180_KING Act_SetNNObj = mlog_2 [Trigger] nickname = nse_Li01 system = Li01 Cnd_NPCSystemEnter = Li01, juni, Player, king Act_ActTrig = ny_init [Trigger] nickname = ny_init system = Li01 Cnd_True = no_params Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY Act_SetVibe = Li01_12, Player, REP_FRIEND_MAXIMUM Act_SetVibeShiptoLbl = Li01_12, drive_friendly, REP_FRIEND_MAXIMUM Act_SpawnFormation = lambda Act_Invulnerable = lambda1, true, false, 0.9 Act_Cloak = lambda1, false Act_Cloak = lambda2, false Act_Cloak = lambda3, false Act_Cloak = lambda4, false Act_SetVibeLbltoShip = drive_friendly, Player, REP_FRIEND_THRESHOLD Act_PlayerCanDock = false, Li01_12 Act_LockDock = Player, Li01_12, lock Act_RandomPopSphere = 25390, 0, 74163, 7000, off Act_ActTrig = tm_foesdecloak [Trigger] nickname = tm_foesdecloak Cnd_True = no_params Act_PlayerEnemyClamp = 4, 4 Act_GiveObjList = juni, ol_break_formation Act_GiveObjList = king, ol_break_formation Act_SpawnFormation = nyattackers Act_Cloak = ny_hostile1, false Act_Cloak = ny_hostile2, false Act_Cloak = ny_hostile3, false Act_Cloak = ny_hostile4, false Act_Cloak = ny_hostile5, false Act_PlayMusic = none, none, none, music_li_battle Act_SetVibeLbl = rhers, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = drive_friendly, rhers, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = rhers, Player, REP_HOSTILE_THRESHOLD Act_GiveObjList = nyattackers, ol_attack_player Act_ActTrig = d_NYhostiles Act_MarkObj = king, 1 Act_MarkObj = juni, 1 Act_MarkObj = ny_hostile1, 1 Act_MarkObj = ny_hostile2, 1 Act_MarkObj = ny_hostile3, 1 Act_MarkObj = ny_hostile4, 1 Act_MarkObj = ny_hostile5, 1 Act_ActTrig = delay_com_1665 [Trigger] nickname = delay_com_1665 Cnd_Timer = 2 Act_SendComm = juni, Player, DX_M11_1665_JUNI Act_ActTrig = com_1665 [Trigger] nickname = com_1665 Cnd_CommComplete = DX_M11_1665_JUNI Act_SetNNObj = mlog_3 Act_NagDistLeaving = away_battle1, juni, juni, 24195, 3000, NAG_ALWAYS Act_GiveObjList = juni, ol_stay_near_Li01_hole Act_GiveObjList = king, ol_stay_near_Li01_hole [ObjList] nickname = ol_stay_near_Li01_hole StayInRange = Li01_to_Li04_hole, 1000, true [ObjList] nickname = ol_attack_player GotoShip = goto, Player, 500, true StayInRange = Li01_to_Li04_hole, 1000, true [Trigger] nickname = d_NYhostiles system = Li01 Cnd_Destroyed = rhers, -1 Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY Act_GiveObjList = juni, ol_leave_Li01_hole Act_GiveObjList = king, ol_leave_Li01_hole Act_GiveObjList = Player, ol_make_juni_king_frm Act_SendComm = juni, Player, DX_M11_0305B_JUNI Act_PlayMusic = none, none, none, music_li_space Act_ActTrig = dst_Buff Act_ActTrig = com_0305B [ObjList] nickname = ol_leave_Li01_hole BreakFormation = no_params StayInRange = Li01_to_Li04_hole, 1000, false [Trigger] nickname = com_0305B Cnd_CommComplete = DX_M11_0305B_JUNI Act_GiveObjList = Player, ol_make_juni_king_frm Act_SetNNObj = mlog_4 Act_NagOff = away_battle1 Act_NagDistTowards = OBJ, to_Li01_12, juni, Li01_12, 24162, 3500, NAG_ALWAYS Act_SendComm = king, Player, DX_M11_1690_KING Act_AdjHealth = juni, 0.7 Act_AdjHealth = king, 0.7 [Trigger] nickname = dst_Buff system = Li01 Cnd_DistShip = inside, Player, Li01_12, 3500 Act_PlayMusic = none, none, none, music_friendly_encouragement Act_ActTrig = bse_Li0112 Act_NagOff = to_Li01_12 Act_GiveObjList = king, ol_getcloseLi0112 Act_GiveObjList = juni, ol_getcloseLi0112 Act_StartDialog = dlg_seeBuffalo Act_ActTrig = com_0330 [ObjList] nickname = ol_getcloseLi0112 BreakFormation = no_params SetLifetime = 100 GotoShip = goto_no_cruise, Li01_12, 800, false [Dialog] nickname = dlg_seeBuffalo system = Li01 line = king, Player, DX_M11_0320_KING line = lambda2, Player, DX_M11_0325_LSF line = juni, Player, DX_M11_0330_JUNI [Trigger] nickname = com_0330 Cnd_CommComplete = DX_M11_0330_JUNI Act_LockDock = Player, Li01_12, unlock Act_SetNNObj = mlog_5 Act_NagDistLeaving = away_Li01_12, juni, Li01_12, 24165, 1, NAG_ALWAYS [Trigger] nickname = bse_Li0112 system = Li01 Cnd_BaseEnter = Li01_12_base Act_SetNNObj = mlog_clear Act_AddRTC = missions\m11\M011_s068x_Li01_12_nrml.ini Act_ActTrig = spe_postBuff Act_SetTitle = 24000 Act_SetOffer = 24006 Act_SetNNObj = mlog_27 Act_NagOff = away_Li01_12 Act_NNIds = 31105, HISTORY Act_Save = key_save_Buffalo, 33115 [Trigger] nickname = key_save_Buffalo system = Li01 Cnd_True = no_params Act_ActTrig = spe_postBuff Act_SetTitle = 24000 Act_SetOffer = 24006 Act_SetNNObj = mlog_27 Act_NNIds = 31105, HISTORY [Trigger] nickname = spe_postBuff system = Li01 Cnd_SpaceEnter = no_params Act_ActTrig = postBuff_init [Trigger] nickname = postBuff_init system = Li01 Cnd_True = no_params Act_PlayMusic = none, none, none, music_li_space Act_SpawnShip = king, no_ol, 26235, 253, 74407 Act_SpawnShip = juni, no_ol, 26469, 248, 74510 Act_ActTrig = d_king_li01 Act_ActTrig = d_juni_li01 Act_MarkObj = king, 1 Act_MarkObj = juni, 1 Act_GiveObjList = lambda, ol_wing_go Act_SpawnShip = walker_fighter Act_Cloak = walker_fighter, false Act_SetVibeLbl = drive_friendly, drive_friendly, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = drive_friendly, Player, REP_FRIEND_THRESHOLD Act_SetVibe = walker_fighter, Player, REP_FRIEND_THRESHOLD Act_ActTrig = tm_walkersplitchat Act_SetVibe = Li01a_to_Li01b_hole, Player, REP_NEUTRAL Act_LockDock = Player, Li01a_to_Li01b_hole, unlock Act_PlayerCanDock = false, Li01a_to_Li01b_hole Act_Invulnerable = king, true, false, 0.9 Act_Invulnerable = juni, true, false, 0.9 Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY [Trigger] nickname = tm_walkersplitchat Cnd_Timer = 7 Act_SendComm = juni, Player, DX_M11_1710_JUNI Act_ActTrig = com_1710 [Trigger] nickname = com_1710 Cnd_CommComplete = DX_M11_1710_JUNI Act_GiveObjList = Player, ol_make_juni_king_frm Act_SendComm = walker_fighter, Player, DX_M11_1711_WALKER Act_ActTrig = com_1711 [Trigger] nickname = com_1711 Cnd_CommComplete = DX_M11_1711_WALKER Act_SendComm = juni, Player, DX_M11_1712B_JUNI Act_ActTrig = com_1712B [Trigger] nickname = com_1712B Cnd_CommComplete = DX_M11_1712B_JUNI Act_GiveObjList = walker_fighter, ol_go_ithaca_die Act_SetNNObj = mlog_6 Act_NagDistTowards = OBJ, to_Li01a_to_Li01b_hole, juni, Li01a_to_Li01b_hole, 24167, 4000, NAG_ALWAYS Act_ActTrig = dst_sathole Act_ActTrig = tm_sattalk [Trigger] nickname = tm_sattalk Cnd_Timer = 5 Act_StartDialog = dlg_sattalk [Dialog] nickname = dlg_sattalk system = Li01 line = juni, Player, DX_M11_1713_JUNI line = king, Player, DX_M11_0340_KING line = juni, Player, DX_M11_1450_JUNI line = juni, Player, DX_M11_1460_JUNI [ObjList] nickname = ol_go_ithaca_die BreakFormation = no_params MakeNewFormation = fighter_basic, lambda1, lambda2, lambda3, lambda4 SetLifetime = 50 GotoShip = goto_cruise, Li01_Ithaca_station_1, 1000, true [ObjList] nickname = ol_wing_go BreakFormation = no_params MakeNewFormation = fighter_basic, lambda2, lambda3, lambda4, walker_fighter GotoVec = goto_no_cruise, 25755, -100, 74230, 500, true, 5 [Trigger] nickname = dst_sathole system = Li01 Cnd_DistShip = inside, Player, Li01a_to_Li01b_hole, 4000 Act_SendComm = juni, Player, DX_M11_1461_JUNI Act_ActTrig = syx_Li01b Act_ActTrig = sye_Li01again Act_ActTrig = com_1461 Act_NagOff = to_Li01a_to_Li01b_hole Act_Jumper = juni, false Act_Jumper = king, false [Trigger] nickname = com_1461 Cnd_CommComplete = DX_M11_1461_JUNI Act_SetNNObj = mlog_7 Act_NagDistLeaving = away_Li01a_to_Li01b_hole, juni, Li01a_to_Li01b_hole, 24170, 1, NAG_ALWAYS [Trigger] nickname = syx_Li01b Cnd_SystemExit = Li01 Act_SetNNObj = mlog_clear Act_DeactTrig = d_king_li01 Act_DeactTrig = d_juni_li01 Act_NagOff = away_Li01a_to_Li01b_hole [Trigger] nickname = sye_Li01again Cnd_DistShip = inside, Player, Li01b_to_Li01a_hole, 1500 Act_SpawnShip = juni2, no_ol Act_SpawnShip = king2, no_ol Act_SetVibeLbltoShip = drive_friendly, Player, REP_FRIEND_THRESHOLD Act_Invulnerable = king2, true, false, 0.9 Act_Invulnerable = juni2, true, false, 0.9 Act_PlayerCanDock = false, Li01_to_Li05 Act_LockDock = Player, Li01_to_Li05, lock Act_RandomPopSphere = 60040, -400, 19577, 10000, off Act_ActTrig = nse_Li01_again Act_MarkObj = king2, 1 Act_MarkObj = juni2, 1 Act_LockDock = Player, Li01b_to_Li01a_hole, lock Act_LockDock = Player, Li01a_to_Li01b_hole, lock Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY Act_PlayerEnemyClamp = 4, 4 [Trigger] nickname = nse_Li01_again Cnd_DistVec = inside, juni2, 68033, -5000, 36720, 2500 Act_ActTrig = delay_juni_enter [Trigger] nickname = delay_juni_enter Cnd_Timer = 8 Act_SendComm = juni2, Player, DX_M11_1462B_JUNI Act_GiveObjList = Player, ol_make_juni_king_frm2 Act_ActTrig = com_1462B Act_SpawnFormation = teamwalker, 60040, -400, 19577, 0.8, 0, -0.6, 0 Act_Invulnerable = walker1, true, false, 0.9 Act_Invulnerable = walker2, true, false, 0.9 Act_Invulnerable = lambda1, false Act_ActTrig = tm_more_spawnwk Act_SpawnSolar = satellite Act_SpawnSolar = com_plat1 Act_SpawnSolar = com_plat2 Act_ActTrig = d_king2_li01 Act_ActTrig = d_juni2_li01 [ObjList] nickname = ol_make_juni_king_frm2 BreakFormation = no_params FollowPlayer = fighter_basic, juni2, king2 [Trigger] nickname = tm_more_spawnwk system = Li01 Cnd_Timer = 2 Act_SpawnFormation = lambda, 60575, -300, 18978, 0.7, 0, -0.7, 0 Act_Invulnerable = lambda1, true, false, 0.9 Act_Cloak = tw_cover1, false Act_Cloak = tw_cover2, false Act_Cloak = tw_cover3, false Act_Cloak = lambda1, false Act_Cloak = lambda2, false Act_Cloak = lambda3, false Act_Cloak = lambda4, false [Trigger] nickname = com_1462B Cnd_CommComplete = DX_M11_1462B_JUNI Act_PlayMusic = none, none, none, music_upcoming_action_heavy Act_SetNNObj = mlog_8 Act_NagDistTowards = POS, to_satellite, juni2, 62220, -4000, 30000, 24172, 3000, NAG_ALWAYS Act_ActTrig = dst_comsat [Trigger] nickname = dst_comsat system = Li01 Cnd_DistShip = inside, Player, satellite, 6500 Act_NagOff = to_satellite Act_StartDialog = dlg_seesat Act_SpawnFormation = csangels Act_ActTrig = d_comsat Act_SetVibe = satellite, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = com_plat1, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = com_plat2, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = drive_friendly, satellite, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = com_plat1, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = com_plat2, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = drive_friendly, com_plat1, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = drive_friendly, com_plat2, REP_HOSTILE_THRESHOLD Act_ActTrig = com_1471 [ObjList] nickname = ol_break_formation BreakFormation = no_params [Dialog] nickname = dlg_seesat system = Li01 line = juni2, Player, DX_M11_1463_JUNI line = king2, Player, DX_M11_1470_KING line = juni2, Player, DX_M11_1471_JUNI [Trigger] nickname = com_1471 Cnd_CommComplete = DX_M11_1471_JUNI Act_PlayMusic = none, none, none, music_li_battle Act_MarkObj = satellite, 1 Act_GiveObjList = juni2, ol_break_formation Act_GiveObjList = king2, ol_break_formation Act_SetNNObj = mlog_9 Act_NagDistLeaving = away_comsat, juni2, juni2, 24194, 4000, NAG_IN_COMBAT Act_SetVibeLbl = comsatters, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = drive_friendly, comsatters, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = comsatters, Player, REP_HOSTILE_THRESHOLD Act_ActTrig = d_comsatters Act_ActTrig = tm_comsatters_comment Act_Cloak = comsatters, false [Trigger] nickname = tm_comsatters_comment Cnd_Timer = 2 Act_SendComm = juni2, Player, DX_M11_1480B_JUNI Act_MarkObj = comsatangel1, 1 Act_MarkObj = comsatangel2, 1 Act_MarkObj = comsatangel3, 1 Act_MarkObj = comsatangel4, 1 Act_MarkObj = comsatangel5, 1 Act_MarkObj = comsatangel6, 1 Act_GiveObjList = csangels, ol_stay_near_comsat Act_GiveObjList = juni2, ol_stay_near_comsat Act_GiveObjList = king2, ol_stay_near_comsat [ObjList] nickname = ol_stay_near_comsat StayInRange = 62220, -4000, 30000, 3000, true [Trigger] nickname = d_comsatters Cnd_Destroyed = comsatters, -1 Act_ActTrig = wt_d_comsat_on Act_ActTrig = wt_d_comsat_off Act_SetVibeLbl = drive_friendly, satellite, REP_HOSTILE_MAXIMUM [Trigger] nickname = wt_d_comsat_on system = Li01 Cnd_WatchTrigger = d_comsat, ON Act_DeactTrig = wt_d_comsat_off [Trigger] nickname = wt_d_comsat_off system = Li01 Cnd_WatchTrigger = d_comsat, off Act_DeactTrig = wt_d_comsat_on Act_ActTrig = tm_comsatdone [Trigger] nickname = d_comsat system = Li01 Cnd_Destroyed = satellite, 1, EXPLODE Act_ActTrig = wt_d_comsatters_on Act_ActTrig = wt_d_comsatters_off [Trigger] nickname = wt_d_comsatters_on system = Li01 Cnd_WatchTrigger = d_comsatters, ON Act_DeactTrig = wt_d_comsatters_off Act_SetNNObj = mlog_10 Act_NagOff = away_comsat Act_NagDistLeaving = away_comsat2, juni2, juni2, 24196, 4000, NAG_IN_COMBAT [Trigger] nickname = wt_d_comsatters_off system = Li01 Cnd_WatchTrigger = d_comsatters, off Act_DeactTrig = wt_d_comsatters_on Act_ActTrig = tm_comsatdone [Trigger] nickname = tm_comsatdone Cnd_Timer = 2 Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY Act_PlayMusic = none, none, none, music_li_space Act_SendComm = king2, Player, DX_M11_1500_KING Act_NagOff = away_comsat Act_NagOff = away_comsat2 Act_ActTrig = com_1500 [Trigger] nickname = com_1500 Cnd_CommComplete = DX_M11_1500_KING Act_SetNNObj = mlog_11 Act_NagDistTowards = POS, to_rendez, juni2, 60040, -400, 19577, 24175, 2500, NAG_ALWAYS Act_GiveObjList = juni2, ol_leave_comsat Act_GiveObjList = king2, ol_leave_comsat Act_GiveObjList = juni2, juni_follow_z21 Act_GiveObjList = king2, king_follow_z21 Act_ActTrig = tm_alaskachat Act_AdjHealth = juni2, 0.7 Act_AdjHealth = king2, 0.7 [ObjList] nickname = ol_leave_comsat BreakFormation = no_params StayInRange = 62220, -4000, 30000, 3000, false [Trigger] nickname = tm_alaskachat Cnd_Timer = 2 Act_StartDialog = dlg_alaskachat Act_ActTrig = com_1740 [Dialog] nickname = dlg_alaskachat system = Li01 line = king2, Player, DX_M11_1730_KING line = juni2, Player, DX_M11_1733_JUNI line = king2, Player, DX_M11_1740_KING [Trigger] nickname = com_1740 Cnd_CommComplete = DX_M11_1740_KING Act_ActTrig = z21_init [Trigger] nickname = z21_init system = Li01 Cnd_True = no_params Act_SetVibeLbl = drive_friendly, drive_friendly, REP_FRIEND_MAXIMUM Act_ActTrig = tm_walkertale [Trigger] nickname = tm_walkertale Cnd_True = no_params Act_PlayMusic = none, none, none, music_friendly_encouragement Act_StartDialog = dlg_walkertale Act_ActTrig = com_0408 [Dialog] nickname = dlg_walkertale system = Li01 line = juni2, Player, DX_M11_0392_JUNI line = walker1, Player, DX_M11_0402_WALKER line = juni2, Player, DX_M11_0404_JUNI line = walker1, Player, DX_M11_0406_WALKER line = juni2, Player, DX_M11_0408_JUNI line = walker1, Player, DX_M11_0410_WALKER [Trigger] nickname = com_0408 Cnd_CommComplete = DX_M11_0408_JUNI Act_MarkObj = walker1, 1 Act_MarkObj = walker2, 1 Act_ActTrig = dst_juni_rendez_tw Act_ActTrig = dst_player_rendez [Trigger] nickname = dst_juni_rendez_tw system = Li01 Cnd_DistShip = inside, walker1, juni2, 2500 Act_Save = rendez, 33105 Act_ActTrig = rendez_init Act_NagOff = to_rendez [Trigger] nickname = dst_player_rendez system = Li01 Cnd_DistShip = inside, Player, walker1, 1000 Act_ActTrig = stop_player [Trigger] nickname = rendez system = Li01 Cnd_SpaceEnter = no_params Act_PlayMusic = none, none, none, music_anticipation_light Act_SetInitialPlayerPos = 60436, -384, 19823, 1, 0, 0, 0 Act_SpawnShip = king2, no_ol, 60495, -350, 21069, 1, 0, 0, 0 Act_SpawnShip = juni2, no_ol, 60540, -350, 21055, 1, 0, 0, 0 Act_RandomPopSphere = 60040, -400, 19577, 10000, off Act_SpawnFormation = teamwalker, 60040, -400, 19577, 0.8, 0, -0.6, 0 Act_SpawnFormation = lambda, 60575, -300, 18978, 0.7, 0, -0.7, 0 Act_Invulnerable = lambda1, true, false, 0.9 Act_GiveObjList = juni2, juni_follow_z21 Act_GiveObjList = king2, king_follow_z21 Act_Cloak = tw_cover1, false Act_Cloak = tw_cover2, false Act_Cloak = tw_cover3, false Act_Cloak = lambda1, false Act_Cloak = lambda2, false Act_Cloak = lambda3, false Act_Cloak = lambda4, false Act_Invulnerable = juni2, true, false, 0.9 Act_Invulnerable = king2, true, false, 0.9 Act_Invulnerable = walker1, true, false, 0.9 Act_Invulnerable = walker2, true, false, 0.9 Act_MarkObj = king2, 1 Act_MarkObj = juni2, 1 Act_MarkObj = walker1, 1 Act_MarkObj = walker2, 1 Act_SetVibeLbltoShip = drive_friendly, Player, REP_FRIEND_THRESHOLD Act_ActTrig = rendez_init Act_ActTrig = d_king2_li01 Act_ActTrig = d_juni2_li01 Act_PlayerCanDock = false, Li01_to_Li05 Act_LockDock = Player, Li01_to_Li05, lock Act_ActTrig = general_triggers Act_ActTrig = delay_z21_nag [Trigger] nickname = rendez_init system = Li01 Cnd_True = no_params Act_PlayerEnemyClamp = 4, 5 Act_SetVibeLbl = drive_friendly, drive_friendly, REP_FRIEND_MAXIMUM Act_GiveObjList = teamwalker, ol_tw_go_z21 Act_GiveObjList = lambda, ol_L_to_z21 Act_ActTrig = com_0410_Walker Act_SetNNObj = mlog_13 Act_SpawnFormation = Z21_defenders Act_Cloak = Z21_defender1, false Act_Cloak = Z21_defender2, false Act_SpawnFormation = z21_w1 Act_GiveObjList = z21_w1, ol_hold Act_Cloak = z21_hostile1, false Act_Cloak = z21_hostile2, false Act_Cloak = z21_hostile3, false Act_Cloak = z21_hostile4, false Act_Cloak = z21_hostile5, false Act_Cloak = z21_hostile6, false Act_SetVibeShiptoLbl = Alaska_jumphole_wplatform2, drive_friendly, REP_FRIEND_MAXIMUM Act_SetVibeShiptoLbl = Li01_Alaska_jumphole_wplatform1, drive_friendly, REP_FRIEND_MAXIMUM Act_SetVibeLbl = lsfers, drive_friendly, REP_FRIEND_MAXIMUM Act_SetVibeLbl = drive_friendly, lsfers, REP_FRIEND_MAXIMUM Act_SetVibeShiptoLbl = Li01_to_Li05, drive_friendly, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = drive_friendly, Li01_to_Li05, REP_FRIEND_MAXIMUM Act_ActTrig = dst_p1_z21 Act_ActTrig = dst_nyatt_L [Trigger] nickname = com_0410_Walker Cnd_CommComplete = DX_M11_0410_WALKER Act_PlayMusic = none, none, none, music_anticipation_light Act_ActTrig = delay_z21_nag [Trigger] nickname = delay_z21_nag Cnd_Timer = 15 Act_NagDistTowards = OBJ, to_zone21, juni2, Li01_to_Li05, 24177, 4000, NAG_ALWAYS [ObjList] nickname = ol_L_to_z21 Delay = 10 GotoVec = goto_cruise, 63990, 300, 18210, 500, true StayOutofRange = Li01_to_Li05, 1400, true SetPriority = NORMAL GotoShip = goto_cruise, Li01_to_Li05, 2000, true [ObjList] nickname = ol_tw_go_z21 MakeNewFormation = Cruiser2_li_n, walker2, tw_cover1, tw_cover2, tw_cover3 GotoVec = goto_cruise, 63990, 150, 18110, 500, true StayOutofRange = Li01_to_Li05, 1400, true GotoShip = goto_cruise, Li01_to_Li05, 2400, true [Trigger] nickname = dst_p1_z21 system = Li01 Cnd_DistShip = inside, walker1, Li01_to_Li05, 12000 Act_ActTrig = d_protos [Trigger] nickname = dst_nyatt_L system = Li01 Cnd_DistShip = inside, Player, Z21_defender1, 9000 Act_ActTrig = at_z21_init [Trigger] nickname = at_z21_init system = Li01 Cnd_True = no_params Act_SetVibeLbl = drive_friendly, drive_friendly, REP_FRIEND_MAXIMUM Act_SetVibe = Alaska_jumphole_wplatform2, Player, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Alaska_jumphole_wplatform2, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibe = Li01_Alaska_jumphole_wplatform1, Player, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Li01_Alaska_jumphole_wplatform1, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = lsfers, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = drive_friendly, lsfers, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = lsfers, Player, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = Li01_to_Li05, drive_friendly, REP_HOSTILE_MAXIMUM Act_SetVibeLbltoShip = drive_friendly, Li01_to_Li05, REP_FRIEND_MAXIMUM Act_SetVibe = Li01_to_Li05, Player, REP_HOSTILE_MAXIMUM Act_GiveObjList = lambda, ol_L_move_up Act_GiveObjList = lambda, ol_stayjgate Act_GiveObjList = nyattackers, ol_warejgate Act_SendComm = Z21_defender1, Player, DX_M11_0470_LNC1 Act_ActTrig = com_0470 Act_MarkObj = z21_hostile1, 1 Act_MarkObj = z21_hostile2, 1 Act_MarkObj = z21_hostile3, 1 Act_MarkObj = z21_hostile4, 1 Act_MarkObj = z21_hostile5, 1 Act_MarkObj = z21_hostile6, 1 Act_MarkObj = Z21_defender1, 1 Act_MarkObj = Z21_defender2, 1 [Trigger] nickname = com_0470 Cnd_CommComplete = DX_M11_0470_LNC1 Act_PlayMusic = none, none, none, music_reveal_enemy_position_of_strength Act_SendComm = Z21_defender2, Player, DX_M11_0480B_LNC2 Act_ActTrig = tm_juniattacks [ObjList] nickname = ol_warejgate StayOutofRange = Li01_to_Li05, 1400, true [Trigger] nickname = tm_juniattacks system = Li01 Cnd_Timer = 10 Act_SendComm = juni2, Player, DX_M11_0450_JUNI Act_ActTrig = com_0450 [ObjList] nickname = ol_attack_tw BreakFormation = no_params StayInRange = Li01_to_Li05, 2500, true [Trigger] nickname = com_0450 Cnd_CommComplete = DX_M11_0450_JUNI Act_PlayMusic = none, none, none, music_li_battle Act_GiveObjList = king2, ol_breakform Act_GiveObjList = juni2, ol_juni_z21w1 Act_GiveObjList = z21_w1, ol_attack_tw Act_GiveObjList = Z21_defenders, ol_attack_tw Act_SetNNObj = mlog_15 Act_NagOff = to_zone21 Act_ActTrig = away_zone21 [Trigger] nickname = away_zone21 system = Li01 Cnd_True = no_params Act_NagDistLeaving = away_zone21, juni2, juni2, 24196, 4000, NAG_IN_COMBAT Act_ActTrig = protos_must_die [ObjList] nickname = ol_juni_z21w1 BreakFormation = no_params MakeNewFormation = fighter_basic, king2 StayInRange = Li01_to_Li05, 2500, true SetPriority = NORMAL GotoShip = goto_cruise, Li01_to_Li05, 1000, true [ObjList] nickname = ol_L_move_up SetPriority = NORMAL GotoShip = goto_no_cruise, Li01_to_Li05, 1200, true, 35 [ObjList] nickname = ol_breakform BreakFormation = no_params [Trigger] nickname = protos_must_die system = Li01 Cnd_Timer = 7 Act_SetVibeLbl = drive_friendly, lsfers, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = drive_friendly, proto, REP_HOSTILE_THRESHOLD Act_GiveObjList = teamwalker, ol_stayjgate Act_GiveObjList = z21_w1, ol_breakform Act_SendComm = juni2, Player, DX_M11_0490_JUNI Act_ActTrig = com_0490 [Trigger] nickname = com_0490 Cnd_CommComplete = DX_M11_0490_JUNI Act_SendComm = walker1, Player, DX_M11_0500_WALKER [ObjList] nickname = ol_stayjgate StayOutofRange = Li01_to_Li05, 1400, true GotoShip = goto_cruise, Li01_to_Li05, 1400, true, -1 StayInRange = walker1, 2000, true ;[Trigger] ;nickname = d_half_protos ;system = Li01 ;Cnd_Destroyed = proto, 5, ALL_IGNORE_LANDING ;Act_SpawnFormation = bouncers ;Act_Cloak = boun1, false ;Act_Cloak = boun2, false ;Act_Cloak = boun3, false ;Act_Cloak = boun4, false ;Act_GiveObjList = bouncers, ol_defend_gate ;Act_SetVibeLbl = lsfers, drive_friendly, REP_HOSTILE_THRESHOLD ;Act_SetVibeLbltoShip = lsfers, Player, REP_HOSTILE_THRESHOLD ;Act_SetVibeLbl = drive_friendly, lsfers, REP_HOSTILE_THRESHOLD ;Act_SetVibeLbl = drive_friendly, proto, REP_HOSTILE_THRESHOLD ;Act_ActTrig = d_bouncers [ObjList] nickname = ol_defend_gate GotoShip = goto_cruise, Li01_to_Li05, 2500, true BreakFormation = no_params StayInRange = Li01_to_Li05, 2500, true [Trigger] nickname = d_protos system = Li01 Cnd_Destroyed = proto, -1, ALL_IGNORE_LANDING Act_DeactTrig = protos_must_die Act_GiveObjList = juni2, ol_break_and_hack Act_ActTrig = tm_junidone Act_SpawnFormation = bouncers Act_Cloak = boun1, false Act_Cloak = boun2, false Act_Cloak = boun3, false Act_Cloak = boun4, false Act_GiveObjList = bouncers, ol_defend_gate Act_ActTrig = d_bouncers Act_SetVibeLbl = drive_friendly, lsfers, REP_HOSTILE_THRESHOLD Act_StartDialog = dlg_hackgate Act_ActTrig = com_0520 [Trigger] nickname = d_bouncers system = Li01 Cnd_Destroyed = bouncers, 4, ALL_IGNORE_LANDING Act_SpawnFormation = bouncers2 Act_Cloak = boun5, false Act_Cloak = boun6, false Act_Cloak = boun7, false Act_Cloak = boun8, false Act_GiveObjList = bouncers2, ol_attack_slowdie [Trigger] nickname = com_0520 Cnd_CommComplete = DX_M11_0520_JUNI Act_NagOff = away_zone21 Act_SetNNObj = mlog_14 Act_ActTrig = away_zone21_2 [Trigger] nickname = away_zone21_2 Cnd_True = no_params system = Li01 Act_NagDistLeaving = away_zone21_2, juni2, juni2, 24197, 4000, NAG_IN_COMBAT [Dialog] nickname = dlg_hackgate system = Li01 line = king2, Player, DX_M11_0510_king line = juni2, Player, DX_M11_0520_JUNI line = king2, Player, DX_M11_0530_KING line = juni2, Player, DX_M11_0540_JUNI [ObjList] nickname = ol_break_and_hack BreakFormation = no_params StayInRange = walker1, 2000, false StayInRange = Li01_to_Li05, 2500, false StayOutofRange = Li01_to_Li05, 1400, false GotoShip = goto, Li01_to_Li05, 900, false, -1 Delay = 9999 [Trigger] nickname = tm_junidone system = Li01 Cnd_Timer = 50 Act_SetVibeShiptoLbl = Li01_to_Li05, drive_friendly, REP_FRIEND_MAXIMUM Act_SetVibe = Li01_to_Li05, Player, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = drive_friendly, Li01_to_Li05, REP_FRIEND_MAXIMUM Act_GiveObjList = juni2, ol_preptogo Act_GiveObjList = juni2, ol_jkgetclose Act_GiveObjList = lambda, ol_preptogo Act_GiveObjList = lambda, ol_lambda_form_getclose Act_GiveObjList = teamwalker, ol_preptogo Act_GiveObjList = teamwalker, ol_tw_form_getclose Act_StartDialog = dlg_chipndale Act_ActTrig = sye_Li05 Act_ActTrig = com_0550 [Dialog] nickname = dlg_chipndale system = Li01 line = juni2, Player, DX_M11_0550_JUNI [Trigger] nickname = com_0550 Cnd_CommComplete = DX_M11_0550_JUNI Act_SetNNObj = mlog_17 Act_LockDock = Player, Li01_to_Li05, unlock Act_NagOff = away_zone21_2 Act_ActTrig = away_Li01_to_Li05 [Trigger] nickname = away_Li01_to_Li05 Cnd_True = no_params Act_NagDistLeaving = away_Li01_to_Li05, juni2, Li01_to_Li05, 24178, 1, NAG_ALWAYS Act_ActTrig = syx_Li01 [Trigger] nickname = syx_Li01 Cnd_SystemExit = Li01 Act_SetNNObj = mlog_clear Act_NagOff = away_Li01_to_Li05 Act_DeactTrig = d_king2_li01 Act_DeactTrig = d_juni2_li01 [ObjList] nickname = ol_jkgetclose GotoShip = goto, Li01_to_Li05, 1000, false [ObjList] nickname = ol_lambda_form_getclose MakeNewFormation = fighter_basic, lambda2, lambda3, lambda4 GotoShip = goto, Li01_to_Li05, 800, false [ObjList] nickname = ol_tw_form_getclose Delay = 4 MakeNewFormation = Cruiser2_li_n, walker2, tw_cover1, tw_cover2, tw_cover3 GotoShip = goto, Li01_to_Li05, 1300, false [ObjList] nickname = ol_preptogo StayInRange = walker1, 2000, false StayInRange = Li01_to_Li05, 2500, false StayOutofRange = Li01_to_Li05, 1400, false BreakFormation = no_params [Trigger] nickname = sye_Li05 system = Li05 Cnd_SystemEnter = Li05 Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY Act_LockDock = Player, Li01_to_Li05, lock Act_ActTrig = nse_jk_alaska Act_ActTrig = alaska_init Act_LockDock = Player, Li05_to_Li01, lock Act_NNIds = 31110, HISTORY [Trigger] nickname = nse_jk_alaska system = Li05 Cnd_NPCSystemEnter = Li05, juni2, king2, Player Act_ActTrig = tm_alaskadialog Act_MarkObj = juni2, 1 Act_MarkObj = king2, 1 Act_ActTrig = d_king2_li05 Act_ActTrig = d_juni2_li05 [Trigger] nickname = tm_prunetw Cnd_Timer = 1 Act_Destroy = tw_cover1, silent [Trigger] nickname = alaska_init system = Li05 Cnd_True = no_params Act_SpawnSolar = hostile_platform1 Act_SpawnSolar = hostile_platform2 Act_SpawnSolar = hostile_platform2_alt Act_SpawnSolar = hostile_platform3 Act_PlayerCanDock = false Act_ActTrig = tr_setvibes Act_Invulnerable = juni2, true, false, 0.9 Act_Invulnerable = king2, true, false, 0.9 Act_Invulnerable = walker1, true, false, 0.9 Act_Invulnerable = walker2, true, false, 0.9 Act_Invulnerable = lambda1, true, false, 0.9 Act_Invulnerable = tw_cover1, true, false, 0.9 [Trigger] nickname = tr_setvibes Cnd_True = no_params Act_SpawnFormation = teamwalker, 65305, 0, 33825, 1, 0, 0, 0 Act_SetVibeLbltoShip = lsfers, Player, REP_NEUTRAL Act_SetVibeLbl = lsfers, drive_friendly, REP_NEUTRAL Act_SetVibeLbl = lsfers, lsfers, REP_FRIEND_MAXIMUM Act_SetVibeLbl = drive_friendly, lsfers, REP_NEUTRAL Act_SetVibeShiptoLbl = hostile_platform1, drive_friendly, REP_NEUTRAL Act_SetVibe = hostile_platform1, Player, REP_NEUTRAL Act_SetVibeShiptoLbl = hostile_platform2, drive_friendly, REP_NEUTRAL Act_SetVibe = hostile_platform2, Player, REP_NEUTRAL Act_SetVibeShiptoLbl = hostile_platform2_alt, drive_friendly, REP_NEUTRAL Act_SetVibe = hostile_platform2_alt, Player, REP_NEUTRAL Act_SetVibeShiptoLbl = hostile_platform3, drive_friendly, REP_NEUTRAL Act_SetVibe = hostile_platform3, Player, REP_NEUTRAL Act_SetVibeShiptoLbl = Li05_prison_1, drive_friendly, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = drive_friendly, Li05_prison_1, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = drive_friendly, Player, REP_FRIEND_THRESHOLD Act_SetVibe = Li05_prison_1, Player, REP_FRIEND_MAXIMUM Act_RelocateShip = tw_cover1, 100, 1100, 0 Act_ActTrig = tm_prunetw Act_ActTrig = dst_walker_prison Act_MarkObj = walker1, 1 Act_Cloak = tw_cover1, false Act_Cloak = tw_cover2, false Act_Cloak = tw_cover3, false Act_Cloak = lambda1, false Act_Cloak = lambda2, false Act_Cloak = lambda3, false Act_Cloak = lambda4, false [Trigger] nickname = tm_alaskadialog system = Li05 Cnd_Timer = 3 Act_SendComm = juni2, Player, DX_M11_1120_JUNI Act_ActTrig = com_1120 Act_AdjHealth = juni2, 0.7 Act_AdjHealth = king2, 0.7 [Trigger] nickname = com_1120 Cnd_CommComplete = DX_M11_1120_JUNI Act_SendComm = walker1, Player, DX_M11_1130_WALKER Act_GiveObjList = walker1, ol_tw_go_prison Act_GiveObjList = Player, ol_make_juni_king_frm2 Act_ActTrig = com_1130 [Trigger] nickname = com_1130 Cnd_CommComplete = DX_M11_1130_WALKER Act_SetNNObj = mlog_18 Act_NagDistTowards = OBJ, to_prison, juni2, Li05_prison_1, 24180, 4000, NAG_ALWAYS Act_ActTrig = tm_worries [ObjList] nickname = ol_tw_go_prison Avoidance = false GotoShip = goto_cruise, Li05_prison_1, 2200, true [Trigger] nickname = tm_worries Cnd_Timer = 7 Act_SendComm = walker1, Player, DX_M11_1400_WALKER Act_ActTrig = com_1400 [Trigger] nickname = com_1400 Cnd_CommComplete = DX_M11_1400_WALKER Act_SendComm = king2, Player, DX_M11_0600_KING Act_ActTrig = com_0600 [Trigger] nickname = com_0600 Cnd_CommComplete = DX_M11_0600_KING Act_SendComm = walker1, Player, DX_M11_0605_WALKER [Trigger] nickname = dst_walker_prison system = Li05 Cnd_DistShip = inside, walker1, Li05_prison_1, 6000 Act_NagOff = to_prison Act_SendComm = walker1, Player, DX_M11_0640_WALKER Act_ActTrig = delay_prison_reaction Act_ActTrig = com_640 [Trigger] nickname = delay_prison_reaction system = Li05 Cnd_Timer = 6 Act_GiveObjList = li_bship1, ol_moveneargate Act_GiveObjList = teamwalker, ol_tw_go_prison_slow Act_GiveObjList = lambda, ol_lambda_go_prison_slow Act_ActTrig = tm_junimovesin Act_ActTrig = tm_prisonunlock [Trigger] nickname = com_640 Cnd_CommComplete = DX_M11_0640_WALKER Act_SendComm = king2, Player, DX_M11_0650_KING Act_ActTrig = com_650 [Trigger] nickname = com_650 Cnd_CommComplete = DX_M11_0650_KING Act_SendComm = juni2, Player, DX_M11_0660_JUNI Act_GiveObjList = juni2, ol_dockprison Act_ActTrig = junilands Act_ActTrig = com_660 [Trigger] nickname = com_660 Cnd_CommComplete = DX_M11_0660_JUNI Act_SetNNObj = mlog_19 Act_PlayerCanDock = false, Li05_prison_1 Act_NagDistLeaving = away_prison, king2, Li05_prison_1, 24182, 1, NAG_ALWAYS [ObjList] nickname = ol_moveneargate GotoVec = goto_no_cruise, 63615, 50, 32255, 300, false [ObjList] nickname = ol_tw_go_prison_slow Avoidance = true GotoShip = goto_cruise, Li05_prison_1, 1400, true GotoShip = goto_no_cruise, Li05_prison_1, 1000, false [ObjList] nickname = ol_lambda_go_prison_slow GotoVec = goto_cruise, 64875, -300, 15980, 1000, true GotoVec = goto_no_cruise, 65050, -100, 14975, 300, false, 40 Delay = 99999 [Trigger] nickname = tm_junimovesin Cnd_Timer = 3 Act_GiveObjList = juni2, ol_juni_go_station [ObjList] nickname = ol_juni_go_station BreakFormation = no_params GotoShip = goto_cruise, Li05_prison_1, 800, true Delay = 90000 [Trigger] nickname = tm_prisonunlock system = Li05 Cnd_Timer = 3 Act_ActTrig = bse_li0501 Act_GiveObjList = li_bship2, ol_die Act_GiveObjList = li_bship1, ol_die Act_GiveObjList = juni2, ol_die Act_DeactTrig = d_king2_li01 Act_DeactTrig = d_juni2_li01 Act_GiveObjList = teamwalker, ol_die Act_GiveObjList = lambda1, ol_die Act_GiveObjList = lambda2, ol_die Act_GiveObjList = lambda3, ol_die Act_GiveObjList = lambda4, ol_die Act_GiveObjList = king2, ol_die Act_GCSClamp = true [Trigger] nickname = junilands system = Li05 Cnd_Destroyed = juni2, 1, silent Act_LockDock = Player, Li05_prison_1, unlock [ObjList] nickname = ol_dockprison BreakFormation = no_params Dock = Li05_prison_1 [ObjList] nickname = ol_die SetLifetime = 99999999 [Trigger] nickname = bse_li0501 system = Li05 Cnd_BaseEnter = Li05_01_base Act_GCSClamp = false Act_NagOff = nag_prison Act_AddRTC = missions\m11\M011_s069x_Li05_01_nrml.ini, repeatable Act_SetNNObj = mlog_clear Act_SetTitle = 24000 Act_SetOffer = 24007 Act_SetNNObj = mlog_prison Act_ActTrig = spe_wjacobi Act_ActTrig = player_launched Act_NNIds = 31115, HISTORY [Trigger] nickname = player_launched system = Li05 Cnd_LaunchComplete = Player, Li05_prison_1 Act_Save = key_save_Akescape, 33110 [Trigger] nickname = spe_wjacobi system = Li05 Cnd_SpaceEnter = no_params Act_RemoveRTC = missions\m11\M011_s069x_Li05_01_nrml.ini Act_ActTrig = AKescape_init [Trigger] nickname = key_save_Akescape system = Li05 Cnd_PlayerLaunch = no_params Act_SetInitialPlayerPos = 65165, 0, 15065, 0.0401, 0.0177, 0.9966, -0.0693 Act_ActTrig = key_alaska_spe [Trigger] nickname = key_alaska_spe Cnd_SpaceEnter = Li05 Act_SpawnSolar = hostile_platform1 Act_SpawnSolar = hostile_platform2 Act_SpawnSolar = hostile_platform2_alt Act_SpawnSolar = hostile_platform3 Act_ActTrig = AKescape_init [Trigger] nickname = AKescape_init system = Li05 Cnd_True = no_params Act_PlayerEnemyClamp = 5, 5 Act_PlayMusic = none, none, none, music_dangerous_chase Act_SpawnFormation = teamwalker, 65065, 0, 15730, 0, 0, 1, 0 Act_SpawnFormation = lambda, 64065, 0, 15630, 0, 0, 1, 0 Act_ActTrig = dst_tw_jgate Act_Invulnerable = lambda1, true, false, 0.9 Act_Invulnerable = tw_cover1, true, false, 0.9 Act_SpawnShip = king, no_ol, 65065, 0, 15630 Act_SpawnShip = juni, no_ol, 65065, 0, 15530 Act_Invulnerable = juni, true, false, 0.9 Act_Invulnerable = king, true, false, 0.9 Act_MarkObj = king, 1 Act_MarkObj = juni, 1 Act_ActTrig = d_king_li05 Act_ActTrig = d_juni_li05 Act_Invulnerable = walker1, true, false, 0.9 Act_Invulnerable = walker2, true, false, 0.9 Act_MarkObj = walker1, 1 Act_MarkObj = walker2, 1 Act_SpawnFormation = nyattackers, 62470, 200, 13390, -0.35, 0, 0.85, 0 Act_SpawnFormation = chaserwing2, 66280, 300, 19100, 1, 0, 0.05, 0 Act_GiveObjList = chaserwing2, ol_stay_near_Trent Act_GiveObjList = nyattackers, ol_stay_near_Walker Act_SpawnFormation = hwing2 Act_SpawnFormation = hwing3, 64300, 200, 32300, 0.7, 0, 0.7, 0 Act_SpawnFormation = hwing4 Act_SpawnSolar = li_bship2 Act_SpawnShip = li_bship1, no_ol, 65480, -150, 33800, 0.8, 0, 0.6, 0 Act_ActTrig = Akescape_decloak Act_GiveObjList = li_bship1, ol_hold Act_GiveObjList = li_bship2, ol_hold Act_GiveObjList = walker1, ol_tw_to_gate Act_GiveObjList = lambda, ol_lambda_to_gate Act_GiveObjList = hwing2, ol_hold Act_GiveObjList = hwing3, ol_hold Act_GiveObjList = hwing4, ol_hold Act_GiveObjList = juni, ol_juni_king_to_gate Act_SendComm = king, Player, DX_M11_0801_KING Act_ActTrig = com_0810 Act_ActTrig = general_triggers Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY Act_ActTrig = Akescape_vibes [Trigger] nickname = Akescape_decloak Cnd_True = no_params Act_Cloak = lambda1, false Act_Cloak = lambda2, false Act_Cloak = lambda3, false Act_Cloak = lambda4, false Act_Cloak = tw_cover1, false Act_Cloak = tw_cover2, false Act_Cloak = tw_cover3, false Act_Cloak = ny_hostile1, false Act_Cloak = ny_hostile2, false Act_Cloak = ny_hostile3, false Act_Cloak = ny_hostile4, false Act_Cloak = ny_hostile5, false Act_Cloak = chaser2-1, false Act_Cloak = chaser2-2, false Act_Cloak = chaser2-3, false Act_Cloak = hwing2a, false Act_Cloak = hwing2b, false Act_Cloak = hwing3a, false Act_Cloak = hwing3b, false Act_Cloak = hwing3c, false Act_Cloak = hwing4a, false Act_Cloak = hwing4a, false Act_Cloak = hwing4a, false Act_Cloak = li_bship1, false Act_Cloak = li_bship2, false [Trigger] nickname = Akescape_vibes Cnd_True = no_params Act_SetVibeLbltoShip = lsfers, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = lsfer, Li05_prison_1, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = drive_friendly, Player, REP_FRIEND_THRESHOLD Act_SetVibeLbl = drive_friendly, lsfers, REP_FRIEND_MAXIMUM Act_SetVibeLbl = lsfers, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = lsfers, lsfers, REP_FRIEND_MAXIMUM Act_SetVibeLbl = drive_friendly, drive_friendly, REP_FRIEND_MAXIMUM Act_SetVibe = Li05_prison_1, Player, REP_HOSTILE_MAXIMUM Act_SetVibeShiptoLbl = Li05_prison_1, drive_friendly, REP_NEUTRAL Act_SetVibeShiptoLbl = Li05_to_Li01, drive_friendly, REP_FRIEND_MAXIMUM Act_SetVibeShiptoLbl = hostile_platform1, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibe = hostile_platform1, Player, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = hostile_platform2, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibe = hostile_platform2, Player, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = hostile_platform2_alt, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibe = hostile_platform2_alt, Player, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = hostile_platform3, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibe = hostile_platform3, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = drive_friendly, hostile_platform1, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = drive_friendly, hostile_platform2, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = drive_friendly, hostile_platform2_alt, REP_FRIEND_MAXIMUM [Trigger] nickname = com_0810 Cnd_CommComplete = DX_M11_0801_KING Act_SendComm = walker1, Player, DX_M11_0802_WALKER Act_ActTrig = com_0802 [Trigger] nickname = com_0802 Cnd_CommComplete = DX_M11_0802_WALKER Act_SetNNObj = mlog_20 Act_NagDistTowards = OBJ, to_ny_gate, juni, Li05_to_Li01, 24185, 8000, NAG_ALWAYS [ObjList] nickname = ol_tw_to_gate system = Li05 MakeNewFormation = Cruiser2_li_n, walker2, tw_cover1, tw_cover2, tw_cover3 Delay = 3 Avoidance = false GotoVec = goto_cruise, 64935, 226, 27866, 500, true, -1 [ObjList] nickname = ol_lambda_to_gate system = Li05 MakeNewFormation = fighter_basic, lambda2, lambda3, lambda4 Delay = 3 GotoVec = goto_cruise, 64935, 226, 27866, 500, true, -1 [ObjList] nickname = ol_juni_king_to_gate system = Li05 MakeNewFormation = fighter_basic, king Delay = 3 GotoVec = goto_cruise, 64935, 226, 27866, 500, true, -1 [ObjList] nickname = ol_hold Delay = 90000 [ObjList] nickname = juni_follow_z21 Follow = Player, 1500, -50, 0, 100 [ObjList] nickname = king_follow_z21 Follow = Player, 1500, 50, 0, 100 [Trigger] nickname = dst_tw_jgate system = Li05 Cnd_DistShip = inside, walker1, Li05_to_Li01, 15000 Act_SpawnShip = rh_gunboatAK Act_Cloak = rh_gunboatAK, false Act_GiveObjList = rh_gunboatAK, ol_hold Act_SetVibe = rh_gunboatAK, Player, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = rh_gunboatAK, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = drive_friendly, rh_gunboatAK, REP_FRIEND_MAXIMUM Act_SetVibeLbl = drive_friendly, lsfers, REP_FRIEND_MAXIMUM Act_SetVibeLbl = lsfers, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = lsfers, walker1, REP_FRIEND_MAXIMUM Act_SetVibe = rh_gunboatAK, walker1, REP_FRIEND_MAXIMUM Act_SendComm = juni, Player, DX_M11_0803_JUNI Act_ActTrig = com_0803 Act_Invulnerable = li_bship1, true, false, 0.9 Act_Invulnerable = li_bship2, true, false, 0.9 [Trigger] nickname = com_0803 Cnd_CommComplete = DX_M11_0803_JUNI Act_ActTrig = tm_nomadattack [Trigger] nickname = tm_nomadattack Cnd_Timer = 4 Act_SpawnFormation = AKnomads Act_SetVibeLbl = nomads, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = nomads, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = drive_friendly, nomads, REP_FRIEND_MAXIMUM Act_Cloak = AKnomad1, false Act_Cloak = AKnomad3, false Act_Cloak = AKnomad5, false Act_ActTrig = tm_moreuncloak Act_ActTrig = infinite_wing_destroyed [ObjList] nickname = ol_stay_near_Walker GotoShip = goto_cruise, walker1, 1500, true StayInRange = walker1, 2000, true [ObjList] nickname = ol_stay_near_Trent GotoShip = goto_cruise, Player, 800, true StayInRange = Player, 1000, true [Trigger] nickname = tm_moreuncloak Cnd_Timer = 1 Act_Cloak = AKnomad2, false Act_Cloak = AKnomad4, false Act_StartDialog = dlg_nomadattack Act_ActTrig = com_0807 [Dialog] nickname = dlg_nomadattack system = Li05 line = juni, Player, DX_M11_0804_JUNI line = king, Player, DX_M11_0805_KING line = juni, Player, DX_M11_0806_JUNI line = walker1, Player, DX_M11_0807_WALKER [Trigger] nickname = infinite_wing_destroyed Cnd_Destroyed = infinite_wing repeatable = true Act_SpawnShip = AKnomad6, ol_infinite_attack_player, 68986, 135, 32596, 0.5829, 0.01202, 0.8125, -0.0056 Act_SpawnShip = AKnomad7, ol_infinite_attack_player, 68954, 135, 32511, 0.5829, 0.01202, 0.8125, -0.0056 Act_SpawnShip = AKnomad8, ol_infinite_attack_player, 68922, 135, 32426, 0.5829, 0.01202, 0.8125, -0.0056 Act_SpawnShip = AKnomad9, ol_infinite_attack_player, 68890, 135, 32361, 0.5829, 0.01202, 0.8125, -0.0056 Act_SpawnShip = AKnomad10, ol_infinite_attack_player, 68868, 135, 32280, 0.5829, 0.01202, 0.8125, -0.0056 Act_SetVibeLbltoShip = infinite_wing, Player, REP_HOSTILE_MAXIMUM Act_Cloak = infinite_wing, false [ObjList] nickname = ol_infinite_attack_player GotoShip = goto_cruise, Player, 800, true, -1 StayInRange = Player, 1000, true [Trigger] nickname = com_0807 Cnd_CommComplete = DX_M11_0807_WALKER Act_GiveObjList = AKnomads, ol_stay_near_Trent Act_ActTrig = dst_seejgate [Trigger] nickname = dst_seejgate Cnd_DistShip = inside, walker1, Li05_to_Li01, 8000 Act_GiveObjList = hwing2, ol_stay_near_Walker Act_GiveObjList = hwing3, ol_stay_near_Trent Act_GiveObjList = hwing4, ol_stay_near_Walker Act_SendComm = juni, Player, DX_M11_0808_JUNI Act_NagOff = to_ny_gate Act_MarkObj = li_bship1, 1 Act_MarkObj = li_bship2, 1 Act_ActTrig = com_0808 Act_SetVibeLbl = wing3, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = wing3, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = wing4, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = wing4, Player, REP_HOSTILE_THRESHOLD Act_GiveObjList = rh_gunboatAK, ol_stay_near_Walker Act_GiveObjList = hwing2, ol_stay_near_Trent Act_ActTrig = pjh_phoenix Act_ActTrig = tm_phxwhine Act_ActTrig = tm_phxdeath Act_ActTrig = hdec_phxwhine Act_ActTrig = hdec_phxdeath Act_ActTrig = com_0816 Act_GiveObjList = li_bship1, ol_nudgetomiddle Act_Invulnerable = walker2, false [ObjList] nickname = ol_nudgetomiddle system = Li05 GotoVec = goto_no_cruise, 65000, -150, 33591, 300, false [Trigger] nickname = com_0808 Cnd_CommComplete = DX_M11_0808_JUNI Act_PlayMusic = none, none, none, music_no_ally_danger Act_SendComm = walker2, Player, DX_M11_0809_PHOENIX Act_ActTrig = com_0809 [Trigger] nickname = com_0809 Cnd_CommComplete = DX_M11_0809_PHOENIX Act_SendComm = juni, Player, DX_M11_0812_JUNI Act_GiveObjList = tw_cover1, ol_break_formation Act_GiveObjList = tw_cover2, ol_break_formation Act_GiveObjList = tw_cover3, ol_break_formation Act_SetVibeLbl = drive_friendly, wing3, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = drive_friendly, wing4, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = drive_friendly, nomads, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = walker1, wing3, REP_FRIEND_MAXIMUM Act_SetVibeShiptoLbl = walker1, wing4, REP_FRIEND_MAXIMUM Act_SetVibeShiptoLbl = walker1, nomads, REP_FRIEND_MAXIMUM Act_ActTrig = com_0812 [Trigger] nickname = com_0812 Cnd_CommComplete = DX_M11_0812_JUNI Act_GiveObjList = juni, ol_break_formation Act_GiveObjList = king, ol_break_formation Act_SetVibeShiptoLbl = juni, wing3, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = juni, wing4, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = juni, nomads, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = king, wing3, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = king, wing4, REP_HOSTILE_THRESHOLD Act_SetVibeShiptoLbl = king, nomads, REP_HOSTILE_THRESHOLD Act_PlayMusic = none, none, none, music_no_ally_battle Act_SetNNObj = mlog_16 Act_NagDistLeaving = from_akbattle, juni, walker1, 24197, 6000, NAG_ALWAYS Act_SendComm = king, Player, DX_M11_0813_KING [Trigger] nickname = pjh_phoenix Cnd_ProjHit = walker2, 3 Act_LightFuse = walker2, li_cruiser_burning_fuse01 Act_LightFuse = walker2, li_cruiser_burning_fuse02 Act_SendComm = walker2, Player, DX_M11_0810_PHOENIX [Trigger] nickname = tm_phxwhine Cnd_Timer = 35 Act_DeactTrig = hdec_phxwhine Act_SendComm = walker2, Player, DX_M11_0814_PHOENIX [Trigger] nickname = hdec_phxwhine Cnd_HealthDec = walker2, 0.6 Act_DeactTrig = tm_phxwhine Act_SendComm = walker2, Player, DX_M11_0814_PHOENIX [Trigger] nickname = tm_phxdeath Cnd_Timer = 55 Act_DeactTrig = hdec_phxdeath Act_DeactTrig = pjh_phoenix Act_SendComm = walker2, Player, DX_M11_0816_PHOENIX Act_LightFuse = walker2, li_cruiser_body_fuse [Trigger] nickname = hdec_phxdeath Cnd_HealthDec = walker2, 0.2 Act_DeactTrig = tm_phxdeath Act_SendComm = walker2, Player, DX_M11_0816_PHOENIX Act_LightFuse = walker2, li_cruiser_body_fuse [Trigger] nickname = com_0816 Cnd_CommComplete = DX_M11_0816_PHOENIX Act_ActTrig = tm_postphxpause [Trigger] nickname = tm_postphxpause Cnd_Timer = 2 Act_StartDialog = dlg_walkertexashero Act_ActTrig = com_0821 Act_ActTrig = com_0823 Act_SetVibeLbltoShip = hwing3, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = hwing3, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = hwing4, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = hwing4, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibe = li_bship1, walker1, REP_HOSTILE_THRESHOLD Act_SetVibe = li_bship2, walker1, REP_HOSTILE_THRESHOLD [Dialog] nickname = dlg_walkertexashero system = Li05 line = king, Player, DX_M11_0817_KING line = king, Player, DX_M11_0818_KING line = walker1, Player, DX_M11_0819_WALKER line = juni, Player, DX_M11_0820_JUNI line = walker1, Player, DX_M11_0821_WALKER line = juni, Player, DX_M11_0822_JUNI line = walker1, Player, DX_M11_0823_WALKER line = juni, Player, DX_M11_0824_JUNI line = walker1, Player, DX_M11_0825_WALKER line = juni, Player, DX_M11_0826_JUNI line = walker1, king, DX_M11_0829_WALKER line = juni, Player, DX_M11_0830_JUNI line = walker1, Player, DX_M11_0831_WALKER [Trigger] nickname = com_0821 Cnd_CommComplete = DX_M11_0821_WALKER Act_GiveObjList = walker1, ol_break_suicide Act_ActTrig = dst_walker_bship [Trigger] nickname = com_0823 Cnd_CommComplete = DX_M11_0823_WALKER Act_NagOff = from_akbattle Act_CallThorn = missions\m11\M11_Walker1.thn, walker1 Act_ActTrig = stop_player [Trigger] nickname = stop_player Cnd_True = no_params Act_PobjIdle = no_params [ObjList] nickname = ol_break_suicide system = Li05 BreakFormation = no_params Avoidance = false GotoShip = goto_cruise, li_bship2, 50, true [Trigger] nickname = dst_walker_bship system = Li05 Cnd_DistShip = inside, walker1, li_bship2, 1000 Act_CallThorn = missions\m11\M11_Walker2.thn Act_Invulnerable = li_bship1, false Act_Invulnerable = li_bship2, false Act_ActTrig = tm_blastum Act_Invulnerable = walker1, false, true [Trigger] nickname = tm_blastum system = Li05 Cnd_Timer = 1 Act_LightFuse = walker1, li_cruiser_body_fuse Act_LightFuse = li_bship1, l_dreadnought_fuse Act_LightFuse = li_bship2, l_dreadnought_fuse Act_SendComm = juni, Player, DX_M11_0832_JUNI Act_PlayMusic = none, none, none, music_solemn_and_grave Act_ActTrig = tm_blastum2 [Trigger] nickname = tm_blastum2 system = Li05 Cnd_Timer = 3 Act_LightFuse = walker1, walker_instant_death_fuse Act_ActTrig = com_0833 [Dialog] nickname = dlg_postmortem system = Li05 line = king, Player, DX_M11_0833_KING line = juni, Player, DX_M11_0834_JUNI [Trigger] nickname = com_0833 Cnd_Timer = 18 Act_RevertCam = no_params Act_StartDialog = dlg_postmortem Act_SetVibeLbltoShip = nomads, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = drive_friendly, lsfers, REP_HOSTILE_THRESHOLD Act_SetVibe = Li05_to_Li01, Player, REP_FRIEND_MAXIMUM Act_ActTrig = nse_nyagain Act_ActTrig = syx_Li05 Act_Jumper = tw_cover1, true Act_Jumper = tw_cover2, true Act_Jumper = tw_cover3, true Act_ActTrig = com_0834 [Trigger] nickname = com_0834 Cnd_CommComplete = DX_M11_0834_JUNI Act_PlayMusic = none, none, none, music_no_ally_battle Act_SetNNObj = mlog_21 Act_PlayerCanDock = true Act_LockDock = Player, Li05_to_Li01, unlock Act_NagDistLeaving = from_ak, king, Li05_to_Li01, 24187, 1, NAG_ALWAYS ;[Trigger] ;nickname = sye_nyagain ;system = Li01 ;Cnd_SystemEnter = Li01 ;Act_SpawnFormation = hwing3, 79155, 200, 12051, 0.7, 0, -0.7, 0 ;Act_Cloak = hwing3a, false ;Act_Cloak = hwing3b, false ;Act_Cloak = hwing3c, false ;Act_GiveObjList = hwing3, ol_attack_sor_Li01to05 ;Act_NagOff = from_ak ;Act_LockDock = Player, Li01_to_Li05, lock [Trigger] nickname = syx_Li05 Cnd_SystemExit = Li05 Act_SetNNObj = mlog_clear Act_DeactTrig = infinite_wing_destroyed [Trigger] nickname = nse_nyagain system = Li01 Cnd_NPCSystemEnter = Li01, tw_cover1, tw_cover2, tw_cover3, lambda2, lambda3, lambda4, juni, king, Player Act_GiveObjList = juni, ol_break_formation Act_ActTrig = ny2_init Act_LockDock = Player, Li01_to_Li05, lock [Trigger] nickname = ny2_init system = Li01 Cnd_True = no_params Act_PlayMusic = none, none, none, music_dangerous_chase Act_RandomPopSphere = 60040, -400, 19577, 10000, ON Act_RandomPopSphere = 60040, -400, 19577, 15000, off Act_PlayerCanDock = false Act_LockDock = Player, Li01_to_Li05, lock Act_SpawnFormation = ny2_nomads Act_GiveObjList = ny2_nomads, ol_stay_near_player Act_Cloak = ny2_nomads, false Act_SetVibeLbl = ny2_nomads, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = drive_friendly, ny2_nomads, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = ny2_nomads, Player, REP_HOSTILE_THRESHOLD Act_SpawnShip = li_cruiser1 Act_SpawnShip = li_cruiser2 Act_SpawnShip = li_cruiser3 Act_Cloak = li_cruiser1, false Act_Cloak = li_cruiser2, false Act_Cloak = li_cruiser3, false Act_GiveObjList = li_cruiser2, ol_hold Act_SpawnSolar = hostile_plat1 Act_SpawnShip = li_bshipA Act_Cloak = li_bshipA, false Act_SetVibeLbltoShip = lsfers, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = drive_friendly, lsfers, REP_FRIEND_MAXIMUM Act_SetVibeLbl = lsfers, drive_friendly, REP_FRIEND_MAXIMUM Act_SetVibe = Li01_to_Li05, Player, REP_HOSTILE_MAXIMUM Act_SetVibeShiptoLbl = Li01_to_Li05, drive_friendly, REP_HOSTILE_MAXIMUM Act_SendComm = king, Player, DX_M11_0834b_KING Act_ActTrig = dst_mouth Act_MarkObj = king, 1 Act_MarkObj = juni, 1 Act_Invulnerable = juni, true, false, 0.9 Act_Invulnerable = king, true, false, 0.9 Act_GiveObjList = king, ol_break_formation Act_GiveObjList = juni, ol_break_formation Act_GiveObjList = tw_cover1, ol_break_formation Act_GiveObjList = tw_cover2, ol_break_formation Act_GiveObjList = tw_cover3, ol_break_formation Act_GiveObjList = lambda1, ol_break_formation Act_GiveObjList = lambda2, ol_break_formation Act_GiveObjList = lambda3, ol_break_formation Act_GiveObjList = lambda4, ol_break_formation Act_ActTrig = com_0834b [Trigger] nickname = com_0834b Cnd_CommComplete = DX_M11_0834b_KING Act_SetNNObj = mlog_22 Act_NagDistTowards = POS, to_osiris, juni, 63990, -100, 18337, 24190, 2000, NAG_ALWAYS Act_GiveObjList = lambda1, ol_lambda_frm Act_GiveObjList = tw_cover1, ol_tw_cover_frm Act_GiveObjList = juni, ol_goto_mouth Act_GiveObjList = king, ol_goto_mouth Act_AdjHealth = juni, 0.7 Act_AdjHealth = king, 0.7 [ObjList] nickname = ol_tw_cover_frm BreakFormation = no_params MakeNewFormation = fighter_basic, tw_cover2, tw_cover3, juni, king GotoVec = goto_cruise, 79080, -100, 12855, 500, true GotoVec = goto_cruise, 63990, -100, 18337, 4500, true [ObjList] nickname = ol_goto_mouth BreakFormation = no_params GotoVec = goto_cruise, 63990, -100, 18337, 4000, true Delay = 999999 [ObjList] nickname = ol_lambda_frm BreakFormation = no_params MakeNewFormation = fighter_basic, lambda2, lambda3, lambda4 GotoVec = goto_cruise, 79080, 100, 12900, 500, true GotoVec = goto_cruise, 63990, 100, 18450, 4500, true Delay = 999999 [ObjList] nickname = ol_attack_sor_Li01to05 StayOutofRange = Li01_to_Li05, 1000 SetPriority = NORMAL GotoShip = goto_cruise, Player, 700, true [ObjList] nickname = ol_stay_near_player GotoShip = goto_cruise, Player, 200, false StayInRange = Player, 500, true [Trigger] nickname = dst_mouth system = Li01 Cnd_DistVec = inside, Player, 63990, -100, 18337, 5000 Act_SpawnFormation = chaserwing3 Act_Cloak = chaser3-1, false Act_Cloak = chaser3-3, false Act_Cloak = chaser3-2, false Act_Cloak = chaser3-4, false Act_MarkObj = li_cruiser1, 1 Act_MarkObj = li_cruiser2, 1 Act_MarkObj = li_cruiser3, 1 Act_MarkObj = li_bshipA, 1 Act_GiveObjList = chaserwing3, ol_attack_slowdie Act_SetVibeLbltoShip = lsfers, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = drive_friendly, lsfers, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = lsfers, drive_friendly, REP_HOSTILE_THRESHOLD Act_SendComm = juni, Player, DX_M11_0990_JUNI Act_NagOff = to_osiris Act_ActTrig = com_0990 Act_ActTrig = stop_player Act_GiveObjList = lambda1, ol_attack_battleship Act_GiveObjList = tw_cover1, ol_attack_battleship Act_ActTrig = tm_osiris_in [ObjList] nickname = ol_attack_battleship GotoShip = goto_cruise, li_bshipA, 200, false StayInRange = li_bshipA, 500, true [Trigger] nickname = com_0990 Cnd_CommComplete = DX_M11_0990_JUNI Act_PlayMusic = none, none, none, music_reveal_enemy_position_of_strength Act_SendComm = li_bshipA, Player, DX_M11_1030_vengeance Act_ActTrig = com_1030_vengeance Act_SpawnFormation = chaserwing Act_Cloak = chaser1, false Act_Cloak = chaser2, false Act_Cloak = chaser3, false Act_Cloak = chaser4, false Act_GiveObjList = chaserwing, ol_attack_slowdie Act_SetVibeLbltoShip = lsfers, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = drive_friendly, lsfers, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = lsfers, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = lsfers, lsfers, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = drive_friendly, li_bshipA, REP_HOSTILE_THRESHOLD [Trigger] nickname = com_1030_vengeance Cnd_CommComplete = DX_M11_1030_vengeance Act_SendComm = king, Player, DX_M11_1040_KING Act_ActTrig = com_1040 [Trigger] nickname = com_1040 Cnd_CommComplete = DX_M11_1040_KING Act_SendComm = juni, Player, DX_M11_1050_JUNI Act_PlayMusic = none, none, none, music_li_battle Act_SetNNObj = mlog_26 Act_GiveObjList = juni, ol_hold_fight Act_GiveObjList = king, ol_hold_fight [ObjList] nickname = ol_hold_fight Delay = 6 SetPriority = NORMAL [ObjList] nickname = ol_attack_slowdie GotoShip = goto_cruise, Player, 1200, true [Trigger] nickname = tm_osiris_in system = Li01 Cnd_Timer = 30 Act_SpawnSolar = osiris2 Act_CallThorn = missions\m11\M11_Osiris.thn, osiris2 Act_PlayMusic = none, none, none, music_victory Act_ActTrig = stop_player Act_Invulnerable = osiris2, true, false, 0.9 Act_ActTrig = delay_pjh_libshipA Act_SetVibeLbltoShip = lsfers, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = drive_friendly, lsfers, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = lsfers, drive_friendly, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = lsfers, osiris2, REP_HOSTILE_THRESHOLD Act_SetVibe = osiris2, li_cruiser2, REP_FRIEND_MAXIMUM Act_SetVibe = osiris2, li_cruiser1, REP_FRIEND_MAXIMUM Act_SetVibe = osiris2, li_cruiser3, REP_FRIEND_MAXIMUM Act_SetVibe = osiris2, li_bshipA, REP_FRIEND_MAXIMUM Act_SetVibeLbltoShip = nomads, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLbltoShip = drive_friendly, li_bshipA, REP_HOSTILE_THRESHOLD Act_ActTrig = mission_completed Act_ActTrig = tm_o_dialog [Trigger] nickname = delay_pjh_libshipA Cnd_Timer = 2 Act_ActTrig = pjh_li_cruiser1 Act_ActTrig = pjh_li_cruiser2 Act_ActTrig = pjh_li_cruiser3 [Trigger] nickname = tm_o_dialog system = Li01 Cnd_Timer = 3 Act_SetVibe = osiris2, Player, REP_FRIEND_MAXIMUM Act_Cloak = osiris2, false Act_ActTrig = com_1101 Act_SendComm = Player, Player, DX_M11_1080_TRENT Act_ActTrig = com_1080 [Trigger] nickname = pjh_li_cruiser1 Cnd_ProjHit = li_cruiser1, 1, osiris2 Act_LightFuse = li_cruiser1, li_cruiser_body_fuse [Trigger] nickname = pjh_li_cruiser2 Cnd_ProjHit = li_cruiser2, 1, osiris2 Act_LightFuse = li_cruiser2, li_cruiser_body_fuse [Trigger] nickname = pjh_li_cruiser3 Cnd_ProjHit = li_cruiser3, 1, osiris2 Act_LightFuse = li_cruiser3, li_cruiser_body_fuse [Trigger] nickname = com_1080 Cnd_CommComplete = DX_M11_1080_TRENT Act_SetVibe = osiris2, li_bshipA, REP_HOSTILE_MAXIMUM Act_SetVibe = osiris2, li_cruiser2, REP_HOSTILE_MAXIMUM Act_SetVibe = osiris2, li_cruiser1, REP_HOSTILE_MAXIMUM Act_SetVibe = osiris2, li_cruiser3, REP_HOSTILE_MAXIMUM Act_SendComm = osiris2, Player, DX_M11_1100_ORILLION Act_ActTrig = com_1100 [Trigger] nickname = com_1100 Cnd_CommComplete = DX_M11_1100_ORILLION Act_RevertCam = no_params Act_PlayMusic = none, none, none, music_anticipation_motivated Act_SendComm = juni, Player, DX_M11_1101_JUNI Act_SetNNObj = mlog_24 [Trigger] nickname = com_1101 Cnd_CommComplete = DX_M11_1101_JUNI Act_SetVibeLbltoShip = lsfers, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = li_bshipA, Player, REP_HOSTILE_THRESHOLD Act_PlayerCanDock = false, osiris2 Act_NagDistLeaving = osiris_nag, juni, osiris2, 24192, 1, NAG_ALWAYS Act_ActTrig = bse_osiris2 [Trigger] nickname = bse_osiris2 system = Li01 Cnd_SpaceExit = no_params Act_NNIds = 31120, HISTORY Act_AdjAcct = 10000 Act_LockDock = Player, Li01_to_Li04_hole, unlock Act_LockDock = Player, Li04_to_Li01_hole, unlock Act_LockDock = Player, Li01_12, unlock Act_LockDock = Player, Li01a_to_Li01b_hole, unlock Act_LockDock = Player, Li01b_to_Li01a_hole, unlock [Trigger] nickname = mission_completed Cnd_SpaceExit = no_params Act_ChangeState = SUCCEED