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