[Mission] npc_ship_file = missions\m02\npcships.ini [NPC] nickname = Ashcroft npc_ship_arch = MSN02_Ashcroft individual_name = 216206 affiliation = fc_lr_grp voice = ashcroft_voice_m02 space_costume = pi_pirate4_head, pi_pirate8_body, comm_rh_alaric [NPC] nickname = Escort npc_ship_arch = MSN02_Ashcroft_Escort individual_name = 196888 affiliation = fc_lr_grp space_costume = pi_pirate4_head, pi_pirate8_body, comm_pi_pirate [NPC] nickname = Burning_Transport npc_ship_arch = MSN02_Burning_Transport affiliation = li_lsf_grp individual_name = 216205 [NPC] nickname = Cosmo affiliation = co_me_grp individual_name = 216208 npc_ship_arch = MSN02_Cosmo voice = cosmo_voice_m02 space_costume = ge_male3_head, sc_scientist3_body, comm_ge_generic2 [NPC] nickname = transport_m02 affiliation = co_me_grp npc_ship_arch = MSN02_Ashcroft_Transport space_costume = li_captain_head, li_male_elite_body, comm_ge_generic1 individual_name = 237057 [NPC] nickname = King npc_ship_arch = MSN02_King voice = King space_costume = li_scrote_head, li_scrote_body, comm_li_hatcher affiliation = li_lsf_grp individual_name = 216201 [NPC] nickname = juni_m02 npc_ship_arch = MSN02_King voice = juni space_costume = pl_female4_head, li_hatcher_body affiliation = li_lsf_grp individual_name = 216200 [NPC] nickname = BS_Unity npc_ship_arch = MSN02_Battleship_Unity individual_name = 216203 affiliation = li_n_grp voice = unity_voice_m02 space_costume = pl_female1_head, li_female_elite_body [NPC] nickname = police npc_ship_arch = MSN02_Liberty_Police voice = pilot_f_leg_m01 space_costume = li_captain_head, li_male_guard_body, comm_ge_generic2 affiliation = li_p_grp individual_name = 196848 [NPC] nickname = jonnie_law npc_ship_arch = MSN02_Liberty_Police affiliation = li_p_grp voice = pilot_f_mil_m02 space_costume = li_captain_head, li_male_guard_body, comm_ge_generic2 individual_name = 196848 [NNObjective] nickname = null state = HIDDEN type = ids, 21660 [NNObjective] nickname = talk_to_juni state = HIDDEN type = ids, 22285 [NNObjective] nickname = meet_juni state = HIDDEN type = ids, 22210 [NNObjective] nickname = first_launch state = HIDDEN type = ids, 22220 [NNObjective] nickname = meet_king state = HIDDEN type = navmarker, Li01, 22220, 22220, -33112, 0, -27341 [NNObjective] nickname = take_tl1 state = HIDDEN type = rep_inst, Li01, 22225, 25225, -28267, 0, -30104, Li01_Trade_Lane_Ring_146 [NNObjective] nickname = take_tl2 state = HIDDEN type = rep_inst, Li01, 22225, 25225, 36208, 0, -52369, Li01_Trade_Lane_Ring_16 [NNObjective] nickname = take_tl3 state = HIDDEN type = rep_inst, Li03, 22255, 1, 4997, 0, 81909, Li03_Trade_Lane_Ring_57 [NNObjective] nickname = take_tl4 state = HIDDEN type = rep_inst, Li01, 22225, 1, 11163, 0, -78469, Li01_Trade_Lane_Ring_20 [NNObjective] nickname = take_tl5 state = HIDDEN type = rep_inst, Li01, 22225, 1, 5929, 0, 49085, Li01_Trade_Lane_Ring_178 [NNObjective] nickname = jump state = HIDDEN type = rep_inst, Li03, 22230, 1, -12831, 0, -81511, Li01_to_Li03 [NNObjective] nickname = follow_again state = HIDDEN type = navmarker, Li03, 22235, 1, 6311, 0, 81989 [NNObjective] nickname = start_scanning state = HIDDEN type = navmarker, Li03, 22240, 25240, 6311, 0, 81989 [NNObjective] nickname = engage_cosmo state = HIDDEN type = ids, 22245 [NNObjective] nickname = stand_down state = HIDDEN type = ids, 22250 ;[NNObjective] ;nickname = search ;state = HIDDEN ;type = rep_inst, Li03, 22255, 1, 4997, 0, 81909, Li03_Trade_Lane_Ring_57 [NNObjective] nickname = defend_station state = HIDDEN type = ids, 22256 [NNObjective] nickname = hunt state = HIDDEN type = rep_inst, Li03, 22260, 1, -29171, 0, 47789, Transport1 [NNObjective] nickname = hunt2 state = HIDDEN type = navmarker, Li03, 22262, 1, -22099, 0, 75896 [NNObjective] nickname = destroy_ashcroft state = HIDDEN type = ids, 22263 [NNObjective] nickname = destroy_rogues state = HIDDEN type = ids, 22269 [NNObjective] nickname = tractor state = HIDDEN type = ids, 22265 [NNObjective] nickname = goto_gate state = HIDDEN type = rep_inst, Li03, 22267, 1, 6728, 0, 86000, Li03_to_Li01 [NNObjective] nickname = dock_li03_to_li01 state = HIDDEN type = rep_inst, Li03, 22268, 1, 6728, 0, 86000, Li03_to_Li01 [NNObjective] nickname = engage_rogues state = HIDDEN type = ids, 22269 [NNObjective] nickname = destroy_ashcroft state = HIDDEN type = ids, 22263 [NNObjective] nickname = return state = HIDDEN type = rep_inst, Li01, 22270, 1, 6728, 0, 86000, Li01_03 [NNObjective] nickname = dock_missouri state = HIDDEN type = rep_inst, Li01, 22275, 1, 6728, 0, 86000, Li01_03 [MsnShip] nickname = Thug1 NPC = Escort label = thug random_name = true position = -22099, 0, 75896 [MsnShip] nickname = Thug2 NPC = Escort label = thug random_name = true position = -22099, 0, 75876 [MsnShip] nickname = Thug3 NPC = Escort label = thug random_name = true position = -22099, 0, 75856 [MsnShip] nickname = Thug4 NPC = Escort label = thug random_name = true position = -22099, 0, 75836 [MsnShip] nickname = police1 NPC = police random_name = true label = police [MsnShip] nickname = police2 NPC = police random_name = true label = police [MsnShip] nickname = police3 NPC = police random_name = true label = police [MsnShip] nickname = police4 NPC = police random_name = true label = police [MsnShip] nickname = Ashcroft NPC = Ashcroft label = thug label = Ashcroft position = -28500, 0, 51100 [MsnShip] nickname = Escort1 NPC = Escort label = Escort label = thugs random_name = true [MsnShip] nickname = Escort2 NPC = Escort label = Escort label = thugs random_name = true [MsnShip] nickname = AshEscort1 NPC = Escort label = Escort label = thugs random_name = true [MsnShip] nickname = AshEscort2 NPC = Escort label = Escort label = thugs random_name = true [MsnShip] nickname = Transport1 NPC = transport_m02 position = -28904, 0, 48313 random_name = true label = Transport1 [MsnShip] nickname = Transport2 NPC = transport_m02 position = -29078, 0, 48376 random_name = true label = Transport2 [MsnShip] nickname = King NPC = King position = -33244, 0, -28102 orientation = 0.7783, -0.0004, -0.6279, -0.0025 jumper = true label = us [MsnShip] nickname = BS_Unity NPC = BS_Unity position = -12940, 0, -79717 [MsnShip] nickname = juni NPC = juni_m02 position = 95000, 95000, 95000 [MsnShip] nickname = PTransport2 NPC = transport_m02 random_name = true [MsnShip] nickname = PEscort1 NPC = Cosmo [MsnShip] nickname = PTransport1 NPC = transport_m02 random_name = true [MsnShip] nickname = badguy1 NPC = Escort position = -36297, 0, 26444 label = badguy random_name = true [MsnShip] nickname = badguy2 NPC = Escort position = -36297, 0, 26464 label = badguy random_name = true [MsnShip] nickname = badguy3 NPC = Escort position = -36297, 0, 26484 label = badguy random_name = true [MsnShip] nickname = badguy4 NPC = Escort position = -36297, 0, 26424 label = badguy random_name = true [MsnShip] nickname = badguy5 NPC = Escort position = -36297, 0, 26404 label = badguy random_name = true [MsnShip] nickname = badguy6 NPC = Escort position = -36277, 0, 26444 label = badguy random_name = true [MsnShip] nickname = Burning_Transport NPC = Burning_Transport orientation = 0.947, -0.0461, 0.306, -0.0858 position = -36339, 22, 25854 label = transport_friend [MsnShip] nickname = jailbreak_wing1_1 NPC = Escort label = jailbreak_wing init_objectives = no_ol random_name = true [MsnShip] nickname = jailbreak_wing1_2 NPC = Escort label = jailbreak_wing init_objectives = no_ol random_name = true [MsnShip] nickname = jailbreak_wing1_3 NPC = Escort label = jailbreak_wing init_objectives = no_ol random_name = true [MsnShip] nickname = jailbreak_wing1_4 NPC = Escort label = jailbreak_wing init_objectives = no_ol random_name = true [MsnShip] nickname = jonnie_law1_1 NPC = jonnie_law label = jonnie_law init_objectives = cruise_to_player_obj random_name = true arrival_obj = Li01_11 [MsnShip] nickname = jonnie_law1_2 NPC = jonnie_law label = jonnie_law init_objectives = cruise_to_player_obj random_name = true arrival_obj = Li01_11 [MsnShip] nickname = jonnie_law1_3 NPC = jonnie_law label = jonnie_law init_objectives = cruise_to_player_obj random_name = true arrival_obj = Li01_11 [MsnShip] nickname = jonnie_law1_4 NPC = jonnie_law label = jonnie_law init_objectives = cruise_to_king random_name = true arrival_obj = Li01_11 [MsnShip] nickname = jonnie_law1_5 NPC = jonnie_law label = jonnie_law init_objectives = cruise_to_king random_name = true arrival_obj = Li01_11 [MsnFormation] nickname = police position = -29171, 0, 49789 orientation = -0.1858, 0.0003, 0.9826, 0.0015 formation = delta_flat ship = police1 ship = police2 ship = police3 ship = police4 [MsnFormation] nickname = ashcroft_convoy position = -29194, 0, 48000 orientation = -0.1858, 0.0003, 0.9826, 0.0015 formation = transport2_liberty ship = Escort1 ship = Escort2 ship = AshEscort1 ship = AshEscort2 [MsnFormation] nickname = practice_convoy position = -13296, 0, 56203 orientation = -0.3172, 0, 0.9484, 0 formation = transport2_liberty ship = PTransport1 ship = PTransport2 ship = PEscort1 [MsnFormation] nickname = jailbreak_wing position = 5412, 152, -49640 orientation = -0.1858, 0.0003, 0.9826, 0.0015 formation = fighter_basic ship = jailbreak_wing1_1 ship = jailbreak_wing1_2 ship = jailbreak_wing1_3 ship = jailbreak_wing1_4 [Trigger] nickname = general_triggers system = Li01 Cnd_True = no_params Act_ActTrig = king_dies Act_ActTrig = pod_dies Act_ActTrig = play_music Act_Invulnerable = King, true, false, 0.9 [Trigger] nickname = king_dies system = ANY Cnd_Destroyed = King, 1, ALL_IGNORE_LANDING Act_ChangeState = FAIL, 21960 [Trigger] nickname = pod_dies system = ANY Cnd_Destroyed = ashcroft_pod, 1, EXPLODE Act_ChangeState = FAIL, 22355 [Trigger] nickname = play_music system = Li01 Cnd_True = no_params Act_PlayMusic = music_omega_space, music_omega_danger, music_omega_battle [Trigger] nickname = key_offer Cnd_True = no_params InitState = ACTIVE Act_ActTrig = lce_bar_li01_01 Act_SetNNObj = meet_juni Act_ActTrig = beginning_ether Act_NNIds = 30200, HISTORY Act_ActTrig = entered_the_system Act_ActTrig = meet_on_manhattan Act_ActTrig = keep_door_open [Trigger] nickname = keep_door_open Cnd_True = no_params repeatable = true Act_SetVibeOfferBaseHack = dock_ring_Li01_01 [Trigger] nickname = entered_the_system Cnd_True = no_params Act_NNPath = 22210, 22210, dock_ring_Li01_01, Li01 [Trigger] nickname = beginning_ether system = Li01 Cnd_InSpace = true Act_EtherComm = juni, 216200, Player, dx_m02_0000_Juni, -1, pl_female4_head, li_hatcher_body [Trigger] nickname = meet_on_manhattan Cnd_LocEnter = Cityscape, Li01_01_base Act_SetNNObj = meet_juni, OBJECTIVE [Trigger] nickname = lce_bar_li01_01 Cnd_LocEnter = Bar, Li01_01_base Act_AddRTC = missions\m02\M002_s009a_Li01_01_offer.ini Act_ActTrig = mrp_reject Act_ActTrig = mrp_accept Act_ActTrig = write_mission_log Act_DeactTrig = entered_the_system Act_DeactTrig = meet_on_manhattan Act_SetNNObj = talk_to_juni [Trigger] nickname = mrp_reject Cnd_MsnResponse = reject Act_RemoveRTC = missions\m02\M002_s009a_Li01_01_offer.ini Act_AddRTC = missions\m02\M002_s009d_Li01_01_reoffer.ini, repeatable [Trigger] nickname = write_mission_log Cnd_MsnResponse = reject Act_NNIds = 30210, HISTORY [Trigger] nickname = mrp_accept Cnd_MsnResponse = accept Act_RemoveRTC = missions\m02\M002_s009d_Li01_01_reoffer.ini Act_AddRTC = missions\m02\M002_s010x_Li01_01_nrml.ini Act_ActTrig = spe_li01_01 Act_SetTitle = 22200 Act_SetOffer = 22205 Act_SetNNObj = first_launch Act_DeactTrig = mrp_reject Act_RandomPopSphere = -30642, 0, -29671, 6000, off Act_RandomPop = false Act_ActTrig = exit_base Act_DeactTrig = beginning_ether Act_NNIds = 30205, HISTORY Act_ActTrig = entering_cityscape Act_DeactTrig = keep_door_open [Trigger] nickname = entering_cityscape Cnd_LocEnter = Cityscape, Li01_01_base Act_NNIds = 30215, HISTORY [Trigger] nickname = exit_base Cnd_BaseExit = Li01_01_base Act_SetNNObj = meet_king [Trigger] nickname = spe_li01_01 Cnd_SpaceEnter = no_params Act_ActTrig = start_init Act_SetNNObj = null, OBJECTIVE_HISTORY [Trigger] nickname = start_init system = Li01 Cnd_True = no_params Act_SpawnShip = King Act_ActTrig = general_triggers Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD Act_ActTrig = flytocolorado_end Act_SpawnShip = BS_Unity Act_ActTrig = wait_for_player Act_LockDock = Player, Li01_to_Li03, lock Act_LockDock = Player, Li03_to_Li01, lock Act_LockDock = Player, Li01_03, lock Act_PlayerCanDock = false, Li01_to_Li03, Li03_to_Li01, Li01_03 Act_StartDialog = king_intro Act_ActTrig = space_enter Act_SetVibe = Li01_to_Li03, Player, REP_FRIEND_THRESHOLD Act_SetVibe = BS_Unity, Player, REP_FRIEND_THRESHOLD Act_SetVibe = dock_ring_Li01_01, Player, REP_FRIEND_THRESHOLD Act_SetVibe = Li01_06, Player, REP_FRIEND_THRESHOLD Act_PlayerEnemyClamp = 2, 3 [Trigger] nickname = space_enter system = Li01 Cnd_Timer = 1 Act_CallThorn = missions\m02\m02_space_enter.thn, Player Act_MarkObj = King, 1 Act_ActTrig = after_launch [Trigger] nickname = after_launch system = Li01 Cnd_LaunchComplete = Player Act_ActTrig = relocate_timer [Trigger] nickname = relocate_timer system = Li01 Cnd_Timer = 1 Act_RelocateShip = Player, -33244, 10, -28082, 0.7783, -0.0004, -0.6279, -0.0025 Act_PobjIdle = no_params Act_ActTrig = order_player Act_ActTrig = thorn_timer [Trigger] nickname = thorn_timer system = Li01 Cnd_Timer = 2 Act_CallThorn = missions\m02\m02_king_01.thn, Player [Trigger] nickname = order_player system = Li01 Cnd_True = no_params Act_GiveObjList = Player, follow_king [ObjList] system = Li01 nickname = follow_king Avoidance = false follow = King, 1500, -20, 0, -20 [Trigger] nickname = wait_for_player system = Li01 Cnd_DistShip = inside, Player, King, 150 Act_ActTrig = dialog_enter Act_ActTrig = dialog_exit Act_ActTrig = dialog_second Act_GiveObjList = King, king_goto_tradelane [ObjList] system = Li01 nickname = king_goto_tradelane Avoidance = false GotoVec = goto_no_cruise, -28789, 0, -29929, 400, false [Trigger] nickname = dialog_enter system = Li01 Cnd_DistVec = inside, Player, -28789, 0, -29929, 600 Act_GiveObjList = King, avoidance_on Act_GiveObjList = Player, stop_player Act_RevertCam = no_params Act_ActTrig = tradelane_watcher Act_ActTrig = entering_tradelane Act_SendComm = King, Player, DX_m02_0110_KING Act_ActTrig = delay_first_objective Act_PlayerCanTradelane = false, Li01_Trade_Lane_Ring_146, Li01_Trade_Lane_Ring_141 Act_Save = key_save_first_save_game, 32205 Act_GiveObjList = Player, avoid [ObjList] system = Li01 nickname = avoid Avoidance = true [Trigger] nickname = key_save_first_save_game system = Li01 Cnd_SpaceEnter = Li01 Act_SetInitialPlayerPos = -28936, 0, -29266, 0.830744, 0.001137, -0.556648, -0.002652 Act_SpawnShip = King, avoidance_on, -28560, 0, -29633 Act_SetNNObj = take_tl1 Act_ActTrig = tradelane_watcher Act_ActTrig = entering_tradelane Act_ActTrig = dialog_exit Act_SpawnShip = BS_Unity Act_ActTrig = dialog_second Act_ActTrig = flytocolorado_end Act_SetVibe = Li01_to_Li03, Player, REP_FRIEND_THRESHOLD Act_SetVibe = BS_Unity, Player, REP_FRIEND_THRESHOLD Act_SetVibe = dock_ring_Li01_01, Player, REP_FRIEND_THRESHOLD Act_SetVibe = Li01_06, Player, REP_FRIEND_THRESHOLD Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD Act_MarkObj = King, 1 Act_ActTrig = general_triggers [Trigger] nickname = delay_first_objective system = Li01 Cnd_CommComplete = DX_m02_0110_KING Act_SetNNObj = take_tl1 [ObjList] system = Li01 nickname = avoidance_on Avoidance = true BreakFormation = no_params follow = Player, 1500, -100, 50, -200 [Trigger] nickname = entering_tradelane system = Li01 Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_146, Li01_Trade_Lane_Ring_145 Act_StartDialog = engaging_tradelane Act_LockManeuvers = true Act_ActTrig = clean_watcher Act_SetNNObj = null, OBJECTIVE_HISTORY [ObjList] system = Li01 nickname = stop_player Idle = no_params [ObjList] system = Li01 nickname = stop_king [Trigger] nickname = dialog_exit system = Li01 Cnd_TLExited = Player, Li01_Trade_Lane_Ring_141 Act_StartDialog = leaving_tradelane Act_SetNNObj = take_tl2 Act_LockManeuvers = false Act_ActTrig = tradelane_watcher Act_PlayerCanTradelane = false, Li01_Trade_Lane_Ring_16, Li01_Trade_Lane_Ring_20 [Trigger] nickname = dialog_second system = Li01 Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_16, Li01_Trade_Lane_Ring_17 Act_StartDialog = second_tradelane Act_LockManeuvers = true Act_ActTrig = exiting_second_tradelane Act_ActTrig = clean_watcher Act_SetNNObj = null, OBJECTIVE_HISTORY [Trigger] nickname = exiting_second_tradelane system = Li01 Cnd_TLExited = Player, Li01_Trade_Lane_Ring_20 Act_LockManeuvers = false [Dialog] nickname = king_intro system = Li01 line = King, Player, DX_m02_0100_KING, 1, 0 line = Player, King, DX_m02_0101_TRENT, 1, 0 line = King, Player, DX_m02_0102_KING, 1, 0 line = Player, King, DX_m02_0103_TRENT, 1, 0 line = Player, King, DX_m02_0104_TRENT, 1, 0 line = King, Player, DX_m02_0105_KING, 1, 0 line = Player, King, DX_m02_0106_TRENT, 1, 0 line = Player, King, DX_m02_0107_TRENT, 1, 0 line = King, Player, DX_m02_0109_KING, 1, 0 [Dialog] nickname = engaging_tradelane system = Li01 line = King, Player, DX_m02_0130_KING, 5, 0 [Dialog] nickname = leaving_tradelane system = Li01 line = King, Player, DX_m02_0150_KING, 5, 0 [Dialog] nickname = second_tradelane system = Li01 line = King, Player, DX_m02_0160_KING, 4, 0 [Trigger] nickname = flytocolorado_end system = Li01 Cnd_DistVec = inside, Player, -12831, 0, -81511, 3200 Act_ActTrig = jumpcolorado_init [Trigger] nickname = jumpcolorado_init system = Li01 Cnd_True = no_params Act_StartDialog = leaving_second Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD Act_ActTrig = comm_0451_trent Act_ActTrig = jumpcolorado_end Act_MarkObj = King, 1 Act_SetNNObj = null, OBJECTIVE_HISTORY Act_ActTrig = line_230 [Dialog] nickname = leaving_second system = Li01 line = BS_Unity, Player, DX_m02_0170_BATTLESHIPUNITY, 4, 9 line = King, Player, DX_m02_0180_KING, 8, 0 line = BS_Unity, Player, DX_m02_0220_BATTLESHIPUNITY, 4, 0 line = King, Player, DX_m02_0230_KING, 3, 0 [Trigger] nickname = line_230 system = Li01 Cnd_CommComplete = DX_m02_0230_KING Act_NagDistLeaving = nag1, King, Li01_to_Li03, 21975, 1 [Trigger] nickname = comm_0451_trent system = Li01 Cnd_CommComplete = DX_m02_0220_BATTLESHIPUNITY Act_SetNNObj = jump Act_LockDock = Player, Li01_to_Li03, unlock Act_ActTrig = inside_jumpgate Act_NagOff = nag2 [Trigger] nickname = inside_jumpgate system = Li01 Cnd_DistVec = inside, Player, -12831, 0, -81511, 700 Act_SendComm = King, Player, DX_m02_0250_KING Act_RandomPop = true Act_ActTrig = clear_waypoint [Trigger] nickname = clear_waypoint system = ANY Cnd_SystemExit = ANY Act_SetNNObj = null, OBJECTIVE_HISTORY Act_PobjIdle = no_params [Trigger] nickname = jumpcolorado_end system = Li03 Cnd_NPCSystemEnter = Li03, King, Player Act_SetNNHidden = jump, true Act_SetNNObj = null, OBJECTIVE_HISTORY Act_DeactTrig = comm_0451_trent Act_ActTrig = practicescan_init Act_NagOff = nag1 Act_NNIds = 30220, HISTORY [Trigger] nickname = practicescan_init system = Li03 Cnd_True = no_params Act_SpawnShip = juni Act_ActTrig = begin_scene Act_SetNNHidden = jump, true Act_SetNNObj = null, OBJECTIVE_HISTORY Act_ActTrig = dst_trig Act_PlayerCanDock = false, Li01_to_Li03, Li03_to_Li01, Li01_03 [Trigger] nickname = begin_scene system = Li03 Cnd_DistShip = inside, King, Player, 3000 Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD Act_StartDialog = welcome_colorado Act_ActTrig = begin_checker Act_GiveObjList = King, king_move Act_MarkObj = King, 1 Act_ActTrig = delay_after_entering Act_Invulnerable = Li03_Trade_Lane_Ring_57, true Act_Invulnerable = Li03_Trade_Lane_Ring_58, true Act_Invulnerable = Li03_Trade_Lane_Ring_59, true Act_Invulnerable = Li03_Trade_Lane_Ring_60, true Act_Invulnerable = Li03_Trade_Lane_Ring_61, true [Trigger] nickname = delay_after_entering system = Li03 Cnd_CommComplete = DX_m02_0255_KING Act_SetNNObj = follow_again [Dialog] nickname = welcome_colorado system = Li03 line = King, Player, DX_m02_0255_KING, 11, 0 line = juni, Player, DX_m02_0260_JUNI, 12, 0 line = King, Player, DX_m02_0290_KING, 11, 0 [Trigger] nickname = dst_trig system = Li03 Cnd_DistVec = inside, Player, 6311, 0, 81989, 200 Act_ActTrig = king_scanned [Trigger] nickname = begin_checker system = Li03 Cnd_CommComplete = DX_m02_0290_KING Act_ActTrig = timer_checker Act_ActTrig = complain_timer [Trigger] nickname = timer_checker system = Li03 Cnd_DistVec = inside, Player, 6311, 0, 81989, 500 Act_DeactTrig = complain_timer Act_DeactTrig = failure_timer [Trigger] nickname = complain_timer system = Li03 Cnd_Timer = 30 Act_SendComm = King, Player, DX_M02_0291_KING Act_ActTrig = failure_timer [Trigger] nickname = failure_timer system = Li03 Cnd_Timer = 60 Act_ChangeState = FAIL, 23960 [ObjList] system = Li03 nickname = king_move SetPriority = NORMAL BreakFormation = no_params follow = Player, 2500, -100, 50, -200, 50000 [Trigger] nickname = king_scanned system = Li03 Cnd_True = no_params Act_SpawnFormation = practice_convoy Act_ActTrig = convoy_near_us Act_ActTrig = practicescan_end Act_StartDialog = king_babbles Act_ActTrig = set_convoy_vibe Act_ActTrig = watching_0300 Act_ActTrig = watching_0301 [Trigger] nickname = set_convoy_vibe system = Li03 Cnd_True = no_params Act_GiveObjList = PTransport1, ptrans_scan Act_SetVibe = PTransport1, Player, REP_FRIEND_THRESHOLD Act_SetVibe = PTransport2, Player, REP_FRIEND_THRESHOLD Act_SetVibe = PEscort1, Player, REP_FRIEND_THRESHOLD [Dialog] nickname = king_babbles system = Li03 line = King, Player, DX_m02_0293_KING line = juni, Player, DX_m02_0300_JUNI line = King, Player, DX_m02_0301_KING [Trigger] nickname = watching_0300 system = Li03 Cnd_CommComplete = DX_m02_0300_JUNI Act_NNIds = 30225, HISTORY [Trigger] nickname = watching_0301 system = Li03 Cnd_CommComplete = DX_m02_0301_KING Act_SetNNObj = start_scanning Act_PopUpDialog = 22240, 22207, CLOSE [Trigger] nickname = convoy_near_us system = Li03 Cnd_TLExited = PEscort1, Li03_Trade_Lane_Ring_57 Act_StartDialog = scanning_chatter Act_ActTrig = convoy_timer Act_MarkObj = PEscort1, 1 [Trigger] nickname = popup_to_scan system = Li03 Cnd_CommComplete = DX_m02_0320_KING Act_PopUpDialog = 22240, 22207, CLOSE [ObjList] system = Li03 nickname = ptrans_scan Dock = Li03_Trade_Lane_Ring_61, Li03_Trade_Lane_Ring_57 GotoVec = goto_no_cruise, 7129, 0, 82360, 100, false, 50 [Dialog] nickname = scanning_chatter system = Li03 line = King, Player, DX_m02_0320_KING, 4, 0 [Trigger] nickname = convoy_timer system = Li03 Cnd_Timer = 40 Act_ActTrig = one_of_three_scanned [Trigger] nickname = practicescan_end system = Li03 Cnd_True = no_params Act_ActTrig = cosmo_scanned [Trigger] nickname = cosmo_scanned system = Li03 Cnd_CargoScanned = Player, PEscort1 Act_ActTrig = one_of_three_scanned [Trigger] nickname = one_of_three_scanned system = Li03 Cnd_True = no_params Act_ActTrig = convoyapproach_init Act_DeactTrig = convoy_near_us Act_DeactTrig = convoy_timer Act_DeactTrig = cosmo_scanned Act_DeactTrig = popup_to_scan Act_RandomPop = false [Trigger] nickname = convoyapproach_init system = Li03 Cnd_True = no_params Act_GiveObjList = King, king_approach_convoy Act_StartDialog = approach_cosmo Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD Act_GiveObjList = PEscort1, pescort_approach Act_ActTrig = comm_0340_king Act_ActTrig = convoyapproach_end Act_ActTrig = cosmo_die Act_GiveObjList = PTransport1, go_away Act_GiveObjList = PTransport2, go_away Act_Invulnerable = PEscort1, true, false, 0.9 Act_Invulnerable = juni, true Act_PlayMusic = music_reveal_contraband, none, none, none [ObjList] system = Li03 nickname = go_away BreakFormation = no_params Dock = Li03_to_Li01 [ObjList] system = Li03 nickname = king_approach_convoy GotoShip = goto, PEscort1, 200, false [Dialog] nickname = approach_cosmo system = Li03 line = King, Player, DX_m02_0330_KING, 2, 0 line = King, Player, DX_m02_0340_KING, 5, 0 [ObjList] system = Li03 nickname = pescort_approach BreakFormation = no_params GotoShip = goto_no_cruise, King, 200, true [Trigger] nickname = comm_0340_king system = Li03 Cnd_CommComplete = DX_m02_0340_KING Act_StartDialog = convoy_attack Act_SetVibe = PEscort1, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = PEscort1, King, REP_HOSTILE_THRESHOLD Act_SetNNObj = engage_cosmo Act_MarkObj = PEscort1, 1 Act_ActTrig = give_up_cosmo Act_ActTrig = king_timer Act_NagDistLeaving = nag_battle1, King, King, 13093, 5000, NAG_ALWAYS [Trigger] nickname = king_timer Cnd_Timer = 1 Act_SetVibe = King, PEscort1, REP_HOSTILE_THRESHOLD [Dialog] nickname = convoy_attack system = Li03 line = King, Player, DX_m02_0350_KING, 7, 0 [Trigger] nickname = give_up_cosmo system = Li03 Cnd_HealthDec = PEscort1, 0.5 Act_StartDialog = cosmo_giveup Act_SetVibe = King, PEscort1, REP_FRIEND_MAXIMUM Act_SetVibe = PEscort1, Player, REP_FRIEND_MAXIMUM Act_SetVibe = PEscort1, King, REP_FRIEND_MAXIMUM Act_SetNNObj = stand_down Act_LightFuse = PEscort1, mission02_cosmo_burning_fighter_fuse Act_SetOrient = PEscort1, 1, 0, 0, 0 Act_CallThorn = missions\m02\m02_cosmo_01.thn, PEscort1 Act_PobjIdle = no_params Act_ActTrig = revert_cam Act_AdjHealth = us, 0.75 Act_NagOff = nag_battle1 [Trigger] nickname = cosmo_die system = Li03 Cnd_Destroyed = PEscort1, 1, ALL Act_ChangeState = FAIL, 21600 [Trigger] nickname = revert_cam system = Li03 Cnd_CommComplete = DX_m02_0410_KING Act_RevertCam = no_params Act_SetVibe = PEscort1, Player, REP_NEUTRAL_HOSTILE Act_Invulnerable = PEscort1, false Act_GiveObjList = King, king_move Act_MarkObj = PEscort1, 0 [Dialog] nickname = cosmo_giveup system = Li03 line = PEscort1, Player, DX_M02_0800_COSMO, 3, 0 line = King, Player, DX_m02_0380_KING, 7, 0 line = PEscort1, Player, DX_M02_0820_COSMO, 7, 0 line = King, Player, DX_m02_0400_KING, 3, 2 line = PEscort1, Player, DX_M02_0840_COSMO, 4, 0 line = King, Player, DX_m02_0410_KING, 3, 2 line = PEscort1, Player, DX_M02_0860_COSMO, 12, 0 line = juni, Player, DX_m02_0415_JUNI, 18, 0 line = King, Player, DX_m02_0420_KING, 3, 2 line = PEscort1, Player, DX_M02_0920_COSMO, 7, 0 line = King, Player, DX_m02_0550_KING, 2, 0 [Trigger] nickname = convoyapproach_end system = Li03 Cnd_CommComplete = DX_m02_0420_KING Act_ActTrig = flytodebris_init Act_NNIds = 30230, HISTORY Act_Save = key_save_fly_to_debris, 32210 Act_DeactTrig = cosmo_die Act_ActTrig = tradelane_watcher [Trigger] nickname = key_save_fly_to_debris system = Li03 Cnd_SpaceEnter = Li03 Act_SetInitialPlayerPos = 6640, 0, 83346, 0.76389, -0.019767, 0.644728, 0.020192 Act_SpawnShip = King, no_ol, 6640, 0, 85346 Act_SpawnShip = juni Act_ActTrig = flytodebris_init Act_ActTrig = general_triggers Act_MarkObj = King, 1 Act_DeactTrig = cosmo_die Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD Act_ActTrig = tradelane_watcher [Trigger] nickname = flytodebris_init system = Li03 Cnd_True = no_params Act_GiveObjList = King, king_debris Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD Act_ActTrig = in_range Act_ActTrig = in_range_player Act_ActTrig = flytodebris_end Act_ActTrig = near_dialog_tradelane Act_LightFuse = Li03_04, station_burning_fuse Act_SetNNObj = take_tl3 Act_PlayerCanTradelane = false, Li03_Trade_Lane_Ring_57, Li03_Trade_Lane_Ring_66 Act_PlayMusic = music_upcoming_action_heavy, none, none, none [Trigger] nickname = near_dialog_tradelane system = Li03 Cnd_TLEntered = Player, Li03_Trade_Lane_Ring_57, Li03_Trade_Lane_Ring_58 Act_SpawnShip = badguy1, stay_near, -36588, 30, 26404 Act_SpawnShip = badguy2, stay_near, -36497, 20, 26524 Act_SpawnShip = badguy3, stay_near, -36497, 10, 26444 Act_SpawnShip = badguy4, stay_near, -36597, 70, 26464 Act_SpawnShip = badguy5, stay_near, -36697, 30, 26484 Act_SpawnShip = badguy6, stay_near, -36477, 0, 26444 Act_DeactTrig = cosmo_die Act_SpawnFormation = ashcroft_convoy Act_SpawnShip = Transport1 Act_SpawnShip = Transport2 Act_SetNNObj = null, OBJECTIVE_HISTORY Act_SetVibe = Li03_04, King, REP_FRIEND_MAXIMUM Act_SetVibe = Li03_04, Player, REP_FRIEND_MAXIMUM Act_LockManeuvers = true [Trigger] nickname = badguy_objectives system = Li03 Cnd_True = no_params Act_SetVibeLbl = King, badguy, REP_HOSTILE_THRESHOLD Act_SetVibeLblToShip = badguy, King, REP_HOSTILE_THRESHOLD Act_SetVibeLblToShip = badguy, Player, REP_HOSTILE_THRESHOLD Act_MarkObj = badguy1, 1 Act_MarkObj = badguy2, 1 Act_MarkObj = badguy3, 1 Act_MarkObj = badguy4, 1 Act_MarkObj = badguy5, 1 Act_MarkObj = badguy6, 1 Act_SetVibe = badguy1, Li03_04, REP_HOSTILE_MAXIMUM Act_SetVibe = badguy2, Li03_04, REP_HOSTILE_MAXIMUM [ObjList] system = Li03 nickname = stay_near StayInRange = Li03_04, 1000 [ObjList] system = Li03 nickname = king_debris follow = Player, 2500, -100, 50, -200, 50000 [Trigger] nickname = in_range system = Li03 Cnd_TLExited = King, Li03_Trade_Lane_Ring_66 Act_ActTrig = kill_Badguys Act_ActTrig = kill_Badguys_more Act_ActTrig = comm_0560 Act_SendComm = King, Player, DX_m02_0560_KING Act_GiveObjList = King, king_engage_combat Act_GiveObjList = Escort1, Ashcroft Act_SetNNObj = defend_station Act_NagClamp = false Act_LockManeuvers = false Act_NagDistLeaving = nag_battle2, King, King, 13093, 5000, NAG_ALWAYS [Trigger] nickname = in_range_player system = Li03 Cnd_DistShip = inside, Player, Li03_Trade_Lane_Ring_65, 1500 Act_ActTrig = badguy_objectives [Trigger] nickname = kill_Badguys_more system = Li03 Cnd_Destroyed = badguy, 3 Act_EtherComm = pueblo, 196790, Player, DX_m02_0575_PUEBLO, -1, rh_sales_head, sc_scientist2_body [Trigger] nickname = kill_Badguys system = Li03 Cnd_Destroyed = badguy, 6 Act_ActTrig = comm_0576 Act_SendComm = King, Player, DX_m02_0576_KING Act_GiveObjList = King, king_fly_to_dyingguy Act_NNIds = 30235, HISTORY Act_Save = key_save_scan_ashcroft, 32215 Act_SetNNObj = null, OBJECTIVE_HISTORY Act_NagOff = nag_battle2 [ObjList] system = Li03 nickname = king_engage_combat GotoShip = goto, badguy1, 300, false [ObjList] system = Li03 nickname = king_fly_to_dyingguy GotoShip = goto, Li03_04, 300, false [Trigger] nickname = comm_0560 system = Li03 Cnd_CommComplete = DX_m02_0560_KING Act_EtherComm = pueblo, 196790, Player, DX_m02_0570_PUEBLO, -1, rh_sales_head, sc_scientist2_body Act_ActTrig = comm_0570 [Trigger] nickname = comm_0570 system = Li03 Cnd_CommComplete = DX_m02_0570_PUEBLO Act_ActTrig = comm_0571 Act_SendComm = King, Player, DX_m02_0571_KING [Trigger] nickname = comm_0571 system = Li03 Cnd_CommComplete = DX_m02_0571_KING Act_ActTrig = comm_0572 Act_EtherComm = pueblo, 196790, Player, DX_m02_0572_PUEBLO, -1, rh_sales_head, sc_scientist2_body [Trigger] nickname = comm_0572 system = Li03 Cnd_CommComplete = DX_m02_0572_PUEBLO Act_ActTrig = comm_0573 Act_SendComm = King, Player, DX_m02_0573_KING [Trigger] nickname = comm_0573 system = Li03 Cnd_CommComplete = DX_m02_0573_KING Act_EtherComm = pueblo, 196790, Player, DX_m02_0574_PUEBLO, -1, rh_sales_head, sc_scientist2_body [Trigger] nickname = comm_0576 system = Li03 Cnd_CommComplete = DX_m02_0576_KING Act_EtherComm = pueblo, 196790, Player, DX_m02_0577_PUEBLO, -1, rh_sales_head, sc_scientist2_body Act_ActTrig = comm_0577 [Trigger] nickname = comm_0577 system = Li03 Cnd_CommComplete = DX_m02_0577_PUEBLO Act_ActTrig = comm_0578 Act_SendComm = King, Player, DX_m02_0578_KING [Trigger] nickname = comm_0578 system = Li03 Cnd_CommComplete = DX_m02_0578_KING Act_ActTrig = comm_0579 Act_EtherComm = pueblo, 196790, Player, DX_m02_0579_PUEBLO, -1, rh_sales_head, sc_scientist2_body [Trigger] nickname = comm_0579 system = Li03 Cnd_CommComplete = DX_m02_0579_PUEBLO Act_ActTrig = comm_0580 Act_SendComm = King, Player, DX_m02_0580_KING [Trigger] nickname = comm_0580 system = Li03 Cnd_CommComplete = DX_m02_0580_KING Act_ActTrig = comm_0581 Act_EtherComm = pueblo, 196790, Player, DX_m02_0581_PUEBLO, -1, rh_sales_head, sc_scientist2_body [Trigger] nickname = comm_0581 system = Li03 Cnd_CommComplete = DX_m02_0581_PUEBLO Act_ActTrig = comm_0582 Act_SendComm = King, Player, DX_m02_0582_KING [Trigger] nickname = comm_0582 system = Li03 Cnd_CommComplete = DX_m02_0582_KING Act_ActTrig = comm_0583 Act_EtherComm = pueblo, 196790, Player, DX_m02_0583_PUEBLO, -1, rh_sales_head, sc_scientist2_body [Trigger] nickname = comm_0583 system = Li03 Cnd_CommComplete = DX_m02_0583_PUEBLO Act_SendComm = King, Player, DX_m02_0590_KING Act_GiveObjList = King, king_move Act_ActTrig = watching_0583 Act_PlayMusic = music_anticipation_motivated, none, none, none Act_AdjHealth = us, 0.75 [Trigger] nickname = flytodebris_end system = Li03 Cnd_CommComplete = DX_m02_0581_PUEBLO Act_DeactTrig = king_fly_to_dyingguy Act_ActTrig = scanashcroft_init Act_SetNNObj = hunt Act_MarkObj = Transport1, 1 [Trigger] nickname = watching_0583 system = Li03 Cnd_CommComplete = DX_m02_0583_PUEBLO Act_NagDistTowards = POS, trans_nag, King, -28904, 0, 48313, 22970, 2500 [Trigger] nickname = key_save_scan_ashcroft system = Li03 Cnd_SpaceEnter = Li03 Act_SetInitialPlayerPos = -32678, 0, 37083, -0.150827, 0.008435, 0.9885, 0.006879 Act_SpawnShip = King, no_ol, -36442, 0, 26603 Act_SpawnShip = juni Act_SpawnFormation = ashcroft_convoy Act_SpawnShip = Transport1 Act_SpawnShip = Transport2 Act_ActTrig = scanashcroft_init Act_ActTrig = general_triggers Act_MarkObj = King, 1 Act_MarkObj = Transport1, 1 Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD Act_ActTrig = general_triggers [Trigger] nickname = scanashcroft_init system = Li03 Cnd_True = no_params Act_GiveObjList = King, goto_escort1 Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD Act_SetNNObj = hunt Act_SetVibe = Transport1, Player, REP_NEUTRAL Act_SetVibe = Transport2, Player, REP_NEUTRAL Act_Invulnerable = Transport1, true Act_Invulnerable = Transport2, true Act_SetVibeLbl = us, Transport1, REP_NEUTRAL Act_SetVibeLbl = us, Transport2, REP_NEUTRAL Act_SetVibeLbl = Transport1, us, REP_NEUTRAL Act_SetVibeLbl = Transport2, us, REP_NEUTRAL Act_SetVibe = Escort1, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Escort1, King, REP_HOSTILE_MAXIMUM Act_SetVibe = King, Escort1, REP_HOSTILE_MAXIMUM Act_SetVibe = Escort2, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Escort2, King, REP_HOSTILE_MAXIMUM Act_SetVibe = King, Escort2, REP_HOSTILE_MAXIMUM Act_SetVibe = AshEscort1, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = AshEscort1, King, REP_HOSTILE_MAXIMUM Act_SetVibe = King, AshEscort1, REP_HOSTILE_MAXIMUM Act_SetVibe = AshEscort2, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = AshEscort2, King, REP_HOSTILE_MAXIMUM Act_SetVibe = King, AshEscort2, REP_HOSTILE_MAXIMUM Act_ActTrig = convoy_caught Act_ActTrig = juni_dialogue [Trigger] nickname = juni_dialogue system = Li03 Cnd_DistShip = outside, Player, Li03_04, 5000 Act_StartDialog = juni_play_dialogue Act_ActTrig = police_hack [Dialog] nickname = juni_play_dialogue system = Li03 line = juni, Player, DX_m02_0600_JUNI, 2, 0 line = King, Player, DX_m02_0610_KING, 2, 0 line = juni, Player, DX_m02_0640_JUNI, 2, 0 [Trigger] nickname = police_hack system = Li03 Cnd_CommComplete = DX_m02_0640_JUNI Act_EtherComm = pilot_f_leg_m01, 197813, Player, DX_M02_0730_ZETA, -1, li_captain_head, li_male_guard_body, comm_ge_generic2 [ObjList] system = Li03 nickname = Ashcroft GotoVec = goto_cruise, -29171, 0, 47789, 500, true, 70 [Trigger] nickname = convoy_caught system = Li03 Cnd_DistShip = inside, Player, AshEscort1, 2000 Act_StartDialog = convoy_caught Act_ActTrig = escorts_destroyed Act_SetVibeLbl = us, Transport1, REP_FRIEND_THRESHOLD Act_SetVibeLbl = us, Transport2, REP_FRIEND_THRESHOLD Act_SetVibeLbl = Transport1, us, REP_NEUTRAL Act_SetVibeLbl = Transport2, us, REP_NEUTRAL Act_SetVibe = Escort1, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Escort1, King, REP_HOSTILE_MAXIMUM Act_SetVibe = King, Escort1, REP_HOSTILE_MAXIMUM Act_SetVibe = Escort2, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Escort2, King, REP_HOSTILE_MAXIMUM Act_SetVibe = King, Escort2, REP_HOSTILE_MAXIMUM Act_SetVibe = AshEscort1, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = AshEscort1, King, REP_HOSTILE_MAXIMUM Act_SetVibe = King, AshEscort1, REP_HOSTILE_MAXIMUM Act_SetVibe = AshEscort2, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = AshEscort2, King, REP_HOSTILE_MAXIMUM Act_SetVibe = King, AshEscort2, REP_HOSTILE_MAXIMUM Act_SetNNHidden = hunt, true Act_SpawnFormation = police Act_ActTrig = police_near Act_NagOff = trans_nag Act_MarkObj = Transport1, 0 Act_SetNNObj = null, OBJECTIVE_HISTORY Act_MarkObj = Escort1, 1 Act_MarkObj = Escort2, 1 Act_MarkObj = AshEscort1, 1 Act_MarkObj = AshEscort2, 1 Act_ActTrig = wait_for_770 Act_NagDistLeaving = nag_battle3, King, King, 13093, 5000, NAG_ALWAYS [Dialog] nickname = convoy_caught system = Li03 line = King, Player, DX_m02_0700_KING, 2, 0 line = King, Player, DX_m02_0710_KING, 2, 0 line = King, Player, DX_m02_0720_KING, 2, 0 line = King, Player, DX_m02_0760_KING, 2, 0 line = King, Player, DX_m02_0770_KING, 2, 0 [Trigger] nickname = escorts_destroyed system = Li03 Cnd_Destroyed = Escort, 4 Act_SpawnShip = Ashcroft Act_ActTrig = start_stage4_attack Act_AdjHealth = us, 0.75 Act_NagOff = nag_battle3 [ObjList] nickname = police_to_ashcroft SetPriority = NORMAL GotoShip = goto, Ashcroft, 1000, true, -1 [ObjList] nickname = goto_escort1 SetPriority = NORMAL BreakFormation = no_params follow = Player, 2500, -100, 50, -200, 50000 [Trigger] nickname = start_run1 system = Li03 Cnd_True = no_params Act_GiveObjList = Ashcroft, ashcroft_stage2 Act_SpawnShip = Thug1 Act_SpawnShip = Thug2 Act_SpawnShip = Thug3 Act_SpawnShip = Thug4 Act_MarkObj = Ashcroft, 1 Act_ActTrig = set_thug_vibe Act_Invulnerable = police1, true, false, 0.9 Act_PlayMusic = none, none, none, music_dangerous_chase [Trigger] nickname = set_thug_vibe system = Li03 Cnd_True = no_params Act_SetVibeLblToShip = thug, Player, REP_HOSTILE_THRESHOLD Act_SetVibeLblToShip = thug, King, REP_HOSTILE_THRESHOLD Act_SetVibeLbl = King, thug, REP_HOSTILE_THRESHOLD [ObjList] system = Li03 nickname = break_off GotoShip = goto, Ashcroft, 1000, true [ObjList] system = Li03 nickname = ashcroft_stage2 GotoVec = goto_cruise, -22099, 0, 75896, 200, true BreakFormation = no_params [Trigger] nickname = start_stage4_attack system = Li03 Cnd_True = no_params Act_ActTrig = start_run1 Act_SetNNObj = hunt2 Act_GiveObjList = King, king_goto_ashcroft Act_StartDialog = run_for_the_border Act_SetVibe = King, Ashcroft, REP_FRIEND_MAXIMUM Act_SetVibe = Ashcroft, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Ashcroft, King, REP_HOSTILE_THRESHOLD Act_ActTrig = scanashcroft_end Act_GiveObjList = police, police_to_ashcroft Act_ActTrig = ashcroft_dead Act_ActTrig = ashcroft_health_50 Act_ActTrig = ashcroft_health_35 Act_MarkObj = Transport1, 0 Act_MarkObj = Ashcroft, 1 Act_NagDistTowards = POS, ash_nag, King, -22908, 0, 74513, 23198, 100 Act_Invulnerable = Ashcroft, true, true, 0.5 Act_ActTrig = watching_0776 Act_ActTrig = watching_0771 [Trigger] nickname = watching_0771 system = Li03 Cnd_CommComplete = DX_m02_0771_KING Act_GiveObjList = King, break_off [ObjList] system = Li03 nickname = king_goto_ashcroft MakeNewFormation = single_r SetPriority = ALWAYS_EXECUTE follow = Player, 2500, -100, 50, -200 [Dialog] nickname = run_for_the_border system = Li03 line = King, Player, DX_m02_0771_KING, 9, 5 line = King, Player, DX_m02_0772_KING, 9, 5 line = King, Player, DX_m02_0773_KING, 9, 5 line = King, Player, DX_m02_0774_KING, 9, 5 line = King, Player, DX_m02_0776_KING, 9, 5 [Trigger] nickname = watching_0776 system = Li03 Cnd_CommComplete = DX_m02_0776_KING Act_NNIds = 30240, HISTORY [Trigger] nickname = police_near system = Li03 Cnd_Timer = 10 Act_StartDialog = police_chatter Act_ActTrig = police_timer Act_Invulnerable = police1, true, false, 0.9 [Dialog] nickname = police_chatter system = Li03 line = King, Player, DX_m02_0770_KING, 2, 0 line = police1, Player, DX_m02_0810_ZETA, 12, 0 line = King, Player, DX_m02_0820_King, 12, 0 line = police1, Player, DX_m02_0830_ZETA, 12, 0 [Trigger] nickname = wait_for_770 system = Li03 Cnd_CommComplete = DX_m02_0770_KING Act_SetNNObj = destroy_rogues Act_GiveObjList = King, stop_king [Trigger] nickname = scanashcroft_end system = Li03 Cnd_True = no_params Act_ActTrig = captureashcroft_init [Trigger] nickname = captureashcroft_init system = Li03 Cnd_True = no_params Act_ActTrig = near_ashcroft_make_em_beg [Trigger] nickname = near_ashcroft_make_em_beg system = Li03 Cnd_DistVec = inside, King, -22099, 0, 75896, 5000 Act_StartDialog = ashcroft_offer Act_SetNNHidden = hunt2, true Act_MarkObj = Ashcroft, 1 Act_ActTrig = disable_ash_nag [Trigger] nickname = disable_ash_nag system = Li03 Cnd_DistShip = inside, Player, Ashcroft, 1000 Act_NagOff = ash_nag Act_SetNNObj = destroy_ashcroft Act_GiveObjList = King, stop_king [Trigger] nickname = police_timer system = Li03 Cnd_Timer = 1 Act_GiveObjList = police1, king_chase Act_SetVibeLbl = police, thugs, REP_HOSTILE_MAXIMUM Act_SetVibeLbl = thugs, police, REP_HOSTILE_MAXIMUM Act_SetVibeLblToShip = police, Player, REP_FRIEND_MAXIMUM Act_SetNNObj = null, OBJECTIVE_HISTORY Act_ActTrig = 0880_watcher [Trigger] nickname = 0880_watcher system = Li03 Cnd_CommComplete = DX_M02_0880_ASHCROFT Act_NagDistLeaving = nag_battle4, King, King, 13093, 5000, NAG_ALWAYS [Dialog] nickname = ashcroft_offer system = Li03 line = King, Player, DX_M02_0780_KING, 9, 5 line = police1, Player, DX_M02_0790_ZETA, 12, 0 line = King, Player, DX_M02_0800_KING, 9, 5 line = Ashcroft, Player, DX_M02_0880_ASHCROFT, 7, 0 [ObjList] system = Li03 nickname = king_chase SetPriority = NORMAL GotoShip = goto, Escort1, 500, false [Trigger] nickname = ashcroft_health_50 system = Li03 Cnd_HealthDec = Ashcroft, 0.5 Act_SendComm = Ashcroft, Player, dx_m02_0900_ashcroft [Trigger] nickname = ashcroft_health_35 system = Li03 Cnd_HealthDec = Ashcroft, 0.35 Act_ActTrig = destroy_him [Trigger] nickname = ashcroft_dead system = Li03 Cnd_Destroyed = Ashcroft, 1, ALL Act_SetNNObj = tractor Act_DeactTrig = near_ashcroft_make_em_beg Act_DeactTrig = ashcroft_health_50 Act_DeactTrig = ashcroft_health_35 Act_DeactTrig = start_run1 Act_DeactTrig = convoy_caught Act_DeactTrig = start_stage4_attack Act_DeactTrig = escorts_destroyed Act_DeactTrig = police_near Act_ActTrig = recoverashcroft_init Act_SpawnLoot = ashcroft_pod Act_NagOff = nag_battle4 [Trigger] nickname = destroy_him system = Li03 Cnd_True = no_params Act_Destroy = Ashcroft Act_SendComm = King, Player, DX_m02_0940_KING Act_ActTrig = ashcroft_timer_1 [Trigger] nickname = ashcroft_timer_1 system = Li03 Cnd_Timer = 60 Act_SendComm = King, Player, dx_m02_0942_KING Act_ActTrig = ashcroft_timer_2 [Trigger] nickname = ashcroft_timer_2 system = Li03 Cnd_Timer = 60 Act_SendComm = King, Player, dx_m02_0941_KING Act_ActTrig = ashcroft_timer_fail [Trigger] nickname = ashcroft_timer_fail system = Li03 Cnd_Timer = 60 Act_ChangeState = FAIL, 22360 [MsnLoot] nickname = ashcroft_pod archetype = escape_pod string_id = 216206 rel_pos_obj = Ashcroft rel_pos_offset = 50, 0, 0 velocity = 0, 0, 0 equip_amount = 1 health = 1 Can_Jettison = false [Trigger] nickname = recoverashcroft_init system = Li03 Cnd_True = no_params Act_ActTrig = lta_ashcroft Act_MarkObj = ashcroft_pod, 1 [Trigger] nickname = lta_ashcroft Cnd_LootAcquired = ashcroft_pod, Player Act_DeactTrig = pod_dies Act_DeactTrig = ashcroft_pod Act_ActTrig = jumpnewyork_init Act_LockDock = Player, Li03_to_Li01, unlock Act_Save = key_save_jump_new_york, 32220 Act_GiveObjList = King, going_to_li01 Act_DeactTrig = ashcroft_timer_1 Act_DeactTrig = ashcroft_timer_2 Act_DeactTrig = ashcroft_timer_fail Act_SetNNObj = null, OBJECTIVE_HISTORY [Trigger] nickname = key_save_jump_new_york system = Li03 Cnd_SpaceEnter = Li03 Act_SetInitialPlayerPos = -21245, 0, 58956, 0.536293, -0.009388, -0.841955, -0.058431 Act_SpawnShip = juni, no_ol Act_SpawnShip = King, no_ol, -21245, 0, 58976 Act_SpawnFormation = police, -21245, 0, 58956 Act_ActTrig = jumpnewyork_init Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD Act_MarkObj = King, 1 Act_ActTrig = general_triggers [Trigger] nickname = jumpnewyork_init system = Li03 Cnd_True = no_params Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD Act_ActTrig = jumpnewyork_end Act_ActTrig = dist_jump Act_ActTrig = mb_timer Act_LockDock = Player, Li01_03, unlock Act_ActTrig = clear_waypoint Act_ActTrig = set_delay_to_gate Act_GiveObjList = King, going_to_li01 Act_AdjHealth = us, 0.75 [Trigger] nickname = mb_timer system = Li03 Cnd_Timer = 2 Act_StartDialog = trek_to_newyork Act_ActTrig = check_dist_from_gate [ObjList] system = Li03 nickname = going_to_li01 SetPriority = ALWAYS_EXECUTE follow = Player, 5000, -100, 50, -200 [Trigger] nickname = check_dist_from_gate system = Li03 Cnd_DistVec = inside, Player, 6728, 0, 86000, 15000 Act_StartDialog = juni_checks_on_you Act_AdjHealth = us, 0.75 Act_PlayMusic = none, none, none, music_friendly_encouragement [Trigger] nickname = dist_jump system = Li03 Cnd_DistVec = inside, Player, 6728, 0, 86000, 2000 Act_NagOff = nag_to_gate Act_NagDistLeaving = nag_leaving, King, Li03_to_Li01, 24187, 300 Act_SetNNObj = dock_li03_to_li01 [Dialog] nickname = trek_to_newyork system = Li03 line = King, Player, DX_m02_0950_KING, 9, 0 line = police1, Player, DX_m02_0951_ZETA, 9, 0 line = King, Player, DX_m02_0952_KING, 9, 0 line = King, Player, DX_m02_1060_KING, 9, 0 line = King, Player, DX_m02_1061_KING, 9, 0 line = King, Player, DX_m02_1062_KING, 9, 0 line = King, Player, DX_m02_1063_KING, 9, 0 [Trigger] nickname = set_delay_to_gate system = Li03 Cnd_CommComplete = DX_m02_0952_KING Act_MarkObj = Li03_to_Li01, 1 Act_SetNNObj = goto_gate Act_NNIds = 30245, HISTORY Act_NagDistTowards = OBJ, nag_to_gate, King, Li03_to_Li01, 21950, 2000 [Dialog] nickname = juni_checks_on_you system = Li03 line = juni, Player, DX_m02_1070_JUNI, 6, 0 line = King, Player, DX_m02_1080_KING, 5, 0 line = juni, Player, DX_m02_1090_JUNI, 10, 0 line = King, Player, DX_m02_1100_KING, 6, 0 line = juni, Player, DX_m02_1110_JUNI, 11, 0 line = juni, Player, DX_m02_1111_JUNI, 11, 0 [Trigger] nickname = jumpnewyork_end system = Li01 Cnd_NPCSystemEnter = Li01, King, Player Act_ActTrig = bringashcroftback_init Act_SetNNHidden = goto_gate, true Act_SetNNObj = null, OBJECTIVE_HISTORY Act_NagOff = nag_leaving Act_NNIds = 30250, HISTORY Act_LockDock = Player, Li01_to_Li03, lock Act_SpawnShip = BS_Unity [Trigger] nickname = bringashcroftback_init system = Li01 Cnd_DistShip = inside, Player, King, 1500 Act_SpawnShip = juni Act_GiveObjList = King, king_ashcroft_return Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD Act_StartDialog = enter_newyork Act_ActTrig = comm_1150_king Act_ActTrig = comm_1330_king Act_PobjIdle = no_params Act_MarkObj = King, 1 Act_ActTrig = comm_1170_juni Act_SetNNHidden = goto_gate, false Act_ActTrig = enter_last_tradelane [Trigger] nickname = enter_last_tradelane system = Li01 Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_20, Li01_Trade_Lane_Ring_19 Act_LockManeuvers = true Act_SetNNObj = null, OBJECTIVE_HISTORY Act_NagOff = nag_end [ObjList] system = Li01 nickname = king_ashcroft_return GotoShip = goto, Player, 200, false [Dialog] nickname = enter_newyork system = Li01 line = BS_Unity, Player, DX_m02_0170_BATTLESHIPUNITY, 4, 0 line = King, Player, DX_m02_1130_KING, 9, 0 line = BS_Unity, Player, DX_m02_1140_BATTLESHIPUNITY, 3, 0 line = King, Player, DX_m02_1150_KING, 4, 0 line = juni, Player, DX_m02_1170_JUNI, 4, 0 line = King, Player, DX_m02_1180_KING, 7, 0 [Trigger] nickname = comm_1150_king system = Li01 Cnd_CommComplete = DX_m02_1150_KING Act_GiveObjList = King, follow_king_to_jailbreak Act_ActTrig = bse_li01_03 Act_ActTrig = comm_1320_king Act_SetNNObj = take_tl4 Act_ActTrig = one_liner Act_ActTrig = exiting_tl Act_PlayerCanTradelane = false, Li01_Trade_Lane_Ring_20, Li01_Trade_Lane_Ring_16 [Trigger] nickname = comm_1170_juni system = Li01 Cnd_CommComplete = DX_m02_1170_JUNI Act_NagDistLeaving = nag_end, King, Li01_Trade_Lane_Ring_20, 23970, 100 [Trigger] nickname = exiting_tl Cnd_TLExited = King, Li01_Trade_Lane_Ring_16 Act_SetNNObj = null, OBJECTIVE_HISTORY Act_LockManeuvers = false Act_ActTrig = long_dialog Act_NagOff = nag_end [Trigger] nickname = one_liner Cnd_DistVec = inside, Player, 3766, 0, -52170, 500 Act_StartDialog = juni_talk [ObjList] system = Li01 nickname = follow_king_to_jailbreak BreakFormation = no_params follow = Player, 2500, -100, 50, -200, 50000 [Trigger] nickname = long_dialog system = Li01 Cnd_True = no_params Act_ActTrig = jailbreak Act_SpawnFormation = jailbreak_wing [Trigger] nickname = jailbreak system = Li01 Cnd_Timer = 5 Act_StartDialog = jailbreak_dialog Act_ActTrig = jailbreak_wing_dead Act_SetVibeLblToShip = jailbreak_wing, Player, REP_HOSTILE_MAXIMUM Act_SetVibeLblToShip = jailbreak_wing, King, REP_HOSTILE_MAXIMUM Act_SetVibeLbl = King, jailbreak_wing, REP_HOSTILE_MAXIMUM Act_GiveObjList = jailbreak_wing1_1, cruise_to_player_obj Act_ActTrig = king_calls_for_reinforcements Act_GiveObjList = King, get_to_jailbreak_wing Act_ActTrig = wing_watcher Act_SpawnShip = jonnie_law1_1 Act_ActTrig = comm_1200 Act_MarkObj = jailbreak_wing1_1, 1 Act_MarkObj = jailbreak_wing1_2, 1 Act_MarkObj = jailbreak_wing1_3, 1 Act_MarkObj = jailbreak_wing1_4, 1 Act_SetNNObj = engage_rogues Act_NagDistLeaving = nag_battle5, King, King, 13093, 5000, NAG_ALWAYS [ObjList] nickname = get_to_jailbreak_wing GotoShip = goto_no_cruise, jailbreak_wing1_1, 1500, true [ObjList] nickname = cruise_to_player_obj SetPriority = NORMAL GotoShip = goto, Player, 500, true [ObjList] nickname = cruise_to_king GotoShip = goto, King, 500, true [Dialog] nickname = jailbreak_dialog system = Li01 line = King, Player, DX_M02_1200_KING [Trigger] nickname = comm_1200 system = Li01 Cnd_CommComplete = DX_M02_1200_KING Act_EtherComm = pilot_f_mil_m02, 196776, Player, DX_M02_1201_FORTBUSH, -1, br_captain_head, li_male_guard_body Act_SetNNObj = destroy_rogues [Trigger] nickname = king_calls_for_reinforcements Cnd_CommComplete = DX_M02_1201_FORTBUSH Act_ActTrig = police_reinforcements_arrive Act_SendComm = jonnie_law1_1, Player, DX_m02_1202_FORTBUSHWING Act_GiveObjList = King, stop_king [Trigger] nickname = police_reinforcements_arrive Cnd_Timer = 1 Act_SpawnShip = jonnie_law1_2 Act_SpawnShip = jonnie_law1_3 Act_SpawnShip = jonnie_law1_4 Act_SpawnShip = jonnie_law1_5 Act_SetVibeLbl = jonnie_law, jailbreak_wing, REP_HOSTILE_MAXIMUM [Trigger] nickname = jailbreak_wing_dead Cnd_Destroyed = jailbreak_wing, -1 Act_StartDialog = jailbreak_wing_dead_dialog Act_GiveObjList = jonnie_law1_1, jonnie_law_returns_to_fort_bush Act_GiveObjList = jonnie_law1_2, jonnie_law_returns_to_fort_bush Act_GiveObjList = jonnie_law1_3, jonnie_law_returns_to_fort_bush Act_GiveObjList = jonnie_law1_4, jonnie_law_returns_to_fort_bush Act_GiveObjList = jonnie_law1_5, jonnie_law_returns_to_fort_bush Act_GiveObjList = King, king_follows_to_battleship Act_ActTrig = long_dialog2 Act_ActTrig = unlock_missouri Act_SetNNObj = take_tl5 Act_ActTrig = 1210_watcher Act_PlayerCanTradelane = false, Li01_Trade_Lane_Ring_178, Li01_Trade_Lane_Ring_169 Act_ActTrig = last_trade_lane Act_AdjHealth = us, 0.75 Act_NagOff = nag_battle5 [Trigger] nickname = last_trade_lane Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_178, Li01_Trade_Lane_Ring_177 Act_SetNNObj = null, OBJECTIVE_HISTORY Act_LockManeuvers = true [Trigger] nickname = wing_watcher Cnd_DistVec = inside, Player, 46237, 0, 5058, 1000 Act_ActTrig = do_or_die [Trigger] nickname = do_or_die Cnd_WatchTrigger = jailbreak_wing_dead, ACTIVE Act_Destroy = King [Dialog] nickname = jailbreak_wing_dead_dialog system = Li01 line = King, Player, DX_M02_1203_KING line = jonnie_law1_1, Player, DX_M02_1204_FORTBUSHWING line = King, Player, DX_m02_1210_KING, 0, 0 [Trigger] nickname = 1210_watcher Cnd_CommComplete = DX_m02_1210_KING Act_NagDistLeaving = nag_end, King, Li01_Trade_Lane_Ring_178, 23970, 100 [ObjList] nickname = jonnie_law_returns_to_fort_bush Dock = Li01_11 [ObjList] nickname = king_follows_to_battleship follow = Player, 2000, -100, 50, -200, 50000 [Trigger] nickname = long_dialog2 system = Li01 Cnd_DistVec = inside, Player, 5596, 0, -49262, 500 Act_StartDialog = last_tradelane Act_ActTrig = long_dialog3 [Trigger] nickname = long_dialog3 system = Li01 Cnd_TLExited = Player, Li01_Trade_Lane_Ring_169 Act_ActTrig = comm_1240 Act_EtherComm = missouri, 196768, Player, DX_m02_1240_BATTLESHIPMISSOURI, -1, rh_bartender_head, li_male_elite_body Act_NagOff = nag_end Act_SetNNObj = return Act_LockManeuvers = false Act_SetVibe = Li01_03, Player, REP_FRIEND_MAXIMUM [Trigger] nickname = comm_1240 system = Li01 Cnd_CommComplete = DX_m02_1240_BATTLESHIPMISSOURI Act_SendComm = King, Player, DX_m02_1250_KING Act_ActTrig = comm_1250 [Trigger] nickname = comm_1250 system = Li01 Cnd_CommComplete = DX_m02_1250_KING Act_ActTrig = comm_1260 Act_EtherComm = missouri, 196768, Player, DX_m02_1260_BATTLESHIPMISSOURI, -1, rh_bartender_head, li_male_elite_body [Trigger] nickname = comm_1260 system = Li01 Cnd_CommComplete = DX_m02_1260_BATTLESHIPMISSOURI Act_StartDialog = zone21 Act_SetNNObj = dock_missouri Act_ActTrig = clear_missouri_waypoint Act_PlayMusic = none, none, none, music_victory Act_NagDistLeaving = nag_final, none, Li01_03, 22365, 100 [Dialog] nickname = zone21 system = Li01 line = King, Player, DX_m02_1310_KING, 4, 0 line = King, Player, DX_m02_1320_KING, 11, 0 line = King, Player, DX_m02_1330_KING, 12, 0 [ObjList] system = Li01 nickname = king_head_pits BreakFormation = no_params Dock = Li01_Trade_Lane_Ring_169, Li01_Trade_Lane_Ring_178 Dock = Li01_Trade_Lane_Ring_30, Li01_Trade_Lane_Ring_36 Dock = Li01_02_dock_ring [Trigger] nickname = comm_1320_king system = Li01 Cnd_CommComplete = DX_m02_1320_KING Act_GiveObjList = King, king_head_pits Act_DeactTrig = king_dies [Dialog] nickname = juni_talk system = Li01 line = King, Player, DX_m02_1190_KING, 8, 0 [Dialog] nickname = last_tradelane system = Li01 line = King, Player, DX_m02_1230_KING, 0, 0 [Trigger] nickname = clear_missouri_waypoint system = Li01 Cnd_SpaceExit = no_params Act_SetNNObj = null, OBJECTIVE_HISTORY [Trigger] nickname = unlock_missouri Cnd_CommComplete = DX_m02_1260_BATTLESHIPMISSOURI Act_LockDock = Player, Li01_03, unlock Act_GCSClamp = true [Trigger] nickname = comm_1330_king system = Li01 Cnd_CommComplete = DX_m02_1310_KING Act_ActTrig = need_to_dock [Trigger] nickname = need_to_dock Cnd_DistShip = outside, Player, Li01_03, 3000 Act_ChangeState = FAIL, 22365 Act_ActTrig = clear_waypoint [Trigger] nickname = bse_li01_03 Cnd_BaseEnter = Li01_03_base Act_ActTrig = mission_completed Act_AddRTC = missions\m02\M002_s011x_Li01_03_nrml.ini Act_SetNNHidden = return, true Act_GiveNNObjs = no_params Act_LockDock = Player, Li01_to_Li02, unlock Act_LockDock = Player, Li02_to_Li01, unlock Act_LockDock = Player, Li03_to_Li01, unlock Act_LockDock = Player, Li01_to_Li03, unlock Act_LockDock = Player, Li01_to_Li04, unlock Act_LockDock = Player, Li04_to_Li01, unlock Act_LockDock = Player, Li01_to_Li03_hole, unlock Act_LockDock = Player, Li01_to_Li04_hole, unlock Act_LockDock = Player, Li02_to_Li04_hole, unlock Act_LockDock = Player, Li03_to_Li01_hole, unlock Act_LockDock = Player, Li04_to_Li01_hole, unlock Act_LockDock = Player, Li04_to_Li02_hole, unlock [Trigger] nickname = mission_completed Cnd_LocExit = Deck2, Li01_03_base Act_ActTrig = ChangeState Act_RemoveCargo = ashcroft_pod Act_NNIds = 30255, HISTORY Act_AdjAcct = 5000 Act_SetRep = Player, li_n_grp, 0.91 Act_SetRep = Player, li_p_grp, 0.7 Act_SetRep = Player, li_lsf_grp, 0.95 Act_GCSClamp = false [Trigger] nickname = ChangeState Cnd_True = no_params Act_ChangeState = SUCCEED [Trigger] nickname = tradelane_watcher Cnd_True = no_params Act_NagClamp = true Act_ActTrig = first_nag Act_ActTrig = watcher1 Act_ActTrig = watcher2 Act_ActTrig = watcher3 [Trigger] nickname = watcher1 Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_146, Li01_Trade_Lane_Ring_145 Act_ActTrig = clean_watcher [Trigger] nickname = watcher2 Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_16, Li01_Trade_Lane_Ring_17 Act_ActTrig = clean_watcher [Trigger] nickname = watcher3 Cnd_TLEntered = Player, Li03_Trade_Lane_Ring_57, Li03_Trade_Lane_Ring_58 Act_ActTrig = clean_watcher [Trigger] nickname = first_nag Cnd_Timer = 45 Act_ActTrig = second_nag Act_SendComm = King, Player, DX_m02_0111_KING [Trigger] nickname = second_nag Cnd_Timer = 30 Act_ActTrig = final_nag Act_SendComm = King, Player, DX_m02_0112_KING [Trigger] nickname = final_nag Cnd_Timer = 30 Act_ActTrig = final_nag Act_SendComm = King, Player, DX_m02_0113_KING Act_ChangeState = FAIL, 23970 [Trigger] nickname = clean_watcher Cnd_True = no_params Act_DeactTrig = first_nag Act_DeactTrig = second_nag Act_DeactTrig = final_nag Act_DeactTrig = watcher1 Act_DeactTrig = watcher2 Act_DeactTrig = watcher3 Act_NagClamp = false