freelancer-hd-edition/DATA/MISSIONS/M12/m12.ini
2021-07-08 14:21:08 +02:00

3575 lines
89 KiB
INI

[Mission]
npc_ship_file = missions\m12\npcships.ini
[NPC]
nickname = king_m12
npc_ship_arch = MSN12_King
voice = king
space_costume = li_scrote_head, li_scrote_body, comm_li_hatcher
affiliation = fc_or_grp
individual_name = 217204
[NPC]
nickname = juni_m12
space_costume = pl_female4_head_helmet, li_hatcher_body, comm_br_elite_female
affiliation = fc_or_grp
npc_ship_arch = MSN12_Juni
individual_name = 217203
voice = juni
[NPC]
nickname = von_claussen_m12
npc_ship_arch = MSN12_Von_Claussen
affiliation = fc_or_grp
individual_name = 217206
space_costume = br_brighton_head, rh_deidrich_body, comm_br_darcy
voice = vonclaussn
[NPC]
nickname = Nomad_Fighter_Defense_Ace
npc_ship_arch = MSN12_Nomad_Fighter_Defense_Ace
space_costume = benchmark_male_head, li_male_elite_body, comm_ge_generic1
affiliation = fc_n_grp
individual_name = 217201
[NPC]
nickname = Nomad_Gunboat
npc_ship_arch = MSN12_Nomad_Gunboat
individual_name = 217202
affiliation = fc_n_grp
space_costume = benchmark_male_head, li_male_elite_body, comm_ge_generic1
[NNObjective]
nickname = mlog_storycue
state = HIDDEN
type = ids, 24210
[NNObjective]
nickname = mlog_mission_accept
state = HIDDEN
type = ids, 24215
[NNObjective]
nickname = mlog_goto_the_lair
state = HIDDEN
type = navmarker, St02, 24220, 27220, -2502, 1332, -52
[NNObjective]
nickname = mlog_destroy_the_shield
state = HIDDEN
type = navmarker, St02, 24223, 27223, -2728, 0, -1239
[NNObjective]
nickname = mlog_above_the_airlock
state = HIDDEN
type = navmarker, St02, 24224, 24224, -1377, 924, -1234
[NNObjective]
nickname = mlog_goto_the_airlock
state = HIDDEN
type = navmarker, St02, 24225, 27225, -1377, 174, -1234
[NNObjective]
nickname = mlog_get_the_powercell
state = HIDDEN
type = navmarker, St02c, 24230, 27230, 0, 0, -950
[NNObjective]
nickname = mlog_tractor_in_the_powercell
state = HIDDEN
type = navmarker, St02c, 24235, 27235, 0, 0, 0
[NNObjective]
nickname = mlog_exit_the_core
state = HIDDEN
type = navmarker, St02c, 24240, 27240, 0, 0, -1566
[NNObjective]
nickname = mlog_engage_surrounding_nomads
state = HIDDEN
type = navmarker, St02, 24245, 27245, -969, 0, 10849
[NNObjective]
nickname = mlog_jump_back_to_st01
state = HIDDEN
type = rep_inst, St02, 24250, 27250, -969, 0, 10849, St02_to_St01_hole
[NNObjective]
nickname = mlog_dock_with_jumphole
state = HIDDEN
type = rep_inst, St02, 24255, 24255, -969, 0, 10849, St02_to_St01_hole
[NNObjective]
nickname = mlog_engage_enemy_fighters
state = HIDDEN
type = navmarker, St01, 24260, 27260, 0, 0, 0
[NNObjective]
nickname = mlog_assist_von_claussen
state = HIDDEN
type = navmarker, St01, 24265, 27265, 0, 0, 0
[NNObjective]
nickname = mlog_return_to_the_orderbase
state = HIDDEN
type = rep_inst, St01, 24270, 27270, 1500, 0, -2191, St01_dock_ring_1
[NNObjective]
nickname = mlog_land_on_the_base
state = HIDDEN
type = rep_inst, St01, 24275, 24275, 1500, 0, -2191, St01_dock_ring_1
[NNObjective]
nickname = nn_blank
state = HIDDEN
type = ids, 21660
[NNObjective]
nickname = mlog_destroy_the_shield_ids
state = HIDDEN
type = ids, 24223
[MsnShip]
nickname = juni
NPC = juni_m12
radius = 0
label = juni
label = allied
[MsnShip]
nickname = king
NPC = king_m12
radius = 0
label = king
label = allied
[MsnShip]
nickname = Von_Claussen
NPC = von_claussen_m12
radius = 0
label = Von_Claussen
label = allied
[MsnShip]
nickname = nomad_U_1
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_1
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_U_2
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_1
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_U_3
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_1
label = nomad_U_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_U_wing_1
position = -1375, 500, -235
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_U_1
ship = nomad_U_2
ship = nomad_U_3
[MsnShip]
nickname = nomad_U_4
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_2
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_U_5
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_2
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_U_6
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_2
label = nomad_U_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_U_wing_2
position = -2242, 500, -1735
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_U_4
ship = nomad_U_5
ship = nomad_U_6
[MsnShip]
nickname = nomad_U_7
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_3
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_U_8
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_3
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_U_9
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_3
label = nomad_U_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_U_wing_3
position = -508, 500, -1735
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_U_7
ship = nomad_U_8
ship = nomad_U_9
[MsnShip]
nickname = nomad_D_1
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_1
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_D_2
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_1
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_D_3
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_1
label = nomad_D_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_D_wing_1
position = -1375, -500, -235
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_D_1
ship = nomad_D_2
ship = nomad_D_3
[MsnShip]
nickname = nomad_D_4
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_2
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_D_5
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_2
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_D_6
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_2
label = nomad_D_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_D_wing_2
position = -2242, -500, -1735
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_D_4
ship = nomad_D_5
ship = nomad_D_6
[MsnShip]
nickname = nomad_D_7
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_3
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_D_8
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_3
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_D_9
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_3
label = nomad_D_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_D_wing_3
position = -508, -500, -1735
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_D_7
ship = nomad_D_8
ship = nomad_D_9
[MsnShip]
nickname = nomad_S_1
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_S_wing_1
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_S_2
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_S_wing_1
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_S_3
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_S_wing_1
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_S_3_N
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_S_wing_1
label = nomad_S_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_S_wing_1
position = -1662, 0, -3675
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_S_1
ship = nomad_S_2
ship = nomad_S_3
ship = nomad_S_3_N
[MsnShip]
nickname = nomad_S_4
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_S_wing_2
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_S_5
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_S_wing_2
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_S_6
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_S_wing_2
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_S_6_N
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_S_wing_2
label = nomad_S_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_S_wing_2
position = -2937, 0, 621
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_S_4
ship = nomad_S_5
ship = nomad_S_6
ship = nomad_S_6_N
[MsnShip]
nickname = nomad_S_7
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_S_wing_3
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_S_8
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_S_wing_3
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_S_9
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_S_wing_3
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_S_9_N
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_S_wing_3
label = nomad_S_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_S_wing_3
position = 750, 0, 19
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_S_7
ship = nomad_S_8
ship = nomad_S_9
ship = nomad_S_9_N
[MsnShip]
nickname = nomad_R_U_1
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_U_wing_1
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_U_2
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_U_wing_1
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_U_3
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_U_wing_1
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_U_4
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_U_wing_1
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_G_U_1
NPC = Nomad_Gunboat
radius = 0
label = nomad_R_U_wing_1
label = nomad_U_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_R_U_wing_1
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_U_1
ship = nomad_R_U_1
ship = nomad_R_U_2
ship = nomad_R_U_3
ship = nomad_R_U_4
[MsnShip]
nickname = nomad_R_U_5
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_U_wing_2
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_U_6
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_U_wing_2
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_U_7
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_U_wing_2
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_U_8
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_U_wing_2
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_G_U_2
NPC = Nomad_Gunboat
radius = 0
label = nomad_R_U_wing_2
label = nomad_U_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_R_U_wing_2
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_U_2
ship = nomad_R_U_5
ship = nomad_R_U_6
ship = nomad_R_U_7
ship = nomad_R_U_8
[MsnShip]
nickname = nomad_R_U_9
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_U_wing_3
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_U_10
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_U_wing_3
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_U_11
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_U_wing_3
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_U_12
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_U_wing_3
label = nomad_U_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_G_U_3
NPC = Nomad_Gunboat
radius = 0
label = nomad_R_U_wing_3
label = nomad_U_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_R_U_wing_3
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_U_3
ship = nomad_R_U_9
ship = nomad_R_U_10
ship = nomad_R_U_11
ship = nomad_R_U_12
[MsnShip]
nickname = nomad_R_S_1
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_S_wing_1
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_S_2
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_S_wing_1
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_S_3
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_S_wing_1
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_S_4
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_wing_1
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_G_S_1
NPC = Nomad_Gunboat
radius = 0
label = nomad_R_wing_1
label = nomad_S_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_R_S_wing_1
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_S_1
ship = nomad_R_S_1
ship = nomad_R_S_2
ship = nomad_R_S_3
ship = nomad_R_S_4
[MsnShip]
nickname = nomad_R_S_5
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_S_wing_2
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_S_6
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_S_wing_2
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_S_7
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_S_wing_2
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_S_8
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_S_wing_2
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_G_S_2
NPC = Nomad_Gunboat
radius = 0
label = nomad_R_S_wing_2
label = nomad_S_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_R_S_wing_2
position = -1375, -2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_S_2
ship = nomad_R_S_5
ship = nomad_R_S_6
ship = nomad_R_S_7
ship = nomad_R_S_8
[MsnShip]
nickname = nomad_R_S_9
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_S_wing_3
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_S_10
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_S_wing_3
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_S_11
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_S_wing_3
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_S_12
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_S_wing_3
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_G_S_3
NPC = Nomad_Gunboat
radius = 0
label = nomad_R_S_wing_3
label = nomad_S_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_R_S_wing_3
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_S_3
ship = nomad_R_S_9
ship = nomad_R_S_10
ship = nomad_R_S_11
ship = nomad_R_S_12
[MsnShip]
nickname = nomad_R_S_13
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_S_wing_4
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_S_14
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_S_wing_4
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_S_15
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_S_wing_4
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_S_16
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_S_wing_4
label = nomad_S_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_G_S_4
NPC = Nomad_Gunboat
radius = 0
label = nomad_R_S_wing_4
label = nomad_S_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_R_S_wing_4
position = -1375, -2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_S_4
ship = nomad_R_S_13
ship = nomad_R_S_14
ship = nomad_R_S_15
ship = nomad_R_S_16
[MsnShip]
nickname = nomad_R_D_1
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_D_wing_1
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_D_2
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_D_wing_1
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_D_3
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_D_wing_1
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_D_4
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_D_wing_1
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_G_D_1
NPC = Nomad_Gunboat
radius = 0
label = nomad_R_D_wing_1
label = nomad_D_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_R_D_wing_1
position = -1375, -2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_D_1
ship = nomad_R_D_1
ship = nomad_R_D_2
ship = nomad_R_D_3
ship = nomad_R_D_4
[MsnShip]
nickname = nomad_R_D_5
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_D_wing_2
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_D_6
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_D_wing_2
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_D_7
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_D_wing_2
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_D_8
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_D_wing_2
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_G_D_2
NPC = Nomad_Gunboat
radius = 0
label = nomad_R_D_wing_2
label = nomad_D_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_R_D_wing_2
position = -1375, -2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_D_2
ship = nomad_R_D_5
ship = nomad_R_D_6
ship = nomad_R_D_7
ship = nomad_R_D_8
[MsnShip]
nickname = nomad_R_D_9
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_D_wing_3
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_D_10
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_D_wing_3
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_D_11
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_D_wing_3
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_D_12
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_R_D_wing_3
label = nomad_D_wing
label = nomad_wing
[MsnShip]
nickname = nomad_R_G_D_3
NPC = Nomad_Gunboat
radius = 0
label = nomad_R_D_wing_3
label = nomad_D_wing
label = nomad_wing
[MsnFormation]
nickname = nomad_R_D_wing_3
position = -1375, -2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_D_3
ship = nomad_R_D_9
ship = nomad_R_D_10
ship = nomad_R_D_11
ship = nomad_R_D_12
[MsnShip]
nickname = nomad_U_1_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_1_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_U_2_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_1_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_U_3_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_1_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_U_4_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_1_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_U_G_1_R
NPC = Nomad_Gunboat
radius = 0
label = nomad_U_wing_1_R
label = nomad_wing_R
[MsnFormation]
nickname = nomad_U_wing_1_R
position = -1375, 500, -235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_U_G_1_R
ship = nomad_U_1_R
ship = nomad_U_2_R
ship = nomad_U_3_R
ship = nomad_U_4_R
[MsnShip]
nickname = nomad_U_5_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_2_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_U_6_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_2_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_U_7_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_2_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_U_8_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_2_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_U_G_2_R
NPC = Nomad_Gunboat
radius = 0
label = nomad_U_wing_2_R
label = nomad_wing_R
[MsnFormation]
nickname = nomad_U_wing_2_R
position = -2242, 500, -1735
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_U_G_2_R
ship = nomad_U_5_R
ship = nomad_U_6_R
ship = nomad_U_7_R
ship = nomad_U_8_R
[MsnShip]
nickname = nomad_U_9_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_3_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_U_10_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_3_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_U_11_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_3_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_U_12_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_U_wing_3_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_U_G_3_R
NPC = Nomad_Gunboat
radius = 0
label = nomad_U_wing_3_R
label = nomad_wing_R
[MsnFormation]
nickname = nomad_U_wing_3_R
position = -508, 500, -1735
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_U_G_3_R
ship = nomad_U_9_R
ship = nomad_U_10_R
ship = nomad_U_11_R
ship = nomad_U_12_R
[MsnShip]
nickname = nomad_D_1_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_1_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_D_2_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_1_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_D_3_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_1_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_D_4_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_1_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_D_G_1_R
NPC = Nomad_Gunboat
radius = 0
label = nomad_D_wing_1_R
label = nomad_wing_R
[MsnFormation]
nickname = nomad_D_wing_1_R
position = -1375, -500, -235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_D_G_1_R
ship = nomad_D_1_R
ship = nomad_D_2_R
ship = nomad_D_3_R
ship = nomad_D_4_R
[MsnShip]
nickname = nomad_D_5_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_2_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_D_6_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_2_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_D_7_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_2_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_D_8_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_2_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_D_G_2_R
NPC = Nomad_Gunboat
radius = 0
label = nomad_D_wing_2_R
label = nomad_wing_R
[MsnFormation]
nickname = nomad_D_wing_2_R
position = -2242, -500, -1735
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_D_G_2_R
ship = nomad_D_5_R
ship = nomad_D_6_R
ship = nomad_D_7_R
ship = nomad_D_8_R
[MsnShip]
nickname = nomad_D_9_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_3_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_D_10_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_3_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_D_11_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_3_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_D_12_R
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_D_wing_3_R
label = nomad_wing_R
[MsnShip]
nickname = nomad_D_G_3_R
NPC = Nomad_Gunboat
radius = 0
label = nomad_D_wing_3_R
label = nomad_wing_R
[MsnFormation]
nickname = nomad_D_wing_3_R
position = -508, -500, -1735
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_D_G_3_R
ship = nomad_D_9_R
ship = nomad_D_10_R
ship = nomad_D_11_R
ship = nomad_D_12_R
[MsnShip]
nickname = nomad_I_1
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_I_wing_U
label = nomad_wing_R
[MsnShip]
nickname = nomad_I_2
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_I_wing_U
label = nomad_wing_R
[MsnShip]
nickname = nomad_I_3
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_I_wing_U
label = nomad_wing_R
[MsnShip]
nickname = nomad_I_4
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_I_wing_U
label = nomad_wing_R
[MsnShip]
nickname = nomad_I_G_1
NPC = Nomad_Gunboat
radius = 0
label = nomad_I_wing_U
label = nomad_wing_R
[MsnFormation]
nickname = nomad_I_wing_U
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_I_G_1
ship = nomad_I_1
ship = nomad_I_2
ship = nomad_I_3
ship = nomad_I_4
[MsnShip]
nickname = nomad_I_5
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_I_wing_D
label = nomad_wing_R
[MsnShip]
nickname = nomad_I_6
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_I_wing_D
label = nomad_wing_R
[MsnShip]
nickname = nomad_I_7
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_I_wing_D
label = nomad_wing_R
[MsnShip]
nickname = nomad_I_8
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_I_wing_D
label = nomad_wing_R
[MsnShip]
nickname = nomad_I_G_2
NPC = Nomad_Gunboat
radius = 0
label = nomad_I_wing_D
label = nomad_wing_R
[MsnFormation]
nickname = nomad_I_wing_D
position = -1375, -2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_I_G_2
ship = nomad_I_5
ship = nomad_I_6
ship = nomad_I_7
ship = nomad_I_8
[MsnShip]
nickname = nomad_J_1
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_J_wing_1
label = nomad_wing_R
[MsnShip]
nickname = nomad_J_2
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_J_wing_1
label = nomad_wing_R
[MsnShip]
nickname = nomad_J_3
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_J_wing_1
label = nomad_wing_R
[MsnShip]
nickname = nomad_J_4
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_J_wing_1
label = nomad_wing_R
[MsnShip]
nickname = nomad_J_G_1
NPC = Nomad_Gunboat
radius = 0
label = nomad_J_wing_1
label = nomad_wing_R
[MsnFormation]
nickname = nomad_J_wing_1
position = -1466, -400, 10887
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_J_G_1
ship = nomad_J_1
ship = nomad_J_2
ship = nomad_J_3
ship = nomad_J_4
[MsnShip]
nickname = nomad_J_5
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_J_wing_2
label = nomad_wing_R
[MsnShip]
nickname = nomad_J_6
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_J_wing_2
label = nomad_wing_R
[MsnShip]
nickname = nomad_J_7
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_J_wing_2
label = nomad_wing_R
[MsnShip]
nickname = nomad_J_8
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_J_wing_2
label = nomad_wing_R
[MsnShip]
nickname = nomad_J_G_2
NPC = Nomad_Gunboat
radius = 0
label = nomad_J_wing_2
label = nomad_wing_R
[MsnFormation]
nickname = nomad_J_wing_2
position = -475, 400, 10751
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_J_G_2
ship = nomad_J_5
ship = nomad_J_6
ship = nomad_J_7
ship = nomad_J_8
[MsnShip]
nickname = nomad_J_9
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_J_wing_3
label = nomad_wing_R
[MsnShip]
nickname = nomad_J_10
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_J_wing_3
label = nomad_wing_R
[MsnShip]
nickname = nomad_J_11
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_J_wing_3
label = nomad_wing_R
[MsnShip]
nickname = nomad_J_12
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_J_wing_3
label = nomad_wing_R
[MsnShip]
nickname = nomad_J_G_3
NPC = Nomad_Gunboat
radius = 0
label = nomad_J_wing_3
label = nomad_wing_R
[MsnFormation]
nickname = nomad_J_wing_3
position = -1466, 400, 10887
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_J_G_3
ship = nomad_J_9
ship = nomad_J_10
ship = nomad_J_11
ship = nomad_J_12
[MsnShip]
nickname = nomad_J_13
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_J_wing_4
label = nomad_wing_R
[MsnShip]
nickname = nomad_J_14
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_J_wing_4
label = nomad_wing_R
[MsnShip]
nickname = nomad_J_15
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_J_wing_4
label = nomad_wing_R
[MsnShip]
nickname = nomad_J_16
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_J_wing_4
label = nomad_wing_R
[MsnShip]
nickname = nomad_J_G_4
NPC = Nomad_Gunboat
radius = 0
label = nomad_J_wing_4
label = nomad_wing_R
[MsnFormation]
nickname = nomad_J_wing_4
position = -475, -400, 10751
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_J_G_4
ship = nomad_J_13
ship = nomad_J_14
ship = nomad_J_15
ship = nomad_J_16
[MsnShip]
nickname = nomad_vc_1
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_1
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_2
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_1
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_3
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_1
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_4
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_1
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_g_1
NPC = Nomad_Gunboat
radius = 0
label = nomad_vc_wing_1
label = nomad_vc_wing
[MsnFormation]
nickname = nomad_vc_wing_1
position = -5117, -154, -17774
orientation = 0.9938, 0.0861, -0.0704, 0.0091
formation = nomad_gunboat_1
ship = nomad_vc_g_1
ship = nomad_vc_1
ship = nomad_vc_2
ship = nomad_vc_3
ship = nomad_vc_4
[MsnShip]
nickname = nomad_vc_5
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_2
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_6
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_2
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_7
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_2
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_8
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_2
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_g_2
NPC = Nomad_Gunboat
radius = 0
label = nomad_vc_wing_2
label = nomad_vc_wing
[MsnFormation]
nickname = nomad_vc_wing_2
position = -5427, -174, -17830
orientation = 0.9648, 0.0941, -0.2443, 0.0256
formation = nomad_gunboat_1
ship = nomad_vc_g_2
ship = nomad_vc_5
ship = nomad_vc_6
ship = nomad_vc_7
ship = nomad_vc_8
[MsnShip]
nickname = nomad_vc_9
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_3
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_10
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_3
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_11
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_3
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_12
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_3
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_g_3
NPC = Nomad_Gunboat
radius = 0
label = nomad_vc_wing_3
label = nomad_vc_wing
[MsnFormation]
nickname = nomad_vc_wing_3
position = -5670, -146, -18023
orientation = 0.8826, 0.0623, -0.4649, 0.0314
formation = nomad_gunboat_1
ship = nomad_vc_g_3
ship = nomad_vc_9
ship = nomad_vc_10
ship = nomad_vc_11
ship = nomad_vc_12
[MsnShip]
nickname = nomad_vc_13
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_4
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_14
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_4
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_15
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_4
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_16
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_4
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_g_4
NPC = Nomad_Gunboat
radius = 0
label = nomad_vc_wing_4
label = nomad_vc_wing
[MsnFormation]
nickname = nomad_vc_wing_4
position = -5394, 160, -17867
orientation = 0.9641, -0.103, -0.2431, -0.0272
formation = nomad_gunboat_1
ship = nomad_vc_g_4
ship = nomad_vc_13
ship = nomad_vc_14
ship = nomad_vc_15
ship = nomad_vc_16
[MsnShip]
nickname = nomad_vc_17
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_5
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_18
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_5
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_19
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_5
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_20
NPC = Nomad_Fighter_Defense_Ace
radius = 0
label = nomad_vc_wing_5
label = nomad_vc_wing
[MsnShip]
nickname = nomad_vc_g_5
NPC = Nomad_Gunboat
radius = 0
label = nomad_vc_wing_5
label = nomad_vc_wing
[MsnFormation]
nickname = nomad_vc_wing_5
position = -4638, 168, -17850
orientation = 0.965, -0.1162, 0.2329, 0.0306
formation = nomad_gunboat_1
ship = nomad_vc_g_5
ship = nomad_vc_17
ship = nomad_vc_18
ship = nomad_vc_19
ship = nomad_vc_20
[MsnSolar]
nickname = osiris
system = St02
position = -5773, 9663, 4274
orientation = 0.75, 0, 0.6, 0
string_id = 217208
faction = fc_or_grp
archetype = o_osiris
loadout = or_osiris
label = osiris
base = st02_01_base
voice = atc_leg_m01
[MsnSolar]
nickname = shield_generator_1
system = St02
position = -2192.96, 4.63057, -2871.3
orientation = -0.190809, -40e-9, 0.981627, 120e-9
string_id = 217327
faction = fc_n_grp
archetype = lair_shield_gen
loadout = lair_shield_gen
label = shield_generators
radius = 0
[MsnSolar]
nickname = shield_generator_2
system = St02
position = -2213.18, -4.63098, 391.7
orientation = 0.980785, 90e-9, -0.19509, -10e-9
string_id = 217327
faction = fc_n_grp
archetype = lair_shield_gen
loadout = lair_shield_gen
label = shield_generators
radius = 0
[MsnSolar]
nickname = shield_generator_3
system = St02
position = 672.11, -4.63074, -1494.66
orientation = 0.66262, -40e-9, 0.748956, 60e-9
string_id = 217327
faction = fc_n_grp
archetype = lair_shield_gen
loadout = lair_shield_gen
label = shield_generators
radius = 0
[MsnSolar]
nickname = shield_1
system = St02
position = -1372.87, 284.471, -1237.02
orientation = 0, 0, 1, 0
string_id = 1
faction = fc_n_grp
archetype = nomad_dome_shield
loadout = nomad_dome_shield
label = shields
radius = 0
[MsnSolar]
nickname = shield_2
system = St02
position = -1372.87, -284.471, -1237.02
orientation = 0, 1, 0, 0
string_id = 1
faction = fc_n_grp
archetype = nomad_dome_shield
loadout = nomad_dome_shield
label = shields
radius = 0
[MsnLoot]
nickname = power_cell
archetype = lair_power_cell
string_id = 217200
position = 0, 0, -1119
velocity = 0, 0, 0
equip_amount = 1
health = 1
can_jettison = false
;[MsnRandEnc]
;nickname = se_nomads_1_4
;encounter_type = SP_Attack
;label = nomad_patrol_wing
;label = nomads
;attacker_rep_name = fc_n_grp
;target_ship_name = Player
;activation_type = location, -1300, 0, 8560, 2000
;formation = fighter_guild, 5, 1, 4, fighters, 1
;num_forms = 1, 1
;[MsnRandEnc]
;nickname = se_nomads_2_2
;encounter_type = SP_Attack
;attacker_rep_name = fc_n_grp
;target_ship_name = Player
;activation_type = time, 4, 6
;formation = armored_li_p, 5, 2, 2, gunboats, 100
;num_forms = 1, 1
;label = chase_wing
;label = nomad_wing
;label = nomads
;[MsnRandEnc]
;nickname = se_nomads_4_5
;encounter_type = SP_Attack
;attacker_rep_name = fc_n_grp
;target_ship_name = Player
;activation_type = time, 3, 5
;formation = fighter_guild, 5, 4, 5, fighters, 100
;num_forms = 1, 1
;label = nomad_wing
;label = nomads
;[Trigger]
;nickname = nomads_1_4
;system = St02
;Cnd_EncLaunched = se_nomads_1_4
;Act_SetVibeLblToShip = nomad_patrol_wing, Player, REP_HOSTILE_THRESHOLD
;[Trigger]
;nickname = nomads_2_2
;system = St02
;Cnd_EncLaunched = se_nomads_2_2
;Act_SetVibeLblToShip = nomad_wing, Player, REP_HOSTILE_THRESHOLD
;[Trigger]
;nickname = nomads_4_5
;system = St02
;Cnd_EncLaunched = se_nomads_4_5
;Act_SetVibeLblToShip = nomad_wing, Player, REP_HOSTILE_THRESHOLD
[Trigger]
nickname = general_triggers
system = ANY
Cnd_True = no_params
Act_ActTrig = juni_dies
Act_ActTrig = king_dies
Act_ActTrig = play_story_music
[Trigger]
nickname = king_dies
system = ANY
Cnd_Destroyed = king, 1, EXPLODE
Act_ChangeState = FAIL, 24355
[Trigger]
nickname = juni_dies
system = ANY
Cnd_Destroyed = juni, 1, EXPLODE
Act_ChangeState = FAIL, 24350
[Trigger]
nickname = play_story_music
Cnd_True = no_params
[Trigger]
nickname = countdown_to_jump_hole_10_min_left
system = St02
Cnd_Timer = 60
Act_EtherComm = timer, 217207, Player, dx_m12_0560_timer, -1, no_head, robot_body_a
Act_ActTrig = countdown_to_jump_hole_9_min_left
[Trigger]
nickname = countdown_to_jump_hole_9_min_left
system = St02
Cnd_Timer = 60
Act_EtherComm = timer, 217207, Player, dx_m12_0570_timer, -1, no_head, robot_body_a
Act_ActTrig = countdown_to_jump_hole_8_min_left
[Trigger]
nickname = countdown_to_jump_hole_8_min_left
system = St02
Cnd_Timer = 60
Act_EtherComm = timer, 217207, Player, dx_m12_0580_timer, -1, no_head, robot_body_a
Act_ActTrig = countdown_to_jump_hole_7_min_left
[Trigger]
nickname = countdown_to_jump_hole_7_min_left
system = St02
Cnd_Timer = 60
Act_EtherComm = timer, 217207, Player, dx_m12_0590_timer, -1, no_head, robot_body_a
Act_ActTrig = countdown_to_jump_hole_6_min_left
[Trigger]
nickname = countdown_to_jump_hole_6_min_left
system = St02
Cnd_Timer = 60
Act_EtherComm = timer, 217207, Player, dx_m12_0600_timer, -1, no_head, robot_body_a
Act_ActTrig = countdown_to_jump_hole_5_min_left
[Trigger]
nickname = countdown_to_jump_hole_5_min_left
system = St02
Cnd_Timer = 60
Act_EtherComm = timer, 217207, Player, dx_m12_0610_timer, -1, no_head, robot_body_a
Act_ActTrig = countdown_to_jump_hole_4_min_left
[Trigger]
nickname = countdown_to_jump_hole_4_min_left
system = St02
Cnd_Timer = 60
Act_EtherComm = timer, 217207, Player, dx_m12_0620_timer, -1, no_head, robot_body_a
Act_ActTrig = countdown_to_jump_hole_3_min_left
[Trigger]
nickname = countdown_to_jump_hole_3_min_left
system = St02
Cnd_Timer = 60
Act_EtherComm = timer, 217207, Player, dx_m12_0630_timer, -1, no_head, robot_body_a
Act_ActTrig = countdown_to_jump_hole_2_min_left
[Trigger]
nickname = countdown_to_jump_hole_2_min_left
system = St02
Cnd_Timer = 60
Act_EtherComm = timer, 217207, Player, dx_m12_0640_timer, -1, no_head, robot_body_a
Act_ActTrig = countdown_to_jump_hole_1_min_left
[Trigger]
nickname = countdown_to_jump_hole_1_min_left
system = St02
Cnd_Timer = 30
Act_EtherComm = timer, 217207, Player, dx_m12_0650_timer, -1, no_head, robot_body_a
Act_ActTrig = countdown_to_jump_hole_30_sec_left
[Trigger]
nickname = countdown_to_jump_hole_30_sec_left
system = St02
Cnd_Timer = 30
Act_ChangeState = FAIL, 24375
[Trigger]
nickname = start
system = Li01
InitState = ACTIVE
Cnd_BaseEnter = Li01_15_base
Act_ActTrig = lce_bar_li01_15
Act_AddRTC = missions\m12\dummy_test.ini
Act_SetTitle = 1
Act_SetOffer = 1
Act_SetRep = Player, fc_or_grp, REP_FRIEND_MAXIMUM
Act_SetRep = Player, li_p_grp, REP_FRIEND_MAXIMUM
Act_SetRep = Player, li_lsf_grp, REP_FRIEND_MAXIMUM
Act_SetRep = Player, li_n_grp, REP_FRIEND_MAXIMUM
Act_ActTrig = general_triggers
[Trigger]
nickname = lce_bar_li01_15
Cnd_LocEnter = Bar, Li01_15_base
Act_ActTrig = bse_St02_01
Act_AddRTC = missions\m11\M011_s070x_Li01_15_nrml.ini
[Trigger]
nickname = bse_St02_01
Cnd_BaseEnter = st02_01_base
Act_ActTrig = lce_bar_St01_02
[Trigger]
nickname = lce_bar_St01_02
Cnd_LocEnter = Bar, st02_01_base
Act_AddRTC = missions\m12\M012_s071a_St02_01_offer.ini
Act_SetTitle = 24200
Act_SetOffer = 24205
Act_ActTrig = mrp_accept
[Trigger]
nickname = mrp_reject
Cnd_MsnResponse = reject
Act_SetTitle = 1
Act_SetOffer = 1
Act_RemoveRTC = missions\m12\M012_s071a_St02_01_offer.ini
Act_AddRTC = missions\m12\M012_s071d_St02_01_reoffer.ini, repeatable
[Trigger]
nickname = mrp_accept
system = St02
Cnd_MsnResponse = accept
Act_RemoveRTC = missions\m12\M012_s071d_St02_01_reoffer.ini
Act_DeactTrig = mrp_reject
Act_RandomPop = false
Act_ActTrig = lcx_bar_St02_01
[Trigger]
nickname = lcx_bar_St02_01
system = St02
Cnd_LocEnter = deck, st02_01_base
Act_SetNNState = mlog_storycue, COMPLETE
Act_SetNNState = mlog_mission_accept, ACTIVE
Act_SetNNObj = mlog_mission_accept
Act_NNIds = 31200, HISTORY
Act_ActTrig = launched_from_osiris
[Trigger]
nickname = launched_from_osiris
system = St02
Cnd_PlayerLaunch = no_params
Act_SpawnSolar = osiris
Act_Cloak = osiris, false
Act_ActTrig = spe_St02_01
[ObjList]
system = ALL
nickname = juni_form_on_trent
Delay = 19
Follow = Player, 3000, -20, 0, 40
[ObjList]
system = ALL
nickname = king_form_on_trent
Delay = 19
Follow = Player, 3000, 20, 0, 40
[ObjList]
system = ALL
nickname = juni_break_and_divert
BreakFormation = no_params
GotoShip = goto, nomad_S_1, 1000, true, -1
[ObjList]
system = ALL
nickname = king_break_and_divert
BreakFormation = no_params
GotoShip = goto, nomad_S_7, 1000, true, -1
[ObjList]
system = St02
nickname = zone_U_1
StayInRange = -1375, 750, -235, 1500
[ObjList]
system = St02
nickname = zone_U_2
StayInRange = -2242, 750, -1735, 1500
[ObjList]
system = St02
nickname = zone_U_3
StayInRange = -508, 750, -1735, 1500
[ObjList]
system = St02
nickname = zone_D_1
StayInRange = -1375, -750, -235, 1500
[ObjList]
system = St02
nickname = zone_D_2
StayInRange = -2242, -750, -1735, 1500
[ObjList]
system = St02
nickname = zone_D_3
StayInRange = -508, -750, -1735, 1500
[ObjList]
system = St02
nickname = zone_S_1
StayInRange = -2192.96, 4.63057, -2871.3, 1500
[ObjList]
system = St02
nickname = zone_S_2
StayInRange = -2213.18, -4.63098, 391.7, 1500
[ObjList]
system = St02
nickname = zone_S_3
StayInRange = 672.11, -4.63074, -1494.66, 1500
[ObjList]
system = St02
nickname = send_interceptors
GotoShip = goto, Player, 1000, true, -1
[Trigger]
nickname = spe_St02_01
system = St02
Cnd_SpaceEnter = no_params
Act_PlayerEnemyClamp = 12, 18
Act_PlayMusic = none, none, none, music_omicron_danger
Act_CallThorn = missions\m12\M12_Osiris.thn, osiris
Act_SetNNState = mlog_mission_accept, COMPLETE
Act_ActTrig = StartDialog_Launch_to_Space
Act_ActTrig = cloak_Osiris
Act_ActTrig = sendcomm_dx_m12_0170_king
Act_ActTrig = hitting_the_lair
Act_SpawnFormation = nomad_U_wing_1
Act_SpawnFormation = nomad_U_wing_2
Act_SpawnFormation = nomad_U_wing_3
Act_SpawnFormation = nomad_D_wing_1
Act_SpawnFormation = nomad_D_wing_2
Act_SpawnFormation = nomad_D_wing_3
Act_SpawnFormation = nomad_S_wing_1
Act_SpawnFormation = nomad_S_wing_2
Act_SpawnFormation = nomad_S_wing_3
Act_SpawnShip = juni, juni_form_on_trent, -5920, 9595, 4138, 0.7809, 0, 0.6247, 0
Act_SpawnShip = king, king_form_on_trent, -5964, 9595, 4333, 0.7809, 0, 0.6247, 0
Act_Invulnerable = juni, true, false, 0.95
Act_Invulnerable = king, true, false, 0.95
Act_MarkObj = juni, 1
Act_MarkObj = king, 1
Act_SetVibe = juni, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = king, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = Player, juni, REP_FRIEND_THRESHOLD
Act_SetVibe = Player, king, REP_FRIEND_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_1, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_1, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_2, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_2, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_3, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_3, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_3, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_1, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_1, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_2, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_2, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_3, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_3, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_3, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_S_wing_1, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_S_wing_1, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_S_wing_1, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_S_wing_2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_S_wing_2, juni, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_S_wing_2, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_S_wing_3, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_S_wing_3, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_S_wing_3, king, REP_HOSTILE_THRESHOLD
Act_GiveObjList = nomad_U_wing_1, zone_U_1
Act_GiveObjList = nomad_U_wing_2, zone_U_2
Act_GiveObjList = nomad_U_wing_3, zone_U_3
Act_GiveObjList = nomad_D_wing_1, zone_D_1
Act_GiveObjList = nomad_D_wing_2, zone_D_2
Act_GiveObjList = nomad_D_wing_3, zone_D_3
Act_GiveObjList = nomad_S_wing_1, zone_S_1
Act_GiveObjList = nomad_S_wing_2, zone_S_2
Act_GiveObjList = nomad_S_wing_3, zone_S_3
Act_ActTrig = spawn_reserve_wing_U_1
Act_ActTrig = spawn_reserve_wing_U_2
Act_ActTrig = spawn_reserve_wing_U_3
Act_ActTrig = spawn_reserve_wing_S_1
Act_ActTrig = spawn_reserve_wing_S_2
Act_ActTrig = spawn_reserve_wing_S_3
Act_ActTrig = spawn_reserve_wing_S_4
Act_ActTrig = spawn_reserve_wing_D_1
Act_ActTrig = spawn_reserve_wing_D_2
Act_ActTrig = spawn_reserve_wing_D_3
Act_ActTrig = jumped_to_core
Act_ActTrig = initiate_airlock_sequence
Act_ActTrig = countdown_to_jump_hole_10_min_left
Act_ActTrig = Juni_damage_30
Act_ActTrig = Juni_damage_60
Act_ActTrig = Juni_damage_90
Act_ActTrig = King_damage_30
Act_ActTrig = King_damage_60
Act_ActTrig = King_damage_90
Act_SetVibe = St02_lair_platform01, Player, REP_NEUTRAL
Act_SetVibe = St02_lair_platform02, Player, REP_NEUTRAL
Act_SetVibe = St02_lair_platform03, Player, REP_NEUTRAL
Act_SetVibe = St02_lair_platform04, Player, REP_NEUTRAL
Act_SetVibe = St02_lair_platform05, Player, REP_NEUTRAL
Act_SetVibe = St02_lair_platform06, Player, REP_NEUTRAL
Act_SetVibe = St02_lair_platform07, Player, REP_NEUTRAL
Act_SetVibe = St02_lair_platform08, Player, REP_NEUTRAL
Act_SetVibe = St02_lair_platform09, Player, REP_NEUTRAL
Act_SetVibe = St02_lair_platform10, Player, REP_NEUTRAL
Act_SetVibe = St02_lair_platform11, Player, REP_NEUTRAL
Act_SetVibe = St02_lair_platform12, Player, REP_NEUTRAL
Act_SetVibe = St02_lair_platform01, juni, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform02, juni, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform03, juni, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform04, juni, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform05, juni, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform06, juni, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform07, juni, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform08, juni, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform09, juni, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform10, juni, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform11, juni, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform12, juni, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform01, king, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform02, king, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform03, king, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform04, king, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform05, king, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform06, king, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform07, king, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform08, king, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform09, king, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform10, king, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform11, king, REP_FRIEND_MAXIMUM
Act_SetVibe = St02_lair_platform12, king, REP_FRIEND_MAXIMUM
Act_SetVibe = juni, St02_lair_platform01, REP_FRIEND_MAXIMUM
Act_SetVibe = juni, St02_lair_platform02, REP_FRIEND_MAXIMUM
Act_SetVibe = juni, St02_lair_platform03, REP_FRIEND_MAXIMUM
Act_SetVibe = juni, St02_lair_platform04, REP_FRIEND_MAXIMUM
Act_SetVibe = juni, St02_lair_platform05, REP_FRIEND_MAXIMUM
Act_SetVibe = juni, St02_lair_platform06, REP_FRIEND_MAXIMUM
Act_SetVibe = juni, St02_lair_platform07, REP_FRIEND_MAXIMUM
Act_SetVibe = juni, St02_lair_platform08, REP_FRIEND_MAXIMUM
Act_SetVibe = juni, St02_lair_platform09, REP_FRIEND_MAXIMUM
Act_SetVibe = juni, St02_lair_platform10, REP_FRIEND_MAXIMUM
Act_SetVibe = juni, St02_lair_platform11, REP_FRIEND_MAXIMUM
Act_SetVibe = juni, St02_lair_platform12, REP_FRIEND_MAXIMUM
Act_SetVibe = king, St02_lair_platform01, REP_FRIEND_MAXIMUM
Act_SetVibe = king, St02_lair_platform02, REP_FRIEND_MAXIMUM
Act_SetVibe = king, St02_lair_platform03, REP_FRIEND_MAXIMUM
Act_SetVibe = king, St02_lair_platform04, REP_FRIEND_MAXIMUM
Act_SetVibe = king, St02_lair_platform05, REP_FRIEND_MAXIMUM
Act_SetVibe = king, St02_lair_platform06, REP_FRIEND_MAXIMUM
Act_SetVibe = king, St02_lair_platform07, REP_FRIEND_MAXIMUM
Act_SetVibe = king, St02_lair_platform08, REP_FRIEND_MAXIMUM
Act_SetVibe = king, St02_lair_platform09, REP_FRIEND_MAXIMUM
Act_SetVibe = king, St02_lair_platform10, REP_FRIEND_MAXIMUM
Act_SetVibe = king, St02_lair_platform11, REP_FRIEND_MAXIMUM
Act_SetVibe = king, St02_lair_platform12, REP_FRIEND_MAXIMUM
[Trigger]
nickname = StartDialog_Launch_to_Space
Cnd_Timer = 5
Act_ActTrig = sendcomm_dx_m12_0100_orillion
[Trigger]
nickname = sendcomm_dx_m12_0100_orillion
system = St02
Cnd_True = no_params
Act_ActTrig = sendcomm_dx_m12_0110_juni
Act_EtherComm = atc_leg_m01, 217205, Player, dx_m12_0100_orillion, -1, pl_male4_head, pi_orillion_body
[Trigger]
nickname = sendcomm_dx_m12_0110_juni
system = St02
Cnd_CommComplete = dx_m12_0100_orillion
Act_ActTrig = sendcomm_dx_m12_0120_orillion
Act_SendComm = juni, Player, dx_m12_0110_juni
[Trigger]
nickname = sendcomm_dx_m12_0120_orillion
system = St02
Cnd_CommComplete = dx_m12_0110_juni
Act_ActTrig = sendcomm_dx_m12_0130_orillion
Act_EtherComm = atc_leg_m01, 217205, Player, dx_m12_0120_orillion, -1, pl_male4_head, pi_orillion_body
[Trigger]
nickname = sendcomm_dx_m12_0130_orillion
system = St02
Cnd_CommComplete = dx_m12_0120_orillion
Act_SetNNState = mlog_goto_the_lair, ACTIVE
Act_SetNNObj = mlog_goto_the_lair
Act_EtherComm = atc_leg_m01, 217205, Player, dx_m12_0130_orillion, -1, pl_male4_head, pi_orillion_body
[Trigger]
nickname = cloak_Osiris
system = St02
Cnd_CommComplete = dx_m12_0130_orillion
Act_Cloak = osiris, true
Act_SpawnSolar = shield_generator_1
Act_SpawnSolar = shield_generator_2
Act_SpawnSolar = shield_generator_3
Act_Invulnerable = shield_generator_1, true
Act_Invulnerable = shield_generator_2, true
Act_Invulnerable = shield_generator_3, true
Act_MarkObj = shield_generator_1, 0
Act_MarkObj = shield_generator_2, 0
Act_MarkObj = shield_generator_3, 0
Act_SetVibeLblToShip = shield_generators, Player, REP_NEUTRAL
Act_ActTrig = pause_for_sendcomm_dx_m12_0160_king
Act_ActTrig = fire_revert_cam_on_comm_complete_0140
Act_StartDialog = sendcomm_dx_m12_0140_king
[Trigger]
nickname = fire_revert_cam_on_comm_complete_0140
Cnd_CommComplete = dx_m12_0140_king
Act_PlayMusic = none, none, none, music_reveal_challenging
Act_RevertCam = no_params
[Dialog]
nickname = sendcomm_dx_m12_0140_king
system = St02
line = king, Player, dx_m12_0140_king
line = juni, Player, dx_m12_0150_juni
[Trigger]
nickname = pause_for_sendcomm_dx_m12_0160_king
system = St02
Cnd_CommComplete = dx_m12_0150_juni
Act_ActTrig = sendcomm_dx_m12_0160_king
[Trigger]
nickname = sendcomm_dx_m12_0160_king
system = St02
Cnd_DistShip = inside, Player, St02_lair_enter, 8500
Act_SendComm = king, Player, dx_m12_0160_king
[Trigger]
nickname = sendcomm_dx_m12_0170_king
system = St02
Cnd_DistShip = inside, Player, St02_lair_enter, 6000
Act_SendComm = king, Player, dx_m12_0170_king
[Trigger]
nickname = hitting_the_lair
system = St02
Cnd_DistShip = inside, Player, St02_lair_enter, 2700
Act_PObjIdle = no_params
Act_SetNNState = mlog_goto_the_lair, COMPLETE
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_Invulnerable = juni, true
Act_Invulnerable = king, true
Act_ActTrig = activate_generators
Act_ActTrig = activate_shields
Act_ActTrig = surprise_attack
Act_StartDialog = sendcomm_dx_m12_0180_king
[Trigger]
nickname = activate_generators
system = St02
Cnd_Timer = 1
Act_LightFuse = shield_generator_1, fuse_lair_shieldgen_activate
Act_LightFuse = shield_generator_2, fuse_lair_shieldgen_activate
Act_LightFuse = shield_generator_3, fuse_lair_shieldgen_activate
[Trigger]
nickname = activate_shields
system = St02
Cnd_Timer = 3
Act_SpawnSolar = shield_1
Act_SpawnSolar = shield_2
Act_SetVibe = St02_lair_platform01, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform02, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform03, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform04, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform05, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform06, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform07, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform08, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform09, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform10, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform11, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform12, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform01, juni, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform02, juni, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform03, juni, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform04, juni, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform05, juni, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform06, juni, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform07, juni, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform08, juni, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform09, juni, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform10, juni, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform11, juni, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform12, juni, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform01, king, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform02, king, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform03, king, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform04, king, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform05, king, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform06, king, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform07, king, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform08, king, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform09, king, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform10, king, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform11, king, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform12, king, REP_HOSTILE_MAXIMUM
[Dialog]
nickname = sendcomm_dx_m12_0180_king
system = St02
line = king, Player, dx_m12_0180_king
line = juni, Player, dx_m12_0190_juni
[Trigger]
nickname = surprise_attack
system = St02
Cnd_CommComplete = dx_m12_0190_juni
Act_SetVibe = St02_lair_1, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = shield_generators, Player, REP_HOSTILE_MAXIMUM
Act_PlayMusic = none, none, none, music_no_lair_battle
Act_ActTrig = decloak_interceptors
Act_ActTrig = setNNObj_destroy_the_shield
Act_StartDialog = sendcomm_dx_m12_0200_king
[Trigger]
system = St02
nickname = decloak_interceptors
Cnd_DistVec = inside, Player, -1368, 124, -1249, 3000
Act_Cloak = nomad_wing, false
Act_SetVibeLblToShip = nomad_S_wing, Player, REP_HOSTILE_MAXIMUM
Act_ActTrig = break_and_divert
[Trigger]
system = St02
nickname = break_and_divert
Cnd_Timer = 1
Act_SetVibeShiptoLbl = juni, nomad_wing, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = king, nomad_wing, REP_HOSTILE_MAXIMUM
Act_GiveObjList = juni, juni_break_and_divert
Act_GiveObjList = king, king_break_and_divert
[Dialog]
nickname = sendcomm_dx_m12_0200_king
system = St02
line = king, Player, dx_m12_0200_king
line = juni, Player, dx_m12_0210_juni
line = king, Player, dx_m12_0212_king
[Trigger]
nickname = setNNObj_destroy_the_shield
system = St02
Cnd_CommComplete = dx_m12_0212_king
Act_SetNNState = mlog_destroy_the_shield, ACTIVE
Act_SetNNObj = mlog_destroy_the_shield
Act_SetNNObj = mlog_destroy_the_shield_ids, OBJECTIVE_HISTORY
Act_Invulnerable = shield_generator_1, false
Act_Invulnerable = shield_generator_2, false
Act_Invulnerable = shield_generator_3, false
Act_Invulnerable = juni, true, false, 0.99
Act_Invulnerable = king, true, false, 0.99
Act_MarkObj = shield_generators, 1
Act_ActTrig = dead_gen_1
Act_ActTrig = dead_gen_2
Act_ActTrig = dead_gen_3
[Trigger]
nickname = dead_gen_1
system = St02
Cnd_Destroyed = shield_generators, 1, ALL
Act_SendComm = king, Player, dx_m12_0213_king
Act_AdjHealth = juni, 0.9
Act_AdjHealth = king, 0.9
[Trigger]
nickname = dead_gen_2
system = St02
Cnd_Destroyed = shield_generators, 2, ALL
Act_SendComm = king, Player, dx_m12_0214_king
Act_AdjHealth = juni, 0.9
Act_AdjHealth = king, 0.9
[Trigger]
nickname = dead_gen_3
system = St02
Cnd_Destroyed = shield_generators, 3, ALL
Act_AdjHealth = juni, 0.9
Act_AdjHealth = king, 0.9
Act_ActTrig = setNNObj_above_the_airlock
Act_StartDialog = sendcomm_dx_m12_0215_king
Act_ActTrig = bring_shield_1_down
Act_ActTrig = bring_shield_2_down
[Trigger]
nickname = bring_shield_1_down
system = St02
Cnd_Timer = 5
Act_Destroy = shield_1
[Trigger]
nickname = bring_shield_2_down
system = St02
Cnd_Timer = 15
Act_Destroy = shield_2
[Dialog]
nickname = sendcomm_dx_m12_0215_king
system = St02
line = king, Player, dx_m12_0215_king
line = juni, Player, dx_m12_0216_juni
[Trigger]
nickname = setNNObj_above_the_airlock
system = St02
Cnd_CommComplete = dx_m12_0215_king
Act_SetNNState = mlog_above_the_airlock, ACTIVE
Act_SetNNObj = mlog_above_the_airlock
Act_ActTrig = setNNObj_goto_the_airlock
[Trigger]
nickname = setNNObj_goto_the_airlock
system = St02
Cnd_DistVec = inside, Player, -1377, 474, -1234, 500
Act_SetNNState = mlog_goto_the_airlock, ACTIVE
Act_SetNNObj = mlog_goto_the_airlock
[Trigger]
system = St02
nickname = initiate_airlock_sequence
Cnd_DistVec = inside, Player, -1368, 124, -1249, 500
Act_DockRequest = St02_lair_enter
[Trigger]
system = St02
nickname = spawn_reserve_wing_U_1
Cnd_Destroyed = nomad_U_wing, 2, EXPLODE
Act_PlayerEnemyClamp = 12, 18
Act_SpawnFormation = nomad_R_U_wing_1
Act_SetVibeLblToShip = nomad_R_U_wing_1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_U_wing_1, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_U_wing_1, king, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Player, nomad_R_U_wing_1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, nomad_R_U_wing_1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = king, nomad_R_U_wing_1, REP_HOSTILE_THRESHOLD
Act_Cloak = nomad_R_U_wing_1, false
[Trigger]
system = St02
nickname = spawn_reserve_wing_U_2
Cnd_Destroyed = nomad_U_wing, 5, EXPLODE
Act_PlayerEnemyClamp = 15, 21
Act_SpawnFormation = nomad_R_U_wing_2
Act_SetVibeLblToShip = nomad_R_U_wing_2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_U_wing_2, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_U_wing_2, king, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Player, nomad_R_U_wing_2, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, nomad_R_U_wing_2, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = king, nomad_R_U_wing_2, REP_HOSTILE_THRESHOLD
Act_Cloak = nomad_R_U_wing_2, false
[Trigger]
system = St02
nickname = spawn_reserve_wing_U_3
Cnd_Destroyed = nomad_U_wing, 9, EXPLODE
Act_PlayerEnemyClamp = 18, 24
Act_SpawnFormation = nomad_R_U_wing_3
Act_SetVibeLblToShip = nomad_R_U_wing_3, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_U_wing_3, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_U_wing_3, king, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Player, nomad_R_U_wing_3, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, nomad_R_U_wing_3, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = king, nomad_R_U_wing_3, REP_HOSTILE_THRESHOLD
Act_Cloak = nomad_R_U_wing_3, false
[Trigger]
system = St02
nickname = spawn_reserve_wing_S_1
Cnd_Destroyed = nomad_S_wing, 2, EXPLODE
Act_PlayerEnemyClamp = 18, 24
Act_SpawnFormation = nomad_R_S_wing_1
Act_SetVibeLblToShip = nomad_R_S_wing_1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_S_wing_1, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_S_wing_1, king, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Player, nomad_R_S_wing_1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, nomad_R_S_wing_1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = king, nomad_R_S_wing_1, REP_HOSTILE_THRESHOLD
Act_Cloak = nomad_R_S_wing_1, false
[Trigger]
system = St02
nickname = spawn_reserve_wing_S_2
Cnd_Destroyed = nomad_S_wing, 4, EXPLODE
Act_PlayerEnemyClamp = 21, 24
Act_SpawnFormation = nomad_R_S_wing_2
Act_SetVibeLblToShip = nomad_R_S_wing_2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_S_wing_2, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_S_wing_2, king, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Player, nomad_R_S_wing_2, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, nomad_R_S_wing_2, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = king, nomad_R_S_wing_2, REP_HOSTILE_THRESHOLD
Act_Cloak = nomad_R_S_wing_2, false
[Trigger]
system = St02
nickname = spawn_reserve_wing_S_3
Cnd_Destroyed = nomad_S_wing, 7, EXPLODE
Act_PlayerEnemyClamp = 21, 24
Act_SpawnFormation = nomad_R_S_wing_3
Act_SetVibeLblToShip = nomad_R_S_wing_3, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_S_wing_3, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_S_wing_3, king, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Player, nomad_R_S_wing_3, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, nomad_R_S_wing_3, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = king, nomad_R_S_wing_3, REP_HOSTILE_THRESHOLD
Act_Cloak = nomad_R_S_wing_3, false
[Trigger]
system = St02
nickname = spawn_reserve_wing_S_4
Cnd_Destroyed = nomad_S_wing, 11, EXPLODE
Act_PlayerEnemyClamp = 24, 27
Act_SpawnFormation = nomad_R_S_wing_4
Act_SetVibeLblToShip = nomad_R_S_wing_4, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_S_wing_4, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_S_wing_4, king, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Player, nomad_R_S_wing_4, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, nomad_R_S_wing_4, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = king, nomad_R_S_wing_4, REP_HOSTILE_THRESHOLD
Act_Cloak = nomad_R_S_wing_4, false
[Trigger]
system = St02
nickname = spawn_reserve_wing_D_1
Cnd_Destroyed = nomad_D_wing, 2, EXPLODE
Act_PlayerEnemyClamp = 24, 27
Act_SpawnFormation = nomad_R_D_wing_1
Act_SetVibeLblToShip = nomad_R_D_wing_1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_D_wing_1, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_D_wing_1, king, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Player, nomad_R_D_wing_1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, nomad_R_D_wing_1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = king, nomad_R_D_wing_1, REP_HOSTILE_THRESHOLD
Act_Cloak = nomad_R_D_wing_1, false
[Trigger]
system = St02
nickname = spawn_reserve_wing_D_2
Cnd_Destroyed = nomad_D_wing, 5, EXPLODE
Act_PlayerEnemyClamp = 24, 27
Act_SpawnFormation = nomad_R_D_wing_2
Act_SetVibeLblToShip = nomad_R_D_wing_2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_D_wing_2, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_D_wing_2, king, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Player, nomad_R_D_wing_2, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, nomad_R_D_wing_2, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = king, nomad_R_D_wing_2, REP_HOSTILE_THRESHOLD
Act_Cloak = nomad_R_D_wing_2, false
[Trigger]
system = St02
nickname = spawn_reserve_wing_D_3
Cnd_Destroyed = nomad_D_wing, 9, EXPLODE
Act_PlayerEnemyClamp = 24, 27
Act_SpawnFormation = nomad_R_D_wing_3
Act_SetVibeLblToShip = nomad_R_D_wing_3, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_D_wing_3, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_R_D_wing_3, king, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Player, nomad_R_D_wing_3, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, nomad_R_D_wing_3, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = king, nomad_R_D_wing_3, REP_HOSTILE_THRESHOLD
Act_Cloak = nomad_R_D_wing_3, false
[Trigger]
system = St02
nickname = Juni_damage_30
Cnd_HealthDec = juni, 0.7
Act_SendComm = juni, Player, dx_m12_0250_juni
[Trigger]
system = St02
nickname = Juni_damage_60
Cnd_HealthDec = juni, 0.4
Act_SendComm = juni, Player, dx_m12_0260_juni
[Trigger]
system = St02
nickname = Juni_damage_90
Cnd_HealthDec = juni, 0.1
Act_SendComm = juni, Player, dx_m12_0270_juni
[Trigger]
system = St02
nickname = King_damage_30
Cnd_HealthDec = king, 0.7
Act_SendComm = king, Player, dx_m12_0220_king
[Trigger]
system = St02
nickname = King_damage_60
Cnd_HealthDec = king, 0.4
Act_SendComm = king, Player, dx_m12_0230_king
[Trigger]
system = St02
nickname = King_damage_90
Cnd_HealthDec = king, 0.1
Act_SendComm = king, Player, dx_m12_0240_king
[Trigger]
nickname = key_to_core
system = St02c
Cnd_True = no_params
Act_SetInitialPlayerPos = 20, 31, 1286, 0, 0, 1, 0
Act_ActTrig = in_the_core
[Trigger]
nickname = power_cell_dies
system = ANY
Cnd_Destroyed = power_cell, 1, EXPLODE
Act_ChangeState = FAIL, 24365
[Trigger]
nickname = jumped_to_core
system = St02c
Cnd_SystemEnter = St02c
Act_Save = key_to_core, 33205
Act_ActTrig = in_the_core
[Trigger]
nickname = in_the_core
system = St02c
Cnd_True = no_params
Act_NNIds = 31205, HISTORY
Act_PlayMusic = none, none, none, music_omicron_danger
Act_DeactTrig = initiate_airlock_sequence
Act_SetVibe = St02c_lair_core, Player, REP_HOSTILE_MAXIMUM
Act_ActTrig = sendcomm_dx_m12_0290_juni
Act_ActTrig = tr_to_core
Act_ActTrig = setNNObj_tractor_in_the_powercell
Act_DeactTrig = Juni_damage_30
Act_DeactTrig = Juni_damage_60
Act_DeactTrig = Juni_damage_90
Act_DeactTrig = King_damage_30
Act_DeactTrig = King_damage_60
Act_DeactTrig = King_damage_90
Act_DeactTrig = spawn_reserve_wing_U_1
Act_DeactTrig = spawn_reserve_wing_U_2
Act_DeactTrig = spawn_reserve_wing_U_3
Act_DeactTrig = spawn_reserve_wing_S_1
Act_DeactTrig = spawn_reserve_wing_S_2
Act_DeactTrig = spawn_reserve_wing_S_3
Act_DeactTrig = spawn_reserve_wing_S_4
Act_DeactTrig = spawn_reserve_wing_D_1
Act_DeactTrig = spawn_reserve_wing_D_2
Act_DeactTrig = spawn_reserve_wing_D_3
[Trigger]
nickname = sendcomm_dx_m12_0290_juni
system = St02
Cnd_Timer = 2
Act_ActTrig = sendcomm_dx_m12_0300_king
Act_EtherComm = juni, 217203, Player, dx_m12_0290_juni, -1, pl_female4_head_helmet, li_hatcher_body, comm_br_elite_female
[Trigger]
nickname = sendcomm_dx_m12_0300_king
system = St02
Cnd_CommComplete = dx_m12_0290_juni
Act_ActTrig = sendcomm_dx_m12_0310_juni
Act_EtherComm = king, 217204, Player, dx_m12_0300_king, -1, li_scrote_head, li_scrote_body, comm_li_hatcher
[Trigger]
nickname = sendcomm_dx_m12_0310_juni
system = St02
Cnd_CommComplete = dx_m12_0300_king
Act_EtherComm = juni, 217203, Player, dx_m12_0310_juni, -1, pl_female4_head_helmet, li_hatcher_body, comm_br_elite_female
[Trigger]
nickname = tr_to_core
Cnd_True = no_params
Act_SetNNObj = mlog_get_the_powercell
Act_ActTrig = got_powercell
[Trigger]
nickname = setNNObj_tractor_in_the_powercell
Cnd_DistVec = inside, Player, 0, 0, -950, 700
Act_SpawnLoot = power_cell
Act_MarkObj = power_cell, 1
Act_Invulnerable = power_cell, true
Act_SetNNState = mlog_get_the_powercell, COMPLETE
Act_SetNNState = mlog_tractor_in_the_powercell, ACTIVE
Act_SetNNObj = mlog_tractor_in_the_powercell
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
[Trigger]
nickname = got_powercell
Cnd_LootAcquired = power_cell, Player
Act_LightFuse = St02c_lair_core, fuse_lair_core_powercell
Act_SetNNState = mlog_get_the_powercell, COMPLETE
Act_SetNNObj = 0
Act_SetNNState = mlog_exit_the_core, ACTIVE
Act_SetNNObj = mlog_exit_the_core
Act_LockDock = Player, St02c_core_enter, lock
Act_LockDock = Player, St02c_core_exit, unlock
Act_DockRequest = St02c_core_exit
Act_ActTrig = clear_objective_st02
Act_ActTrig = jumped_to_escape
[Trigger]
nickname = clear_objective_st02
system = St02c
Cnd_SystemExit = St02c
Act_SetNNState = mlog_exit_the_core, COMPLETE
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
[ObjList]
system = St02
nickname = zone_U_1_R
StayInRange = -1375, 750, -235, 2000
[ObjList]
system = St02
nickname = zone_U_2_R
StayInRange = -2242, 750, -1735, 2000
[ObjList]
system = St02
nickname = zone_U_3_R
StayInRange = -508, 750, -1735, 2000
[ObjList]
system = St02
nickname = zone_D_1_R
StayInRange = -1375, -750, -235, 2000
[ObjList]
system = St02
nickname = zone_D_2_R
StayInRange = -2242, -750, -1735, 2000
[ObjList]
system = St02
nickname = zone_D_3_R
StayInRange = -508, -750, -1735, 2000
[ObjList]
system = ALL
nickname = juni_form_on_trent_quick
Follow = Player, 3000, -20, 0, 40
[ObjList]
system = ALL
nickname = king_form_on_trent_quick
Follow = Player, 3000, 20, 0, 40
[Trigger]
nickname = jumped_to_escape
system = St02
Cnd_NPCSystemEnter = St02, Player
Act_ActTrig = jumped_to_escape_2
[Trigger]
nickname = jumped_to_escape_2
system = St02
Cnd_True = no_params
Act_PlayerEnemyClamp = 9, 15
Act_PlayMusic = none, none, none, music_dangerous_chase
Act_LockDock = Player, St02_lair_exit, unlock
Act_DeactTrig = power_cell_dies
Act_ActTrig = lock_lair_when_player_exits
Act_ActTrig = pause_for_sendcomm_dx_m12_0320_juni
Act_ActTrig = making_a_break_for_st01
Act_ActTrig = 4k_from_St01
Act_SetNNState = mlog_engage_surrounding_nomads, ACTIVE
Act_SetNNObj = mlog_engage_surrounding_nomads
Act_SpawnFormation = nomad_U_wing_1_R
Act_SpawnFormation = nomad_U_wing_2_R
Act_SpawnFormation = nomad_U_wing_3_R
Act_SpawnFormation = nomad_D_wing_1_R
Act_SpawnFormation = nomad_D_wing_2_R
Act_SpawnFormation = nomad_D_wing_3_R
Act_SpawnShip = juni, juni_form_on_trent, -1420, -501, -1377, -0.0091, -0.0017, 0.9993, 0.0376
Act_SpawnShip = king, king_form_on_trent, -1020, -504, -1385, -0.0091, -0.0022, 0.9992, 0.0376
Act_Invulnerable = juni, true, false, 0.95
Act_Invulnerable = king, true, false, 0.95
Act_MarkObj = juni, 1
Act_MarkObj = king, 1
Act_SetVibe = juni, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = king, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = Player, juni, REP_FRIEND_THRESHOLD
Act_SetVibe = Player, king, REP_FRIEND_THRESHOLD
Act_SetVibeLblToShip = nomad_wing_R, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_wing_R, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_wing_R, king, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Player, nomad_wing_R, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, nomad_wing_R, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = king, nomad_wing_R, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_1_R, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_1_R, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_1_R, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_2_R, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_2_R, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_2_R, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_3_R, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_3_R, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_U_wing_3_R, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_1_R, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_1_R, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_1_R, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_2_R, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_2_R, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_2_R, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_3_R, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_3_R, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_D_wing_3_R, juni, REP_HOSTILE_THRESHOLD
Act_GiveObjList = nomad_U_wing_1_R, zone_U_1_R
Act_GiveObjList = nomad_U_wing_2_R, zone_U_2_R
Act_GiveObjList = nomad_U_wing_3_R, zone_U_3_R
Act_GiveObjList = nomad_D_wing_1_R, zone_D_1_R
Act_GiveObjList = nomad_D_wing_2_R, zone_D_2_R
Act_GiveObjList = nomad_D_wing_3_R, zone_D_3_R
Act_ActTrig = decloak_R_wings
Act_ActTrig = send_in_interceptors_at_6000
Act_ActTrig = send_in_interceptors_at_3000
Act_ActTrig = Juni_unlocks_gate
Act_ActTrig = setNNObj_dock_with_jumphole
Act_ActTrig = avert_collapse
Act_ActTrig = jumped_to_st01
Act_ActTrig = deactivate_nn
Act_ActTrig = Juni_damage_90
Act_ActTrig = King_damage_90
[Trigger]
system = St02
nickname = decloak_R_wings
Cnd_True = no_params
Act_Cloak = nomad_U_wing_1_R, false
Act_Cloak = nomad_U_wing_2_R, false
Act_Cloak = nomad_U_wing_3_R, false
Act_Cloak = nomad_D_wing_1_R, false
Act_Cloak = nomad_D_wing_2_R, false
Act_Cloak = nomad_D_wing_3_R, false
[Trigger]
system = St02
nickname = deactivate_nn
Cnd_SystemExit = ANY
Act_SetNNState = mlog_dock_with_jumphole, COMPLETE
[Trigger]
nickname = pause_for_sendcomm_dx_m12_0320_juni
Cnd_Timer = 2
Act_StartDialog = sendcomm_dx_m12_0320_juni
Act_SetVibe = St02_lair_1, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_wing_R, juni, REP_NEUTRAL_HOSTILE
Act_SetVibeLblToShip = nomad_wing_R, king, REP_NEUTRAL_HOSTILE
Act_SetVibeLblToShip = nomad_D_wing_1_R, juni, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_D_wing_2_R, king, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_D_wing_3_R, Player, REP_HOSTILE_MAXIMUM
Act_GiveObjList = juni, juni_form_on_trent_quick
Act_GiveObjList = king, king_form_on_trent_quick
[Dialog]
nickname = sendcomm_dx_m12_0320_juni
system = St02
line = juni, Player, dx_m12_0320_juni
line = king, Player, dx_m12_0330_king
line = juni, Player, dx_m12_0340_juni
[Trigger]
nickname = making_a_break_for_st01
Cnd_Timer = 15
Act_AdjHealth = juni, 0.9
Act_AdjHealth = king, 0.9
Act_SetVibeShiptoLbl = juni, nomad_wing_R, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = king, nomad_wing_R, REP_FRIEND_MAXIMUM
Act_SendComm = king, Player, dx_m12_0350_king
Act_SetNNState = mlog_engage_surrounding_nomads, COMPLETE
Act_SetNNState = mlog_jump_back_to_st01, ACTIVE
Act_SetNNObj = mlog_jump_back_to_st01
[Trigger]
nickname = 4k_from_St01
Cnd_DistVec = inside, Player, -970, 0, 10819, 3500
Act_Jumper = juni, false
Act_Jumper = king, false
Act_ActTrig = sendcomm_dx_m12_0360_juni
[Trigger]
nickname = sendcomm_dx_m12_0360_juni
system = St02
Cnd_True = no_params
Act_ActTrig = sendcomm_dx_m12_0370_orillion
Act_SendComm = juni, Player, dx_m12_0360_juni
[Trigger]
nickname = sendcomm_dx_m12_0370_orillion
system = St02
Cnd_CommComplete = dx_m12_0360_juni
Act_ActTrig = sendcomm_dx_m12_0380_juni
Act_EtherComm = atc_leg_m01, 217205, Player, dx_m12_0370_orillion, -1, pl_male4_head, pi_orillion_body
[Trigger]
nickname = sendcomm_dx_m12_0380_juni
system = St02
Cnd_CommComplete = dx_m12_0370_orillion
Act_SendComm = juni, Player, dx_m12_0380_juni
[Trigger]
nickname = lock_lair_when_player_exits
system = St02
Cnd_DistVec = inside, Player, 850, 0, -1245, 400
Act_LockDock = Player, St02_lair_exit, lock
[Trigger]
nickname = send_in_interceptors_at_6000
system = St02
Cnd_DistVec = inside, Player, -970, 0, 10819, 8000
Act_SpawnFormation = nomad_J_wing_1
Act_SpawnFormation = nomad_J_wing_2
Act_SetVibeLblToShip = nomad_J_wing_1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_J_wing_2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = nomad_J_wing_1, allied, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = nomad_J_wing_2, allied, REP_HOSTILE_THRESHOLD
Act_GiveObjList = nomad_J_wing_1, send_interceptors
Act_GiveObjList = nomad_J_wing_2, send_interceptors
Act_Cloak = nomad_J_wing_1, false
Act_Cloak = nomad_J_wing_2, false
[Trigger]
nickname = send_in_interceptors_at_3000
system = St02
Cnd_DistVec = inside, Player, -970, 0, 10819, 5000
Act_LockDock = St01_to_St02_hole, Player, lock
Act_LockDock = St01_to_St03_hole, Player, lock
Act_SpawnFormation = nomad_J_wing_3
Act_SpawnFormation = nomad_J_wing_4
Act_SetVibeLblToShip = nomad_J_wing_3, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_J_wing_4, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = nomad_J_wing_3, allied, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = nomad_J_wing_4, allied, REP_HOSTILE_THRESHOLD
Act_GiveObjList = nomad_J_wing_3, send_interceptors
Act_GiveObjList = nomad_J_wing_4, send_interceptors
Act_Cloak = nomad_J_wing_3, false
Act_Cloak = nomad_J_wing_4, false
Act_LockDock = Player, St02_to_St01_hole, unlock
[Trigger]
nickname = Juni_unlocks_gate
system = St02
Cnd_DistVec = inside, juni, -970, 0, 10819, 500
Act_LockDock = Player, St02_to_St01_hole, unlock
[Trigger]
nickname = setNNObj_dock_with_jumphole
system = St02
Cnd_DistVec = inside, Player, -970, 0, 10819, 500
Act_SetNNState = mlog_jump_back_to_st01, COMPLETE
Act_SetNNState = mlog_dock_with_jumphole, ACTIVE
Act_SetNNObj = mlog_dock_with_jumphole
Act_ActTrig = clear_nnobj_dock_with_jumphole
[Trigger]
nickname = clear_nnobj_dock_with_jumphole
system = St02
Cnd_SystemExit = St02
Act_SetNNState = mlog_dock_with_jumphole, COMPLETE
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
[Trigger]
nickname = avert_collapse
system = St02
Cnd_DistVec = inside, Player, -970, 0, 10819, 100
Act_DeactTrig = countdown_to_jump_hole_10_min_left
Act_DeactTrig = countdown_to_jump_hole_9_min_left
Act_DeactTrig = countdown_to_jump_hole_8_min_left
Act_DeactTrig = countdown_to_jump_hole_7_min_left
Act_DeactTrig = countdown_to_jump_hole_6_min_left
Act_DeactTrig = countdown_to_jump_hole_5_min_left
Act_DeactTrig = countdown_to_jump_hole_4_min_left
Act_DeactTrig = countdown_to_jump_hole_3_min_left
Act_DeactTrig = countdown_to_jump_hole_2_min_left
Act_DeactTrig = countdown_to_jump_hole_1_min_left
Act_DeactTrig = countdown_to_jump_hole_30_sec_left
[ObjList]
system = ALL
nickname = send_in_the_baron
Delay = 5
StayInRange = Player, 1500
GotoShip = goto, nomad_vc_g_1, 200, true, -1
[ObjList]
nickname = stay_in_range_of_trent
StayInRange = Player, 1500
[ObjList]
system = ALL
nickname = lets_go_home
Follow = Player, 3000, -100, 0, -150
Dock = St01_dock_ring_1
[ObjList]
system = ALL
nickname = dock_with_toledo
Dock = St01_dock_ring_1
[ObjList]
system = ALL
nickname = juni_form_on_trent_2
SetPriority = NORMAL
Follow = Player, 3000, -200, 0, 0
[ObjList]
system = ALL
nickname = king_form_on_trent_2
SetPriority = NORMAL
Follow = Player, 3000, -100, 0, 100
[Trigger]
nickname = nomad_vc_1_trigger
Cnd_ProjHit = nomad_vc_1, 1, Von_Claussen
Act_Destroy = nomad_vc_1, EXPLODE
[Trigger]
nickname = nomad_vc_2_trigger
Cnd_ProjHit = nomad_vc_2, 1, Von_Claussen
Act_Destroy = nomad_vc_2, EXPLODE
[Trigger]
nickname = nomad_vc_3_trigger
Cnd_ProjHit = nomad_vc_3, 1, Von_Claussen
Act_Destroy = nomad_vc_3, EXPLODE
[Trigger]
nickname = nomad_vc_4_trigger
Cnd_ProjHit = nomad_vc_4, 1, Von_Claussen
Act_Destroy = nomad_vc_4, EXPLODE
[Trigger]
nickname = nomad_vc_5_trigger
Cnd_ProjHit = nomad_vc_5, 1, Von_Claussen
Act_Destroy = nomad_vc_5, EXPLODE
[Trigger]
nickname = nomad_vc_6_trigger
Cnd_ProjHit = nomad_vc_6, 1, Von_Claussen
Act_Destroy = nomad_vc_6, EXPLODE
[Trigger]
nickname = nomad_vc_7_trigger
Cnd_ProjHit = nomad_vc_7, 1, Von_Claussen
Act_Destroy = nomad_vc_7, EXPLODE
[Trigger]
nickname = nomad_vc_8_trigger
Cnd_ProjHit = nomad_vc_8, 1, Von_Claussen
Act_Destroy = nomad_vc_8, EXPLODE
[Trigger]
nickname = nomad_vc_9_trigger
Cnd_ProjHit = nomad_vc_9, 1, Von_Claussen
Act_Destroy = nomad_vc_9, EXPLODE
[Trigger]
nickname = nomad_vc_10_trigger
Cnd_ProjHit = nomad_vc_10, 1, Von_Claussen
Act_Destroy = nomad_vc_10, EXPLODE
[Trigger]
nickname = nomad_vc_11_trigger
Cnd_ProjHit = nomad_vc_11, 1, Von_Claussen
Act_Destroy = nomad_vc_11, EXPLODE
[Trigger]
nickname = nomad_vc_12_trigger
Cnd_ProjHit = nomad_vc_12, 1, Von_Claussen
Act_Destroy = nomad_vc_12, EXPLODE
[Trigger]
nickname = nomad_vc_13_trigger
Cnd_ProjHit = nomad_vc_13, 1, Von_Claussen
Act_Destroy = nomad_vc_13, EXPLODE
[Trigger]
nickname = nomad_vc_14_trigger
Cnd_ProjHit = nomad_vc_14, 1, Von_Claussen
Act_Destroy = nomad_vc_14, EXPLODE
[Trigger]
nickname = nomad_vc_15_trigger
Cnd_ProjHit = nomad_vc_15, 1, Von_Claussen
Act_Destroy = nomad_vc_15, EXPLODE
[Trigger]
nickname = nomad_vc_16_trigger
Cnd_ProjHit = nomad_vc_16, 1, Von_Claussen
Act_Destroy = nomad_vc_16, EXPLODE
[Trigger]
nickname = nomad_vc_17_trigger
Cnd_ProjHit = nomad_vc_17, 1, Von_Claussen
Act_Destroy = nomad_vc_17, EXPLODE
[Trigger]
nickname = nomad_vc_18_trigger
Cnd_ProjHit = nomad_vc_18, 1, Von_Claussen
Act_Destroy = nomad_vc_18, EXPLODE
[Trigger]
nickname = nomad_vc_19_trigger
Cnd_ProjHit = nomad_vc_19, 1, Von_Claussen
Act_Destroy = nomad_vc_19, EXPLODE
[Trigger]
nickname = nomad_vc_20_trigger
Cnd_ProjHit = nomad_vc_20, 1, Von_Claussen
Act_Destroy = nomad_vc_20, EXPLODE
[Trigger]
nickname = nomad_vc_g_1_trigger
Cnd_ProjHit = nomad_vc_g_1, 3, Von_Claussen
Act_LightFuse = nomad_vc_g_1, fuse_no_gunboat_death
[Trigger]
nickname = nomad_vc_g_2_trigger
Cnd_ProjHit = nomad_vc_g_2, 3, Von_Claussen
Act_LightFuse = nomad_vc_g_2, fuse_no_gunboat_death
[Trigger]
nickname = nomad_vc_g_3_trigger
Cnd_ProjHit = nomad_vc_g_3, 3, Von_Claussen
Act_LightFuse = nomad_vc_g_3, fuse_no_gunboat_death
[Trigger]
nickname = nomad_vc_g_4_trigger
Cnd_ProjHit = nomad_vc_g_4, 3, Von_Claussen
Act_LightFuse = nomad_vc_g_4, fuse_no_gunboat_death
[Trigger]
nickname = nomad_vc_g_5_trigger
Cnd_ProjHit = nomad_vc_g_5, 3, Von_Claussen
Act_LightFuse = nomad_vc_g_5, fuse_no_gunboat_death
[Trigger]
nickname = jumped_to_st01
system = St01
Cnd_SystemEnter = St01
Act_ActTrig = start_st01
[Trigger]
nickname = start_st01
system = St01
Cnd_True = no_params
Act_PlayerEnemyClamp = 4, 7
Act_ActTrig = play_music_no_lair
Act_LockDock = St01_to_St02_hole, Player, lock
Act_LockDock = St01_to_St03_hole, Player, lock
Act_DeactTrig = 4k_from_St01
Act_DeactTrig = Juni_damage_90
Act_DeactTrig = King_damage_90
Act_DeactTrig = spawn_reserve_wing_U_1
Act_DeactTrig = spawn_reserve_wing_U_2
Act_DeactTrig = spawn_reserve_wing_U_3
Act_DeactTrig = spawn_reserve_wing_S_1
Act_DeactTrig = spawn_reserve_wing_S_2
Act_DeactTrig = spawn_reserve_wing_S_3
Act_DeactTrig = spawn_reserve_wing_S_4
Act_DeactTrig = spawn_reserve_wing_D_1
Act_DeactTrig = spawn_reserve_wing_D_2
Act_DeactTrig = spawn_reserve_wing_D_3
Act_DeactTrig = countdown_to_jump_hole_10_min_left
Act_DeactTrig = countdown_to_jump_hole_9_min_left
Act_DeactTrig = countdown_to_jump_hole_8_min_left
Act_DeactTrig = countdown_to_jump_hole_7_min_left
Act_DeactTrig = countdown_to_jump_hole_6_min_left
Act_DeactTrig = countdown_to_jump_hole_5_min_left
Act_DeactTrig = countdown_to_jump_hole_4_min_left
Act_DeactTrig = countdown_to_jump_hole_3_min_left
Act_DeactTrig = countdown_to_jump_hole_2_min_left
Act_DeactTrig = countdown_to_jump_hole_1_min_left
Act_SpawnFormation = nomad_vc_wing_1
Act_SpawnFormation = nomad_vc_wing_2
Act_SpawnFormation = nomad_vc_wing_3
Act_SpawnFormation = nomad_vc_wing_4
Act_SpawnFormation = nomad_vc_wing_5
Act_GiveObjList = nomad_vc_wing_1, stay_in_range_of_trent
Act_GiveObjList = nomad_vc_wing_2, stay_in_range_of_trent
Act_GiveObjList = nomad_vc_wing_3, stay_in_range_of_trent
Act_GiveObjList = nomad_vc_wing_4, stay_in_range_of_trent
Act_GiveObjList = nomad_vc_wing_5, stay_in_range_of_trent
Act_SpawnShip = juni, stay_in_range_of_trent, -5381, -468, -18372, -0.0436, 0, 1, 0
Act_SpawnShip = king, stay_in_range_of_trent, -4983, -468, -18407, -0.0436, 0, 1, 0
Act_NagDistLeaving = dont_run, juni, juni, 24370, 5000, NAG_ALWAYS
Act_SetVibe = juni, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = king, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = Player, juni, REP_FRIEND_THRESHOLD
Act_SetVibe = Player, king, REP_FRIEND_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_1, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_1, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_2, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_2, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_3, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_3, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_3, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_4, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_4, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_4, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_5, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_5, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_5, king, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, nomad_vc_wing, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = king, nomad_vc_wing, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = Player, nomad_vc_wing, REP_HOSTILE_MAXIMUM
Act_MarkObj = juni, 1
Act_MarkObj = king, 1
Act_Invulnerable = juni, true, false, 0.99
Act_Invulnerable = king, true, false, 0.99
Act_ActTrig = decloak_vc_wing_1
Act_ActTrig = decloak_vc_wing_2
Act_ActTrig = decloak_all
Act_ActTrig = setNNObj_assist_von_claussen
Act_ActTrig = thanks_von_claussen
Act_ActTrig = range_for_sendcomm_dx_m12_0500_vonclaussen
Act_ActTrig = tr_to_st01
[Trigger]
system = St01
nickname = play_music_no_lair
Cnd_Timer = 1
Act_PlayMusic = none, none, none, music_no_lair_battle
[Trigger]
system = St01
nickname = spawn_von_claussen
Cnd_True = no_params
Act_SpawnShip = Von_Claussen, send_in_the_baron, -4498, 1832, -17677, 0.822, -0.5081, 0.2429, 0.0847
Act_SetVibe = Von_Claussen, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = Player, Von_Claussen, REP_FRIEND_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_1, Von_Claussen, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_2, Von_Claussen, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_3, Von_Claussen, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_4, Von_Claussen, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_vc_wing_5, Von_Claussen, REP_HOSTILE_THRESHOLD
Act_MarkObj = Von_Claussen, 1
Act_SetVibeShiptoLbl = Von_Claussen, nomad_vc_wing, REP_HOSTILE_MAXIMUM
Act_Invulnerable = Von_Claussen, true, false, 0.99
Act_Cloak = Von_Claussen, false
Act_StartDialog = sendcomm_dx_m12_0440_vonclaussen
[Trigger]
system = St01
nickname = decloak_all
Cnd_Timer = 65
Act_Cloak = nomad_vc_wing, false
[Trigger]
system = St01
nickname = decloak_vc_wing_1
Cnd_Timer = 1
Act_Cloak = nomad_vc_wing_1, false
Act_MarkObj = nomad_vc_wing_1, 1
Act_SendComm = king, Player, dx_m12_0420_king
Act_ActTrig = decloak_vc_wing_3
[Trigger]
system = St01
nickname = decloak_vc_wing_2
Cnd_Timer = 30
Act_Cloak = nomad_vc_wing_2, false
Act_MarkObj = nomad_vc_wing_2, 1
Act_SendComm = juni, Player, dx_m12_0430_juni
Act_ActTrig = decloak_vc_wing_4
[Trigger]
system = St01
nickname = decloak_vc_wing_3
Cnd_Destroyed = nomad_vc_wing_1, 4, EXPLODE
Act_Cloak = nomad_vc_wing_3, false
Act_MarkObj = nomad_vc_wing_3, 1
Act_ActTrig = spawn_von_claussen
Act_ActTrig = decloak_vc_wing_5
[Trigger]
system = St01
nickname = decloak_vc_wing_4
Cnd_Destroyed = nomad_vc_wing_2, 4, EXPLODE
Act_Cloak = nomad_vc_wing_4, false
Act_MarkObj = nomad_vc_wing_4, 1
[Trigger]
system = St01
nickname = decloak_vc_wing_5
Cnd_Timer = 30
Act_Cloak = nomad_vc_wing_5, false
Act_Cloak = nomad_vc_wing, false
Act_MarkObj = nomad_vc_wing_5, 1
Act_SendComm = Von_Claussen, Player, dx_m12_0470_von_claussen
[Trigger]
nickname = setNNObj_assist_von_claussen
Cnd_CommComplete = dx_m12_0420_king
Act_SetNNState = mlog_engage_enemy_fighters, ACTIVE
Act_SetNNObj = mlog_engage_enemy_fighters
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_ActTrig = timer_setNNObj_assist_von_claussen
[Trigger]
nickname = timer_setNNObj_assist_von_claussen
Cnd_CommComplete = dx_m12_0470_von_claussen
Act_SetNNState = mlog_engage_enemy_fighters, COMPLETE
Act_SetNNState = mlog_assist_von_claussen, ACTIVE
Act_SetNNObj = mlog_assist_von_claussen
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
[Dialog]
nickname = sendcomm_dx_m12_0440_vonclaussen
system = St01
line = Von_Claussen, Player, dx_m12_0440_vonclaussen
line = king, Player, dx_m12_0450_king
line = juni, Player, dx_m12_0460_juni
[Trigger]
nickname = thanks_von_claussen
system = St01
Cnd_Destroyed = nomad_vc_wing
Act_DeactTrig = nomad_vc_1_trigger
Act_DeactTrig = nomad_vc_2_trigger
Act_DeactTrig = nomad_vc_3_trigger
Act_DeactTrig = nomad_vc_4_trigger
Act_DeactTrig = nomad_vc_5_trigger
Act_DeactTrig = nomad_vc_6_trigger
Act_DeactTrig = nomad_vc_7_trigger
Act_DeactTrig = nomad_vc_8_trigger
Act_DeactTrig = nomad_vc_9_trigger
Act_DeactTrig = nomad_vc_10_trigger
Act_DeactTrig = nomad_vc_11_trigger
Act_DeactTrig = nomad_vc_12_trigger
Act_DeactTrig = nomad_vc_13_trigger
Act_DeactTrig = nomad_vc_14_trigger
Act_DeactTrig = nomad_vc_15_trigger
Act_DeactTrig = nomad_vc_16_trigger
Act_DeactTrig = nomad_vc_17_trigger
Act_DeactTrig = nomad_vc_18_trigger
Act_DeactTrig = nomad_vc_19_trigger
Act_DeactTrig = nomad_vc_20_trigger
Act_DeactTrig = nomad_vc_g_1_trigger
Act_DeactTrig = nomad_vc_g_2_trigger
Act_DeactTrig = nomad_vc_g_3_trigger
Act_DeactTrig = nomad_vc_g_4_trigger
Act_DeactTrig = nomad_vc_g_5_trigger
Act_AdjHealth = juni, 0.5
Act_AdjHealth = king, 0.5
Act_AdjHealth = Von_Claussen, 0.5
Act_GiveObjList = Von_Claussen, lets_go_home
Act_GiveObjList = juni, juni_form_on_trent_2
Act_GiveObjList = king, king_form_on_trent_2
Act_NagOff = dont_run
Act_NagDistTowards = POS, dock_with_toledo, juni, -589, 0, -2712, 24365
Act_ActTrig = comm_complete_dx_m12_0490_vonclaussen
Act_StartDialog = sendcomm_dx_m12_0480_juni
Act_Invulnerable = St01_dock_ring_1, true
[Trigger]
nickname = comm_complete_dx_m12_0490_vonclaussen
Cnd_CommComplete = dx_m12_0490_vonclaussen
Act_SetNNState = mlog_assist_von_claussen, COMPLETE
Act_SetNNState = mlog_return_to_the_orderbase, ACTIVE
Act_SetNNObj = mlog_return_to_the_orderbase
Act_PlayMusic = none, none, none, music_friendly_encouragement, 3
[Dialog]
nickname = sendcomm_dx_m12_0480_juni
system = St01
line = juni, Player, dx_m12_0480_juni
line = Von_Claussen, Player, dx_m12_0490_vonclaussen
[Trigger]
nickname = range_for_sendcomm_dx_m12_0500_vonclaussen
system = St01
Cnd_DistShip = inside, Player, St01_01, 8000
Act_ActTrig = dock_with_toledo_trigger
Act_StartDialog = sendcomm_dx_m12_0500_vonclaussen
[Dialog]
nickname = sendcomm_dx_m12_0500_vonclaussen
system = St01
line = Von_Claussen, Player, dx_m12_0500_vonclaussen
line = juni, Player, dx_m12_0510_juni
line = Von_Claussen, Player, dx_m12_0520_vonclaussen
line = juni, Player, dx_m12_0530_juni
line = Von_Claussen, Player, dx_m12_0540_vonclaussen
[Trigger]
nickname = dock_with_toledo_trigger
system = St01
Cnd_DistShip = inside, Player, St01_dock_ring_1, 3000
Act_GiveObjList = juni, dock_with_toledo
Act_GiveObjList = king, dock_with_toledo
Act_Jumper = juni, false
Act_Jumper = king, false
Act_Jumper = Von_Claussen, false
Act_SetNNState = mlog_return_to_the_orderbase, COMPLETE
Act_SetNNState = mlog_land_on_the_base, ACTIVE
Act_SetNNObj = mlog_land_on_the_base
Act_NagOff = dock_with_toledo
Act_NagDistLeaving = dock_with_toledo_1, juni, St01_dock_ring_1, 24365
Act_ActTrig = victory
Act_ActTrig = end_mission_in_space
[Trigger]
nickname = victory
system = St01
Cnd_DistShip = inside, Player, St01_dock_ring_1, 1150
Act_SetLifeTime = juni, 12000
Act_SetLifeTime = king, 12000
Act_SetLifeTime = Von_Claussen, 12000
Act_PlayMusic = none, none, none, music_victory_long
[Trigger]
nickname = end_mission_in_space
system = St01
Cnd_SpaceExit = no_params
Act_RemoveCargo = power_cell
Act_AdjAcct = 10000
Act_ChangeState = SUCCEED
[Trigger]
nickname = tr_to_st01
system = St01
Cnd_Timer = 10
Act_ActTrig = land_on_base
[Trigger]
nickname = land_on_base
system = St01
Cnd_BaseEnter = St01_01_Base
Act_NNIds = 31210, HISTORY
Act_NagOff = dock_with_toledo_1