freelancer-hd-edition/DATA/MISSIONS/M11/m11.ini
C.S. Melis 79a02be00d Fix helmets and accessories for Walker
Cruiser captains should always be wearing some eye piece. However, Walker didn't have that during mission 3 and 4. This has now been added. Also, there is one moment during mission 11 where Walker can be seen flying a Defender. Here he should be wearing a helmet, but he wasn't. This has been added. This commit also replaces the comm_ge_generic1 (Pirate) helmets with comm_ge_generic2 (Liberty) helmets, and also the uniforms li_scrote_body to li_male_elite_body. The former Pirate helmets and LSF uniforms were incorrect because they were worn by Liberty Navy pilots.
2022-10-23 13:52:47 +02:00

3401 lines
84 KiB
INI

[Mission]
npc_ship_file = missions\m11\npcships.ini
[NNObjective]
nickname = mlog_awaiting_objective
state = HIDDEN
type = ids, 21660
[NNObjective]
nickname = mlog_clear
state = HIDDEN
type = ids, 1
[NNObjective]
nickname = mlog_0
state = HIDDEN
type = navmarker, Li04, 24015, 27060, -18448, 144, -72008
[NNObjective]
nickname = mlog_pre
state = HIDDEN
type = ids, 24010
[NNObjective]
nickname = mlog_1
state = HIDDEN
type = rep_inst, Li04, 24020, 24000, -16549, 1, 75047, Li04_to_Li01_hole
[NNObjective]
nickname = mlog_2
state = HIDDEN
type = rep_inst, Li04, 24025, 27025, -16549, 1, 75047, Li04_to_Li01_hole
[NNObjective]
nickname = mlog_3
state = HIDDEN
type = ids, 24030
[NNObjective]
nickname = mlog_4
state = HIDDEN
type = rep_inst, Li01, 24035, 27035, -16549, 1, 75047, Li01_12
[NNObjective]
nickname = mlog_5
state = HIDDEN
type = rep_inst, Li01, 24040, 24000, -16549, 1, 75047, Li01_12
[NNObjective]
nickname = mlog_6
state = HIDDEN
type = rep_inst, Li01, 24045, 27045, 0, 0, 0, Li01a_to_Li01b_hole
[NNObjective]
nickname = mlog_7
state = HIDDEN
type = rep_inst, Li01, 24125, 24000, 0, 0, 0, Li01a_to_Li01b_hole
[NNObjective]
nickname = mlog_8
state = HIDDEN
type = rep_inst, Li01, 24050, 24000, -16549, 1, 75047, satellite
[NNObjective]
nickname = mlog_9
state = HIDDEN
type = rep_inst, Li01, 24055, 27055, 0, 0, 0, satellite
[NNObjective]
nickname = mlog_10
state = HIDDEN
type = ids, 24140
[NNObjective]
nickname = mlog_11
state = HIDDEN
type = navmarker, Li01, 24060, 27060, 60040, -400, 19577
[NNObjective]
nickname = mlog_13
state = HIDDEN
type = rep_inst, Li01, 24065, 24000, 0, 0, 0, Li01_to_Li05
[NNObjective]
nickname = mlog_14
state = HIDDEN
type = ids, 24075
[NNObjective]
nickname = mlog_15
state = HIDDEN
type = ids, 24070
[NNObjective]
nickname = mlog_16
state = HIDDEN
type = ids, 24107
[NNObjective]
nickname = mlog_17
state = HIDDEN
type = rep_inst, Li01, 24080, 24000, 0, 0, 0, Li01_to_Li05
[NNObjective]
nickname = mlog_18
state = HIDDEN
type = rep_inst, Li05, 24085, 27085, 38000, 1, -38000, Li05_prison_1
[NNObjective]
nickname = mlog_19
state = HIDDEN
type = rep_inst, Li05, 24100, 24000, 38000, 1, -38000, Li05_prison_1
[NNObjective]
nickname = mlog_20
state = HIDDEN
type = rep_inst, Li05, 24105, 27105, 65000, 1, 35000, Li05_to_Li01
[NNObjective]
nickname = mlog_21
state = HIDDEN
type = rep_inst, Li05, 24110, 24000, 65000, 1, 35000, Li05_to_Li01
[NNObjective]
nickname = mlog_22
state = HIDDEN
type = navmarker, Li01, 24115, 27115, 63990, -100, 18337
[NNObjective]
nickname = mlog_24
state = HIDDEN
type = rep_inst, Li01, 24120, 27120, -16549, 1, 75047, osiris2
;[NNObjective]
;nickname = mlog_23
;state = HIDDEN
;type = ids, 24135
[NNObjective]
nickname = mlog_26
state = HIDDEN
type = ids, 24117
[NNObjective]
nickname = mlog_27
state = HIDDEN
type = navmarker, Li01, 24037, 27115, 24974, -158, 74170
[NNObjective]
nickname = mlog_prison
state = HIDDEN
type = navmarker, Li05, 24145, 27115, 65159, 15, 15135
[Trigger]
nickname = general_triggers
Cnd_True = no_params
Act_RandomPop = false
[Trigger]
nickname = d_king_li04
system = Li04
Cnd_Destroyed = king, 1, EXPLODE
Act_ChangeState = FAIL, 24152
[Trigger]
nickname = d_juni_li04
system = Li04
Cnd_Destroyed = juni, 1, EXPLODE
Act_ChangeState = FAIL, 24150
[Trigger]
nickname = d_king_li01
system = Li01
Cnd_Destroyed = king, 1, EXPLODE
Act_ChangeState = FAIL, 24152
[Trigger]
nickname = d_juni_li01
system = Li01
Cnd_Destroyed = juni, 1, EXPLODE
Act_ChangeState = FAIL, 24150
[Trigger]
nickname = d_king2_li01
system = Li01
Cnd_Destroyed = king2, 1, EXPLODE
Act_ChangeState = FAIL, 24152
[Trigger]
nickname = d_juni2_li01
system = Li01
Cnd_Destroyed = juni2, 1, EXPLODE
Act_ChangeState = FAIL, 24150
[Trigger]
nickname = d_king_li05
system = Li05
Cnd_Destroyed = king, 1, EXPLODE
Act_ChangeState = FAIL, 24152
[Trigger]
nickname = d_juni_li05
system = Li05
Cnd_Destroyed = juni, 1, EXPLODE
Act_ChangeState = FAIL, 24150
[Trigger]
nickname = d_king2_li05
system = Li05
Cnd_Destroyed = king2, 1, EXPLODE
Act_ChangeState = FAIL, 24152
[Trigger]
nickname = d_juni2_li05
system = Li05
Cnd_Destroyed = juni2, 1, EXPLODE
Act_ChangeState = FAIL, 24150
[MsnSolar]
nickname = osiris
system = Li04
position = -18220, 100, -72225
orientation = 0.35, 0, 0.85, 0
string_id = 217114
faction = fc_or_grp
archetype = o_osiris
label = drive_friendly
label = osiris
base = Li04_06_base
pilot = MSN11_Osirus
voice = orillion
[MsnSolar]
nickname = satellite
system = Li01
position = 62220, -4000, 30000
string_id = 217116
faction = li_n_grp
archetype = gas_collector
loadout = gas_collector
[MsnSolar]
nickname = com_plat1
string_id = 217115
faction = li_n_grp
system = Li01
position = 62320, -4000, 30100
archetype = wplatform
loadout = weapon_platform_m11
pilot = pilot_platform
label = lsfers
[MsnSolar]
nickname = com_plat2
string_id = 217115
faction = li_n_grp
system = Li01
position = 62120, -4000, 29900
archetype = wplatform
loadout = weapon_platform_m11
pilot = pilot_platform
label = lsfers
[MsnSolar]
nickname = hostile_platform1
string_id = 217115
faction = li_n_grp
system = Li05
position = 64470, 50, 34350
archetype = wplatform
loadout = weapon_platform_m11
pilot = pilot_platform
label = lbl_hplat
label = lsfers
label = hostile_platform1
[MsnSolar]
nickname = hostile_plat1
string_id = 217115
faction = li_n_grp
system = Li05
position = 80070, 0, 12812
archetype = wplatform
loadout = weapon_platform_m11
pilot = pilot_platform
label = lbl_hplat
label = lsfers
label = hostile_platform1
[MsnSolar]
nickname = hostile_platform2
string_id = 217115
faction = li_n_grp
system = Li05
position = 65975, 0, 35388
archetype = small_wplatform
loadout = small_weapon_platform
pilot = pilot_platform
label = lbl_hplat
label = lsfers
label = hostile_platform2
[MsnSolar]
nickname = hostile_platform2_alt
string_id = 217115
faction = li_n_grp
system = Li05
position = 64900, 0, 31690
orientation = 0.35, 0, 0.85, 0
archetype = small_wplatform
loadout = small_weapon_platform
pilot = pilot_platform
label = lbl_hplat
label = lsfers
label = hostile_platform2_alt
label = hostile_platform2
[MsnSolar]
nickname = hostile_platform3
string_id = 217115
faction = li_n_grp
system = Li05
position = 63925, 0, 35705
archetype = wplatform
loadout = weapon_platform_m11
pilot = pilot_platform
label = lbl_hplat
label = hostile_platform3
label = lsfers
[MsnSolar]
nickname = prisonplat
string_id = 217115
faction = li_n_grp
system = Li05
position = 37570, 100, -37025
orientation = -0.35, 0, 0.85, 0
archetype = wplatform
loadout = weapon_platform_m11
pilot = pilot_platform
label = lbl_hplat
label = lsfers
label = rhers
label = prisonplat
[MsnSolar]
nickname = osiris2
system = Li01
position = 64810, 235, 18400
orientation = 0.85, 0, 0.35, 0
string_id = 217114
faction = fc_or_grp
archetype = o_osiris
loadout = or_osiris
label = osiris
base = Li01_15_base
voice = orillion
costume = pl_male4_head, pi_orillion_body
pilot = MSN11_Osirus
[MsnSolar]
nickname = li_bship2
system = Li05
Radius = 0
label = li_bship
label = lsfers
string_id = 217119
faction = li_n_grp
position = 65225, 150, 34045
orientation = 0.8, 0, 0.6, 0
archetype = MSN_d_l_dreadnought
loadout = MSN11_Nomad_Liberty_Dreadnought
pilot = MSN11_Nomad_Liberty_Dreadnought
costume = ge_male4_head, li_male_elite_body, prop_neuralnet_D_right
voice = pilot_f_mil_m02b
[NPC]
nickname = king_m11
space_costume = li_scrote_head, li_scrote_body, comm_li_hatcher
affiliation = fc_uk_grp
npc_ship_arch = MSN11_King
individual_name = 217111
voice = king
[NPC]
nickname = juni_m11
space_costume = pl_female4_head_helmet, li_hatcher_body, comm_br_elite_female
affiliation = fc_uk_grp
npc_ship_arch = MSN11_Juni
individual_name = 217112
voice = juni
[NPC]
nickname = ln_fighter_vox
affiliation = li_n_grp
npc_ship_arch = MSN11_Nomad_Liberty_Light_Fighter_Leader
individual_name = 1
space_costume = ge_male4_head, li_male_elite_body, comm_ge_generic2
voice = pilot_c_leg_m01
[NPC]
nickname = ln_fighter
affiliation = li_n_grp
npc_ship_arch = MSN11_Nomad_Liberty_Light_Fighter
individual_name = 1
space_costume = ge_male4_head, li_male_elite_body, comm_ge_generic2
voice = pilot_f_mil_m02
[NPC]
nickname = female_ln_fighter
space_costume = pl_female2_head, li_female_elite_body, comm_li_hatcher_female
affiliation = li_n_grp
npc_ship_arch = MSN11_Nomad_Liberty_Light_Fighter
individual_name = 217128
voice = pilot_f_leg_f01
[NPC]
nickname = lambda_elite1
npc_ship_arch = MSN11_Liberty_Heavy_Fighter
affiliation = fc_or_grp
voice = pilot_f_mil_m01a
individual_name = 217100
space_costume = li_rockford_head, li_male_elite_body, comm_br_darcy
[NPC]
nickname = lambda_elite2
npc_ship_arch = MSN11_Liberty_Heavy_Fighter
affiliation = fc_or_grp
voice = pilot_f_leg_f01
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
individual_name = 217101
[NPC]
nickname = lambda_elite3
npc_ship_arch = MSN11_Liberty_Heavy_Fighter
affiliation = fc_or_grp
voice = pilot_f_mil_m01a
space_costume = li_rockford_head, li_male_elite_body, comm_br_darcy
individual_name = 217102
[NPC]
nickname = lambda_elite4
npc_ship_arch = MSN11_Liberty_Heavy_Fighter
affiliation = fc_or_grp
voice = pilot_f_mil_m01b
space_costume = li_rockford_head, li_male_elite_body, comm_br_darcy
individual_name = 217103
[NPC]
nickname = walker_m11
npc_ship_arch = MSN11_Walker
affiliation = fc_or_grp
voice = walker
individual_name = 217113
space_costume = br_captain_head, li_tilton_body, prop_neuralnet_b
[NPC]
nickname = walkerLC_m11
npc_ship_arch = MSN11_Walker
affiliation = fc_or_grp
individual_name = 217118
voice = walkerLC_m11
space_costume = rh_captain_head, li_male_elite_body, prop_neuralnet_D_right
[NPC]
nickname = misc_fighter_m11
npc_ship_arch = MSN11_Nomad_Liberty_Light_Fighter
affiliation = fc_or_grp
voice = pilot_f_mil_m01b
individual_name = 1
[NPC]
nickname = prototype_elite
affiliation = li_n_grp
individual_name = 217104
npc_ship_arch = MSN11_Nomad_Liberty_Heavy_Fighter_Prototype
voice = pilot_f_mil_m02
space_costume = sh_male2_head, li_male_elite_body, comm_li_hatcher
[NPC]
nickname = walker_elite
npc_ship_arch = MSN11_Liberty_Heavy_Fighter
affiliation = fc_or_grp
voice = walker
space_costume = br_captain_head, li_tilton_body, comm_ge_generic2
individual_name = 217113
[NPC]
nickname = ln_elite
affiliation = li_n_grp
npc_ship_arch = MSN11_Nomad_Liberty_Heavy_Fighter
voice = pilot_f_mil_m02a
individual_name = 1
space_costume = li_rockford_head, li_male_elite_body, comm_li_hatcher
[NPC]
nickname = ln_aceheavy
affiliation = li_n_grp
individual_name = 1
npc_ship_arch = MSN11_Nomad_Liberty_Heavy_Fighter_Ace
voice = pilot_f_mil_m02b
space_costume = li_rockford_head, li_male_elite_body, comm_li_hatcher
[NPC]
nickname = li_dread_vox
individual_name = 217120
affiliation = li_n_grp
npc_ship_arch = MSN11_Nomad_Liberty_Dreadnought
voice = pilot_f_mil_m02a
space_costume = rh_bartender_head, li_male_elite_body, prop_neuralnet_e_right
[NPC]
nickname = li_dread
affiliation = li_n_grp
individual_name = 217119
npc_ship_arch = MSN11_Nomad_Liberty_Dreadnought
voice = pilot_f_mil_m02b
space_costume = ge_male4_head, li_male_elite_body, prop_neuralnet_D_right
[NPC]
nickname = l_li_ace
npc_ship_arch = MSN11_Nomad_Liberty_Light_Fighter_Ace
affiliation = li_n_grp
individual_name = 1
[NPC]
nickname = LC_ship_11
npc_ship_arch = MSN11_Nomad_Liberty_Cruiser
affiliation = li_n_grp
individual_name = 217125
voice = pilot_f_mil_m01a
space_costume = rh_bartender_head, li_male_elite_body, prop_neuralnet_e_right
[NPC]
nickname = LC_ship_11b
npc_ship_arch = MSN11_Nomad_Liberty_Cruiser
affiliation = li_n_grp
individual_name = 217126
voice = pilot_f_mil_m01b
space_costume = ge_male4_head, li_male_elite_body, prop_neuralnet_D_right
[NPC]
nickname = LC_ship_11c
npc_ship_arch = MSN11_Nomad_Liberty_Cruiser
affiliation = li_n_grp
individual_name = 217127
voice = pilot_f_mil_m02
space_costume = pl_male3_head, li_male_elite_body, prop_neuralnet_e_right
[NPC]
nickname = li_dreadA
affiliation = li_n_grp
npc_ship_arch = MSN11_Nomad_Liberty_Dreadnought
voice = omaha
individual_name = 217121
space_costume = pl_male3_head, li_male_elite_body, prop_neuralnet_e_right
[NPC]
nickname = nomadship
affiliation = fc_n_grp
npc_ship_arch = MSN11_Nomad_Fighter
individual_name = 217129
[NPC]
nickname = rh_gunboatie
affiliation = rh_n_grp
npc_ship_arch = MSN11_Nomad_Rheinland_Gunboat
individual_name = 217122
voice = pilot_f_mil_m01
space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
;[NPC]
;nickname = rh_gunboatie2
;affiliation = rh_n_grp
;npc_ship_arch = MSN11_Nomad_Rheinland_Gunboat
;individual_name = 217123
;voice = pilot_f_mil_m01a
;space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
;[NPC]
;nickname = rh_gunboatie3
;affiliation = rh_n_grp
;npc_ship_arch = MSN11_Nomad_Rheinland_Gunboat
;individual_name = 217124
;voice = pilot_f_mil_m01b
;space_costume = rh_captain_head, rh_male_elite_body, prop_neuralnet_D
;[NPC]
;nickname = osiris_elite
;npc_ship_arch = MSN11_Liberty_Heavy_Fighter
;affiliation = fc_or_grp
;voice = pilot_f_mil_m01b
;individual_name = 1
[MsnShip]
nickname = juni
NPC = juni_m11
position = -18220, 0, -72425
label = drive_friendly
orientation = -0.3, 0, 1, 0.0213
jumper = true
[MsnShip]
nickname = juni2
NPC = juni_m11
position = 67767, -4690, 36445
label = drive_friendly
orientation = -0.3, 0, 1, 0.0213
jumper = true
[MsnShip]
nickname = king
NPC = king_m11
position = -18120, 0, -72400
label = drive_friendly
orientation = -0.3584, 0.0175, 0.9331, 0.0213
jumper = true
[MsnShip]
nickname = king2
NPC = king_m11
position = 67801, -4726, 36364
label = drive_friendly
orientation = -0.3584, 0.0175, 0.9331, 0.0213
jumper = true
[MsnShip]
nickname = Z21_defender1
NPC = ln_fighter_vox
random_name = true
label = Z21_defenders
label = proto
[MsnShip]
nickname = Z21_defender2
NPC = female_ln_fighter
label = Z21_defenders
label = proto
[MsnShip]
nickname = ny_hostile1
NPC = ln_fighter_vox
random_name = true
label = lsfers
label = rhers
[MsnShip]
nickname = ny_hostile2
NPC = ln_fighter
random_name = true
label = lsfers
label = rhers
[MsnShip]
nickname = ny_hostile3
NPC = ln_fighter
random_name = true
label = lsfers
label = rhers
[MsnShip]
nickname = ny_hostile4
NPC = ln_fighter
random_name = true
label = lsfers
label = rhers
[MsnShip]
nickname = ny_hostile5
NPC = ln_fighter
random_name = true
label = lsfers
label = rhers
[MsnShip]
nickname = walker1
NPC = walker_m11
label = lbl_teamwalker
label = drive_friendly
[MsnShip]
nickname = walker2
NPC = walkerLC_m11
label = lbl_teamwalker
label = drive_friendly
[MsnShip]
nickname = tw_cover1
NPC = misc_fighter_m11
label = lbl_teamwalker
label = drive_friendly
random_name = true
[MsnShip]
nickname = tw_cover2
NPC = misc_fighter_m11
label = lbl_teamwalker
label = drive_friendly
random_name = true
[MsnShip]
nickname = tw_cover3
NPC = misc_fighter_m11
label = lbl_teamwalker
label = drive_friendly
random_name = true
[MsnShip]
nickname = lambda1
NPC = lambda_elite1
label = drive_friendly
label = lbl_teamwalker
label = lambda
jumper = true
[MsnShip]
nickname = lambda2
NPC = lambda_elite2
label = lbl_teamwalker
label = drive_friendly
label = lambda
jumper = true
[MsnShip]
nickname = lambda3
NPC = lambda_elite3
label = lbl_teamwalker
label = lambda
label = drive_friendly
jumper = true
[MsnShip]
nickname = lambda4
NPC = lambda_elite4
label = lbl_teamwalker
label = lambda
label = drive_friendly
jumper = true
[MsnShip]
nickname = boun1
NPC = ln_fighter
random_name = true
label = lsfers
label = bouncers
[MsnShip]
nickname = boun2
NPC = ln_fighter
random_name = true
label = lsfers
label = bouncers
[MsnShip]
nickname = boun3
NPC = ln_fighter
random_name = true
label = lsfers
label = bouncers
[MsnShip]
nickname = boun4
NPC = ln_fighter
random_name = true
label = lsfers
label = bouncers
[MsnShip]
nickname = boun5
NPC = ln_fighter
random_name = true
label = lsfers
label = bouncers
[MsnShip]
nickname = boun6
NPC = ln_fighter
random_name = true
label = lsfers
label = bouncers
[MsnShip]
nickname = boun7
NPC = ln_fighter
random_name = true
label = lsfers
label = bouncers
[MsnShip]
nickname = boun8
NPC = ln_fighter
random_name = true
label = lsfers
label = bouncers
[MsnShip]
nickname = z21_hostile1
NPC = prototype_elite
random_name = true
label = lsfers
label = proto
[MsnShip]
nickname = z21_hostile2
NPC = prototype_elite
random_name = true
label = lsfers
label = proto
[MsnShip]
nickname = z21_hostile3
NPC = prototype_elite
random_name = true
label = lsfers
label = proto
[MsnShip]
nickname = z21_hostile4
NPC = prototype_elite
random_name = true
label = lsfers
label = proto
[MsnShip]
nickname = z21_hostile5
NPC = prototype_elite
random_name = true
label = lsfers
label = proto
[MsnShip]
nickname = z21_hostile6
NPC = prototype_elite
random_name = true
label = lsfers
label = proto
[MsnShip]
nickname = walker_fighter
NPC = walker_elite
label = drive_friendly
label = lbl_teamwalker
position = 26169, 248, 74510
[MsnShip]
nickname = comsatangel1
NPC = l_li_ace
random_name = true
label = lsfers
label = comsatters
[MsnShip]
nickname = comsatangel2
NPC = l_li_ace
random_name = true
label = lsfers
label = comsatters
[MsnShip]
nickname = comsatangel3
NPC = l_li_ace
random_name = true
label = lsfers
label = comsatters
[MsnShip]
nickname = comsatangel4
NPC = l_li_ace
random_name = true
label = lsfers
label = comsatters
[MsnShip]
nickname = comsatangel5
NPC = l_li_ace
random_name = true
label = lsfers
label = comsatters
[MsnShip]
nickname = comsatangel6
NPC = l_li_ace
random_name = true
label = lsfers
label = comsatters
[MsnShip]
nickname = hwing2a
NPC = ln_fighter
random_name = true
label = wing2
label = lsfers
jumper = true
[MsnShip]
nickname = hwing2b
NPC = ln_fighter
random_name = true
label = lsfers
label = wing2
jumper = true
;[MsnShip]
;nickname = hwing1a
;NPC = ln_aceheavy
;random_name = true
;label = lsfers
;label = wing1
;[MsnShip]
;nickname = hwing1b
;NPC = ln_aceheavy
;random_name = true
;label = lsfers
;label = wing1
[MsnShip]
nickname = hwing3a
NPC = ln_elite
random_name = true
label = lsfers
label = wing3
[MsnShip]
nickname = hwing3b
NPC = ln_elite
random_name = true
label = wing3
label = lsfers
[MsnShip]
nickname = hwing3c
NPC = ln_elite
random_name = true
label = wing3
label = lsfers
[MsnShip]
nickname = li_bship1
NPC = li_dread_vox
label = li_bship
label = lsfers
position = 65000, 50, 31280
orientation = 0, 0, 1, 0
[MsnShip]
nickname = li_bship2
NPC = li_dread
label = li_bship
label = lsfers
position = 55420, 300, 34295
orientation = 0.05, 0, 0.96, 0
[MsnShip]
nickname = li_cruiser1
NPC = LC_ship_11
label = li_bship
label = lsfers
position = 64892, -175, 17966
orientation = 0.9, 0, 0.15, 0
[MsnShip]
nickname = li_cruiser2
NPC = LC_ship_11b
label = li_bship
label = lsfers
position = 64900, -75, 18166
orientation = 0.95, 0, 0.1, 0
[MsnShip]
nickname = li_cruiser3
NPC = LC_ship_11c
label = li_bship
label = lsfers
position = 64892, 235, 18000
orientation = 0.9, 0, 0.25, 0
[MsnShip]
nickname = rh_gunboatAK
NPC = rh_gunboatie
label = wing4
label = whattheheck
label = rhers
position = 64700, 0, 33945
orientation = 0.65, 0, 0.8, 0
[MsnShip]
nickname = AKnomad1
NPC = nomadship
label = lsfers
label = nomads
label = infinite_wing
[MsnShip]
nickname = AKnomad2
NPC = nomadship
label = nomads
label = lsfers
label = infinite_wing
[MsnShip]
nickname = AKnomad3
NPC = nomadship
label = lsfers
label = nomads
label = infinite_wing
[MsnShip]
nickname = AKnomad4
NPC = nomadship
label = lsfers
label = nomads
label = infinite_wing
[MsnShip]
nickname = AKnomad5
NPC = nomadship
label = lsfers
label = nomads
label = infinite_wing
[MsnShip]
nickname = AKnomad6
NPC = nomadship
label = infinite_wing
[MsnShip]
nickname = AKnomad7
NPC = nomadship
label = infinite_wing
[MsnShip]
nickname = AKnomad8
NPC = nomadship
label = infinite_wing
[MsnShip]
nickname = AKnomad9
NPC = nomadship
label = infinite_wing
[MsnShip]
nickname = AKnomad10
NPC = nomadship
label = infinite_wing
[MsnShip]
nickname = li_bshipA
NPC = li_dreadA
position = 64892, 125, 17966
orientation = 0.85, 0, 0.35, 0
label = li_bship
label = lsfers
[MsnShip]
nickname = chaser1
NPC = nomadship
label = lsfers
label = nomads
[MsnShip]
nickname = chaser2
NPC = nomadship
label = nomads
label = lsfers
[MsnShip]
nickname = chaser3
NPC = nomadship
label = lsfers
label = nomads
[MsnShip]
nickname = chaser4
NPC = nomadship
label = lsfers
label = nomads
[MsnShip]
nickname = ny2_nomad1
NPC = nomadship
label = ny2_nomads
[MsnShip]
nickname = ny2_nomad2
NPC = nomadship
label = ny2_nomads
[MsnShip]
nickname = ny2_nomad3
NPC = nomadship
label = ny2_nomads
[MsnShip]
nickname = hwing4a
NPC = ln_elite
random_name = true
label = lsfers
label = wing4
[MsnShip]
nickname = hwing4b
NPC = ln_elite
random_name = true
label = wing4
label = lsfers
[MsnShip]
nickname = hwing4c
NPC = ln_elite
random_name = true
label = wing4
label = lsfers
[MsnShip]
nickname = chaser2-1
NPC = ln_fighter
label = lsfers
random_name = true
[MsnShip]
nickname = chaser2-2
NPC = ln_fighter
label = lsfers
random_name = true
[MsnShip]
nickname = chaser2-3
NPC = ln_fighter
label = lsfers
random_name = true
[MsnShip]
nickname = chaser3-1
NPC = ln_fighter
label = lsfers
random_name = true
[MsnShip]
nickname = chaser3-2
NPC = ln_fighter
label = lsfers
random_name = true
[MsnShip]
nickname = chaser3-3
NPC = ln_fighter
label = lsfers
random_name = true
[MsnShip]
nickname = chaser3-4
NPC = ln_fighter
label = lsfers
random_name = true
[MsnFormation]
nickname = Z21_defenders
position = 79750, 100, 13012
orientation = 0.75, 0, 0.75, 0
formation = fighter_li_n
ship = Z21_defender1
ship = Z21_defender2
[MsnFormation]
nickname = nyattackers
position = 15570, 300, 81822
orientation = 0.2983, -0.0487, 0.9427, 0.1411
formation = fighter_li_n
ship = ny_hostile1
ship = ny_hostile2
ship = ny_hostile3
ship = ny_hostile4
ship = ny_hostile5
[MsnFormation]
nickname = teamwalker
position = 24910, 200, 75185
orientation = 0.35, 0, 0.85, 0
formation = Cruiser2_li_n
ship = walker1
ship = walker2
ship = tw_cover1
ship = tw_cover2
ship = tw_cover3
[MsnFormation]
nickname = lambda
position = 25592, 0, 73980
orientation = -0.35, 0, 0.85, 0
formation = fighter_li_n
ship = lambda1
ship = lambda2
ship = lambda3
ship = lambda4
[MsnFormation]
nickname = bouncers
position = 76445, 0, 13765
orientation = 0.7, 0, -0.7, 0
formation = fighter_li_n
ship = boun1
ship = boun2
ship = boun3
ship = boun4
[MsnFormation]
nickname = bouncers2
position = 76445, 0, 13765
orientation = 0.7, 0, -0.7, 0
formation = fighter_li_n
ship = boun5
ship = boun6
ship = boun7
ship = boun8
[MsnFormation]
nickname = z21_w1
position = 78051, 319, 13230
orientation = -0.35, 0, 0.85, 0
formation = fighter_li_n
ship = z21_hostile1
ship = z21_hostile2
ship = z21_hostile3
ship = z21_hostile4
ship = z21_hostile5
ship = z21_hostile6
[MsnFormation]
nickname = csangels
position = 63220, -3500, 29000
formation = fighter_li_n
ship = comsatangel1
ship = comsatangel2
ship = comsatangel3
ship = comsatangel4
ship = comsatangel5
ship = comsatangel6
[MsnFormation]
nickname = hwing2
position = 55520, 0, 34495
orientation = 0.7, 0, -0.7, 0
formation = fighter_li_n
ship = hwing2a
ship = hwing2b
;[MsnFormation]
;nickname = hwing1
;position = 66265, 100, 31675
;orientation = 0.7, 0, 0.7, 0
;formation = fighter_li_n
;ship = hwing1a
;ship = hwing1b
[MsnFormation]
nickname = hwing3
position = 64750, 0, 32713
orientation = 0.35, 0, 0.85, 0
formation = fighter_li_n
ship = hwing3a
ship = hwing3b
ship = hwing3c
[MsnFormation]
nickname = chaserwing
position = 64680, 250, 17650
orientation = 0.7, 0, -0.7, 0
formation = nomad_basic
ship = chaser1
ship = chaser2
ship = chaser3
ship = chaser4
[MsnFormation]
nickname = ny2_nomads
position = 78744, -92, 17908
orientation = 0.7, 0, -0.7, 0
formation = nomad_basic
ship = ny2_nomad1
ship = ny2_nomad2
ship = ny2_nomad3
[MsnFormation]
nickname = AKnomads
orientation = 0.7, 0, -0.7, 0
formation = nomad_basic
rel_pos = 90, walker1, 2000
ship = AKnomad1
ship = AKnomad2
ship = AKnomad3
ship = AKnomad4
ship = AKnomad5
[MsnFormation]
nickname = hwing4
position = 67060, 1500, 31310
orientation = 0.85, 0, 0.35, 0
formation = fighter_li_n
ship = hwing4a
ship = hwing4b
ship = hwing4c
[MsnFormation]
nickname = chaserwing2
position = 64380, 350, 18835
formation = fighter_li_n
ship = chaser2-1
ship = chaser2-2
ship = chaser2-3
[MsnFormation]
nickname = chaserwing3
position = 64380, 350, 18835
formation = fighter_li_n
ship = chaser3-1
ship = chaser3-2
ship = chaser3-3
ship = chaser3-4
[Trigger]
nickname = key_offer_init
system = Li04
InitState = ACTIVE
Cnd_True = no_params
Act_ActTrig = bse_Osiris
Act_SetNNObj = mlog_pre
Act_ActTrig = plch_spawnosir
Act_RandomPopSphere = 1584, -500, -36995, 6000, off
[Trigger]
nickname = plch_spawnosir
system = Li04
Cnd_PlayerLaunch = no_params
Act_SpawnSolar = osiris
Act_Invulnerable = osiris, true
Act_Cloak = osiris, false
[Trigger]
nickname = bse_Osiris
system = Li04
Cnd_LocEnter = Deck2, Li04_06_base
InitState = ACTIVE
Act_AddRTC = missions\m11\M011_s067a_Iw02_03_offer.ini
Act_SetNNObj = mlog_clear
Act_AddAmbient = Scripts\Bases\Li_05_Deck_Ambi_s067_music.thn, Deck, Li04_06_base
Act_ActTrig = mrp_accept
[Trigger]
nickname = mrp_accept
system = Li04
Cnd_MsnResponse = accept
Act_RemoveRTC = missions\m11\M011_s067a_Iw02_03_offer.ini
Act_ActTrig = spe_osir
Act_DeactTrig = bse_Osiris
Act_SetRep = Player, li_lsf_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = Player, li_p_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = Player, li_n_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = Player, fc_ln_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = Player, fc_rn_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = Player, fc_or_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, fc_lr_grp, REP_FRIEND_THRESHOLD
Act_SetTitle = 24000
Act_SetOffer = 24005
Act_RemoveAmbient = Scripts\Bases\Li_05_Deck_Ambi_s067_music.thn
Act_ActTrig = first_obj
[Trigger]
nickname = first_obj
system = Li04
Cnd_True = no_params
Act_SetNNObj = mlog_0
Act_NNIds = 31100, HISTORY
[Trigger]
nickname = spe_osir
system = Li04
Cnd_SpaceEnter = no_params
Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY
Act_ActTrig = start_init
[Trigger]
nickname = start_init
system = Li04
Cnd_True = no_params
Act_SpawnShip = king
Act_SpawnShip = juni
Act_Invulnerable = king, true, false, 0.9
Act_Invulnerable = juni, true, false, 0.9
Act_MarkObj = king, 1
Act_MarkObj = juni, 1
Act_SetVibeLbltoShip = drive_friendly, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = osiris, Player, REP_FRIEND_THRESHOLD
Act_ActTrig = nse_Li01
Act_ActTrig = d_king_li04
Act_ActTrig = d_juni_li04
Act_ActTrig = tm_makesureofspawning
Act_ActTrig = general_triggers
Act_SetVibe = Li04_to_Li01_hole, Player, REP_NEUTRAL
Act_LockDock = Player, Li04_to_Li01_hole, lock
Act_PlayerCanDock = false, Li04_to_Li01_hole
Act_ActTrig = first_player_launch
[Trigger]
nickname = first_player_launch
system = Li04
Cnd_PlayerLaunch = no_params
Act_PlayMusic = none, none, none, music_li_space
Act_GiveObjList = Player, ol_make_juni_king_frm
[ObjList]
nickname = ol_make_juni_king_frm
BreakFormation = no_params
FollowPlayer = fighter_basic, juni, king
[Trigger]
nickname = tm_makesureofspawning
Cnd_Timer = 10
Act_ActTrig = com_0101
Act_SendComm = juni, Player, DX_M11_0101_JUNI
[Trigger]
nickname = com_0101
Cnd_CommComplete = DX_M11_0101_JUNI
Act_SetNNObj = mlog_1
Act_GiveObjList = Player, ol_make_juni_king_frm
Act_EtherComm = orillion, 217114, Player, DX_M11_0110_ORILLION, -1, pl_male4_head, pi_orillion_body
Act_ActTrig = com_0110
[Trigger]
nickname = com_0110
Cnd_CommComplete = DX_M11_0110_ORILLION
Act_SendComm = juni, Player, DX_M11_0120_JUNI
Act_ActTrig = com_0120
[Trigger]
nickname = com_0120
Cnd_CommComplete = DX_M11_0120_JUNI
Act_EtherComm = orillion, 217114, Player, DX_M11_0130_ORILLION, -1, pl_male4_head, pi_orillion_body
Act_ActTrig = com_0130
[Trigger]
nickname = com_0130
Cnd_CommComplete = DX_M11_0130_ORILLION
Act_NagDistTowards = OBJ, to_Li04_Li01, juni, Li04_to_Li01_hole, 24157, 5000, NAG_ALWAYS
Act_ActTrig = tm_walkertalkdelay
[Trigger]
nickname = tm_walkertalkdelay
Cnd_Timer = 5
Act_StartDialog = dlg_walkertalk
Act_ActTrig = com_0160
[Dialog]
nickname = dlg_walkertalk
system = Li04
line = king, Player, DX_M11_0140_KING
line = juni, Player, DX_M11_0150_JUNI
line = king, Player, DX_M11_0160_KING
[Trigger]
nickname = com_0160
Cnd_CommComplete = DX_M11_0160_KING
Act_SendComm = juni, Player, DX_M11_0165_JUNI
Act_ActTrig = dst_Li01hole
Act_LockDock = Player, Li04_to_Li01_hole, unlock
[Trigger]
nickname = dst_Li01hole
Cnd_DistShip = inside, Player, Li04_to_Li01_hole, 5000
Act_StartDialog = dlg_jumptoLi01
Act_NagOff = to_Li04_Li01
Act_NagDistLeaving = away_Li04_Li01, juni, Li04_to_Li01_hole, 24160, 1, NAG_ALWAYS
Act_ActTrig = syx_Li04
Act_ActTrig = sye_Li01
Act_RandomPop = false
Act_ActTrig = com_0180
[Trigger]
nickname = syx_Li04
Cnd_SystemExit = Li04
Act_SetNNObj = mlog_clear
[Trigger]
nickname = sye_Li01
Cnd_SystemEnter = Li01
Act_NagOff = away_Li04_Li01
Act_LockDock = Player, Li01_to_Li04_hole, lock
[Dialog]
nickname = dlg_jumptoLi01
system = Li04
line = juni, Player, DX_M11_0170_JUNI
line = king, Player, DX_M11_0180_KING
[Trigger]
nickname = com_0180
Cnd_CommComplete = DX_M11_0180_KING
Act_SetNNObj = mlog_2
[Trigger]
nickname = nse_Li01
system = Li01
Cnd_NPCSystemEnter = Li01, juni, Player, king
Act_ActTrig = ny_init
[Trigger]
nickname = ny_init
system = Li01
Cnd_True = no_params
Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY
Act_SetVibe = Li01_12, Player, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = Li01_12, drive_friendly, REP_FRIEND_MAXIMUM
Act_SpawnFormation = lambda
Act_Invulnerable = lambda1, true, false, 0.9
Act_Cloak = lambda1, false
Act_Cloak = lambda2, false
Act_Cloak = lambda3, false
Act_Cloak = lambda4, false
Act_SetVibeLbltoShip = drive_friendly, Player, REP_FRIEND_THRESHOLD
Act_PlayerCanDock = false, Li01_12
Act_LockDock = Player, Li01_12, lock
Act_RandomPopSphere = 25390, 0, 74163, 7000, off
Act_ActTrig = tm_foesdecloak
[Trigger]
nickname = tm_foesdecloak
Cnd_True = no_params
Act_PlayerEnemyClamp = 4, 4
Act_GiveObjList = juni, ol_break_formation
Act_GiveObjList = king, ol_break_formation
Act_SpawnFormation = nyattackers
Act_Cloak = ny_hostile1, false
Act_Cloak = ny_hostile2, false
Act_Cloak = ny_hostile3, false
Act_Cloak = ny_hostile4, false
Act_Cloak = ny_hostile5, false
Act_PlayMusic = none, none, none, music_li_battle
Act_SetVibeLbl = rhers, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = drive_friendly, rhers, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rhers, Player, REP_HOSTILE_THRESHOLD
Act_GiveObjList = nyattackers, ol_attack_player
Act_ActTrig = d_NYhostiles
Act_MarkObj = king, 1
Act_MarkObj = juni, 1
Act_MarkObj = ny_hostile1, 1
Act_MarkObj = ny_hostile2, 1
Act_MarkObj = ny_hostile3, 1
Act_MarkObj = ny_hostile4, 1
Act_MarkObj = ny_hostile5, 1
Act_ActTrig = delay_com_1665
[Trigger]
nickname = delay_com_1665
Cnd_Timer = 2
Act_SendComm = juni, Player, DX_M11_1665_JUNI
Act_ActTrig = com_1665
[Trigger]
nickname = com_1665
Cnd_CommComplete = DX_M11_1665_JUNI
Act_SetNNObj = mlog_3
Act_NagDistLeaving = away_battle1, juni, juni, 24195, 3000, NAG_ALWAYS
Act_GiveObjList = juni, ol_stay_near_Li01_hole
Act_GiveObjList = king, ol_stay_near_Li01_hole
[ObjList]
nickname = ol_stay_near_Li01_hole
StayInRange = Li01_to_Li04_hole, 1000, true
[ObjList]
nickname = ol_attack_player
GotoShip = goto, Player, 500, true
StayInRange = Li01_to_Li04_hole, 1000, true
[Trigger]
nickname = d_NYhostiles
system = Li01
Cnd_Destroyed = rhers, -1
Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY
Act_GiveObjList = juni, ol_leave_Li01_hole
Act_GiveObjList = king, ol_leave_Li01_hole
Act_GiveObjList = Player, ol_make_juni_king_frm
Act_SendComm = juni, Player, DX_M11_0305B_JUNI
Act_PlayMusic = none, none, none, music_li_space
Act_ActTrig = dst_Buff
Act_ActTrig = com_0305B
[ObjList]
nickname = ol_leave_Li01_hole
BreakFormation = no_params
StayInRange = Li01_to_Li04_hole, 1000, false
[Trigger]
nickname = com_0305B
Cnd_CommComplete = DX_M11_0305B_JUNI
Act_GiveObjList = Player, ol_make_juni_king_frm
Act_SetNNObj = mlog_4
Act_NagOff = away_battle1
Act_NagDistTowards = OBJ, to_Li01_12, juni, Li01_12, 24162, 3500, NAG_ALWAYS
Act_SendComm = king, Player, DX_M11_1690_KING
Act_AdjHealth = juni, 0.7
Act_AdjHealth = king, 0.7
[Trigger]
nickname = dst_Buff
system = Li01
Cnd_DistShip = inside, Player, Li01_12, 3500
Act_PlayMusic = none, none, none, music_friendly_encouragement
Act_ActTrig = bse_Li0112
Act_NagOff = to_Li01_12
Act_GiveObjList = king, ol_getcloseLi0112
Act_GiveObjList = juni, ol_getcloseLi0112
Act_StartDialog = dlg_seeBuffalo
Act_ActTrig = com_0330
[ObjList]
nickname = ol_getcloseLi0112
BreakFormation = no_params
SetLifetime = 100
GotoShip = goto_no_cruise, Li01_12, 800, false
[Dialog]
nickname = dlg_seeBuffalo
system = Li01
line = king, Player, DX_M11_0320_KING
line = lambda2, Player, DX_M11_0325_LSF
line = juni, Player, DX_M11_0330_JUNI
[Trigger]
nickname = com_0330
Cnd_CommComplete = DX_M11_0330_JUNI
Act_LockDock = Player, Li01_12, unlock
Act_SetNNObj = mlog_5
Act_NagDistLeaving = away_Li01_12, juni, Li01_12, 24165, 1, NAG_ALWAYS
[Trigger]
nickname = bse_Li0112
system = Li01
Cnd_BaseEnter = Li01_12_base
Act_SetNNObj = mlog_clear
Act_AddRTC = missions\m11\M011_s068x_Li01_12_nrml.ini
Act_ActTrig = spe_postBuff
Act_SetTitle = 24000
Act_SetOffer = 24006
Act_SetNNObj = mlog_27
Act_NagOff = away_Li01_12
Act_NNIds = 31105, HISTORY
Act_Save = key_save_Buffalo, 33115
[Trigger]
nickname = key_save_Buffalo
system = Li01
Cnd_True = no_params
Act_ActTrig = spe_postBuff
Act_SetTitle = 24000
Act_SetOffer = 24006
Act_SetNNObj = mlog_27
Act_NNIds = 31105, HISTORY
[Trigger]
nickname = spe_postBuff
system = Li01
Cnd_SpaceEnter = no_params
Act_ActTrig = postBuff_init
[Trigger]
nickname = postBuff_init
system = Li01
Cnd_True = no_params
Act_PlayMusic = none, none, none, music_li_space
Act_SpawnShip = king, no_ol, 26235, 253, 74407
Act_SpawnShip = juni, no_ol, 26469, 248, 74510
Act_ActTrig = d_king_li01
Act_ActTrig = d_juni_li01
Act_MarkObj = king, 1
Act_MarkObj = juni, 1
Act_GiveObjList = lambda, ol_wing_go
Act_SpawnShip = walker_fighter
Act_Cloak = walker_fighter, false
Act_SetVibeLbl = drive_friendly, drive_friendly, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = drive_friendly, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = walker_fighter, Player, REP_FRIEND_THRESHOLD
Act_ActTrig = tm_walkersplitchat
Act_SetVibe = Li01a_to_Li01b_hole, Player, REP_NEUTRAL
Act_LockDock = Player, Li01a_to_Li01b_hole, unlock
Act_PlayerCanDock = false, Li01a_to_Li01b_hole
Act_Invulnerable = king, true, false, 0.9
Act_Invulnerable = juni, true, false, 0.9
Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY
[Trigger]
nickname = tm_walkersplitchat
Cnd_Timer = 7
Act_SendComm = juni, Player, DX_M11_1710_JUNI
Act_ActTrig = com_1710
[Trigger]
nickname = com_1710
Cnd_CommComplete = DX_M11_1710_JUNI
Act_GiveObjList = Player, ol_make_juni_king_frm
Act_SendComm = walker_fighter, Player, DX_M11_1711_WALKER
Act_ActTrig = com_1711
[Trigger]
nickname = com_1711
Cnd_CommComplete = DX_M11_1711_WALKER
Act_SendComm = juni, Player, DX_M11_1712B_JUNI
Act_ActTrig = com_1712B
[Trigger]
nickname = com_1712B
Cnd_CommComplete = DX_M11_1712B_JUNI
Act_GiveObjList = walker_fighter, ol_go_ithaca_die
Act_SetNNObj = mlog_6
Act_NagDistTowards = OBJ, to_Li01a_to_Li01b_hole, juni, Li01a_to_Li01b_hole, 24167, 4000, NAG_ALWAYS
Act_ActTrig = dst_sathole
Act_ActTrig = tm_sattalk
[Trigger]
nickname = tm_sattalk
Cnd_Timer = 5
Act_StartDialog = dlg_sattalk
[Dialog]
nickname = dlg_sattalk
system = Li01
line = juni, Player, DX_M11_1713_JUNI
line = king, Player, DX_M11_0340_KING
line = juni, Player, DX_M11_1450_JUNI
line = juni, Player, DX_M11_1460_JUNI
[ObjList]
nickname = ol_go_ithaca_die
BreakFormation = no_params
MakeNewFormation = fighter_basic, lambda1, lambda2, lambda3, lambda4
SetLifetime = 50
GotoShip = goto_cruise, Li01_Ithaca_station_1, 1000, true
[ObjList]
nickname = ol_wing_go
BreakFormation = no_params
MakeNewFormation = fighter_basic, lambda2, lambda3, lambda4, walker_fighter
GotoVec = goto_no_cruise, 25755, -100, 74230, 500, true, 5
[Trigger]
nickname = dst_sathole
system = Li01
Cnd_DistShip = inside, Player, Li01a_to_Li01b_hole, 4000
Act_SendComm = juni, Player, DX_M11_1461_JUNI
Act_ActTrig = syx_Li01b
Act_ActTrig = sye_Li01again
Act_ActTrig = com_1461
Act_NagOff = to_Li01a_to_Li01b_hole
Act_Jumper = juni, false
Act_Jumper = king, false
[Trigger]
nickname = com_1461
Cnd_CommComplete = DX_M11_1461_JUNI
Act_SetNNObj = mlog_7
Act_NagDistLeaving = away_Li01a_to_Li01b_hole, juni, Li01a_to_Li01b_hole, 24170, 1, NAG_ALWAYS
[Trigger]
nickname = syx_Li01b
Cnd_SystemExit = Li01
Act_SetNNObj = mlog_clear
Act_DeactTrig = d_king_li01
Act_DeactTrig = d_juni_li01
Act_NagOff = away_Li01a_to_Li01b_hole
[Trigger]
nickname = sye_Li01again
Cnd_DistShip = inside, Player, Li01b_to_Li01a_hole, 1500
Act_SpawnShip = juni2, no_ol
Act_SpawnShip = king2, no_ol
Act_SetVibeLbltoShip = drive_friendly, Player, REP_FRIEND_THRESHOLD
Act_Invulnerable = king2, true, false, 0.9
Act_Invulnerable = juni2, true, false, 0.9
Act_PlayerCanDock = false, Li01_to_Li05
Act_LockDock = Player, Li01_to_Li05, lock
Act_RandomPopSphere = 60040, -400, 19577, 10000, off
Act_ActTrig = nse_Li01_again
Act_MarkObj = king2, 1
Act_MarkObj = juni2, 1
Act_LockDock = Player, Li01b_to_Li01a_hole, lock
Act_LockDock = Player, Li01a_to_Li01b_hole, lock
Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY
Act_PlayerEnemyClamp = 4, 4
[Trigger]
nickname = nse_Li01_again
Cnd_DistVec = inside, juni2, 68033, -5000, 36720, 2500
Act_ActTrig = delay_juni_enter
[Trigger]
nickname = delay_juni_enter
Cnd_Timer = 8
Act_SendComm = juni2, Player, DX_M11_1462B_JUNI
Act_GiveObjList = Player, ol_make_juni_king_frm2
Act_ActTrig = com_1462B
Act_SpawnFormation = teamwalker, 60040, -400, 19577, 0.8, 0, -0.6, 0
Act_Invulnerable = walker1, true, false, 0.9
Act_Invulnerable = walker2, true, false, 0.9
Act_Invulnerable = lambda1, false
Act_ActTrig = tm_more_spawnwk
Act_SpawnSolar = satellite
Act_SpawnSolar = com_plat1
Act_SpawnSolar = com_plat2
Act_ActTrig = d_king2_li01
Act_ActTrig = d_juni2_li01
[ObjList]
nickname = ol_make_juni_king_frm2
BreakFormation = no_params
FollowPlayer = fighter_basic, juni2, king2
[Trigger]
nickname = tm_more_spawnwk
system = Li01
Cnd_Timer = 2
Act_SpawnFormation = lambda, 60575, -300, 18978, 0.7, 0, -0.7, 0
Act_Invulnerable = lambda1, true, false, 0.9
Act_Cloak = tw_cover1, false
Act_Cloak = tw_cover2, false
Act_Cloak = tw_cover3, false
Act_Cloak = lambda1, false
Act_Cloak = lambda2, false
Act_Cloak = lambda3, false
Act_Cloak = lambda4, false
[Trigger]
nickname = com_1462B
Cnd_CommComplete = DX_M11_1462B_JUNI
Act_PlayMusic = none, none, none, music_upcoming_action_heavy
Act_SetNNObj = mlog_8
Act_NagDistTowards = POS, to_satellite, juni2, 62220, -4000, 30000, 24172, 3000, NAG_ALWAYS
Act_ActTrig = dst_comsat
[Trigger]
nickname = dst_comsat
system = Li01
Cnd_DistShip = inside, Player, satellite, 6500
Act_NagOff = to_satellite
Act_StartDialog = dlg_seesat
Act_SpawnFormation = csangels
Act_ActTrig = d_comsat
Act_SetVibe = satellite, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = com_plat1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = com_plat2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = drive_friendly, satellite, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = com_plat1, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = com_plat2, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = drive_friendly, com_plat1, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = drive_friendly, com_plat2, REP_HOSTILE_THRESHOLD
Act_ActTrig = com_1471
[ObjList]
nickname = ol_break_formation
BreakFormation = no_params
[Dialog]
nickname = dlg_seesat
system = Li01
line = juni2, Player, DX_M11_1463_JUNI
line = king2, Player, DX_M11_1470_KING
line = juni2, Player, DX_M11_1471_JUNI
[Trigger]
nickname = com_1471
Cnd_CommComplete = DX_M11_1471_JUNI
Act_PlayMusic = none, none, none, music_li_battle
Act_MarkObj = satellite, 1
Act_GiveObjList = juni2, ol_break_formation
Act_GiveObjList = king2, ol_break_formation
Act_SetNNObj = mlog_9
Act_NagDistLeaving = away_comsat, juni2, juni2, 24194, 4000, NAG_IN_COMBAT
Act_SetVibeLbl = comsatters, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = drive_friendly, comsatters, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = comsatters, Player, REP_HOSTILE_THRESHOLD
Act_ActTrig = d_comsatters
Act_ActTrig = tm_comsatters_comment
Act_Cloak = comsatters, false
[Trigger]
nickname = tm_comsatters_comment
Cnd_Timer = 2
Act_SendComm = juni2, Player, DX_M11_1480B_JUNI
Act_MarkObj = comsatangel1, 1
Act_MarkObj = comsatangel2, 1
Act_MarkObj = comsatangel3, 1
Act_MarkObj = comsatangel4, 1
Act_MarkObj = comsatangel5, 1
Act_MarkObj = comsatangel6, 1
Act_GiveObjList = csangels, ol_stay_near_comsat
Act_GiveObjList = juni2, ol_stay_near_comsat
Act_GiveObjList = king2, ol_stay_near_comsat
[ObjList]
nickname = ol_stay_near_comsat
StayInRange = 62220, -4000, 30000, 3000, true
[Trigger]
nickname = d_comsatters
Cnd_Destroyed = comsatters, -1
Act_ActTrig = wt_d_comsat_on
Act_ActTrig = wt_d_comsat_off
Act_SetVibeLbl = drive_friendly, satellite, REP_HOSTILE_MAXIMUM
[Trigger]
nickname = wt_d_comsat_on
system = Li01
Cnd_WatchTrigger = d_comsat, ON
Act_DeactTrig = wt_d_comsat_off
[Trigger]
nickname = wt_d_comsat_off
system = Li01
Cnd_WatchTrigger = d_comsat, off
Act_DeactTrig = wt_d_comsat_on
Act_ActTrig = tm_comsatdone
[Trigger]
nickname = d_comsat
system = Li01
Cnd_Destroyed = satellite, 1, EXPLODE
Act_ActTrig = wt_d_comsatters_on
Act_ActTrig = wt_d_comsatters_off
[Trigger]
nickname = wt_d_comsatters_on
system = Li01
Cnd_WatchTrigger = d_comsatters, ON
Act_DeactTrig = wt_d_comsatters_off
Act_SetNNObj = mlog_10
Act_NagOff = away_comsat
Act_NagDistLeaving = away_comsat2, juni2, juni2, 24196, 4000, NAG_IN_COMBAT
[Trigger]
nickname = wt_d_comsatters_off
system = Li01
Cnd_WatchTrigger = d_comsatters, off
Act_DeactTrig = wt_d_comsatters_on
Act_ActTrig = tm_comsatdone
[Trigger]
nickname = tm_comsatdone
Cnd_Timer = 2
Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY
Act_PlayMusic = none, none, none, music_li_space
Act_SendComm = king2, Player, DX_M11_1500_KING
Act_NagOff = away_comsat
Act_NagOff = away_comsat2
Act_ActTrig = com_1500
[Trigger]
nickname = com_1500
Cnd_CommComplete = DX_M11_1500_KING
Act_SetNNObj = mlog_11
Act_NagDistTowards = POS, to_rendez, juni2, 60040, -400, 19577, 24175, 2500, NAG_ALWAYS
Act_GiveObjList = juni2, ol_leave_comsat
Act_GiveObjList = king2, ol_leave_comsat
Act_GiveObjList = juni2, juni_follow_z21
Act_GiveObjList = king2, king_follow_z21
Act_ActTrig = tm_alaskachat
Act_AdjHealth = juni2, 0.7
Act_AdjHealth = king2, 0.7
[ObjList]
nickname = ol_leave_comsat
BreakFormation = no_params
StayInRange = 62220, -4000, 30000, 3000, false
[Trigger]
nickname = tm_alaskachat
Cnd_Timer = 2
Act_StartDialog = dlg_alaskachat
Act_ActTrig = com_1740
[Dialog]
nickname = dlg_alaskachat
system = Li01
line = king2, Player, DX_M11_1730_KING
line = juni2, Player, DX_M11_1733_JUNI
line = king2, Player, DX_M11_1740_KING
[Trigger]
nickname = com_1740
Cnd_CommComplete = DX_M11_1740_KING
Act_ActTrig = z21_init
[Trigger]
nickname = z21_init
system = Li01
Cnd_True = no_params
Act_SetVibeLbl = drive_friendly, drive_friendly, REP_FRIEND_MAXIMUM
Act_ActTrig = tm_walkertale
[Trigger]
nickname = tm_walkertale
Cnd_True = no_params
Act_PlayMusic = none, none, none, music_friendly_encouragement
Act_StartDialog = dlg_walkertale
Act_ActTrig = com_0408
[Dialog]
nickname = dlg_walkertale
system = Li01
line = juni2, Player, DX_M11_0392_JUNI
line = walker1, Player, DX_M11_0402_WALKER
line = juni2, Player, DX_M11_0404_JUNI
line = walker1, Player, DX_M11_0406_WALKER
line = juni2, Player, DX_M11_0408_JUNI
line = walker1, Player, DX_M11_0410_WALKER
[Trigger]
nickname = com_0408
Cnd_CommComplete = DX_M11_0408_JUNI
Act_MarkObj = walker1, 1
Act_MarkObj = walker2, 1
Act_ActTrig = dst_juni_rendez_tw
Act_ActTrig = dst_player_rendez
[Trigger]
nickname = dst_juni_rendez_tw
system = Li01
Cnd_DistShip = inside, walker1, juni2, 2500
Act_Save = rendez, 33105
Act_ActTrig = rendez_init
Act_NagOff = to_rendez
[Trigger]
nickname = dst_player_rendez
system = Li01
Cnd_DistShip = inside, Player, walker1, 1000
Act_ActTrig = stop_player
[Trigger]
nickname = rendez
system = Li01
Cnd_SpaceEnter = no_params
Act_PlayMusic = none, none, none, music_anticipation_light
Act_SetInitialPlayerPos = 60436, -384, 19823, 1, 0, 0, 0
Act_SpawnShip = king2, no_ol, 60495, -350, 21069, 1, 0, 0, 0
Act_SpawnShip = juni2, no_ol, 60540, -350, 21055, 1, 0, 0, 0
Act_RandomPopSphere = 60040, -400, 19577, 10000, off
Act_SpawnFormation = teamwalker, 60040, -400, 19577, 0.8, 0, -0.6, 0
Act_SpawnFormation = lambda, 60575, -300, 18978, 0.7, 0, -0.7, 0
Act_Invulnerable = lambda1, true, false, 0.9
Act_GiveObjList = juni2, juni_follow_z21
Act_GiveObjList = king2, king_follow_z21
Act_Cloak = tw_cover1, false
Act_Cloak = tw_cover2, false
Act_Cloak = tw_cover3, false
Act_Cloak = lambda1, false
Act_Cloak = lambda2, false
Act_Cloak = lambda3, false
Act_Cloak = lambda4, false
Act_Invulnerable = juni2, true, false, 0.9
Act_Invulnerable = king2, true, false, 0.9
Act_Invulnerable = walker1, true, false, 0.9
Act_Invulnerable = walker2, true, false, 0.9
Act_MarkObj = king2, 1
Act_MarkObj = juni2, 1
Act_MarkObj = walker1, 1
Act_MarkObj = walker2, 1
Act_SetVibeLbltoShip = drive_friendly, Player, REP_FRIEND_THRESHOLD
Act_ActTrig = rendez_init
Act_ActTrig = d_king2_li01
Act_ActTrig = d_juni2_li01
Act_PlayerCanDock = false, Li01_to_Li05
Act_LockDock = Player, Li01_to_Li05, lock
Act_ActTrig = general_triggers
Act_ActTrig = delay_z21_nag
[Trigger]
nickname = rendez_init
system = Li01
Cnd_True = no_params
Act_PlayerEnemyClamp = 4, 5
Act_SetVibeLbl = drive_friendly, drive_friendly, REP_FRIEND_MAXIMUM
Act_GiveObjList = teamwalker, ol_tw_go_z21
Act_GiveObjList = lambda, ol_L_to_z21
Act_ActTrig = com_0410_Walker
Act_SetNNObj = mlog_13
Act_SpawnFormation = Z21_defenders
Act_Cloak = Z21_defender1, false
Act_Cloak = Z21_defender2, false
Act_SpawnFormation = z21_w1
Act_GiveObjList = z21_w1, ol_hold
Act_Cloak = z21_hostile1, false
Act_Cloak = z21_hostile2, false
Act_Cloak = z21_hostile3, false
Act_Cloak = z21_hostile4, false
Act_Cloak = z21_hostile5, false
Act_Cloak = z21_hostile6, false
Act_SetVibeShiptoLbl = Alaska_jumphole_wplatform2, drive_friendly, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = Li01_Alaska_jumphole_wplatform1, drive_friendly, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = lsfers, drive_friendly, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = drive_friendly, lsfers, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = Li01_to_Li05, drive_friendly, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = drive_friendly, Li01_to_Li05, REP_FRIEND_MAXIMUM
Act_ActTrig = dst_p1_z21
Act_ActTrig = dst_nyatt_L
[Trigger]
nickname = com_0410_Walker
Cnd_CommComplete = DX_M11_0410_WALKER
Act_PlayMusic = none, none, none, music_anticipation_light
Act_ActTrig = delay_z21_nag
[Trigger]
nickname = delay_z21_nag
Cnd_Timer = 15
Act_NagDistTowards = OBJ, to_zone21, juni2, Li01_to_Li05, 24177, 4000, NAG_ALWAYS
[ObjList]
nickname = ol_L_to_z21
Delay = 10
GotoVec = goto_cruise, 63990, 300, 18210, 500, true
StayOutofRange = Li01_to_Li05, 1400, true
SetPriority = NORMAL
GotoShip = goto_cruise, Li01_to_Li05, 2000, true
[ObjList]
nickname = ol_tw_go_z21
MakeNewFormation = Cruiser2_li_n, walker2, tw_cover1, tw_cover2, tw_cover3
GotoVec = goto_cruise, 63990, 150, 18110, 500, true
StayOutofRange = Li01_to_Li05, 1400, true
GotoShip = goto_cruise, Li01_to_Li05, 2400, true
[Trigger]
nickname = dst_p1_z21
system = Li01
Cnd_DistShip = inside, walker1, Li01_to_Li05, 12000
Act_ActTrig = d_protos
[Trigger]
nickname = dst_nyatt_L
system = Li01
Cnd_DistShip = inside, Player, Z21_defender1, 9000
Act_ActTrig = at_z21_init
[Trigger]
nickname = at_z21_init
system = Li01
Cnd_True = no_params
Act_SetVibeLbl = drive_friendly, drive_friendly, REP_FRIEND_MAXIMUM
Act_SetVibe = Alaska_jumphole_wplatform2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Alaska_jumphole_wplatform2, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibe = Li01_Alaska_jumphole_wplatform1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Li01_Alaska_jumphole_wplatform1, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = lsfers, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = drive_friendly, lsfers, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = lsfers, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Li01_to_Li05, drive_friendly, REP_HOSTILE_MAXIMUM
Act_SetVibeLbltoShip = drive_friendly, Li01_to_Li05, REP_FRIEND_MAXIMUM
Act_SetVibe = Li01_to_Li05, Player, REP_HOSTILE_MAXIMUM
Act_GiveObjList = lambda, ol_L_move_up
Act_GiveObjList = lambda, ol_stayjgate
Act_GiveObjList = nyattackers, ol_warejgate
Act_SendComm = Z21_defender1, Player, DX_M11_0470_LNC1
Act_ActTrig = com_0470
Act_MarkObj = z21_hostile1, 1
Act_MarkObj = z21_hostile2, 1
Act_MarkObj = z21_hostile3, 1
Act_MarkObj = z21_hostile4, 1
Act_MarkObj = z21_hostile5, 1
Act_MarkObj = z21_hostile6, 1
Act_MarkObj = Z21_defender1, 1
Act_MarkObj = Z21_defender2, 1
[Trigger]
nickname = com_0470
Cnd_CommComplete = DX_M11_0470_LNC1
Act_PlayMusic = none, none, none, music_reveal_enemy_position_of_strength
Act_SendComm = Z21_defender2, Player, DX_M11_0480B_LNC2
Act_ActTrig = tm_juniattacks
[ObjList]
nickname = ol_warejgate
StayOutofRange = Li01_to_Li05, 1400, true
[Trigger]
nickname = tm_juniattacks
system = Li01
Cnd_Timer = 10
Act_SendComm = juni2, Player, DX_M11_0450_JUNI
Act_ActTrig = com_0450
[ObjList]
nickname = ol_attack_tw
BreakFormation = no_params
StayInRange = Li01_to_Li05, 2500, true
[Trigger]
nickname = com_0450
Cnd_CommComplete = DX_M11_0450_JUNI
Act_PlayMusic = none, none, none, music_li_battle
Act_GiveObjList = king2, ol_breakform
Act_GiveObjList = juni2, ol_juni_z21w1
Act_GiveObjList = z21_w1, ol_attack_tw
Act_GiveObjList = Z21_defenders, ol_attack_tw
Act_SetNNObj = mlog_15
Act_NagOff = to_zone21
Act_ActTrig = away_zone21
[Trigger]
nickname = away_zone21
system = Li01
Cnd_True = no_params
Act_NagDistLeaving = away_zone21, juni2, juni2, 24196, 4000, NAG_IN_COMBAT
Act_ActTrig = protos_must_die
[ObjList]
nickname = ol_juni_z21w1
BreakFormation = no_params
MakeNewFormation = fighter_basic, king2
StayInRange = Li01_to_Li05, 2500, true
SetPriority = NORMAL
GotoShip = goto_cruise, Li01_to_Li05, 1000, true
[ObjList]
nickname = ol_L_move_up
SetPriority = NORMAL
GotoShip = goto_no_cruise, Li01_to_Li05, 1200, true, 35
[ObjList]
nickname = ol_breakform
BreakFormation = no_params
[Trigger]
nickname = protos_must_die
system = Li01
Cnd_Timer = 7
Act_SetVibeLbl = drive_friendly, lsfers, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = drive_friendly, proto, REP_HOSTILE_THRESHOLD
Act_GiveObjList = teamwalker, ol_stayjgate
Act_GiveObjList = z21_w1, ol_breakform
Act_SendComm = juni2, Player, DX_M11_0490_JUNI
Act_ActTrig = com_0490
[Trigger]
nickname = com_0490
Cnd_CommComplete = DX_M11_0490_JUNI
Act_SendComm = walker1, Player, DX_M11_0500_WALKER
[ObjList]
nickname = ol_stayjgate
StayOutofRange = Li01_to_Li05, 1400, true
GotoShip = goto_cruise, Li01_to_Li05, 1400, true, -1
StayInRange = walker1, 2000, true
;[Trigger]
;nickname = d_half_protos
;system = Li01
;Cnd_Destroyed = proto, 5, ALL_IGNORE_LANDING
;Act_SpawnFormation = bouncers
;Act_Cloak = boun1, false
;Act_Cloak = boun2, false
;Act_Cloak = boun3, false
;Act_Cloak = boun4, false
;Act_GiveObjList = bouncers, ol_defend_gate
;Act_SetVibeLbl = lsfers, drive_friendly, REP_HOSTILE_THRESHOLD
;Act_SetVibeLbltoShip = lsfers, Player, REP_HOSTILE_THRESHOLD
;Act_SetVibeLbl = drive_friendly, lsfers, REP_HOSTILE_THRESHOLD
;Act_SetVibeLbl = drive_friendly, proto, REP_HOSTILE_THRESHOLD
;Act_ActTrig = d_bouncers
[ObjList]
nickname = ol_defend_gate
GotoShip = goto_cruise, Li01_to_Li05, 2500, true
BreakFormation = no_params
StayInRange = Li01_to_Li05, 2500, true
[Trigger]
nickname = d_protos
system = Li01
Cnd_Destroyed = proto, -1, ALL_IGNORE_LANDING
Act_DeactTrig = protos_must_die
Act_GiveObjList = juni2, ol_break_and_hack
Act_ActTrig = tm_junidone
Act_SpawnFormation = bouncers
Act_Cloak = boun1, false
Act_Cloak = boun2, false
Act_Cloak = boun3, false
Act_Cloak = boun4, false
Act_GiveObjList = bouncers, ol_defend_gate
Act_ActTrig = d_bouncers
Act_SetVibeLbl = drive_friendly, lsfers, REP_HOSTILE_THRESHOLD
Act_StartDialog = dlg_hackgate
Act_ActTrig = com_0520
[Trigger]
nickname = d_bouncers
system = Li01
Cnd_Destroyed = bouncers, 4, ALL_IGNORE_LANDING
Act_SpawnFormation = bouncers2
Act_Cloak = boun5, false
Act_Cloak = boun6, false
Act_Cloak = boun7, false
Act_Cloak = boun8, false
Act_GiveObjList = bouncers2, ol_attack_slowdie
[Trigger]
nickname = com_0520
Cnd_CommComplete = DX_M11_0520_JUNI
Act_NagOff = away_zone21
Act_SetNNObj = mlog_14
Act_ActTrig = away_zone21_2
[Trigger]
nickname = away_zone21_2
Cnd_True = no_params
system = Li01
Act_NagDistLeaving = away_zone21_2, juni2, juni2, 24197, 4000, NAG_IN_COMBAT
[Dialog]
nickname = dlg_hackgate
system = Li01
line = king2, Player, DX_M11_0510_king
line = juni2, Player, DX_M11_0520_JUNI
line = king2, Player, DX_M11_0530_KING
line = juni2, Player, DX_M11_0540_JUNI
[ObjList]
nickname = ol_break_and_hack
BreakFormation = no_params
StayInRange = walker1, 2000, false
StayInRange = Li01_to_Li05, 2500, false
StayOutofRange = Li01_to_Li05, 1400, false
GotoShip = goto, Li01_to_Li05, 900, false, -1
Delay = 9999
[Trigger]
nickname = tm_junidone
system = Li01
Cnd_Timer = 50
Act_SetVibeShiptoLbl = Li01_to_Li05, drive_friendly, REP_FRIEND_MAXIMUM
Act_SetVibe = Li01_to_Li05, Player, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = drive_friendly, Li01_to_Li05, REP_FRIEND_MAXIMUM
Act_GiveObjList = juni2, ol_preptogo
Act_GiveObjList = juni2, ol_jkgetclose
Act_GiveObjList = lambda, ol_preptogo
Act_GiveObjList = lambda, ol_lambda_form_getclose
Act_GiveObjList = teamwalker, ol_preptogo
Act_GiveObjList = teamwalker, ol_tw_form_getclose
Act_StartDialog = dlg_chipndale
Act_ActTrig = sye_Li05
Act_ActTrig = com_0550
[Dialog]
nickname = dlg_chipndale
system = Li01
line = juni2, Player, DX_M11_0550_JUNI
[Trigger]
nickname = com_0550
Cnd_CommComplete = DX_M11_0550_JUNI
Act_SetNNObj = mlog_17
Act_LockDock = Player, Li01_to_Li05, unlock
Act_NagOff = away_zone21_2
Act_ActTrig = away_Li01_to_Li05
[Trigger]
nickname = away_Li01_to_Li05
Cnd_True = no_params
Act_NagDistLeaving = away_Li01_to_Li05, juni2, Li01_to_Li05, 24178, 1, NAG_ALWAYS
Act_ActTrig = syx_Li01
[Trigger]
nickname = syx_Li01
Cnd_SystemExit = Li01
Act_SetNNObj = mlog_clear
Act_NagOff = away_Li01_to_Li05
Act_DeactTrig = d_king2_li01
Act_DeactTrig = d_juni2_li01
[ObjList]
nickname = ol_jkgetclose
GotoShip = goto, Li01_to_Li05, 1000, false
[ObjList]
nickname = ol_lambda_form_getclose
MakeNewFormation = fighter_basic, lambda2, lambda3, lambda4
GotoShip = goto, Li01_to_Li05, 800, false
[ObjList]
nickname = ol_tw_form_getclose
Delay = 4
MakeNewFormation = Cruiser2_li_n, walker2, tw_cover1, tw_cover2, tw_cover3
GotoShip = goto, Li01_to_Li05, 1300, false
[ObjList]
nickname = ol_preptogo
StayInRange = walker1, 2000, false
StayInRange = Li01_to_Li05, 2500, false
StayOutofRange = Li01_to_Li05, 1400, false
BreakFormation = no_params
[Trigger]
nickname = sye_Li05
system = Li05
Cnd_SystemEnter = Li05
Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY
Act_LockDock = Player, Li01_to_Li05, lock
Act_ActTrig = nse_jk_alaska
Act_ActTrig = alaska_init
Act_LockDock = Player, Li05_to_Li01, lock
Act_NNIds = 31110, HISTORY
[Trigger]
nickname = nse_jk_alaska
system = Li05
Cnd_NPCSystemEnter = Li05, juni2, king2, Player
Act_ActTrig = tm_alaskadialog
Act_MarkObj = juni2, 1
Act_MarkObj = king2, 1
Act_ActTrig = d_king2_li05
Act_ActTrig = d_juni2_li05
[Trigger]
nickname = tm_prunetw
Cnd_Timer = 1
Act_Destroy = tw_cover1, silent
[Trigger]
nickname = alaska_init
system = Li05
Cnd_True = no_params
Act_SpawnSolar = hostile_platform1
Act_SpawnSolar = hostile_platform2_alt
Act_SpawnSolar = hostile_platform3
Act_PlayerCanDock = false
Act_ActTrig = tr_setvibes
Act_Invulnerable = juni2, true, false, 0.9
Act_Invulnerable = king2, true, false, 0.9
Act_Invulnerable = walker1, true, false, 0.9
Act_Invulnerable = walker2, true, false, 0.9
Act_Invulnerable = lambda1, true, false, 0.9
Act_Invulnerable = tw_cover1, true, false, 0.9
[Trigger]
nickname = tr_setvibes
Cnd_True = no_params
Act_SpawnFormation = teamwalker, 65305, 0, 33825, 1, 0, 0, 0
Act_SetVibeLbltoShip = lsfers, Player, REP_NEUTRAL
Act_SetVibeLbl = lsfers, drive_friendly, REP_NEUTRAL
Act_SetVibeLbl = lsfers, lsfers, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = drive_friendly, lsfers, REP_NEUTRAL
Act_SetVibeShiptoLbl = hostile_platform1, drive_friendly, REP_NEUTRAL
Act_SetVibe = hostile_platform1, Player, REP_NEUTRAL
Act_SetVibeShiptoLbl = hostile_platform2_alt, drive_friendly, REP_NEUTRAL
Act_SetVibe = hostile_platform2_alt, Player, REP_NEUTRAL
Act_SetVibeShiptoLbl = hostile_platform3, drive_friendly, REP_NEUTRAL
Act_SetVibe = hostile_platform3, Player, REP_NEUTRAL
Act_SetVibeShiptoLbl = Li05_prison_1, drive_friendly, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = drive_friendly, Li05_prison_1, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = drive_friendly, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = Li05_prison_1, Player, REP_FRIEND_MAXIMUM
Act_RelocateShip = tw_cover1, 100, 1100, 0
Act_ActTrig = tm_prunetw
Act_ActTrig = dst_walker_prison
Act_MarkObj = walker1, 1
Act_Cloak = tw_cover1, false
Act_Cloak = tw_cover2, false
Act_Cloak = tw_cover3, false
Act_Cloak = lambda1, false
Act_Cloak = lambda2, false
Act_Cloak = lambda3, false
Act_Cloak = lambda4, false
[Trigger]
nickname = tm_alaskadialog
system = Li05
Cnd_Timer = 3
Act_SendComm = juni2, Player, DX_M11_1120_JUNI
Act_ActTrig = com_1120
Act_AdjHealth = juni2, 0.7
Act_AdjHealth = king2, 0.7
[Trigger]
nickname = com_1120
Cnd_CommComplete = DX_M11_1120_JUNI
Act_SendComm = walker1, Player, DX_M11_1130_WALKER
Act_GiveObjList = walker1, ol_tw_go_prison
Act_GiveObjList = Player, ol_make_juni_king_frm2
Act_ActTrig = com_1130
[Trigger]
nickname = com_1130
Cnd_CommComplete = DX_M11_1130_WALKER
Act_SetNNObj = mlog_18
Act_NagDistTowards = OBJ, to_prison, juni2, Li05_prison_1, 24180, 4000, NAG_ALWAYS
Act_ActTrig = tm_worries
[ObjList]
nickname = ol_tw_go_prison
Avoidance = false
GotoShip = goto_cruise, Li05_prison_1, 2200, true
[Trigger]
nickname = tm_worries
Cnd_Timer = 7
Act_SendComm = walker1, Player, DX_M11_1400_WALKER
Act_ActTrig = com_1400
[Trigger]
nickname = com_1400
Cnd_CommComplete = DX_M11_1400_WALKER
Act_SendComm = king2, Player, DX_M11_0600_KING
Act_ActTrig = com_0600
[Trigger]
nickname = com_0600
Cnd_CommComplete = DX_M11_0600_KING
Act_SendComm = walker1, Player, DX_M11_0605_WALKER
[Trigger]
nickname = dst_walker_prison
system = Li05
Cnd_DistShip = inside, walker1, Li05_prison_1, 6000
Act_NagOff = to_prison
Act_SendComm = walker1, Player, DX_M11_0640_WALKER
Act_ActTrig = delay_prison_reaction
Act_ActTrig = com_640
[Trigger]
nickname = delay_prison_reaction
system = Li05
Cnd_Timer = 6
Act_GiveObjList = li_bship1, ol_moveneargate
Act_GiveObjList = teamwalker, ol_tw_go_prison_slow
Act_GiveObjList = lambda, ol_lambda_go_prison_slow
Act_ActTrig = tm_junimovesin
Act_ActTrig = tm_prisonunlock
[Trigger]
nickname = com_640
Cnd_CommComplete = DX_M11_0640_WALKER
Act_SendComm = king2, Player, DX_M11_0650_KING
Act_ActTrig = com_650
[Trigger]
nickname = com_650
Cnd_CommComplete = DX_M11_0650_KING
Act_SendComm = juni2, Player, DX_M11_0660_JUNI
Act_GiveObjList = juni2, ol_dockprison
Act_ActTrig = junilands
Act_ActTrig = com_660
[Trigger]
nickname = com_660
Cnd_CommComplete = DX_M11_0660_JUNI
Act_SetNNObj = mlog_19
Act_PlayerCanDock = false, Li05_prison_1
Act_NagDistLeaving = away_prison, king2, Li05_prison_1, 24182, 1, NAG_ALWAYS
[ObjList]
nickname = ol_moveneargate
GotoVec = goto_no_cruise, 63615, 50, 32255, 300, false
[ObjList]
nickname = ol_tw_go_prison_slow
Avoidance = true
GotoShip = goto_cruise, Li05_prison_1, 1400, true
GotoShip = goto_no_cruise, Li05_prison_1, 1000, false
[ObjList]
nickname = ol_lambda_go_prison_slow
GotoVec = goto_cruise, 64875, -300, 15980, 1000, true
GotoVec = goto_no_cruise, 65050, -100, 14975, 300, false, 40
Delay = 99999
[Trigger]
nickname = tm_junimovesin
Cnd_Timer = 3
Act_GiveObjList = juni2, ol_juni_go_station
[ObjList]
nickname = ol_juni_go_station
BreakFormation = no_params
GotoShip = goto_cruise, Li05_prison_1, 800, true
Delay = 90000
[Trigger]
nickname = tm_prisonunlock
system = Li05
Cnd_Timer = 3
Act_ActTrig = bse_li0501
Act_GiveObjList = li_bship2, ol_die
Act_GiveObjList = li_bship1, ol_die
Act_GiveObjList = juni2, ol_die
Act_DeactTrig = d_king2_li01
Act_DeactTrig = d_juni2_li01
Act_GiveObjList = teamwalker, ol_die
Act_GiveObjList = lambda1, ol_die
Act_GiveObjList = lambda2, ol_die
Act_GiveObjList = lambda3, ol_die
Act_GiveObjList = lambda4, ol_die
Act_GiveObjList = king2, ol_die
Act_GCSClamp = true
[Trigger]
nickname = junilands
system = Li05
Cnd_Destroyed = juni2, 1, silent
Act_LockDock = Player, Li05_prison_1, unlock
[ObjList]
nickname = ol_dockprison
BreakFormation = no_params
Dock = Li05_prison_1
[ObjList]
nickname = ol_die
SetLifetime = 99999999
[Trigger]
nickname = bse_li0501
system = Li05
Cnd_BaseEnter = Li05_01_base
Act_GCSClamp = false
Act_NagOff = nag_prison
Act_AddRTC = missions\m11\M011_s069x_Li05_01_nrml.ini, repeatable
Act_SetNNObj = mlog_clear
Act_SetTitle = 24000
Act_SetOffer = 24007
Act_SetNNObj = mlog_prison
Act_ActTrig = spe_wjacobi
Act_ActTrig = player_launched
Act_NNIds = 31115, HISTORY
[Trigger]
nickname = player_launched
system = Li05
Cnd_LaunchComplete = Player, Li05_prison_1
Act_Save = key_save_Akescape, 33110
[Trigger]
nickname = spe_wjacobi
system = Li05
Cnd_SpaceEnter = no_params
Act_RemoveRTC = missions\m11\M011_s069x_Li05_01_nrml.ini
Act_ActTrig = AKescape_init
[Trigger]
nickname = key_save_Akescape
system = Li05
Cnd_PlayerLaunch = no_params
Act_SetInitialPlayerPos = 65165, 0, 15065, 0.0401, 0.0177, 0.9966, -0.0693
Act_ActTrig = key_alaska_spe
[Trigger]
nickname = key_alaska_spe
Cnd_SpaceEnter = Li05
Act_SpawnSolar = hostile_platform1
Act_SpawnSolar = hostile_platform2_alt
Act_SpawnSolar = hostile_platform3
Act_ActTrig = AKescape_init
[Trigger]
nickname = AKescape_init
system = Li05
Cnd_True = no_params
Act_PlayerEnemyClamp = 5, 5
Act_PlayMusic = none, none, none, music_dangerous_chase
Act_SpawnFormation = teamwalker, 65065, 0, 15730, 0, 0, 1, 0
Act_SpawnFormation = lambda, 64065, 0, 15630, 0, 0, 1, 0
Act_ActTrig = dst_tw_jgate
Act_Invulnerable = lambda1, true, false, 0.9
Act_Invulnerable = tw_cover1, true, false, 0.9
Act_SpawnShip = king, no_ol, 65065, 0, 15630
Act_SpawnShip = juni, no_ol, 65065, 0, 15530
Act_Invulnerable = juni, true, false, 0.9
Act_Invulnerable = king, true, false, 0.9
Act_MarkObj = king, 1
Act_MarkObj = juni, 1
Act_ActTrig = d_king_li05
Act_ActTrig = d_juni_li05
Act_Invulnerable = walker1, true, false, 0.9
Act_Invulnerable = walker2, true, false, 0.9
Act_MarkObj = walker1, 1
Act_MarkObj = walker2, 1
Act_SpawnFormation = nyattackers, 62470, 200, 13390, -0.35, 0, 0.85, 0
Act_SpawnFormation = chaserwing2, 66280, 300, 19100, 1, 0, 0.05, 0
Act_GiveObjList = chaserwing2, ol_stay_near_Trent
Act_GiveObjList = nyattackers, ol_stay_near_Walker
Act_SpawnFormation = hwing2
Act_SpawnFormation = hwing3, 64300, 200, 32300, 0.7, 0, 0.7, 0
Act_SpawnFormation = hwing4
Act_SpawnSolar = li_bship2
Act_SpawnShip = li_bship1, no_ol, 65480, -150, 33800, 0.8, 0, 0.6, 0
Act_ActTrig = Akescape_decloak
Act_GiveObjList = li_bship1, ol_hold
Act_GiveObjList = li_bship2, ol_hold
Act_GiveObjList = walker1, ol_tw_to_gate
Act_GiveObjList = lambda, ol_lambda_to_gate
Act_GiveObjList = hwing2, ol_hold
Act_GiveObjList = hwing3, ol_hold
Act_GiveObjList = hwing4, ol_hold
Act_GiveObjList = juni, ol_juni_king_to_gate
Act_SendComm = king, Player, DX_M11_0801_KING
Act_ActTrig = com_0810
Act_ActTrig = general_triggers
Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY
Act_ActTrig = Akescape_vibes
[Trigger]
nickname = Akescape_decloak
Cnd_True = no_params
Act_Cloak = lambda1, false
Act_Cloak = lambda2, false
Act_Cloak = lambda3, false
Act_Cloak = lambda4, false
Act_Cloak = tw_cover1, false
Act_Cloak = tw_cover2, false
Act_Cloak = tw_cover3, false
Act_Cloak = ny_hostile1, false
Act_Cloak = ny_hostile2, false
Act_Cloak = ny_hostile3, false
Act_Cloak = ny_hostile4, false
Act_Cloak = ny_hostile5, false
Act_Cloak = chaser2-1, false
Act_Cloak = chaser2-2, false
Act_Cloak = chaser2-3, false
Act_Cloak = hwing2a, false
Act_Cloak = hwing2b, false
Act_Cloak = hwing3a, false
Act_Cloak = hwing3b, false
Act_Cloak = hwing3c, false
Act_Cloak = hwing4a, false
Act_Cloak = hwing4a, false
Act_Cloak = hwing4a, false
Act_Cloak = li_bship1, false
Act_Cloak = li_bship2, false
[Trigger]
nickname = Akescape_vibes
Cnd_True = no_params
Act_SetVibeLbltoShip = lsfers, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = lsfer, Li05_prison_1, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = drive_friendly, Player, REP_FRIEND_THRESHOLD
Act_SetVibeLbl = drive_friendly, lsfers, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = lsfers, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = lsfers, lsfers, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = drive_friendly, drive_friendly, REP_FRIEND_MAXIMUM
Act_SetVibe = Li05_prison_1, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = Li05_prison_1, drive_friendly, REP_NEUTRAL
Act_SetVibeShiptoLbl = Li05_to_Li01, drive_friendly, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = hostile_platform1, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibe = hostile_platform1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = hostile_platform2_alt, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibe = hostile_platform2_alt, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = hostile_platform3, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibe = hostile_platform3, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = drive_friendly, hostile_platform1, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = drive_friendly, hostile_platform2_alt, REP_FRIEND_MAXIMUM
[Trigger]
nickname = com_0810
Cnd_CommComplete = DX_M11_0801_KING
Act_SendComm = walker1, Player, DX_M11_0802_WALKER
Act_ActTrig = com_0802
[Trigger]
nickname = com_0802
Cnd_CommComplete = DX_M11_0802_WALKER
Act_SetNNObj = mlog_20
Act_NagDistTowards = OBJ, to_ny_gate, juni, Li05_to_Li01, 24185, 8000, NAG_ALWAYS
[ObjList]
nickname = ol_tw_to_gate
system = Li05
MakeNewFormation = Cruiser2_li_n, walker2, tw_cover1, tw_cover2, tw_cover3
Delay = 3
Avoidance = false
GotoVec = goto_cruise, 64935, 226, 27866, 500, true, -1
[ObjList]
nickname = ol_lambda_to_gate
system = Li05
MakeNewFormation = fighter_basic, lambda2, lambda3, lambda4
Delay = 3
GotoVec = goto_cruise, 64935, 226, 27866, 500, true, -1
[ObjList]
nickname = ol_juni_king_to_gate
system = Li05
MakeNewFormation = fighter_basic, king
Delay = 3
GotoVec = goto_cruise, 64935, 226, 27866, 500, true, -1
[ObjList]
nickname = ol_hold
Delay = 90000
[ObjList]
nickname = juni_follow_z21
Follow = Player, 1500, -50, 0, 100
[ObjList]
nickname = king_follow_z21
Follow = Player, 1500, 50, 0, 100
[Trigger]
nickname = dst_tw_jgate
system = Li05
Cnd_DistShip = inside, walker1, Li05_to_Li01, 15000
Act_SpawnShip = rh_gunboatAK
Act_Cloak = rh_gunboatAK, false
Act_GiveObjList = rh_gunboatAK, ol_hold
Act_SetVibe = rh_gunboatAK, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = rh_gunboatAK, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = drive_friendly, rh_gunboatAK, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = drive_friendly, lsfers, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = lsfers, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = lsfers, walker1, REP_FRIEND_MAXIMUM
Act_SetVibe = rh_gunboatAK, walker1, REP_FRIEND_MAXIMUM
Act_SendComm = juni, Player, DX_M11_0803_JUNI
Act_ActTrig = com_0803
Act_Invulnerable = li_bship1, true, false, 0.9
Act_Invulnerable = li_bship2, true, false, 0.9
[Trigger]
nickname = com_0803
Cnd_CommComplete = DX_M11_0803_JUNI
Act_ActTrig = tm_nomadattack
[Trigger]
nickname = tm_nomadattack
Cnd_Timer = 4
Act_SpawnFormation = AKnomads
Act_SetVibeLbl = nomads, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = nomads, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = drive_friendly, nomads, REP_FRIEND_MAXIMUM
Act_Cloak = AKnomad1, false
Act_Cloak = AKnomad3, false
Act_Cloak = AKnomad5, false
Act_ActTrig = tm_moreuncloak
Act_ActTrig = infinite_wing_destroyed
[ObjList]
nickname = ol_stay_near_Walker
GotoShip = goto_cruise, walker1, 1500, true
StayInRange = walker1, 2000, true
[ObjList]
nickname = ol_stay_near_Trent
GotoShip = goto_cruise, Player, 800, true
StayInRange = Player, 1000, true
[Trigger]
nickname = tm_moreuncloak
Cnd_Timer = 1
Act_Cloak = AKnomad2, false
Act_Cloak = AKnomad4, false
Act_StartDialog = dlg_nomadattack
Act_ActTrig = com_0807
[Dialog]
nickname = dlg_nomadattack
system = Li05
line = juni, Player, DX_M11_0804_JUNI
line = king, Player, DX_M11_0805_KING
line = juni, Player, DX_M11_0806_JUNI
line = walker1, Player, DX_M11_0807_WALKER
[Trigger]
nickname = infinite_wing_destroyed
Cnd_Destroyed = infinite_wing
repeatable = true
Act_SpawnShip = AKnomad6, ol_infinite_attack_player, 68986, 135, 32596, 0.5829, 0.01202, 0.8125, -0.0056
Act_SpawnShip = AKnomad7, ol_infinite_attack_player, 68954, 135, 32511, 0.5829, 0.01202, 0.8125, -0.0056
Act_SpawnShip = AKnomad8, ol_infinite_attack_player, 68922, 135, 32426, 0.5829, 0.01202, 0.8125, -0.0056
Act_SpawnShip = AKnomad9, ol_infinite_attack_player, 68890, 135, 32361, 0.5829, 0.01202, 0.8125, -0.0056
Act_SpawnShip = AKnomad10, ol_infinite_attack_player, 68868, 135, 32280, 0.5829, 0.01202, 0.8125, -0.0056
Act_SetVibeLbltoShip = infinite_wing, Player, REP_HOSTILE_MAXIMUM
Act_Cloak = infinite_wing, false
[ObjList]
nickname = ol_infinite_attack_player
GotoShip = goto_cruise, Player, 800, true, -1
StayInRange = Player, 1000, true
[Trigger]
nickname = com_0807
Cnd_CommComplete = DX_M11_0807_WALKER
Act_GiveObjList = AKnomads, ol_stay_near_Trent
Act_ActTrig = dst_seejgate
[Trigger]
nickname = dst_seejgate
Cnd_DistShip = inside, walker1, Li05_to_Li01, 8000
Act_GiveObjList = hwing2, ol_stay_near_Walker
Act_GiveObjList = hwing3, ol_stay_near_Trent
Act_GiveObjList = hwing4, ol_stay_near_Walker
Act_SendComm = juni, Player, DX_M11_0808_JUNI
Act_NagOff = to_ny_gate
Act_MarkObj = li_bship1, 1
Act_MarkObj = li_bship2, 1
Act_ActTrig = com_0808
Act_SetVibeLbl = wing3, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = wing3, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = wing4, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = wing4, Player, REP_HOSTILE_THRESHOLD
Act_GiveObjList = rh_gunboatAK, ol_stay_near_Walker
Act_GiveObjList = hwing2, ol_stay_near_Trent
Act_ActTrig = pjh_phoenix
Act_ActTrig = tm_phxwhine
Act_ActTrig = tm_phxdeath
Act_ActTrig = hdec_phxwhine
Act_ActTrig = hdec_phxdeath
Act_ActTrig = com_0816
Act_GiveObjList = li_bship1, ol_nudgetomiddle
Act_Invulnerable = walker2, false
[ObjList]
nickname = ol_nudgetomiddle
system = Li05
GotoVec = goto_no_cruise, 65000, -150, 33591, 300, false
[Trigger]
nickname = com_0808
Cnd_CommComplete = DX_M11_0808_JUNI
Act_PlayMusic = none, none, none, music_no_ally_danger
Act_SendComm = walker2, Player, DX_M11_0809_PHOENIX
Act_ActTrig = com_0809
[Trigger]
nickname = com_0809
Cnd_CommComplete = DX_M11_0809_PHOENIX
Act_SendComm = juni, Player, DX_M11_0812_JUNI
Act_GiveObjList = tw_cover1, ol_break_formation
Act_GiveObjList = tw_cover2, ol_break_formation
Act_GiveObjList = tw_cover3, ol_break_formation
Act_SetVibeLbl = drive_friendly, wing3, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = drive_friendly, wing4, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = drive_friendly, nomads, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = walker1, wing3, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = walker1, wing4, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = walker1, nomads, REP_FRIEND_MAXIMUM
Act_ActTrig = com_0812
[Trigger]
nickname = com_0812
Cnd_CommComplete = DX_M11_0812_JUNI
Act_GiveObjList = juni, ol_break_formation
Act_GiveObjList = king, ol_break_formation
Act_SetVibeShiptoLbl = juni, wing3, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, wing4, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, nomads, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = king, wing3, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = king, wing4, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = king, nomads, REP_HOSTILE_THRESHOLD
Act_PlayMusic = none, none, none, music_no_ally_battle
Act_SetNNObj = mlog_16
Act_NagDistLeaving = from_akbattle, juni, walker1, 24197, 6000, NAG_ALWAYS
Act_SendComm = king, Player, DX_M11_0813_KING
[Trigger]
nickname = pjh_phoenix
Cnd_ProjHit = walker2, 3
Act_LightFuse = walker2, li_cruiser_burning_fuse01
Act_LightFuse = walker2, li_cruiser_burning_fuse02
Act_SendComm = walker2, Player, DX_M11_0810_PHOENIX
[Trigger]
nickname = tm_phxwhine
Cnd_Timer = 35
Act_DeactTrig = hdec_phxwhine
Act_SendComm = walker2, Player, DX_M11_0814_PHOENIX
[Trigger]
nickname = hdec_phxwhine
Cnd_HealthDec = walker2, 0.6
Act_DeactTrig = tm_phxwhine
Act_SendComm = walker2, Player, DX_M11_0814_PHOENIX
[Trigger]
nickname = tm_phxdeath
Cnd_Timer = 55
Act_DeactTrig = hdec_phxdeath
Act_DeactTrig = pjh_phoenix
Act_SendComm = walker2, Player, DX_M11_0816_PHOENIX
Act_LightFuse = walker2, li_cruiser_body_fuse
[Trigger]
nickname = hdec_phxdeath
Cnd_HealthDec = walker2, 0.2
Act_DeactTrig = tm_phxdeath
Act_SendComm = walker2, Player, DX_M11_0816_PHOENIX
Act_LightFuse = walker2, li_cruiser_body_fuse
[Trigger]
nickname = com_0816
Cnd_CommComplete = DX_M11_0816_PHOENIX
Act_ActTrig = tm_postphxpause
[Trigger]
nickname = tm_postphxpause
Cnd_Timer = 2
Act_StartDialog = dlg_walkertexashero
Act_ActTrig = com_0821
Act_ActTrig = com_0823
Act_SetVibeLbltoShip = hwing3, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = hwing3, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = hwing4, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = hwing4, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibe = li_bship1, walker1, REP_HOSTILE_THRESHOLD
Act_SetVibe = li_bship2, walker1, REP_HOSTILE_THRESHOLD
[Dialog]
nickname = dlg_walkertexashero
system = Li05
line = king, Player, DX_M11_0817_KING
line = king, Player, DX_M11_0818_KING
line = walker1, Player, DX_M11_0819_WALKER
line = juni, Player, DX_M11_0820_JUNI
line = walker1, Player, DX_M11_0821_WALKER
line = juni, Player, DX_M11_0822_JUNI
line = walker1, Player, DX_M11_0823_WALKER
line = juni, Player, DX_M11_0824_JUNI
line = walker1, Player, DX_M11_0825_WALKER
line = juni, Player, DX_M11_0826_JUNI
line = walker1, king, DX_M11_0829_WALKER
line = juni, Player, DX_M11_0830_JUNI
line = walker1, Player, DX_M11_0831_WALKER
[Trigger]
nickname = com_0821
Cnd_CommComplete = DX_M11_0821_WALKER
Act_GiveObjList = walker1, ol_break_suicide
Act_ActTrig = dst_walker_bship
[Trigger]
nickname = com_0823
Cnd_CommComplete = DX_M11_0823_WALKER
Act_NagOff = from_akbattle
Act_CallThorn = missions\m11\M11_Walker1.thn, walker1
Act_ActTrig = stop_player
[Trigger]
nickname = stop_player
Cnd_True = no_params
Act_PobjIdle = no_params
[ObjList]
nickname = ol_break_suicide
system = Li05
BreakFormation = no_params
Avoidance = false
GotoShip = goto_cruise, li_bship2, 50, true
[Trigger]
nickname = dst_walker_bship
system = Li05
Cnd_DistShip = inside, walker1, li_bship2, 1000
Act_CallThorn = missions\m11\M11_Walker2.thn
Act_Invulnerable = li_bship1, false
Act_Invulnerable = li_bship2, false
Act_ActTrig = tm_blastum
Act_Invulnerable = walker1, false, true
[Trigger]
nickname = tm_blastum
system = Li05
Cnd_Timer = 1
Act_LightFuse = walker1, li_cruiser_body_fuse
Act_LightFuse = li_bship1, l_dreadnought_fuse
Act_LightFuse = li_bship2, l_dreadnought_fuse
Act_SendComm = juni, Player, DX_M11_0832_JUNI
Act_PlayMusic = none, none, none, music_solemn_and_grave
Act_ActTrig = tm_blastum2
[Trigger]
nickname = tm_blastum2
system = Li05
Cnd_Timer = 3
Act_LightFuse = walker1, walker_instant_death_fuse
Act_ActTrig = com_0833
[Dialog]
nickname = dlg_postmortem
system = Li05
line = king, Player, DX_M11_0833_KING
line = juni, Player, DX_M11_0834_JUNI
[Trigger]
nickname = com_0833
Cnd_Timer = 18
Act_RevertCam = no_params
Act_StartDialog = dlg_postmortem
Act_SetVibeLbltoShip = nomads, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = drive_friendly, lsfers, REP_HOSTILE_THRESHOLD
Act_SetVibe = Li05_to_Li01, Player, REP_FRIEND_MAXIMUM
Act_ActTrig = nse_nyagain
Act_ActTrig = syx_Li05
Act_Jumper = tw_cover1, true
Act_Jumper = tw_cover2, true
Act_Jumper = tw_cover3, true
Act_ActTrig = com_0834
[Trigger]
nickname = com_0834
Cnd_CommComplete = DX_M11_0834_JUNI
Act_PlayMusic = none, none, none, music_no_ally_battle
Act_SetNNObj = mlog_21
Act_PlayerCanDock = true
Act_LockDock = Player, Li05_to_Li01, unlock
Act_NagDistLeaving = from_ak, king, Li05_to_Li01, 24187, 1, NAG_ALWAYS
;[Trigger]
;nickname = sye_nyagain
;system = Li01
;Cnd_SystemEnter = Li01
;Act_SpawnFormation = hwing3, 79155, 200, 12051, 0.7, 0, -0.7, 0
;Act_Cloak = hwing3a, false
;Act_Cloak = hwing3b, false
;Act_Cloak = hwing3c, false
;Act_GiveObjList = hwing3, ol_attack_sor_Li01to05
;Act_NagOff = from_ak
;Act_LockDock = Player, Li01_to_Li05, lock
[Trigger]
nickname = syx_Li05
Cnd_SystemExit = Li05
Act_SetNNObj = mlog_clear
Act_DeactTrig = infinite_wing_destroyed
[Trigger]
nickname = nse_nyagain
system = Li01
Cnd_NPCSystemEnter = Li01, tw_cover1, tw_cover2, tw_cover3, lambda2, lambda3, lambda4, juni, king, Player
Act_GiveObjList = juni, ol_break_formation
Act_ActTrig = ny2_init
Act_LockDock = Player, Li01_to_Li05, lock
[Trigger]
nickname = ny2_init
system = Li01
Cnd_True = no_params
Act_PlayMusic = none, none, none, music_dangerous_chase
Act_RandomPopSphere = 60040, -400, 19577, 10000, ON
Act_RandomPopSphere = 60040, -400, 19577, 15000, off
Act_PlayerCanDock = false
Act_LockDock = Player, Li01_to_Li05, lock
Act_SpawnFormation = ny2_nomads
Act_GiveObjList = ny2_nomads, ol_stay_near_player
Act_Cloak = ny2_nomads, false
Act_SetVibeLbl = ny2_nomads, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = drive_friendly, ny2_nomads, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = ny2_nomads, Player, REP_HOSTILE_THRESHOLD
Act_SpawnShip = li_cruiser1
Act_SpawnShip = li_cruiser2
Act_SpawnShip = li_cruiser3
Act_Cloak = li_cruiser1, false
Act_Cloak = li_cruiser2, false
Act_Cloak = li_cruiser3, false
Act_GiveObjList = li_cruiser2, ol_hold
Act_SpawnSolar = hostile_plat1
Act_SpawnShip = li_bshipA
Act_Cloak = li_bshipA, false
Act_SetVibeLbltoShip = lsfers, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = drive_friendly, lsfers, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = lsfers, drive_friendly, REP_FRIEND_MAXIMUM
Act_SetVibe = Li01_to_Li05, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = Li01_to_Li05, drive_friendly, REP_HOSTILE_MAXIMUM
Act_SendComm = king, Player, DX_M11_0834b_KING
Act_ActTrig = dst_mouth
Act_MarkObj = king, 1
Act_MarkObj = juni, 1
Act_Invulnerable = juni, true, false, 0.9
Act_Invulnerable = king, true, false, 0.9
Act_GiveObjList = king, ol_break_formation
Act_GiveObjList = juni, ol_break_formation
Act_GiveObjList = tw_cover1, ol_break_formation
Act_GiveObjList = tw_cover2, ol_break_formation
Act_GiveObjList = tw_cover3, ol_break_formation
Act_GiveObjList = lambda1, ol_break_formation
Act_GiveObjList = lambda2, ol_break_formation
Act_GiveObjList = lambda3, ol_break_formation
Act_GiveObjList = lambda4, ol_break_formation
Act_ActTrig = com_0834b
[Trigger]
nickname = com_0834b
Cnd_CommComplete = DX_M11_0834b_KING
Act_SetNNObj = mlog_22
Act_NagDistTowards = POS, to_osiris, juni, 63990, -100, 18337, 24190, 2000, NAG_ALWAYS
Act_GiveObjList = lambda1, ol_lambda_frm
Act_GiveObjList = tw_cover1, ol_tw_cover_frm
Act_GiveObjList = juni, ol_goto_mouth
Act_GiveObjList = king, ol_goto_mouth
Act_AdjHealth = juni, 0.7
Act_AdjHealth = king, 0.7
[ObjList]
nickname = ol_tw_cover_frm
BreakFormation = no_params
MakeNewFormation = fighter_basic, tw_cover2, tw_cover3, juni, king
GotoVec = goto_cruise, 79080, -100, 12855, 500, true
GotoVec = goto_cruise, 63990, -100, 18337, 4500, true
[ObjList]
nickname = ol_goto_mouth
BreakFormation = no_params
GotoVec = goto_cruise, 63990, -100, 18337, 4000, true
Delay = 999999
[ObjList]
nickname = ol_lambda_frm
BreakFormation = no_params
MakeNewFormation = fighter_basic, lambda2, lambda3, lambda4
GotoVec = goto_cruise, 79080, 100, 12900, 500, true
GotoVec = goto_cruise, 63990, 100, 18450, 4500, true
Delay = 999999
[ObjList]
nickname = ol_attack_sor_Li01to05
StayOutofRange = Li01_to_Li05, 1000
SetPriority = NORMAL
GotoShip = goto_cruise, Player, 700, true
[ObjList]
nickname = ol_stay_near_player
GotoShip = goto_cruise, Player, 200, false
StayInRange = Player, 500, true
[Trigger]
nickname = dst_mouth
system = Li01
Cnd_DistVec = inside, Player, 63990, -100, 18337, 5000
Act_SpawnFormation = chaserwing3
Act_Cloak = chaser3-1, false
Act_Cloak = chaser3-3, false
Act_Cloak = chaser3-2, false
Act_Cloak = chaser3-4, false
Act_MarkObj = li_cruiser1, 1
Act_MarkObj = li_cruiser2, 1
Act_MarkObj = li_cruiser3, 1
Act_MarkObj = li_bshipA, 1
Act_GiveObjList = chaserwing3, ol_attack_slowdie
Act_SetVibeLbltoShip = lsfers, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = drive_friendly, lsfers, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = lsfers, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SendComm = juni, Player, DX_M11_0990_JUNI
Act_NagOff = to_osiris
Act_ActTrig = com_0990
Act_ActTrig = stop_player
Act_GiveObjList = lambda1, ol_attack_battleship
Act_GiveObjList = tw_cover1, ol_attack_battleship
Act_ActTrig = tm_osiris_in
[ObjList]
nickname = ol_attack_battleship
GotoShip = goto_cruise, li_bshipA, 200, false
StayInRange = li_bshipA, 500, true
[Trigger]
nickname = com_0990
Cnd_CommComplete = DX_M11_0990_JUNI
Act_PlayMusic = none, none, none, music_reveal_enemy_position_of_strength
Act_SendComm = li_bshipA, Player, DX_M11_1030_vengeance
Act_ActTrig = com_1030_vengeance
Act_SpawnFormation = chaserwing
Act_Cloak = chaser1, false
Act_Cloak = chaser2, false
Act_Cloak = chaser3, false
Act_Cloak = chaser4, false
Act_GiveObjList = chaserwing, ol_attack_slowdie
Act_SetVibeLbltoShip = lsfers, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = drive_friendly, lsfers, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = lsfers, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = lsfers, lsfers, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = drive_friendly, li_bshipA, REP_HOSTILE_THRESHOLD
[Trigger]
nickname = com_1030_vengeance
Cnd_CommComplete = DX_M11_1030_vengeance
Act_SendComm = king, Player, DX_M11_1040_KING
Act_ActTrig = com_1040
[Trigger]
nickname = com_1040
Cnd_CommComplete = DX_M11_1040_KING
Act_SendComm = juni, Player, DX_M11_1050_JUNI
Act_PlayMusic = none, none, none, music_li_battle
Act_SetNNObj = mlog_26
Act_GiveObjList = juni, ol_hold_fight
Act_GiveObjList = king, ol_hold_fight
[ObjList]
nickname = ol_hold_fight
Delay = 6
SetPriority = NORMAL
[ObjList]
nickname = ol_attack_slowdie
GotoShip = goto_cruise, Player, 1200, true
[Trigger]
nickname = tm_osiris_in
system = Li01
Cnd_Timer = 30
Act_SpawnSolar = osiris2
Act_CallThorn = missions\m11\M11_Osiris.thn, osiris2
Act_PlayMusic = none, none, none, music_victory
Act_ActTrig = stop_player
Act_Invulnerable = osiris2, true, false, 0.9
Act_ActTrig = delay_pjh_libshipA
Act_SetVibeLbltoShip = lsfers, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = drive_friendly, lsfers, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = lsfers, drive_friendly, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = lsfers, osiris2, REP_HOSTILE_THRESHOLD
Act_SetVibe = osiris2, li_cruiser2, REP_FRIEND_MAXIMUM
Act_SetVibe = osiris2, li_cruiser1, REP_FRIEND_MAXIMUM
Act_SetVibe = osiris2, li_cruiser3, REP_FRIEND_MAXIMUM
Act_SetVibe = osiris2, li_bshipA, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = nomads, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = drive_friendly, li_bshipA, REP_HOSTILE_THRESHOLD
Act_ActTrig = mission_completed
Act_ActTrig = tm_o_dialog
[Trigger]
nickname = delay_pjh_libshipA
Cnd_Timer = 2
Act_ActTrig = pjh_li_cruiser1
Act_ActTrig = pjh_li_cruiser2
Act_ActTrig = pjh_li_cruiser3
[Trigger]
nickname = tm_o_dialog
system = Li01
Cnd_Timer = 3
Act_SetVibe = osiris2, Player, REP_FRIEND_MAXIMUM
Act_Cloak = osiris2, false
Act_ActTrig = com_1101
Act_SendComm = Player, Player, DX_M11_1080_TRENT
Act_ActTrig = com_1080
[Trigger]
nickname = pjh_li_cruiser1
Cnd_ProjHit = li_cruiser1, 1, osiris2
Act_LightFuse = li_cruiser1, li_cruiser_body_fuse
[Trigger]
nickname = pjh_li_cruiser2
Cnd_ProjHit = li_cruiser2, 1, osiris2
Act_LightFuse = li_cruiser2, li_cruiser_body_fuse
[Trigger]
nickname = pjh_li_cruiser3
Cnd_ProjHit = li_cruiser3, 1, osiris2
Act_LightFuse = li_cruiser3, li_cruiser_body_fuse
[Trigger]
nickname = com_1080
Cnd_CommComplete = DX_M11_1080_TRENT
Act_SetVibe = osiris2, li_bshipA, REP_HOSTILE_MAXIMUM
Act_SetVibe = osiris2, li_cruiser2, REP_HOSTILE_MAXIMUM
Act_SetVibe = osiris2, li_cruiser1, REP_HOSTILE_MAXIMUM
Act_SetVibe = osiris2, li_cruiser3, REP_HOSTILE_MAXIMUM
Act_SendComm = osiris2, Player, DX_M11_1100_ORILLION
Act_ActTrig = com_1100
[Trigger]
nickname = com_1100
Cnd_CommComplete = DX_M11_1100_ORILLION
Act_RevertCam = no_params
Act_PlayMusic = none, none, none, music_anticipation_motivated
Act_SendComm = juni, Player, DX_M11_1101_JUNI
Act_SetNNObj = mlog_24
[Trigger]
nickname = com_1101
Cnd_CommComplete = DX_M11_1101_JUNI
Act_SetVibeLbltoShip = lsfers, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = li_bshipA, Player, REP_HOSTILE_THRESHOLD
Act_PlayerCanDock = false, osiris2
Act_NagDistLeaving = osiris_nag, juni, osiris2, 24192, 1, NAG_ALWAYS
Act_ActTrig = bse_osiris2
[Trigger]
nickname = bse_osiris2
system = Li01
Cnd_SpaceExit = no_params
Act_NNIds = 31120, HISTORY
Act_AdjAcct = 10000
Act_LockDock = Player, Li01_to_Li04_hole, unlock
Act_LockDock = Player, Li04_to_Li01_hole, unlock
Act_LockDock = Player, Li01_12, unlock
Act_LockDock = Player, Li01a_to_Li01b_hole, unlock
Act_LockDock = Player, Li01b_to_Li01a_hole, unlock
[Trigger]
nickname = mission_completed
Cnd_SpaceExit = no_params
Act_ChangeState = SUCCEED