freelancer-hd-edition/DATA/MISSIONS/M02/m02.ini
C.S. Melis 3182ff45d9 Change M02 Patrol Zeta 1 to Navy
Patrol Zeta 1 during mission 2 has the LPI faction assigned. However, the leader mentions 'Navy Patrol Zeta 1'. Furthermore, Juni says that she ordered a wing from Rio Grande, which is a Navy base. Hence the faction has been changed to Navy.
2022-10-13 13:17:17 +02:00

2304 lines
55 KiB
INI

[Mission]
npc_ship_file = missions\m02\npcships.ini
[NPC]
nickname = Ashcroft
npc_ship_arch = MSN02_Ashcroft
individual_name = 216206
affiliation = fc_lr_grp
voice = ashcroft_voice_m02
space_costume = pi_pirate4_head, pi_pirate8_body, comm_rh_alaric
[NPC]
nickname = Escort
npc_ship_arch = MSN02_Ashcroft_Escort
individual_name = 196888
affiliation = fc_lr_grp
space_costume = pi_pirate4_head, pi_pirate8_body, comm_pi_pirate
[NPC]
nickname = Burning_Transport
npc_ship_arch = MSN02_Burning_Transport
affiliation = li_lsf_grp
individual_name = 216205
[NPC]
nickname = Cosmo
affiliation = co_me_grp
individual_name = 216208
npc_ship_arch = MSN02_Cosmo
voice = cosmo_voice_m02
space_costume = ge_male3_head, sc_scientist3_body, comm_ge_generic2
[NPC]
nickname = transport_m02
affiliation = co_me_grp
npc_ship_arch = MSN02_Ashcroft_Transport
space_costume = li_captain_head, li_male_elite_body, comm_ge_generic1
individual_name = 237057
[NPC]
nickname = King
npc_ship_arch = MSN02_King
voice = King
space_costume = li_scrote_head, li_scrote_body, comm_li_hatcher
affiliation = li_lsf_grp
individual_name = 216201
[NPC]
nickname = juni_m02
npc_ship_arch = MSN02_King
voice = juni
space_costume = pl_female4_head, li_hatcher_body
affiliation = li_lsf_grp
individual_name = 216200
[NPC]
nickname = BS_Unity
npc_ship_arch = MSN02_Battleship_Unity
individual_name = 216203
affiliation = li_n_grp
voice = unity_voice_m02
space_costume = pl_female1_head, li_female_elite_body
[NPC]
nickname = police
npc_ship_arch = MSN02_Liberty_Police
voice = pilot_f_leg_m01
space_costume = li_captain_head, li_male_elite_body, comm_ge_generic2
affiliation = li_n_grp
individual_name = 196846
[NPC]
nickname = jonnie_law
npc_ship_arch = MSN02_Liberty_Police
affiliation = li_p_grp
voice = pilot_f_mil_m02
space_costume = li_captain_head, li_male_guard_body, comm_ge_generic2
individual_name = 196848
[NNObjective]
nickname = null
state = HIDDEN
type = ids, 21660
[NNObjective]
nickname = talk_to_juni
state = HIDDEN
type = ids, 22285
[NNObjective]
nickname = meet_juni
state = HIDDEN
type = ids, 22210
[NNObjective]
nickname = first_launch
state = HIDDEN
type = ids, 22220
[NNObjective]
nickname = meet_king
state = HIDDEN
type = navmarker, Li01, 22220, 22220, -33112, 0, -27341
[NNObjective]
nickname = take_tl1
state = HIDDEN
type = rep_inst, Li01, 22225, 25225, -28267, 0, -30104, Li01_Trade_Lane_Ring_146
[NNObjective]
nickname = take_tl2
state = HIDDEN
type = rep_inst, Li01, 22225, 25225, 36208, 0, -52369, Li01_Trade_Lane_Ring_16
[NNObjective]
nickname = take_tl3
state = HIDDEN
type = rep_inst, Li03, 22255, 1, 4997, 0, 81909, Li03_Trade_Lane_Ring_57
[NNObjective]
nickname = take_tl4
state = HIDDEN
type = rep_inst, Li01, 22225, 1, 11163, 0, -78469, Li01_Trade_Lane_Ring_20
[NNObjective]
nickname = take_tl5
state = HIDDEN
type = rep_inst, Li01, 22225, 1, 5929, 0, 49085, Li01_Trade_Lane_Ring_178
[NNObjective]
nickname = jump
state = HIDDEN
type = rep_inst, Li03, 22230, 1, -12831, 0, -81511, Li01_to_Li03
[NNObjective]
nickname = follow_again
state = HIDDEN
type = navmarker, Li03, 22235, 1, 6311, 0, 81989
[NNObjective]
nickname = start_scanning
state = HIDDEN
type = navmarker, Li03, 22240, 25240, 6311, 0, 81989
[NNObjective]
nickname = engage_cosmo
state = HIDDEN
type = ids, 22245
[NNObjective]
nickname = stand_down
state = HIDDEN
type = ids, 22250
;[NNObjective]
;nickname = search
;state = HIDDEN
;type = rep_inst, Li03, 22255, 1, 4997, 0, 81909, Li03_Trade_Lane_Ring_57
[NNObjective]
nickname = defend_station
state = HIDDEN
type = ids, 22256
[NNObjective]
nickname = hunt
state = HIDDEN
type = rep_inst, Li03, 22260, 1, -29171, 0, 47789, Transport1
[NNObjective]
nickname = hunt2
state = HIDDEN
type = navmarker, Li03, 22262, 1, -22099, 0, 75896
[NNObjective]
nickname = destroy_ashcroft
state = HIDDEN
type = ids, 22263
[NNObjective]
nickname = destroy_rogues
state = HIDDEN
type = ids, 22269
[NNObjective]
nickname = tractor
state = HIDDEN
type = ids, 22265
[NNObjective]
nickname = goto_gate
state = HIDDEN
type = rep_inst, Li03, 22267, 1, 6728, 0, 86000, Li03_to_Li01
[NNObjective]
nickname = dock_li03_to_li01
state = HIDDEN
type = rep_inst, Li03, 22268, 1, 6728, 0, 86000, Li03_to_Li01
[NNObjective]
nickname = engage_rogues
state = HIDDEN
type = ids, 22269
[NNObjective]
nickname = destroy_ashcroft
state = HIDDEN
type = ids, 22263
[NNObjective]
nickname = return
state = HIDDEN
type = rep_inst, Li01, 22270, 1, 6728, 0, 86000, Li01_03
[NNObjective]
nickname = dock_missouri
state = HIDDEN
type = rep_inst, Li01, 22275, 1, 6728, 0, 86000, Li01_03
[MsnShip]
nickname = Thug1
NPC = Escort
label = thug
random_name = true
position = -22099, 0, 75896
[MsnShip]
nickname = Thug2
NPC = Escort
label = thug
random_name = true
position = -22099, 0, 75876
[MsnShip]
nickname = Thug3
NPC = Escort
label = thug
random_name = true
position = -22099, 0, 75856
[MsnShip]
nickname = Thug4
NPC = Escort
label = thug
random_name = true
position = -22099, 0, 75836
[MsnShip]
nickname = police1
NPC = police
random_name = true
label = police
[MsnShip]
nickname = police2
NPC = police
random_name = true
label = police
[MsnShip]
nickname = police3
NPC = police
random_name = true
label = police
[MsnShip]
nickname = police4
NPC = police
random_name = true
label = police
[MsnShip]
nickname = Ashcroft
NPC = Ashcroft
label = thug
label = Ashcroft
position = -28500, 0, 51100
[MsnShip]
nickname = Escort1
NPC = Escort
label = Escort
label = thugs
random_name = true
[MsnShip]
nickname = Escort2
NPC = Escort
label = Escort
label = thugs
random_name = true
[MsnShip]
nickname = AshEscort1
NPC = Escort
label = Escort
label = thugs
random_name = true
[MsnShip]
nickname = AshEscort2
NPC = Escort
label = Escort
label = thugs
random_name = true
[MsnShip]
nickname = Transport1
NPC = transport_m02
position = -28904, 0, 48313
random_name = true
label = Transport1
[MsnShip]
nickname = Transport2
NPC = transport_m02
position = -29078, 0, 48376
random_name = true
label = Transport2
[MsnShip]
nickname = King
NPC = King
position = -33244, 0, -28102
orientation = 0.7783, -0.0004, -0.6279, -0.0025
jumper = true
label = us
[MsnShip]
nickname = BS_Unity
NPC = BS_Unity
position = -12940, 0, -79717
[MsnShip]
nickname = juni
NPC = juni_m02
position = 95000, 95000, 95000
[MsnShip]
nickname = PTransport2
NPC = transport_m02
random_name = true
[MsnShip]
nickname = PEscort1
NPC = Cosmo
[MsnShip]
nickname = PTransport1
NPC = transport_m02
random_name = true
[MsnShip]
nickname = badguy1
NPC = Escort
position = -36297, 0, 26444
label = badguy
random_name = true
[MsnShip]
nickname = badguy2
NPC = Escort
position = -36297, 0, 26464
label = badguy
random_name = true
[MsnShip]
nickname = badguy3
NPC = Escort
position = -36297, 0, 26484
label = badguy
random_name = true
[MsnShip]
nickname = badguy4
NPC = Escort
position = -36297, 0, 26424
label = badguy
random_name = true
[MsnShip]
nickname = badguy5
NPC = Escort
position = -36297, 0, 26404
label = badguy
random_name = true
[MsnShip]
nickname = badguy6
NPC = Escort
position = -36277, 0, 26444
label = badguy
random_name = true
[MsnShip]
nickname = Burning_Transport
NPC = Burning_Transport
orientation = 0.947, -0.0461, 0.306, -0.0858
position = -36339, 22, 25854
label = transport_friend
[MsnShip]
nickname = jailbreak_wing1_1
NPC = Escort
label = jailbreak_wing
init_objectives = no_ol
random_name = true
[MsnShip]
nickname = jailbreak_wing1_2
NPC = Escort
label = jailbreak_wing
init_objectives = no_ol
random_name = true
[MsnShip]
nickname = jailbreak_wing1_3
NPC = Escort
label = jailbreak_wing
init_objectives = no_ol
random_name = true
[MsnShip]
nickname = jailbreak_wing1_4
NPC = Escort
label = jailbreak_wing
init_objectives = no_ol
random_name = true
[MsnShip]
nickname = jonnie_law1_1
NPC = jonnie_law
label = jonnie_law
init_objectives = cruise_to_player_obj
random_name = true
arrival_obj = Li01_11
[MsnShip]
nickname = jonnie_law1_2
NPC = jonnie_law
label = jonnie_law
init_objectives = cruise_to_player_obj
random_name = true
arrival_obj = Li01_11
[MsnShip]
nickname = jonnie_law1_3
NPC = jonnie_law
label = jonnie_law
init_objectives = cruise_to_player_obj
random_name = true
arrival_obj = Li01_11
[MsnShip]
nickname = jonnie_law1_4
NPC = jonnie_law
label = jonnie_law
init_objectives = cruise_to_king
random_name = true
arrival_obj = Li01_11
[MsnShip]
nickname = jonnie_law1_5
NPC = jonnie_law
label = jonnie_law
init_objectives = cruise_to_king
random_name = true
arrival_obj = Li01_11
[MsnFormation]
nickname = police
position = -29171, 0, 49789
orientation = -0.1858, 0.0003, 0.9826, 0.0015
formation = delta_flat
ship = police1
ship = police2
ship = police3
ship = police4
[MsnFormation]
nickname = ashcroft_convoy
position = -29194, 0, 48000
orientation = -0.1858, 0.0003, 0.9826, 0.0015
formation = transport2_liberty
ship = Escort1
ship = Escort2
ship = AshEscort1
ship = AshEscort2
[MsnFormation]
nickname = practice_convoy
position = -13296, 0, 56203
orientation = -0.3172, 0, 0.9484, 0
formation = transport2_liberty
ship = PTransport1
ship = PTransport2
ship = PEscort1
[MsnFormation]
nickname = jailbreak_wing
position = 5412, 152, -49640
orientation = -0.1858, 0.0003, 0.9826, 0.0015
formation = fighter_basic
ship = jailbreak_wing1_1
ship = jailbreak_wing1_2
ship = jailbreak_wing1_3
ship = jailbreak_wing1_4
[Trigger]
nickname = general_triggers
system = Li01
Cnd_True = no_params
Act_ActTrig = king_dies
Act_ActTrig = pod_dies
Act_ActTrig = play_music
Act_Invulnerable = King, true, false, 0.9
[Trigger]
nickname = king_dies
system = ANY
Cnd_Destroyed = King, 1, ALL_IGNORE_LANDING
Act_ChangeState = FAIL, 21960
[Trigger]
nickname = pod_dies
system = ANY
Cnd_Destroyed = ashcroft_pod, 1, EXPLODE
Act_ChangeState = FAIL, 22355
[Trigger]
nickname = play_music
system = Li01
Cnd_True = no_params
Act_PlayMusic = music_omega_space, music_omega_danger, music_omega_battle
[Trigger]
nickname = key_offer
Cnd_True = no_params
InitState = ACTIVE
Act_ActTrig = lce_bar_li01_01
Act_SetNNObj = meet_juni
Act_ActTrig = beginning_ether
Act_NNIds = 30200, HISTORY
Act_ActTrig = entered_the_system
Act_ActTrig = meet_on_manhattan
Act_ActTrig = keep_door_open
[Trigger]
nickname = keep_door_open
Cnd_True = no_params
repeatable = true
Act_SetVibeOfferBaseHack = dock_ring_Li01_01
[Trigger]
nickname = entered_the_system
Cnd_True = no_params
Act_NNPath = 22210, 22210, dock_ring_Li01_01, Li01
[Trigger]
nickname = beginning_ether
system = Li01
Cnd_InSpace = true
Act_EtherComm = juni, 216200, Player, dx_m02_0000_Juni, -1, pl_female4_head, li_hatcher_body
[Trigger]
nickname = meet_on_manhattan
Cnd_LocEnter = Cityscape, Li01_01_base
Act_SetNNObj = meet_juni, OBJECTIVE
[Trigger]
nickname = lce_bar_li01_01
Cnd_LocEnter = Bar, Li01_01_base
Act_AddRTC = missions\m02\M002_s009a_Li01_01_offer.ini
Act_ActTrig = mrp_reject
Act_ActTrig = mrp_accept
Act_ActTrig = write_mission_log
Act_DeactTrig = entered_the_system
Act_DeactTrig = meet_on_manhattan
Act_SetNNObj = talk_to_juni
[Trigger]
nickname = mrp_reject
Cnd_MsnResponse = reject
Act_RemoveRTC = missions\m02\M002_s009a_Li01_01_offer.ini
Act_AddRTC = missions\m02\M002_s009d_Li01_01_reoffer.ini, repeatable
[Trigger]
nickname = write_mission_log
Cnd_MsnResponse = reject
Act_NNIds = 30210, HISTORY
[Trigger]
nickname = mrp_accept
Cnd_MsnResponse = accept
Act_RemoveRTC = missions\m02\M002_s009d_Li01_01_reoffer.ini
Act_AddRTC = missions\m02\M002_s010x_Li01_01_nrml.ini
Act_ActTrig = spe_li01_01
Act_SetTitle = 22200
Act_SetOffer = 22205
Act_SetNNObj = first_launch
Act_DeactTrig = mrp_reject
Act_RandomPopSphere = -30642, 0, -29671, 6000, off
Act_RandomPop = false
Act_ActTrig = exit_base
Act_DeactTrig = beginning_ether
Act_NNIds = 30205, HISTORY
Act_ActTrig = entering_cityscape
Act_DeactTrig = keep_door_open
[Trigger]
nickname = entering_cityscape
Cnd_LocEnter = Cityscape, Li01_01_base
Act_NNIds = 30215, HISTORY
[Trigger]
nickname = exit_base
Cnd_BaseExit = Li01_01_base
Act_SetNNObj = meet_king
[Trigger]
nickname = spe_li01_01
Cnd_SpaceEnter = no_params
Act_ActTrig = start_init
Act_SetNNObj = null, OBJECTIVE_HISTORY
[Trigger]
nickname = start_init
system = Li01
Cnd_True = no_params
Act_SpawnShip = King
Act_ActTrig = general_triggers
Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD
Act_ActTrig = flytocolorado_end
Act_SpawnShip = BS_Unity
Act_ActTrig = wait_for_player
Act_LockDock = Player, Li01_to_Li03, lock
Act_LockDock = Player, Li03_to_Li01, lock
Act_LockDock = Player, Li01_03, lock
Act_PlayerCanDock = false, Li01_to_Li03, Li03_to_Li01, Li01_03
Act_StartDialog = king_intro
Act_ActTrig = space_enter
Act_SetVibe = Li01_to_Li03, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = BS_Unity, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = dock_ring_Li01_01, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = Li01_06, Player, REP_FRIEND_THRESHOLD
Act_PlayerEnemyClamp = 2, 3
[Trigger]
nickname = space_enter
system = Li01
Cnd_Timer = 1
Act_CallThorn = missions\m02\m02_space_enter.thn, Player
Act_MarkObj = King, 1
Act_ActTrig = after_launch
[Trigger]
nickname = after_launch
system = Li01
Cnd_LaunchComplete = Player
Act_ActTrig = relocate_timer
[Trigger]
nickname = relocate_timer
system = Li01
Cnd_Timer = 1
Act_RelocateShip = Player, -33244, 10, -28082, 0.7783, -0.0004, -0.6279, -0.0025
Act_PobjIdle = no_params
Act_ActTrig = order_player
Act_ActTrig = thorn_timer
[Trigger]
nickname = thorn_timer
system = Li01
Cnd_Timer = 2
Act_CallThorn = missions\m02\m02_king_01.thn, Player
[Trigger]
nickname = order_player
system = Li01
Cnd_True = no_params
Act_GiveObjList = Player, follow_king
[ObjList]
system = Li01
nickname = follow_king
Avoidance = false
follow = King, 1500, -20, 0, -20
[Trigger]
nickname = wait_for_player
system = Li01
Cnd_DistShip = inside, Player, King, 150
Act_ActTrig = dialog_enter
Act_ActTrig = dialog_exit
Act_ActTrig = dialog_second
Act_GiveObjList = King, king_goto_tradelane
[ObjList]
system = Li01
nickname = king_goto_tradelane
Avoidance = false
GotoVec = goto_no_cruise, -28789, 0, -29929, 400, false
[Trigger]
nickname = dialog_enter
system = Li01
Cnd_DistVec = inside, Player, -28789, 0, -29929, 600
Act_GiveObjList = King, avoidance_on
Act_GiveObjList = Player, stop_player
Act_RevertCam = no_params
Act_ActTrig = tradelane_watcher
Act_ActTrig = entering_tradelane
Act_SendComm = King, Player, DX_m02_0110_KING
Act_ActTrig = delay_first_objective
Act_PlayerCanTradelane = false, Li01_Trade_Lane_Ring_146, Li01_Trade_Lane_Ring_141
Act_Save = key_save_first_save_game, 32205
Act_GiveObjList = Player, avoid
[ObjList]
system = Li01
nickname = avoid
Avoidance = true
[Trigger]
nickname = key_save_first_save_game
system = Li01
Cnd_SpaceEnter = Li01
Act_SetInitialPlayerPos = -28936, 0, -29266, 0.830744, 0.001137, -0.556648, -0.002652
Act_SpawnShip = King, avoidance_on, -28560, 0, -29633
Act_SetNNObj = take_tl1
Act_ActTrig = tradelane_watcher
Act_ActTrig = entering_tradelane
Act_ActTrig = dialog_exit
Act_SpawnShip = BS_Unity
Act_ActTrig = dialog_second
Act_ActTrig = flytocolorado_end
Act_SetVibe = Li01_to_Li03, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = BS_Unity, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = dock_ring_Li01_01, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = Li01_06, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD
Act_MarkObj = King, 1
Act_ActTrig = general_triggers
[Trigger]
nickname = delay_first_objective
system = Li01
Cnd_CommComplete = DX_m02_0110_KING
Act_SetNNObj = take_tl1
[ObjList]
system = Li01
nickname = avoidance_on
Avoidance = true
BreakFormation = no_params
follow = Player, 1500, -100, 50, -200
[Trigger]
nickname = entering_tradelane
system = Li01
Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_146, Li01_Trade_Lane_Ring_145
Act_StartDialog = engaging_tradelane
Act_LockManeuvers = true
Act_ActTrig = clean_watcher
Act_SetNNObj = null, OBJECTIVE_HISTORY
[ObjList]
system = Li01
nickname = stop_player
Idle = no_params
[ObjList]
system = Li01
nickname = stop_king
[Trigger]
nickname = dialog_exit
system = Li01
Cnd_TLExited = Player, Li01_Trade_Lane_Ring_141
Act_StartDialog = leaving_tradelane
Act_SetNNObj = take_tl2
Act_LockManeuvers = false
Act_ActTrig = tradelane_watcher
Act_PlayerCanTradelane = false, Li01_Trade_Lane_Ring_16, Li01_Trade_Lane_Ring_20
[Trigger]
nickname = dialog_second
system = Li01
Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_16, Li01_Trade_Lane_Ring_17
Act_StartDialog = second_tradelane
Act_LockManeuvers = true
Act_ActTrig = exiting_second_tradelane
Act_ActTrig = clean_watcher
Act_SetNNObj = null, OBJECTIVE_HISTORY
[Trigger]
nickname = exiting_second_tradelane
system = Li01
Cnd_TLExited = Player, Li01_Trade_Lane_Ring_20
Act_LockManeuvers = false
[Dialog]
nickname = king_intro
system = Li01
line = King, Player, DX_m02_0100_KING, 1, 0
line = Player, King, DX_m02_0101_TRENT, 1, 0
line = King, Player, DX_m02_0102_KING, 1, 0
line = Player, King, DX_m02_0103_TRENT, 1, 0
line = Player, King, DX_m02_0104_TRENT, 1, 0
line = King, Player, DX_m02_0105_KING, 1, 0
line = Player, King, DX_m02_0106_TRENT, 1, 0
line = Player, King, DX_m02_0107_TRENT, 1, 0
line = King, Player, DX_m02_0109_KING, 1, 0
[Dialog]
nickname = engaging_tradelane
system = Li01
line = King, Player, DX_m02_0130_KING, 5, 0
[Dialog]
nickname = leaving_tradelane
system = Li01
line = King, Player, DX_m02_0150_KING, 5, 0
[Dialog]
nickname = second_tradelane
system = Li01
line = King, Player, DX_m02_0160_KING, 4, 0
[Trigger]
nickname = flytocolorado_end
system = Li01
Cnd_DistVec = inside, Player, -12831, 0, -81511, 3200
Act_ActTrig = jumpcolorado_init
[Trigger]
nickname = jumpcolorado_init
system = Li01
Cnd_True = no_params
Act_StartDialog = leaving_second
Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD
Act_ActTrig = comm_0451_trent
Act_ActTrig = jumpcolorado_end
Act_MarkObj = King, 1
Act_SetNNObj = null, OBJECTIVE_HISTORY
Act_ActTrig = line_230
[Dialog]
nickname = leaving_second
system = Li01
line = BS_Unity, Player, DX_m02_0170_BATTLESHIPUNITY, 4, 9
line = King, Player, DX_m02_0180_KING, 8, 0
line = BS_Unity, Player, DX_m02_0220_BATTLESHIPUNITY, 4, 0
line = King, Player, DX_m02_0230_KING, 3, 0
[Trigger]
nickname = line_230
system = Li01
Cnd_CommComplete = DX_m02_0230_KING
Act_NagDistLeaving = nag1, King, Li01_to_Li03, 21975, 1
[Trigger]
nickname = comm_0451_trent
system = Li01
Cnd_CommComplete = DX_m02_0220_BATTLESHIPUNITY
Act_SetNNObj = jump
Act_LockDock = Player, Li01_to_Li03, unlock
Act_ActTrig = inside_jumpgate
Act_NagOff = nag2
[Trigger]
nickname = inside_jumpgate
system = Li01
Cnd_DistVec = inside, Player, -12831, 0, -81511, 700
Act_SendComm = King, Player, DX_m02_0250_KING
Act_RandomPop = true
Act_ActTrig = clear_waypoint
[Trigger]
nickname = clear_waypoint
system = ANY
Cnd_SystemExit = ANY
Act_SetNNObj = null, OBJECTIVE_HISTORY
Act_PobjIdle = no_params
[Trigger]
nickname = jumpcolorado_end
system = Li03
Cnd_NPCSystemEnter = Li03, King, Player
Act_SetNNHidden = jump, true
Act_SetNNObj = null, OBJECTIVE_HISTORY
Act_DeactTrig = comm_0451_trent
Act_ActTrig = practicescan_init
Act_NagOff = nag1
Act_NNIds = 30220, HISTORY
[Trigger]
nickname = practicescan_init
system = Li03
Cnd_True = no_params
Act_SpawnShip = juni
Act_ActTrig = begin_scene
Act_SetNNHidden = jump, true
Act_SetNNObj = null, OBJECTIVE_HISTORY
Act_ActTrig = dst_trig
Act_PlayerCanDock = false, Li01_to_Li03, Li03_to_Li01, Li01_03
[Trigger]
nickname = begin_scene
system = Li03
Cnd_DistShip = inside, King, Player, 3000
Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD
Act_StartDialog = welcome_colorado
Act_ActTrig = begin_checker
Act_GiveObjList = King, king_move
Act_MarkObj = King, 1
Act_ActTrig = delay_after_entering
Act_Invulnerable = Li03_Trade_Lane_Ring_57, true
Act_Invulnerable = Li03_Trade_Lane_Ring_58, true
Act_Invulnerable = Li03_Trade_Lane_Ring_59, true
Act_Invulnerable = Li03_Trade_Lane_Ring_60, true
Act_Invulnerable = Li03_Trade_Lane_Ring_61, true
[Trigger]
nickname = delay_after_entering
system = Li03
Cnd_CommComplete = DX_m02_0255_KING
Act_SetNNObj = follow_again
[Dialog]
nickname = welcome_colorado
system = Li03
line = King, Player, DX_m02_0255_KING, 11, 0
line = juni, Player, DX_m02_0260_JUNI, 12, 0
line = King, Player, DX_m02_0290_KING, 11, 0
[Trigger]
nickname = dst_trig
system = Li03
Cnd_DistVec = inside, Player, 6311, 0, 81989, 200
Act_ActTrig = king_scanned
[Trigger]
nickname = begin_checker
system = Li03
Cnd_CommComplete = DX_m02_0290_KING
Act_ActTrig = timer_checker
Act_ActTrig = complain_timer
[Trigger]
nickname = timer_checker
system = Li03
Cnd_DistVec = inside, Player, 6311, 0, 81989, 500
Act_DeactTrig = complain_timer
Act_DeactTrig = failure_timer
[Trigger]
nickname = complain_timer
system = Li03
Cnd_Timer = 30
Act_SendComm = King, Player, DX_M02_0291_KING
Act_ActTrig = failure_timer
[Trigger]
nickname = failure_timer
system = Li03
Cnd_Timer = 60
Act_ChangeState = FAIL, 23960
[ObjList]
system = Li03
nickname = king_move
SetPriority = NORMAL
BreakFormation = no_params
follow = Player, 2500, -100, 50, -200, 50000
[Trigger]
nickname = king_scanned
system = Li03
Cnd_True = no_params
Act_SpawnFormation = practice_convoy
Act_ActTrig = convoy_near_us
Act_ActTrig = practicescan_end
Act_StartDialog = king_babbles
Act_ActTrig = set_convoy_vibe
Act_ActTrig = watching_0300
Act_ActTrig = watching_0301
[Trigger]
nickname = set_convoy_vibe
system = Li03
Cnd_True = no_params
Act_GiveObjList = PTransport1, ptrans_scan
Act_SetVibe = PTransport1, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = PTransport2, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = PEscort1, Player, REP_FRIEND_THRESHOLD
[Dialog]
nickname = king_babbles
system = Li03
line = King, Player, DX_m02_0293_KING
line = juni, Player, DX_m02_0300_JUNI
line = King, Player, DX_m02_0301_KING
[Trigger]
nickname = watching_0300
system = Li03
Cnd_CommComplete = DX_m02_0300_JUNI
Act_NNIds = 30225, HISTORY
[Trigger]
nickname = watching_0301
system = Li03
Cnd_CommComplete = DX_m02_0301_KING
Act_SetNNObj = start_scanning
Act_PopUpDialog = 22240, 22207, CLOSE
[Trigger]
nickname = convoy_near_us
system = Li03
Cnd_TLExited = PEscort1, Li03_Trade_Lane_Ring_57
Act_StartDialog = scanning_chatter
Act_ActTrig = convoy_timer
Act_MarkObj = PEscort1, 1
[Trigger]
nickname = popup_to_scan
system = Li03
Cnd_CommComplete = DX_m02_0320_KING
Act_PopUpDialog = 22240, 22207, CLOSE
[ObjList]
system = Li03
nickname = ptrans_scan
Dock = Li03_Trade_Lane_Ring_61, Li03_Trade_Lane_Ring_57
GotoVec = goto_no_cruise, 7129, 0, 82360, 100, false, 50
[Dialog]
nickname = scanning_chatter
system = Li03
line = King, Player, DX_m02_0320_KING, 4, 0
[Trigger]
nickname = convoy_timer
system = Li03
Cnd_Timer = 40
Act_ActTrig = one_of_three_scanned
[Trigger]
nickname = practicescan_end
system = Li03
Cnd_True = no_params
Act_ActTrig = cosmo_scanned
[Trigger]
nickname = cosmo_scanned
system = Li03
Cnd_CargoScanned = Player, PEscort1
Act_ActTrig = one_of_three_scanned
[Trigger]
nickname = one_of_three_scanned
system = Li03
Cnd_True = no_params
Act_ActTrig = convoyapproach_init
Act_DeactTrig = convoy_near_us
Act_DeactTrig = convoy_timer
Act_DeactTrig = cosmo_scanned
Act_DeactTrig = popup_to_scan
Act_RandomPop = false
[Trigger]
nickname = convoyapproach_init
system = Li03
Cnd_True = no_params
Act_GiveObjList = King, king_approach_convoy
Act_StartDialog = approach_cosmo
Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD
Act_GiveObjList = PEscort1, pescort_approach
Act_ActTrig = comm_0340_king
Act_ActTrig = convoyapproach_end
Act_ActTrig = cosmo_die
Act_GiveObjList = PTransport1, go_away
Act_GiveObjList = PTransport2, go_away
Act_Invulnerable = PEscort1, true, false, 0.9
Act_Invulnerable = juni, true
Act_PlayMusic = music_reveal_contraband, none, none, none
[ObjList]
system = Li03
nickname = go_away
BreakFormation = no_params
Dock = Li03_to_Li01
[ObjList]
system = Li03
nickname = king_approach_convoy
GotoShip = goto, PEscort1, 200, false
[Dialog]
nickname = approach_cosmo
system = Li03
line = King, Player, DX_m02_0330_KING, 2, 0
line = King, Player, DX_m02_0340_KING, 5, 0
[ObjList]
system = Li03
nickname = pescort_approach
BreakFormation = no_params
GotoShip = goto_no_cruise, King, 200, true
[Trigger]
nickname = comm_0340_king
system = Li03
Cnd_CommComplete = DX_m02_0340_KING
Act_StartDialog = convoy_attack
Act_SetVibe = PEscort1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = PEscort1, King, REP_HOSTILE_THRESHOLD
Act_SetNNObj = engage_cosmo
Act_MarkObj = PEscort1, 1
Act_ActTrig = give_up_cosmo
Act_ActTrig = king_timer
Act_NagDistLeaving = nag_battle1, King, King, 13093, 5000, NAG_ALWAYS
[Trigger]
nickname = king_timer
Cnd_Timer = 1
Act_SetVibe = King, PEscort1, REP_HOSTILE_THRESHOLD
[Dialog]
nickname = convoy_attack
system = Li03
line = King, Player, DX_m02_0350_KING, 7, 0
[Trigger]
nickname = give_up_cosmo
system = Li03
Cnd_HealthDec = PEscort1, 0.5
Act_StartDialog = cosmo_giveup
Act_SetVibe = King, PEscort1, REP_FRIEND_MAXIMUM
Act_SetVibe = PEscort1, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = PEscort1, King, REP_FRIEND_MAXIMUM
Act_SetNNObj = stand_down
Act_LightFuse = PEscort1, mission02_cosmo_burning_fighter_fuse
Act_SetOrient = PEscort1, 1, 0, 0, 0
Act_CallThorn = missions\m02\m02_cosmo_01.thn, PEscort1
Act_PobjIdle = no_params
Act_ActTrig = revert_cam
Act_AdjHealth = us, 0.75
Act_NagOff = nag_battle1
[Trigger]
nickname = cosmo_die
system = Li03
Cnd_Destroyed = PEscort1, 1, ALL
Act_ChangeState = FAIL, 21600
[Trigger]
nickname = revert_cam
system = Li03
Cnd_CommComplete = DX_m02_0410_KING
Act_RevertCam = no_params
Act_SetVibe = PEscort1, Player, REP_NEUTRAL_HOSTILE
Act_Invulnerable = PEscort1, false
Act_GiveObjList = King, king_move
Act_MarkObj = PEscort1, 0
[Dialog]
nickname = cosmo_giveup
system = Li03
line = PEscort1, Player, DX_M02_0800_COSMO, 3, 0
line = King, Player, DX_m02_0380_KING, 7, 0
line = PEscort1, Player, DX_M02_0820_COSMO, 7, 0
line = King, Player, DX_m02_0400_KING, 3, 2
line = PEscort1, Player, DX_M02_0840_COSMO, 4, 0
line = King, Player, DX_m02_0410_KING, 3, 2
line = PEscort1, Player, DX_M02_0860_COSMO, 12, 0
line = juni, Player, DX_m02_0415_JUNI, 18, 0
line = King, Player, DX_m02_0420_KING, 3, 2
line = PEscort1, Player, DX_M02_0920_COSMO, 7, 0
line = King, Player, DX_m02_0550_KING, 2, 0
[Trigger]
nickname = convoyapproach_end
system = Li03
Cnd_CommComplete = DX_m02_0420_KING
Act_ActTrig = flytodebris_init
Act_NNIds = 30230, HISTORY
Act_Save = key_save_fly_to_debris, 32210
Act_DeactTrig = cosmo_die
Act_ActTrig = tradelane_watcher
[Trigger]
nickname = key_save_fly_to_debris
system = Li03
Cnd_SpaceEnter = Li03
Act_SetInitialPlayerPos = 6640, 0, 83346, 0.76389, -0.019767, 0.644728, 0.020192
Act_SpawnShip = King, no_ol, 6640, 0, 85346
Act_SpawnShip = juni
Act_ActTrig = flytodebris_init
Act_ActTrig = general_triggers
Act_MarkObj = King, 1
Act_DeactTrig = cosmo_die
Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD
Act_ActTrig = tradelane_watcher
[Trigger]
nickname = flytodebris_init
system = Li03
Cnd_True = no_params
Act_GiveObjList = King, king_debris
Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD
Act_ActTrig = in_range
Act_ActTrig = in_range_player
Act_ActTrig = flytodebris_end
Act_ActTrig = near_dialog_tradelane
Act_LightFuse = Li03_04, station_burning_fuse
Act_SetNNObj = take_tl3
Act_PlayerCanTradelane = false, Li03_Trade_Lane_Ring_57, Li03_Trade_Lane_Ring_66
Act_PlayMusic = music_upcoming_action_heavy, none, none, none
[Trigger]
nickname = near_dialog_tradelane
system = Li03
Cnd_TLEntered = Player, Li03_Trade_Lane_Ring_57, Li03_Trade_Lane_Ring_58
Act_SpawnShip = badguy1, stay_near, -36588, 30, 26404
Act_SpawnShip = badguy2, stay_near, -36497, 20, 26524
Act_SpawnShip = badguy3, stay_near, -36497, 10, 26444
Act_SpawnShip = badguy4, stay_near, -36597, 70, 26464
Act_SpawnShip = badguy5, stay_near, -36697, 30, 26484
Act_SpawnShip = badguy6, stay_near, -36477, 0, 26444
Act_DeactTrig = cosmo_die
Act_SpawnFormation = ashcroft_convoy
Act_SpawnShip = Transport1
Act_SpawnShip = Transport2
Act_SetNNObj = null, OBJECTIVE_HISTORY
Act_SetVibe = Li03_04, King, REP_FRIEND_MAXIMUM
Act_SetVibe = Li03_04, Player, REP_FRIEND_MAXIMUM
Act_LockManeuvers = true
[Trigger]
nickname = badguy_objectives
system = Li03
Cnd_True = no_params
Act_SetVibeLbl = King, badguy, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = badguy, King, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = badguy, Player, REP_HOSTILE_THRESHOLD
Act_MarkObj = badguy1, 1
Act_MarkObj = badguy2, 1
Act_MarkObj = badguy3, 1
Act_MarkObj = badguy4, 1
Act_MarkObj = badguy5, 1
Act_MarkObj = badguy6, 1
Act_SetVibe = badguy1, Li03_04, REP_HOSTILE_MAXIMUM
Act_SetVibe = badguy2, Li03_04, REP_HOSTILE_MAXIMUM
[ObjList]
system = Li03
nickname = stay_near
StayInRange = Li03_04, 1000
[ObjList]
system = Li03
nickname = king_debris
follow = Player, 2500, -100, 50, -200, 50000
[Trigger]
nickname = in_range
system = Li03
Cnd_TLExited = King, Li03_Trade_Lane_Ring_66
Act_ActTrig = kill_Badguys
Act_ActTrig = kill_Badguys_more
Act_ActTrig = comm_0560
Act_SendComm = King, Player, DX_m02_0560_KING
Act_GiveObjList = King, king_engage_combat
Act_GiveObjList = Escort1, Ashcroft
Act_SetNNObj = defend_station
Act_NagClamp = false
Act_LockManeuvers = false
Act_NagDistLeaving = nag_battle2, King, King, 13093, 5000, NAG_ALWAYS
[Trigger]
nickname = in_range_player
system = Li03
Cnd_DistShip = inside, Player, Li03_Trade_Lane_Ring_65, 1500
Act_ActTrig = badguy_objectives
[Trigger]
nickname = kill_Badguys_more
system = Li03
Cnd_Destroyed = badguy, 3
Act_EtherComm = pueblo, 196790, Player, DX_m02_0575_PUEBLO, -1, rh_sales_head, sc_scientist2_body
[Trigger]
nickname = kill_Badguys
system = Li03
Cnd_Destroyed = badguy, 6
Act_ActTrig = comm_0576
Act_SendComm = King, Player, DX_m02_0576_KING
Act_GiveObjList = King, king_fly_to_dyingguy
Act_NNIds = 30235, HISTORY
Act_Save = key_save_scan_ashcroft, 32215
Act_SetNNObj = null, OBJECTIVE_HISTORY
Act_NagOff = nag_battle2
[ObjList]
system = Li03
nickname = king_engage_combat
GotoShip = goto, badguy1, 300, false
[ObjList]
system = Li03
nickname = king_fly_to_dyingguy
GotoShip = goto, Li03_04, 300, false
[Trigger]
nickname = comm_0560
system = Li03
Cnd_CommComplete = DX_m02_0560_KING
Act_EtherComm = pueblo, 196790, Player, DX_m02_0570_PUEBLO, -1, rh_sales_head, sc_scientist2_body
Act_ActTrig = comm_0570
[Trigger]
nickname = comm_0570
system = Li03
Cnd_CommComplete = DX_m02_0570_PUEBLO
Act_ActTrig = comm_0571
Act_SendComm = King, Player, DX_m02_0571_KING
[Trigger]
nickname = comm_0571
system = Li03
Cnd_CommComplete = DX_m02_0571_KING
Act_ActTrig = comm_0572
Act_EtherComm = pueblo, 196790, Player, DX_m02_0572_PUEBLO, -1, rh_sales_head, sc_scientist2_body
[Trigger]
nickname = comm_0572
system = Li03
Cnd_CommComplete = DX_m02_0572_PUEBLO
Act_ActTrig = comm_0573
Act_SendComm = King, Player, DX_m02_0573_KING
[Trigger]
nickname = comm_0573
system = Li03
Cnd_CommComplete = DX_m02_0573_KING
Act_EtherComm = pueblo, 196790, Player, DX_m02_0574_PUEBLO, -1, rh_sales_head, sc_scientist2_body
[Trigger]
nickname = comm_0576
system = Li03
Cnd_CommComplete = DX_m02_0576_KING
Act_EtherComm = pueblo, 196790, Player, DX_m02_0577_PUEBLO, -1, rh_sales_head, sc_scientist2_body
Act_ActTrig = comm_0577
[Trigger]
nickname = comm_0577
system = Li03
Cnd_CommComplete = DX_m02_0577_PUEBLO
Act_ActTrig = comm_0578
Act_SendComm = King, Player, DX_m02_0578_KING
[Trigger]
nickname = comm_0578
system = Li03
Cnd_CommComplete = DX_m02_0578_KING
Act_ActTrig = comm_0579
Act_EtherComm = pueblo, 196790, Player, DX_m02_0579_PUEBLO, -1, rh_sales_head, sc_scientist2_body
[Trigger]
nickname = comm_0579
system = Li03
Cnd_CommComplete = DX_m02_0579_PUEBLO
Act_ActTrig = comm_0580
Act_SendComm = King, Player, DX_m02_0580_KING
[Trigger]
nickname = comm_0580
system = Li03
Cnd_CommComplete = DX_m02_0580_KING
Act_ActTrig = comm_0581
Act_EtherComm = pueblo, 196790, Player, DX_m02_0581_PUEBLO, -1, rh_sales_head, sc_scientist2_body
[Trigger]
nickname = comm_0581
system = Li03
Cnd_CommComplete = DX_m02_0581_PUEBLO
Act_ActTrig = comm_0582
Act_SendComm = King, Player, DX_m02_0582_KING
[Trigger]
nickname = comm_0582
system = Li03
Cnd_CommComplete = DX_m02_0582_KING
Act_ActTrig = comm_0583
Act_EtherComm = pueblo, 196790, Player, DX_m02_0583_PUEBLO, -1, rh_sales_head, sc_scientist2_body
[Trigger]
nickname = comm_0583
system = Li03
Cnd_CommComplete = DX_m02_0583_PUEBLO
Act_SendComm = King, Player, DX_m02_0590_KING
Act_GiveObjList = King, king_move
Act_ActTrig = watching_0583
Act_PlayMusic = music_anticipation_motivated, none, none, none
Act_AdjHealth = us, 0.75
[Trigger]
nickname = flytodebris_end
system = Li03
Cnd_CommComplete = DX_m02_0581_PUEBLO
Act_DeactTrig = king_fly_to_dyingguy
Act_ActTrig = scanashcroft_init
Act_SetNNObj = hunt
Act_MarkObj = Transport1, 1
[Trigger]
nickname = watching_0583
system = Li03
Cnd_CommComplete = DX_m02_0583_PUEBLO
Act_NagDistTowards = POS, trans_nag, King, -28904, 0, 48313, 22970, 2500
[Trigger]
nickname = key_save_scan_ashcroft
system = Li03
Cnd_SpaceEnter = Li03
Act_SetInitialPlayerPos = -32678, 0, 37083, -0.150827, 0.008435, 0.9885, 0.006879
Act_SpawnShip = King, no_ol, -36442, 0, 26603
Act_SpawnShip = juni
Act_SpawnFormation = ashcroft_convoy
Act_SpawnShip = Transport1
Act_SpawnShip = Transport2
Act_ActTrig = scanashcroft_init
Act_ActTrig = general_triggers
Act_MarkObj = King, 1
Act_MarkObj = Transport1, 1
Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD
Act_ActTrig = general_triggers
[Trigger]
nickname = scanashcroft_init
system = Li03
Cnd_True = no_params
Act_GiveObjList = King, goto_escort1
Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD
Act_SetNNObj = hunt
Act_SetVibe = Transport1, Player, REP_NEUTRAL
Act_SetVibe = Transport2, Player, REP_NEUTRAL
Act_Invulnerable = Transport1, true
Act_Invulnerable = Transport2, true
Act_SetVibeLbl = us, Transport1, REP_NEUTRAL
Act_SetVibeLbl = us, Transport2, REP_NEUTRAL
Act_SetVibeLbl = Transport1, us, REP_NEUTRAL
Act_SetVibeLbl = Transport2, us, REP_NEUTRAL
Act_SetVibe = Escort1, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Escort1, King, REP_HOSTILE_MAXIMUM
Act_SetVibe = King, Escort1, REP_HOSTILE_MAXIMUM
Act_SetVibe = Escort2, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Escort2, King, REP_HOSTILE_MAXIMUM
Act_SetVibe = King, Escort2, REP_HOSTILE_MAXIMUM
Act_SetVibe = AshEscort1, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = AshEscort1, King, REP_HOSTILE_MAXIMUM
Act_SetVibe = King, AshEscort1, REP_HOSTILE_MAXIMUM
Act_SetVibe = AshEscort2, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = AshEscort2, King, REP_HOSTILE_MAXIMUM
Act_SetVibe = King, AshEscort2, REP_HOSTILE_MAXIMUM
Act_ActTrig = convoy_caught
Act_ActTrig = juni_dialogue
[Trigger]
nickname = juni_dialogue
system = Li03
Cnd_DistShip = outside, Player, Li03_04, 5000
Act_StartDialog = juni_play_dialogue
Act_ActTrig = police_hack
[Dialog]
nickname = juni_play_dialogue
system = Li03
line = juni, Player, DX_m02_0600_JUNI, 2, 0
line = King, Player, DX_m02_0610_KING, 2, 0
line = juni, Player, DX_m02_0640_JUNI, 2, 0
[Trigger]
nickname = police_hack
system = Li03
Cnd_CommComplete = DX_m02_0640_JUNI
Act_EtherComm = pilot_f_leg_m01, 197813, Player, DX_M02_0730_ZETA, -1, li_captain_head, li_male_guard_body, comm_ge_generic2
[ObjList]
system = Li03
nickname = Ashcroft
GotoVec = goto_cruise, -29171, 0, 47789, 500, true, 70
[Trigger]
nickname = convoy_caught
system = Li03
Cnd_DistShip = inside, Player, AshEscort1, 2000
Act_StartDialog = convoy_caught
Act_ActTrig = escorts_destroyed
Act_SetVibeLbl = us, Transport1, REP_FRIEND_THRESHOLD
Act_SetVibeLbl = us, Transport2, REP_FRIEND_THRESHOLD
Act_SetVibeLbl = Transport1, us, REP_NEUTRAL
Act_SetVibeLbl = Transport2, us, REP_NEUTRAL
Act_SetVibe = Escort1, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Escort1, King, REP_HOSTILE_MAXIMUM
Act_SetVibe = King, Escort1, REP_HOSTILE_MAXIMUM
Act_SetVibe = Escort2, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Escort2, King, REP_HOSTILE_MAXIMUM
Act_SetVibe = King, Escort2, REP_HOSTILE_MAXIMUM
Act_SetVibe = AshEscort1, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = AshEscort1, King, REP_HOSTILE_MAXIMUM
Act_SetVibe = King, AshEscort1, REP_HOSTILE_MAXIMUM
Act_SetVibe = AshEscort2, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = AshEscort2, King, REP_HOSTILE_MAXIMUM
Act_SetVibe = King, AshEscort2, REP_HOSTILE_MAXIMUM
Act_SetNNHidden = hunt, true
Act_SpawnFormation = police
Act_ActTrig = police_near
Act_NagOff = trans_nag
Act_MarkObj = Transport1, 0
Act_SetNNObj = null, OBJECTIVE_HISTORY
Act_MarkObj = Escort1, 1
Act_MarkObj = Escort2, 1
Act_MarkObj = AshEscort1, 1
Act_MarkObj = AshEscort2, 1
Act_ActTrig = wait_for_770
Act_NagDistLeaving = nag_battle3, King, King, 13093, 5000, NAG_ALWAYS
[Dialog]
nickname = convoy_caught
system = Li03
line = King, Player, DX_m02_0700_KING, 2, 0
line = King, Player, DX_m02_0710_KING, 2, 0
line = King, Player, DX_m02_0720_KING, 2, 0
line = King, Player, DX_m02_0760_KING, 2, 0
line = King, Player, DX_m02_0770_KING, 2, 0
[Trigger]
nickname = escorts_destroyed
system = Li03
Cnd_Destroyed = Escort, 4
Act_SpawnShip = Ashcroft
Act_ActTrig = start_stage4_attack
Act_AdjHealth = us, 0.75
Act_NagOff = nag_battle3
[ObjList]
nickname = police_to_ashcroft
SetPriority = NORMAL
GotoShip = goto, Ashcroft, 1000, true, -1
[ObjList]
nickname = goto_escort1
SetPriority = NORMAL
BreakFormation = no_params
follow = Player, 2500, -100, 50, -200, 50000
[Trigger]
nickname = start_run1
system = Li03
Cnd_True = no_params
Act_GiveObjList = Ashcroft, ashcroft_stage2
Act_SpawnShip = Thug1
Act_SpawnShip = Thug2
Act_SpawnShip = Thug3
Act_SpawnShip = Thug4
Act_MarkObj = Ashcroft, 1
Act_ActTrig = set_thug_vibe
Act_Invulnerable = police1, true, false, 0.9
Act_PlayMusic = none, none, none, music_dangerous_chase
[Trigger]
nickname = set_thug_vibe
system = Li03
Cnd_True = no_params
Act_SetVibeLblToShip = thug, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = thug, King, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = King, thug, REP_HOSTILE_THRESHOLD
[ObjList]
system = Li03
nickname = break_off
GotoShip = goto, Ashcroft, 1000, true
[ObjList]
system = Li03
nickname = ashcroft_stage2
GotoVec = goto_cruise, -22099, 0, 75896, 200, true
BreakFormation = no_params
[Trigger]
nickname = start_stage4_attack
system = Li03
Cnd_True = no_params
Act_ActTrig = start_run1
Act_SetNNObj = hunt2
Act_GiveObjList = King, king_goto_ashcroft
Act_StartDialog = run_for_the_border
Act_SetVibe = King, Ashcroft, REP_FRIEND_MAXIMUM
Act_SetVibe = Ashcroft, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Ashcroft, King, REP_HOSTILE_THRESHOLD
Act_ActTrig = scanashcroft_end
Act_GiveObjList = police, police_to_ashcroft
Act_ActTrig = ashcroft_dead
Act_ActTrig = ashcroft_health_50
Act_ActTrig = ashcroft_health_35
Act_MarkObj = Transport1, 0
Act_MarkObj = Ashcroft, 1
Act_NagDistTowards = POS, ash_nag, King, -22908, 0, 74513, 23198, 100
Act_Invulnerable = Ashcroft, true, true, 0.5
Act_ActTrig = watching_0776
Act_ActTrig = watching_0771
[Trigger]
nickname = watching_0771
system = Li03
Cnd_CommComplete = DX_m02_0771_KING
Act_GiveObjList = King, break_off
[ObjList]
system = Li03
nickname = king_goto_ashcroft
MakeNewFormation = single_r
SetPriority = ALWAYS_EXECUTE
follow = Player, 2500, -100, 50, -200
[Dialog]
nickname = run_for_the_border
system = Li03
line = King, Player, DX_m02_0771_KING, 9, 5
line = King, Player, DX_m02_0772_KING, 9, 5
line = King, Player, DX_m02_0773_KING, 9, 5
line = King, Player, DX_m02_0774_KING, 9, 5
line = King, Player, DX_m02_0776_KING, 9, 5
[Trigger]
nickname = watching_0776
system = Li03
Cnd_CommComplete = DX_m02_0776_KING
Act_NNIds = 30240, HISTORY
[Trigger]
nickname = police_near
system = Li03
Cnd_Timer = 10
Act_StartDialog = police_chatter
Act_ActTrig = police_timer
Act_Invulnerable = police1, true, false, 0.9
[Dialog]
nickname = police_chatter
system = Li03
line = King, Player, DX_m02_0770_KING, 2, 0
line = police1, Player, DX_m02_0810_ZETA, 12, 0
line = King, Player, DX_m02_0820_King, 12, 0
line = police1, Player, DX_m02_0830_ZETA, 12, 0
[Trigger]
nickname = wait_for_770
system = Li03
Cnd_CommComplete = DX_m02_0770_KING
Act_SetNNObj = destroy_rogues
Act_GiveObjList = King, stop_king
[Trigger]
nickname = scanashcroft_end
system = Li03
Cnd_True = no_params
Act_ActTrig = captureashcroft_init
[Trigger]
nickname = captureashcroft_init
system = Li03
Cnd_True = no_params
Act_ActTrig = near_ashcroft_make_em_beg
[Trigger]
nickname = near_ashcroft_make_em_beg
system = Li03
Cnd_DistVec = inside, King, -22099, 0, 75896, 5000
Act_StartDialog = ashcroft_offer
Act_SetNNHidden = hunt2, true
Act_MarkObj = Ashcroft, 1
Act_ActTrig = disable_ash_nag
[Trigger]
nickname = disable_ash_nag
system = Li03
Cnd_DistShip = inside, Player, Ashcroft, 1000
Act_NagOff = ash_nag
Act_SetNNObj = destroy_ashcroft
Act_GiveObjList = King, stop_king
[Trigger]
nickname = police_timer
system = Li03
Cnd_Timer = 1
Act_GiveObjList = police1, king_chase
Act_SetVibeLbl = police, thugs, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = thugs, police, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = police, Player, REP_FRIEND_MAXIMUM
Act_SetNNObj = null, OBJECTIVE_HISTORY
Act_ActTrig = 0880_watcher
[Trigger]
nickname = 0880_watcher
system = Li03
Cnd_CommComplete = DX_M02_0880_ASHCROFT
Act_NagDistLeaving = nag_battle4, King, King, 13093, 5000, NAG_ALWAYS
[Dialog]
nickname = ashcroft_offer
system = Li03
line = King, Player, DX_M02_0780_KING, 9, 5
line = police1, Player, DX_M02_0790_ZETA, 12, 0
line = King, Player, DX_M02_0800_KING, 9, 5
line = Ashcroft, Player, DX_M02_0880_ASHCROFT, 7, 0
[ObjList]
system = Li03
nickname = king_chase
SetPriority = NORMAL
GotoShip = goto, Escort1, 500, false
[Trigger]
nickname = ashcroft_health_50
system = Li03
Cnd_HealthDec = Ashcroft, 0.5
Act_SendComm = Ashcroft, Player, dx_m02_0900_ashcroft
[Trigger]
nickname = ashcroft_health_35
system = Li03
Cnd_HealthDec = Ashcroft, 0.35
Act_ActTrig = destroy_him
[Trigger]
nickname = ashcroft_dead
system = Li03
Cnd_Destroyed = Ashcroft, 1, ALL
Act_SetNNObj = tractor
Act_DeactTrig = near_ashcroft_make_em_beg
Act_DeactTrig = ashcroft_health_50
Act_DeactTrig = ashcroft_health_35
Act_DeactTrig = start_run1
Act_DeactTrig = convoy_caught
Act_DeactTrig = start_stage4_attack
Act_DeactTrig = escorts_destroyed
Act_DeactTrig = police_near
Act_ActTrig = recoverashcroft_init
Act_SpawnLoot = ashcroft_pod
Act_NagOff = nag_battle4
[Trigger]
nickname = destroy_him
system = Li03
Cnd_True = no_params
Act_Destroy = Ashcroft
Act_SendComm = King, Player, DX_m02_0940_KING
Act_ActTrig = ashcroft_timer_1
[Trigger]
nickname = ashcroft_timer_1
system = Li03
Cnd_Timer = 60
Act_SendComm = King, Player, dx_m02_0942_KING
Act_ActTrig = ashcroft_timer_2
[Trigger]
nickname = ashcroft_timer_2
system = Li03
Cnd_Timer = 60
Act_SendComm = King, Player, dx_m02_0941_KING
Act_ActTrig = ashcroft_timer_fail
[Trigger]
nickname = ashcroft_timer_fail
system = Li03
Cnd_Timer = 60
Act_ChangeState = FAIL, 22360
[MsnLoot]
nickname = ashcroft_pod
archetype = escape_pod
string_id = 216206
rel_pos_obj = Ashcroft
rel_pos_offset = 50, 0, 0
velocity = 0, 0, 0
equip_amount = 1
health = 1
Can_Jettison = false
[Trigger]
nickname = recoverashcroft_init
system = Li03
Cnd_True = no_params
Act_ActTrig = lta_ashcroft
Act_MarkObj = ashcroft_pod, 1
[Trigger]
nickname = lta_ashcroft
Cnd_LootAcquired = ashcroft_pod, Player
Act_DeactTrig = pod_dies
Act_DeactTrig = ashcroft_pod
Act_ActTrig = jumpnewyork_init
Act_LockDock = Player, Li03_to_Li01, unlock
Act_Save = key_save_jump_new_york, 32220
Act_GiveObjList = King, going_to_li01
Act_DeactTrig = ashcroft_timer_1
Act_DeactTrig = ashcroft_timer_2
Act_DeactTrig = ashcroft_timer_fail
Act_SetNNObj = null, OBJECTIVE_HISTORY
[Trigger]
nickname = key_save_jump_new_york
system = Li03
Cnd_SpaceEnter = Li03
Act_SetInitialPlayerPos = -21245, 0, 58956, 0.536293, -0.009388, -0.841955, -0.058431
Act_SpawnShip = juni, no_ol
Act_SpawnShip = King, no_ol, -21245, 0, 58976
Act_SpawnFormation = police, -21245, 0, 58956
Act_ActTrig = jumpnewyork_init
Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD
Act_MarkObj = King, 1
Act_ActTrig = general_triggers
[Trigger]
nickname = jumpnewyork_init
system = Li03
Cnd_True = no_params
Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD
Act_ActTrig = jumpnewyork_end
Act_ActTrig = dist_jump
Act_ActTrig = mb_timer
Act_LockDock = Player, Li01_03, unlock
Act_ActTrig = clear_waypoint
Act_ActTrig = set_delay_to_gate
Act_GiveObjList = King, going_to_li01
Act_AdjHealth = us, 0.75
[Trigger]
nickname = mb_timer
system = Li03
Cnd_Timer = 2
Act_StartDialog = trek_to_newyork
Act_ActTrig = check_dist_from_gate
[ObjList]
system = Li03
nickname = going_to_li01
SetPriority = ALWAYS_EXECUTE
follow = Player, 5000, -100, 50, -200
[Trigger]
nickname = check_dist_from_gate
system = Li03
Cnd_DistVec = inside, Player, 6728, 0, 86000, 15000
Act_StartDialog = juni_checks_on_you
Act_AdjHealth = us, 0.75
Act_PlayMusic = none, none, none, music_friendly_encouragement
[Trigger]
nickname = dist_jump
system = Li03
Cnd_DistVec = inside, Player, 6728, 0, 86000, 2000
Act_NagOff = nag_to_gate
Act_NagDistLeaving = nag_leaving, King, Li03_to_Li01, 24187, 300
Act_SetNNObj = dock_li03_to_li01
[Dialog]
nickname = trek_to_newyork
system = Li03
line = King, Player, DX_m02_0950_KING, 9, 0
line = police1, Player, DX_m02_0951_ZETA, 9, 0
line = King, Player, DX_m02_0952_KING, 9, 0
line = King, Player, DX_m02_1060_KING, 9, 0
line = King, Player, DX_m02_1061_KING, 9, 0
line = King, Player, DX_m02_1062_KING, 9, 0
line = King, Player, DX_m02_1063_KING, 9, 0
[Trigger]
nickname = set_delay_to_gate
system = Li03
Cnd_CommComplete = DX_m02_0952_KING
Act_MarkObj = Li03_to_Li01, 1
Act_SetNNObj = goto_gate
Act_NNIds = 30245, HISTORY
Act_NagDistTowards = OBJ, nag_to_gate, King, Li03_to_Li01, 21950, 2000
[Dialog]
nickname = juni_checks_on_you
system = Li03
line = juni, Player, DX_m02_1070_JUNI, 6, 0
line = King, Player, DX_m02_1080_KING, 5, 0
line = juni, Player, DX_m02_1090_JUNI, 10, 0
line = King, Player, DX_m02_1100_KING, 6, 0
line = juni, Player, DX_m02_1110_JUNI, 11, 0
line = juni, Player, DX_m02_1111_JUNI, 11, 0
[Trigger]
nickname = jumpnewyork_end
system = Li01
Cnd_NPCSystemEnter = Li01, King, Player
Act_ActTrig = bringashcroftback_init
Act_SetNNHidden = goto_gate, true
Act_SetNNObj = null, OBJECTIVE_HISTORY
Act_NagOff = nag_leaving
Act_NNIds = 30250, HISTORY
Act_LockDock = Player, Li01_to_Li03, lock
Act_SpawnShip = BS_Unity
[Trigger]
nickname = bringashcroftback_init
system = Li01
Cnd_DistShip = inside, Player, King, 1500
Act_SpawnShip = juni
Act_GiveObjList = King, king_ashcroft_return
Act_SetVibe = King, Player, REP_FRIEND_THRESHOLD
Act_StartDialog = enter_newyork
Act_ActTrig = comm_1150_king
Act_ActTrig = comm_1330_king
Act_PobjIdle = no_params
Act_MarkObj = King, 1
Act_ActTrig = comm_1170_juni
Act_SetNNHidden = goto_gate, false
Act_ActTrig = enter_last_tradelane
[Trigger]
nickname = enter_last_tradelane
system = Li01
Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_20, Li01_Trade_Lane_Ring_19
Act_LockManeuvers = true
Act_SetNNObj = null, OBJECTIVE_HISTORY
Act_NagOff = nag_end
[ObjList]
system = Li01
nickname = king_ashcroft_return
GotoShip = goto, Player, 200, false
[Dialog]
nickname = enter_newyork
system = Li01
line = BS_Unity, Player, DX_m02_0170_BATTLESHIPUNITY, 4, 0
line = King, Player, DX_m02_1130_KING, 9, 0
line = BS_Unity, Player, DX_m02_1140_BATTLESHIPUNITY, 3, 0
line = King, Player, DX_m02_1150_KING, 4, 0
line = juni, Player, DX_m02_1170_JUNI, 4, 0
line = King, Player, DX_m02_1180_KING, 7, 0
[Trigger]
nickname = comm_1150_king
system = Li01
Cnd_CommComplete = DX_m02_1150_KING
Act_GiveObjList = King, follow_king_to_jailbreak
Act_ActTrig = bse_li01_03
Act_ActTrig = comm_1320_king
Act_SetNNObj = take_tl4
Act_ActTrig = one_liner
Act_ActTrig = exiting_tl
Act_PlayerCanTradelane = false, Li01_Trade_Lane_Ring_20, Li01_Trade_Lane_Ring_16
[Trigger]
nickname = comm_1170_juni
system = Li01
Cnd_CommComplete = DX_m02_1170_JUNI
Act_NagDistLeaving = nag_end, King, Li01_Trade_Lane_Ring_20, 23970, 100
[Trigger]
nickname = exiting_tl
Cnd_TLExited = King, Li01_Trade_Lane_Ring_16
Act_SetNNObj = null, OBJECTIVE_HISTORY
Act_LockManeuvers = false
Act_ActTrig = long_dialog
Act_NagOff = nag_end
[Trigger]
nickname = one_liner
Cnd_DistVec = inside, Player, 3766, 0, -52170, 500
Act_StartDialog = juni_talk
[ObjList]
system = Li01
nickname = follow_king_to_jailbreak
BreakFormation = no_params
follow = Player, 2500, -100, 50, -200, 50000
[Trigger]
nickname = long_dialog
system = Li01
Cnd_True = no_params
Act_ActTrig = jailbreak
Act_SpawnFormation = jailbreak_wing
[Trigger]
nickname = jailbreak
system = Li01
Cnd_Timer = 5
Act_StartDialog = jailbreak_dialog
Act_ActTrig = jailbreak_wing_dead
Act_SetVibeLblToShip = jailbreak_wing, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = jailbreak_wing, King, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = King, jailbreak_wing, REP_HOSTILE_MAXIMUM
Act_GiveObjList = jailbreak_wing1_1, cruise_to_player_obj
Act_ActTrig = king_calls_for_reinforcements
Act_GiveObjList = King, get_to_jailbreak_wing
Act_ActTrig = wing_watcher
Act_SpawnShip = jonnie_law1_1
Act_ActTrig = comm_1200
Act_MarkObj = jailbreak_wing1_1, 1
Act_MarkObj = jailbreak_wing1_2, 1
Act_MarkObj = jailbreak_wing1_3, 1
Act_MarkObj = jailbreak_wing1_4, 1
Act_SetNNObj = engage_rogues
Act_NagDistLeaving = nag_battle5, King, King, 13093, 5000, NAG_ALWAYS
[ObjList]
nickname = get_to_jailbreak_wing
GotoShip = goto_no_cruise, jailbreak_wing1_1, 1500, true
[ObjList]
nickname = cruise_to_player_obj
SetPriority = NORMAL
GotoShip = goto, Player, 500, true
[ObjList]
nickname = cruise_to_king
GotoShip = goto, King, 500, true
[Dialog]
nickname = jailbreak_dialog
system = Li01
line = King, Player, DX_M02_1200_KING
[Trigger]
nickname = comm_1200
system = Li01
Cnd_CommComplete = DX_M02_1200_KING
Act_EtherComm = pilot_f_mil_m02, 196776, Player, DX_M02_1201_FORTBUSH, -1, br_captain_head, li_male_guard_body
Act_SetNNObj = destroy_rogues
[Trigger]
nickname = king_calls_for_reinforcements
Cnd_CommComplete = DX_M02_1201_FORTBUSH
Act_ActTrig = police_reinforcements_arrive
Act_SendComm = jonnie_law1_1, Player, DX_m02_1202_FORTBUSHWING
Act_GiveObjList = King, stop_king
[Trigger]
nickname = police_reinforcements_arrive
Cnd_Timer = 1
Act_SpawnShip = jonnie_law1_2
Act_SpawnShip = jonnie_law1_3
Act_SpawnShip = jonnie_law1_4
Act_SpawnShip = jonnie_law1_5
Act_SetVibeLbl = jonnie_law, jailbreak_wing, REP_HOSTILE_MAXIMUM
[Trigger]
nickname = jailbreak_wing_dead
Cnd_Destroyed = jailbreak_wing, -1
Act_StartDialog = jailbreak_wing_dead_dialog
Act_GiveObjList = jonnie_law1_1, jonnie_law_returns_to_fort_bush
Act_GiveObjList = jonnie_law1_2, jonnie_law_returns_to_fort_bush
Act_GiveObjList = jonnie_law1_3, jonnie_law_returns_to_fort_bush
Act_GiveObjList = jonnie_law1_4, jonnie_law_returns_to_fort_bush
Act_GiveObjList = jonnie_law1_5, jonnie_law_returns_to_fort_bush
Act_GiveObjList = King, king_follows_to_battleship
Act_ActTrig = long_dialog2
Act_ActTrig = unlock_missouri
Act_SetNNObj = take_tl5
Act_ActTrig = 1210_watcher
Act_PlayerCanTradelane = false, Li01_Trade_Lane_Ring_178, Li01_Trade_Lane_Ring_169
Act_ActTrig = last_trade_lane
Act_AdjHealth = us, 0.75
Act_NagOff = nag_battle5
[Trigger]
nickname = last_trade_lane
Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_178, Li01_Trade_Lane_Ring_177
Act_SetNNObj = null, OBJECTIVE_HISTORY
Act_LockManeuvers = true
[Trigger]
nickname = wing_watcher
Cnd_DistVec = inside, Player, 46237, 0, 5058, 1000
Act_ActTrig = do_or_die
[Trigger]
nickname = do_or_die
Cnd_WatchTrigger = jailbreak_wing_dead, ACTIVE
Act_Destroy = King
[Dialog]
nickname = jailbreak_wing_dead_dialog
system = Li01
line = King, Player, DX_M02_1203_KING
line = jonnie_law1_1, Player, DX_M02_1204_FORTBUSHWING
line = King, Player, DX_m02_1210_KING, 0, 0
[Trigger]
nickname = 1210_watcher
Cnd_CommComplete = DX_m02_1210_KING
Act_NagDistLeaving = nag_end, King, Li01_Trade_Lane_Ring_178, 23970, 100
[ObjList]
nickname = jonnie_law_returns_to_fort_bush
Dock = Li01_11
[ObjList]
nickname = king_follows_to_battleship
follow = Player, 2000, -100, 50, -200, 50000
[Trigger]
nickname = long_dialog2
system = Li01
Cnd_DistVec = inside, Player, 5596, 0, -49262, 500
Act_StartDialog = last_tradelane
Act_ActTrig = long_dialog3
[Trigger]
nickname = long_dialog3
system = Li01
Cnd_TLExited = Player, Li01_Trade_Lane_Ring_169
Act_ActTrig = comm_1240
Act_EtherComm = missouri, 196768, Player, DX_m02_1240_BATTLESHIPMISSOURI, -1, rh_bartender_head, li_male_elite_body
Act_NagOff = nag_end
Act_SetNNObj = return
Act_LockManeuvers = false
Act_SetVibe = Li01_03, Player, REP_FRIEND_MAXIMUM
[Trigger]
nickname = comm_1240
system = Li01
Cnd_CommComplete = DX_m02_1240_BATTLESHIPMISSOURI
Act_SendComm = King, Player, DX_m02_1250_KING
Act_ActTrig = comm_1250
[Trigger]
nickname = comm_1250
system = Li01
Cnd_CommComplete = DX_m02_1250_KING
Act_ActTrig = comm_1260
Act_EtherComm = missouri, 196768, Player, DX_m02_1260_BATTLESHIPMISSOURI, -1, rh_bartender_head, li_male_elite_body
[Trigger]
nickname = comm_1260
system = Li01
Cnd_CommComplete = DX_m02_1260_BATTLESHIPMISSOURI
Act_StartDialog = zone21
Act_SetNNObj = dock_missouri
Act_ActTrig = clear_missouri_waypoint
Act_PlayMusic = none, none, none, music_victory
Act_NagDistLeaving = nag_final, none, Li01_03, 22365, 100
[Dialog]
nickname = zone21
system = Li01
line = King, Player, DX_m02_1310_KING, 4, 0
line = King, Player, DX_m02_1320_KING, 11, 0
line = King, Player, DX_m02_1330_KING, 12, 0
[ObjList]
system = Li01
nickname = king_head_pits
BreakFormation = no_params
Dock = Li01_Trade_Lane_Ring_169, Li01_Trade_Lane_Ring_178
Dock = Li01_Trade_Lane_Ring_30, Li01_Trade_Lane_Ring_36
Dock = Li01_02_dock_ring
[Trigger]
nickname = comm_1320_king
system = Li01
Cnd_CommComplete = DX_m02_1320_KING
Act_GiveObjList = King, king_head_pits
Act_DeactTrig = king_dies
[Dialog]
nickname = juni_talk
system = Li01
line = King, Player, DX_m02_1190_KING, 8, 0
[Dialog]
nickname = last_tradelane
system = Li01
line = King, Player, DX_m02_1230_KING, 0, 0
[Trigger]
nickname = clear_missouri_waypoint
system = Li01
Cnd_SpaceExit = no_params
Act_SetNNObj = null, OBJECTIVE_HISTORY
[Trigger]
nickname = unlock_missouri
Cnd_CommComplete = DX_m02_1260_BATTLESHIPMISSOURI
Act_LockDock = Player, Li01_03, unlock
Act_GCSClamp = true
[Trigger]
nickname = comm_1330_king
system = Li01
Cnd_CommComplete = DX_m02_1310_KING
Act_ActTrig = need_to_dock
[Trigger]
nickname = need_to_dock
Cnd_DistShip = outside, Player, Li01_03, 3000
Act_ChangeState = FAIL, 22365
Act_ActTrig = clear_waypoint
[Trigger]
nickname = bse_li01_03
Cnd_BaseEnter = Li01_03_base
Act_ActTrig = mission_completed
Act_AddRTC = missions\m02\M002_s011x_Li01_03_nrml.ini
Act_SetNNHidden = return, true
Act_GiveNNObjs = no_params
Act_LockDock = Player, Li01_to_Li02, unlock
Act_LockDock = Player, Li02_to_Li01, unlock
Act_LockDock = Player, Li03_to_Li01, unlock
Act_LockDock = Player, Li01_to_Li03, unlock
Act_LockDock = Player, Li01_to_Li04, unlock
Act_LockDock = Player, Li04_to_Li01, unlock
Act_LockDock = Player, Li01_to_Li03_hole, unlock
Act_LockDock = Player, Li01_to_Li04_hole, unlock
Act_LockDock = Player, Li02_to_Li04_hole, unlock
Act_LockDock = Player, Li03_to_Li01_hole, unlock
Act_LockDock = Player, Li04_to_Li01_hole, unlock
Act_LockDock = Player, Li04_to_Li02_hole, unlock
[Trigger]
nickname = mission_completed
Cnd_LocExit = Deck2, Li01_03_base
Act_ActTrig = ChangeState
Act_RemoveCargo = ashcroft_pod
Act_NNIds = 30255, HISTORY
Act_AdjAcct = 5000
Act_SetRep = Player, li_n_grp, 0.91
Act_SetRep = Player, li_p_grp, 0.7
Act_SetRep = Player, li_lsf_grp, 0.95
Act_GCSClamp = false
[Trigger]
nickname = ChangeState
Cnd_True = no_params
Act_ChangeState = SUCCEED
[Trigger]
nickname = tradelane_watcher
Cnd_True = no_params
Act_NagClamp = true
Act_ActTrig = first_nag
Act_ActTrig = watcher1
Act_ActTrig = watcher2
Act_ActTrig = watcher3
[Trigger]
nickname = watcher1
Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_146, Li01_Trade_Lane_Ring_145
Act_ActTrig = clean_watcher
[Trigger]
nickname = watcher2
Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_16, Li01_Trade_Lane_Ring_17
Act_ActTrig = clean_watcher
[Trigger]
nickname = watcher3
Cnd_TLEntered = Player, Li03_Trade_Lane_Ring_57, Li03_Trade_Lane_Ring_58
Act_ActTrig = clean_watcher
[Trigger]
nickname = first_nag
Cnd_Timer = 45
Act_ActTrig = second_nag
Act_SendComm = King, Player, DX_m02_0111_KING
[Trigger]
nickname = second_nag
Cnd_Timer = 30
Act_ActTrig = final_nag
Act_SendComm = King, Player, DX_m02_0112_KING
[Trigger]
nickname = final_nag
Cnd_Timer = 30
Act_ActTrig = final_nag
Act_SendComm = King, Player, DX_m02_0113_KING
Act_ChangeState = FAIL, 23970
[Trigger]
nickname = clean_watcher
Cnd_True = no_params
Act_DeactTrig = first_nag
Act_DeactTrig = second_nag
Act_DeactTrig = final_nag
Act_DeactTrig = watcher1
Act_DeactTrig = watcher2
Act_DeactTrig = watcher3
Act_NagClamp = false