freelancer-hd-edition/DATA/MISSIONS/M04/m04.ini

4887 lines
136 KiB
INI

[Mission]
npc_ship_file = missions\m04\npcships.ini
[NPC]
nickname = juni_m04
npc_ship_arch = MSN04_Juni
voice = juni
space_costume = pl_female4_head_helmet, li_hatcher_body, comm_br_elite_female
affiliation = li_lsf_grp
individual_name = 216400
[NPC]
nickname = juni_mactan_m04
npc_ship_arch = MSN04_Juni
voice = juni
space_costume = pl_female4_head_helmet, li_hatcher_body, comm_br_elite_female
affiliation = fc_uk_grp
individual_name = 216400
[NPC]
nickname = king_m04
npc_ship_arch = MSN04_King
voice = king
space_costume = li_scrote_head, li_scrote_body, comm_li_hatcher
affiliation = li_lsf_grp
individual_name = 216401
[NPC]
nickname = walker_m04
npc_ship_arch = MSN04_Walker
voice = walker
space_costume = br_captain_head, li_tilton_body
affiliation = li_n_grp
individual_name = 216402
;[NPC]
;nickname = hacker_m04
;affiliation = fc_lh_grp
;npc_ship_arch = MSN04_Lane_Hacker
;space_costume = pi_pirate2_head, pi_pirate7_body, comm_pi_pirate
;voice = pilot_f_ill_m02
;individual_name = 1
[NPC]
nickname = hacker_1_m04
affiliation = fc_lh_grp
npc_ship_arch = MSN04_Lane_Hacker_Difficult
space_costume = pi_pirate2_head, pi_pirate3_body, comm_pi_pirate
voice = pilot_f_ill_m02
individual_name = 216403
[NPC]
nickname = hacker_difficult_m04
affiliation = fc_lh_grp
npc_ship_arch = MSN04_Lane_Hacker_Difficult
space_costume = pi_pirate2_head, pi_pirate3_body, comm_pi_pirate
voice = pilot_f_ill_m02
individual_name = 1
[NPC]
nickname = li_heavy_easy_m04
affiliation = li_n_grp
npc_ship_arch = MSN04_Liberty_Navy_Heavy_Fighter_Easy
space_costume = li_rockford_head, li_male_elite_body
voice = pilot_f_mil_m01
individual_name = 1
[NPC]
nickname = li_heavy_medium_m04
affiliation = li_n_grp
npc_ship_arch = MSN04_Liberty_Navy_Heavy_Fighter_Medium
space_costume = li_rockford_head, li_male_elite_body
voice = pilot_f_mil_m01a
individual_name = 1
[NPC]
nickname = li_heavy_hard_m04
affiliation = li_n_grp
npc_ship_arch = MSN04_Liberty_Navy_Heavy_Fighter_Difficult
space_costume = li_rockford_head, li_male_elite_body
voice = pilot_f_mil_m01b
individual_name = 1
[NPC]
nickname = li_heavy_elite_m04
affiliation = li_n_grp
npc_ship_arch = MSN04_Kings_Escort
space_costume = li_rockford_head, li_male_elite_body
voice = pilot_f_mil_m02
individual_name = 1
[NPC]
nickname = lambda_1_m04
affiliation = li_n_grp
npc_ship_arch = MSN04_Kings_Escort
space_costume = li_rockford_head, li_male_elite_body, comm_br_darcy
voice = pilot_f_mil_m01
individual_name = 216404
[NPC]
nickname = lambda_2_m04
affiliation = li_n_grp
npc_ship_arch = MSN04_Kings_Escort
space_costume = li_rockford_head, li_male_elite_body, comm_br_darcy
voice = pilot_f_mil_m01a
individual_name = 216405
[NPC]
nickname = lambda_3_m04
affiliation = li_n_grp
npc_ship_arch = MSN04_Kings_Escort
space_costume = li_rockford_head, li_male_elite_body, comm_br_darcy
voice = pilot_f_mil_m01b
individual_name = 216406
[NPC]
nickname = lambda_4_m04
affiliation = li_n_grp
npc_ship_arch = MSN04_Kings_Escort
space_costume = li_rockford_head, li_male_elite_body, comm_br_darcy
voice = pilot_f_mil_m01
individual_name = 216407
[NPC]
nickname = lambda_5_m04
affiliation = li_n_grp
npc_ship_arch = MSN04_Kings_Escort
space_costume = li_rockford_head, li_male_elite_body, comm_br_darcy
voice = pilot_f_mil_m01b
individual_name = 216408
[NPC]
nickname = li_cruiser_difficult_m04_freedom
affiliation = li_n_grp
npc_ship_arch = MSN04_Liberty_Navy_Cruiser_Difficult
space_costume = li_captain_head, li_male_elite_body, prop_neuralnet_E
voice = pilot_f_mil_m02
individual_name = 216416
[NPC]
nickname = li_cruiser_difficult_m04_independence
affiliation = li_n_grp
npc_ship_arch = MSN04_Liberty_Navy_Cruiser_Difficult
space_costume = br_captain_head, li_male_elite_body, prop_neuralnet_E
voice = pilot_f_mil_m02
individual_name = 216415
[NPC]
nickname = li_cruiser_medium_m04_liberty
affiliation = li_n_grp
npc_ship_arch = MSN04_Liberty_Navy_Cruiser_Medium
space_costume = rh_captain_head, li_male_elite_body, prop_neuralnet_E
voice = pilot_f_mil_m02
individual_name = 216412
[NPC]
nickname = li_cruiser_medium_m04_justice
affiliation = li_n_grp
npc_ship_arch = MSN04_Liberty_Navy_Cruiser_Medium
space_costume = li_sales_head, li_male_elite_body, prop_neuralnet_E
voice = pilot_f_mil_m02
individual_name = 216413
[NPC]
nickname = li_cruiser_medium_m04_steadfast
affiliation = li_n_grp
npc_ship_arch = MSN04_Liberty_Navy_Cruiser_Medium
space_costume = rh_bartender_head, li_male_elite_body, prop_neuralnet_E
voice = pilot_f_mil_m02
individual_name = 216414
[NPC]
nickname = li_battleship_m04
affiliation = li_n_grp
npc_ship_arch = MSN04_Battleship_Unity
space_costume = pl_female1_head, li_female_elite_body
voice = unity_voice_m04
individual_name = 216409
[NPC]
nickname = bounty_hunters_medium_m04
affiliation = gd_bh_grp
npc_ship_arch = MSN04_Bounty_Hunter_Medium
space_costume = pl_female3_head, li_hatcher_body
voice = pilot_c_ill_f01
individual_name = 1
;[NPC]
;nickname = bounty_hunters_difficult_m04
;affiliation = gd_bh_grp
;npc_ship_arch = MSN04_Bounty_Hunter_Difficult
;space_costume = pl_female3_head, li_hatcher_body
;voice = pilot_c_ill_f01
;individual_name = 1
[NPC]
nickname = rheinland_heavy_m04
affiliation = rh_n_grp
npc_ship_arch = MSN04_Rheinland_Heavy_Fighter_Difficult
space_costume = rh_bartender_head, rh_male_elite_body, comm_rh_reichman
voice = pilot_f_mil_m01a
individual_name = 1
[NNObjective]
nickname = nn_meet_juni_manhattan
state = HIDDEN
type = ids, 22607
[NNObjective]
nickname = nn_launch
state = HIDDEN
type = base, Li01_01_base, 22608
[NNObjective]
nickname = nn_tl_to_ft_bush
state = HIDDEN
type = rep_inst, Li01, 22610, 25610, -28645, 5, -29915, Li01_Trade_Lane_Ring_146
[NNObjective]
nickname = nn_defend_yourselves
state = HIDDEN
type = navmarker, Li01, 22612, 25612, 0, 0, 0
[NNObjective]
nickname = nn_survive
state = HIDDEN
type = navmarker, Li01, 22615, 25615, 0, 0, 0
[NNObjective]
nickname = nn_tl_to_west_point
state = HIDDEN
type = rep_inst, Li01, 22620, 25620, -33266, 5, -26292, Li01_Trade_Lane_Ring_147
[NNObjective]
nickname = nn_across_west_point
state = HIDDEN
type = rep_inst, Li01, 22625, 25625, -34904, 0, 29594, Li01_Trade_Lane_Ring_134
[NNObjective]
nickname = nn_depot_wp1
state = HIDDEN
type = navmarker, Li01, 22630, 25630, -14900, 0, 73896
[NNObjective]
nickname = nn_depot_wp2
state = HIDDEN
type = navmarker, Li01, 22635, 25635, -14504, 0, 75987
[NNObjective]
nickname = nn_depot_wp3
state = HIDDEN
type = navmarker, Li01, 22640, 25640, -10339, 0, 76753
[NNObjective]
nickname = land_on_base
state = HIDDEN
type = rep_inst, Li01, 22645, 22645, -10216, 0, 77380, station
[NNObjective]
nickname = nn_defend_station
state = HIDDEN
type = navmarker, Li01, 22650, 25650, -10216, 0, 77380
[NNObjective]
nickname = nn_leave_vanpelt
state = HIDDEN
type = navmarker, Li01, 22650, 25650, -10216, 0, 77380
[NNObjective]
nickname = nn_badlands_jumpgate
state = HIDDEN
type = rep_inst, Li01, 22655, 25655, -16055, 0, 85125, Li01_to_Iw03
[NNObjective]
nickname = nn_leave_liberty
state = HIDDEN
type = rep_inst, Li01, 22660, 25660, -16055, 0, 85125, Li01_to_Iw03
[NNObjective]
nickname = nn_f4_base
state = HIDDEN
type = rep_inst, Iw03, 22665, 22665, 9845, 0, 1865, Iw03_01
[NNObjective]
nickname = nn_defend_yourself
state = HIDDEN
type = navmarker, Li01, 22670, 25670, 0, 0, 0
[NNObjective]
nickname = nn_hacker_base
state = HIDDEN
type = rep_inst, Iw03, 22675, 25675, -19724, 0, -10073, Iw03_02
[NNObjective]
nickname = nn_dock_with_hacker_base
state = HIDDEN
type = rep_inst, Iw03, 22680, 22680, -19724, 0, -10073, Iw03_02
[NNObjective]
nickname = nn_leave_hacker_base
state = HIDDEN
type = navmarker, Iw03, 22682, 25682, -19724, 0, -10073
[NNObjective]
nickname = nn_defend_hacker_base
state = HIDDEN
type = navmarker, Iw03, 22685, 25685, 0, 0, 0
[NNObjective]
nickname = nn_leeds_hole
state = HIDDEN
type = rep_inst, Iw03, 22690, 25690, -21579, 75, -20000, Iw03_to_Br04_hole
[NNObjective]
nickname = nn_jump_to_leeds
state = HIDDEN
type = rep_inst, Iw03, 22695, 25695, -21579, 75, -20000, Iw03_to_Br04_hole
[NNObjective]
nickname = nn_leeds3
state = HIDDEN
type = rep_inst, Br04, 22700, 22700, 13215, 0, 35862, Br04_01_dock_ring
[NNObjective]
nickname = nn_leeds4
state = HIDDEN
type = rep_inst, Br04, 22702, 22702, 13215, 0, 35862, Br04_01_dock_ring
[NNObjective]
nickname = nn_meet_tobias
state = HIDDEN
type = ids, 22705
[NNObjective]
nickname = nn_blank
state = HIDDEN
type = ids, 21660
[MsnShip]
nickname = juni
NPC = juni_m04
position = -33223.2, 5.3, -28348.7
label = juni
orientation = 0, 0, 1, 0
jumper = true
cargo = ge_s_repair_01, 10
cargo = ge_s_battery_01, 10
radius = 0
[MsnShip]
nickname = Juni_mactan
NPC = juni_mactan_m04
label = Juni_mactan
arrival_obj = Iw03_02
jumper = true
cargo = ge_s_repair_01, 10
cargo = ge_s_battery_01, 10
[MsnShip]
nickname = king
NPC = king_m04
position = -31415, 5778, -34458
orientation = 0.1058, -0.0342, 0.9525, 0.2834
label = king
label = walkers_wing
jumper = true
cargo = ge_s_repair_01, 10
cargo = ge_s_battery_01, 10
[MsnShip]
nickname = Lambda1
NPC = lambda_1_m04
position = -31415, 5778, -34458
orientation = 0.1058, -0.0342, 0.9525, 0.2834
radius = 0
label = lambda_wing
label = walkers_wing
cargo = ge_s_repair_01, 10
cargo = ge_s_battery_01, 10
[MsnShip]
nickname = Lambda2
NPC = lambda_2_m04
position = -31415, 5778, -34458
orientation = 0.1058, -0.0342, 0.9525, 0.2834
radius = 0
label = lambda_wing
label = walkers_wing
cargo = ge_s_repair_01, 10
cargo = ge_s_battery_01, 10
[MsnShip]
nickname = Lambda3
NPC = lambda_3_m04
position = -31415, 5778, -34458
orientation = 0.1058, -0.0342, 0.9525, 0.2834
radius = 0
label = lambda_wing
label = walkers_wing
cargo = ge_s_repair_01, 10
cargo = ge_s_battery_01, 10
[MsnShip]
nickname = Lambda4
NPC = lambda_4_m04
position = -31415, 5778, -34458
orientation = 0.1058, -0.0342, 0.9525, 0.2834
radius = 0
label = lambda_wing
label = walkers_wing
cargo = ge_s_repair_01, 10
cargo = ge_s_battery_01, 10
[MsnShip]
nickname = Lambda5
NPC = lambda_5_m04
position = -31415, 5778, -34458
orientation = 0.1058, -0.0342, 0.9525, 0.2834
radius = 0
label = lambda_wing
label = walkers_wing
cargo = ge_s_repair_01, 10
cargo = ge_s_battery_01, 10
[MsnShip]
nickname = walker
NPC = walker_m04
position = -31415, 5778, -34458
orientation = 0.1058, -0.0342, 0.9525, 0.2834
radius = 0
label = walker
label = walkers_wing
[MsnFormation]
nickname = walkers_wing
position = -31415, 5778, -33458
orientation = 0.1058, -0.0342, 0.9525, 0.2834
formation = walkers_formation
ship = walker
ship = king
ship = Lambda1
ship = Lambda2
ship = Lambda3
ship = Lambda4
ship = Lambda5
[MsnShip]
nickname = battleship_unity
NPC = li_battleship_m04
position = -33289, 57, -26486
orientation = 0.7139, -0.0179, 0.6999, 0.0132
label = battleship_unity
label = chasers
[MsnShip]
nickname = cruiser2
NPC = li_cruiser_difficult_m04_freedom
position = -35409.3, -196.31, -27837.6
orientation = 0.9979, -0.0333, 0.0548, 0.0017
label = cruiser2
label = chasers
[MsnShip]
nickname = cruiser3
NPC = li_cruiser_difficult_m04_independence
position = -28645, 5, -29915
orientation = -0.2455, 0.0064, 0.9692, 0.0195
label = cruiser3
label = chasers
[MsnShip]
nickname = red1
NPC = li_heavy_medium_m04
random_name = true
label = red_wing
label = chasers
[MsnShip]
nickname = red2
NPC = li_heavy_hard_m04
random_name = true
label = red_wing
label = chasers
[MsnShip]
nickname = red3
NPC = li_heavy_easy_m04
random_name = true
label = red_wing
label = chasers
[MsnFormation]
nickname = red_wing
position = -35431, -210, -24008
orientation = 0.9712, 0.0753, -0.2249, 0.0205
formation = fighter_li_n
ship = red1
ship = red2
ship = red3
[MsnShip]
nickname = blue1
NPC = li_heavy_medium_m04
random_name = true
label = blue_wing
label = chasers
[MsnShip]
nickname = blue2
NPC = li_heavy_hard_m04
random_name = true
label = blue_wing
label = chasers
[MsnShip]
nickname = blue3
NPC = li_heavy_easy_m04
random_name = true
label = blue_wing
label = chasers
[MsnFormation]
nickname = blue_wing
position = -37255, -38, -25963
orientation = 0.8943, -0.0009, -0.4474, -0.002
formation = fighter_li_n
ship = blue1
ship = blue2
ship = blue3
[MsnShip]
nickname = red1_backup
NPC = li_heavy_hard_m04
random_name = true
label = red_wing_backup
label = chasers
[MsnShip]
nickname = red2_backup
NPC = li_heavy_hard_m04
random_name = true
label = red_wing_backup
label = chasers
[MsnShip]
nickname = red3_backup
NPC = li_heavy_hard_m04
random_name = true
label = red_wing_backup
label = chasers
[MsnShip]
nickname = red4_backup
NPC = li_heavy_hard_m04
random_name = true
label = red_wing_backup
label = chasers
[MsnShip]
nickname = red5_backup
NPC = li_heavy_hard_m04
random_name = true
label = red_wing_backup
label = chasers
[MsnShip]
nickname = red6_backup
NPC = li_heavy_hard_m04
random_name = true
label = red_wing_backup
label = chasers
[MsnFormation]
nickname = red_wing_backup
position = -35431, -210, -24008
orientation = 0.9712, 0.0753, -0.2249, 0.0205
formation = fighter_li_n
ship = red1_backup
ship = red2_backup
ship = red3_backup
ship = red4_backup
ship = red5_backup
ship = red6_backup
[MsnShip]
nickname = blue1_backup
NPC = li_heavy_hard_m04
random_name = true
label = blue_wing_backup
label = chasers
[MsnShip]
nickname = blue2_backup
NPC = li_heavy_hard_m04
random_name = true
label = blue_wing_backup
label = chasers
[MsnShip]
nickname = blue3_backup
NPC = li_heavy_hard_m04
random_name = true
label = blue_wing_backup
label = chasers
[MsnShip]
nickname = blue4_backup
NPC = li_heavy_hard_m04
random_name = true
label = blue_wing_backup
label = chasers
[MsnShip]
nickname = blue5_backup
NPC = li_heavy_hard_m04
random_name = true
label = blue_wing_backup
label = chasers
[MsnShip]
nickname = blue6_backup
NPC = li_heavy_hard_m04
random_name = true
label = blue_wing_backup
label = chasers
[MsnFormation]
nickname = blue_wing_backup
position = -37255, -38, -25963
orientation = 0.8943, -0.0009, -0.4474, -0.002
formation = fighter_li_n
ship = blue1_backup
ship = blue2_backup
ship = blue3_backup
ship = blue4_backup
ship = blue5_backup
ship = blue6_backup
[MsnShip]
nickname = gold1
NPC = li_heavy_hard_m04
random_name = true
label = gold_wing
label = chasers
[MsnShip]
nickname = gold2
NPC = li_heavy_medium_m04
random_name = true
label = gold_wing
label = chasers
[MsnShip]
nickname = gold3
NPC = li_heavy_easy_m04
random_name = true
label = gold_wing
label = chasers
[MsnFormation]
nickname = gold_wing
position = -27139, 79, -27533
orientation = 0.7519, -0.003, 0.6593, 0.0004
formation = fighter_li_n
ship = gold1
ship = gold2
ship = gold3
[MsnShip]
nickname = gold4
NPC = li_heavy_hard_m04
random_name = true
label = gold_wing
label = chasers
[MsnShip]
nickname = gold5
NPC = li_heavy_medium_m04
random_name = true
label = gold_wing
label = chasers
[MsnShip]
nickname = gold6
NPC = li_heavy_easy_m04
random_name = true
label = gold_wing
label = chasers
[MsnShip]
nickname = gold7
NPC = li_heavy_easy_m04
random_name = true
label = gold_wing
label = chasers
[MsnShip]
nickname = gold8
NPC = li_heavy_easy_m04
random_name = true
label = gold_wing
label = chasers
[MsnFormation]
nickname = gold_wing_backup
position = -27139, 79, -27533
orientation = 0.7519, -0.003, 0.6593, 0.0004
formation = fighter_li_n
ship = gold4
ship = gold5
ship = gold6
ship = gold7
ship = gold8
[MsnShip]
nickname = rogue1
NPC = li_heavy_medium_m04
random_name = true
label = rogue_wing
label = chasers
[MsnShip]
nickname = rogue2
NPC = li_heavy_hard_m04
random_name = true
label = rogue_wing
label = chasers
[MsnShip]
nickname = rogue3
NPC = li_heavy_medium_m04
random_name = true
label = rogue_wing
label = chasers
[MsnShip]
nickname = rogue4
NPC = li_heavy_easy_m04
random_name = true
label = rogue_wing
label = chasers
[MsnShip]
nickname = rogue5
NPC = li_heavy_easy_m04
random_name = true
label = rogue_wing
label = chasers
[MsnFormation]
nickname = rogue_wing
position = -29306, 30, -30715
orientation = 0.453, 0.0039, 0.8914, -0.0098
formation = fighter_li_n
ship = rogue1
ship = rogue2
ship = rogue3
ship = rogue4
ship = rogue5
[MsnShip]
nickname = alert_red1
NPC = li_heavy_hard_m04
random_name = true
label = alert_red_wing
label = west_point_alert_fighters
[MsnShip]
nickname = alert_red2
NPC = li_heavy_medium_m04
random_name = true
label = alert_red_wing
label = west_point_alert_fighters
[MsnShip]
nickname = alert_red3
NPC = li_heavy_medium_m04
random_name = true
label = alert_red_wing
label = west_point_alert_fighters
[MsnFormation]
nickname = alert_red_wing
position = -37274, -19, 28871
orientation = 0.9184, -0.0245, -0.3949, -0.0052
formation = fighter_li_n
ship = alert_red1
ship = alert_red2
ship = alert_red3
[MsnShip]
nickname = alert_blue1
NPC = li_heavy_hard_m04
random_name = true
label = alert_blue_wing
label = west_point_alert_fighters
[MsnShip]
nickname = alert_blue2
NPC = li_heavy_medium_m04
random_name = true
label = alert_blue_wing
label = west_point_alert_fighters
[MsnShip]
nickname = alert_blue3
NPC = li_heavy_medium_m04
random_name = true
label = alert_blue_wing
label = west_point_alert_fighters
[MsnFormation]
nickname = alert_blue_wing
position = -34630, 115, 27571
orientation = 0.0606, -0.0015, 0.9979, 0.0224
formation = fighter_li_n
ship = alert_blue1
ship = alert_blue2
ship = alert_blue3
[MsnShip]
nickname = alert_gold1
NPC = li_heavy_hard_m04
random_name = true
label = alert_gold_wing
label = west_point_alert_fighters
[MsnShip]
nickname = alert_gold2
NPC = li_heavy_medium_m04
random_name = true
label = alert_gold_wing
label = west_point_alert_fighters
[MsnShip]
nickname = alert_gold3
NPC = li_heavy_medium_m04
random_name = true
label = alert_gold_wing
label = west_point_alert_fighters
[MsnFormation]
nickname = alert_gold_wing
position = -36320, 87, 27768
orientation = -0.3979, -0.0078, 0.9173, -0.0143
formation = fighter_li_n
ship = alert_gold1
ship = alert_gold2
ship = alert_gold3
[MsnShip]
nickname = alert_rogue1
NPC = li_heavy_hard_m04
random_name = true
label = alert_rogue_wing
label = west_point_alert_fighters
[MsnShip]
nickname = alert_rogue2
NPC = li_heavy_medium_m04
random_name = true
label = alert_rogue_wing
label = west_point_alert_fighters
[MsnShip]
nickname = alert_rogue3
NPC = li_heavy_medium_m04
random_name = true
label = alert_rogue_wing
label = west_point_alert_fighters
[MsnFormation]
nickname = alert_rogue_wing
position = -34523, 305, 26597
orientation = 0.2432, -0.0249, 0.966, 0.0841
formation = fighter_li_n
ship = alert_rogue1
ship = alert_rogue2
ship = alert_rogue3
[MsnShip]
nickname = alert_red1_backup
NPC = li_heavy_elite_m04
random_name = true
label = alert_red_wing_backup
label = west_point_alert_fighters
[MsnShip]
nickname = alert_red2_backup
NPC = li_heavy_hard_m04
random_name = true
label = alert_red_wing_backup
label = west_point_alert_fighters
[MsnShip]
nickname = alert_red3_backup
NPC = li_heavy_hard_m04
random_name = true
label = alert_red_wing_backup
label = west_point_alert_fighters
[MsnFormation]
nickname = alert_red_wing_backup
position = -33209, 2000, 24601
orientation = 0.2903, -0.0101, 0.9565, 0.0275
formation = fighter_li_n
ship = alert_red1_backup
ship = alert_red2_backup
ship = alert_red3_backup
[MsnShip]
nickname = alert_blue1_backup
NPC = li_heavy_elite_m04
random_name = true
label = alert_blue_wing_backup
label = west_point_alert_fighters
[MsnShip]
nickname = alert_blue2_backup
NPC = li_heavy_hard_m04
random_name = true
label = alert_blue_wing_backup
label = west_point_alert_fighters
[MsnShip]
nickname = alert_blue3_backup
NPC = li_heavy_hard_m04
random_name = true
label = alert_blue_wing_backup
label = west_point_alert_fighters
[MsnFormation]
nickname = alert_blue_wing_backup
position = -39170, -2000, 26030
orientation = -0.4745, -0.0086, 0.8801, -0.0156
formation = fighter_li_n
ship = alert_blue1_backup
ship = alert_blue2_backup
ship = alert_blue3_backup
[MsnShip]
nickname = alert_gold1_backup
NPC = li_heavy_elite_m04
random_name = true
label = alert_gold_wing_backup
label = west_point_alert_fighters
[MsnShip]
nickname = alert_gold2_backup
NPC = li_heavy_hard_m04
random_name = true
label = alert_gold_wing_backup
label = west_point_alert_fighters
[MsnShip]
nickname = alert_gold3_backup
NPC = li_heavy_hard_m04
random_name = true
label = alert_gold_wing_backup
label = west_point_alert_fighters
[MsnFormation]
nickname = alert_gold_wing_backup
position = -31464, 2000, 29897
orientation = 0.8148, -0.0705, 0.5737, 0.0451
formation = fighter_li_n
ship = alert_gold1_backup
ship = alert_gold2_backup
ship = alert_gold3_backup
[MsnShip]
nickname = alert_rogue1_backup
NPC = li_heavy_elite_m04
random_name = true
label = alert_rogue_wing_backup
label = west_point_alert_fighters
[MsnShip]
nickname = alert_rogue2_backup
NPC = li_heavy_hard_m04
random_name = true
label = alert_rogue_wing_backup
label = west_point_alert_fighters
[MsnShip]
nickname = alert_rogue3_backup
NPC = li_heavy_hard_m04
random_name = true
label = alert_rogue_wing_backup
label = west_point_alert_fighters
[MsnFormation]
nickname = alert_rogue_wing_backup
position = -37329, -2000, 32155
orientation = 0.9762, -0.086, -0.198, -0.0196
formation = fighter_li_n
ship = alert_rogue1_backup
ship = alert_rogue2_backup
ship = alert_rogue3_backup
[MsnShip]
nickname = station_attack_wing1
NPC = li_heavy_medium_m04
label = station_attack_wing
label = station_attackers
label = station_fighters
label = station_attack_wing_red
random_name = true
[MsnShip]
nickname = station_attack_wing2
NPC = li_heavy_hard_m04
label = station_attack_wing
label = station_attackers
label = station_fighters
label = station_attack_wing_red
random_name = true
[MsnShip]
nickname = station_attack_wing3
NPC = li_heavy_easy_m04
label = station_attack_wing
label = station_attackers
label = station_fighters
label = station_attack_wing_red
random_name = true
[MsnShip]
nickname = station_attack_wing4
NPC = li_heavy_medium_m04
label = station_attack_wing
label = station_attackers
label = station_fighters
label = station_attack_wing_blue
random_name = true
[MsnShip]
nickname = station_attack_wing5
NPC = li_heavy_hard_m04
label = station_attack_wing
label = station_attackers
label = station_fighters
label = station_attack_wing_blue
random_name = true
[MsnShip]
nickname = station_attack_wing6
NPC = li_heavy_easy_m04
label = station_attack_wing
label = station_attackers
label = station_fighters
label = station_attack_wing_blue
random_name = true
[MsnShip]
nickname = station_cruiser1
NPC = li_cruiser_medium_m04_liberty
label = station_attack_wing
label = station_attackers
label = cruisers
[MsnShip]
nickname = station_cruiser2
NPC = li_cruiser_medium_m04_justice
label = station_attack_wing
label = station_attackers
label = cruisers
[MsnShip]
nickname = station_cruiser3
NPC = li_cruiser_medium_m04_steadfast
label = station_attack_wing
label = station_attackers
label = cruisers
[MsnFormation]
nickname = station_attack_wing
position = -14909, 0, 76651
orientation = 0.5503, 0.0271, -0.8344, 0.0148
formation = cruiser3_li_n
ship = station_cruiser1
ship = station_cruiser2
ship = station_cruiser3
ship = station_attack_wing1
ship = station_attack_wing2
ship = station_attack_wing3
ship = station_attack_wing4
ship = station_attack_wing5
ship = station_attack_wing6
[MsnShip]
nickname = station_attack_wing1a
NPC = li_heavy_medium_m04
label = station_attack_wing_a
label = station_attackers
label = station_attack_wing_gold
random_name = true
[MsnShip]
nickname = station_attack_wing2a
NPC = li_heavy_hard_m04
label = station_attack_wing_a
label = station_attackers
label = station_attack_wing_gold
random_name = true
[MsnShip]
nickname = station_attack_wing3a
NPC = li_heavy_medium_m04
label = station_attack_wing_a
label = station_attackers
label = station_attack_wing_gold
random_name = true
[MsnShip]
nickname = station_attack_wing4a
NPC = li_heavy_medium_m04
label = station_attack_wing_a
label = station_attackers
label = station_attack_wing_gold
random_name = true
[MsnShip]
nickname = station_attack_wing5a
NPC = li_heavy_medium_m04
label = station_attack_wing_a
label = station_attackers
label = station_attack_wing_gold
random_name = true
[MsnShip]
nickname = station_attack_wing6a
NPC = li_heavy_medium_m04
label = station_attack_wing_a
label = station_attackers
label = station_attack_wing_gold
random_name = true
[MsnFormation]
nickname = station_attack_wing_a
position = -10551, 35, 77570
orientation = 0.851571, 0, -0.52424, 0
formation = fighter_li_n
ship = station_attack_wing1a
ship = station_attack_wing2a
ship = station_attack_wing3a
ship = station_attack_wing4a
ship = station_attack_wing5a
ship = station_attack_wing6a
[MsnShip]
nickname = station_attack_wing1_backup
NPC = li_heavy_hard_m04
label = station_attack_wing_backup
label = station_attackers
random_name = true
[MsnShip]
nickname = station_attack_wing2_backup
NPC = li_heavy_medium_m04
label = station_attack_wing_backup
label = station_attackers
random_name = true
[MsnShip]
nickname = station_attack_wing3_backup
NPC = li_heavy_medium_m04
label = station_attack_wing_backup
label = station_attackers
random_name = true
[MsnFormation]
nickname = station_attack_wing_backup
position = -14909, -200, 76651
orientation = 0.5503, 0.0271, -0.8344, 0.0148
formation = fighter_li_n
ship = station_attack_wing1_backup
ship = station_attack_wing2_backup
ship = station_attack_wing3_backup
[MsnShip]
nickname = station_attack_wing1_backup_2
NPC = li_heavy_hard_m04
label = station_attack_wing_backup_2
label = station_attackers
random_name = true
[MsnShip]
nickname = station_attack_wing2_backup_2
NPC = li_heavy_medium_m04
label = station_attack_wing_backup_2
label = station_attackers
random_name = true
[MsnShip]
nickname = station_attack_wing3_backup_2
NPC = li_heavy_medium_m04
label = station_attack_wing_backup_2
label = station_attackers
random_name = true
[MsnFormation]
nickname = station_attack_wing_backup_2
position = -14909, -300, 76551
orientation = 0.5503, 0.0271, -0.8344, 0.0148
formation = fighter_li_n
ship = station_attack_wing1_backup_2
ship = station_attack_wing2_backup_2
ship = station_attack_wing3_backup_2
[MsnShip]
nickname = bounty_hunter1
NPC = bounty_hunters_medium_m04
label = bounty_hunter_wing1
label = bounty_hunter_wing
random_name = true
[MsnShip]
nickname = bounty_hunter2
NPC = bounty_hunters_medium_m04
label = bounty_hunter_wing1
label = bounty_hunter_wing
random_name = true
[MsnFormation]
nickname = bounty_hunter_wing1
position = -681, 50, -4175
orientation = 0.9452, 0.0022, 0.3264, 0.002
formation = fighter_basic
ship = bounty_hunter1
ship = bounty_hunter2
[MsnShip]
nickname = bounty_hunter3
NPC = bounty_hunters_medium_m04
label = bounty_hunter_wing2
label = bounty_hunter_wing
random_name = true
[MsnShip]
nickname = bounty_hunter4
NPC = bounty_hunters_medium_m04
label = bounty_hunter_wing2
label = bounty_hunter_wing
random_name = true
[MsnFormation]
nickname = bounty_hunter_wing2
position = -681, 0, -4175
orientation = 0.9452, 0.0022, 0.3264, 0.002
formation = fighter_basic
ship = bounty_hunter3
ship = bounty_hunter4
[MsnShip]
nickname = bounty_hunter5
NPC = bounty_hunters_medium_m04
label = bounty_hunter_wing3
label = bounty_hunter_wing
random_name = true
[MsnShip]
nickname = bounty_hunter6
NPC = bounty_hunters_medium_m04
label = bounty_hunter_wing3
label = bounty_hunter_wing
random_name = true
[MsnFormation]
nickname = bounty_hunter_wing3
position = -681, 25, -4150
orientation = 0.9452, 0.0022, 0.3264, 0.002
formation = fighter_basic
ship = bounty_hunter5
ship = bounty_hunter6
[MsnShip]
nickname = bounty_hunter7
NPC = bounty_hunters_medium_m04
label = bounty_hunter_wing4
label = bounty_hunter_wing
random_name = true
[MsnShip]
nickname = bounty_hunter8
NPC = bounty_hunters_medium_m04
label = bounty_hunter_wing4
label = bounty_hunter_wing
random_name = true
[MsnFormation]
nickname = bounty_hunter_wing4
position = -681, 25, -4200
orientation = 0.9452, 0.0022, 0.3264, 0.002
formation = fighter_basic
ship = bounty_hunter7
ship = bounty_hunter8
[MsnShip]
nickname = hacker_1
NPC = hacker_1_m04
label = hacker_wing1
label = hacker_wing
[MsnShip]
nickname = hacker_2
NPC = hacker_difficult_m04
label = hacker_wing1
label = hacker_wing
random_name = true
[MsnFormation]
nickname = hacker_wing1
position = 2179, 30, -28
orientation = 0.9126, 0.0165, 0.4085, -0.0094
formation = fighter_pirate
ship = hacker_1
ship = hacker_2
[MsnShip]
nickname = hacker_3
NPC = hacker_difficult_m04
label = hacker_wing2
label = hacker_wing
random_name = true
[MsnShip]
nickname = hacker_4
NPC = hacker_difficult_m04
label = hacker_wing2
label = hacker_wing
random_name = true
[MsnFormation]
nickname = hacker_wing2
position = 2179, 15, -28
orientation = 0.9126, 0.0165, 0.4085, -0.0094
formation = fighter_pirate
ship = hacker_3
ship = hacker_4
[MsnShip]
nickname = hacker_intercept1
NPC = hacker_difficult_m04
arrival_obj = Iw03_02
label = hacker_intercept_wing1
label = hacker_intercept_wing
random_name = true
[MsnShip]
nickname = hacker_intercept2
NPC = hacker_difficult_m04
arrival_obj = Iw03_02
label = hacker_intercept_wing1
label = hacker_intercept_wing
random_name = true
[MsnShip]
nickname = hacker_intercept3
NPC = hacker_difficult_m04
arrival_obj = Iw03_02
label = hacker_intercept_wing1
label = hacker_intercept_wing
random_name = true
[MsnShip]
nickname = hacker_intercept4
NPC = hacker_difficult_m04
arrival_obj = Iw03_02
label = hacker_intercept_wing2
label = hacker_intercept_wing
random_name = true
[MsnShip]
nickname = hacker_intercept5
NPC = hacker_difficult_m04
arrival_obj = Iw03_02
label = hacker_intercept_wing2
label = hacker_intercept_wing
random_name = true
[MsnShip]
nickname = hacker_intercept6
NPC = hacker_difficult_m04
arrival_obj = Iw03_02
label = hacker_intercept_wing2
label = hacker_intercept_wing
random_name = true
[MsnShip]
nickname = rheinland_assault1
NPC = rheinland_heavy_m04
label = rheinland_assault_wing1
label = rheinland_assault_wing
random_name = true
[MsnShip]
nickname = rheinland_assault2
NPC = rheinland_heavy_m04
label = rheinland_assault_wing1
label = rheinland_assault_wing
random_name = true
[MsnFormation]
nickname = rheinland_assault_wing1
position = -21522, 2600, -11066
orientation = -0.0987, -0.3072, 0.7494, 0.5782
formation = fighter_rh_n
ship = rheinland_assault1
ship = rheinland_assault2
[MsnShip]
nickname = rheinland_assault3
NPC = rheinland_heavy_m04
label = rheinland_assault_wing2
label = rheinland_assault_wing
random_name = true
[MsnShip]
nickname = rheinland_assault4
NPC = rheinland_heavy_m04
label = rheinland_assault_wing2
label = rheinland_assault_wing
random_name = true
[MsnFormation]
nickname = rheinland_assault_wing2
position = -21522, 2650, -11066
orientation = -0.0987, -0.3072, 0.7494, 0.5782
formation = fighter_rh_n
ship = rheinland_assault3
ship = rheinland_assault4
[MsnSolar]
nickname = station
string_id = 216410
system = Li01
position = -10216, 0, 77380
faction = co_vr_grp
archetype = d_depot
loadout = depot
base = Li01_04_base
label = lbl_base
voice = vanpelt_voice_m04
costume = ge_male7_head, sc_scientist2_body
radius = 0
[Trigger]
nickname = general_triggers
system = Li01
Cnd_True = no_params
Act_ActTrig = juni_dies
Act_ActTrig = juni_tether
Act_SetRep = Player, li_p_grp, -0.65
Act_SetRep = Player, li_lsf_grp, -0.65
Act_SetRep = Player, li_n_grp, -0.65
Act_SetRep = Player, fc_lh_grp, REP_NEUTRAL_FRIENDLY
Act_SetRep = juni, li_p_grp, -0.65
Act_SetRep = juni, li_lsf_grp, -0.65
Act_SetRep = juni, li_n_grp, -0.65
Act_SetRep = juni, fc_ln_grp, -0.65
Act_SetVibe = juni, Player, REP_FRIEND_THRESHOLD
Act_MarkObj = juni, 1
Act_Invulnerable = juni, true, false, 0.9
[Trigger]
nickname = juni_tether
system = Li01
repeatable = true
Cnd_TetherBroke = juni, Player, 1500, 30, 2500
[Trigger]
nickname = juni_dies
system = Li01
Cnd_Destroyed = juni, 1, EXPLODE
Act_ChangeState = FAIL, 22750
[Trigger]
nickname = start
system = Li01
InitState = active
Cnd_True = no_params
Act_SetTitle = 1
Act_SetOffer = 1
Act_ActTrig = setNN_meet_juni
Act_ActTrig = sendcomm_DX_M04_0000_JUNI
Act_ActTrig = start_init
Act_ActTrig = doorjam
[Trigger]
nickname = doorjam
Cnd_True = no_params
repeatable = true
Act_SetVibeOfferBaseHack = Dock_Ring_Li01_01
[Trigger]
nickname = sendcomm_DX_M04_0000_JUNI
system = Li01
Cnd_InSpace = true
Act_ActTrig = 0000_timer
[Trigger]
nickname = 0000_timer
system = Li01
Cnd_Timer = 7
Act_EtherComm = juni, 216400, Player, DX_M04_0000_JUNI, 3, pl_female4_head, li_hatcher_body
Act_NNIds = 30400, HISTORY
[Trigger]
nickname = setNN_meet_juni
system = Li01
Cnd_CommComplete = DX_M04_0000_JUNI
Act_NNPath = 22607, 22607, Dock_Ring_Li01_01, Li01
[Trigger]
nickname = start_init
system = Li01
Cnd_BaseEnter = Li01_01_base
Act_ActTrig = lce_city
[Trigger]
nickname = lce_city
system = Li01
Cnd_LocEnter = Cityscape, Li01_01_base
Act_AddRTC = missions\m04\M004_s019a_Li01_01_offer.ini
Act_ActTrig = mrp_accept
Act_ActTrig = mrp_reject
[Trigger]
nickname = mrp_accept
system = Li01
Cnd_MsnResponse = accept
Act_NNIds = 30405, HISTORY
Act_RemoveRTC = missions\m04\M004_s019d_Li01_01_reoffer.ini
Act_SetTitle = 22602
Act_SetOffer = 22606
Act_SetNNState = nn_launch, active
Act_SetNNObj = nn_launch
Act_DeactTrig = sendcomm_DX_M04_0000_JUNI
Act_DeactTrig = setNN_meet_juni
Act_DeactTrig = mrp_reject
Act_RandomPop = false
Act_SetRep = Player, li_lsf_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = Player, li_n_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = Player, li_p_grp, REP_HOSTILE_THRESHOLD
Act_ActTrig = flee_to_debris_spe
Act_DeactTrig = doorjam
[Trigger]
nickname = flee_to_debris_spe
system = Li01
Cnd_SpaceEnter = Li01
Act_SetRep = Player, li_lsf_grp, REP_NEUTRAL
Act_SetRep = Player, li_n_grp, REP_NEUTRAL
Act_SetRep = Player, li_p_grp, REP_NEUTRAL
Act_CallThorn = missions\m04\M04_space_enter.thn, Player
Act_ActTrig = flee_to_debris_init
[Trigger]
nickname = mrp_reject
system = Li01
Cnd_MsnResponse = reject
Act_NNIds = 30410, HISTORY
Act_SetTitle = 1
Act_SetOffer = 1
Act_SetNNObj = nn_meet_juni_manhattan
Act_RemoveRTC = missions\m04\M004_s019a_Li01_01_offer.ini
Act_AddRTC = missions\m04\M004_s019d_Li01_01_reoffer.ini, repeatable
[ObjList]
system = Li01
nickname = juni_init
MakeNewFormation = juni_m04
[ObjList]
system = Li01
nickname = ol_juni_tries_ft_bush
Avoidance = false
GotoVec = goto_cruise, -28645, 5, -29915, 1000, true, -1
[ObjList]
system = Li01
nickname = ol_juni_scrambles
Avoidance = true
BreakFormation = no_params
GotoShip = goto, battleship_unity, 2000, true, -1
StayInRange = Li01_Trade_Lane_Ring_147, 10000, true
Avoidance = false
[ObjList]
system = Li01
nickname = walker_attacks_unity
Avoidance = false
GotoVec = goto_cruise, -33289, 57, -26486, 800, false, -1
Avoidance = true
[ObjList]
system = Li01
nickname = return_avoidance
Avoidance = true
GotoShip = goto, battleship_unity, 900, false, -1
[ObjList]
system = Li01
nickname = walker_covers_the_escape
BreakFormation = no_params
GotoVec = goto, -33266, -100, -26292, 500, false, -1
StayInRange = Li01_Trade_Lane_Ring_147, 5000, true
[ObjList]
system = Li01
nickname = defend_walker
BreakFormation = no_params
StayInRange = Li01_Trade_Lane_Ring_147, 10000, false
GotoShip = goto, walker, 500, false, -1
StayInRange = walker, 5000, true
[ObjList]
system = Li01
nickname = prepare_for_exit
StayInRange = walker, 1000
GotoVec = goto, -33270, 0, -33039, 1000, false, -1
[ObjList]
system = Li01
nickname = form_on_trent_1
SetPriority = ALWAYS_EXECUTE
Follow = Player, 3000, -45, 10, -40
[ObjList]
system = Li01
nickname = form_on_trent_2
SetPriority = ALWAYS_EXECUTE
Follow = Player, 3000, 45, 10, -40
[ObjList]
system = Li01
nickname = form_on_trent_3
SetPriority = ALWAYS_EXECUTE
Follow = Player, 3000, -90, -10, -20
[ObjList]
system = Li01
nickname = form_on_trent_4
SetPriority = ALWAYS_EXECUTE
Follow = Player, 3000, 90, -10, -20
[ObjList]
system = Li01
nickname = ol_battleship_unity
Delay = 9000
GotoShip = goto, Player, 200, false, 10
StayInRange = li01_01, 10000
[ObjList]
system = Li01
nickname = ol_cruiser2
Delay = 9000
GotoShip = goto, Player, 200, false, 10
StayInRange = li01_01, 12000
[ObjList]
system = Li01
nickname = ol_cruiser3
Delay = 9000
GotoShip = goto, Player, 200, false, 10
StayInRange = li01_01, 14000
[ObjList]
system = Li01
Delay = 15
nickname = ol_cruiser2_speed_up
GotoShip = goto, Player, 200, false, 10
StayInRange = li01_01, 12000
[ObjList]
system = Li01
nickname = ol_cruiser3_speed_up
GotoShip = goto, Player, 200, false, 10
StayInRange = li01_01, 14000
[ObjList]
system = Li01
nickname = ol_rogue_wing
SetPriority = ALWAYS_EXECUTE
Delay = 1
Avoidance = false
GotoSpline = goto_cruise, -29306, 30, -30715, -29977, 30, -29425, -31502, 30, -28472, -32981, 30, -27998, 50, true, -1
Avoidance = true
StayInRange = cruiser3, 5000
[ObjList]
system = Li01
nickname = ol_red_wing
Delay = 60
GotoShip = goto, Player, 1000, true, 80
StayInRange = battleship_unity, 5000
[ObjList]
system = Li01
Delay = 90
nickname = ol_blue_wing
GotoShip = goto, Player, 1000, true, 80
StayInRange = cruiser2, 2000
[ObjList]
system = Li01
Delay = 30
nickname = ol_gold_wing
GotoShip = goto, Player, 1000, true, 80
StayInRange = cruiser3, 2000
[ObjList]
system = Li01
nickname = ol_rogue_wing_regroup
GotoShip = goto, walker, 100, true, 80
StayInRange = cruiser3, 2000
[ObjList]
system = Li01
nickname = ol_red_wing_regroup
GotoShip = goto, Lambda1, 100, true, 80
StayInRange = cruiser2, 2000
[ObjList]
system = Li01
nickname = ol_blue_wing_regroup
GotoShip = goto, Lambda2, 100, true, 80
StayInRange = cruiser2, 2000
[ObjList]
system = Li01
nickname = ol_gold_wing_regroup
GotoShip = goto, Lambda3, 100, true, 80
StayInRange = cruiser3, 2000
[ObjList]
system = Li01
nickname = ol_backup_wings_attack
GotoShip = goto, walker, 1000, true, 80
StayInRange = walker, 3000
[ObjList]
system = Li01
nickname = break_formation_rogues
BreakFormation = no_params
[ObjList]
system = Li01
nickname = rogue_sub_1
MakeNewFormation = fighter_li_n, rogue1, rogue2, rogue3
[ObjList]
system = Li01
nickname = rogue_sub_2
MakeNewFormation = fighter_li_n, rogue4, rogue5
[ObjList]
system = Li01
nickname = red_backup_sub_1
MakeNewFormation = fighter_li_n, red1_backup, red2_backup, red3_backup
[ObjList]
system = Li01
nickname = red_backup_sub_2
MakeNewFormation = fighter_li_n, red4_backup, red5_backup, red6_backup
[ObjList]
system = Li01
nickname = blue_backup_sub_1
MakeNewFormation = fighter_li_n, blue1_backup, blue2_backup, blue3_backup
[ObjList]
system = Li01
nickname = blue_backup_sub_2
MakeNewFormation = fighter_li_n, blue4_backup, blue5_backup, blue6_backup
[Trigger]
nickname = flee_to_debris_init
system = Li01
Cnd_True = no_params
Act_RandomPop = false
Act_SetNNState = nn_tl_to_ft_bush, active
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_SpawnFormation = battleship_unity
Act_Invulnerable = battleship_unity, true, false, 0.99
Act_SpawnFormation = cruiser2
Act_SpawnFormation = cruiser3
Act_Invulnerable = cruiser2, true, true, 0.99
Act_Invulnerable = cruiser3, true, true, 0.99
Act_GiveObjList = battleship_unity, ol_battleship_unity
Act_GiveObjList = cruiser2, ol_cruiser2
Act_GiveObjList = cruiser3, ol_cruiser3
Act_SpawnShip = juni, juni_init, -33342, 0, -28515, 0.366817, 0, 0.930293, 0
Act_Invulnerable = juni, true, false, 0.9
Act_SetVibe = juni, Player, REP_FRIEND_THRESHOLD
Act_SetVibeShiptoLbl = juni, chasers, REP_FRIEND_MAXIMUM
Act_GiveObjList = juni, juni_init
Act_RandomPopSphere = -33270, 0, -33039, 20000, off
Act_NagDistLeaving = juni_nag0, juni, Li01_Trade_Lane_Ring_147, 22755, 7000, NAG_ALWAYS
Act_ActTrig = general_triggers
Act_ActTrig = sendcomm_0160_juni
Act_ActTrig = enter_space
Act_ActTrig = player_left_manhattan
[Trigger]
nickname = player_left_manhattan
system = Li01
Cnd_DistShip = outside, Player, Li01_Trade_Lane_Ring_147, 6600
Act_Destroy = juni, EXPLODE
Act_ChangeState = FAIL, 22750
[Trigger]
nickname = Li01_Trade_Lane_Ring_147_lock
system = Li01
Cnd_Timer = 1
Act_PlayerCanTradelane = false
[Trigger]
nickname = Li01_Trade_Lane_Ring_146_lock
system = Li01
Cnd_Timer = 5
Act_DisableTradelane = Li01_Trade_Lane_Ring_146
Act_ActTrig = Li01_Trade_Lane_Ring_146_lock
[Trigger]
nickname = Li01_Trade_Lane_Ring_119_lock
system = Li01
Cnd_Timer = 5
Act_DisableTradelane = Li01_Trade_Lane_Ring_119
Act_ActTrig = Li01_Trade_Lane_Ring_119_lock
[Trigger]
nickname = enter_space
system = Li01
Cnd_LaunchComplete = Player
Act_PobjIdle = no_params
Act_ActTrig = Li01_Trade_Lane_Ring_147_lock
Act_LockDock = Player, Li01_08, lock
Act_LockDock = Player, Li01_09, lock
Act_LockDock = Player, Dock_Ring_Li01_01, lock
Act_ActTrig = turn_player
[Trigger]
system = Li01
nickname = turn_player
Cnd_Timer = 11
Act_SetVibe = Li01_06, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = Li01_08, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = li01_01, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Dock_Ring_Li01_01, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = juni, Player, REP_FRIEND_THRESHOLD
Act_SetVibeShiptoLbl = juni, chasers, REP_FRIEND_MAXIMUM
Act_RelocateShip = Player, -33375, 0, -28512, 0.7241, -0.0146, -0.6891, -0.0268
Act_RelocateShip = juni, -33342, 0, -28549, 0.7241, -0.0146, -0.6891, -0.0268
[Trigger]
nickname = sendcomm_0160_juni
system = Li01
Cnd_True = no_params
Act_SpawnFormation = rogue_wing
Act_SetVibeLbltoShip = rogue_wing, Player, REP_FRIEND_MAXIMUM
Act_SpawnFormation = red_wing
Act_SpawnFormation = blue_wing
Act_ActTrig = liberty_wing_calls_for_backup
Act_ActTrig = sendcomm_0180_juni
[Trigger]
nickname = liberty_wing_calls_for_backup
system = Li01
Cnd_True = no_params
Act_ActTrig = juni_flees
Act_PlayerEnemyClamp = 2, 3
Act_SetRep = Player, li_p_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = Player, li_lsf_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = Player, li_n_grp, REP_HOSTILE_MAXIMUM
Act_SetVibe = li01_01, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = Dock_Ring_Li01_01, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = rogue3, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = rogue4, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = rogue5, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = rogue1, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = rogue2, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, rogue_wing, REP_FRIEND_MAXIMUM
Act_GiveObjList = rogue_wing, ol_rogue_wing
Act_SetVibe = red1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = red2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = red3, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = red1, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = red2, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = red3, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, red_wing, REP_FRIEND_MAXIMUM
Act_GiveObjList = red_wing, ol_red_wing
Act_SetVibe = blue1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = blue2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = blue3, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = blue1, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = blue2, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = blue3, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, blue_wing, REP_FRIEND_MAXIMUM
Act_GiveObjList = blue_wing, ol_blue_wing
Act_ActTrig = send_gold_wing
Act_ActTrig = send_gold_wing_backup
Act_ActTrig = send_red_wing_backup
Act_ActTrig = send_blue_wing_backup
[Trigger]
nickname = send_gold_wing
system = Li01
Cnd_Destroyed = rogue_wing
Act_SpawnFormation = gold_wing
Act_SetVibeLbltoShip = gold_wing, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = walkers_wing, gold_wing, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = gold_wing, walkers_wing, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Lambda4, gold_wing, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = Lambda5, gold_wing, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = gold_wing, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, gold_wing, REP_HOSTILE_THRESHOLD
Act_GiveObjList = gold_wing, ol_gold_wing
Act_ActTrig = clean_up_gold_wing
[Trigger]
nickname = clean_up_gold_wing
Cnd_DistVec = outside, Player, -33270, 0, -33039, 20000
Act_SetLifeTime = gold_wing, 1
[Trigger]
nickname = send_gold_wing_backup
system = Li01
Cnd_Destroyed = gold_wing
Act_SpawnFormation = gold_wing_backup
Act_SetVibeLbltoShip = gold_wing_backup, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = walkers_wing, gold_wing_backup, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = gold_wing_backup, walkers_wing, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Lambda4, gold_wing_backup, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = Lambda5, gold_wing_backup, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = gold_wing_backup, juni, REP_NEUTRAL
Act_SetVibeShiptoLbl = juni, gold_wing_backup, REP_FRIEND_MAXIMUM
Act_PlayerEnemyClamp = 3, 6
Act_ActTrig = clean_up_gold_wing_backup
[Trigger]
nickname = clean_up_gold_wing_backup
Cnd_DistVec = outside, Player, -33270, 0, -33039, 20000
Act_SetLifeTime = gold_wing_backup, 1
[Trigger]
nickname = send_red_wing_backup
system = Li01
Cnd_Destroyed = red_wing
Act_SpawnFormation = red_wing_backup
Act_SetVibeLbltoShip = red_wing_backup, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = walkers_wing, red_wing_backup, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = red_wing_backup, walkers_wing, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Lambda4, red_wing_backup, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = Lambda5, red_wing_backup, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = red_wing_backup, juni, REP_NEUTRAL
Act_SetVibeShiptoLbl = juni, red_wing_backup, REP_FRIEND_MAXIMUM
Act_GiveObjList = red_wing_backup, break_formation_rogues
Act_GiveObjList = red1_backup, red_backup_sub_1
Act_GiveObjList = red4_backup, red_backup_sub_2
Act_GiveObjList = red1_backup, ol_backup_wings_attack
Act_GiveObjList = red4_backup, ol_backup_wings_attack
Act_PlayerEnemyClamp = 3, 6
Act_ActTrig = clean_up_red_wing_backup
[Trigger]
nickname = clean_up_red_wing_backup
Cnd_DistVec = outside, Player, -33270, 0, -33039, 20000
Act_SetLifeTime = red_wing_backup, 1
[Trigger]
nickname = send_blue_wing_backup
system = Li01
Cnd_Destroyed = blue_wing
Act_SpawnFormation = blue_wing_backup
Act_SetVibeLbltoShip = blue_wing_backup, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = walkers_wing, blue_wing_backup, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = blue_wing_backup, walkers_wing, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Lambda4, blue_wing_backup, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = Lambda5, blue_wing_backup, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = blue_wing_backup, juni, REP_NEUTRAL
Act_SetVibeShiptoLbl = juni, blue_wing_backup, REP_FRIEND_MAXIMUM
Act_GiveObjList = blue_wing_backup, break_formation_rogues
Act_GiveObjList = blue1_backup, blue_backup_sub_1
Act_GiveObjList = blue4_backup, blue_backup_sub_2
Act_GiveObjList = blue1_backup, ol_backup_wings_attack
Act_GiveObjList = blue4_backup, ol_backup_wings_attack
Act_PlayerEnemyClamp = 3, 6
Act_ActTrig = clean_up_blue_wing_backup
[Trigger]
nickname = clean_up_blue_wing_backup
Cnd_DistVec = outside, Player, -33270, 0, -33039, 20000
Act_SetLifeTime = blue_wing_backup, 1
[Trigger]
nickname = sendcomm_0180_juni
system = Li01
Cnd_True = no_params
Act_ActTrig = sendcomm_0200_juni
Act_ActTrig = gold_wing_is_getting_close
[Trigger]
nickname = sendcomm_0200_juni
system = Li01
Cnd_True = no_params
Act_SetVibe = cruiser2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = cruiser2, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = cruiser3, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = cruiser3, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, chasers, REP_FRIEND_MAXIMUM
[Trigger]
nickname = gold_wing_is_getting_close
system = Li01
Cnd_DistShip = inside, juni, cruiser3, 2500
Act_GiveObjList = cruiser2, ol_cruiser2_speed_up
Act_GiveObjList = cruiser3, ol_cruiser3_speed_up
[Trigger]
nickname = juni_flees
system = Li01
Cnd_True = no_params
Act_RandomPopSphere = -41417, 0, -15346, 25000, off
Act_ActTrig = comm_270
Act_ActTrig = comm_complete_DX_M04_0110_JUNI
Act_ActTrig = timer_cruisers_coming
[Trigger]
nickname = comm_complete_DX_M04_0110_JUNI
system = Li01
Cnd_CommComplete = DX_M04_0110_JUNI
Act_ActTrig = rogue_wing_timer_DX_M04_0120_ROGUE_LEADER
Act_CallThorn = missions\m04\M04_LSF_Flyby.thn, rogue1
[Trigger]
nickname = rogue_wing_timer_DX_M04_0120_ROGUE_LEADER
system = Li01
Cnd_Timer = 1
Act_ActTrig = comm_complete_DX_M04_0120_ROGUE_LEADER
Act_SendComm = rogue1, Player, DX_M04_0120_ROGUE_LEADER
[Trigger]
nickname = comm_complete_DX_M04_0120_ROGUE_LEADER
system = Li01
Cnd_CommComplete = DX_M04_0120_ROGUE_LEADER
Act_PlayMusic = none, none, none, music_danger
Act_SetVibeLbltoShip = rogue_wing, Player, REP_HOSTILE_THRESHOLD
Act_PlayerEnemyClamp = 2, 3
[Trigger]
nickname = timer_cruisers_coming
system = Li01
Cnd_Timer = 3
Act_StartDialog = cruisers_coming
[Dialog]
nickname = cruisers_coming
system = Li01
line = Player, juni, DX_M04_0100_TRENT
line = juni, Player, DX_M04_0110_JUNI
[Trigger]
nickname = comm_270
system = Li01
Cnd_CommComplete = DX_M04_0120_ROGUE_LEADER
Act_RevertCam = no_params
Act_SetNNObj = nn_tl_to_ft_bush
Act_GiveObjList = juni, ol_juni_tries_ft_bush
Act_ActTrig = wrong_way
[Trigger]
nickname = wrong_way
system = Li01
Cnd_DistShip = inside, juni, cruiser3, 2000
Act_SetNNState = nn_tl_to_ft_bush, COMPLETE
Act_GiveNNObjs = no_params
Act_SetNNState = nn_defend_yourselves, active
Act_SetNNObj = nn_defend_yourselves
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_ActTrig = west_point_is_blocked
Act_ActTrig = ft_bush_is_blocked
Act_GiveObjList = juni, ol_juni_scrambles
Act_EnableManeuver = formation, false
Act_SetVibeShiptoLbl = juni, chasers, REP_HOSTILE_THRESHOLD
Act_ActTrig = walkers_coming
[Trigger]
nickname = ft_bush_is_blocked
system = Li01
Cnd_True = no_params
Act_StartDialog = sendcomm_DX_M04_0130_JUNI
[Dialog]
nickname = sendcomm_DX_M04_0130_JUNI
system = Li01
line = juni, Player, DX_M04_0130_JUNI
line = juni, Player, DX_M04_0140_JUNI
[Trigger]
nickname = west_point_is_blocked
system = Li01
Cnd_CommComplete = DX_M04_0140_JUNI
Act_GiveObjList = rogue_wing, break_formation_rogues
Act_GiveObjList = rogue1, rogue_sub_1
Act_GiveObjList = rogue4, rogue_sub_2
Act_ActTrig = west_point_is_blocked_check
[Trigger]
nickname = west_point_is_blocked_check
system = Li01
Cnd_DistShip = inside, juni, battleship_unity, 3000
Act_StartDialog = sencdcomm_DX_M04_0165_JUNI
[Dialog]
nickname = sencdcomm_DX_M04_0165_JUNI
system = Li01
line = juni, Player, DX_M04_0165_JUNI
line = juni, Player, DX_M04_0170_JUNI
[Trigger]
nickname = walkers_coming
system = Li01
Cnd_True = no_params
Act_PlayerEnemyClamp = 2, 3
Act_SpawnFormation = walkers_wing
Act_Invulnerable = walker, true, false, 0.9
Act_Invulnerable = king, true, false, 0.9
Act_Invulnerable = Lambda1, true, false, 0.9
Act_Invulnerable = Lambda2, true, false, 0.9
Act_Invulnerable = Lambda3, true, false, 0.9
Act_Invulnerable = Lambda4, true, false, 0.9
Act_Invulnerable = Lambda5, true, false, 0.9
Act_SetVibeLbltoShip = walkers_wing, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = walkers_wing, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, walkers_wing, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = walkers_wing, chasers, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = chasers, walkers_wing, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = walkers_wing, battleship_unity, REP_HOSTILE_THRESHOLD
Act_GiveObjList = walkers_wing, walker_attacks_unity
Act_ActTrig = more_ships_incoming_music
Act_ActTrig = more_ships_incoming
Act_ActTrig = its_walker
Act_ActTrig = walker_attacks
[Trigger]
nickname = more_ships_incoming_music
system = Li01
Cnd_DistShip = inside, walker, battleship_unity, 4000
Act_PlayMusic = none, none, none, music_dangerous_chase
[Trigger]
nickname = more_ships_incoming
system = Li01
Cnd_DistShip = inside, walker, battleship_unity, 2500
Act_StartDialog = sendcomm_DX_M04_0175_JUNI
[Dialog]
nickname = sendcomm_DX_M04_0175_JUNI
system = Li01
line = juni, Player, DX_M04_0175_JUNI
[Trigger]
nickname = its_walker
system = Li01
Cnd_DistShip = inside, walker, battleship_unity, 1500
Act_ActTrig = wait_for_king_to_finish
Act_StartDialog = sendcomm_DX_M04_0180_KING
[Trigger]
nickname = wait_for_king_to_finish
system = Li01
Cnd_CommComplete = DX_M04_0180_KING
Act_SetNNState = nn_defend_yourselves, COMPLETE
Act_SetNNState = nn_survive, active
Act_SetNNObj = nn_survive
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_GiveNNObjs = no_params
Act_MarkObj = battleship_unity, 1
[Dialog]
nickname = sendcomm_DX_M04_0180_KING
system = Li01
line = king, Player, DX_M04_0180_KING
line = juni, Player, DX_M04_0190_JUNI
line = walker, Player, DX_M04_0200_WALKER
line = walker, Player, DX_M04_0210_WALKER
[Trigger]
nickname = walker_attacks
system = Li01
Cnd_DistShip = inside, walker, battleship_unity, 1500, 1
Act_ActTrig = avoidance_true
Act_ActTrig = next_line_unity_code_red
Act_ActTrig = next_line_unity_abandon_ship
Act_ActTrig = unity_code_red
Act_MarkObj = walker, 0
Act_MarkObj = king, 0
Act_SetVibeLbltoShip = walkers_wing, juni, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = walkers_wing, Player, REP_FRIEND_THRESHOLD
Act_SetVibeShiptoLbl = juni, walkers_wing, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = chasers, walkers_wing, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, chasers, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = chasers, juni, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = chasers, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rogue_wing, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = cruiser2, walkers_wing, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = cruiser3, walkers_wing, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = walkers_wing, battleship_unity, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = battleship_unity, walkers_wing, REP_HOSTILE_THRESHOLD
Act_SetVibe = walker, battleship_unity, REP_HOSTILE_THRESHOLD
Act_GiveObjList = juni, defend_walker
Act_ActTrig = death_to_the_unity
[Trigger]
nickname = unity_code_red
system = Li01
Cnd_HealthDec = battleship_unity, 0.2
Act_Invulnerable = battleship_unity, true, false, 0.99
Act_StartDialog = sencdcomm_DX_M04_0215_UNITY
[Dialog]
nickname = sencdcomm_DX_M04_0215_UNITY
system = Li01
line = battleship_unity, Player, DX_M04_0215_UNITY
[Trigger]
nickname = next_line_unity_code_red
system = Li01
Cnd_CommComplete = DX_M04_0215_UNITY
Act_Invulnerable = battleship_unity, true, false, 0.99
Act_ActTrig = unity_abandon_ship
[Trigger]
nickname = unity_abandon_ship
system = Li01
Cnd_Timer = 3
Act_LightFuse = battleship_unity, l_dreadnought_fuse
Act_StartDialog = sencdcomm_DX_M04_0217_UNITY
[Dialog]
nickname = sencdcomm_DX_M04_0217_UNITY
system = Li01
line = battleship_unity, Player, DX_M04_0217_UNITY
[Trigger]
nickname = next_line_unity_abandon_ship
system = Li01
Cnd_CommComplete = DX_M04_0217_UNITY
Act_Invulnerable = battleship_unity, false
[Trigger]
nickname = avoidance_true
system = Li01
Cnd_DistShip = inside, king, battleship_unity, 900, 1
Act_GiveObjList = walkers_wing, return_avoidance
[Trigger]
nickname = death_to_the_unity
system = Li01
Cnd_Destroyed = battleship_unity, 1
Act_ActTrig = take_west_point_trade_lane
Act_ActTrig = comm_complete_DX_M04_0240_JUNI
Act_StartDialog = sencdcomm_DX_M04_0220_LSF_LAMBDA
Act_ActTrig = lock_out_maneuvers_147_to_154
Act_ActTrig = unlock_out_maneuvers_147_to_154
Act_PlayerCanTradelane = false, Li01_Trade_Lane_Ring_147, Li01_Trade_Lane_Ring_148
Act_Invulnerable = Li01_Trade_Lane_Ring_147, true
Act_GiveObjList = rogue1, ol_rogue_wing_regroup
Act_GiveObjList = rogue4, ol_rogue_wing_regroup
Act_GiveObjList = red_wing, ol_red_wing_regroup
Act_GiveObjList = blue_wing, ol_blue_wing_regroup
Act_GiveObjList = gold_wing, ol_gold_wing_regroup
Act_SetVibeShiptoLbl = juni, chasers, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = chasers, juni, REP_NEUTRAL_HOSTILE
Act_SetVibeLbltoShip = chasers, Player, REP_HOSTILE_THRESHOLD
Act_GiveObjList = walker, prepare_for_exit
Act_SetVibeLbl = chasers, walkers_wing, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = walker, chasers, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Lambda1, chasers, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Lambda2, chasers, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Lambda3, chasers, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Lambda4, chasers, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = Lambda5, chasers, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = king, chasers, REP_FRIEND_MAXIMUM
Act_SetVibeLbltoShip = chasers, Lambda4, REP_NEUTRAL_HOSTILE
Act_SetVibeLbltoShip = chasers, Lambda5, REP_NEUTRAL_HOSTILE
Act_SetVibeLbltoShip = chasers, king, REP_NEUTRAL_HOSTILE
Act_GiveObjList = Lambda1, defend_walker
Act_GiveObjList = Lambda2, defend_walker
Act_GiveObjList = Lambda3, defend_walker
Act_GiveObjList = Lambda4, defend_walker
Act_GiveObjList = Lambda5, defend_walker
Act_GiveObjList = king, defend_walker
Act_GiveObjList = juni, defend_walker
Act_DeactTrig = player_left_manhattan
Act_NagOff = juni_nag0
Act_NagDistTowards = OBJ, juni_nag1, juni, Li01_Trade_Lane_Ring_147, 22755, 100, NAG_ALWAYS
Act_ActTrig = walker_moves_into_position
Act_ActTrig = everyone_form_on_juni
Act_ActTrig = complete_tl_to_west_point
[Trigger]
nickname = lock_out_maneuvers_147_to_154
Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_147, Li01_Trade_Lane_Ring_148
Act_AdjHealth = juni, 0.5
Act_AdjHealth = king, 0.5
Act_PlayMusic = none, none, none, music_upcoming_action_heavy
Act_LockManeuvers = true
Act_DeactTrig = player_left_manhattan
[Trigger]
nickname = unlock_out_maneuvers_147_to_154
Cnd_TLExited = Player, Li01_Trade_Lane_Ring_154, Li01_Trade_Lane_Ring_147
Act_PlayMusic = none, none, none, music_dangerous_chase
Act_LockManeuvers = false
[Trigger]
nickname = take_west_point_trade_lane
system = Li01
Cnd_CommComplete = DX_M04_0250_WALKER
Act_SetNNState = nn_survive, COMPLETE
Act_SetNNState = nn_tl_to_west_point, active
Act_GiveNNObjs = no_params
Act_SetNNObj = nn_tl_to_west_point
[Dialog]
nickname = sencdcomm_DX_M04_0220_LSF_LAMBDA
system = Li01
line = Lambda1, Player, DX_M04_0220_LSF_LAMBDA
line = walker, Player, DX_M04_0230_WALKER
line = juni, Player, DX_M04_0240_JUNI
line = walker, Player, DX_M04_0250_WALKER
[Trigger]
nickname = walker_moves_into_position
system = Li01
Cnd_Timer = 5
Act_GiveObjList = walker, walker_covers_the_escape
[Trigger]
nickname = everyone_form_on_juni
system = Li01
Cnd_Timer = 7
Act_GiveObjList = Lambda4, form_on_trent_4
Act_GiveObjList = Lambda5, form_on_trent_3
Act_GiveObjList = king, form_on_trent_2
Act_GiveObjList = juni, form_on_trent_1
Act_ActTrig = west_point_tether_30
Act_ActTrig = player_leaving_for_west_point
[Trigger]
nickname = comm_complete_DX_M04_0240_JUNI
Cnd_CommComplete = DX_M04_0240_JUNI
Act_EnableManeuver = formation, true
[Trigger]
nickname = west_point_tether_30
system = Li01
Cnd_DistShip = outside, Player, Li01_Trade_Lane_Ring_147, 1000, 30
Act_SendComm = juni, Player, DX_M04_0150_JUNI
Act_ActTrig = west_point_tether_60
[Trigger]
nickname = west_point_tether_60
system = Li01
Cnd_DistShip = outside, Player, Li01_Trade_Lane_Ring_147, 1000, 30
Act_SendComm = juni, Player, DX_M04_0160_JUNI
Act_ActTrig = west_point_tether_90
[Trigger]
nickname = west_point_tether_90
system = Li01
Cnd_DistShip = outside, Player, Li01_Trade_Lane_Ring_147, 1000, 30
Act_ChangeState = FAIL, 22755
[Trigger]
nickname = complete_tl_to_west_point
system = Li01
Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_147, Li01_Trade_Lane_Ring_148
Act_SetNNState = nn_tl_to_west_point, COMPLETE
Act_GiveNNObjs = no_params
Act_SetNNState = nn_blank, active
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_DeactTrig = west_point_tether_30
Act_DeactTrig = west_point_tether_60
Act_DeactTrig = west_point_tether_90
Act_StartDialog = sendcomm_DX_M04_0260_KING
[Dialog]
nickname = sendcomm_DX_M04_0260_KING
system = Li01
line = king, Player, DX_M04_0260_KING
line = juni, Player, DX_M04_0270_JUNI
line = king, Player, DX_M04_0280_KING
[Trigger]
nickname = player_leaving_for_west_point
system = Li01
Cnd_DistVec = outside, Player, -33270, 0, -33039, 20000
Act_ActTrig = range_trigger_sendcomm_DX_M04_0290_KING
Act_SpawnFormation = alert_red_wing
Act_SpawnFormation = alert_blue_wing
Act_SpawnFormation = alert_gold_wing
Act_SpawnFormation = alert_rogue_wing
Act_SetVibeLbltoShip = west_point_alert_fighters, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = west_point_alert_fighters, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = west_point_alert_fighters, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = west_point_alert_fighters, Lambda4, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = west_point_alert_fighters, Lambda5, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, west_point_alert_fighters, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = Player, west_point_alert_fighters, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = king, west_point_alert_fighters, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = Lambda4, west_point_alert_fighters, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = Lambda5, west_point_alert_fighters, REP_FRIEND_MAXIMUM
Act_Invulnerable = cruiser2, false
Act_Invulnerable = cruiser3, false
Act_DeactTrig = send_gold_wing
Act_DeactTrig = send_gold_wing_backup
Act_DeactTrig = send_red_wing_backup
Act_DeactTrig = send_blue_wing_backup
Act_SetLifeTime = cruiser2, 1
Act_SetLifeTime = cruiser3, 1
Act_SetLifeTime = red_wing, 1
Act_SetLifeTime = blue_wing, 1
Act_SetLifeTime = rogue_wing, 1
Act_MarkObj = walker, 0
Act_ActTrig = clean_up_manhattan
[Trigger]
nickname = range_trigger_sendcomm_DX_M04_0290_KING
system = Li01
Cnd_DistVec = inside, juni, -35542, 0, 26621, 7000
Act_StartDialog = sendcomm_DX_M04_0290_KING
[Dialog]
nickname = sendcomm_DX_M04_0290_KING
system = Li01
line = king, Player, DX_M04_0290_KING
line = juni, Player, DX_M04_0300_JUNI
line = Lambda4, Player, DX_M04_0310_LAMBDA_4
line = juni, Player, DX_M04_0320B_JUNI
[ObjList]
system = Li01
nickname = draw_their_fire
BreakFormation = no_params
GotoVec = goto_no_cruise, -34904, 0, 29594, 200, true, 50
[ObjList]
system = Li01
nickname = after_lambda4
GotoShip = goto, Lambda4, 1000, false, -1
[ObjList]
system = Li01
nickname = after_lambda5
GotoShip = goto, Lambda5, 1000, false, -1
[ObjList]
system = Li01
nickname = alert_fighters_intercept
GotoShip = goto, Li01_09, 1500, true, -1
StayInRange = Li01_09, 3000
[Trigger]
nickname = clean_up_manhattan
system = Li01
Cnd_TLExited = Player, Li01_Trade_Lane_Ring_154, Li01_Trade_Lane_Ring_147
Act_SetNNState = nn_blank, COMPLETE
Act_SetNNState = nn_across_west_point, active
Act_SetNNObj = nn_across_west_point
Act_Invulnerable = walker, false
Act_Invulnerable = Lambda1, false
Act_Invulnerable = Lambda2, false
Act_Invulnerable = Lambda3, false
Act_Destroy = walker, SILENT
Act_Destroy = Lambda1, SILENT
Act_Destroy = Lambda2, SILENT
Act_Destroy = Lambda3, SILENT
Act_DeactTrig = Li01_Trade_Lane_Ring_146_lock
Act_DeactTrig = Li01_Trade_Lane_Ring_119_lock
Act_ActTrig = west_point_init
[Trigger]
nickname = lock_out_maneuvers_134_to_140
Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_134, Li01_Trade_Lane_Ring_135
Act_AdjHealth = juni, 0.7
Act_AdjHealth = king, 0.7
Act_LockManeuvers = true
[Trigger]
nickname = unlock_out_maneuvers_134_to_140
Cnd_TLExited = Player, Li01_Trade_Lane_Ring_140, Li01_Trade_Lane_Ring_134
Act_LockManeuvers = false
[Trigger]
nickname = Li01_Trade_Lane_Ring_179_lock
system = Li01
Cnd_Timer = 5
Act_DisableTradelane = Li01_Trade_Lane_Ring_179
Act_ActTrig = Li01_Trade_Lane_Ring_179_lock
[Trigger]
nickname = Li01_Trade_Lane_Ring_127_lock
system = Li01
Cnd_Timer = 5
Act_DisableTradelane = Li01_Trade_Lane_Ring_127
Act_ActTrig = Li01_Trade_Lane_Ring_127_lock
[Trigger]
nickname = Li01_Trade_Lane_Ring_154_lock
system = Li01
Cnd_Timer = 5
Act_DisableTradelane = Li01_Trade_Lane_Ring_154
Act_ActTrig = Li01_Trade_Lane_Ring_154_lock
[Trigger]
nickname = Li01_Trade_Lane_Ring_134_lock
system = Li01
Cnd_Timer = 5
Act_DisableTradelane = Li01_Trade_Lane_Ring_134
Act_ActTrig = Li01_Trade_Lane_Ring_134_lock
[Trigger]
nickname = west_point_init
system = Li01
Cnd_Timer = 2
Act_PlayerEnemyClamp = 1, 4
Act_PlayerCanTradelane = false
Act_RandomPop = false
Act_ActTrig = lock_out_maneuvers_134_to_140
Act_ActTrig = unlock_out_maneuvers_134_to_140
Act_LockDock = Player, Li01_09, lock
Act_GiveObjList = Lambda4, draw_their_fire
Act_SetLifeTime = west_point_alert_fighters, 2
Act_SetVibeLbltoShip = west_point_alert_fighters, king, REP_NEUTRAL_HOSTILE
Act_SetVibeLbltoShip = west_point_alert_fighters, juni, REP_NEUTRAL_HOSTILE
Act_SetVibeLbltoShip = west_point_alert_fighters, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = west_point_alert_fighters, Lambda4, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = west_point_alert_fighters, Lambda5, REP_HOSTILE_THRESHOLD
Act_GiveObjList = alert_blue_wing, after_lambda4
Act_GiveObjList = alert_gold_wing, after_lambda4
Act_GiveObjList = alert_red_wing, after_lambda4
Act_GiveObjList = alert_rogue_wing, after_lambda4
Act_Invulnerable = Lambda4, true, false, 0.9
Act_Invulnerable = Lambda5, true, false, 0.9
Act_NagOff = juni_nag1
Act_ActTrig = unlock_the_gate
Act_ActTrig = complete_across_west_point
Act_ActTrig = respond_to_lambda4
Act_ActTrig = respond_to_lambda5
Act_ActTrig = are_they_dead_yet_l4
Act_ActTrig = are_they_dead_yet_l5
Act_ActTrig = clean_up_west_point
Act_ActTrig = bring_in_alert_red_wing_backup
Act_ActTrig = bring_in_alert_blue_wing_backup
Act_ActTrig = bring_in_alert_gold_wing_backup
Act_ActTrig = bring_in_alert_rogue_wing_backup
[Trigger]
system = Li01
nickname = player_left_westpoint
Cnd_DistShip = outside, Player, Li01_Trade_Lane_Ring_134, 11000
Act_Destroy = juni, EXPLODE
Act_ChangeState = FAIL, 22750
[Trigger]
nickname = clean_up_west_point
Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_134, Li01_Trade_Lane_Ring_135
Act_PlayMusic = none, none, none, music_anticipation_more_forboding
Act_SetLifeTime = west_point_alert_fighters, 3
Act_DeactTrig = player_left_westpoint
[Trigger]
nickname = bring_in_alert_red_wing_backup
Cnd_Destroyed = alert_red_wing, 2
Act_PlayerEnemyClamp = 8, 12
Act_SpawnFormation = alert_red_wing_backup
Act_SetVibeLbltoShip = alert_red_wing_backup, king, REP_NEUTRAL
Act_SetVibeLbltoShip = alert_red_wing_backup, juni, REP_NEUTRAL
Act_SetVibeLbltoShip = alert_red_wing_backup, Player, REP_HOSTILE_THRESHOLD
Act_GiveObjList = alert_red_wing_backup, alert_fighters_intercept
Act_SetLifeTime = alert_red_wing_backup, 10
[Trigger]
nickname = bring_in_alert_blue_wing_backup
Cnd_Destroyed = alert_blue_wing, 2
Act_PlayerEnemyClamp = 8, 12
Act_SpawnFormation = alert_blue_wing_backup
Act_SetVibeLbltoShip = alert_blue_wing_backup, king, REP_NEUTRAL
Act_SetVibeLbltoShip = alert_blue_wing_backup, juni, REP_NEUTRAL
Act_SetVibeLbltoShip = alert_blue_wing_backup, Player, REP_HOSTILE_THRESHOLD
Act_GiveObjList = alert_blue_wing_backup, alert_fighters_intercept
Act_SetLifeTime = alert_blue_wing_backup, 10
[Trigger]
nickname = bring_in_alert_gold_wing_backup
Cnd_Destroyed = alert_gold_wing, 2
Act_PlayerEnemyClamp = 8, 12
Act_SpawnFormation = alert_gold_wing_backup
Act_SetVibeLbltoShip = alert_gold_wing_backup, king, REP_NEUTRAL
Act_SetVibeLbltoShip = alert_gold_wing_backup, juni, REP_NEUTRAL
Act_SetVibeLbltoShip = alert_gold_wing_backup, Player, REP_HOSTILE_THRESHOLD
Act_GiveObjList = alert_gold_wing_backup, alert_fighters_intercept
Act_SetLifeTime = alert_gold_wing_backup, 10
[Trigger]
nickname = bring_in_alert_rogue_wing_backup
Cnd_Destroyed = alert_rogue_wing, 2
Act_PlayerEnemyClamp = 8, 12
Act_SpawnFormation = alert_rogue_wing_backup
Act_SetVibeLbltoShip = alert_rogue_wing_backup, king, REP_NEUTRAL
Act_SetVibeLbltoShip = alert_rogue_wing_backup, juni, REP_NEUTRAL
Act_SetVibeLbltoShip = alert_rogue_wing_backup, Player, REP_HOSTILE_THRESHOLD
Act_GiveObjList = alert_rogue_wing_backup, alert_fighters_intercept
Act_SetLifeTime = alert_rogue_wing_backup, 10
[Trigger]
nickname = unlock_the_gate
system = Li01
Cnd_DistVec = inside, juni, -34904, 0, 29594, 3000
Act_NagDistTowards = OBJ, juni_nag1_5, juni, Li01_Trade_Lane_Ring_134, 22760, 100, NAG_ALWAYS
Act_PlayerCanTradelane = false, Li01_Trade_Lane_Ring_134, Li01_Trade_Lane_Ring_135
Act_ActTrig = wait_for_lambda4
Act_ActTrig = badlands_tether_30
[Trigger]
nickname = badlands_tether_30
system = Li01
Cnd_DistShip = outside, Player, Li01_Trade_Lane_Ring_134, 1000, 30
Act_SendComm = king, Player, DX_M04_0330_KING
Act_ActTrig = badlands_tether_60
[Trigger]
nickname = badlands_tether_60
system = Li01
Cnd_DistShip = outside, Player, Li01_Trade_Lane_Ring_134, 1000, 30
Act_SendComm = king, Player, DX_M04_0340_KING
Act_ActTrig = badlands_tether_90
[Trigger]
nickname = badlands_tether_90
system = Li01
Cnd_DistShip = outside, Player, Li01_Trade_Lane_Ring_134, 1000, 30
Act_ChangeState = FAIL, 22755
[Trigger]
nickname = complete_across_west_point
system = Li01
Cnd_TLEntered = Player, Li01_Trade_Lane_Ring_134, Li01_Trade_Lane_Ring_135
Act_SetNNState = nn_across_west_point, COMPLETE
Act_SetNNState = nn_blank, active
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_DeactTrig = badlands_tether_30
Act_DeactTrig = badlands_tether_60
Act_DeactTrig = badlands_tether_90
Act_ActTrig = kings_farewell
[Trigger]
nickname = kings_farewell
system = Li01
Cnd_DistShip = inside, Player, Li01_Trade_Lane_Ring_135, 7000
Act_StartDialog = sendcomm_DX_M04_0360_KING
[Dialog]
nickname = sendcomm_DX_M04_0360_KING
system = Li01
line = juni, Player, DX_M04_0354_JUNI
line = king, Player, DX_M04_0360_KING
line = juni, Player, DX_M04_0370_JUNI
line = king, Player, DX_M04_0380_KING
line = juni, Player, DX_M04_0390_JUNI
line = king, Player, DX_M04_0400_KING
line = juni, Player, DX_M04_0410C_JUNI
[Trigger]
nickname = respond_to_lambda4
system = Li01
Cnd_Destroyed = Lambda4, 1
Act_StartDialog = sendcomm_DX_M04_0350_KING
Act_SetVibeLbltoShip = west_point_alert_fighters, king, REP_NEUTRAL_HOSTILE
Act_SetVibeLbltoShip = west_point_alert_fighters, juni, REP_NEUTRAL_HOSTILE
Act_SetVibeLbltoShip = west_point_alert_fighters, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = west_point_alert_fighters, Lambda4, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = west_point_alert_fighters, Lambda5, REP_HOSTILE_THRESHOLD
Act_GiveObjList = alert_red_wing, after_lambda5
Act_GiveObjList = alert_blue_wing, after_lambda5
Act_GiveObjList = alert_gold_wing, after_lambda5
Act_GiveObjList = alert_rogue_wing, after_lambda5
[Dialog]
nickname = sendcomm_DX_M04_0350_KING
system = Li01
line = king, Player, DX_M04_0350_KING
[Trigger]
nickname = respond_to_lambda5
system = Li01
Cnd_Destroyed = Lambda5, 1
Act_StartDialog = sendcomm_DX_M04_0352_KING
[Dialog]
nickname = sendcomm_DX_M04_0352_KING
system = Li01
line = king, Player, DX_M04_0352_KING
[Trigger]
nickname = wait_for_lambda4
Cnd_InTradelane = false, Lambda4
Act_ActTrig = time_to_die_lambda4
[Trigger]
nickname = time_to_die_lambda4
system = Li01
Cnd_Timer = 3
Act_GiveObjList = Lambda5, draw_their_fire
Act_Invulnerable = Lambda4, false
Act_Destroy = Lambda4, EXPLODE
Act_ActTrig = wait_for_lambda5
[Trigger]
nickname = wait_for_lambda5
Cnd_InTradelane = false, Lambda5
Act_ActTrig = time_to_die_lambda5
[Trigger]
nickname = time_to_die_lambda5
system = Li01
Cnd_Timer = 4
Act_Invulnerable = Lambda5, false
Act_Destroy = Lambda5, EXPLODE
[Trigger]
nickname = are_they_dead_yet_l4
system = Li01
Cnd_Destroyed = Lambda4, 1
Act_DeactTrig = are_they_dead_yet_l5
Act_GiveObjList = Lambda5, draw_their_fire
Act_ActTrig = are_they_dead_yet_l4x
[Trigger]
nickname = are_they_dead_yet_l4x
system = Li01
Cnd_Destroyed = Lambda5, 1
Act_SetVibeLbltoShip = west_point_alert_fighters, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = west_point_alert_fighters, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = west_point_alert_fighters, Player, REP_HOSTILE_THRESHOLD
Act_ActTrig = fly_to_station_init
[Trigger]
nickname = are_they_dead_yet_l5
system = Li01
Cnd_Destroyed = Lambda5, 1
Act_DeactTrig = are_they_dead_yet_l4
Act_ActTrig = are_they_dead_yet_l5x
[Trigger]
nickname = are_they_dead_yet_l5x
system = Li01
Cnd_Destroyed = Lambda4, 1
Act_SetVibeLbltoShip = west_point_alert_fighters, king, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = west_point_alert_fighters, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = west_point_alert_fighters, Player, REP_HOSTILE_THRESHOLD
Act_ActTrig = fly_to_station_init
[ObjList]
system = Li01
nickname = king_go_away
BreakFormation = no_params
GotoVec = goto, 46868, 60, 5798, 1000, true, -1
[ObjList]
system = Li01
nickname = juni_breaks_formation
BreakFormation = no_params
[Trigger]
nickname = fly_to_station_init
system = Li01
Cnd_True = no_params
Act_RandomPop = false
Act_SpawnSolar = station
Act_LockDock = Player, station, lock
Act_DisableFriendlyFire = station
Act_SetVibe = station, Player, REP_FRIEND_MAXIMUM
Act_Invulnerable = station, true, false, 0.9
Act_ActTrig = exiting_tradelane
Act_RandomPopSphere = -39900, 0, 31580, 15000, on
Act_RandomPopSphere = -10216, 0, 77380, 50000, off
[Trigger]
nickname = exiting_tradelane
system = Li01
Cnd_DistVec = inside, juni, -17868, 39, 71770, 1000
Act_DeactTrig = Li01_Trade_Lane_Ring_179_lock
Act_DeactTrig = Li01_Trade_Lane_Ring_127_lock
Act_DeactTrig = Li01_Trade_Lane_Ring_154_lock
Act_ActTrig = king_rendez
Act_ActTrig = player_exiting_tradelane
[Trigger]
nickname = Li01_Trade_Lane_Ring_140_lock
system = Li01
Cnd_Timer = 1
Act_PlayerCanTradelane = false
[Trigger]
nickname = king_rendez
system = Li01
Cnd_CommComplete = DX_M04_0400_KING
Act_GiveObjList = juni, form_on_trent_1
Act_ActTrig = king_leaves
Act_MarkObj = king, 0
Act_Jumper = king, false
Act_NagOff = juni_nag1_5
Act_NagDistTowards = POS, dock_with_benford, juni, -10216, 0, 77380, 22765, 5000, NAG_ALWAYS
Act_ActTrig = Li01_Trade_Lane_Ring_140_lock
[Trigger]
nickname = king_leaves
system = Li01
Cnd_InTradelane = false, king
Act_GiveObjList = king, king_go_away
[Trigger]
nickname = player_exiting_tradelane
system = Li01
Cnd_DistVec = inside, Player, -17868, 39, 71770, 2500
Act_GiveNNObjs = no_params
Act_SetNNState = nn_blank, active
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_ActTrig = depot_wp1
Act_ActTrig = sendcomm_DX_M04_0430_VANPELT
Act_ActTrig = sendcomm_0650_juni
[Trigger]
nickname = depot_wp1
system = Li01
Cnd_DistVec = inside, Player, -10216, 0, 77380, 6137.65
Act_SetNNState = nn_blank, COMPLETE
Act_SetNNState = nn_depot_wp1, COMPLETE
Act_SetNNState = nn_depot_wp2, active
Act_GiveNNObjs = no_params
Act_SetNNObj = nn_depot_wp2
Act_ActTrig = depot_wp2
[Trigger]
nickname = depot_wp2
system = Li01
Cnd_DistVec = inside, Player, -10216, 0, 77380, 4808.59
Act_SetNNState = nn_depot_wp2, COMPLETE
Act_SetNNState = nn_depot_wp3, active
Act_GiveNNObjs = no_params
Act_SetNNObj = nn_depot_wp3
Act_ActTrig = depot_wp3
[Trigger]
nickname = depot_wp3
system = Li01
Cnd_DistVec = inside, Player, -10216, 0, 77380, 3000
Act_ActTrig = dist_to_vanpelt_depot
[Trigger]
nickname = dist_to_vanpelt_depot
system = Li01
Cnd_DistVec = inside, Player, -10216, 0, 77380, 2500
Act_SetNNState = nn_depot_wp3, COMPLETE
Act_SetNNState = land_on_base, active
Act_SetNNObj = land_on_base
Act_GiveNNObjs = no_params
Act_PlayerCanTradelane = true
Act_LockDock = Player, station, unlock
Act_EnableManeuver = Dock, true
Act_NagOff = dock_with_benford
Act_NagDistLeaving = dock_with_benford_2, juni, station, 22765, 500, NAG_ALWAYS
Act_ActTrig = land_on_depot
Act_ActTrig = play_M004_s020x_Li01_04_nrml
Act_ActTrig = SetNNObj_Land_On_Benford
[Trigger]
nickname = SetNNObj_Land_On_Benford
system = Li01
Cnd_DistVec = inside, Player, -10216, 0, 77380, 1000
Act_GiveObjList = juni, juni_breaks_formation
[Trigger]
nickname = land_on_depot
system = Li01
Cnd_BaseEnter = Li01_04_base
Act_NagOff = dock_with_benford_2
Act_ActTrig = lce_bar
[Trigger]
nickname = lce_bar
system = Li01
Cnd_True = no_params
Act_SetNNState = land_on_base, COMPLETE
Act_SetNNState = nn_leave_vanpelt, active
Act_SetNNObj = nn_leave_vanpelt
Act_ActTrig = station_attack_spe
Act_NNIds = 30415, HISTORY
[Trigger]
nickname = play_M004_s020x_Li01_04_nrml
repeatable = true
Cnd_BaseEnter = Li01_04_base
Act_AddRTC = missions\m04\M004_s020x_Li01_04_nrml.ini
[Trigger]
nickname = sendcomm_DX_M04_0430_VANPELT
system = Li01
Cnd_DistVec = inside, juni, -10216, 0, 77380, 5837.65
Act_ActTrig = sendcomm_DX_M04_0440_JUNI
Act_SendComm = station, Player, DX_M04_0430_VANPELT
[Trigger]
nickname = sendcomm_DX_M04_0440_JUNI
system = Li01
Cnd_CommComplete = DX_M04_0430_VANPELT
Act_ActTrig = sendcomm_DX_M04_0450_VANPELT
Act_SendComm = juni, Player, DX_M04_0440_JUNI
[Trigger]
nickname = sendcomm_DX_M04_0450_VANPELT
system = Li01
Cnd_CommComplete = DX_M04_0440_JUNI
Act_ActTrig = sendcomm_DX_M04_0460_JUNI
Act_SendComm = station, Player, DX_M04_0450_VANPELT
[Trigger]
nickname = sendcomm_DX_M04_0460_JUNI
system = Li01
Cnd_CommComplete = DX_M04_0450_VANPELT
Act_ActTrig = sendcomm_DX_M04_0470_VANPELT
Act_SendComm = juni, Player, DX_M04_0460_JUNI
[Trigger]
nickname = sendcomm_DX_M04_0470_VANPELT
system = Li01
Cnd_CommComplete = DX_M04_0460_JUNI
Act_SendComm = station, Player, DX_M04_0470_VANPELT
[Trigger]
nickname = sendcomm_0650_juni
system = Li01
Cnd_CommComplete = DX_M04_0410C_JUNI
Act_SetNNHidden = nn_depot_wp1, false
Act_SetNNHidden = nn_depot_wp2, false
Act_SetNNHidden = nn_depot_wp3, false
Act_SetNNState = nn_depot_wp1, active
Act_SetNNObj = nn_depot_wp1
Act_GiveNNObjs = no_params
[ObjList]
system = Li01
nickname = react_to_wing
StayInRange = -10216, 0, 77380, 800
[ObjList]
system = Li01
nickname = goto_station
GotoVec = goto_no_cruise, -10216, 0, 77380, 750, false, -1
BreakFormation = no_params
[ObjList]
system = Li01
nickname = goto_benford
GotoShip = goto, station, 500, false, 20
BreakFormation = no_params
[ObjList]
system = Li01
nickname = send_station_backup
StayInRange = -10216, 0, 77380, 3000
GotoShip = goto, station, 800, true, -1
BreakFormation = no_params
[ObjList]
system = Li01
nickname = send_station_backup_2
Delay = 15
StayInRange = -10216, 0, 77380, 3000
GotoShip = goto, station, 800, true, -1
BreakFormation = no_params
[ObjList]
system = Li01
nickname = fly_to_attack_wing
GotoShip = goto, station_attack_wing1, 500, true
[ObjList]
system = Li01
nickname = break_winga
BreakFormation = no_params
[ObjList]
system = Li01
nickname = winga_sub_1
MakeNewFormation = fighter_li_n, station_attack_wing1a, station_attack_wing2a, station_attack_wing3a
[ObjList]
system = Li01
nickname = winga_sub_2
MakeNewFormation = fighter_li_n, station_attack_wing4a, station_attack_wing5a, station_attack_wing6a
[Trigger]
nickname = key_save_station_attack
system = Li01
Cnd_PlayerLaunch = no_params
Act_SetInitialPlayerPos = -10157, 150, 77236, 0.7154, 0.0163, 0.6981, -0.0254
Act_ActTrig = key_save_station_attack_2
[Trigger]
nickname = key_save_station_attack_2
system = Li01
Cnd_SpaceEnter = Li01
Act_SpawnShip = juni, no_ol, -10257, 100, 77336
Act_SetVibe = juni, Player, REP_FRIEND_THRESHOLD
Act_SpawnSolar = station
Act_SetVibe = station, Player, REP_FRIEND_MAXIMUM
Act_Invulnerable = station, true, false, 0.9
Act_Invulnerable = juni, true, false, 0.9
Act_SetNNState = nn_defend_station, active
Act_SetNNObj = nn_defend_station
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_SetTitle = 22602
Act_SetOffer = 22606
Act_RandomPop = false
Act_LockDock = Player, station, lock
Act_PlayerCanDock = false, Li01_to_Iw03
Act_ActTrig = juni_dies
Act_ActTrig = station_attack_init
[Trigger]
nickname = station_attack_spe
system = Li01
Cnd_SpaceEnter = Li01
Act_ActTrig = station_attack_init
Act_PlayMusic = none, none, none, music_li_danger
Act_SetNNState = nn_leave_vanpelt, COMPLETE
Act_SetNNState = nn_defend_station, active
Act_SetNNObj = nn_defend_station
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
[Trigger]
nickname = station_attack_init
system = Li01
Cnd_True = no_params
Act_PlayerEnemyClamp = 2, 3
Act_RandomPop = false
Act_Save = key_save_station_attack, 32405
Act_RelocateShip = juni, -10257, 100, 77336, 0.7154, 0.0163, 0.6981, -0.0254
Act_RelocateShip = Player, -10157, 150, 77236, 0.7154, 0.0163, 0.6981, -0.0254
Act_DisableFriendlyFire = station
Act_GiveObjList = juni, juni_init
Act_Invulnerable = juni, true, false, 0.9
Act_SpawnFormation = station_attack_wing_a
Act_SpawnFormation = station_attack_wing
Act_SpawnFormation = station_attack_wing_backup
Act_SpawnFormation = station_attack_wing_backup_2
Act_SetVibeLbltoShip = station_attackers, Player, REP_NEUTRAL_HOSTILE
Act_SetVibeLbltoShip = station_attackers, juni, REP_NEUTRAL_HOSTILE
Act_SetVibeLbltoShip = station_attackers, station, REP_NEUTRAL_HOSTILE
Act_Invulnerable = station_cruiser1, true, false, 0.4
Act_Invulnerable = station_cruiser2, true, false, 0.4
Act_Invulnerable = station_cruiser3, true, false, 0.4
Act_SetVibe = juni, Player, REP_FRIEND_THRESHOLD
Act_PlayerCanDock = false
Act_NagOff = dock_with_benford_2
Act_NagDistLeaving = juni_nag2, juni, juni, 22750, 2500, NAG_ALWAYS
Act_MarkObj = juni, 1
Act_ActTrig = sendcomm_DX_M04_0690_VANPELT
Act_ActTrig = wing_destroyed
Act_ActTrig = blow_up_station
Act_ActTrig = cruisers_heading_to_station
Act_ActTrig = begin_attacking
Act_ActTrig = send_in_wing
Act_ActTrig = timer_for_wing
Act_SetVibe = station, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = station, juni, REP_FRIEND_MAXIMUM
Act_ActTrig = start_van_pelt_cam
Act_ActTrig = too_far_from_station_attack
[Trigger]
nickname = too_far_from_station_attack
Cnd_DistShip = outside, Player, juni, 6000
Act_Destroy = juni, EXPLODE
Act_ChangeState = FAIL, 22750
[Trigger]
nickname = sendcomm_DX_M04_0690_VANPELT
system = Li01
Cnd_True = no_params
Act_ActTrig = sendcomm_DX_M04_0691_L_NAVY_FI_1
Act_SendComm = station, Player, DX_M04_0690_VANPELT
[Trigger]
nickname = sendcomm_DX_M04_0691_L_NAVY_FI_1
system = Li01
Cnd_CommComplete = DX_M04_0690_VANPELT
Act_ActTrig = sendcomm_DX_M04_0701_L_NAVY_FI_1
Act_SendComm = station_attack_wing1a, Player, DX_M04_0691_L_NAVY_FI_1
[Trigger]
nickname = sendcomm_DX_M04_0701_L_NAVY_FI_1
system = Li01
Cnd_CommComplete = DX_M04_0691_L_NAVY_FI_1
Act_ActTrig = sendcomm_DX_M04_0704_VANPELT
Act_SendComm = station_attack_wing1a, Player, DX_M04_0701_L_NAVY_FI_1
[Trigger]
nickname = sendcomm_DX_M04_0704_VANPELT
system = Li01
Cnd_CommComplete = DX_M04_0701_L_NAVY_FI_1
Act_ActTrig = sendcomm_DX_M04_0705_L_NAVY_FI_1
Act_SendComm = station, Player, DX_M04_0704_VANPELT
[Trigger]
nickname = sendcomm_DX_M04_0705_L_NAVY_FI_1
system = Li01
Cnd_CommComplete = DX_M04_0704_VANPELT
Act_ActTrig = sendcomm_DX_M04_0708_JUNI
Act_CallThorn = missions\m04\m04_02.thn, Player
Act_SendComm = station_attack_wing1a, Player, DX_M04_0705_L_NAVY_FI_1
[Trigger]
nickname = sendcomm_DX_M04_0708_JUNI
system = Li01
Cnd_CommComplete = DX_M04_0705_L_NAVY_FI_1
Act_ActTrig = sendcomm_DX_M04_0709_L_NAVY_FI_1
Act_SendComm = juni, Player, DX_M04_0708_JUNI
[Trigger]
nickname = sendcomm_DX_M04_0709_L_NAVY_FI_1
system = Li01
Cnd_CommComplete = DX_M04_0708_JUNI
Act_PlayMusic = none, none, none, music_li_battle
Act_SendComm = station_attack_wing1a, Player, DX_M04_0709_L_NAVY_FI_1
Act_NagClamp = false
[Trigger]
nickname = sendcomm_DX_M04_0710_JUNI
system = Li01
Cnd_True = no_params
Act_ActTrig = sendcomm_DX_M04_0712_VANPELT
Act_SendComm = juni, Player, DX_M04_0710_JUNI
[Trigger]
nickname = sendcomm_DX_M04_0712_VANPELT
system = Li01
Cnd_CommComplete = DX_M04_0710_JUNI
Act_ActTrig = sendcomm_DX_M04_0713_JUNI
Act_SendComm = station, Player, DX_M04_0712_VANPELT
[Trigger]
nickname = sendcomm_DX_M04_0713_JUNI
system = Li01
Cnd_CommComplete = DX_M04_0712_VANPELT
Act_SendComm = juni, Player, DX_M04_0713_JUNI
[Trigger]
nickname = sendcomm_DX_M04_0714_VANPELT
system = Li01
Cnd_True = no_params
Act_ActTrig = sendcomm_DX_M04_0715_JUNI
Act_SendComm = station, Player, DX_M04_0714_VANPELT
[Trigger]
nickname = sendcomm_DX_M04_0715_JUNI
system = Li01
Cnd_CommComplete = DX_M04_0714_VANPELT
Act_ActTrig = sendcomm_DX_M04_0716_VANPELT
Act_SendComm = juni, Player, DX_M04_0715_JUNI
[Trigger]
nickname = sendcomm_DX_M04_0716_VANPELT
system = Li01
Cnd_CommComplete = DX_M04_0715_JUNI
Act_SendComm = station, Player, DX_M04_0716_VANPELT
[Trigger]
nickname = sendcomm_DX_M04_0820_VANPELT
system = Li01
Cnd_Timer = 10
Act_ActTrig = sendcomm_DX_M04_0840_VANPELT
Act_SendComm = station, Player, DX_M04_0820_VANPELT
[Trigger]
nickname = sendcomm_DX_M04_0840_VANPELT
system = Li01
Cnd_CommComplete = DX_M04_0820_VANPELT
Act_ActTrig = sendcomm_DX_M04_0850_JUNI
Act_SendComm = station, Player, DX_M04_0840_VANPELT
[Trigger]
nickname = sendcomm_DX_M04_0850_JUNI
system = Li01
Cnd_CommComplete = DX_M04_0840_VANPELT
Act_ActTrig = sendcomm_DX_M04_0850_JUNI_2
[Trigger]
nickname = sendcomm_DX_M04_0850_JUNI_2
system = Li01
Cnd_Timer = 1
Act_SendComm = juni, Player, DX_M04_0850_JUNI
Act_NagClamp = false
[Trigger]
nickname = wing_destroyed
system = Li01
Cnd_Destroyed = station_attack_wing_a, -1
Act_ActTrig = cruisers_close_to_station
Act_DeactTrig = cruisers_heading_to_station
[Trigger]
nickname = cruisers_close_to_station
system = Li01
Cnd_DistVec = inside, station_cruiser2, -10216, 0, 77380, 1500
Act_SetVibeShiptoLbl = juni, station_fighters, REP_HOSTILE_THRESHOLD
[Trigger]
nickname = blow_up_station
system = Li01
Cnd_ProjHit = station, 2, station_cruiser1
Act_ActTrig = sendcomm_DX_M04_0820_VANPELT
Act_ActTrig = fire_on_station
Act_ActTrig = start_final_setscene_cams
[Trigger]
nickname = fire_on_station
system = Li01
Cnd_Timer = 15
Act_Invulnerable = juni, true
Act_PobjIdle = no_params
Act_LightFuse = station, pirate_base_explode_fuse
Act_SetVibeLbltoShip = station_attackers, juni, REP_NEUTRAL_HOSTILE
Act_SetVibeShiptoLbl = juni, station_attackers, REP_NEUTRAL_HOSTILE
Act_ActTrig = revert_explosion_timer
Act_SetNNObj = nn_badlands_jumpgate
[Trigger]
nickname = revert_explosion_timer
system = Li01
Cnd_True = no_params
Act_ActTrig = move_to_cruisers
[Trigger]
nickname = move_to_cruisers
system = Li01
Cnd_True = no_params
Act_GiveObjList = juni, fly_to_attack_wing
Act_ActTrig = fighter_attack_init
[Trigger]
nickname = start_final_setscene_cams
system = Li01
Cnd_Timer = 7
Act_PobjIdle = no_params
Act_NagClamp = true
Act_RelocateShip = Player, -10157, 150, 77236, 0.7154, 0.0163, 0.6981, -0.0254
Act_CallThorn = missions\m04\M04_VanPelt_Final.thn, station_cruiser1
Act_NagClamp = false
Act_SetVibeLbltoShip = station_attackers, Player, REP_FRIEND_MAXIMUM
Act_ActTrig = change_vibe
Act_RelocateShip = Player, -10157, 150, 77236, 0.7154, 0.0163, 0.6981, -0.0254
[Trigger]
nickname = change_vibe
system = Li01
Cnd_Timer = 5
Act_SetVibeLbltoShip = station_attackers, Player, REP_NEUTRAL
[Trigger]
nickname = cruisers_heading_to_station
system = Li01
Cnd_DistVec = inside, station_cruiser1, -10216, 0, 77380, 3000
Act_GiveObjList = station_attack_wing, goto_benford
Act_ActTrig = sendcomm_DX_M04_0714_VANPELT
Act_ActTrig = cruisers_close_to_station
Act_DeactTrig = wing_destroyed
[Trigger]
nickname = begin_attacking
system = Li01
Cnd_CommComplete = DX_M04_0709_L_NAVY_FI_1
Act_RevertCam = no_params
Act_SetVibeLbltoShip = station_attackers, station, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, station_attack_wing_a, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = station_attack_wing, station, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = station_attackers, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = station_attackers, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing1a, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing1a, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing1a, station, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing2a, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing2a, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing2a, station, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing3a, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing3a, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing3a, station, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing4a, station, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing4a, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing4a, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing5a, station, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing5a, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing5a, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing1_backup, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing1_backup, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing1_backup, station, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing2_backup, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing2_backup, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing2_backup, station, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing3_backup, station, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing3_backup, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing3_backup, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing1_backup_2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing1_backup_2, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing1_backup_2, station, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing2_backup_2, juni, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing2_backup_2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing2_backup_2, station, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing3_backup_2, station, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing3_backup_2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = station_attack_wing3_backup_2, juni, REP_HOSTILE_THRESHOLD
Act_GiveObjList = station_attack_wing1a, break_winga
Act_GiveObjList = station_attack_wing1a, winga_sub_1
Act_GiveObjList = station_attack_wing4a, winga_sub_2
Act_SetVibeLbltoShip = cruisers, juni, REP_NEUTRAL_HOSTILE
Act_SetVibeShiptoLbl = juni, cruisers, REP_NEUTRAL_HOSTILE
Act_SetVibeLbltoShip = cruisers, station, REP_HOSTILE_MAXIMUM
Act_GiveObjList = juni, react_to_wing
Act_GiveObjList = station_attack_wing_backup, send_station_backup
Act_SetVibeShiptoLbl = juni, station_attack_wing_backup, REP_HOSTILE_THRESHOLD
Act_GiveObjList = station_attack_wing_backup_2, send_station_backup_2
Act_SetVibeShiptoLbl = juni, station_attack_wing_backup_2, REP_HOSTILE_THRESHOLD
Act_ActTrig = sendcomm_DX_M04_0710_JUNI
Act_ActTrig = stall_to_defend
[Trigger]
nickname = stall_to_defend
system = Li01
Cnd_Timer = 7
Act_SetVibeShiptoLbl = station, station_attackers, REP_HOSTILE_THRESHOLD
[Trigger]
nickname = send_in_wing
system = Li01
Cnd_Destroyed = station_attack_wing_a, 1, ALL
Act_ActTrig = change_colors
Act_DeactTrig = timer_for_wing
[Trigger]
nickname = change_colors
system = Li01
Cnd_True = no_params
Act_GiveObjList = station_attack_wing, goto_station
[Trigger]
nickname = timer_for_wing
system = Li01
Cnd_Timer = 10
Act_ActTrig = change_colors
Act_DeactTrig = send_in_wing
[Trigger]
nickname = start_van_pelt_cam
system = Li01
Cnd_True = no_params
Act_PobjIdle = no_params
Act_CallThorn = missions\m04\m04_01.thn, Player
Act_ActTrig = com_DX_M04_0701_l_navy_fi_1_finished
[Trigger]
nickname = com_DX_M04_0701_l_navy_fi_1_finished
system = Li01
Cnd_CommComplete = DX_M04_0701_L_NAVY_FI_1
Act_CallThorn = missions\m04\M04_Vanpelt_talks.thn, Player
[ObjList]
system = Li01
nickname = ol_station_red_wing
SetPriority = ALWAYS_EXECUTE
BreakFormation = no_params
StayInRange = station_cruiser2, 700
GotoShip = goto, Player, 10, true, 70
[ObjList]
system = Li01
nickname = ol_station_blue_wing
SetPriority = ALWAYS_EXECUTE
BreakFormation = no_params
StayInRange = station_cruiser3, 700
GotoShip = goto, Player, 10, true, 70
[ObjList]
system = Li01
nickname = ol_station_gold_wing
SetPriority = ALWAYS_EXECUTE
BreakFormation = no_params
StayInRange = station_cruiser1, 700
GotoShip = goto, Player, 10, true, 70
[ObjList]
system = Li01
nickname = ol_station_cruiser1
SetPriority = ALWAYS_EXECUTE
BreakFormation = no_params
GotoShip = goto, Player, 10, false, 20
StayInRange = -10216, 0, 77380, 1000
[ObjList]
system = Li01
nickname = ol_station_cruiser2
SetPriority = ALWAYS_EXECUTE
BreakFormation = no_params
GotoShip = goto, Player, 10, false, 30
StayInRange = -10216, 0, 77380, 2000
[ObjList]
system = Li01
nickname = ol_station_cruiser3
SetPriority = ALWAYS_EXECUTE
BreakFormation = no_params
GotoShip = goto, Player, 10, false, 40
StayInRange = -10216, 0, 77380, 3000
[ObjList]
system = Li01
nickname = give_up
SetPriority = ALWAYS_EXECUTE
BreakFormation = no_params
GotoVec = goto_cruise, -10216, 0, 77380, 500, true
StayOutOfRange = -16055, 0, 85125, 3000, true
[ObjList]
system = Li01
nickname = enter_jumpgate
BreakFormation = no_params
Dock = Li01_to_Iw03
[ObjList]
system = Li01
nickname = clear_and_form_on_trent
SetPriority = ALWAYS_EXECUTE
StayInRange = -10216, 0, 77380, 800, false
Follow = Player, 3000, 50, 0, -50
[Trigger]
nickname = fighter_attack_init
system = Li01
Cnd_True = no_params
Act_PlayerEnemyClamp = 6, 9
Act_RandomPop = false
Act_RelocateShip = Player, -10157, 150, 77236, 0.7154, 0.0163, 0.6981, -0.0254
Act_SetVibe = Li01_to_Iw03, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = Li01_to_Iw03, juni, REP_FRIEND_MAXIMUM
Act_Invulnerable = station_cruiser1, false
Act_Invulnerable = station_cruiser2, false
Act_Invulnerable = Li01_to_Iw03, true
Act_ActTrig = fighter_wing_chase_start
Act_ActTrig = fighter_wing_giveup
Act_ActTrig = near_jumpgate
Act_ActTrig = arrive_at_jumpgate
Act_ActTrig = miner_encounter_sysen
Act_ActTrig = write_log_Li01_sys_exit
Act_RandomPopSphere = -15623, 0, 84268, 10000, off
Act_NagOff = juni_nag2
Act_DeactTrig = too_far_from_station_attack
Act_ActTrig = too_far_from_magellan_dock
[Trigger]
nickname = too_far_from_magellan_dock
system = Li01
Cnd_DistVec = outside, Player, -15623, 0, 84268, 12000
Act_ChangeState = FAIL, 22770
[Trigger]
nickname = write_log_Li01_sys_exit
system = Li01
Cnd_SystemExit = Li01
Act_NNIds = 30420, HISTORY
[Trigger]
nickname = fighter_wing_chase_start
system = Li01
Cnd_Timer = 15
Act_Invulnerable = juni, true
Act_GiveObjList = juni, clear_and_form_on_trent
Act_SetVibeLbltoShip = station_attackers, Player, REP_NEUTRAL_HOSTILE
Act_SetVibeLbltoShip = station_attackers, juni, REP_NEUTRAL_HOSTILE
Act_SetVibeShiptoLbl = juni, station_attackers, REP_NEUTRAL_HOSTILE
Act_SetNNState = nn_defend_station, COMPLETE
Act_SetNNState = nn_badlands_jumpgate, active
Act_SetNNObj = nn_badlands_jumpgate
Act_ActTrig = head_to_jumpgate
Act_ActTrig = station_attackers_stop_waiting
Act_ActTrig = player_attacks_station_attackers
Act_NagDistLeaving = magellan_dock, juni, Li01_to_Iw03, 22770, 100, NAG_ALWAYS
[Trigger]
nickname = head_to_jumpgate
system = Li01
Cnd_True = no_params
Act_Invulnerable = Player, false
Act_StartDialog = head_to_jumpgate_dialog
[Dialog]
nickname = head_to_jumpgate_dialog
system = Li01
line = station_cruiser1, Player, DX_M04_0880_LIBERTY_CRUISER
line = juni, Player, DX_M04_0900B_JUNI
line = station_cruiser1, Player, DX_M04_0905_LIBERTY_CRUISER
line = juni, Player, DX_M04_0910_JUNI
[Trigger]
nickname = station_attackers_stop_waiting
system = Li01
Cnd_CommComplete = DX_M04_0900B_JUNI
Act_Invulnerable = Player, false
Act_RevertCam = no_params
Act_ActTrig = station_attackers_persue
Act_DeactTrig = flee_from_station_attackers
Act_DeactTrig = player_attacks_station_attackers
[Trigger]
nickname = station_attackers_persue
system = Li01
Cnd_True = no_params
Act_SetVibeLbltoShip = station_attackers, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = station_attackers, juni, REP_HOSTILE_THRESHOLD
Act_GiveObjList = station_cruiser1, ol_station_cruiser1
Act_GiveObjList = station_cruiser2, ol_station_cruiser2
Act_GiveObjList = station_cruiser3, ol_station_cruiser3
Act_GiveObjList = station_attack_wing1, ol_station_red_wing
Act_GiveObjList = station_attack_wing2, ol_station_red_wing
Act_GiveObjList = station_attack_wing3, ol_station_red_wing
Act_GiveObjList = station_attack_wing4, ol_station_blue_wing
Act_GiveObjList = station_attack_wing5, ol_station_blue_wing
Act_GiveObjList = station_attack_wing6, ol_station_blue_wing
Act_GiveObjList = station_attack_wing1a, ol_station_gold_wing
Act_GiveObjList = station_attack_wing2a, ol_station_gold_wing
Act_GiveObjList = station_attack_wing3a, ol_station_gold_wing
Act_GiveObjList = station_attack_wing4a, ol_station_gold_wing
[Trigger]
nickname = flee_from_station_attackers
system = Li01
Cnd_DistShip = outside, Player, station_cruiser1, 1000
Act_ActTrig = station_attackers_persue
Act_Invulnerable = Player, false
Act_DeactTrig = station_attackers_stop_waiting
Act_DeactTrig = player_attacks_station_attackers
[Trigger]
nickname = player_attacks_station_attackers
system = Li01
Cnd_ProjHitShipToLbl = station_attackers, 1, Player
Act_ActTrig = station_attackers_persue
Act_DeactTrig = station_attackers_stop_waiting
Act_DeactTrig = flee_from_station_attackers
[Trigger]
nickname = fighter_wing_giveup
system = Li01
Cnd_DistVec = inside, Player, -15623, 0, 84268, 5000
Act_PlayMusic = none, none, none, music_solemn_and_grave
Act_GiveObjList = station_cruiser1, give_up
Act_GiveObjList = station_cruiser2, give_up
Act_GiveObjList = station_cruiser3, give_up
Act_GiveObjList = station_attack_wing1, give_up
Act_GiveObjList = station_attack_wing2, give_up
Act_GiveObjList = station_attack_wing3, give_up
Act_GiveObjList = station_attack_wing4, give_up
Act_GiveObjList = station_attack_wing5, give_up
Act_GiveObjList = station_attack_wing6, give_up
Act_GiveObjList = station_attack_wing1a, give_up
Act_GiveObjList = station_attack_wing2a, give_up
Act_GiveObjList = station_attack_wing3a, give_up
Act_GiveObjList = station_attack_wing4a, give_up
Act_GiveObjList = station_attack_wing5a, give_up
Act_GiveObjList = station_attack_wing6a, give_up
[Trigger]
nickname = near_jumpgate
system = Li01
Cnd_DistVec = inside, juni, -15623, 0, 84268, 1950
Act_SendComm = juni, Player, DX_M04_0920_JUNI
[Trigger]
nickname = arrive_at_jumpgate
system = Li01
Cnd_DistVec = inside, juni, -15623, 0, 84268, 800
Act_AdjHealth = juni, 0.7
Act_SetNNState = nn_badlands_jumpgate, COMPLETE
Act_SetNNState = nn_leave_liberty, active
Act_SetNNObj = nn_leave_liberty
Act_PlayerCanDock = true
Act_LockDock = Player, Li01_to_Iw03, unlock
Act_LockDock = juni, Li01_to_Iw03, unlock
Act_ActTrig = leaving_liberty_01
Act_StartDialog = dlg_head_to_iw03
Act_ActTrig = juni_dock_with_gate
Act_ActTrig = dist_inside_200_Player
Act_ActTrig = dist_inside_200_juni
[Trigger]
nickname = leaving_liberty_01
system = Li01
Cnd_SystemExit = Li01
Act_SetNNState = nn_leave_liberty, COMPLETE
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_DeactTrig = too_far_from_magellan_dock
[Dialog]
nickname = dlg_head_to_iw03
system = Li01
line = juni, Player, DX_M04_0950_JUNI
[Trigger]
nickname = juni_dock_with_gate
system = Li01
Cnd_True = no_params
Act_GiveObjList = juni, enter_jumpgate
[Trigger]
nickname = dist_inside_200_Player
system = Li01
Cnd_DistVec = inside, Player, -16055, 0, 85125, 500
Act_RandomPopSphere = -15623, 0, 84268, 10000, on
Act_SendComm = juni, Player, DX_M04_0960_JUNI
[Trigger]
nickname = dist_inside_200_juni
system = Li01
Cnd_DistVec = inside, juni, -16055, 0, 85125, 500
Act_RandomPopSphere = -15623, 0, 84268, 10000, on
Act_SendComm = juni, Player, DX_M04_0960_JUNI
[ObjList]
system = Iw03
nickname = fly_to_freeport4
SetPriority = NORMAL
Follow = Player, 3000, 50, 0, -100
[ObjList]
system = Iw03
nickname = fly_to_mactan_base
Delay = 7
GotoVec = goto_cruise, -19724, 0, -10073, 1000, false, -1, Player, 500, 4000
[ObjList]
system = Iw03
nickname = fly_to_mactan_base_tether_juni
Delay = 7
GotoVec = goto_cruise, -19724, 0, -10073, 1000, false, -1, juni, 500, 4000
[ObjList]
system = Iw03
nickname = fly_to_trent
GotoShip = goto, Player, 2000, true, -1
[ObjList]
system = Iw03
nickname = fly_to_trent_faster
GotoShip = goto_cruise, Player, 2000, true, -1
[ObjList]
system = Iw03
nickname = stay_on_trent
BreakFormation = no_params
StayInRange = Player, 1250
[ObjList]
system = Iw03
nickname = follow_hacker_1
Follow = hacker_1, 3000, 100, 0, 0
[ObjList]
system = Iw03
nickname = break_and_engage
Avoidance = true
BreakFormation = no_params
[ObjList]
system = Iw03
nickname = follow_trent
Avoidance = false
Follow = Player, 5000, -75, 15, -1000
[ObjList]
system = Iw03
nickname = follow_trent_2
Avoidance = false
Follow = Player, 5000, -75, 0, 500
[ObjList]
system = Iw03
nickname = follow_juni
Avoidance = false
Follow = juni, 5000, 75, 0, -1000
[ObjList]
system = Iw03
nickname = follow_juni_2
Avoidance = false
Follow = juni, 5000, 75, 15, 500
[Trigger]
nickname = miner_encounter_sysen
system = Iw03
Cnd_SystemEnter = Iw03
Act_PobjIdle = no_params
Act_PlayMusic = none, none, none, zone_nebula_barrier
Act_ActTrig = juni_near_player
[Trigger]
nickname = juni_near_player
system = Iw03
Cnd_DistShip = inside, Player, juni, 2000
Act_ActTrig = miner_encounter_init
[Trigger]
nickname = miner_encounter_init
system = Iw03
Cnd_Timer = 3
Act_PlayerEnemyClamp = 3, 4
Act_RandomPop = false
Act_MarkObj = juni, 1
Act_Invulnerable = juni, true, false, 0.9
Act_SpawnFormation = bounty_hunter_wing1
Act_SpawnFormation = bounty_hunter_wing2
Act_SpawnFormation = bounty_hunter_wing3
Act_SpawnFormation = bounty_hunter_wing4
Act_DisableFriendlyFire = bounty_hunter1, bounty_hunter2, bounty_hunter3, bounty_hunter4, bounty_hunter5, bounty_hunter6, bounty_hunter7, bounty_hunter8
Act_SetVibeLbltoShip = bounty_hunter_wing, Player, REP_NEUTRAL_HOSTILE
Act_SetVibeLbltoShip = bounty_hunter_wing, juni, REP_NEUTRAL_HOSTILE
Act_SetVibeShiptoLbl = Player, bounty_hunter_wing, REP_NEUTRAL_HOSTILE
Act_SetVibeShiptoLbl = juni, bounty_hunter_wing, REP_NEUTRAL_HOSTILE
Act_SpawnFormation = hacker_wing1
Act_SpawnFormation = hacker_wing2
Act_NagClamp = false
Act_NagOff = magellan_dock
Act_NagDistTowards = OBJ, juni_nag3, juni, Iw03_01, 22775, 100, NAG_OUT_OF_COMBAT
Act_Invulnerable = hacker_1, true, false, 0.9
Act_Invulnerable = hacker_2, true, false, 0.9
Act_Invulnerable = hacker_3, true, false, 0.9
Act_Invulnerable = hacker_4, true, false, 0.9
Act_SetVibeLbltoShip = hacker_wing, Player, REP_FRIEND_THRESHOLD
Act_SetVibeLbltoShip = hacker_wing, juni, REP_FRIEND_THRESHOLD
Act_SetVibeShiptoLbl = Player, hacker_wing, REP_FRIEND_THRESHOLD
Act_SetVibeShiptoLbl = juni, hacker_wing, REP_FRIEND_THRESHOLD
Act_SetVibeLbl = hacker_wing, bounty_hunter_wing, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = bounty_hunter_wing, hacker_wing, REP_FRIEND_MAXIMUM
Act_SetNNState = nn_blank, active
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_ActTrig = on_to_freeport_4
Act_PlayerCanDock = false
Act_LockDock = Player, Iw03_to_Li01, lock
Act_RandomPopSphere = -7706, 0, -11055, 20000, off
Act_Invulnerable = Iw03_02, true
[Trigger]
nickname = on_to_freeport_4
system = Li01
Cnd_True = no_params
Act_GiveObjList = juni, fly_to_freeport4
Act_ActTrig = setNN_go_to_f4
Act_ActTrig = bounty_hunters_dead
Act_ActTrig = send_in_bounty_hunters
Act_StartDialog = flying_to_f4
[Trigger]
nickname = setNN_go_to_f4
system = Iw03
Cnd_CommComplete = DX_M04_0990_JUNI
Act_SetNNState = nn_blank, active
Act_SetNNState = nn_f4_base, COMPLETE
Act_SetNNObj = nn_f4_base
[Dialog]
nickname = flying_to_f4
system = Iw03
line = juni, Player, DX_M04_0970_JUNI
line = juni, Player, DX_M04_0990_JUNI
[Trigger]
nickname = send_in_bounty_hunters
system = Iw03
Cnd_DistVec = outside, Player, -7706, 0, -11055, 1000
Act_Invulnerable = bounty_hunter1, true, false, 0.99
Act_ActTrig = bounty_hunters_approach
Act_GiveObjList = bounty_hunter_wing1, fly_to_trent
Act_GiveObjList = bounty_hunter_wing2, fly_to_trent
Act_GiveObjList = bounty_hunter_wing3, fly_to_trent
Act_GiveObjList = bounty_hunter_wing4, fly_to_trent
[Trigger]
nickname = bounty_hunters_approach
system = Iw03
Cnd_DistShip = inside, Player, bounty_hunter1, 2000
Act_PlayMusic = none, none, none, music_iw_danger
Act_GiveObjList = bounty_hunter_wing1, follow_trent
Act_GiveObjList = bounty_hunter_wing2, follow_juni
Act_GiveObjList = bounty_hunter_wing3, follow_trent_2
Act_GiveObjList = bounty_hunter_wing4, follow_juni_2
Act_Invulnerable = bounty_hunter1, false
Act_PobjIdle = no_params
Act_ActTrig = send_in_hackers_early
Act_ActTrig = send_in_hacker
Act_ActTrig = sendcomm_DX_M04_1000_JUNI
[Trigger]
nickname = sendcomm_DX_M04_1000_JUNI
Cnd_True = no_params
Act_ActTrig = sendcomm_DX_M04_1020_BOUNTY_01
Act_SendComm = juni, Player, DX_M04_1000_JUNI
[Trigger]
nickname = sendcomm_DX_M04_1020_BOUNTY_01
Cnd_CommComplete = DX_M04_1000_JUNI
Act_ActTrig = sendcomm_DX_M04_1030_JUNI
Act_EtherComm = pilot_c_ill_f01, 216411, Player, DX_M04_1020_BOUNTY_01, -1, pl_female2_head, pl_female2_journeyman_body, comm_br_elite_female
[Trigger]
nickname = sendcomm_DX_M04_1030_JUNI
Cnd_CommComplete = DX_M04_1020_BOUNTY_01
Act_SendComm = juni, Player, DX_M04_1030_JUNI
[Trigger]
nickname = send_in_hackers_early
system = Iw03
Cnd_True = no_params
Act_GiveObjList = hacker_wing1, fly_to_trent_faster
Act_GiveObjList = hacker_wing2, fly_to_trent_faster
Act_ActTrig = bounty_hunter_nag_30
[Trigger]
nickname = bounty_hunter_nag_30
system = Iw03
Cnd_TetherBroke = juni, Player, 3000, 30
Act_SendComm = juni, Player, DX_M04_1060_JUNI
Act_ActTrig = bounty_hunter_nag_60
[Trigger]
nickname = bounty_hunter_nag_60
system = Iw03
Cnd_TetherBroke = juni, Player, 3000, 30
Act_SendComm = juni, Player, DX_M04_1060_JUNI
Act_ActTrig = bounty_hunter_nag_90
[Trigger]
nickname = bounty_hunter_nag_90
system = Iw03
Cnd_TetherBroke = juni, Player, 3000, 30
Act_ChangeState = FAIL, 22750
[Trigger]
nickname = send_in_hacker
system = Iw03
Cnd_CommComplete = DX_M04_1030_JUNI
Act_PlayMusic = none, none, none, music_iw_battle
Act_SetNNState = nn_f4_base, COMPLETE
Act_SetNNState = nn_defend_yourself, active
Act_SetNNObj = nn_defend_yourself
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_SetVibeLbltoShip = bounty_hunter_wing, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = bounty_hunter_wing, juni, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Player, bounty_hunter_wing, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = juni, bounty_hunter_wing, REP_HOSTILE_THRESHOLD
Act_MarkObj = bounty_hunter_wing, 1
Act_NagOff = juni_nag3
Act_NagDistLeaving = bounty_hunter_nag, juni, juni, 22750, 1500, NAG_ALWAYS
Act_GiveObjList = bounty_hunter_wing1, break_and_engage
Act_GiveObjList = bounty_hunter_wing2, break_and_engage
Act_GiveObjList = bounty_hunter_wing3, break_and_engage
Act_GiveObjList = bounty_hunter_wing4, break_and_engage
Act_GiveObjList = juni, stay_on_trent
Act_ActTrig = hacker_approach
Act_ActTrig = defend_yourselves
Act_ActTrig = too_far_from_bounty_hunters
[Trigger]
nickname = too_far_from_bounty_hunters
system = Iw03
Cnd_DistShip = outside, Player, juni, 6000, 10
Act_Destroy = juni, EXPLODE
Act_ChangeState = FAIL, 22750
[Trigger]
nickname = defend_yourselves
system = Iw03
Cnd_Timer = 5
Act_ActTrig = sendcomm_DX_M04_1050_BOUNTY_01
[Trigger]
nickname = sendcomm_DX_M04_1050_BOUNTY_01
Cnd_True = no_params
Act_EtherComm = pilot_c_ill_f01, 216411, Player, DX_M04_1050_BOUNTY_01, -1, pl_female2_head, pl_female2_journeyman_body, comm_br_elite_female
[Trigger]
nickname = hacker_approach
system = Iw03
Cnd_DistShip = inside, Player, hacker_1, 4000
Act_ActTrig = bounty_hunters_defend
Act_ActTrig = surprise_hacker_attack
Act_ActTrig = sendcomm_DX_M04_1070_LANEHACKER_1
[Trigger]
nickname = bounty_hunters_defend
system = Iw03
Cnd_CommComplete = DX_M04_1100_BOUNTY_01
Act_SetVibeLbl = bounty_hunter_wing, hacker_wing, REP_HOSTILE_THRESHOLD
[Trigger]
nickname = surprise_hacker_attack
system = Iw03
Cnd_CommComplete = DX_M04_1090_LANEHACKER_1
Act_SetVibeLbl = hacker_wing, bounty_hunter_wing, REP_HOSTILE_THRESHOLD
Act_MarkObj = hacker_1, 1
[Trigger]
nickname = sendcomm_DX_M04_1070_LANEHACKER_1
Cnd_True = no_params
Act_ActTrig = sendcomm_DX_M04_1080_BOUNTY_01
Act_SendComm = hacker_1, Player, DX_M04_1070_LANEHACKER_1
[Trigger]
nickname = sendcomm_DX_M04_1080_BOUNTY_01
Cnd_CommComplete = DX_M04_1070_LANEHACKER_1
Act_ActTrig = sendcomm_DX_M04_1090_LANEHACKER_1
Act_EtherComm = pilot_c_ill_f01, 216411, Player, DX_M04_1080_BOUNTY_01, -1, pl_female2_head, pl_female2_journeyman_body, comm_br_elite_female
[Trigger]
nickname = sendcomm_DX_M04_1090_LANEHACKER_1
Cnd_CommComplete = DX_M04_1080_BOUNTY_01
Act_ActTrig = sendcomm_DX_M04_1100_BOUNTY_01
Act_SendComm = hacker_1, Player, DX_M04_1090_LANEHACKER_1
[Trigger]
nickname = sendcomm_DX_M04_1100_BOUNTY_01
Cnd_CommComplete = DX_M04_1090_LANEHACKER_1
Act_EtherComm = pilot_c_ill_f01, 216411, Player, DX_M04_1100_BOUNTY_01, -1, pl_female2_head, pl_female2_journeyman_body, comm_br_elite_female
[Trigger]
nickname = bounty_hunters_dead
system = Iw03
Cnd_Destroyed = bounty_hunter_wing, -1
Act_PlayMusic = none, none, none, zone_nebula_barrier
Act_DeactTrig = bounty_hunter_nag_30
Act_DeactTrig = bounty_hunter_nag_60
Act_DeactTrig = bounty_hunter_nag_90
Act_DeactTrig = too_far_from_bounty_hunters
Act_NagOff = bounty_hunter_nag
Act_ActTrig = setNN_fly_to_hacker_base
Act_ActTrig = go_to_the_lane_hacker_base
Act_ActTrig = last_line_of_to_the_lane_hacker_base
Act_StartDialog = to_the_lane_hacker_base
[Dialog]
nickname = to_the_lane_hacker_base
system = Iw03
line = juni, Player, DX_M04_1110_JUNI
line = hacker_1, Player, DX_M04_1120_LANEHACKER_1
line = juni, Player, DX_M04_1130_JUNI
line = hacker_1, Player, DX_M04_1140_LANEHACKER_1
[Trigger]
nickname = last_line_of_to_the_lane_hacker_base
system = Iw03
Cnd_CommComplete = DX_M04_1140_LANEHACKER_1
Act_ActTrig = last_line_timer
[Trigger]
nickname = last_line_timer
system = Iw03
Cnd_Timer = 5
Act_NagDistTowards = OBJ, hacker_dock, juni, Iw03_02, 22780, 100, NAG_ALWAYS
Act_StartDialog = sendcomm_DX_M04_1170_LANEHACKER_1
[Dialog]
nickname = sendcomm_DX_M04_1170_LANEHACKER_1
system = Iw03
line = hacker_1, Player, DX_M04_1170_LANEHACKER_1
[Trigger]
nickname = setNN_fly_to_hacker_base
system = Iw03
Cnd_CommComplete = DX_M04_1120_LANEHACKER_1
Act_SetNNState = nn_defend_yourself, COMPLETE
Act_SetNNState = nn_hacker_base, active
Act_SetNNObj = nn_hacker_base
[Trigger]
nickname = go_to_the_lane_hacker_base
system = Iw03
Cnd_True = no_params
Act_GiveObjList = hacker_wing1, fly_to_mactan_base_tether_juni
Act_GiveObjList = hacker_wing2, follow_hacker_1
Act_GiveObjList = juni, fly_to_mactan_base
Act_NagOff = juni_nag3
Act_SetVibeLbltoShip = hacker_wing, Player, REP_FRIEND_THRESHOLD
Act_SetVibeLbltoShip = hacker_wing, juni, REP_FRIEND_THRESHOLD
Act_SetVibeShiptoLbl = Player, hacker_wing, REP_FRIEND_THRESHOLD
Act_SetVibeShiptoLbl = juni, hacker_wing, REP_FRIEND_THRESHOLD
Act_ActTrig = fly_to_hacker_base_init
[ObjList]
system = Iw03
nickname = dock_with_iw03_02
BreakFormation = no_params
Dock = Iw03_02
[ObjList]
system = Iw03
nickname = juni_dock_with_iw03_02
BreakFormation = no_params
Delay = 30
Dock = Iw03_02
[ObjList]
system = Iw03
nickname = ol_juni_stops_for_hackers
Delay = 38
BreakFormation = no_params
GotoShip = goto, Iw03_02, 750, false, -1
[Trigger]
nickname = juni_mactan_tether
system = Li01
repeatable = true
Cnd_TetherBroke = Juni_mactan, Player, 1500, 30, 2500
[Trigger]
nickname = juni_mactan_dies
system = Li01
Cnd_Destroyed = Juni_mactan, 1, EXPLODE
Act_ChangeState = FAIL, 22750
[Trigger]
nickname = fly_to_hacker_base_init
system = Iw03
Cnd_True = no_params
Act_RandomPop = false
Act_RandomPopSphere = -19724, 0, -10073, 20000, off
Act_SetVibe = juni, Iw03_02, REP_NEUTRAL_FRIENDLY
Act_AdjHealth = juni, 0.7
Act_LockDock = Player, Iw03_02, lock
Act_ActTrig = dist_to_hacker_base
Act_ActTrig = spawn_hackers
[Trigger]
nickname = dist_to_hacker_base
system = Iw03
Cnd_DistVec = inside, juni, -19724, 0, -10073, 3000
Act_LockDock = Player, Iw03_02, unlock
Act_PlayerCanDock = true
Act_ActTrig = land_on_hacker
[Trigger]
nickname = juni_docks
system = Iw03
Cnd_CommComplete = DX_M04_1190_LANEHACKER_BASE
Act_GiveObjList = juni, juni_dock_with_iw03_02
Act_GiveObjList = hacker_2, dock_with_iw03_02
Act_GiveObjList = hacker_4, dock_with_iw03_02
Act_Invulnerable = hacker_1, false
Act_Invulnerable = hacker_2, false
Act_Invulnerable = hacker_3, false
Act_Invulnerable = hacker_4, false
Act_DeactTrig = juni_tether
Act_ActTrig = has_juni_docked
[Trigger]
nickname = has_juni_docked
Cnd_Destroyed = juni, 1, SILENT
Act_ActTrig = stall_has_juni_docked
[Trigger]
nickname = stall_has_juni_docked
Cnd_Timer = 1
Act_DeactTrig = land_on_hacker
Act_ActTrig = juni_launches
Act_ActTrig = land_on_hacker_after_juni_lands
[Trigger]
nickname = juni_launches
system = Iw03
Cnd_Timer = 65
Act_DeactTrig = land_on_hacker_after_juni_lands
Act_LockDock = Player, Iw03_02, lock
Act_DeactTrig = juni_dies
Act_DeactTrig = juni_tether
Act_ActTrig = launch_juni_mactan
[Trigger]
nickname = land_on_hacker_after_juni_lands
system = Iw03
Cnd_BaseEnter = Iw03_02_base
Act_NNIds = 30425, HISTORY
Act_DeactTrig = juni_docks
Act_DeactTrig = juni_launches
Act_DeactTrig = juni_dies
Act_DeactTrig = juni_tether
Act_SetNNState = nn_dock_with_hacker_base, COMPLETE
Act_SetNNHidden = nn_dock_with_hacker_base, true
Act_ActTrig = rheinland_attacks_spe_minus_juni
Act_SetTitle = 22602
Act_SetOffer = 22604
Act_SetNNObj = nn_leave_hacker_base
[Trigger]
nickname = land_on_hacker
system = Iw03
Cnd_BaseEnter = Iw03_02_base
Act_NNIds = 30425, HISTORY
Act_DeactTrig = juni_docks
Act_DeactTrig = has_juni_docked
Act_DeactTrig = stall_has_juni_docked
Act_DeactTrig = juni_dies
Act_DeactTrig = juni_tether
Act_SetNNState = nn_dock_with_hacker_base, COMPLETE
Act_SetNNHidden = nn_dock_with_hacker_base, true
Act_ActTrig = rheinland_attacks_spe_plus_juni
Act_SetTitle = 22602
Act_SetOffer = 22604
Act_SetNNObj = nn_leave_hacker_base
[Trigger]
nickname = spawn_hackers
system = Iw03
Cnd_DistVec = inside, Player, -19724, 0, -10073, 2000
Act_GiveObjList = hacker_wing1, dock_with_iw03_02
Act_GiveObjList = hacker_wing2, dock_with_iw03_02
Act_MarkObj = hacker_1, 0
Act_SetLifeTime = hacker_1, 1
Act_SetLifeTime = hacker_2, 1
Act_SetLifeTime = hacker_3, 1
Act_SetLifeTime = hacker_4, 1
Act_MarkObj = Iw03_02, 1
Act_SetVibe = Iw03_02, Player, REP_NEUTRAL_FRIENDLY
Act_SetVibe = juni, Iw03_02, REP_NEUTRAL_FRIENDLY
Act_SetVibe = Iw03_02, juni, REP_NEUTRAL_FRIENDLY
Act_GiveObjList = juni, ol_juni_stops_for_hackers
Act_PobjIdle = no_params
Act_ActTrig = juni_docks
Act_ActTrig = set_NNObj_nn_dock_with_hacker_base
Act_ActTrig = sendcomm_DX_M04_1180_LANEHACKER_1
[Trigger]
nickname = sendcomm_DX_M04_1180_LANEHACKER_1
system = Li01
Cnd_True = no_params
Act_ActTrig = sendcomm_DX_M04_1190_LANEHACKER_BASE
Act_SendComm = hacker_1, Player, DX_M04_1180_LANEHACKER_1
[Trigger]
nickname = sendcomm_DX_M04_1190_LANEHACKER_BASE
system = Li01
Cnd_CommComplete = DX_M04_1180_LANEHACKER_1
Act_ActTrig = sendcomm_DX_M04_1220_JUNI
Act_EtherComm = lanehacker_base, 196728, Player, DX_M04_1190_LANEHACKER_BASE, -1, ge_male6_head, pi_pirate7_body
[Trigger]
nickname = sendcomm_DX_M04_1220_JUNI
system = Li01
Cnd_CommComplete = DX_M04_1190_LANEHACKER_BASE
Act_SendComm = juni, Player, DX_M04_1220_JUNI
[Trigger]
nickname = set_NNObj_nn_dock_with_hacker_base
system = Iw03
Cnd_CommComplete = DX_M04_1220_JUNI
Act_SetNNState = nn_hacker_base, COMPLETE
Act_SetNNState = nn_dock_with_hacker_base, active
Act_SetNNObj = nn_dock_with_hacker_base
[ObjList]
system = Iw03
nickname = rheinland_attacks
Delay = 10
GotoShip = goto, Iw03_02, 1000, false, -1
StayInRange = Iw03_02, 1000
[ObjList]
system = Iw03
nickname = intercept_incoming
GotoShip = goto, rheinland_assault1, 500, false, -1
StayInRange = Iw03_02, 1500
[ObjList]
system = Iw03
nickname = juni_intercept_incoming
GotoShip = goto, rheinland_assault1, 500, false, -1
[ObjList]
system = Iw03
nickname = post_launch
Avoidance = true
GotoShip = goto, rheinland_assault1, 500, false, -1
StayInRange = Iw03_02, 1500
[ObjList]
system = Iw03
nickname = stall_around_trent
Follow = Player, 100, 50, 20, -125
[ObjList]
system = Iw03
nickname = stall_in_dock
Delay = 10
[ObjList]
system = Iw03
nickname = fly_to_mag_jumpgate_alone
SetPriority = ALWAYS_EXECUTE
BreakFormation = no_params
Dock = Iw03_to_Br02_hole
[ObjList]
system = Iw03
nickname = dock_with_iw03_02_2
Dock = Iw03_02
[ObjList]
system = Iw03
nickname = leave_dock_1
GotoVec = goto, -19526, -133, -10039, 15, true
Follow = Player, 100, 50, 20, -125
[ObjList]
system = Iw03
nickname = leave_dock_2
GotoVec = goto, -19922, -91, -10066, 15, true
Follow = Player, 100, 50, 20, -125
[Trigger]
nickname = rheinland_attacks
system = Iw03
Cnd_True = no_params
Act_SpawnShip = Juni_mactan, stall_around_trent
Act_SetVibe = Juni_mactan, Player, REP_FRIEND_THRESHOLD
Act_MarkObj = Juni_mactan, 1
Act_MovePlayer = -19124, 0, -10130, 500
Act_RandomPopSphere = -19724, 0, -10073, 20000, off
Act_RandomPop = false
Act_PlayerCanDock = false
Act_ActTrig = rheinland_attacks_init
[Trigger]
nickname = rheinland_attacks_spe_minus_juni
system = Iw03
Cnd_SpaceEnter = Iw03
Act_PlayerCanDock = false
Act_PlayMusic = none, none, none, zone_nebula_barrier
Act_ActTrig = launch_juni_mactan
Act_RandomPop = false
Act_SetNNState = nn_leave_hacker_base, COMPLETE
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
[Trigger]
nickname = rheinland_attacks_spe_plus_juni
system = Iw03
Cnd_SpaceEnter = Iw03
Act_PlayerCanDock = false
Act_PlayMusic = none, none, none, zone_nebula_barrier
Act_ActTrig = destroy_juni_hack
Act_ActTrig = launch_juni_mactan
Act_RandomPop = false
Act_SetNNState = nn_leave_hacker_base, COMPLETE
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
[Trigger]
nickname = destroy_juni_hack
Cnd_Timer = 2
Act_MarkObj = juni, 0
Act_Destroy = juni, SILENT
[Trigger]
nickname = launch_juni_mactan
system = Iw03
Cnd_Timer = 7
Act_ActTrig = wait_for_launch
Act_SpawnShip = Juni_mactan, stall_in_dock
[Trigger]
nickname = watch_dock_1
Cnd_DistVec = inside, Juni_mactan, -19678, 5, -10075, 30
Act_GiveObjList = Juni_mactan, leave_dock_1
Act_DeactTrig = watch_dock_2
[Trigger]
nickname = watch_dock_2
Cnd_DistVec = inside, Juni_mactan, -19735, -24, -10067, 30
Act_GiveObjList = Juni_mactan, leave_dock_2
Act_DeactTrig = watch_dock_1
[Trigger]
nickname = wait_for_launch
system = Iw03
Cnd_Timer = 7
Act_PlayerEnemyClamp = 2, 2
Act_SetVibe = Juni_mactan, Player, REP_FRIEND_THRESHOLD
Act_MarkObj = Juni_mactan, 1
Act_ActTrig = watch_dock_1
Act_ActTrig = watch_dock_2
Act_ActTrig = juni_mactan_tether
Act_ActTrig = juni_mactan_dies
Act_ActTrig = rheinland_attacks_init
[Trigger]
nickname = rheinland_attacks_init
system = Iw03
Cnd_True = no_params
Act_RandomPop = false
Act_MarkObj = Iw03_02, 0
Act_RandomPopSphere = -19724, 0, -10073, 20000, off
Act_SetVibe = Juni_mactan, Iw03_02, REP_NEUTRAL_FRIENDLY
Act_NagOff = hacker_dock
Act_NagDistLeaving = juni_nag4, Juni_mactan, Iw03_02, 22750, 6000, NAG_ALWAYS
Act_SetVibeShiptoLbl = Juni_mactan, rheinland_assault_wing1, REP_NEUTRAL
Act_SetVibeShiptoLbl = Player, rheinland_assault_wing2, REP_NEUTRAL
Act_SetVibeLbltoShip = rheinland_assault_wing1, Juni_mactan, REP_NEUTRAL
Act_SetVibeLbltoShip = rheinland_assault_wing2, Player, REP_NEUTRAL
Act_SetVibeShiptoLbl = Juni_mactan, rheinland_assault_wing2, REP_NEUTRAL
Act_SetVibeShiptoLbl = Player, rheinland_assault_wing1, REP_NEUTRAL
Act_SetVibeLbltoShip = rheinland_assault_wing2, Juni_mactan, REP_NEUTRAL
Act_SetVibeLbltoShip = rheinland_assault_wing1, Player, REP_NEUTRAL
Act_SetVibe = Iw03_02, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = Iw03_02, Juni_mactan, REP_NEUTRAL_FRIENDLY
Act_SetVibe = Player, Iw03_02, REP_NEUTRAL_FRIENDLY
Act_SetVibe = Juni_mactan, Iw03_02, REP_NEUTRAL_FRIENDLY
Act_SetVibe = Iw03_wplatform_ice_1, Player, REP_NEUTRAL_FRIENDLY
Act_SetVibe = Iw03_wplatform_ice_1, Juni_mactan, REP_NEUTRAL_FRIENDLY
Act_SetVibe = Player, Iw03_wplatform_ice_1, REP_NEUTRAL_FRIENDLY
Act_SetVibe = Juni_mactan, Iw03_wplatform_ice_1, REP_NEUTRAL_FRIENDLY
Act_SetVibe = Iw03_wplatform_ice_2, Player, REP_NEUTRAL_FRIENDLY
Act_SetVibe = Iw03_wplatform_ice_2, Juni_mactan, REP_NEUTRAL_FRIENDLY
Act_SetVibe = Player, Iw03_wplatform_ice_2, REP_NEUTRAL_FRIENDLY
Act_SetVibe = Juni_mactan, Iw03_wplatform_ice_2, REP_NEUTRAL_FRIENDLY
Act_SetVibe = Iw03_wplatform_ice_3, Player, REP_NEUTRAL_FRIENDLY
Act_SetVibe = Iw03_wplatform_ice_3, Juni_mactan, REP_NEUTRAL_FRIENDLY
Act_SetVibe = Player, Iw03_wplatform_ice_3, REP_NEUTRAL_FRIENDLY
Act_SetVibe = Juni_mactan, Iw03_wplatform_ice_3, REP_NEUTRAL_FRIENDLY
Act_Invulnerable = Juni_mactan, true, false, 0.9
Act_ActTrig = rheinland_destroyed
Act_ActTrig = send_in_rheinland
Act_StartDialog = sendcomm_DX_M04_1230_JUNI
Act_ActTrig = too_far_from_rh_fight
[Trigger]
nickname = too_far_from_rh_fight
Cnd_DistShip = outside, Player, Juni_mactan, 6000, 10
Act_Destroy = Juni_mactan, EXPLODE
Act_ChangeState = FAIL, 22750
[Trigger]
nickname = close_to_leeds_jump_hole
Cnd_DistShip = inside, Player, Iw03_to_Br04_hole, 1000
Act_DeactTrig = juni_mactan_dies
Act_Destroy = Juni_mactan, SILENT
Act_SetNNState = nn_leeds_hole, COMPLETE
Act_SetNNState = nn_jump_to_leeds, active
Act_SetNNObj = nn_jump_to_leeds
Act_ActTrig = key_to_br04_init
Act_ActTrig = write_log_Iw03_sys_exit
[Trigger]
nickname = write_log_Iw03_sys_exit
system = Iw03
Cnd_SystemExit = Iw03
Act_SetNNState = nn_jump_to_leeds, COMPLETE
Act_SetNNState = nn_hacker_base, COMPLETE
Act_SetNNState = nn_dock_with_hacker_base, COMPLETE
Act_SetNNState = nn_blank, active
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_NagOff = juni_nag4
Act_NNIds = 30430, HISTORY
[Trigger]
nickname = rheinland_destroyed
system = Iw03
Cnd_Destroyed = rheinland_assault_wing, -1
Act_PlayMusic = none, none, none, zone_nebula_barrier
Act_SetVibe = Iw03_02, Player, REP_NEUTRAL_FRIENDLY
Act_GiveObjList = hacker_intercept_wing, dock_with_iw03_02_2
Act_DeactTrig = watch_dock_1
Act_DeactTrig = watch_dock_2
Act_DeactTrig = launch_1
Act_DeactTrig = launch_hacker_intercept1
Act_DeactTrig = launch_2
Act_DeactTrig = launch_hacker_intercept2
Act_DeactTrig = launch_3
Act_DeactTrig = launch_hacker_intercept3
Act_DeactTrig = launch_4
Act_DeactTrig = launch_hacker_intercept4
Act_DeactTrig = launch_5
Act_DeactTrig = launch_hacker_intercept5
Act_DeactTrig = launch_6
Act_DeactTrig = launch_hacker_intercept6
Act_DeactTrig = finish_launch
Act_PlayerCanDock = false, Iw03_to_Br04_hole
Act_ActTrig = head_to_leeds
Act_ActTrig = sendcomm_DX_M04_1340_LANEHACKER1
Act_DeactTrig = too_far_from_rh_fight
[Trigger]
nickname = head_to_leeds
Cnd_CommComplete = DX_M04_1350_JUNI
Act_AdjHealth = juni, 0.9
Act_SetNNState = nn_defend_hacker_base, COMPLETE
Act_SetNNState = nn_leeds_hole, active
Act_SetNNObj = nn_leeds_hole
Act_GiveNNObjs = no_params
Act_EnableManeuver = formation, false
Act_GiveObjList = Juni_mactan, fly_to_mag_jumpgate_alone
Act_DeactTrig = juni_mactan_tether
Act_MarkObj = Juni_mactan, 0
Act_ActTrig = close_to_leeds_jump_hole
[Trigger]
nickname = sendcomm_DX_M04_1340_LANEHACKER1
system = Iw03
Cnd_True = no_params
Act_ActTrig = sendcomm_DX_M04_1350_JUNI
Act_NagOff = juni_nag4
Act_EtherComm = pilot_f_ill_m02, 216403, Player, DX_M04_1340_LANEHACKER1, -1, pi_pirate2_head, pi_pirate3_body, comm_pi_pirate
[Trigger]
nickname = sendcomm_DX_M04_1350_JUNI
system = Iw03
Cnd_CommComplete = DX_M04_1340_LANEHACKER1
Act_LockDock = Player, Iw03_to_Br04_hole, unlock
Act_StartDialog = parting_ways
[Dialog]
nickname = parting_ways
system = Iw03
line = Juni_mactan, Player, DX_M04_1350_JUNI
line = Juni_mactan, Player, DX_M04_1360_JUNI
[Trigger]
nickname = send_in_rheinland
system = Iw03
Cnd_CommComplete = DX_M04_1234_TRENT
Act_SpawnFormation = rheinland_assault_wing1
Act_SpawnFormation = rheinland_assault_wing2
Act_GiveObjList = rheinland_assault_wing1, rheinland_attacks
Act_GiveObjList = rheinland_assault_wing2, rheinland_attacks
Act_Cloak = rheinland_assault_wing1, false
Act_Cloak = rheinland_assault_wing2, false
Act_ActTrig = light_iw03_02_fuse
Act_ActTrig = scramble_hacker_interceptors
[Trigger]
nickname = light_iw03_02_fuse
Cnd_ProjHit = Iw03_02, 5, rheinland_assault1
Act_LightFuse = Iw03_02, miningbase_small_ice_burning_fuse
[Trigger]
nickname = scramble_hacker_interceptors
system = Iw03
Cnd_DistShip = inside, Iw03_02, rheinland_assault1, 3000
Act_SetVibeShiptoLbl = Juni_mactan, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Player, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing1, Juni_mactan, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Juni_mactan, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Player, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing2, Juni_mactan, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing1, Player, REP_HOSTILE_THRESHOLD
Act_ActTrig = juni_engages
Act_ActTrig = sendcomm_DX_M04_1240_LANEHACKER1
Act_ActTrig = activate_automated_defenses
Act_ActTrig = hacker_response_comms
Act_ActTrig = launch_1
[Trigger]
nickname = juni_engages
system = Iw03
Cnd_CommComplete = DX_M04_1260_JUNI
Act_GiveObjList = Juni_mactan, juni_intercept_incoming
Act_SetNNState = nn_dock_with_hacker_base, COMPLETE
Act_SetNNState = nn_defend_hacker_base, active
Act_SetNNObj = nn_defend_hacker_base
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
[Trigger]
nickname = sendcomm_DX_M04_1240_LANEHACKER1
system = Iw03
Cnd_True = no_params
Act_ActTrig = sendcomm_DX_M04_1250_LANEHACKER_BASE
Act_PlayMusic = none, none, none, music_iw_battle
Act_EtherComm = lanehacker_base, 216403, Player, DX_M04_1240_LANEHACKER1, -1, pi_pirate2_head, pi_pirate3_body, comm_pi_pirate
[Trigger]
nickname = sendcomm_DX_M04_1250_LANEHACKER_BASE
system = Iw03
Cnd_CommComplete = DX_M04_1240_LANEHACKER1
Act_ActTrig = sendcomm_DX_M04_1260_JUNI
Act_EtherComm = lanehacker_base, 196728, Player, DX_M04_1250_LANEHACKER_BASE, -1, ge_male6_head, pi_pirate7_body
[Trigger]
nickname = sendcomm_DX_M04_1260_JUNI
system = Iw03
Cnd_CommComplete = DX_M04_1250_LANEHACKER_BASE
Act_ActTrig = sendcomm_DX_M04_1290_RHEINLANDER1
Act_ActTrig = sendcomm_DX_M04_1270_LANEHACKER_BASE
Act_ActTrig = sendcomm_DX_M04_1280_LANEHACKER_BASE
Act_SendComm = Juni_mactan, Player, DX_M04_1260_JUNI
[Trigger]
nickname = sendcomm_DX_M04_1290_RHEINLANDER1
system = Iw03
Cnd_CommComplete = DX_M04_1260_JUNI
Act_ActTrig = sendcomm_DX_M04_1300_JUNI
Act_MarkObj = rheinland_assault_wing, 1
Act_SendComm = rheinland_assault1, Player, DX_M04_1290_RHEINLANDER1
[Trigger]
nickname = sendcomm_DX_M04_1300_JUNI
system = Iw03
Cnd_CommComplete = DX_M04_1290_RHEINLANDER1
Act_SendComm = Juni_mactan, Player, DX_M04_1300_JUNI
[Trigger]
nickname = sendcomm_DX_M04_1270_LANEHACKER_BASE
system = Iw03
Cnd_Timer = 5
Act_EtherComm = lanehacker_base, 196728, Juni_mactan, DX_M04_1270_LANEHACKER_BASE, -1, ge_male6_head, pi_pirate7_body
[Trigger]
nickname = sendcomm_DX_M04_1280_LANEHACKER_BASE
system = Iw03
Cnd_Timer = 10
Act_EtherComm = lanehacker_base, 196728, Juni_mactan, DX_M04_1280_LANEHACKER_BASE, -1, ge_male6_head, pi_pirate7_body
[Trigger]
nickname = hacker_response_comms
system = Iw03
Cnd_True = no_params
Act_ActTrig = sendcomm_DX_M04_1310_LANEHACKER_BASE
Act_ActTrig = sendcomm_DX_M04_1320_LANEHACKER_BASE
Act_ActTrig = sendcomm_DX_M04_1320_LANEHACKER_BASE_2
Act_ActTrig = sendcomm_DX_M04_1330_LANEHACKER_BASE
[Trigger]
nickname = sendcomm_DX_M04_1310_LANEHACKER_BASE
system = Iw03
Cnd_Destroyed = rheinland_assault_wing, 1
Act_EtherComm = lanehacker_base, 196728, Player, DX_M04_1310_LANEHACKER_BASE, -1, ge_male6_head, pi_pirate7_body
[Trigger]
nickname = sendcomm_DX_M04_1320_LANEHACKER_BASE
system = Iw03
Cnd_Destroyed = rheinland_assault_wing, 2
Act_EtherComm = lanehacker_base, 196728, Player, DX_M04_1320_LANEHACKER_BASE, -1, ge_male6_head, pi_pirate7_body
[Trigger]
nickname = sendcomm_DX_M04_1320_LANEHACKER_BASE_2
system = Iw03
Cnd_Destroyed = rheinland_assault_wing, 3
Act_EtherComm = lanehacker_base, 196728, Player, DX_M04_1320_LANEHACKER_BASE, -1, ge_male6_head, pi_pirate7_body
[Trigger]
nickname = sendcomm_DX_M04_1330_LANEHACKER_BASE
system = Iw03
Cnd_Destroyed = rheinland_assault_wing, 4
Act_EtherComm = lanehacker_base, 196728, Player, DX_M04_1330_LANEHACKER_BASE, -1, ge_male6_head, pi_pirate7_body
[Trigger]
nickname = launch_1
system = Iw03
Cnd_True = no_params
Act_ActTrig = launch_hacker_intercept1
Act_ActTrig = launch_2
[Trigger]
nickname = launch_2
system = Iw03
Cnd_Timer = 15
Act_GiveObjList = hacker_intercept1, post_launch
Act_ActTrig = launch_hacker_intercept2
Act_ActTrig = launch_3
[Trigger]
nickname = launch_3
system = Iw03
Cnd_Timer = 15
Act_GiveObjList = hacker_intercept2, post_launch
Act_ActTrig = launch_hacker_intercept3
Act_ActTrig = launch_4
[Trigger]
nickname = launch_4
system = Iw03
Cnd_Timer = 15
Act_GiveObjList = hacker_intercept3, post_launch
Act_ActTrig = launch_hacker_intercept4
Act_ActTrig = launch_5
[Trigger]
nickname = launch_5
system = Iw03
Cnd_Timer = 15
Act_GiveObjList = hacker_intercept4, post_launch
Act_ActTrig = launch_hacker_intercept5
Act_ActTrig = launch_6
[Trigger]
nickname = launch_6
system = Iw03
Cnd_Timer = 15
Act_GiveObjList = hacker_intercept5, post_launch
Act_ActTrig = launch_hacker_intercept6
Act_ActTrig = finish_launch
[Trigger]
nickname = finish_launch
system = Iw03
Cnd_Timer = 15
Act_GiveObjList = hacker_intercept6, post_launch
[Trigger]
nickname = activate_automated_defenses
system = Iw03
Cnd_True = no_params
Act_SetVibeShiptoLbl = Iw03_02, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Iw03_02, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing1, Iw03_02, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing2, Iw03_02, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Iw03_wplatform_ice_1, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Iw03_wplatform_ice_1, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing1, Iw03_wplatform_ice_1, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing2, Iw03_wplatform_ice_1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Iw03_wplatform_ice_2, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Iw03_wplatform_ice_2, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing1, Iw03_wplatform_ice_2, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing2, Iw03_wplatform_ice_2, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Iw03_wplatform_ice_3, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = Iw03_wplatform_ice_3, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing1, Iw03_wplatform_ice_3, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing2, Iw03_wplatform_ice_3, REP_HOSTILE_THRESHOLD
[Trigger]
nickname = launch_hacker_intercept1
system = Iw03
Cnd_True = no_params
Act_SpawnShip = hacker_intercept1, intercept_incoming
Act_SetVibe = hacker_intercept1, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = hacker_intercept1, Juni_mactan, REP_FRIEND_THRESHOLD
Act_SetVibe = Player, hacker_intercept1, REP_FRIEND_THRESHOLD
Act_SetVibe = Juni_mactan, hacker_intercept1, REP_FRIEND_THRESHOLD
Act_SetVibeShiptoLbl = hacker_intercept1, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = hacker_intercept1, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing1, hacker_intercept1, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing2, hacker_intercept1, REP_HOSTILE_THRESHOLD
Act_ActTrig = return_hacker_1
[Trigger]
nickname = return_hacker_1
system = Iw03
Cnd_Destroyed = rheinland_assault_wing, -1
Act_SetLifeTime = hacker_intercept1, 2
Act_GiveObjList = hacker_intercept1, dock_with_iw03_02_2
[Trigger]
nickname = launch_hacker_intercept2
system = Iw03
Cnd_True = no_params
Act_SpawnShip = hacker_intercept2, intercept_incoming
Act_SetVibe = hacker_intercept2, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = hacker_intercept2, Juni_mactan, REP_FRIEND_THRESHOLD
Act_SetVibe = Player, hacker_intercept2, REP_FRIEND_THRESHOLD
Act_SetVibe = Juni_mactan, hacker_intercept2, REP_FRIEND_THRESHOLD
Act_SetVibeShiptoLbl = hacker_intercept2, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = hacker_intercept2, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing1, hacker_intercept2, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing2, hacker_intercept2, REP_HOSTILE_THRESHOLD
Act_ActTrig = return_hacker_2
[Trigger]
nickname = return_hacker_2
system = Iw03
Cnd_Destroyed = rheinland_assault_wing, -1
Act_SetLifeTime = hacker_intercept2, 2
Act_GiveObjList = hacker_intercept2, dock_with_iw03_02_2
[Trigger]
nickname = launch_hacker_intercept3
system = Iw03
Cnd_True = no_params
Act_SpawnShip = hacker_intercept3, intercept_incoming
Act_SetVibe = hacker_intercept3, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = hacker_intercept3, Juni_mactan, REP_FRIEND_THRESHOLD
Act_SetVibe = Player, hacker_intercept3, REP_FRIEND_THRESHOLD
Act_SetVibe = Juni_mactan, hacker_intercept3, REP_FRIEND_THRESHOLD
Act_SetVibeShiptoLbl = hacker_intercept3, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = hacker_intercept3, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing1, hacker_intercept3, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing2, hacker_intercept3, REP_HOSTILE_THRESHOLD
Act_ActTrig = return_hacker_3
[Trigger]
nickname = return_hacker_3
system = Iw03
Cnd_Destroyed = rheinland_assault_wing, -1
Act_SetLifeTime = hacker_intercept3, 2
Act_GiveObjList = hacker_intercept3, dock_with_iw03_02_2
[Trigger]
nickname = launch_hacker_intercept4
system = Iw03
Cnd_True = no_params
Act_SpawnShip = hacker_intercept4, intercept_incoming
Act_SetVibe = hacker_intercept4, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = hacker_intercept4, Juni_mactan, REP_FRIEND_THRESHOLD
Act_SetVibe = Player, hacker_intercept4, REP_FRIEND_THRESHOLD
Act_SetVibe = Juni_mactan, hacker_intercept4, REP_FRIEND_THRESHOLD
Act_SetVibeShiptoLbl = hacker_intercept4, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = hacker_intercept4, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing1, hacker_intercept4, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing2, hacker_intercept4, REP_HOSTILE_THRESHOLD
Act_ActTrig = return_hacker_4
[Trigger]
nickname = return_hacker_4
system = Iw03
Cnd_Destroyed = rheinland_assault_wing, -1
Act_SetLifeTime = hacker_intercept4, 2
Act_GiveObjList = hacker_intercept4, dock_with_iw03_02_2
[Trigger]
nickname = launch_hacker_intercept5
system = Iw03
Cnd_True = no_params
Act_SpawnShip = hacker_intercept5, intercept_incoming
Act_SetVibe = hacker_intercept5, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = hacker_intercept5, Juni_mactan, REP_FRIEND_THRESHOLD
Act_SetVibe = Player, hacker_intercept5, REP_FRIEND_THRESHOLD
Act_SetVibe = Juni_mactan, hacker_intercept5, REP_FRIEND_THRESHOLD
Act_SetVibeShiptoLbl = hacker_intercept5, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = hacker_intercept5, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing1, hacker_intercept5, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing2, hacker_intercept5, REP_HOSTILE_THRESHOLD
Act_ActTrig = return_hacker_5
[Trigger]
nickname = return_hacker_5
system = Iw03
Cnd_Destroyed = rheinland_assault_wing, -1
Act_SetLifeTime = hacker_intercept5, 2
Act_GiveObjList = hacker_intercept5, dock_with_iw03_02_2
[Trigger]
nickname = launch_hacker_intercept6
system = Iw03
Cnd_True = no_params
Act_SpawnShip = hacker_intercept6, intercept_incoming
Act_SetVibe = hacker_intercept6, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = hacker_intercept6, Juni_mactan, REP_FRIEND_THRESHOLD
Act_SetVibe = Player, hacker_intercept6, REP_FRIEND_THRESHOLD
Act_SetVibe = Juni_mactan, hacker_intercept6, REP_FRIEND_THRESHOLD
Act_SetVibeShiptoLbl = hacker_intercept6, rheinland_assault_wing1, REP_HOSTILE_THRESHOLD
Act_SetVibeShiptoLbl = hacker_intercept6, rheinland_assault_wing2, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing1, hacker_intercept6, REP_HOSTILE_THRESHOLD
Act_SetVibeLbltoShip = rheinland_assault_wing2, hacker_intercept6, REP_HOSTILE_THRESHOLD
Act_ActTrig = return_hacker_6
[Trigger]
nickname = return_hacker_6
system = Iw03
Cnd_Destroyed = rheinland_assault_wing, -1
Act_SetLifeTime = hacker_intercept6, 2
Act_GiveObjList = hacker_intercept6, dock_with_iw03_02_2
[Dialog]
nickname = sendcomm_DX_M04_1230_JUNI
system = Iw03
line = Juni_mactan, Player, DX_M04_1230_JUNI
line = Player, Player, DX_M04_1234_TRENT
line = Juni_mactan, Player, DX_M04_1236_JUNI
[Trigger]
nickname = key_to_br04_init
system = Br04
Cnd_SystemEnter = Br04
Act_PlayMusic = none, none, none, music_br_space
Act_SetNNState = nn_leeds3, active
Act_SetNNObj = nn_leeds3
Act_PlayerCanDock = true
Act_PlayerCanDock = false, Br04_01_dock_ring
Act_RandomPop = true
Act_HostileClamp = true
Act_ActTrig = sendcomm_DX_M04_1370_JUNI
Act_ActTrig = sendcomm_DX_M04_1380_JUNI
Act_ActTrig = land_on_leeds
[Trigger]
nickname = sendcomm_DX_M04_1370_JUNI
system = Br04
Cnd_DistVec = outside, Player, 32883, 0, 50064, 2000
Act_EtherComm = juni, 216400, Player, DX_M04_1370_JUNI, -1, pl_female4_head_helmet, li_hatcher_body, comm_br_elite_female
Act_Invulnerable = Br04_01_dock_ring, true
[Trigger]
nickname = sendcomm_DX_M04_1380_JUNI
system = Br04
Cnd_DistShip = inside, Player, Br04_01, 5000
Act_EtherComm = juni, 216400, Player, DX_M04_1380_JUNI, -1, pl_female4_head_helmet, li_hatcher_body, comm_br_elite_female
Act_SetRep = Player, li_lsf_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = Player, li_n_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = Player, li_p_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = Player, rh_n_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = Player, gd_bh_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = Player, fc_lh_grp, REP_NEUTRAL
Act_SetNNState = nn_leeds3, COMPLETE
Act_SetNNState = nn_leeds4, active
Act_SetNNObj = nn_leeds4
[Trigger]
nickname = land_on_leeds
system = Br04
Cnd_BaseEnter = Br04_01_base
Act_ActTrig = lce_arms
Act_SetNNObj = nn_meet_tobias
[Trigger]
nickname = lce_arms
system = Br04
Cnd_LocEnter = Equipment, Br04_01_base
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_AdjAcct = 25000
Act_AddRTC = missions\m04\M004_s021x_Br04_01_nrml.ini
Act_ActTrig = mission_completed
[Trigger]
nickname = mission_completed
Cnd_LocExit = Equipment, Br04_01_base
Act_NNIds = 30435, HISTORY
Act_LockDock = Player, Li01_08, unlock
Act_LockDock = Player, Li01_09, unlock
Act_LockDock = Player, Dock_Ring_Li01_01, unlock
Act_LockDock = Player, Li01_09, unlock
Act_LockDock = Player, Iw03_02, unlock
Act_LockDock = Player, Br02_to_Iw03_hole, unlock
Act_LockDock = Player, Iw03_to_Br02_hole, unlock
Act_LockDock = Player, Iw03_to_Li02, unlock
Act_LockDock = Player, Li02_to_Iw03, unlock
Act_LockDock = Player, Iw03_to_Br04_hole, unlock
Act_LockDock = Player, Br04_to_Iw03_hole, unlock
Act_LockDock = Player, Li04_to_Iw01, unlock
Act_LockDock = Player, Li04_to_Iw02, unlock
Act_LockDock = Player, Li04_to_Iw02_hole, unlock
Act_LockDock = Player, Li03_to_Iw05, unlock
Act_LockDock = Player, Li03_to_Iw05_hole, unlock
Act_LockDock = Player, Li03_to_Iw06, unlock
Act_LockDock = Player, Li03_to_Iw06_hole, unlock
Act_LockDock = Player, Li02_to_Iw04, unlock
Act_LockDock = Player, Li02_to_Iw04_hole, unlock
Act_LockDock = Player, Iw01_to_Li04, unlock
Act_LockDock = Player, Iw02_to_Li04, unlock
Act_LockDock = Player, Iw02_to_Li04_hole, unlock
Act_LockDock = Player, Iw04_to_Li02, unlock
Act_LockDock = Player, Iw04_to_Li02_hole, unlock
Act_LockDock = Player, Iw05_to_Li03, unlock
Act_LockDock = Player, Iw05_to_Li03_hole, unlock
Act_LockDock = Player, Iw06_to_Li03, unlock
Act_LockDock = Player, Iw06_to_Li03_hole, unlock
Act_LockDock = Player, Iw03_to_Li01, unlock
Act_LockDock = Player, Li01_to_Iw03, unlock
Act_SetRep = Player, gd_bh_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = Player, li_n_grp, -0.9
Act_SetRep = Player, li_lsf_grp, -0.9
Act_SetRep = Player, li_p_grp, -0.9
Act_SetRep = Player, gd_bh_grp, -0.9
Act_SetRep = Player, br_n_grp, 0
Act_SetRep = Player, br_p_grp, 0
Act_SetRep = Player, fc_lh_grp, REP_NEUTRAL_FRIENDLY
Act_SetRep = Player, fc_ou_grp, -0.9
Act_SetRep = Player, fc_lr_grp, 0
Act_SetRep = Player, fc_g_grp, -0.9
Act_SetRep = Player, fc_m_grp, -0.9
Act_ChangeState = SUCCEED