freelancer-hd-edition/DATA/MISSIONS/M08/m08.ini
C.S. Melis ba4c5b849d Fix 2 issues in Mission 8
When taking the jumphole from New Tokyo to Honshu during Mission 8, an issue would be apparent where one BD fighter fails to enter formation and gets left behind. This however doesn't happen when the latest Autosave is loaded; the BD fighter will enter formation correctly and follow the squad. The issue was caused by the fact that the BD fighter didn't jump through correctly, which has now been fixed. Another notable issue was that another BD fighter would spawn right near Yukawa Shipyard, before you and the other BD fighters reach the Transport. This resulted in the BD fighter getting destroyed by the Naval Forces escort as soon as you arrived. This caused Ozu to say 'We lost a fighter, we need to cover each other' right away. This has been fixed by making the BD fighter a part of the escort as soon you enter Honshu. It may sound a bit strange that you suddenly have an additional fighter (4 in total), despite Juni asking about the 3 ships before taking the jumphole. However, based on the radio messages from Ozu, this approach makes the most sense.
2022-10-22 12:34:06 +02:00

1180 lines
28 KiB
INI

[Mission]
npc_ship_file = missions\m08\npcships.ini
[NPC]
nickname = Juni
npc_ship_arch = MSN08_Juni
voice = Juni
space_costume = pl_female4_head_helmet, li_hatcher_body, comm_br_elite_female
affiliation = li_lsf_grp
individual_name = 216800
[NPC]
nickname = Ozu
npc_ship_arch = MSN08_Ozu
voice = Ozu
space_costume = ku_sales_head, pl_male1_journeyman_body, comm_br_elite
affiliation = fc_bd_grp
individual_name = 216801
[NPC]
nickname = transport
affiliation = ku_n_grp
npc_ship_arch = MSN08_Transport
space_costume = ge_male2_head, pl_male3_journeyman_body, prop_neuralnet_E_right
voice = pilot_f_leg_m01
individual_name = 216803
[NPC]
nickname = bd_1
npc_ship_arch = MSN08_Ozu_Reinforcement
voice = pilot_c_ill_f01
space_costume = li_newscaster_head_gen_hat, ku_kym_body, comm_br_elite_female
affiliation = fc_bd_grp
individual_name = 216802
[NPC]
nickname = bd_2
npc_ship_arch = MSN08_Ozu_Reinforcement
voice = pilot_f_ill_m01
space_costume = ku_captain_head, pl_male3_journeyman_body, comm_ge_generic1
affiliation = fc_bd_grp
individual_name = 216802
[NPC]
nickname = bd_3
npc_ship_arch = MSN08_Ozu_Reinforcement
voice = pilot_c_ill_m02
space_costume = ku_bartender_head_hat, pl_male3_journeyman_body, comm_ge_generic1
affiliation = fc_bd_grp
individual_name = 216802
[NPC]
nickname = rh_1
npc_ship_arch = MSN08_Nomad_Kusari_Heavy_Fighter
space_costume = ku_tenji_head, ku_male_elite_body, comm_ku_kym
affiliation = ku_n_grp
individual_name = 196851
voice = pilot_c_leg_m01
[NPC]
nickname = rh_2
npc_ship_arch = MSN08_Nomad_Kusari_Light_Fighter
space_costume = ku_tenji_head, ku_male_elite_body, comm_ku_kym
affiliation = ku_n_grp
individual_name = 196851
voice = pilot_c_leg_m01a
[NNObjective]
nickname = null
state = HIDDEN
type = ids, 21660
[NNObjective]
nickname = land
state = HIDDEN
type = ids, 23410
[NNObjective]
nickname = launch
state = HIDDEN
type = navmarker, Ku01, 23415, 1, 48666, 0, 30846
[NNObjective]
nickname = mark_ring
state = HIDDEN
type = rep_inst, Ku01, 22225, 1, 48666, 0, 30846, Ku01_Trade_Lane_Ring_32
[NNObjective]
nickname = meet
state = HIDDEN
type = navmarker, Ku01, 23420, 23420, 62399, 0, -2021
[NNObjective]
nickname = Follow
state = HIDDEN
type = rep_inst, Ku01, 23425, 23425, 34372, 0, -40619, Ku01_to_Ku04_hole
[NNObjective]
nickname = search
state = HIDDEN
type = rep_inst, Ku06, 23430, 23430, -35122, 50, -25884, Transport1
[NNObjective]
nickname = destroy_platforms
state = HIDDEN
type = ids, 23433
[NNObjective]
nickname = defend_transport
state = HIDDEN
type = ids, 23437
[NNObjective]
nickname = capture
state = HIDDEN
type = ids, 23435
[NNObjective]
nickname = return
state = HIDDEN
type = rep_inst, Ku06, 23440, 1, -28187, 0, -68174, Ku04_to_Ku06_hole
[NNObjective]
nickname = defend
state = HIDDEN
type = ids, 24030
[NNObjective]
nickname = goto_ku06
state = HIDDEN
type = rep_inst, Ku04, 23441, 23441, 34372, 0, -40619, Ku04_to_Ku06_hole
[NNObjective]
nickname = return2
state = HIDDEN
type = rep_inst, Ku06, 23440, 1, 34372, 0, -40619, Ku06_01
[NNObjective]
nickname = land_end
state = HIDDEN
type = rep_inst, Ku06, 23445, 1, 34372, 0, -40619, Ku06_01
[MsnShip]
nickname = Juni
NPC = Juni
label = Juni
jumper = true
label = us
[MsnShip]
nickname = Ozu
NPC = Ozu
label = Ozu
jumper = true
label = us
label = gangsters
[MsnShip]
nickname = bd_1
NPC = bd_1
position = 79980, 0, -1585
label = gangsters
orientation = 0.717363, 0.007272, 0.69663, -0.006688
jumper = true
label = us
[MsnShip]
nickname = bd_2
NPC = bd_2
position = 79980, 0, -1565
label = gangsters
orientation = 0.717363, 0.007272, 0.69663, -0.006688
jumper = true
label = us
[MsnShip]
nickname = bd_3
NPC = bd_3
position = 79980, 0, -1545
label = gangsters
orientation = 0.717363, 0.007272, 0.69663, -0.006688
jumper = true
label = us
[MsnShip]
nickname = bd_4
NPC = bd_1
position = -58665, 0, -34456
label = gangsters
orientation = 0.717363, 0.007272, 0.69663, -0.006688
jumper = true
label = us
[MsnShip]
nickname = bd_5
NPC = bd_3
position = 9542, 0, 10445
label = gangsters
orientation = 0.717363, 0.007272, 0.69663, -0.006688
jumper = true
label = us
[MsnShip]
nickname = Transport1
NPC = transport
position = -35396.4, 38.0114, -25786.5
label = Transport1
orientation = 0.810866, -0.017925, -0.584793, -0.013876
jumper = true
radius = 0
[MsnShip]
nickname = Transport2
NPC = transport
position = 12981, 0, -38343
label = Transport1
orientation = 0.5503, 0.0271, -0.8344, 0.0148
jumper = true
[MsnShip]
nickname = rh_1
NPC = rh_1
system = Ku04
label = badguy
random_name = true
[MsnShip]
nickname = rh_2
NPC = rh_2
system = Ku04
label = badguy
random_name = true
[MsnShip]
nickname = rh_3
NPC = rh_2
system = Ku04
label = badguy
random_name = true
[MsnShip]
nickname = rh_4
NPC = rh_2
system = Ku04
label = badguy
random_name = true
[MsnShip]
nickname = rh_5
NPC = rh_1
system = Ku04
label = badguy
random_name = true
[MsnShip]
nickname = rh_6
NPC = rh_1
system = Ku04
label = badguy
random_name = true
[MsnShip]
nickname = rh_7
NPC = rh_1
system = Ku04
label = badguy
random_name = true
[MsnShip]
nickname = rh_8
NPC = rh_1
system = Ku04
label = badguy
random_name = true
[MsnShip]
nickname = rh_9
NPC = rh_1
system = Ku04
label = badguy2
rel_pos = 0, Player, 2500
random_name = true
[MsnShip]
nickname = rh_10
NPC = rh_2
system = Ku04
label = badguy2
rel_pos = 0, Player, 2475
random_name = true
[MsnShip]
nickname = rh_11
NPC = rh_2
system = Ku04
label = badguy2
rel_pos = 0, Player, 2450
random_name = true
[MsnShip]
nickname = rh_12
NPC = rh_1
system = Ku04
label = badguy2
rel_pos = 0, Player, 2425
random_name = true
[MsnSolar]
nickname = hostile_platform1
string_id = 216121
faction = rh_n_grp
system = Ku04
position = -35546, 0, -25723
orientation = 0.983794, -0.00403, 0.179244, -0.002224
label = hostile_platform
radius = 0
archetype = wplatform
loadout = weapon_platform_m08
pilot = MSN08_Weapon_Platform
[MsnSolar]
nickname = hostile_platform2
string_id = 216121
faction = rh_n_grp
system = Ku04
position = -34730, 0, -26025
orientation = 0.983794, -0.00403, 0.179244, -0.002224
label = hostile_platform
radius = 0
archetype = wplatform
loadout = weapon_platform_m08
pilot = MSN08_Weapon_Platform
[MsnFormation]
nickname = our_formation
position = 34178, 0, -40650
orientation = 0.948642, -0.150155, -0.27719, -0.026423
formation = fighter_pirate
ship = Ozu
ship = Juni
[Trigger]
nickname = general_triggers
system = ANY
Cnd_True = no_params
Act_MarkObj = Juni, 1
Act_ActTrig = juni_dies
Act_ActTrig = ozu_dies
Act_ActTrig = transport1_dies
Act_ActTrig = mark_npcs
Act_ActTrig = invulnerability
Act_SetVibeLbl = us, us, REP_FRIEND_MAXIMUM
[Trigger]
nickname = juni_dies
system = ANY
Cnd_Destroyed = Juni, 1, ALL_IGNORE_LANDING
Act_ChangeState = FAIL, 23388
[Trigger]
nickname = ozu_dies
system = ANY
Cnd_Destroyed = Ozu, 1, ALL_IGNORE_LANDING
Act_ChangeState = FAIL, 23796
[Trigger]
nickname = transport1_dies
system = ANY
Cnd_Destroyed = Transport1, 1, ALL_IGNORE_LANDING
Act_ChangeState = FAIL, 23550
[Trigger]
nickname = mark_npcs
system = ANY
Cnd_True = no_params
Act_MarkObj = Ozu, 1
Act_MarkObj = Juni, 1
[Trigger]
nickname = lets_be_friends
system = ANY
Cnd_True = no_params
Act_SetVibeLbl = us, us, REP_FRIEND_THRESHOLD
[Trigger]
nickname = invulnerability
system = ANY
Cnd_True = no_params
Act_Invulnerable = Juni, true, false, 0.99
Act_Invulnerable = Ozu, true, false, 0.99
[ObjList]
system = ANY
nickname = Idle
BreakFormation = no_params
Idle = no_params
[ObjList]
system = ANY
nickname = goto_player
GotoShip = goto, Player, 500, false
[Trigger]
nickname = clear_waypoint
Cnd_SystemExit = ANY
Act_SetNNObj = null, OBJECTIVE_HISTORY
[Trigger]
nickname = key_offer
Cnd_True = no_params
InitState = ACTIVE
Act_ActTrig = lce_bar_ku01_05
Act_SetNNObj = land
Act_ActTrig = beginning_ether
Act_LockDock = Player, Ku01_05, unlock
Act_NNPath = 23410, 23410, Ku01_05, Ku01
Act_ActTrig = draw_path_to_newtoyko
Act_ActTrig = keep_door_open
[Trigger]
nickname = keep_door_open
Cnd_True = no_params
repeatable = true
Act_SetVibeOfferBaseHack = Ku01_05
[Trigger]
nickname = draw_path_to_newtoyko
system = ALL
Cnd_InSpace = true
Act_NNPath = 23410, 23410, Ku01_05, Ku01
[Trigger]
nickname = entered_the_system
Cnd_SystemEnter = Ku01
Act_NNPath = 23410, 23410, Ku01_05, Ku01
[Trigger]
nickname = beginning_ether
system = ANY
Cnd_InSpace = true
Act_EtherComm = Juni, 216200, Player, dx_m08_0000_Juni, -1, pl_female4_head, li_hatcher_body
[Trigger]
nickname = lce_bar_ku01_05
Cnd_LocEnter = Bar, ku01_05_base
Act_AddRTC = missions\m08\M008_s045a_ku01_05_offer.ini
Act_ActTrig = mrp_reject
Act_ActTrig = mrp_accept
Act_ActTrig = write_mission_log
[Trigger]
nickname = mrp_reject
Cnd_MsnResponse = reject
Act_RemoveRTC = missions\m08\M008_s045a_ku01_05_offer.ini
Act_AddRTC = missions\m08\M008_s045d_ku01_05_reoffer.ini, repeatable
[Trigger]
nickname = write_mission_log
Cnd_MsnResponse = reject
Act_NNIds = 30805, HISTORY
[Trigger]
nickname = mrp_accept
Cnd_MsnResponse = accept
Act_RemoveRTC = missions\m08\M008_s045d_ku01_05_reoffer.ini
Act_AddRTC = missions\m08\M008_s046x_ku06_01_nrml.ini
Act_ActTrig = ku01_spawner
Act_SetTitle = 23400
Act_SetOffer = 23405
Act_SetNNObj = launch
Act_DeactTrig = mrp_reject
Act_RandomPop = false
Act_SetRep = Player, fc_bd_grp, REP_FRIEND_THRESHOLD
Act_DeactTrig = beginning_ether
Act_DeactTrig = entered_the_system
Act_NNIds = 30800, HISTORY
Act_DeactTrig = keep_door_open
[Trigger]
nickname = ku01_spawner
system = Ku01
Cnd_SpaceEnter = Ku01
Act_SpawnFormation = our_formation, 48670, 0, 31024, 0.866026, 0.000115, -0.5, 6.6e-005
Act_ActTrig = ku01_init
Act_ActTrig = general_triggers
Act_SetNNObj = null, OBJECTIVE_HISTORY
Act_SetVibeLbl = us, us, REP_FRIEND_THRESHOLD
Act_SetVibe = Ozu, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = Juni, Player, REP_FRIEND_THRESHOLD
[Trigger]
nickname = ku01_init
system = Ku01
Cnd_LaunchComplete = Player
Act_PobjIdle = no_params
Act_GiveObjList = Ozu, follow_player
Act_ActTrig = lets_be_friends
Act_ActTrig = ku01_to_gate
Act_ActTrig = ku01_end
Act_ActTrig = clear_waypoint
Act_SpawnShip = bd_1
Act_SpawnShip = bd_2
Act_SpawnShip = bd_3
Act_ActTrig = ku01_timer
Act_ActTrig = first_objective_done
Act_PlayerCanDock = false, Ku01_to_Ku04_hole
Act_NagDistTowards = POS, nag_tl, Ozu, 92947, 0, 50, 23970, 100
Act_StartDialog = ozu_intro
Act_LockDock = Player, Ku01_to_Ku04_hole, unlock
Act_ActTrig = first_tradelane_entered
Act_SetVibe = Ku01_to_Ku04, Ozu, REP_FRIEND_THRESHOLD
Act_PlayerCanTradelane = false, Ku01_Trade_Lane_Ring_32, Ku01_Trade_Lane_Ring_25
Act_ActTrig = watching_100
[Trigger]
nickname = watching_100
system = Ku01
Cnd_CommComplete = DX_M08_0100_OZU
Act_SetNNObj = mark_ring
[ObjList]
nickname = follow_player
SetPriority = ALWAYS_EXECUTE
Follow = Player, 1500, -100, 50, -200
[Dialog]
nickname = ozu_intro
system = Ku01
line = Ozu, Player, DX_M08_0100_OZU
line = Juni, Player, DX_M08_0105_JUNI
line = Ozu, Player, DX_M08_0110_OZU
line = Juni, Player, DX_M08_0120_JUNI
line = Ozu, Player, DX_M08_0130_OZU
[Trigger]
nickname = first_tradelane_entered
system = Ku01
Cnd_TLEntered = Player, Ku01_Trade_Lane_Ring_32, Ku01_Trade_Lane_Ring_31
Act_LockManeuvers = true
Act_SetNNObj = null, OBJECTIVE_HISTORY
[Trigger]
nickname = ku01_timer
system = Ku01
Cnd_True = no_params
Act_SetVibe = bd_1, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = bd_2, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = bd_3, Player, REP_FRIEND_THRESHOLD
[Trigger]
nickname = first_objective_done
system = Ku01
Cnd_TLExited = Ozu, Ku01_Trade_Lane_Ring_25
Act_GiveObjList = Ozu, head_to_destination
Act_StartDialog = to_dragons
Act_NagOff = nag_tl
Act_NagDistTowards = POS, nag_dragons, Ozu, 62399, 0, -2021, 23198, 100
Act_ActTrig = wait_for_navmarker
Act_LockManeuvers = false
Act_PlayMusic = music_friendly_encouragement, none, none, none
[Trigger]
nickname = wait_for_navmarker
system = Ku01
Cnd_CommComplete = DX_M08_0150_OZU
Act_SetNNObj = meet
[Dialog]
nickname = to_dragons
system = Ku01
line = Ozu, Player, DX_M08_0150_OZU
line = Juni, Player, DX_M08_0160_JUNI
line = Ozu, Player, DX_M08_0170_OZU
[ObjList]
system = Ku01
nickname = head_to_destination
SetPriority = ALWAYS_EXECUTE
Follow = Player, 1500, -100, 50, -200
[Trigger]
nickname = ku01_to_gate
system = Ku01
Cnd_DistShip = inside, Ozu, Ku01_to_Ku04_hole, 9000
Act_StartDialog = meet_more_dragons
Act_GiveObjList = Ozu, goto_hole
Act_ActTrig = set_navmarker_to_jumphole
Act_PlayMusic = music_reveal_and_exposition, none, none, none
[Trigger]
nickname = set_navmarker_to_jumphole
system = Ku01
Cnd_CommComplete = DX_M08_0210_OZU
Act_SetNNObj = Follow
Act_ActTrig = jumphole_watcher
Act_NagOff = nag_dragons
Act_NagDistTowards = OBJ, nag_hole, Ozu, Ku01_to_Ku04_hole, 23198, 800
[Dialog]
nickname = meet_more_dragons
system = Ku01
line = bd_1, Player, DX_M08_0180_DRAGON
line = Ozu, Player, DX_M08_0190_OZU
line = bd_1, Player, DX_M08_0200_DRAGON
line = Ozu, Player, DX_M08_0210_OZU
line = Juni, Player, DX_M08_0220_JUNI
line = Ozu, Player, DX_M08_0230_OZU
[Trigger]
nickname = jumphole_watcher
system = Ku01
Cnd_DistShip = inside, Ozu, Ku01_to_Ku04_hole, 800
Act_SendComm = Ozu, Player, DX_M08_0240_OZU
Act_GiveObjList = Ozu, Idle
Act_NagOff = nag_hole
Act_NagDistLeaving = nag_jump, Ozu, Ku01_to_Ku04_hole, 23175, 1
[ObjList]
system = Ku01
nickname = goto_hole
MakeNewFormation = fighter_pirate, Juni, bd_1, bd_2, bd_3
SetPriority = NORMAL
Follow = Player, 1500, -100, 50, -200
[Trigger]
nickname = ku01_end
system = Ku04
Cnd_NPCSystemEnter = Ku04, Ozu, Juni, Player, bd_2, bd_3
Act_SpawnShip = bd_4
Act_SpawnShip = Transport1, no_ol, -35122, 50, -25884, 0.792769, 0, -0.607844, 0.029672
Act_ActTrig = ku04_init
Act_NagOff = nag_jump
[Trigger]
nickname = ku04_init
system = Ku04
Cnd_True = no_params
Act_PobjIdle = no_params
Act_ActTrig = spawn_all_ships
Act_ActTrig = escorts_dead
Act_ActTrig = ku04_end
Act_SetVibe = Ozu, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = Juni, Player, REP_FRIEND_THRESHOLD
Act_SetVibeLbl = us, badguy, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = us, us, REP_FRIEND_THRESHOLD
Act_PlayerCanDock = false, Ku04_to_Ku06_hole
Act_StartDialog = dialog_ku04
Act_NagDistTowards = POS, nag_transport1, Ozu, -35122, 50, -25884, 22970, 2500
Act_ActTrig = near_transport
Act_MarkObj = Transport1, 1
Act_PlayMusic = music_upcoming_action_heavy, none, none, none
Act_NNIds = 30810, HISTORY
Act_PlayerEnemyClamp = 1, 1
[Dialog]
nickname = dialog_ku04
system = Ku04
line = Ozu, Player, DX_M08_0250_OZU
line = bd_2, Player, DX_M08_0260_DRAGON
line = Ozu, Player, DX_M08_0270_OZU
line = Juni, Player, DX_M08_0280_JUNI
line = Ozu, Player, DX_M08_0290_OZU
line = Juni, Player, DX_M08_0300_JUNI
line = Ozu, Player, DX_M08_0310_OZU
line = Juni, Player, DX_M08_0320_JUNI
line = Ozu, Player, DX_M08_0330_OZU
[Trigger]
nickname = spawn_all_ships
system = Ku04
Cnd_True = no_params
Act_SpawnShip = rh_1, stay_in_range, -35485, 0, -26917
Act_SpawnShip = rh_2, stay_in_range, -34715, 0, -26519
Act_SpawnShip = rh_3, stay_in_range, -35933, 0, -25996
Act_SpawnShip = rh_4, stay_in_range, -35462, 0, -25083
Act_SpawnShip = rh_5, stay_in_range, -34349, 0, -25591
Act_SpawnShip = rh_6, stay_in_range, -34700, 0, -27721
Act_SpawnShip = rh_7, stay_in_range, -36307, 0, -27136
Act_SpawnShip = rh_8, stay_in_range, -33758, 0, -26301
Act_SpawnSolar = hostile_platform1
Act_SpawnSolar = hostile_platform2
Act_GiveObjList = Ozu, head_to_transport1
Act_ActTrig = out_of_nebula
Act_SetNNObj = search
Act_SetVibeLblToShip = badguy, Transport1, REP_FRIEND_MAXIMUM
Act_SetVibeShipToLbl = Transport1, badguy, REP_FRIEND_MAXIMUM
Act_SetVibeLblToShip = us, Transport1, REP_FRIEND_THRESHOLD
Act_SetVibeShipToLbl = Transport1, us, REP_FRIEND_THRESHOLD
Act_SetVibeShipToLbl = Ku04_03, us, REP_FRIEND_MAXIMUM
Act_SetVibeShipToLbl = Ku04_03, badguy, REP_FRIEND_MAXIMUM
[ObjList]
system = Ku04
nickname = stay_in_range
StayInRange = Transport1, 2000
[ObjList]
system = Ku04
nickname = head_to_transport1
SetPriority = NORMAL
MakeNewFormation = fighter_pirate, Juni, bd_1, bd_2, bd_3, bd_4
Follow = Player, 1500, -100, 50, -200
[Trigger]
nickname = out_of_nebula
system = Ku04
Cnd_DistShip = inside, Ozu, Transport1, 8000
Act_StartDialog = outside_nebula
Act_Cloak = badguy, false
Act_SetVibeLbl = us, badguy, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = badguy, us, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = badguy, Transport1, REP_FRIEND_MAXIMUM
Act_SetVibeShipToLbl = Transport1, badguy, REP_FRIEND_MAXIMUM
Act_ActTrig = watcher_380
[Dialog]
nickname = outside_nebula
system = Ku04
line = Ozu, Player, DX_M08_0340_OZU
line = bd_1, Player, DX_M08_0350_DRAGON
line = bd_2, Player, DX_M08_0360_DRAGON
line = Juni, Player, DX_M08_0370_JUNI
line = Ozu, Player, DX_M08_0380_OZU
[Trigger]
nickname = near_transport
system = Ku04
Cnd_DistShip = inside, Ozu, Transport1, 3000
Act_GiveObjList = Ozu, break
Act_Cloak = badguy, false
Act_NagOff = nag_transport1
[Trigger]
nickname = watcher_380
system = Ku04
Cnd_CommComplete = DX_M08_0380_OZU
Act_MarkObj = hostile_platform1, 1
Act_MarkObj = hostile_platform2, 1
Act_ActTrig = after_breaking
Act_NagDistLeaving = nag_battle1, Juni, Juni, 13093, 10000, NAG_ALWAYS
[Trigger]
nickname = after_breaking
system = Ku04
Cnd_True = no_params
Act_SetVibeLbl = badguy, gangsters, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = badguy, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = hostile_platform, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = hostile_platform, us, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = gangsters, badguy, REP_HOSTILE_THRESHOLD
Act_SetVibe = Ozu, Player, REP_FRIEND_THRESHOLD
Act_SetVibeLbl = us, Transport1, REP_FRIEND_THRESHOLD
Act_SetVibeLbl = Transport1, us, REP_FRIEND_THRESHOLD
Act_SetVibe = Transport1, Player, REP_NEUTRAL
Act_SetVibeLbl = us, badguy, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = badguy, us, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = badguy, Transport1, REP_FRIEND_MAXIMUM
Act_SetVibeShipToLbl = Transport1, badguy, REP_FRIEND_MAXIMUM
Act_SetNNObj = destroy_platforms
Act_ActTrig = audio_watchers
Act_ActTrig = check_platforms_to_mark
Act_ActTrig = 490_watcher
Act_ActTrig = clean_ku04
Act_ActTrig = horsing_around_timer
[Trigger]
nickname = horsing_around_timer
system = Ku04
Cnd_Timer = 130
Act_ActTrig = horse_watcher
[Trigger]
nickname = horse_watcher
system = Ku04
Cnd_WatchTrigger = platform1, ACTIVE
Act_DeactTrig = platform2
Act_ChangeState = FAIL, 23565
[Trigger]
nickname = horsing_around_timer2
system = Ku04
Cnd_Timer = 130
Act_ActTrig = horse_watcher2
[Trigger]
nickname = horse_watcher2
system = Ku04
Cnd_WatchTrigger = platform2, ACTIVE
Act_DeactTrig = platform2
Act_ChangeState = FAIL, 23565
[ObjList]
nickname = break
system = Ku04
BreakFormation = no_params
[Trigger]
nickname = escorts_dead
system = Ku04
Cnd_Destroyed = badguy, 6, ALL
Act_SetVibeLbl = Transport1, Ozu, REP_FRIEND_THRESHOLD
Act_SetVibeLbl = Transport1, gangsters, REP_FRIEND_THRESHOLD
Act_SetVibeLbl = Transport1, Juni, REP_FRIEND_THRESHOLD
Act_SetVibeLblToShip = Transport1, Player, REP_FRIEND_THRESHOLD
Act_SetVibeLbl = Ozu, Transport1, REP_FRIEND_THRESHOLD
Act_SetVibeLbl = gangsters, Transport1, REP_FRIEND_THRESHOLD
Act_SetVibeLbl = Juni, Transport1, REP_FRIEND_THRESHOLD
Act_SetVibe = Transport1, Player, REP_FRIEND_THRESHOLD
Act_SetVibeLbl = us, us, REP_FRIEND_THRESHOLD
Act_ActTrig = final_battle
Act_ActTrig = check_platforms
Act_ActTrig = near_final_jumphole
Act_MarkObj = badguy, 0
Act_MarkObj = Transport1, 1
Act_PlayMusic = music_reveal_challenging, none, none, none
Act_AdjHealth = us, 0.75
Act_NagOff = nag_battle1
[Trigger]
nickname = check_platforms
system = Ku04
Cnd_WatchTrigger = platform2, off
Act_StartDialog = captured
Act_ActTrig = get_transport_out
Act_MarkObj = Ku04_to_Ku06_hole, 1
Act_ActTrig = set_hole_nn
[Trigger]
nickname = check_platforms_to_mark
system = Ku04
Cnd_Destroyed = hostile_platform, 2, ALL
Act_MarkObj = badguy, 1
Act_PlayerEnemyClamp = 2, 2
[Trigger]
nickname = set_hole_nn
system = Ku04
Cnd_True = no_params
Act_NagDistLeaving = nag_final_hole, Ozu, Transport1, 21965, 8000
[Trigger]
nickname = get_transport_out
system = Ku04
Cnd_True = no_params
Act_GiveObjList = Transport1, going_out
Act_ActTrig = transport_delay
Act_MarkObj = Transport1, 1
[Trigger]
nickname = transport_delay
system = Ku04
Cnd_DistVec = inside, Transport1, -33911, 0, -26344, 500
Act_SetVibeLbl = us, badguy, REP_FRIEND_MAXIMUM
Act_GiveObjList = Transport1, goto_base
[Trigger]
nickname = 490_watcher
system = Ku04
Cnd_CommComplete = DX_M08_0490_OZU
Act_SetNNObj = defend_transport
Act_NNIds = 30815, HISTORY
[ObjList]
nickname = going_out
system = Ku04
GotoVec = goto_no_cruise, -33911, 0, -26344, 100, false
[Trigger]
nickname = final_battle
system = Ku04
Cnd_DistShip = inside, Ozu, Ku04_to_Ku06_hole, 18000
Act_SpawnShip = rh_9
Act_SpawnShip = rh_10
Act_SpawnShip = rh_11
Act_SpawnShip = rh_12
Act_ActTrig = final_battle_spawned
Act_GiveObjList = Transport1, break_formation
[Trigger]
nickname = final_battle_spawned
system = Ku04
Cnd_True = no_params
Act_SetVibeLbl = us, badguy2, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = badguy2, us, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = badguy2, Player, REP_HOSTILE_THRESHOLD
Act_GiveObjList = rh_9, attack_us
Act_GiveObjList = rh_10, attack_us
Act_GiveObjList = rh_11, attack_us
Act_GiveObjList = rh_12, attack_us
Act_GiveObjList = Ozu, attack_them
Act_GiveObjList = Juni, attack_them
Act_StartDialog = final_four
Act_ActTrig = badguy2_first
Act_Cloak = badguy2, false
Act_MarkObj = badguy2, 1
Act_NagOff = nag_final_hole
Act_ActTrig = 560_watcher
Act_NagDistLeaving = nag_battle2, Juni, Juni, 13093, 10000, NAG_ALWAYS
Act_PlayerEnemyClamp = 2, 3
[Trigger]
nickname = 560_watcher
system = Ku04
Cnd_CommComplete = DX_M08_0560_OZU
Act_SetNNObj = defend
[Trigger]
nickname = badguy2_first
system = Ku04
Cnd_Destroyed = badguy2, 4
Act_SendComm = Ozu, Player, DX_M08_0580_OZU
Act_GiveObjList = Transport1, goto_base
Act_SetNNObj = return
Act_NagDistTowards = OBJ, nag_final_hole, Ozu, Ku04_to_Ku06_hole, 23198, 800
Act_PlayMusic = music_reveal_challenging, none, none, none
Act_AdjHealth = us, 0.75
Act_NagOff = nag_battle2
[Dialog]
nickname = final_four
system = Ku04
line = Transport1, Player, DX_M08_0550_TRANSPORT
line = Ozu, Player, DX_M08_0560_OZU
line = Juni, Player, DX_M08_0570_JUNI
[ObjList]
system = ANY
nickname = break_formation
BreakFormation = no_params
[ObjList]
system = ANY
nickname = attack_us
BreakFormation = no_params
GotoShip = goto, Transport1, 1000, false
[ObjList]
system = ANY
nickname = attack_them
SetPriority = NORMAL
GotoShip = goto, rh_9, 1000, false
[Dialog]
nickname = captured
system = Ku04
line = Ozu, Player, DX_M08_0490_OZU
line = Ozu, Player, DX_M08_0500_OZU
line = Transport1, Player, DX_M08_0510_TRANSPORT
line = Ozu, Player, DX_M08_0520_OZU
[Trigger]
nickname = near_final_jumphole
system = Ku04
Cnd_DistShip = inside, Ozu, Ku04_to_Ku06_hole, 800
Act_GiveObjList = Ozu, Idle
Act_SendComm = Ozu, Player, DX_M08_0590_OZU
Act_LockDock = Player, Ku04_to_Ku06_hole, unlock
Act_NagOff = nag_final_hole
Act_NagDistLeaving = nag_to_ku06, Ozu, Ku04_to_Ku06_hole, 23175, 1
Act_SetNNObj = goto_ku06
[Trigger]
nickname = clean_ku04
system = Ku04
Cnd_SystemExit = ANY
Act_SetNNObj = null, OBJECTIVE_HISTORY
Act_DeactTrig = near_final_jumphole
[ObjList]
system = Ku04
nickname = goto_base
SetPriority = ALWAYS_EXECUTE
MakeNewFormation = transport_bretonia, Ozu, Juni, bd_1, bd_2, bd_3, add_followers
GotoVec = goto, -28187, 0, -68147, 500, true, -1
[Trigger]
nickname = ku04_end
system = Ku06
Cnd_NPCSystemEnter = Ku06, Juni, Player, Ozu, Transport1
Act_ActTrig = ku06_init
Act_SpawnShip = bd_5
Act_NagOff = nag_to_ku06
Act_ActTrig = watching_0665
[Trigger]
nickname = ku06_init
system = Ku06
Cnd_True = no_params
Act_PobjIdle = no_params
Act_ActTrig = near_base
Act_PlayerCanDock = false, Ku06_01
Act_SetNNObj = return2
Act_StartDialog = ending_dialog
Act_GiveObjList = bd_5, goto_player
Act_SetVibeLbl = us, us, REP_FRIEND_THRESHOLD
Act_SetVibe = Ku06_01, Transport1, REP_FRIEND_MAXIMUM
Act_SetVibe = Transport1, Ku06_01, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = us, Transport1, REP_FRIEND_THRESHOLD
Act_SetVibeLbl = Transport1, us, REP_FRIEND_THRESHOLD
Act_SetVibe = Ku06_wplatform_rock2_3, Transport1, REP_FRIEND_MAXIMUM
Act_SetVibe = Transport1, Ku06_wplatform_rock2_3, REP_FRIEND_MAXIMUM
Act_SetVibe = Ku06_wplatform_rock2_4, Transport1, REP_FRIEND_MAXIMUM
Act_SetVibe = Transport1, Ku06_wplatform_rock2_4, REP_FRIEND_MAXIMUM
[Dialog]
nickname = ending_dialog
system = Ku06
line = bd_5, Player, DX_M08_0600_DRAGON
line = Ozu, Player, DX_M08_0610_OZU
line = bd_5, Player, DX_M08_0620_DRAGON
line = Ozu, Player, DX_M08_0630_OZU
line = Juni, Player, DX_M08_0635_JUNI
line = Juni, Player, DX_M08_0640_JUNI
line = Ozu, Player, DX_M08_0650_OZU
line = Juni, Player, DX_M08_0660_JUNI
line = Ozu, Player, DX_M08_0665_OZU
[Trigger]
nickname = near_base
system = Ku06
Cnd_DistVec = inside, Player, 63, 0, 460, 2000
Act_NagOff = head_to_the_base
Act_DeactTrig = juni_dies
Act_DeactTrig = ozu_dies
Act_DeactTrig = transport1_dies
Act_SetNNObj = land_end
Act_SetLifetime = gangsters, 100000
Act_SetLifetime = Transport1, 10000
Act_SetLifetime = Juni, 10
Act_SetLifetime = Ozu, 10
Act_ActTrig = ku06_to_base
Act_SendComm = Ozu, Player, DX_M08_0670_OZU
Act_NagDistLeaving = need_to_end, Ozu, Ku06_01, 23785, 100
[Trigger]
nickname = watching_0665
system = Ku06
Cnd_CommComplete = DX_M08_0635_JUNI
Act_NagDistTowards = POS, head_to_the_base, Ozu, 63, 0, 460, 23960, 2000
Act_GiveObjList = Transport1, head_to_base
[ObjList]
system = Ku06
nickname = head_to_base
MakeNewFormation = transport_kusari, Ozu, Juni, bd_1, bd_2, bd_3
GotoVec = goto, 23, 0, 1537, 500, false
[Trigger]
nickname = ku06_to_base
system = Ku06
Cnd_LocEnter = Cityscape, ku06_01_base
Act_AddRTC = missions\m08\M008_s046x_ku06_01_nrml.ini
Act_ActTrig = entering_bar
Act_NNIds = 30820, HISTORY
Act_SetNNObj = null, OBJECTIVE_HISTORY
Act_AdjAcct = 10000
Act_SetRep = Player, ku_p_grp, -0.8
Act_SetRep = Player, ku_n_grp, -0.8
Act_SetRep = Player, fc_bd_grp, 0.65
Act_SetRep = Player, fc_gc_grp, 0.3
Act_SetRep = Player, fc_fa_grp, 0.3
Act_SetRep = Player, fc_h_grp, 0.3
Act_SetRep = Player, co_alg_grp, -0.65
Act_SetRep = Player, co_be_grp, -0.65
Act_SetRep = Player, br_m_grp, -0.65
Act_SetRep = Player, co_nws_grp, -0.65
Act_SetRep = Player, co_hsp_grp, -0.65
Act_SetRep = Player, co_ic_grp, -0.65
Act_SetRep = Player, co_khc_grp, -0.65
Act_SetRep = Player, co_kt_grp, -0.65
Act_SetRep = Player, rh_m_grp, -0.65
Act_SetRep = Player, co_me_grp, -0.65
Act_SetRep = Player, co_ni_grp, -0.65
Act_SetRep = Player, co_os_grp, -0.65
Act_SetRep = Player, co_rs_grp, -0.65
Act_SetRep = Player, co_shi_grp, -0.65
Act_SetRep = Player, co_ss_grp, -0.65
Act_SetRep = Player, co_ti_grp, -0.65
Act_SetRep = Player, co_vr_grp, -0.65
[Trigger]
nickname = entering_bar
system = Ku06
Cnd_LocExit = Cityscape, ku06_01_base
Act_ChangeState = SUCCEED
[Trigger]
nickname = audio_watchers
system = Ku04
Cnd_True = no_params
Act_ActTrig = transport50
Act_ActTrig = transport20
Act_ActTrig = gangster1
Act_ActTrig = gangster2
Act_ActTrig = gangster3
Act_ActTrig = gangster4
Act_ActTrig = platform1
Act_ActTrig = platform2
Act_ActTrig = badguy1
Act_ActTrig = badguy2
Act_ActTrig = badguy3
[Trigger]
nickname = transport50
system = Ku04
Cnd_HealthDec = Transport1, 0.5
Act_SendComm = Transport1, Player, DX_M08_0530_TRANSPORT
[Trigger]
nickname = transport20
system = Ku04
Cnd_HealthDec = Transport1, 0.2
Act_SendComm = Transport1, Player, DX_M08_0540_TRANSPORT
[Trigger]
nickname = gangster1
system = Ku04
Cnd_Destroyed = gangsters, 1
Act_SendComm = Ozu, Player, DX_M08_0420_OZU
[Trigger]
nickname = gangster2
system = Ku04
Cnd_Destroyed = gangsters, 2
Act_SendComm = Ozu, Player, DX_M08_0430_OZU
[Trigger]
nickname = gangster3
system = Ku04
Cnd_Destroyed = gangsters, 3
Act_SendComm = Ozu, Player, DX_M08_0440_OZU
[Trigger]
nickname = gangster4
system = Ku04
Cnd_Destroyed = gangsters, 4
Act_SendComm = Ozu, Player, DX_M08_0450_OZU
[Trigger]
nickname = platform1
system = Ku04
Cnd_Destroyed = hostile_platform, 1
Act_SendComm = Juni, Player, DX_M08_0390_JUNI
Act_ActTrig = 0390_watcher
Act_DeactTrig = horsing_around_timer
[Trigger]
nickname = 0390_watcher
system = Ku04
Cnd_CommComplete = DX_M08_0390_JUNI
Act_SendComm = Ozu, Player, DX_M08_0400_OZU
Act_ActTrig = horsing_around_timer2
[Trigger]
nickname = platform2
system = Ku04
Cnd_Destroyed = hostile_platform, 2
Act_SendComm = Ozu, Player, DX_M08_0410_OZU
Act_SetNNObj = capture
Act_DeactTrig = horsing_around_timer2
[Trigger]
nickname = badguy1
system = Ku04
Cnd_Destroyed = badguy, 1
Act_SendComm = Ozu, Player, DX_M08_0460_OZU
[Trigger]
nickname = badguy2
system = Ku04
Cnd_Destroyed = badguy, 2
Act_SendComm = Ozu, Player, DX_M08_0470_OZU
[Trigger]
nickname = badguy3
system = Ku04
Cnd_Destroyed = badguy, 3
Act_SendComm = Ozu, Player, DX_M08_0480_OZU