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Mission {
missionName = Sewers;
bsp = data/bsp/sewers1.bsp;
music = music/Advancement.xm;
fogColor = 0.0 0.0 0.0;
fogMin = 1000;
fogMax = 2000;
fogDensity = 0.35;
skySphere = textures/game/overcast.png;
supplyCrateList = WEP_UZI|WEP_SHOTGUN;
enemySpawnList = NME_PISTOL_BLOB|NME_MACHINEGUN_BLOB|NME_SHOTGUN_BLOB|NME_PISTOL_DROID|NME_MACHINEGUN_DROID|NME_GRENADE_BLOB;
spawnSize = 4;
minSpawnTime = 2000;
maxSpawnTime = 6000;
ambientEffects = sound/ambience/flooded/drips1.ogg|sound/ambience/flooded/drips2.ogg|sound/ambience/flooded/drips3.ogg|sound/ambience/flooded/drips4.ogg|sound/ambience/flooded/drips5.ogg;
exitToMission = AUTO;
};
Objective {
id = 1;
priority = OBJ_PRIORITY_PRIMARY;
description = Find your way through the sewers;
status = OBJ_INCOMPLETE;
active = 1;
};
Objective {
id = 2;
priority = OBJ_PRIORITY_PRIMARY;
description = Find some C4;
status = OBJ_INCOMPLETE;
targetValue = 2;
active = 1;
};
Objective {
id = 3;
priority = OBJ_PRIORITY_PRIMARY;
description = Blast through crumbling walls;
status = OBJ_INCOMPLETE;
targetValue = 2;
active = 1;
};
Objective {
id = 4;
priority = OBJ_PRIORITY_SECONDARY;
description = Find a better grenade launcher;
status = OBJ_INCOMPLETE;
active = 1;
};
// =================== Main Exit ============
Trigger {
active = 1;
type = TRIGGER_TYPE_LOCATION;
action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
name = exitPoint;
objectiveId = 1;
};
// ==================== C4 ===================
Trigger {
active = 1;
type = TRIGGER_TYPE_ITEM_PICKED_UP;
action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
name = c4;
objectiveId = 2;
};
// ==================== Weak Walls ===================
Trigger {
active = 1;
type = TRIGGER_TYPE_ENTITY_KILLED;
action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
name = weakWall;
objectiveId = 3;
};
// ==================== Grenade Launcher ===================
Trigger {
active = 1;
type = TRIGGER_TYPE_ITEM_PICKED_UP;
action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
name = grenadeLauncher;
objectiveId = 4;
};
@END@
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