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Mission {
missionName = Biomech Tower Courtyard;
bsp = data/bsp/biomechTower2.bsp;
music = music/Warlord Theme.s3m;
fogColor = 0.0 0.0 0.0;
fogMin = 1000;
fogMax = 5500;
fogDensity = 1.0;
skySphere = textures/game/starsky2.png;
skySphereSize = 10;
enemyLevel = 5;
itemLimit = 50;
exitToMission = AUTO;
supplyCrateList = WEP_UZI|WEP_SHOTGUN|WEP_PLASMA_PISTOL|WEP_PLASMA_RIFLE;
};
Objective {
id = 1;
priority = OBJ_PRIORITY_PRIMARY;
description = Defeat main courtyard forces;
status = OBJ_INCOMPLETE;
targetValue = 500;
active = 1;
completionTrigger = Deactivate Shield;
};
Objective {
id = 2;
priority = OBJ_PRIORITY_PRIMARY;
description = Gain access to tower;
status = OBJ_INCOMPLETE;
active = 1;
};
// ============= Defeating Enemies =============
Trigger {
active = 1;
type = TRIGGER_TYPE_ENTITY_KILLED;
action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
name = ANY_ENEMY;
objectiveId = 1;
};
// ========================= Completion Trigger ================
Trigger {
active = 1;
type = TRIGGER_TYPE_NONE;
action = TRIGGER_ACTION_USE_CAMERA;
name = Deactivate Shield;
targetName = entranceShield;
};
Trigger {
active = 1;
type = TRIGGER_TYPE_NONE;
action = TRIGGER_ACTION_TOGGLE_STRUCTURE;
name = entranceShield;
targetName = entranceShield;
};
Trigger {
active = 1;
type = TRIGGER_TYPE_NONE;
action = TRIGGER_ACTION_ENABLE_FEATURE;
name = entranceShield;
targetName = entranceShield;
};
// ========================= Tower Entrance ================
Trigger {
active = 1;
type = TRIGGER_TYPE_LOCATION;
action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
name = towerEntrance;
objectiveId = 2;
};
@END@
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