#Mission Info $Version: 0.10 $Name: XSTR("Reinforcement Bug", -1) $Author: Seth $Created: 07/02/10 at 16:55:40 $Modified: 07/02/10 at 17:35:22 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("Put mission description here ", -1) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Disallow Support: 0 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 0.000000, 608.005188, -993.287292 +Viewer orient: 1.000000, 0.000000, -0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $AI Profile: BP2 #Sexp_variables $Variables: ( 0 "reinforcement" "0" "number" ) #Command Briefing #Briefing $start_briefing $num_stages: 0 $end_briefing #Debriefing_info $Num stages: 0 #Callsigns: $Callsign: Zero $Callsign: Xinny $Callsign: Flagstaff $Callsign: Cricket $Callsign: Eyes $Callsign: Rabbit $Callsign: Vineto $Callsign: Camerone $Callsign: Simms $Callsign: Dishes $Callsign: Chavel $Callsign: Bonk $Callsign: Aardwolf $Callsign: Laporte $Callsign: Ng'Mei $Callsign: Olefumi $Callsign: Levi $Callsign: 899th Undine $Callsign: 42nd Striders $Callsign: 77th Tactical Strike $Callsign: 75th Vigilantes $Callsign: Ogre $Callsign: Glance $Callsign: 60th Bloodletters $Callsign: 9th Fighting Tarsiers #end #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 5 "GTF Pegasus" 5 "GTF Myrmidon" 5 "SF Mara (terrans)" 5 "GTB Artemis D.H." 5 "GTB Medusa" 5 "GTB Ursa" 5 "GTB Zeus" 5 "GTB Boanerges" 5 ) +Weaponry Pool: ( "Prometheus D" 16 "Maxim" 16 "Maxim D" 16 "UD-8 Kayser" 16 "UD-D Kayser" 16 "Circe" 16 "Lamprey" 16 "Targeting Laser" 16 "Subach HL-7" 1 "Prometheus R" 1 "Harpoon" 16 ) #Objects ;! 6 total $Name: Alpha 1 ;! Object #0 $Class: GTF Ulysses $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Use Table Score: +Score: 8 $Name: lockout at 5 1 ;! Object #1 $Class: GTF Ulysses $Team: Friendly $Location: -276.370148, -0.000019, 439.923126 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Use Table Score: +Score: 8 $Name: lockout at 3 1 ;! Object #2 $Class: GTF Ulysses $Team: Friendly $Location: -64.984711, -0.000012, 480.452271 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Use Table Score: +Score: 8 $Name: lockout at 1 1 ;! Object #3 $Class: GTF Ulysses $Team: Friendly $Location: -187.665024, 0.000006, 281.593842 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Use Table Score: +Score: 8 $Name: lockout at 2 1 ;! Object #4 $Class: GTF Ulysses $Team: Friendly $Location: -271.017059, 0.000010, 106.427803 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Use Table Score: +Score: 8 $Name: lockout at 4 1 ;! Object #5 $Class: GTF Ulysses $Team: Friendly $Location: 230.295532, 0.000027, 270.911469 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Use Table Score: +Score: 8 #Wings ;! 6 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Alpha 1" ) +Hotkey: 0 +Flags: ( ) $Name: lockout at 5 $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! lockout at 5 1 $Arrival Location: Hyperspace $Arrival Cue: ( not ( > @reinforcement[0] 4 ) ) $Departure Location: Hyperspace $Departure Cue: ( > @reinforcement[0] 4 ) $Ships: ( ;! 1 total "lockout at 5 1" ) +Hotkey: 1 +Flags: ( "reinforcement" ) $Name: lockout at 1 $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! lockout at 1 1 $Arrival Location: Hyperspace $Arrival Cue: ( not ( > @reinforcement[0] 0 ) ) $Departure Location: Hyperspace $Departure Cue: ( > @reinforcement[0] 0 ) $Ships: ( ;! 1 total "lockout at 1 1" ) +Hotkey: 2 +Flags: ( "reinforcement" ) $Name: lockout at 2 $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! lockout at 2 1 $Arrival Location: Hyperspace $Arrival Cue: ( not ( > @reinforcement[0] 1 ) ) $Departure Location: Hyperspace $Departure Cue: ( > @reinforcement[0] 1 ) $Ships: ( ;! 1 total "lockout at 2 1" ) +Flags: ( "reinforcement" ) $Name: lockout at 3 $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! lockout at 3 1 $Arrival Location: Hyperspace $Arrival Cue: ( not ( > @reinforcement[0] 2 ) ) $Departure Location: Hyperspace $Departure Cue: ( > @reinforcement[0] 2 ) $Ships: ( ;! 1 total "lockout at 3 1" ) +Flags: ( "reinforcement" ) $Name: lockout at 4 $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! lockout at 4 1 $Arrival Location: Hyperspace $Arrival Cue: ( not ( > @reinforcement[0] 3 ) ) $Departure Location: Hyperspace $Departure Cue: ( > @reinforcement[0] 3 ) $Ships: ( ;! 1 total "lockout at 4 1" ) +Flags: ( "reinforcement" ) #Events ;! 2 total $Formula: ( when-argument ( any-of "lockout at 1" "lockout at 2" "lockout at 3" "lockout at 4" "lockout at 5" ) ( has-arrived-delay 0 "" ) ( modify-variable @reinforcement[0] ( + @reinforcement[0] 1 ) ) ( invalidate-argument "" ) ) +Name: reinforcement +Repeat Count: 1 +Trigger Count: 10 +Interval: 1 +Team: 33751040 $Formula: ( when ( true ) ( training-msg "print" ) ) +Name: print +Repeat Count: 2000 +Interval: 1 +Team: 0 #Goals ;! 0 total #Waypoints ;! 0 lists total #Messages ;! 1 total $Name: print $Team: -1 $MessageNew: XSTR("lockout counter currently at: $reinforcement", -1) $end_multi_text #Reinforcements ;! 5 total $Name: lockout at 5 $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) $Name: lockout at 1 $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) $Name: lockout at 2 $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) $Name: lockout at 3 $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) $Name: lockout at 4 $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) #Background bitmaps ;! 0 total $Num stars: 0 $Ambient light level: 1447446 +Nebula: Nebula01 +Color: Blue +Pitch: 262 +Bank: 215 +Heading: 352 $Bitmap List: #Asteroid Fields #Music $Event Music: None $Briefing Music: None #End