#Mission Info $Version: 0.10 $Name: XSTR("Midnight on the Firing Line", -1) $Author: IPAndrews, Darkblade & Sgt $Created: 08/11/01 at 11:34:55 $Modified: 01/11/09 at 18:35:49 $Notes: This mission requires The Babylon Project R3 mod for the Freespace 2 Source Code Project.$End Notes: $Mission Desc: XSTR("The EA attempts to rescue a refugee packed freighter from the Raiders.", -1) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Player Entry Delay: 1.000000 +Viewer pos: 15326.877930, 23240.714844, 7033.290527 +Viewer orient: -0.000952, -0.000001, 1.000000, -0.832105, 0.554617, -0.000791, -0.554617, -0.832106, -0.000529 $Load Screen 640: rw01640.tga $Load Screen 1024: rw011024.tga ;;FSO 3.6.0;; $Skybox Model: starfield.pof $AI Profile: TBP #Sexp_variables $Variables: ( 0 "EvenstarMaxHits" "100" "number" ) #Command Briefing $Stage Text: XSTR("$h Lt $h Rick $h Pursell, $h Squadron $h Leader, $h EAS $h Babylon $h 5, $h 0710 $h Earth $h standard $h time, $h 8th $h Jan $h 2258 Many of you will have already heard the news. For those who haven't, the news is not good. During the night, the Narn military launched a sneak attack against the Centauri agricultural colony at Ragesh 3, on the border of Centauri space. The Narn claim they ''liberated'' the colony, whilst the Centauri claim this was an unprovoked attack and an act of war. Later today, the Narn ambassador will address the council and maybe we'll find out what this is all about. Of course, Babylon 5 was built to sort out this kind of dispute. If we're lucky, this is just another opportunity to prove the tax payers' money was well spent. In the mean time, be careful out there. Things could get rough.", -1) $end_multi_text $Ani Filename: narn.ani +Wave Filename: rw 01 001.wav #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("Security Chief Garibaldi has uncovered a pattern in the recent attacks by the Raiders against shipping vessels. The cargo space on all the routes hit so far has been sold by the same company. Suspiciously this same company experienced problems with their data crystals. The likely reality is that these data crystals are now in the possession of the Raiders.", -1) $end_multi_text $voice: rw 01 002.wav $camera_pos: 2836.671387, 4727.230957, 3194.765381 $camera_orient: 0.999996, -0.000001, -0.002643, 0.001591, 0.798864, 0.601510, 0.002111, -0.601512, 0.798861 $camera_time: 1000 $num_lines: 0 $num_icons: 0 $Flags: 1 $Formula: ( true ) $end_stage $start_stage $multi_text XSTR("Assuming Garibaldi's theory is correct, the next vessel likely to be hit is currently in transit to it's local jump gate. Even worse, the booking for this vessel was changed at the last minute. There are now over 500 refugees on board. The Raiders are not aware of this.", -1) $end_multi_text $voice: rw 01 003.wav $camera_pos: 2836.671387, 4727.230957, 3194.765381 $camera_orient: 0.999996, -0.000001, -0.002643, 0.001591, 0.798864, 0.601510, 0.002111, -0.601512, 0.798861 $camera_time: 1000 $num_lines: 1 $line_start: 2 $line_end: 3 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 17 $team: Friendly $class: EA Kestrel $pos: 10217.518555, 100.000664, 13380.917969 $label: Alpha +id: 1 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 17 $team: Friendly $class: EA Kestrel $pos: 10064.765625, -49.999119, 7154.053223 $label: Beta +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 11 $team: Friendly $class: EA Fuel Tanker $pos: 18.233065, -22.063927, 10030.866211 $label: EA Evenstar +id: 3 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 26 $team: Friendly $class: Jumpgate vortex generator $pos: 4995.694336, -0.006022, 9981.298828 $label: Jumpgate +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("You will take Alpha and Beta wings, both of which are outfitted with Star Furies. Your primary objective is to investigate the area, protect the freighter from attacks, and escort it safely back to the jump gate. Once the freighter is safe, you will search the area with for a possible raider carrier or base. Should you find anything, you will receive further instructions.", -1) $end_multi_text $voice: rw 01 004.wav $camera_pos: 2836.671387, 4727.230957, 3194.765381 $camera_orient: 0.999996, -0.000001, -0.002643, 0.001591, 0.798864, 0.601510, 0.002111, -0.601512, 0.798861 $camera_time: 1000 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: EA Aurora $pos: 3002.876465, 100.001068, 10770.897461 $label: Alpha +id: 1 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: EA Aurora $pos: 3006.582520, -49.998955, 9142.775391 $label: Beta +id: 2 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 11 $team: Friendly $class: EA Fuel Tanker $pos: 18.233065, -22.063927, 10030.866211 $label: EA Evenstar +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 26 $team: Friendly $class: Jumpgate vortex generator $pos: 4995.384277, -0.006685, 9981.358398 $label: Jumpgate +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( is-goal-true-delay "Protect Evenstar" 0 ) $Multi text XSTR("Well done pilot. The crew of the freighter and the refugees you saved, have requested that we pass on to you their eternal gratitude. Without your intervention, they would have surely perished at the hands of the Raiders. The base you helped capture was of League design and was being used by the Raiders as the major staging post for attacks in the Epsilon Eridani system. Onboard we found over 100 Raider personnel and 20+ Zephyr fighters. This is a significant loss for the Raiders and will seriously impact their future operations in the system. Onboard the base we also found a representative of the Narn Regime. He claims the Narn and the League have been selling ships and heavy weapons to the Raiders for some time, and that the Raiders have been buying in bulk. In return for keeping this information from becoming common knowledge and the swift return of their representative the Narn provided us with a list of the materials they believe the Raiders may have purchased during the last few months. It makes a worrying read: - Narn heavy weapons for fitting on their Zephyr fighters. - Materials for building x-ray laser cannons. - Narn Frazi and Drazi Sky Serpent fighters. - 3 50 kiloton nuclear warheads (no delivery system).", -1) $end_multi_text $Voice: rw 01 005.wav $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-goal-false-delay "Protect Evenstar" 0 ) $Multi text XSTR("More than 500 men, women and children perished in the destruction of the Evenstar. Our condolences have been passed on to their families and friends. You faced a determined Raider attack out there. Never the less, this tragedy should not have happened. The EA possesses superior equipment to the Raiders. It should also possess superior pilots.", -1) $end_multi_text $Voice: rw 01 006.wav $Recommendation text: XSTR("Transfer all power to engines and hit your afterburners to close the distance between yourself and the freighter. Once there do not allow enemy fighters to fire on the freighter unchallenged.", -1) $end_multi_text #Alternate Types: $Alt: Asteroid #end #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "EA Aurora" 44 ) +Weaponry Pool: ( "40mm Pulse" 44 "Disruptor" 44 "EA Venom 2" 18 ) #Objects ;! 28 total $Name: Alpha 1 ;! Object #0 $Class: EA Aurora $Team: Friendly $Location: 0.000000, 150.000000, -5000.000000 $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: 50 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "EA Venom 2" "EA Venom 2" ) +Sbank Ammo: ( 0 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" "invulnerable" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 7 $Name: Alpha 2 ;! Object #1 $Class: EA Aurora $Team: Friendly $Location: -100.000000, 100.000000, -5100.000000 $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: 50 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "EA Venom 2" "EA Venom 2" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 7 $Name: Alpha 3 ;! Object #2 $Class: EA Aurora $Team: Friendly $Location: 100.000000, 100.000000, -5100.000000 $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: 50 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "EA Venom 2" "EA Venom 2" ) +Sbank Ammo: ( 0 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 7 $Name: Beta 1 ;! Object #3 $Class: EA Aurora $Team: Friendly $Location: 200.000000, 0.000000, -5000.000000 $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: 50 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 7 +Persona Index: 0 $Name: Beta 2 ;! Object #4 $Class: EA Aurora $Team: Friendly $Location: 100.000000, -50.000000, -5100.000000 $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: 50 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 7 +Persona Index: 1 $Name: Beta 3 ;! Object #5 $Class: EA Aurora $Team: Friendly $Location: 300.000000, -50.000000, -5100.000000 $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: 50 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 7 +Persona Index: 2 $Name: EA Evenstar ;! Object #6 $Class: EA Fuel Tanker $Team: Friendly $Location: -1500.000000, 2000.000000, 1500.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.485071, 0.727607, -0.485071, 0.514496, -0.685994, -0.514496 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Freighter Path" 50 ) ) $Cargo 1: XSTR("Refugees", -1) +Initial Hull: 65 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "EA Evenstar" "Freighter Path" 0 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" "scannable" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 90 +Hotkey: 3 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Gold 1 ;! Object #7 $Class: EA 109 Zephyr $Team: Hostile $Location: 0.000000, 0.000000, 1000.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.192450, 0.962250, -0.192450, 0.680414, -0.272166, -0.680414 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "NR T'Kor" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( "secondaries-locked" ) +Respawn priority: 0 +Group: 0 +Score: 7 $Name: Gold 2 ;! Object #8 $Class: EA 109 Zephyr $Team: Hostile $Location: -200.000000, 0.000000, 900.000000 $Orientation: -0.447214, 0.000000, 0.894427, -0.717137, 0.597614, -0.358569, -0.534522, -0.801784, -0.267261 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "NR T'Kor" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( "secondaries-locked" ) +Respawn priority: 0 +Group: 0 +Score: 7 $Name: Gold 3 ;! Object #9 $Class: EA 109 Zephyr $Team: Hostile $Location: 200.000000, 0.000000, 900.000000 $Orientation: 0.832050, 0.000000, 0.554700, 0.354787, 0.768706, -0.532181, -0.426401, 0.639602, 0.639602 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "NR T'Kor" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( "secondaries-locked" ) +Respawn priority: 0 +Group: 0 +Score: 7 $Name: Gold 4 ;! Object #10 $Class: EA 109 Zephyr $Team: Hostile $Location: -400.000000, 0.000000, 700.000000 $Orientation: 0.600000, 0.000000, -0.800000, -0.650987, 0.581238, -0.488240, 0.464991, 0.813733, 0.348743 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "NR T'Kor" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( "secondaries-locked" ) +Respawn priority: 0 +Group: 0 +Score: 7 $Name: Gold 5 ;! Object #11 $Class: EA 109 Zephyr $Team: Hostile $Location: 0.000000, 0.000000, 700.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 0.857493, 0.514496, 0.000000, -0.514496, 0.857493 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "NR T'Kor" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( "secondaries-locked" ) +Respawn priority: 0 +Group: 0 +Score: 7 $Name: Gold 6 ;! Object #12 $Class: EA 109 Zephyr $Team: Hostile $Location: 400.000000, 0.000000, 700.000000 $Orientation: 0.447214, 0.000000, 0.894427, 0.195180, 0.975900, -0.097590, -0.872872, 0.218218, 0.436436 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "NR T'Kor" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( "secondaries-locked" ) +Respawn priority: 0 +Group: 0 +Score: 7 $Name: Raider CNC Transport ;! Object #13 $Class: League base $Team: Hostile $Location: 0.000000, 0.000000, 15000.000000 $Orientation: 0.948038, -0.299325, -0.107838, 0.285542, 0.949974, -0.126547, 0.140322, 0.089179, 0.986082 $AI Behavior: None +AI Class: EA Rookie $Cargo 1: XSTR("Raiders", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +AI Class: EA Rookie +Subsystem: turret02a +AI Class: EA Rookie +Subsystem: turret03a +AI Class: EA Rookie +Subsystem: turret04a +AI Class: EA Rookie +Subsystem: turret05a +AI Class: EA Rookie +Subsystem: turret06a +AI Class: EA Rookie $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "gold flees" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 500 $Name: Silver 1 ;! Object #14 $Class: EA 109 Zephyr $Team: Hostile $Location: 0.000000, 0.000000, 14000.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.192450, 0.962250, -0.192450, 0.680414, -0.272166, -0.680414 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "NR T'Kor" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Docking Bay $Departure Anchor: Raider CNC Transport $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( "secondaries-locked" ) +Respawn priority: 0 +Group: 0 +Score: 10 $Name: Silver 2 ;! Object #15 $Class: EA 109 Zephyr $Team: Hostile $Location: -200.000000, 0.000000, 13900.000000 $Orientation: -0.447214, 0.000000, 0.894427, -0.717137, 0.597614, -0.358569, -0.534522, -0.801784, -0.267261 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "NR T'Kor" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Docking Bay $Departure Anchor: Raider CNC Transport $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( "secondaries-locked" ) +Respawn priority: 0 +Group: 0 +Score: 10 $Name: Silver 3 ;! Object #16 $Class: EA 109 Zephyr $Team: Hostile $Location: 200.000000, 0.000000, 13900.000000 $Orientation: 0.832050, 0.000000, 0.554700, 0.354787, 0.768706, -0.532181, -0.426401, 0.639602, 0.639602 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "NR T'Kor" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Docking Bay $Departure Anchor: Raider CNC Transport $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( "secondaries-locked" ) +Respawn priority: 0 +Group: 0 +Score: 10 $Name: Silver 4 ;! Object #17 $Class: EA 109 Zephyr $Team: Hostile $Location: -400.000000, 0.000000, 13700.000000 $Orientation: 0.600000, 0.000000, -0.800000, -0.650987, 0.581238, -0.488240, 0.464991, 0.813733, 0.348743 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "NR T'Kor" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Docking Bay $Departure Anchor: Raider CNC Transport $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( "secondaries-locked" ) +Respawn priority: 0 +Group: 0 +Score: 10 $Name: Silver 5 ;! Object #18 $Class: EA 109 Zephyr $Team: Hostile $Location: 0.000000, 0.000000, 13700.000000 $Orientation: 0.600000, 0.000000, -0.800000, -0.650987, 0.581238, -0.488240, 0.464991, 0.813733, 0.348743 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "NR T'Kor" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Docking Bay $Departure Anchor: Raider CNC Transport $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( "secondaries-locked" ) +Respawn priority: 0 +Group: 0 +Score: 10 $Name: Silver 6 ;! Object #19 $Class: EA 109 Zephyr $Team: Hostile $Location: 400.000000, 0.000000, 13700.000000 $Orientation: 0.600000, 0.000000, -0.800000, -0.650987, 0.581238, -0.488240, 0.464991, 0.813733, 0.348743 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "NR T'Kor" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Docking Bay $Departure Anchor: Raider CNC Transport $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( "secondaries-locked" ) +Respawn priority: 0 +Group: 0 +Score: 10 $Name: EA Hood ;! Object #20 $Class: EA Midwinter $Team: Friendly $Location: -6000.000000, 0.000000, 15000.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Cruiser Destination" 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 25 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a +Subsystem: turret05a +Subsystem: turret06a +Subsystem: turret07a +Subsystem: turret08a +Subsystem: turret09a $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "hood about to arrive" 10 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 60 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 500 $Name: Target ;! Object #21 $Class: Target $Team: Hostile $Location: 100.000000, 450.000000, 15000.000000 $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 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 $Name: EA Shuttle ;! Object #22 $Class: EA Crew Shuttle $Team: Friendly $Location: -6000.000000, 0.000000, 14000.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $AI Behavior: None $Cargo 1: XSTR("Commandos", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: EA Hood $Arrival Cue: ( and ( has-arrived-delay 10 "EA Hood" ) ( is-event-true-delay "raiders surrender" 10 ) ) $Departure Location: Docking Bay $Departure Anchor: Raider CNC Transport $Departure Cue: ( has-arrived-delay 0 "EA Shuttle" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 45 +Persona Index: 4 $Name: Inteference ;! Object #23 $Class: Nav Beacon $Team: Friendly $Location: -141.068970, 0.001446, 9815.014648 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: EA Pilot $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "clue" 0 ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Alpha 1" "Inteference" ) 1000 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 1 +Orders Accepted: 49407 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Jumpgate Arm 1 ;! Object #24 $Class: Jumpgate Type 1 $Team: Friendly $Location: 0.000000, 400.000000, -5000.000000 $Orientation: -0.868609, -0.495497, 0.000000, 0.495497, -0.868609, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Jumpgate Arm 2 ;! Object #25 $Class: Jumpgate Type 1 $Team: Friendly $Location: 400.000000, 0.000000, -5000.000000 $Orientation: -0.496189, 0.868215, 0.000000, -0.868215, -0.496189, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Jumpgate Arm 3 ;! Object #26 $Class: Jumpgate Type 1 $Team: Friendly $Location: 0.000000, -400.000000, -5000.000000 $Orientation: 0.867819, 0.496880, 0.000000, -0.496880, 0.867819, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Jumpgate Arm 4 ;! Object #27 $Class: Jumpgate Type 1 $Team: Friendly $Location: -400.000000, 0.000000, -5000.000000 $Orientation: 0.453596, -0.891207, 0.000000, 0.891207, 0.453596, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 #Wings ;! 4 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "jump" 0 ) $Ships: ( ;! 3 total "Alpha 1" "Alpha 2" "Alpha 3" ) $AI Goals: ( goals ( ai-guard "EA Evenstar" 50 ) ) +Hotkey: 0 +Flags:( "no-arrival-music" "no-arrival-message" ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace +Arrival delay: 1 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "jump" 0 ) $Ships: ( ;! 3 total "Beta 1" "Beta 2" "Beta 3" ) +Hotkey: 1 +Flags:( "no-arrival-music" "no-arrival-message" ) $Name: Gold $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gold 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Gold" "Gate" 0 ) $Ships: ( ;! 6 total "Gold 1" "Gold 2" "Gold 3" "Gold 4" "Gold 5" "Gold 6" ) $AI Goals: ( goals ( ai-chase "EA Evenstar" 30 ) ) +Hotkey: 4 +Flags:( ) $Name: Silver $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Silver 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Raider CNC Transport $Arrival Cue: ( is-event-true-delay "find raider base" 30 ) $Departure Location: Docking Bay $Departure Anchor: Raider CNC Transport $Departure Cue: ( is-event-true-delay "raiders surrender" 0 ) $Ships: ( ;! 6 total "Silver 1" "Silver 2" "Silver 3" "Silver 4" "Silver 5" "Silver 6" ) $AI Goals: ( goals ( ai-chase-any 30 ) ( ai-ignore "EA Hood" 89 ) ) +Flags:( ) +Wave Delay Min: 5 +Wave Delay Max: 15 #Events ;! 28 total $Formula: ( when ( has-departed-delay 0 "EA Evenstar" ) ( send-message "" "High" "Evenstar departed" ) ) +Name: protect evenstar +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Escort the Evenstar", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Gold" ) ( do-nothing ) ) +Name: destroy gold +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gold", -1) +Team: 0 $Formula: ( when ( has-time-elapsed 0 ) ( break-warp "Alpha 1" "Alpha 2" "Alpha 3" "Beta 1" "Beta 2" "Beta 3" ) ( ship-guardian "Raider CNC Transport" "EA Hood" ) ( when ( skill-level-at-least "Easy" ) ( modify-variable @EvenstarMaxHits[100] 95 ) ) ( when ( skill-level-at-least "Medium" ) ( modify-variable @EvenstarMaxHits[100] 90 ) ) ( when ( skill-level-at-least "Hard" ) ( modify-variable @EvenstarMaxHits[100] 85 ) ( unlock-secondary-weapon "Gold 1" ) ( unlock-secondary-weapon "Gold 3" ) ( unlock-secondary-weapon "Gold 5" ) ( unlock-secondary-weapon "Silver 1" ) ( unlock-secondary-weapon "Silver 3" ) ( unlock-secondary-weapon "Silver 5" ) ) ( when ( skill-level-at-least "Insane" ) ( modify-variable @EvenstarMaxHits[100] 80 ) ( unlock-secondary-weapon "Gold 2" ) ( unlock-secondary-weapon "Gold 4" ) ( unlock-secondary-weapon "Gold 6" ) ( unlock-secondary-weapon "Silver 2" ) ( unlock-secondary-weapon "Silver 4" ) ( unlock-secondary-weapon "Silver 6" ) ) ( subsys-set-random "EA Evenstar" ( - @EvenstarMaxHits[100] 10 ) @EvenstarMaxHits[100] "engine" "tank01a" "tank02a" "tank03a" "tank04a" ) ( allow-ship "EA Badger" ) ( allow-weapon "EA Venom 1" ) ( allow-weapon "EA Venom 2" ) ( allow-weapon "EA Bulldog" ) ) +Name: start +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( has-time-elapsed 2 ) ( < ( shields-left "EA Evenstar" ) 100 ) ) ( send-message-list "Alpha 2" "Normal" "Spotted 1" 0 "Alpha 3" "Normal" "Spotted 2" 3000 "EA Evenstar" "Normal" "Mayday 1" 3000 "Alpha 2" "Normal" "Mayday 2" 6000 "Alpha 2" "Normal" "Raiders 1" 4000 "#Raiders" "Normal" "Raiders 2" 9000 "Alpha 3" "Normal" "Raiders 3" 5000 ) ) +Name: raiders spotted +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( percent-ships-destroyed 80 "Gold" ) ( destroyed-or-departed-delay 0 "EA Evenstar" ) ) ( clear-goals "Gold" ) ( add-goal "Gold" ( ai-waypoints-once "Gate" 89 ) ) ( protect-ship "EA Evenstar" ) ( send-message-list "Alpha 2" "Normal" "Flee 1" 0 "Alpha 3" "Normal" "Flee 2" 4000 "Alpha 2" "Normal" "Flee 3" 5000 "Alpha 3" "Normal" "Flee 4" 4000 "Alpha 2" "Normal" "Flee 5" 4000 ) ( repair-subsystem "EA Evenstar" "engine" 10 ) ) +Name: gold flees +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "" "Raider CNC Transport" ) 5000 ) ( send-message-list "Alpha 2" "Normal" "Base 1" 0 "#Command" "Normal" "Base 2" 7000 "Raider CNC Transport" "Normal" "Base 3" 8000 "" "Normal" "Base 4" 7000 ) ( ship-visible "Raider CNC Transport" ) ( add-remove-escort "Raider CNC Transport" 50 ) ( add-goal "Alpha" ( ai-disarm-ship "Raider CNC Transport" 40 ) ) ( add-goal "Beta" ( ai-disarm-ship "Raider CNC Transport" 40 ) ) ( add-remove-escort "Inteference" 0 ) ) +Name: find raider base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Find the Raider base", -1) +Team: 0 $Formula: ( when ( is-disarmed-delay 0 "Raider CNC Transport" ) ( send-message "" "Normal" "Disarmed" ) ( protect-ship "Raider CNC Transport" ) ) +Name: disarm base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Disarm Base", -1) +Team: 0 $Formula: ( when ( or ( is-disarmed-delay 4 "Raider CNC Transport" ) ( is-event-true-delay "raiders surrender" 7 ) ) ( send-message "#Babylon 5" "Normal" "Hood About To Arrive" ) ) +Name: hood about to arrive +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( has-arrived-delay 5 "EA Hood" ) ( not ( is-event-true-delay "raiders surrender" 0 ) ) ) ( send-message "EA Hood" "Normal" "Hood Arrives 1" ) ) +Name: hood arrives 1 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-event-incomplete "raiders surrender" ) ( send-message "Raider CNC Transport" "Normal" "Hood Arrives 2" ) ) +Name: hood arrives 2 +Repeat Count: 1 +Interval: 1 +Chained: 6 +Team: 0 $Formula: ( when ( and ( are-waypoints-done-delay "EA Hood" "Cruiser Destination" 0 ) ( is-event-incomplete "raiders surrender" ) ) ( fire-beam "EA Hood" "turret07a" "Target" ) ( fire-beam "EA Hood" "turret06a" "Target" ) ) +Name: warning shot +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-event-incomplete "raiders surrender" ) ( send-message "EA Hood" "Normal" "Warning 1" ) ) +Name: warning 1 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Team: 0 $Formula: ( when ( is-event-incomplete "raiders surrender" ) ( send-message "EA Hood" "Normal" "Warning 2" ) ) +Name: warning 2 +Repeat Count: 1 +Interval: 1 +Chained: 9 +Team: 0 $Formula: ( when ( or ( is-event-true-delay "warning shot" 12 ) ( < ( hits-left "Raider CNC Transport" ) 10 ) ( and ( is-disarmed-delay 0 "Raider CNC Transport" ) ( is-destroyed-delay 0 "Gold" "Silver" ) ) ) ( change-iff "Friendly" "Raider CNC Transport" "Gold" "Silver" ) ( send-message "Raider CNC Transport" "Normal" "Raiders Surrender" ) ) +Name: raiders surrender +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-arrived-delay 0 "EA Hood" ) ( when ( < ( hits-left "Raider CNC Transport" ) 20 ) ( send-message "Raider CNC Transport" "Normal" "Base Damage" ) ) ) +Name: base damaged +Repeat Count: 1 +Interval: 1 +Chained: 10 +Team: 0 $Formula: ( send-message "EA Hood" "Normal" "Shuttle 1" ) +Name: launch shuttle 1 +Repeat Count: 1 +Interval: 1 +Chained: 7 +Team: 0 $Formula: ( send-message "Raider CNC Transport" "Normal" "Shuttle 2" ) +Name: launch shuttle 2 +Repeat Count: 1 +Interval: 1 +Chained: 7 +Team: 0 $Formula: ( when ( true ) ( send-message "EA Hood" "Normal" "End 1" ) ( clear-goals "Alpha" ) ( add-goal "Alpha" ( ai-guard "EA Hood" 89 ) ) ( add-goal "Beta" ( ai-guard "EA Hood" 89 ) ) ) +Name: relieved +Repeat Count: 1 +Interval: 1 +Chained: 8 +Team: 0 $Formula: ( when ( < ( distance "Alpha 1" "EA Hood" ) 750 ) ( fix-warp "Alpha 1" "Alpha 2" "Alpha 3" "Beta 1" "Beta 2" "Beta 3" ) ( key-reset "Alt-J" ) ) +Name: approach hood +Repeat Count: 1 +Interval: 1 +Chained: 5 +Objective: XSTR("Approach Hood", -1) +Team: 0 $Formula: ( when ( key-pressed "Alt-J" ) ( do-nothing ) ) +Name: jump +Repeat Count: 1 +Interval: 1 +Chained: 5 +Objective: XSTR("Jump", -1) +Objective key: XSTR("Press ALT-J", -1) +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: silver arrives +Repeat Count: 10000 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Silver" ) ( do-nothing ) ) +Name: destroy silver +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Silver", -1) +Team: 0 $Formula: ( when ( < ( hits-left "EA Evenstar" ) 20 ) ( send-message "EA Evenstar" "High" "Evenstar Damaged 1" ) ) +Name: evenstar damaged 1 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( hits-left "EA Evenstar" ) 10 ) ( send-message "EA Evenstar" "High" "Evenstar Damaged 2" ) ) +Name: evenstar damaged 2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "EA Evenstar" ) ( send-message "" "Normal" "Evenstar Destroyed" ) ) +Name: evenstar destroyed +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( is-subsystem-destroyed-delay "Raider CNC Transport" "bridgea" 0 ) ( is-subsystem-destroyed-delay "Raider CNC Transport" "ringa" 0 ) ) ( deactivate-glow-maps "Raider CNC Transport" ) ( deactivate-glow-points "Raider CNC Transport" ) ) +Name: base lights out +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "gold flees" 120 ) ( is-event-incomplete "find raider base" ) ) ( send-message "Alpha 2" "Normal" "Clue" ) ) +Name: clue +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( order "Beta 2" "Protect my target" "Jumpgate Arm 2" ) ( allow-ship "EA Aurora" ) ( allow-ship "EA Tiger" ) ( allow-ship "EA Aurora MK1" ) ( allow-ship "EA Badger" ) ( allow-ship "EA Thunderbolt" ) ( allow-ship "EA 109 Zephyr" ) ( allow-ship "PSI Aurora" ) ( allow-ship "PSI Thunderbolt" ) ( allow-ship "EA Valkyrie" ) ( allow-ship "EA Skylark" ) ( allow-ship "CR Sentri" ) ( allow-ship "CR Rutarian" ) ( allow-ship "NR Frazi" ) ( allow-ship "NR Gorith" ) ( allow-ship "NR Freighter" ) ( allow-ship "MF Nial" ) ( allow-ship "MF Tishat" ) ( allow-ship "MF Lintira" ) ( allow-ship "BI Falkosi" ) ( allow-ship "BI Halik" ) ( allow-ship "DF Sky Serpent" ) ( allow-ship "ISA Whitestar" ) ( allow-ship "ISA Bluestar" ) ( allow-ship "DH Fighter" ) ( allow-ship "DH Raider" ) ( allow-ship "VE Fighter" ) ( allow-ship "SH Fighter" ) ( allow-ship "SH Chaser" ) ( allow-ship "SH Scout" ) ( allow-ship "SH Heavy Assault" ) ( allow-weapon "33mm Pulse" ) ( allow-weapon "40mm Pulse" ) ( allow-weapon "45mm Pulse" ) ( allow-weapon "60mm Pulse" ) ( allow-weapon "42mm Plasma" ) ( allow-weapon "43mm Plasma" ) ( allow-weapon "45mm Fusion" ) ( allow-weapon "Disruptor" ) ( allow-weapon "Particle Array" ) ( allow-weapon "Ion Accelerator" ) ( allow-weapon "52mm Pulse" ) ( allow-weapon "75mm Pulse" ) ( allow-weapon "Neutron Gun" ) ( allow-weapon "Light Fusion" ) ( allow-weapon "Drazi 35mm" ) ( allow-weapon "BI XRay Gun" ) ( allow-weapon "Brakiri 32mm" ) ( allow-weapon "WS Pulsed Fusion" ) ( allow-weapon "WS Pulsed Neutron" ) ( allow-weapon "Pulsed Fusion" ) ( allow-weapon "WS Neutron Beam" ) ( allow-weapon "WS Neutron Beam#player" ) ( allow-weapon "DH Neutron Pulse" ) ( allow-weapon "DH Light Neutron Beam" ) ( allow-weapon "VE Lightning Cannon" ) ( allow-weapon "SH Quantum Bolt" ) ( allow-weapon "SH LightAAA" ) ( allow-weapon "SH HeavyAAA" ) ( allow-weapon "SH Quantum Pulse" ) ( allow-weapon "EA Venom 1" ) ( allow-weapon "EA Venom 2" ) ( allow-weapon "EA Panther" ) ( allow-weapon "EA Bulldog" ) ( allow-weapon "CR Asari" ) ( allow-weapon "NR Ta'Lon" ) ( allow-weapon "NR T'Kor" ) ( allow-weapon "MF Shokrai" ) ( allow-weapon "BI Meteor Shower" ) ( allow-weapon "ISA Dralfi" ) ( training-msg "Unlock Everything" ) ) +Name: unlock everything +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 4 total $Type: Primary +Name: Protect Evenstar $MessageNew: XSTR("Protect Evenstar", -1) $end_multi_text $Formula: ( has-departed-delay 0 "EA Evenstar" ) +Score: 1000 $Type: Secondary +Name: Capture Raider Base $MessageNew: XSTR("Capture Raider Base", -1) $end_multi_text $Formula: ( is-event-true-delay "raiders surrender" 0 ) +Score: 2000 $Type: Bonus +Name: Prevent Raiders Escaping $MessageNew: XSTR("All Raider Fighters destroyed", -1) $end_multi_text $Formula: ( is-destroyed-delay 0 "Gold" "Silver" ) +Score: 500 $Type: Bonus +Name: Killing spree! $MessageNew: XSTR("Killing spree!", -1) $end_multi_text $Formula: ( > ( num_kills "Alpha 1" ) 5 ) +Score: 500 #Waypoints ;! 3 lists total $Name: Freighter Path $List: ( ;! 2 points in list ( 0.000000, 0.000000, 0.000000 ) ( 0.000000, 0.000000, -5000.000000 ) ) $Name: Gate $List: ( ;! 1 points in list ( 4.100000, 0.000000, -4250.000000 ) ) $Name: Cruiser Destination $List: ( ;! 1 points in list ( -3000.000000, 0.000000, 15000.000000 ) ) #Messages ;! 34 total $Name: Spotted 1 $Team: -1 $MessageNew: XSTR("Detecting high energy weapon emissions.", -1) $end_multi_text +AVI Name: pilot_EA.ani +Wave Name: rw 02 001.wav $Name: Spotted 2 $Team: -1 $MessageNew: XSTR("I'm getting heat signitures for 5, maybe 6 ships.", -1) $end_multi_text +AVI Name: pilot_EA_2.ani +Wave Name: rw 03 001.wav $Name: Mayday 1 $Team: -1 $MessageNew: XSTR("Mayday. Mayday. This is the Evenstar. We are under attack. Repeat, we are under attack. Some kind of raiding party.", -1) $end_multi_text +AVI Name: logo_stellarcom.ani +Wave Name: rw 04 001.wav $Name: Mayday 2 $Team: -1 $MessageNew: XSTR("Acknowledged. Hold on tight, help is on the way.", -1) $end_multi_text +AVI Name: pilot_EA.ani +Wave Name: rw 02 002.wav $Name: Raiders 1 $Team: -1 $MessageNew: XSTR("Earth Force to raiding party. You are attacking a freighter carrying civilian passengers. Cease your attack immediately.", -1) $end_multi_text +AVI Name: pilot_EA.ani +Wave Name: rw 02 003.wav $Name: Raiders 2 $Team: -1 $MessageNew: XSTR("Not a chance. We need the supplies on that freighter and we're going to get them.", -1) $end_multi_text +AVI Name: pilot_RAIDERS.ani +Wave Name: rw 05 001.wav $Name: Raiders 3 $Team: -1 $MessageNew: XSTR("Doesn't sound like they're going to play ball Alpha 1. We're going to have to take them down.", -1) $end_multi_text +AVI Name: pilot_EA_2.ani +Wave Name: rw 03 002.wav $Name: Flee 1 $Team: -1 $MessageNew: XSTR("The remaining raiders are bugging out and heading for the jump gate.", -1) $end_multi_text +AVI Name: pilot_EA.ani +Wave Name: rw 02 004.wav $Name: Flee 2 $Team: -1 $MessageNew: XSTR("Looks like they are using the local hyperspace jump gate as a staging post for their attacks.", -1) $end_multi_text +AVI Name: pilot_EA_2.ani +Wave Name: rw 03 003.wav $Name: Flee 3 $Team: -1 $MessageNew: XSTR("Meaning they have a Command and Control ship waiting in hyperspace.", -1) $end_multi_text +AVI Name: pilot_EA.ani +Wave Name: rw 02 005.wav $Name: Flee 4 $Team: -1 $MessageNew: XSTR("Or it's in normal space and they're trying to lure us away from it?", -1) $end_multi_text +AVI Name: pilot_EA_2.ani +Wave Name: rw 03 004.wav $Name: Flee 5 $Team: -1 $MessageNew: XSTR("Agreed. Since we have orders to look for a Raider base, I suggest that we search normal space for anything unusual.", -1) $end_multi_text +AVI Name: pilot_EA.ani +Wave Name: rw 02 006.wav $Name: Base 1 $Team: -1 $MessageNew: XSTR("Babylon 5. We have located the Raiders' Command and Control vessel. We're sending you the co-ordinates.", -1) $end_multi_text +AVI Name: pilot_EA.ani +Wave Name: rw 02 007.wav $Name: Base 2 $Team: -1 $MessageNew: XSTR("This is Babylon 5 to Raider base. We have warships en route to your position. Stand down and prepare to be boarded.", -1) $end_multi_text +AVI Name: capcomm_corwin.ani +Wave Name: rw 06 001.wav $Name: Base 3 $Team: -1 $MessageNew: XSTR("Negative Babylon station. We'll take our chances.", -1) $end_multi_text +AVI Name: logo_stellarcom.ani +Wave Name: rw 07 001.wav $Name: Base 4 $Team: -1 $MessageNew: XSTR("Alpha and Beta, you have a new objective. Disarm that base, but do not destroy it. We need them alive for questioning.", -1) $end_multi_text +AVI Name: capcomm_corwin.ani +Wave Name: rw 06 002.wav $Name: Disarmed $Team: -1 $MessageNew: XSTR("Babylon 5, Raider CNC station has been disarmed.", -1) $end_multi_text +AVI Name: pilot_EA.ani +Wave Name: rw 02 008.wav $Name: Hood About To Arrive $Team: -1 $MessageNew: XSTR("Well done pilots. Be advised. The EA Hood is about to jump in.", -1) $end_multi_text +AVI Name: capcomm_corwin.ani +Wave Name: rw 06 003.wav $Name: Hood Arrives 1 $Team: -1 $MessageNew: XSTR("Earth Alliance cruiser to Raider base. Stand down and order your fighters to return to base.", -1) $end_multi_text +AVI Name: capcomm_Lefcourt.ani +Wave Name: rw 08 001.wav $Name: Hood Arrives 2 $Team: -1 $MessageNew: XSTR("Negative. I see no reason to surrender.", -1) $end_multi_text +AVI Name: logo_stellarcom.ani +Wave Name: rw 07 002.wav $Name: Warning 1 $Team: -1 $MessageNew: XSTR("Fire control. Please demonstrate of our main guns to the Raider transport.", -1) $end_multi_text +AVI Name: capcomm_Lefcourt.ani +Wave Name: rw 08 002.wav $Name: Warning 2 $Team: -1 $MessageNew: XSTR("Raider transport. The next one will not miss.", -1) $end_multi_text +AVI Name: capcomm_Lefcourt.ani +Wave Name: rw 08 003.wav $Name: Raiders Surrender $Team: -1 $MessageNew: XSTR("This is the Raiders' CNC. We surrender. We are standing down. I repeat, we are standing down.", -1) $end_multi_text +AVI Name: logo_stellarcom.ani +Wave Name: rw 07 003.wav $Name: Shuttle 1 $Team: -1 $MessageNew: XSTR("Raider base. We are dispatching a shuttle. Prepare to be boarded.", -1) $end_multi_text +AVI Name: capcomm_Lefcourt.ani +Wave Name: rw 08 004.wav $Name: Shuttle 2 $Team: -1 $MessageNew: XSTR("Roger.", -1) $end_multi_text +AVI Name: logo_stellarcom.ani +Wave Name: rw 07 004.wav $Name: Base Damage $Team: -1 $MessageNew: XSTR("We are badly damaged. Hull breaches on all levels. Requesting urgent assistance.", -1) $end_multi_text +AVI Name: logo_stellarcom.ani +Wave Name: rw 07 005.wav $Name: End 1 $Team: -1 $MessageNew: XSTR("Good work Alpha and Beta wings. You are relieved. Approach our ship and we will open a jump point so that you can return to Babylon 5.", -1) $end_multi_text +AVI Name: capcomm_Lefcourt.ani +Wave Name: rw 08 005.wav $Name: End 2 $Team: -1 $MessageNew: XSTR("You are close enough. Jump at your discretion.", -1) $end_multi_text +AVI Name: pilot_EA.ani +Wave Name: rw 08 006.wav $Name: Evenstar Departed $Team: -1 $MessageNew: XSTR("Good news. Evenstar has entered hyperspace safely.", -1) $end_multi_text +AVI Name: pilot_EA.ani +Wave Name: rw 02 009.wav $Name: Evenstar Damaged 1 $Team: -1 $MessageNew: XSTR("We're taking heavy damage. People are dying here. Come on guys!", -1) $end_multi_text +AVI Name: logo_stellarcom.ani +Wave Name: rw 04 002.wav $Name: Evenstar Damaged 2 $Team: -1 $MessageNew: XSTR("Hull integrity critical. We don't have any life pods. Save us!", -1) $end_multi_text +AVI Name: logo_stellarcom.ani +Wave Name: rw 04 003.wav $Name: Evenstar Destroyed $Team: -1 $MessageNew: XSTR("Damn it. We lost the freighter.", -1) $end_multi_text +AVI Name: pilot_EA.ani +Wave Name: rw 02 010.wav $Name: Clue $Team: -1 $MessageNew: XSTR("I'm getting some signal interference from the local asteroid field. Added to our escort list. 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