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 Post subject: Rasauul's Storyline Bible
 Post Posted: Thu Sep 10, 2009 5:55 am 
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After more than 1000 hours of modding my storyline mod is complete, on the way i got a good understanding of how this stuff works, n id like to share it with you my fellows modderfraggers :)

my mod can be downloaded here:
http://www.fileplanet.com/202608/200000 ... ion-14-Mod

[Cue: Trumpets n Drums] ......Welcome to..........RASAUUL's STORYLINE BIBLEEEEEEEEEEEEEEEEEEEE!

General:

A Storyline mission is generally made up of several standard parts:

1. [Mission]
This is the storyline starter it states that everything below here is a mission
file.

2. npc_ship_file = X
(fx: npc_ship_file = missions\m04\npcships.ini)
This line placed just below the mission statement tell the program what folder to go to for ship loadouts

3. [NPC] introductions
The [NPC] statement means that this is a NPC
and we can include info on what name, ship, voice and pilot-look is attached to it.
(activated by [MsnShip]entries)

4.[MsnShip] Behaviour
In these entries we assign behaviour to the NPCs, Location in 3d space, orientation, groups that the
npc belongs to and wheter the npc can use jumpgates or not.
(activates by [Trigger]s)

5. [MsnFormation]s
The [MsnFormation] statement is an extension on the [MsnShip] files and grabs several [MsnShip]s and ties
em together in one of many possible formations, assigns a position (in 3d space) and possibly sets their orientation a.k.a
direction.
(activates by [MsnShip]entries and [Trigger]s)

6. [NNObjective]s
Now we make the entries for the general storyline objectives for the Player: Go here, then go here
, then dock with this object, then kill this guy, and so forth.
(activates by [Trigger]s)

7. [objlist] orders
This resembles the above entry header, BUT now we are giving orders to the NPCs, these differs from the player [NNObjective]s
in the way that the NPCs are "forced" to obey these as opposed to the player objectives that can be "Ignored"
.....if ure a comple moron.....
(activates by [Trigger]s)

8. [Trigger]s
These guys are the core of the mission file and can be thought of as the "Event-tree"
or the "event-progress" of the mission file, these files activate all the above named entries.

The "event-tree" activates by the "InitState = active" command included in the starter [Trigger]
and ends with the "Act_ChangeState = SUCCEED" command in the final mission file [Trigger].

9. summing it up
Think of the mission as a tree, growing in one general direction but
branching out too, dividing into smaller branches that end (or loop)......until u arrive with ur chainsaw and cut it into
savegame firewood with the "Act_ChangeState = SUCCEED" command, Have Fun :)


Last edited by rasauul on Fri Sep 11, 2009 4:13 am, edited 1 time in total.

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 Post Posted: Thu Sep 10, 2009 5:57 am 
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NNObjectives:

Here we go with the Objectives and the different ways u can set em up:

0.
Objectives are really the storylines way of communicating with you, they tell you where to go and what to do to fullfill the
mission requirements and keep you proceeding through the storyline.
All Objective entries are linked to a trigger, if not then they are not activated and might as well not be in ur ini.

0. A little explanation on objectives
1. Typical trigger linking to an objective
1a. This one gives you a message
2. This one clears away any current objective
3. This trigger is set to pop this objective only once
3a. This one sets a waypoint attached to a solar and gives you a message
4. Nav-marker in open space and gives you a message
5. Jumphole waypoint and text

1.
Typical trigger linking to an objective:
[Trigger]
nickname = lcx_bar_St02_0112
system = St02
Cnd_LocEnter = deck, st02_01_base
Act_SetNNState = mlog_mission_accept12, ACTIVE <<<this one turns on the objective to pop contineously
Act_SetNNObj = mlog_mission_accept12 This one fire the objective once
Act_NNIds = 31200, HISTORY
Act_DeactTrig = spawn_osiris12_in_St01
Act_ActTrig = launched_from_osiris12

1a.
This one gives you a message,
Theres no waypoint and the text message is unframed.

[NNObjective]
nickname = mlog_mission_accept12
state = HIDDEN
type = ids, 24215 <<<"Meet Juni and King in Space outside the Battleship Osiris"


2.
This one clears away any current objective
and says:

[NNObjective]
nickname = null
state = HIDDEN
type = ids, 21660<<<<<<"Awaiting Mission Objective"


3.
Here the trigger is set to pop this objective only once:

[Trigger]
system = St03
nickname = reactivate_hack
Cnd_True = no_params
Act_DockRequest = St03_dyson_airlock_1
Act_SetNNObj = penetrate <<<<<<<<<<< see? no "active state" command

3a.
This one sets a waypoint attached to a solar and gives you a message

[NNObjective]
nickname = penetrate
state = HIDDEN
type = rep_inst, St01, 24475, 1, 0, 0, 0, St03_dyson_airlock_1
Translated:
type= solar waypoint, in St01 system, ids-text, this value i dunno (1), x,y,z(coords in space), named solar part

4.
This one sets a "nav-marker" in open space

[NNObjective]
nickname = mlog_assist_von_claussen12
state = HIDDEN
type = navmarker, St01, 24265, 27265, 0, 0, 0
Translated:
type= waypoint in space, in St01 system, ids-text, ids-info, x,y,z(coords in space)


5.
Jumphole waypoint

[NNObjective]
nickname = mlog_jump_back_to_st0112
state = HIDDEN
type = rep_inst, St02, 24250, 27250, -969, 0, 10849, St02_to_St01_hole
Translated:
type= solar waypoint, in this system, ids-text, ids-info, x,y,z, named solar part


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 Post subject:
 Post Posted: Thu Sep 10, 2009 5:58 am 
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ObjList:

Here we go with [ObjList] parameters:

0.
[objlist] contain orders given to non-player ships (anyone but you in singleplayer), this makes your friends follow you,
and break formation when engaging combat, it makes your enemies know where to go after spawning and/or where
to go.
All ObjList entries are linked to a trigger, if not then they are not activated and might as well not be in ur ini.


0. A little on [objlist] and what they do
1. Typical Trigger linking to objlist entry
1a. Get into formation parameter
2. Trigger relating to break formation objlist
2a. Break formation entry
3. Trigger linking to stay in range objlist
3a. stay in range entry
4. Trigger linking to "GOTO" objlist
4a. Go to ship entry
5. Trigger linking to always follow
5a. Always follow, Allways Execute objlist
6. Allways active/one time objective


1.
Typical Trigger linking to objlist below:
[Trigger]
nickname = test_spawn_juni12
system = St02
Cnd_True = no_params
Act_SpawnShip = juni12, juni12_form_on_trent, 500, 1500, 0, 0, 1, 0, 0 <<spawn juni at these coords and fire the objlist
Act_Invulnerable = juni12, true, false, 0.950000
Act_SetVibe = juni12, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = Player, juni12, REP_FRIEND_THRESHOLD
Act_MarkObj = juni12, 1

1a.
Get into formation
This one tells Juni to form formation with trent (follow trent)
[ObjList]
system = ALL
nickname = juni12_form_on_trent <<<name linked to from trigger
Delay = 19 <<<<do this 19 seconds after activation
Follow = Player, 3000, -20, 0, 40 <<<<<<<<follow player at this position relating to player position
translation: behind, x, y, z

2.
Trigger relating to break formation objlist:
[Trigger]
system = St02
nickname = break_and_divert
Cnd_Timer = 1
Act_SetVibeShiptoLbl = juni12, nomad_wing, REP_HOSTILE_MAXIMUM
Act_SetVibeShiptoLbl = king12, nomad_wing, REP_HOSTILE_MAXIMUM <<<<<<u hate em so u wanna kill em
Act_GiveObjList = juni12, juni12_break_and_divert
Act_GiveObjList = king12, king12_break_and_divert<<<<<<<<<fire the objlist

2a.
Break formation entry:
Break formation and head for this ship
[ObjList]
system = ALL
nickname = king12_break_and_divert
BreakFormation = no_params
GotoShip = goto, nomad_S_7, 1000, true, -1 <<<<<get to the nomad

3.
Trigger linking to stay in range objlist:
[Trigger]
nickname = test_spawn12
system = St02
Cnd_True = no_params
Act_SpawnFormation = nomad_U_wing_1
Act_SpawnFormation = nomad_U_wing_2 <<<<<<<yes were spawning the evil nomads!
Act_SpawnFormation = nomad_U_wing_3
Act_SpawnFormation = nomad_D_wing_1
Act_SpawnFormation = nomad_D_wing_2
Act_SpawnFormation = nomad_D_wing_3
Act_SpawnFormation = nomad_S_wing_1
Act_SpawnFormation = nomad_S_wing_2
Act_SpawnFormation = nomad_S_wing_3
Act_GiveObjList = nomad_U_wing_1, zone_U_112
Act_GiveObjList = nomad_U_wing_2, zone_U_2 <<<<<<<<<<fire objlist (see below)
Act_GiveObjList = nomad_U_wing_3, zone_U_3
Act_GiveObjList = nomad_D_wing_1, zone_D_1
Act_GiveObjList = nomad_D_wing_2, zone_D_2
Act_GiveObjList = nomad_D_wing_3, zone_D_3
Act_GiveObjList = nomad_S_wing_1, zone_S_1
Act_GiveObjList = nomad_S_wing_2, zone_S_2
Act_GiveObjList = nomad_S_wing_3, zone_S_3

3a.
stay in range entry:
[ObjList]
system = St02
nickname = zone_U_2
StayInRange = -2242, 750, -1735, 1500 <<<<<<<the evil nomads stay at a max of 1500 from this area

4.
Trigger linking to "GOTO" objlist:
[Trigger]
nickname = send_in_interceptors_at_6000
system = St02
Cnd_DistVec = inside, Player, -970, 0, 10819, 8000
Act_SpawnFormation = nomad_J_wing_1
Act_SpawnFormation = nomad_J_wing_2
Act_SetVibeLblToShip = nomad_J_wing_1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLblToShip = nomad_J_wing_2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = nomad_J_wing_1, allied12, REP_HOSTILE_THRESHOLD
Act_SetVibeLbl = nomad_J_wing_2, allied12, REP_HOSTILE_THRESHOLD
Act_GiveObjList = nomad_J_wing_1, send_interceptors12 <<<<< were sending these guys to where the objlist specifies
Act_GiveObjList = nomad_J_wing_2, send_interceptors12 <<<<< were sending these guys to where the objlist specifies
Act_Cloak = nomad_J_wing_1, false
Act_Cloak = nomad_J_wing_2, false

4a.
Go to ship entry:
[ObjList]
system = St02
nickname = send_interceptors12
GotoShip = goto, Player, 1000, true, -1 <<<<<<<yes we got nomad interceptors coming our way...WEAPONS FREE!...... ENGAGE!

5.
Trigger linking to always follow
[Trigger]
system = St03b
nickname = watcher_960
Cnd_CommComplete = DX_M13_0960_ORILLION
Act_GiveObjList = king, follow_player_to_city
Act_GiveObjList = juni, follow_player_to_city

5a.
Always follow, Allways Execute objlist
[ObjList]
system = St03b <<<<<<<<<in this system
nickname = follow_player_to_city
SetPriority = ALWAYS_EXECUTE <<<<<<<<<<<<<<keep doing this until we tell you to do something else
Follow = Player, 1500, -100, 50, -200

6:
Act_SetNNState = obj_get_to_leeds, ACTIVE<<<<<<<allways active
Act_SetNNObj = obj_get_to_leeds <<<<<<<untill completed only


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 Post Posted: Thu Sep 10, 2009 6:00 am 
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trigger entry fire parameters:

IN This State:
Cnd_True = no_params...............if nothing else is goin down then fire this trigger
Cnd_InSpace = true ............if ur spaceside then.......................
Cnd_InTradelane
Cnd_InZone

ON ENTRY:
Cnd_BaseEnter = st01_01_base
Cnd_LocEnter = Cityscape, li01_01_base
Cnd_SystemEnter = St03
Cnd_TLEntered Player, Li01_Trade_Lane_Ring_141
Cnd_SpaceEnter
Cnd_NPCSystemEnter
Cnd_JumpInComplete

ON EXIT:
Cnd_SystemExit = ANY..............if u exit any system then........................
Cnd_LocExit
Cnd_BaseExit = st01_01_base.............if u exit this base
Cnd_TLExited = Player, Li01_Trade_Lane_Ring_141........when u exit this tradelane
Cnd_LaunchComplete = Player
Cnd_PlayerLaunch
Cnd_EncLaunched = se_nomads_5_more...........when these baddies have launched then ....

DISTANCE Related:
Cnd_DistShip
Cnd_DistVec
Cnd_DistVecLbl
Cnd_DistCircle

MISSION OFFER Related:
Cnd_MsnResponse = accept...............if u accept the mission then.......
Cnd_MsnResponse = reject...........if u reject

MANEUVER Related:
Cnd_PlayerManeuver = Dock, Li01_02_dock_ring ...............when u dock with this ring
Cnd_LootAcquired = power_cell, Player
Cnd_CargoScanned

COMBAT Related:
Cnd_ProjHit = nomad_vc_1, 1, refugees_03
Cnd_ProjHitShipToLbl
Cnd_Destroyed = final_generator5, 1
Cnd_HealthDec = nomadcap, 0.250000

Trigger is done:
Cnd_WatchTrigger = watch_health, COMPLETE

RTC (thn) Related:
Cnd_RTCDone

COMMUNICATION Related:
Cnd_CommComplete = DX_M01_0387_KING
Cnd_PopUpDialog

TIME Related:
Cnd_Timer

MISC:
Cnd_CharSelect
Cnd_WatchTrigger
Cnd_HasMsn
Cnd_TetherBroke
Cnd_WatchVibe


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 Post Posted: Thu Sep 10, 2009 6:01 am 
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Trigger action parameters.

Act_ActTrig
Act_NagDistLeaving
Act_Invulnerable
Act_MarkObj
Act_PlayerCanTradelane
Act_ChangeState
Act_DeactTrig
Act_SendComm
Act_PlayerCanDock
Act_PlayMusic
Act_SpawnShip
Act_SetVibe
Act_SpawnSolar
Act_GCSClamp
Act_RandomPop
Act_MovePlayer
Act_CallThorn
Act_PlaySoundEffect
Act_StartDialog
Act_GiveObjList
Act_Destroy
Act_SetVibeLblToShip
Act_Cloak
Act_RelocateShip
Act_LightFuse
Act_SetVibeLbl
Act_ForceLand
Act_SetShipAndLoadout
Act_AddAmbient
Act_AddRTC
Act_NNIds
Act_PopUpDialog
Act_SetNNObj
Act_RemoveRTC
Act_SetOffer
Act_SetTitle
Act_RemoveAmbient
Act_NagOff
Act_RpopAttClamp
Act_PobjIdle
Act_NagClamp
Act_LockDock
Act_SpawnFormation
Act_SetVibeShipToLbl
Act_NagGreet
Act_EtherComm
Act_EnableManeuver
Act_RevertCam
Act_Save
Act_PlayerEnemyClamp
Act_AdjHealth
Act_SpawnLoot
Act_LockManeuvers
Act_HostileClamp
Act_DisableTradelane
Act_NagDistTowards
Act_SetLifeTime
Act_AdjAcct
Act_SetNNState
Act_SetNNHidden
Act_GiveNNObjs
Act_EnableEnc
Act_DebugMsg
Act_RandomPopSphere
Act_SetInitialPlayerPos
Act_StaticCam
Act_SetVibeOfferBaseHack
Act_NNPath
Act_SetOrient
Act_RemoveCargo
Act_SetRep
Act_DisableFriendlyFire
Act_Jumper
Act_GiveMB
Act_SetPriority
Act_RPopTLAttacksEnabled
Act_DockRequest
Act_ForceLand
Act_DisableEnc


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 Post Posted: Thu Sep 10, 2009 6:01 am 
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Trigger add options:

Here we go with the different trigger storyline add commands:

Give player a credit amount:
Act_AdjAcct = 325000


Set off a thn:
Act_AddRTC = missions\m04\M004_s021x_Br04_01_nrml.ini <<adress of thn


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 Post Posted: Thu Sep 10, 2009 6:04 am 
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Working Storyline Coding examples and explanations:


1. Add a section to History (neural net) Log.
2. Offer a mission in a blue frame.
3. Add a sub-objective that appears during a mission (unframed).
4. Dock with planet mission part.
5. Example of a popup linked to an action.
6. King follows trent objective entry
7. Restock playerAmmo in space :)
8. this is a timed entry, that reminds you to dock with Pitts
9. Set Ship and loadout line relating to mission acceptance
10. Storyline related save action entry
11. Add your own LVL up message
12. Proceed with story (juni docks) if within range set by trigger value
13. Move player to a space location
14. stop player or npc moving
15. add a mission credit payout, linked to a Trigger
16. add more health to a ship, linked to trigger
17. set player/other faction rep, trigger
18. add a mission offer from same folder
19. endgame change + example of loop
20. delete any remaining mission objectives
21. First active [trigger] of a mission ini
22. Explode a npc
23. Move on when u have killed these guys
24. Leave several trigger to be activated by an action
25. Temporarily stop a ship from jumping

1.
This adds a new piece to your neural net log(Trigger Command line):
Act_NNIds = 30035, HISTORY


2.
This offers a mission n the blue/green frame(Trigger Command line):
Act_SetOffer = 21805
Act_SetTitle = 21800


3.
This is a command that appears unframed during a misiion, it displays new objective:
(trigger line) Act_SetNNObj = mlog_21890 <<this actually links to this objective entry
[NNObjective]
nickname = mlog_21890
state = HIDDEN
type = ids, 21890


4.
[NNObjective]
nickname = mlog_21870
state = HIDDEN
type = rep_inst, Li01, 21870, 24870, 49953, 204, -77117, Li01_02_dock_ring

Explanation:
type = rep_inst, A, B, C, D1, D2, D3, E
A = System (where mission takes place)
B = Sub-objective
C = Pop-up window that gives info
D123 = x,y,z coordinates in 3d space
E = Name of docking ring


5.
Heres a good example of a popup linked to one simple action:
[Trigger]
nickname = pmn_levelledup <<<<<name
Cnd_PlayerManeuver = Dock, Li01_02_dock_ring <<<<when u do this....
Act_Popupdialog = 21885, 21920, CLOSE <<<<It will "pop" these two lines


6.
[ObjList]
nickname = ol_king_into_formation
Avoidance = false
Follow = fauxP1, 100000, 20, -15, -17<<<this line links to two files describing who trent is


7.
Act_ActTrig = Restocking
Act_SetNNObj = mlog_Pick_up_gear

;"tractor ur gear"
[NNObjective]
nickname = mlog_Pick_up_gear
state = HIDDEN
type = ids, 261934

[Trigger]
nickname = Restocking
system = Li01
Cnd_True = no_params
Act_SpawnLoot = Restock
Act_SpawnLoot = RestockA
Act_SpawnLoot = RestockB
Act_Popupdialog = 261932, 261933, CLOSE

[MsnLoot]
nickname = Restock
archetype = missile01_mark02_ammo, 160
string_id = 265147
rel_pos_obj = Player
rel_pos_offset = 91, -205, 350
velocity = 1, 0, 2
equip_amount = 160
health = 1.000000
Can_Jettison = true

[MsnLoot]
nickname = RestockA
archetype = missile01_mark03_ammo, 160
string_id = 265147
rel_pos_obj = Player
rel_pos_offset = 95, -210, 350
velocity = 1, 0, 2
equip_amount = 160
health = 1.000000
Can_Jettison = true

[MsnLoot]
nickname = RestockB
archetype = missile01_mark01_ammo, 160
string_id = 265147
rel_pos_obj = Player
rel_pos_offset = 99, -213, 350
velocity = 1, 0, 2
equip_amount = 160
health = 1.000000
Can_Jettison = true


8.
[Trigger]
nickname = dst_kinglandteach
Cnd_DistShip = outside, Li01_02_dock_ring, Player, 800, 20, TICK_AWAY
Act_StartDialog = dlg_dockreminder
Act_ActTrig = com_0995


9.
[Trigger]
nickname = mrp_accept
Cnd_MsnResponse = accept
Act_SetShipAndLoadout = li_elite2, msn_playerloadout<<this line, in this location
or no ship:
Act_SetShipAndLoadout = none, none


10.
[Trigger]
nickname = bse_philwsave
Cnd_BaseEnter = Li01_02_base
Act_Save = bse_save, 32100 <<<<<<<<this line saves the game as the name described by number


11.
[Trigger]
nickname = play_juni_ethercomm
Cnd_CommComplete = dx_m01_1555_king
Act_ActTrig = pmn_levelledup2 <<<<<links to entry below, this replaces link to tm_pausebeforejuni
Act_NagOff = gohome
Act_AdjAcct= 30000

[Trigger]
nickname = pmn_levelledup2
Cnd_Timer = 3
Act_Popupdialog = 261936, 261937, CLOSE <<<message about lvling
Act_ActTrig = tm_pausebeforejuni <<<<<<<links to chapter below

[Trigger]
nickname = tm_pausebeforejuni
Cnd_Timer = 2
Act_EtherComm = juni_voice_m01a, 216116, Player, dx_m01_1580_juni, -1, pl_female4_head, li_hatcher_body
Act_ActTrig = com_1580


12.
[Trigger]
nickname = dst_get_help_ca
system = Li02
Cnd_DistShip = inside, Player, Li02_02, 80000 <<this sets the range of object u have to be within range of to proceed
Act_StartDialog = dlg_1090_1130 <<<<start juni speech
Act_ActTrig = com_1100 <<<<<proceed to this trigger entry


13.
; moveplayer to this space location
[Trigger]
nickname = key_to_space
system = Li01
Cnd_True = no_params
Act_MovePlayer = -33761, -14, -26235, 1000


14.
[Trigger]
nickname = Cam_delay
Cnd_Timer = 4
Act_GiveObjList = Player, stop_player <<<<<<<<<<<<<<<<<< stop player
Act_GiveObjList = Juni, stop_player <<<<<<<<<<<<<<<<<<<<stop juni
Act_GiveObjList = rfighter1, stop_player <<<<<<<<<<<<<<<<stop rfighter
Act_CallThorn = missions\M03\M03_Rfighter_Encounter.thn, Player
Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY
Act_SpawnFormation = rfighters_frm
Act_MarkObj = lbl_rfighter, 1
Act_Cloak = lbl_rfighter, false
Act_GiveObjList = rfighters_frm, rheinlanders_stay_close
Act_SetVibeLblToShip = lbl_rfighter, Player, REP_NEUTRAL_FRIENDLY
Act_SetVibeLblToShip = lbl_rfighter, juni_from_willard, REP_NEUTRAL_FRIENDLY
Act_SetVibeShipToLbl = juni_from_willard, lbl_rfighter, REP_NEUTRAL_FRIENDLY
Act_ActTrig = d_rfighters

15.
[Trigger]
nickname = mrp_accept
Cnd_MsnResponse = accept
Act_RemoveRTC = missions\m09\M009_s050d_Ku06_01_bar_reoffer.ini
Act_DeactTrig = mrp_reject
Act_DeactTrig = space_enter
Act_SetTitle = 23600
Act_SetOffer = 23605
Act_SetNNObj = mlog_meet_ozu_in_space
Act_LockDock = Player, Ku06_to_Ku07_hole, unlock
Act_SetRep = Player, fc_bd_grp, 0.910000
Act_AdjAcct = 800000 <<<<<<<simply add this line for same amount of credits
Act_PlayerCanDock = false
Act_ActTrig = spe_Ku06_01
Act_NNIds = 30900, HISTORY
Act_RandomPop = false
Act_DeactTrig = always_friendly_kyoto


16.
Act_AdjHealth = king, 0.500000 <<<<<<<<king gets hp


17.
[Trigger]
nickname = mrp_accept
Cnd_MsnResponse = accept
Act_RemoveRTC = missions\m09\M009_s050d_Ku06_01_bar_reoffer.ini
Act_DeactTrig = mrp_reject
Act_DeactTrig = space_enter
Act_SetTitle = 23600
Act_SetOffer = 23605
Act_SetNNObj = mlog_meet_ozu_in_space
Act_LockDock = Player, Ku06_to_Ku07_hole, unlock
Act_SetRep = Player, fc_bd_grp, 0.910000 <<<<<<<were setting rep
Act_AdjAcct = 1000000
Act_PlayerCanDock = false
Act_ActTrig = spe_Ku06_01
Act_NNIds = 30900, HISTORY
Act_RandomPop = false
Act_DeactTrig = always_friendly_kyoto


18.
Act_AddRTC = missions\m01a\M000_s032a_FP7_01_offer.ini


19.
;changed
[Trigger]
system = St03b
nickname = killed_a_generator
Cnd_Destroyed = final_generator, 1, ALL
Act_DeactTrig = mark_generators
Act_SendComm = king, Player, DX_M13_1040_KING
Act_ActTrig = killed_a_generator <<<added this line for a repeat of this message

;changed
[Trigger]
system = St03b
nickname = watch_endgame_object
Cnd_Destroyed = final_generator, 5, ALL <<<changed this to 5 from 2 which means now u need to kill 5 generators
Act_ActTrig = land
Act_DeactTrig = se_nomads_5_more
Act_DeactTrig = infinite_waves_more
Act_DisableEnc = se_nomads_5
Act_DisableEnc = se_nomads_5_more
Act_LightFuse = Nomad_City, fuse_dyson_city_wormhole_start
Act_StartDialog = endgame_dialog
Act_SetNNObj = null
Act_RandomPop = true


20.
[Trigger]
nickname = clear_waypoint
Cnd_SystemExit = ANY <<<<<u might wanna change this line
Act_SetNNObj = null, OBJECTIVE_HISTORY



21.
This decided which [trigger] is the first one active when activating a mission ini

;changed (init state OFF)
[Trigger]
nickname = key_offer
;InitState = ACTIVE <<<<<<<<<<<this line, in this instance deactivated
Cnd_True = no_params
Act_RpopAttClamp = true
Act_SetOffer = 1
Act_SetTitle = 1
Act_ActTrig = planetscape_st01_01
Act_ActTrig = beginning_ether



22.
[Trigger]
nickname = Fugees_03_gets_nuked
Cnd_timer = 1
Act_Destroy = refugees_03, 1, EXPLODE<<<<name,amount,action


23.
[Trigger]
nickname = Bounty_hunters_is_dead
Cnd_Destroyed = Bounty_hunters, 4, EXPLODE


24.

[Trigger]
nickname = bse_play_2xe
Cnd_BaseEnter = Li01_01_Base
InitState = ACTIVE
Act_AddRTC = missions\\m01a\\M000_s002xe_Li01_01_nrml.ini
Act_NNIds = 30000, HISTORY
Act_NNIds = 30005, HISTORY
Act_ActTrig = rtcd_cityscape

25. Temporarily stop a ship from jumping
If a ship is following you or NPCs are aligned to you, stop em from jumping with you with this order.
Act_Jumper = nomad_R_D_wing_3, false
...or turn it back on:
Act_Jumper = nomad_R_D_wing_3, true


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 Post subject:
 Post Posted: Thu Sep 10, 2009 6:07 am 
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Joined: Sat Jul 25, 2009 6:41 am
Posts: 93
Troubleshooting:

1. Crash by wrong dock_ring coords
2. Crash by too big distance to moved object (fx the one above).
3. cant proceed/locked npc docking sequence
4. Not allowed to dock because of too big distance to planet center



1.
This happens if the destination coords in Mission files do not
corespond with the destination coords in the System.ini file
f.x. [NNObjective]
nickname = mlog_meet_juni_in_space_above_ca_minor
state = HIDDEN
type = navmarker, Li02, 22425, 25425, 3619, 9150, 37853
<< THE LAST 3 VALUES ARE DOCK RING/DESTINATION COORDS AND NEED
TO BE THE SAME AS THE DOCKRING COORDS IN THE SYSTEM.INI FILE
, even if its just a meet outside the planet at this object.
N:B: ANY DESIGNATIONS NOT CORESPONDING IN Mission ini will cause that mission to have a
crash, even though u may start the mission by going somewhere first.



2.
Crash by too small distance to moved object (fx the one above).
[Trigger]
nickname = dialog_toward_ca_minor
Cnd_DistShip = inside, Player, Li02_02, 46000 <<<<<<<<<<this is the value u gotta watch,
it describes a minimum distance to a ship u need to be within range of.



3.
This happens when moving planets and docking rings.
,Juni wouldnt dock with cali minor
[Trigger]
nickname = juni_ready_dock_ca
Cnd_DistShip = inside, juni_from_willard, Li02_02, 60000 <<<<this last value is changed from 6k to 60k
Act_SendComm = juni_from_willard, Player, DX_M03_1130_JUNI
Act_ActTrig = commcomplete_dx_m03_1130_juni



4.
Here the value: "inside" pertains to the center of the planet.
[Trigger]
nickname = start_at_kyushu_dialog
Cnd_DistShip = inside, Player, Ku03_01, 30000 <<this value was too low
Act_SendComm = juni, Player, DX_M07_1760_JUNI
Act_ActTrig = commcomplete_DX_M07_1760_JUNI
Act_PlayMusic = music_victory, none, none, none

5.
When integrating two mission ini remember to "turn off" initstate in 2nd misison:

;changed (init state OFF)
[Trigger]
nickname = key_offer
;InitState = ACTIVE <<<<<<<<<< the ";" turns off this line
Cnd_True = no_params
Act_RpopAttClamp = true
Act_SetOffer = 1
Act_SetTitle = 1
Act_ActTrig = planetscape_st01_01
Act_ActTrig = beginning_ether


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 Post subject:
 Post Posted: Thu Sep 10, 2009 6:10 am 
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Joined: Sat Jul 25, 2009 6:41 am
Posts: 93
Summing up n signing off:

Dont expect everything in these tutes to be correct and Please feel free to post in this string.


To sum it up im posting my own custom mission, the biggest ever modded mission.

This mod has been downloaded more than 500 times.

Here is "Mission 14" from my mod "Trent the Monkey King MISSION 14 mod"

Have fun and good luck, Rasauul




[Mission]

npc_ship_file = missions\m13\npcships.ini

;Chapters
:
; 1. some NPCs
; 2. if key people die we lose
; 3. Lets start the storyline
; 4. Introducing Kota Max
; 5. Kota Max loop
;5a.Kota Max Comms
; 6. Tobias is in trouble
; 7. Kyushu
; 8. Introducing the fugees
; 9. Fugees to trent loop start
;9b. Deact Dokai to trent loop
;10. Fugees on the run
;11. Setting up the Hunters
;12. Bounty Hunters and trents group converge
;13. Bounty hunter ships
;14. Kyoto base
;15. Liath and her posse
;16. Commander Liath Storyline proceeds
;17. Trent Joins Liath wing and all goes to st02 hole
;18. M12 Nomads (descriptions)
;18b.Some comms
;18c.Entering St02
;19. M12 Solars (descriptions)
;20. M12 Triggers regarding airlock and powercell
;21. Clamp info
;22. Liath loop
;23. Monkey world or bust
;24. Defend monkey world mood starter
;25. Spawn the nomad designator
;26. Spawning the aces
;27. Spawn nomad armada ew06
;28. Order aces Ew06 comms
;29. Nomad Ew06 solars
;30. Osiris spawns with thn
;31. Enter the dragon :)
;32. Dragons comms galore
;33. Monkey world is on the line win/lose
;34. Save ze robots
;35. hacking the platforms
;36. Nomad_city fuses
;37. Osiris bound Nomads
;38. Dragon_reinforcement_wings
;The end

[MsnShip]
;[NPC]
;nickname = fauxplayer
;affiliation = li_lsf_grp
;npc_ship_arch = fauxplayer
;individual_name = 1
;voice = trent_voice

;[MsnShip]
;nickname = fauxP1
;NPC = fauxplayer
;position = -33366, -100, -28440
;label = us
;orientation = 0.000000, 0.000000, 1.000000, 0.000000

[NPC]
nickname = tobias
npc_ship_arch = MSN07_Tobias
affiliation = fc_uk_grp
individual_name = 216704
space_costume = br_tobias_head, br_tobias_body, comm_ku_kym
voice = tobias

[MsnShip]
nickname = tobias
NPC = tobias
label = tobias
position = 0, 0, 0
jumper = true
label = us

;-------------------------------------------------------------------------------------------------------------------------- if key people die we lose
[Trigger]
nickname = if_key_people_die_u_lose
system = ANY
Cnd_True = no_params
Act_GCSClamp = true
Act_ActTrig = tobias_dies
Act_ActTrig = Dokai_Surabaya_dies
Act_ActTrig = Liath_dies

[Trigger]
nickname = Liath_dies
system = ANY
Cnd_Destroyed = Liath, 1, ALL_IGNORE_LANDING
Act_ChangeState = FAIL, 262047

[Trigger]
nickname = tobias_dies
system = ANY
Cnd_Destroyed = tobias, 1, ALL_IGNORE_LANDING
Act_ChangeState = FAIL, 261992

[Trigger]
nickname = Dokai_Surabaya_dies
system = ANY
Cnd_Destroyed = Dokai_Surabaya, 1, ALL_IGNORE_LANDING
Act_ChangeState = FAIL, 262014

[Trigger]
nickname = deact_general_triggers
system = ANY
Cnd_True = no_params
Act_DeactTrig = tobias_dies
Act_DeactTrig = Dokai_Surabaya_dies

[Trigger]
nickname = lets_be_friends
system = ANY
Cnd_True = no_params
Act_SetVibeLbl = us, us, REP_FRIEND_THRESHOLD
Act_SetVibeLblToShip = us, Player, REP_FRIEND_THRESHOLD

;----------------------------------------------------------------------------------------------------------------------Lets start the storyline
[Trigger]
nickname = start14
system = Li01
InitState = ACTIVE
Cnd_LaunchComplete = Player
Act_ActTrig = spawn_Kota_max_starter
Act_ActTrig = Start_up_tobias
Act_SetRep = fc_n_grp, co_ic_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = Player, fc_n_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = Player, fc_or_grp, REP_FRIEND_MAXIMUM
Act_SetRep = Player, li_p_grp, REP_FRIEND_MAXIMUM
Act_SetRep = Player, li_lsf_grp, REP_FRIEND_MAXIMUM
Act_SetRep = Player, li_n_grp, REP_FRIEND_MAXIMUM
Act_SetRep = Player, co_me_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, co_ni_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, co_os_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, co_rs_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, co_shi_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, co_ss_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, co_ti_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, co_vr_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, co_nws_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, co_hsp_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, co_ic_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, co_khc_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, co_kt_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, co_be_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, co_alg_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, gd_bh_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, ku_n_grp, REP_FRIEND_THRESHOLD
Act_SetRep = Player, ku_p_grp, REP_FRIEND_THRESHOLD

;------------------------------------------------------------------------------------------------------------------------4. Introducing Kota Max
[NPC]
nickname = Kota_max
npc_ship_arch = Kota_max
affiliation = fc_or_grp
individual_name = 261999
space_costume = ge_male2_head, pi_orillion_body, comm_br_darcy, comm_li_hatcher
voice = pilot_c_leg_m01

[MsnShip]
nickname = Kota_max
NPC = Kota_max
radius = 0
label = us
label = refugees
jumper = true

[MsnFormation]
nickname = Wingman_formation
position = -33270, 5000, -33039
orientation = 0, 0, 1, 0
formation = fighter_basic
ship = Kota_max
ship = player

[Trigger]
nickname = spawn_Kota_max_starter
Cnd_timer = 8
Act_EtherComm = pilot_c_leg_m01, 261999, Player, gcs_combat_rejoiningform_02-, -1, ge_male2_head, pi_orillion_body, comm_li_hatcher
Act_ActTrig = Kota_audio_to_pop

[Trigger]
nickname = Kota_audio_to_pop
Cnd_timer = 1
Act_Popupdialog = 262048, 262049, CLOSE
Act_ActTrig = spawn_Kota_max

[Trigger]
nickname = spawn_Kota_max
Cnd_timer = 1
Act_SpawnFormation = Wingman_formation
Act_ActTrig = kota_goes_to_Cornel_trent
Act_ActTrig = Kota_Max_start_rep
Act_ActTrig = Kota_max_comms
Act_MarkObj = Kota_max, 1
Act_SetVibe = Kota_max, Player, REP_FRIEND_MAXIMUM
Act_GiveObjList = Kota_max, follow_player

[Trigger]
nickname = Kota_Max_start_rep
Cnd_Timer = 150
Act_SetRep = fc_or_grp, li_p_grp, REP_FRIEND_MAXIMUM
Act_SetRep = fc_or_grp, li_lsf_grp, REP_FRIEND_MAXIMUM
Act_SetRep = fc_or_grp, li_n_grp, REP_FRIEND_MAXIMUM
Act_SetRep = fc_or_grp, co_me_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, co_ni_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, co_os_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, co_rs_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, co_shi_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, co_ss_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, co_ti_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, co_vr_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, co_nws_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, co_hsp_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, co_ic_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, co_khc_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, co_kt_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, co_be_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, co_alg_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, gd_bh_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, ku_n_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, ku_p_grp, REP_FRIEND_THRESHOLD
Act_SetRep = fc_or_grp, rh_p_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_or_grp, rh_n_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_or_grp, fc_c_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_or_grp, fc_j_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_or_grp, fc_n_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_or_grp, fc_rn_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_or_grp, fc_m_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_or_grp, fc_u_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_or_grp, fc_ln_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_or_grp, br_m_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = fc_or_grp, rh_m_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = fc_or_grp, fc_fa_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = fc_or_grp, fc_g_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = fc_or_grp, fc_h_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = fc_or_grp, fc_lh_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = fc_or_grp, fc_lwb_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = fc_or_grp, fc_rh_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = fc_or_grp, fc_x_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = fc_or_grp, gd_z_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = fc_or_grp, gd_im_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = fc_or_grp, fc_kn_grp, REP_HOSTILE_THRESHOLD
Act_SetRep = fc_or_grp, gd_gm_grp, REP_HOSTILE_THRESHOLD

;----------------------------------------------------------------------------------------------------------------Kota Max loop
[Trigger]
nickname = kota_goes_to_Cornel_trent
Cnd_Timer = 20
Act_GiveObjList = Kota_max, follow_player
Act_ActTrig = too_far_from_trent
Act_ActTrig = Kota_max_comms

[ObjList]
nickname = follow_player
SetPriority = NORMAL
Follow = Player, -200, -55, 40, 100

[Trigger]
nickname = too_far_from_trent
Cnd_DistShip = outside, Kota_max, player, 4500
Act_ActTrig = kota_goes_to_Cornel_trent
Act_ActTrig = Kota_max_comms

[Trigger]
nickname = Kota_max_comms
Cnd_timer = 1
Act_ActTrig = Kota_says_hi
Act_ActTrig = Kota_hurt_some
Act_ActTrig = Kota_hurt_medium
Act_ActTrig = Kota_hurt_bad
Act_ActTrig = Kota_tradelanes
Act_ActTrig = Kota_system_enter
;-----------------------------------------------------------------------------------------------------------------Kota Max Comms

[Trigger]
nickname = Kota_system_enter
Cnd_SystemEnter = ANY
Act_EtherComm = pilot_c_leg_m01, 261999, Player, gcs_combat_rejoiningform_02-, -1, ge_male2_head, pi_orillion_body, comm_li_hatcher

[Trigger]
nickname = Kota_tradelanes
Cnd_TLEntered = Kota_max
Act_EtherComm = pilot_c_leg_m01, 261999, Player, rms_friendlyarrival_04-, -1, ge_male2_head, pi_orillion_body, comm_li_hatcher

[Trigger]
nickname = Kota_says_hi
Cnd_LaunchComplete = Player
Act_EtherComm = pilot_c_leg_m01, 261999, Player, gcs_combat_rejoiningform_02-, -1, ge_male2_head, pi_orillion_body, comm_li_hatcher

[Trigger]
nickname = Kota_hurt_some
Cnd_HealthDec = Kota_max, 0.700000
Act_EtherComm = pilot_c_leg_m01, 261999, Player, gcs_combat_taking_damage_05-, -1, ge_male2_head, pi_orillion_body, comm_li_hatcher

[Trigger]
nickname = Kota_hurt_medium
Cnd_HealthDec = Kota_max, 0.400000
Act_EtherComm = pilot_c_leg_m01, 261999, Player, gcs_combat_taking_damage_08-, -1, ge_male2_head, pi_orillion_body, comm_li_hatcher

[Trigger]
nickname = Kota_hurt_bad
Cnd_HealthDec = Kota_max, 0.200000
Act_EtherComm = pilot_c_leg_m01, 261999, Player, gcs_combat_taking_damage_worst_01-, -1, ge_male2_head, pi_orillion_body, comm_li_hatcher

;----------------------------------------------------------------------------------------------------------------------Tobias is in trouble
[Trigger]
nickname = Start_up_tobias
Cnd_Timer = 60
Act_EtherComm = tobias, 216704, Player, gcs_combat_scream_02-, -1, br_tobias_head, br_tobias_body
Act_ActTrig = get_to_leeds_starter

[Trigger]
nickname = get_to_leeds_starter
Cnd_Timer = 1
Act_ActTrig = get_to_leeds
Act_ActTrig = always_friendly_leeds

[Trigger]
nickname = always_friendly_leeds
Cnd_SystemEnter = Br04
repeatable = true
Act_SetVibeOfferBaseHack = Br04_01_dock_ring

[Trigger]
nickname = get_to_leeds
Cnd_Timer = 4
Act_Popupdialog = 262003, 262001, CLOSE
Act_ActTrig = get_to_leeds_2

[Trigger]
nickname = get_to_leeds_2
Cnd_Timer = 4
Act_ActTrig = arriving_at_leeds
Act_SetNNObj = obj_get_to_leeds
;Act_NNPath = 261994, 261994, Br04_01_dock_ring

[NNObjective]
nickname = obj_get_to_leeds
state = HIDDEN
type = rep_inst, Br04, 262050, 262050, 13215, 4500, 35862, Br04_01_dock_ring
;type = ids, 262050

[Trigger]
nickname = arriving_at_leeds
Cnd_LocEnter = Cityscape, Br04_01_base
Act_SetNNObj = obj_arriving_at_leeds
Act_ActTrig = enter_tobias_shop

[NNObjective]
nickname = obj_arriving_at_leeds
state = HIDDEN
type = ids, 261995

[NNObjective]
nickname = nn_blank
state = HIDDEN
type = ids, 21660

[Trigger]
nickname = enter_tobias_shop
system = Br04
Cnd_LocEnter = Equipment, Br04_01_Base
Act_SetNNObj = Somewhere_in_kusari
Act_ActTrig = Exit_tobias_shop

[NNObjective]
nickname = Somewhere_in_kusari
state = HIDDEN
type = ids, 262004

[Trigger]
nickname = Exit_tobias_shop
system = Br04
Cnd_LocExit = Equipment, Br04_01_base
Act_NNIds = 261996, HISTORY
Act_Popupdialog = 262003, 261997, CLOSE
Act_ActTrig = always_friendly_kyushu
Act_ActTrig = get_to_kyushu

;----------------------------------------------------------------------------------------------------------------------------------Kyushu

[Trigger]
nickname = always_friendly_kyushu
Cnd_SystemEnter = Ku03
repeatable = true
Act_SetVibeOfferBaseHack = Ku03_dock_ring_1

[Trigger]
nickname = get_to_kyushu
Cnd_LocEnter = Bar, Ku03_01_base
Act_Popupdialog = 262003, 261998, CLOSE
Act_ActTrig = Introducing_The_fugees

;-----------------------------------------------------------------------------------------------------------------Introducing the fugees
[NPC]
nickname = Dokai_Surabaya
npc_ship_arch = Dokai_Surabaya
affiliation = fc_f_grp
individual_name = 262006
space_costume = pi_pirate1_head, sh_male3_body, comm_ku_kym
voice = pilot_f_leg_m01

[MsnShip]
nickname = Dokai_Surabaya
NPC = Dokai_Surabaya
radius = 0
label = refugees
jumper = true

[NPC]
nickname = refugees_01
npc_ship_arch = refugees1
affiliation = fc_f_grp
individual_name = 262009
space_costume = pl_female2_head, pl_female1_journeyman_body
voice = atc_leg_f01
;gcs_dockhail_dock_hailmethod_01-

[MsnShip]
nickname = refugees_01
NPC = refugees_01
label = refugees
jumper = true

[NPC]
nickname = refugees_02
npc_ship_arch = refugees2
affiliation = fc_f_grp
individual_name = 262010
space_costume = ku_bartender_head, sh_male3_body, comm_ku_kym
voice = pilot_f_leg_m01
;gcs_combat_fleereason_other_01-

[MsnShip]
nickname = refugees_02
NPC = refugees_02
label = refugees
jumper = true

[NPC]
nickname = refugees_03
npc_ship_arch = refugees3
affiliation = fc_f_grp
individual_name = 262011
space_costume = pl_male8_head, sh_male3_body, comm_ku_kym
voice = pilot_f_mil_m02b

[MsnShip]
nickname = refugees_03
NPC = refugees_03
label = refugees
jumper = true

[MsnFormation]
nickname = Refugees_formation
position = 30289, -3690, -41269
orientation = 0, 0, 1, 0
formation = fighter_basic
ship = Dokai_Surabaya
ship = refugees_01
ship = refugees_02
ship = refugees_03

[Trigger]
nickname = Introducing_The_fugees
system = any
Cnd_LaunchComplete = Player
Act_ActTrig = spawning_The_fugees
Act_NNPath = none, none
;null and nnpath is new in case of preset waypoint

[Trigger]
nickname = spawning_The_fugees
system = any
Cnd_timer = 4
Act_SpawnFormation = Refugees_formation
Act_EtherComm = pilot_c_leg_m01, 261999, Player, gcs_combat_announce_enemysighted_01-, -1, ge_male2_head, pi_orillion_body, comm_li_hatcher
Act_ActTrig = setup_The_fugees

[Trigger]
nickname = setup_The_fugees
Cnd_timer = 3
Act_EtherComm = pilot_c_leg_m01, 261999, Player, gcs_combat_askengage_04-, -1, ge_male2_head, pi_orillion_body, comm_li_hatcher
Act_ActTrig = fugees_goes_to_Cornel_trent
Act_ActTrig = fugees_orders_trent_around
Act_ActTrig = Hunters_hate_yo_ass_but_order_and_dragons_got_ur_back
Act_MarkObj = Dokai_Surabaya, 1
Act_MarkObj = refugees_01, 1
Act_MarkObj = refugees_02, 1
Act_MarkObj = refugees_03, 1
Act_SetVibe = Dokai_Surabaya, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = refugees_01, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = refugees_02, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = refugees_03, Player, REP_FRIEND_MAXIMUM

[Trigger]
nickname = Hunters_hate_yo_ass_but_order_and_dragons_got_ur_back
Cnd_timer = 25
Act_SetRep = Player, gd_bh_grp, -0.91
Act_SetRep = fc_or_grp, gd_bh_grp, -0.91
Act_SetRep = gd_bh_grp, fc_or_grp, -0.91
Act_SetRep = gd_bh_grp, fc_f_grp, -0.91
Act_SetRep = fc_f_grp, gd_bh_grp, -0.91
Act_SetRep = fc_bd_grp, gd_bh_grp, -0.91
Act_SetRep = gd_bh_grp, fc_bd_grp, -0.91
Act_SetRep = fc_or_grp, fc_bd_grp, 0.91
Act_SetRep = fc_bd_grp, fc_or_grp, 0.91
;--------------------------------------------------------------------------------------------------------------------Fugees to trent loop start

[Trigger]
nickname = fugees_goes_to_Cornel_trent
Cnd_Timer = 3
Act_EtherComm = pilot_f_leg_m01, 262006, Player, gcs_combat_announce_allclear_03-, -1, pi_pirate1_head, sh_male3_body, comm_ku_kym
Act_GiveObjList = Dokai_Surabaya, Dokai_goes_to_Trent
Act_GiveObjList = refugees_01, fuge1_follow_Trent
Act_GiveObjList = refugees_02, fuge2_follow_Trent
Act_GiveObjList = refugees_03, fuge3_follow_Trent
Act_ActTrig = fugees_approaching_trent

[ObjList]
system = ANY
nickname = Dokai_goes_to_Trent
SetPriority = NORMAL
GotoShip = goto, Player, 1500, false

[Trigger]
nickname = fugees_approaching_trent
Cnd_DistShip = inside, Dokai_Surabaya, player, 5100
Act_EtherComm = atc_leg_f01, 262009, Player, gcs_dockhail_dock_hailmethod_01-, -1, pl_female2_head, pl_female1_journeyman_body
Act_ActTrig = fugees_regroup

[ObjList]
system = ANY
nickname = Dokai_follow_Trent
SetPriority = NORMAL
Follow = Player, -200, -25, -20, -100

[Trigger]
nickname = fugees_regroup
Cnd_Timer = 2
Act_GiveObjList = Dokai_Surabaya, make_Trent_formation
Act_GiveObjList = Player, make_Trent_formation
Act_ActTrig = fugees_too_far_from_trent

[Objlist]
nickname = make_Trent_formation
SetPriority = NORMAL
FollowPlayer = Convoy_basic, Kota_max, refugees_01, refugees_02, refugees_03, Dokai_Surabaya

[ObjList]
system = ANY
nickname = fuge1_follow_Trent
SetPriority = NORMAL
Follow = Player, -300, -25, -20, -100

[ObjList]
system = ANY
nickname = fuge2_follow_Trent
SetPriority = NORMAL
Follow = Player, -200, -25, -20, -200

[ObjList]
system = ANY
nickname = fuge3_follow_Trent
SetPriority = NORMAL
Follow = Player, -100, -125, -120, -100

[Objlist]
nickname = make_Trent_formation
SetPriority = NORMAL
FollowPlayer = fighter_basic, Kota_max, refugees_01, refugees_02, refugees_03, Dokai_Surabaya

[Trigger]
nickname = fugees_too_far_from_trent
Cnd_DistShip = outside, Dokai_Surabaya, player, 9500
Act_EtherComm = pilot_f_leg_m01, 262010, Player, gcs_combat_fleereason_other_01-, -1, ku_bartender_head, sh_male3_body, comm_ku_kym
Act_ActTrig = fugees_goes_to_Cornel_trent
Act_ActTrig = Dokai_under_fire
Act_ActTrig = refugees_01_under_fire
Act_ActTrig = refugees_02_under_fire
Act_ActTrig = refugees_03_under_fire

[Trigger]
nickname = Dokai_under_fire
system = ANY
Cnd_HealthDec = Dokai_Surabaya, 0.80000
Act_EtherComm = pilot_f_mil_m02b, 262011, Player, gcs_combat_noengaging_02+, -1, pl_male8_head, sh_male3_body, comm_ku_kym
Act_GiveObjList = Dokai_Surabaya, Dokai_break_and_divert
Act_ActTrig = Dokai_is_ok

[Trigger]
nickname = refugees_01_under_fire
system = ANY
Cnd_HealthDec = refugees_01, 0.80000
Act_EtherComm = pilot_f_mil_m02b, 262011, Player, gcs_combat_noengaging_02+, -1, pl_male8_head, sh_male3_body, comm_ku_kym
Act_GiveObjList = refugees_01, Dokai_break_and_divert
Act_ActTrig = Dokai_is_ok

[Trigger]
nickname = refugees_02_under_fire
system = ANY
Cnd_HealthDec = refugees_02, 0.80000
Act_EtherComm = pilot_f_mil_m02b, 262011, Player, gcs_combat_noengaging_02+, -1, pl_male8_head, sh_male3_body, comm_ku_kym
Act_GiveObjList = refugees_02, Dokai_break_and_divert
Act_ActTrig = Dokai_is_ok

[Trigger]
nickname = refugees_03_under_fire
system = ANY
Cnd_HealthDec = refugees_03, 0.80000
Act_EtherComm = pilot_f_mil_m02b, 262011, Player, gcs_combat_noengaging_02+, -1, pl_male8_head, sh_male3_body, comm_ku_kym
Act_GiveObjList = refugees_03, Dokai_break_and_divert
Act_ActTrig = Dokai_is_ok

[ObjList]
system = ALL
nickname = Dokai_break_and_divert
BreakFormation = no_params

[Trigger]
system = ANY
nickname = Dokai_is_ok
Cnd_Timer = 250
Act_ActTrig = fugees_goes_to_Cornel_trent

;-------------------------------------------------------------------------------------------------------------------------Deact Dokai to trent loop
[Trigger]
nickname = deact_fugee_loop
system = ANY
Cnd_True = no_params
Act_DeactTrig = fugees_regroup
Act_DeactTrig = fugees_approaching_trent
Act_DeactTrig = fugees_goes_to_Cornel_trent
Act_DeactTrig = Dokai_is_ok
Act_DeactTrig = refugees_03_under_fire
Act_DeactTrig = refugees_02_under_fire
Act_DeactTrig = refugees_01_under_fire
Act_DeactTrig = Dokai_under_fire



;----------------------------------------------------------------------------------------------------------------------------Fugees on the run
[Trigger]
nickname = fugees_orders_trent_around
Cnd_DistShip = inside, Dokai_Surabaya, player, 1500
Act_Popupdialog = 262026, 262013, CLOSE
Act_ActTrig = Fugees_set_the_path

[Trigger]
nickname = Fugees_set_the_path
Cnd_Timer = 3
Act_EtherComm = pilot_c_leg_m01, 261999, Player, gcs_combat_takinglead_01-, -1, ge_male2_head, pi_orillion_body, comm_li_hatcher
Act_PlayerCanTradelane = false
Act_NNPath = 262007, 262007, Ku03_to_Ku05_hole
Act_ActTrig = fugees_on_the_run

[Trigger]
nickname = fugees_on_the_run
Cnd_Timer = 3
Act_ActTrig = Everybody_hates_the_fugees
Act_ActTrig = Get_out_o_here

[Trigger]
nickname = Everybody_hates_the_fugees
Cnd_Timer = 3
Act_SetRep = fc_f_grp, fc_or_grp, REP_FRIEND_MAXIMUM
Act_SetRep = fc_f_grp, li_n_grp, REP_FRIEND_MAXIMUM
Act_SetRep = fc_f_grp, li_lsf_grp, REP_FRIEND_MAXIMUM
Act_SetRep = fc_f_grp, li_p_grp, REP_FRIEND_MAXIMUM
Act_SetRep = fc_f_grp, br_n_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, br_p_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, ku_n_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, ku_p_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, rh_n_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, rh_p_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, co_alg_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, co_be_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, br_m_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, co_nws_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, co_hsp_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, co_ic_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, co_khc_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, co_kt_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, rh_m_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, co_me_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, co_ni_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, co_os_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, co_rs_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, co_shi_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, co_ss_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, co_ti_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, co_vr_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, gd_gm_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, gd_im_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, gd_z_grp, REP_HOSTILE_MAXIMUM
Act_SetRep = fc_f_grp, gd_bh_grp, REP_HOSTILE_MAXIMUM

[Trigger]
nickname = Get_out_o_here
system = any
Cnd_SystemEnter = Ku05
Act_PlayerCanTradelane = true
Act_NNPath = 262008, 262008, Ku05_to_Ku06_hole
Act_ActTrig = Spawning_Bounty_hunters
Act_ActTrig = fugees_regroup_no_loop
Act_ActTrig = deact_fugee_loop

[Trigger]
nickname = fugees_regroup_no_loop
Cnd_DistShip = outside, Dokai_Surabaya, player, 2500
Act_GiveObjList = Dokai_Surabaya, Dokai_follow_Trent
Act_GiveObjList = refugees_01, fuge1_follow_Trent
Act_GiveObjList = refugees_02, fuge2_follow_Trent
Act_GiveObjList = refugees_03, fuge3_follow_Trent

;------------------------------------------------------------------------------------------------------------Setting up the Hunters
[Trigger]
nickname = Spawning_Bounty_hunters
Cnd_Timer = 8
Act_SpawnFormation = Bounty_hunters_formation
Act_EtherComm = pilot_c_leg_m01, 261999, Player, gcs_combat_announce_allclear_06-, -1, ge_male2_head, pi_orillion_body, comm_li_hatcher
Act_ActTrig = if_key_people_die_u_lose
Act_ActTrig = fugees_are_fragile
Act_ActTrig = Bounty_hunters_wants_blood
Act_ActTrig = Bounty_hunters_goes_to_fugees
Act_ActTrig = Bounty_hunters_within_range

[Trigger]
nickname = fugees_are_fragile
Cnd_timer = 1
Act_EtherComm = pilot_c_leg_m01, 261999, Player, gcs_combat_announce_allclear_04-, -1, ge_male2_head, pi_orillion_body, comm_li_hatcher

[Trigger]
nickname = Bounty_hunters_wants_blood
Cnd_timer = 2
Act_SetVibe = Bounty_hunter1, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter2, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter3, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter4, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter5, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter6, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter7, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter8, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter9, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter10, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter11, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter12, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter13, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter14, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter15, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter16, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter1, Dokai_Surabaya, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter2, Dokai_Surabaya, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter3, Dokai_Surabaya, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter4, Dokai_Surabaya, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter5, Dokai_Surabaya, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter6, Dokai_Surabaya, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter7, Dokai_Surabaya, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter8, Dokai_Surabaya, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter9, Dokai_Surabaya, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter10, Dokai_Surabaya, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter11, Dokai_Surabaya, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter12, Dokai_Surabaya, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter13, Dokai_Surabaya, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter14, Dokai_Surabaya, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter15, Dokai_Surabaya, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter16, Dokai_Surabaya, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter1, refugees_01, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter2, refugees_01, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter3, refugees_01, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter4, refugees_01, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter5, refugees_01, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter6, refugees_01, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter7, refugees_01, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter8, refugees_01, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter9, refugees_01, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter10, refugees_01, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter11, refugees_01, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter12, refugees_01, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter13, refugees_01, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter14, refugees_01, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter15, refugees_01, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter16, refugees_01, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter1, refugees_02, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter2, refugees_02, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter3, refugees_02, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter4, refugees_02, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter5, refugees_02, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter6, refugees_02, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter7, refugees_02, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter8, refugees_02, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter9, refugees_02, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter10, refugees_02, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter11, refugees_02, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter12, refugees_02, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter13, refugees_02, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter14, refugees_02, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter15, refugees_02, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter16, refugees_02, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter1, refugees_03, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter2, refugees_03, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter3, refugees_03, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter4, refugees_03, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter5, refugees_03, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter6, refugees_03, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter7, refugees_03, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter8, refugees_03, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter9, refugees_03, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter10, refugees_03, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter11, refugees_03, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter12, refugees_03, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter13, refugees_03, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter14, refugees_03, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter15, refugees_03, REP_HOSTILE_MAXIMUM
Act_SetVibe = Bounty_hunter16, refugees_03, REP_HOSTILE_MAXIMUM
;--------------------------------------------------------------------------------------------Bounty Hunters and trents group converge
[Trigger]
nickname = Bounty_hunters_goes_to_fugees
Cnd_timer = 3
Act_GiveObjList = Bounty_hunter1, Bounty_hunters_on_fugees3
Act_GiveObjList = Bounty_hunter2, Bounty_hunters_on_fugees3
Act_GiveObjList = Bounty_hunter3, Bounty_hunters_on_fugees3
Act_GiveObjList = Bounty_hunter4, Bounty_hunters_on_fugees3
Act_GiveObjList = Bounty_hunter5, Bounty_hunters_on_fugees3
Act_GiveObjList = Bounty_hunter6, Bounty_hunters_on_fugees3
Act_GiveObjList = Bounty_hunter7, Bounty_hunters_on_fugees3
Act_GiveObjList = Bounty_hunter8, Bounty_hunters_on_fugees3
Act_GiveObjList = Bounty_hunter9, Bounty_hunters_on_fugees3
Act_GiveObjList = Bounty_hunter10, Bounty_hunters_on_fugees3
Act_GiveObjList = Bounty_hunter11, Bounty_hunters_on_fugees3
Act_GiveObjList = Bounty_hunter12, Bounty_hunters_on_fugees3
Act_GiveObjList = Bounty_hunter13, Bounty_hunters_on_fugees3
Act_GiveObjList = Bounty_hunter14, Bounty_hunters_on_fugees3
Act_GiveObjList = Bounty_hunter15, Bounty_hunters_on_fugees3
Act_GiveObjList = Bounty_hunter16, Bounty_hunters_on_fugees3

[ObjList]
system = ANY
nickname = Bounty_hunters_on_fugees3
SetPriority = NORMAL
GotoShip = goto, refugees_03, 8500, false

[Trigger]
nickname = Bounty_hunters_within_range
Cnd_DistShip = inside, Bounty_hunter1, Dokai_Surabaya, 9500
Act_EtherComm = pilot_c_leg_m01, 261999, Player, gcs_combat_announce_enemysighted_04-, -1, ge_male2_head, pi_orillion_body, comm_li_hatcher
Act_ActTrig = Kota_calls

[Trigger]
nickname = Kota_calls
Cnd_timer = 1
Act_EtherComm = pilot_c_leg_m01, 261999, Player, gcs_misc_attentionallwingmen_01+, -1, ge_male2_head, pi_orillion_body, comm_li_hatcher
Act_ActTrig = Kota_engages

[Trigger]
nickname = Kota_engages
Cnd_timer = 1
Act_EtherComm = pilot_c_leg_m01, 261999, Player, gcs_combat_order_engage_05-, -1, ge_male2_head, pi_orillion_body, comm_li_hatcher
Act_ActTrig = kota_wants_some
Act_ActTrig = go_get_em

[Trigger]
nickname = kota_wants_some
Cnd_True = no_params
Act_SetVibe = Kota_max, Bounty_hunter1, REP_HOSTILE_MAXIMUM
Act_SetVibe = Kota_max, Bounty_hunter2, REP_HOSTILE_MAXIMUM
Act_SetVibe = Kota_max, Bounty_hunter3, REP_HOSTILE_MAXIMUM
Act_SetVibe = Kota_max, Bounty_hunter4, REP_HOSTILE_MAXIMUM
Act_SetVibe = Kota_max, Bounty_hunter5, REP_HOSTILE_MAXIMUM
Act_SetVibe = Kota_max, Bounty_hunter6, REP_HOSTILE_MAXIMUM
Act_SetVibe = Kota_max, Bounty_hunter7, REP_HOSTILE_MAXIMUM
Act_SetVibe = Kota_max, Bounty_hunter8, REP_HOSTILE_MAXIMUM
Act_SetVibe = Kota_max, Bounty_hunter9, REP_HOSTILE_MAXIMUM
Act_SetVibe = Kota_max, Bounty_hunter10, REP_HOSTILE_MAXIMUM
Act_SetVibe = Kota_max, Bounty_hunter11, REP_HOSTILE_MAXIMUM
Act_SetVibe = Kota_max, Bounty_hunter12, REP_HOSTILE_MAXIMUM
Act_SetVibe = Kota_max, Bounty_hunter13, REP_HOSTILE_MAXIMUM
Act_SetVibe = Kota_max, Bounty_hunter14, REP_HOSTILE_MAXIMUM
Act_SetVibe = Kota_max, Bounty_hunter15, REP_HOSTILE_MAXIMUM
Act_SetVibe = Kota_max, Bounty_hunter16, REP_HOSTILE_MAXIMUM

[Trigger]
nickname = go_get_em
Cnd_timer = 1
Act_Popupdialog = 262015, 262016, CLOSE
Act_ActTrig = to_kyoto
;------------------------------------------------------------------------------------------Bounty hunter ships
[MsnShip]
nickname = Bounty_hunter1
NPC = Bounty_hunter1
radius = 0
label = Bounty_hunters
jumper = true

[MsnShip]
nickname = Bounty_hunter2
NPC = Bounty_hunter2
radius = 0
label = Bounty_hunters
jumper = true

[MsnShip]
nickname = Bounty_hunter3
NPC = Bounty_hunter3
radius = 0
label = Bounty_hunters
jumper = true

[MsnShip]
nickname = Bounty_hunter4
NPC = Bounty_hunter4
radius = 0
label = Bounty_hunters
jumper = true

[MsnShip]
nickname = Bounty_hunter5
NPC = Bounty_hunter5
radius = 0
label = Bounty_hunters
jumper = true

[MsnShip]
nickname = Bounty_hunter6
NPC = Bounty_hunter6
radius = 0
label = Bounty_hunters
jumper = true

[MsnShip]
nickname = Bounty_hunter7
NPC = Bounty_hunter7
radius = 0
label = Bounty_hunters
jumper = true

[MsnShip]
nickname = Bounty_hunter8
NPC = Bounty_hunter8
radius = 0
label = Bounty_hunters
jumper = true

[MsnShip]
nickname = Bounty_hunter9
NPC = Bounty_hunter1
radius = 0
label = Bounty_hunters
jumper = true

[MsnShip]
nickname = Bounty_hunter10
NPC = Bounty_hunter2
radius = 0
label = Bounty_hunters
jumper = true

[MsnShip]
nickname = Bounty_hunter11
NPC = Bounty_hunter3
radius = 0
label = Bounty_hunters
jumper = true

[MsnShip]
nickname = Bounty_hunter12
NPC = Bounty_hunter3
radius = 0
label = Bounty_hunters
jumper = true

[MsnShip]
nickname = Bounty_hunter13
NPC = Bounty_hunter5
radius = 0
label = Bounty_hunters
jumper = true

[MsnShip]
nickname = Bounty_hunter14
NPC = Bounty_hunter6
radius = 0
label = Bounty_hunters
jumper = true

[MsnShip]
nickname = Bounty_hunter15
NPC = Bounty_hunter7
radius = 0
label = Bounty_hunters
jumper = true

[MsnShip]
nickname = Bounty_hunter16
NPC = Bounty_hunter8
radius = 0
label = Bounty_hunters
jumper = true


[MsnFormation]
nickname = Bounty_hunters_formation
position = -26106, 50, 28335
orientation = 0, 0, 1, 0
formation = fighter_wall
ship = Bounty_hunter1
ship = Bounty_hunter2
ship = Bounty_hunter3
ship = Bounty_hunter4
ship = Bounty_hunter5
ship = Bounty_hunter6
ship = Bounty_hunter7
ship = Bounty_hunter8
ship = Bounty_hunter9
ship = Bounty_hunter10
ship = Bounty_hunter11
ship = Bounty_hunter12
ship = Bounty_hunter13
ship = Bounty_hunter14
ship = Bounty_hunter15
ship = Bounty_hunter16

[NPC]
nickname = Bounty_hunter1
npc_ship_arch = Bounty_hunter1
space_costume = manhattan_bartender_head, sh_male2_body, comm_ge_generic1
affiliation = gd_bh_grp
individual_name = 262018

[NPC]
nickname = Bounty_hunter2
npc_ship_arch = Bounty_hunter1
space_costume = li_scrote_head, sh_male2_body, comm_ge_generic1
affiliation = gd_bh_grp
individual_name = 262019

[NPC]
nickname = Bounty_hunter3
npc_ship_arch = Bounty_hunter1
space_costume = sh_male4_head, sh_male2_body, comm_ge_generic1
affiliation = gd_bh_grp
individual_name = 262020

[NPC]
nickname = Bounty_hunter4
npc_ship_arch = Bounty_hunter1
space_costume = sh_male2_head, sh_male2_body, comm_ge_generic1
affiliation = gd_bh_grp
individual_name = 262021

[NPC]
nickname = Bounty_hunter5
npc_ship_arch = Bounty_hunter1
space_costume = manhattan_bartender_head, sh_male2_body, comm_ge_generic1
affiliation = gd_bh_grp
individual_name = 262022

[NPC]
nickname = Bounty_hunter6
npc_ship_arch = Bounty_hunter1
space_costume = li_scrote_head, sh_male2_body, comm_ge_generic1
affiliation = gd_bh_grp
individual_name = 262023

[NPC]
nickname = Bounty_hunter7
npc_ship_arch = Bounty_hunter1
space_costume = sh_male4_head, sh_male2_body, comm_ge_generic1
affiliation = gd_bh_grp
individual_name = 262024

[NPC]
nickname = Bounty_hunter8
npc_ship_arch = Bounty_hunter1
space_costume = sh_male2_head, sh_male2_body, comm_ge_generic1
affiliation = gd_bh_grp
individual_name = 262025

[NPC]
nickname = Bounty_hunter9
npc_ship_arch = Bounty_hunter1
space_costume = manhattan_bartender_head, sh_male2_body, comm_ge_generic1
affiliation = gd_bh_grp
individual_name = 262032

[NPC]
nickname = Bounty_hunter10
npc_ship_arch = Bounty_hunter1
space_costume = li_scrote_head, sh_male2_body, comm_ge_generic1
affiliation = gd_bh_grp
individual_name = 262033

[NPC]
nickname = Bounty_hunter11
npc_ship_arch = Bounty_hunter1
space_costume = sh_male4_head, sh_male2_body, comm_ge_generic1
affiliation = gd_bh_grp
individual_name = 262034

[NPC]
nickname = Bounty_hunter12
npc_ship_arch = Bounty_hunter1
space_costume = sh_male2_head, sh_male2_body, comm_ge_generic1
affiliation = gd_bh_grp
individual_name = 262035

[NPC]
nickname = Bounty_hunter13
npc_ship_arch = Bounty_hunter1
space_costume = manhattan_bartender_head, sh_male2_body, comm_ge_generic1
affiliation = gd_bh_grp
individual_name = 262036

[NPC]
nickname = Bounty_hunter14
npc_ship_arch = Bounty_hunter1
space_costume = li_scrote_head, sh_male2_body, comm_ge_generic1
affiliation = gd_bh_grp
individual_name = 262037

[NPC]
nickname = Bounty_hunter15
npc_ship_arch = Bounty_hunter1
space_costume = sh_male4_head, sh_male2_body, comm_ge_generic1
affiliation = gd_bh_grp
individual_name = 262038

[NPC]
nickname = Bounty_hunter16
npc_ship_arch = Bounty_hunter1
space_costume = sh_male2_head, sh_male2_body, comm_ge_generic1
affiliation = gd_bh_grp
individual_name = 262039
;--------------------------------------------------------------------------------------------------------------------14. Kyoto base
[Trigger]
nickname = to_kyoto
Cnd_SystemEnter = Ku06
Act_NNPath = 262017, 262017, Ku06_01
Act_ActTrig = to_kyoto_delay
Act_ActTrig = to_kyoto_Dokai

[Trigger]
nickname = to_kyoto_delay
Cnd_Timer = 5
Act_GiveObjList = refugees_01, fuge1_follow_Trent
Act_GiveObjList = refugees_02, fuge2_follow_Trent
Act_GiveObjList = refugees_03, fuge3_follow_Trent

[Trigger]
nickname = to_kyoto_Dokai
Cnd_Timer = 1
Act_ActTrig = to_kyoto_fugees
Act_GiveObjList = Dokai_Surabaya, Dokai_goes_to_Kyoto

[ObjList]
nickname = Dokai_goes_to_Kyoto
system = Ku06
SetPriority = ALWAYS_EXECUTE
GotoVec = goto, 63, -100, 460, 1800, true, -1

[Trigger]
nickname = to_kyoto_fugees
Cnd_Timer = 3
Act_ActTrig = Fugees_dock
Act_ActTrig = Dokai_dock_shout
Act_ActTrig = Unvip_Dokai
Act_GiveObjList = refugees_01, fuge1_follow_Trent
Act_GiveObjList = refugees_02, fuge2_follow_Trent
Act_GiveObjList = refugees_03, fuge3_follow_Trent

[Trigger]
nickname = Dokai_dock_shout
Cnd_DistShip = inside, player, Ku06_01, 8500
Act_EtherComm = pilot_f_leg_m01, 262006, Player, gcs_dockrequest_thisourstop_01-, -1, pi_pirate1_head, sh_male3_body, comm_ku_kym
Act_ActTrig = Dokai_dock_shout_answer

[Trigger]
nickname = Dokai_dock_shout_answer
Cnd_Timer = 2
Act_EtherComm = atc_leg_f01, 196763, Player, gcs_dockrequest_granted_01-, -1, pl_female6_head, pl_female2_journeyman_body

[Trigger]
nickname = Unvip_Dokai
Cnd_DistShip = inside, Dokai_Surabaya, Ku06_01, 2200
Act_DeactTrig = Dokai_Surabaya_dies

[Trigger]
nickname = Fugees_dock
Cnd_DistShip = inside, Dokai_Surabaya, Ku06_01, 2500
Act_ActTrig = Fugees_are_docked
Act_GiveObjList = Dokai_Surabaya, npcs_dock_Kyoto
Act_GiveObjList = refugees_01, npcs_dock_Kyoto
Act_GiveObjList = refugees_02, npcs_dock_Kyoto
Act_GiveObjList = refugees_03, npcs_dock_Kyoto

[ObjList]
nickname = npcs_dock_Kyoto
system = Ku06
SetPriority = ALWAYS_EXECUTE
Dock = Ku06_01

[Trigger]
nickname = Fugees_are_docked
Cnd_Timer = 7
Act_ActTrig = fugees_have_been_taken in

[Trigger]
nickname = fugees_have_been_taken in
Cnd_BaseEnter = Ku06_01_base
Act_ActTrig = get_Kyoto_base_side
Act_SetNNObj = null

[NNObjective]
nickname = null
state = HIDDEN
type = ids, 21660

[Trigger]
nickname = get_Kyoto_base_side
Cnd_Timer = 7
Act_Popupdialog = 262026, 262027, CLOSE
Act_ActTrig = launching_from_kyoto
Act_ActTrig = history1

[Trigger]
nickname = history1
Cnd_Timer = 4
Act_NNIds = 262027, HISTORY

[Trigger]
nickname = launching_from_kyoto
Cnd_LaunchComplete = Player
Act_SetNNObj = null
Act_EtherComm = pilot_c_leg_m01, 262030, Player, gcs_misc_ack_01-, -1, ge_male2_head, pi_orillion_body, comm_li_hatcher
Act_ActTrig = Kota_remembers_pop

;-------------------------------------------------------15.Liath and her posse

[MsnFormation]
nickname = Liath_wing_formation
position = 1500, -1000, -2191
orientation = 0, 0, 1, 0
formation = fighter_SPEAR
ship = Liath_ship
ship = Order_Ace1
ship = Order_Ace2
ship = Order_Ace3
ship = Order_Ace4
ship = Order_Ace5
ship = Order_Ace6
ship = Order_Ace7
ship = Order_Ace8
ship = Order_Ace9
ship = Order_Ace10
ship = Order_Ace11

[MsnShip]
nickname = Liath_ship
NPC = Liath_ship
radius = 0
label = Label_Liath_wing
jumper = true
label = us

[MsnShip]
nickname = Order_Ace1
NPC = Order_Ace1
radius = 0
label = Label_Liath_wing
jumper = true
label = us

[MsnShip]
nickname = Order_Ace2
NPC = Order_Ace2
radius = 0
label = Label_Liath_wing
jumper = true
label = us

[MsnShip]
nickname = Order_Ace3
NPC = Order_Ace3
radius = 0
label = Label_Liath_wing
jumper = true
label = us

[MsnShip]
nickname = Order_Ace4
NPC = Order_Ace4
radius = 0
label = Label_Liath_wing
jumper = true
label = us

[MsnShip]
nickname = Order_Ace5
NPC = Order_Ace5
radius = 0
label = Label_Liath_wing
jumper = true
label = us

[MsnShip]
nickname = Order_Ace6
NPC = Order_Ace6
radius = 0
label = Label_Liath_wing
jumper = true
label = us

[MsnShip]
nickname = Order_Ace7
NPC = Order_Ace7
radius = 0
label = Label_Liath_wing
jumper = true
label = us

[MsnShip]
nickname = Order_Ace8
NPC = Order_Ace8
radius = 0
label = Label_Liath_wing
jumper = true
label = us

[MsnShip]
nickname = Order_Ace9
NPC = Order_Ace9
radius = 0
label = Label_Liath_wing
jumper = true
label = us

[MsnShip]
nickname = Order_Ace10
NPC = Order_Ace10
radius = 0
label = Label_Liath_wing
jumper = true
label = us

[MsnShip]
nickname = Order_Ace11
NPC = Order_Ace11
radius = 0
label = Label_Liath_wing
jumper = true
label = us

[NPC]
nickname = Liath_ship
npc_ship_arch = Liath_ship
space_costume = pl_female2_head, pl_female1_journeyman_body, prop_mask_outcast_fem, prop_neuralnet_F
affiliation = fc_ou_grp
affiliation = fc_or_grp
individual_name = 262032

[NPC]
nickname = Order_Ace1
npc_ship_arch = Liath_wing_Order_Ace
space_costume = ge_male2_head, pi_orillion_body, comm_rh_alaric
affiliation = fc_or_grp
individual_name = 262053

[NPC]
nickname = Order_Ace2
npc_ship_arch = Liath_wing_Order_Ace
space_costume = manhattan_bartender_head, pi_orillion_body, comm_rh_alaric
affiliation = fc_or_grp
individual_name = 262054

[NPC]
nickname = Order_Ace3
npc_ship_arch = Liath_wing_Order_Ace
space_costume = ku_captain_head, pi_orillion_body, comm_rh_alaric
affiliation = fc_or_grp
individual_name = 262055

[NPC]
nickname = Order_Ace4
npc_ship_arch = Liath_wing_Order_Ace
space_costume = ge_male6_head, pi_orillion_body, comm_rh_alaric
affiliation = fc_or_grp
individual_name = 262056

[NPC]
nickname = Order_Ace5
npc_ship_arch = Liath_wing_Order_Ace
space_costume = ge_male3_head, pi_orillion_body, comm_rh_alaric
affiliation = fc_or_grp
individual_name = 262057

[NPC]
nickname = Order_Ace6
npc_ship_arch = Liath_wing_Order_Ace
space_costume = pl_male1_head, pi_orillion_body, comm_rh_alaric
affiliation = fc_or_grp
individual_name = 262058

[NPC]
nickname = Order_Ace7
npc_ship_arch = Liath_wing_Order_Ace
space_costume = rh_captain_head, pi_orillion_body, comm_rh_alaric
affiliation = fc_or_grp
individual_name = 262059

[NPC]
nickname = Order_Ace8
npc_ship_arch = Liath_wing_Order_Ace
space_costume = sh_male2_head, pi_orillion_body, comm_rh_alaric
affiliation = fc_or_grp
individual_name = 262060

[NPC]
nickname = Order_Ace9
npc_ship_arch = Liath_wing_Order_Ace
space_costume = sh_male4_head, pi_orillion_body, comm_rh_alaric
affiliation = fc_or_grp
individual_name = 262061

[NPC]
nickname = Order_Ace10
npc_ship_arch = Liath_wing_Order_Ace
space_costume = sc_scientist2_head, pi_orillion_body, comm_rh_alaric
affiliation = fc_or_grp
individual_name = 262062

[NPC]
nickname = Order_Ace11
npc_ship_arch = Liath_wing_Order_Ace
space_costume = sh_male6_head, pi_orillion_body, comm_rh_alaric
affiliation = fc_or_grp
individual_name = 262063

;------------------------------------------------------16. Commander Liath Storyline proceeds

[Trigger]
nickname = Kota_remembers_pop
Cnd_Timer = 2
Act_Popupdialog = 262030, 262029, CLOSE
Act_ActTrig = Kota_remembers

[Trigger]
nickname = Kota_remembers
Cnd_Timer = 7
Act_Popupdialog = 262030, 262031, CLOSE
Act_ActTrig = Meet_Liath
Act_ActTrig = hate_nomads

[Trigger]
nickname = hate_nomads
Cnd_timer = 1
Act_SetRep = Player, fc_n_grp, -0.910000

[Trigger]
system = St01
nickname = Meet_Liath
Cnd_LocEnter = Bar, st01_01_base
Act_ActTrig = Liath_offers

[Trigger]
nickname = Liath_offers
system = St01
Cnd_True = no_params
Act_GCSClamp = true
Act_AddRTC = missions\m13\Liath_offer.ini
Act_ActTrig = mrp_reject_Liath_offer
Act_ActTrig = mrp_accept_Liath_offer

[Trigger]
nickname = mrp_accept_Liath_offer
Cnd_MsnResponse = accept
Act_RemoveRTC = missions\m13\Liath_reoffer.ini
Act_ActTrig = Liath_mission
Act_DeactTrig = mrp_reject_Liath_offer
Act_DeactTrig = Liath_offers

[Trigger]
nickname = mrp_reject_Liath_offer
Cnd_MsnResponse = reject
Act_RemoveRTC = missions\m13\Liath_offer.ini
Act_AddRTC = missions\m13\Liath_reoffer.ini, repeatable

[Trigger]
nickname = Liath_mission
Cnd_LocExit = Bar, st01_01_base
Act_Popupdialog = 262044, 262045, CLOSE
Act_ActTrig = Spawn_Liath_wing

[Trigger]
nickname = Spawn_Liath_wing
Cnd_LaunchComplete = Player
Act_RandomPop = false
Act_ActTrig = Break_b4_liath_spawn
Act_ActTrig = hate_nomads

[Trigger]
nickname = Break_b4_liath_spawn
Cnd_timer = 1
system = St01
Act_SpawnShip = Liath_ship
Act_SpawnShip = Order_Ace1
Act_ActTrig = Liath_battle_call

[Trigger]
nickname = Liath_battle_call
Cnd_timer = 1
Act_EtherComm = atc_leg_f01, 262032, Player, gcs_combat_announce_engage_03-, -1, pl_female2_head, pl_female1_journeyman_body, prop_mask_outcast_fem, prop_neuralnet_F
Act_ActTrig = spawn_2

[Trigger]
nickname = spawn_2
Cnd_timer = 3
Act_SpawnShip = Order_Ace2
Act_SpawnShip = Order_Ace3
Act_SpawnShip = Order_Ace4
Act_SpawnShip = Order_Ace5
Act_SpawnShip = Order_Ace6
Act_SpawnShip = Order_Ace7
Act_ActTrig = Liath_battle_call_2

[Trigger]
nickname = Liath_battle_call_2
Cnd_timer = 1
Act_EtherComm = atc_leg_f01, 262032, Player, gcs_combat_attentionallunits_01-, -1, pl_female2_head, pl_female1_journeyman_body, prop_mask_outcast_fem, prop_neuralnet_F
Act_ActTrig = spawn_4

[Trigger]
nickname = spawn_4
Cnd_timer = 5
Act_SpawnShip = Order_Ace8
Act_SpawnShip = Order_Ace9
Act_SpawnShip = Order_Ace10
Act_SpawnShip = Order_Ace11
Act_ActTrig = spawn_done

[Trigger]
nickname = spawn_done
Cnd_timer = 4
Act_EtherComm = pilot_c_leg_m01, 261999, Player, gcs_combat_announce_allclear_06-, -1, ge_male2_head, pi_orillion_body, comm_li_hatcher
Act_ActTrig = Liaths_wing_gets_closer

[Trigger]
nickname = Liaths_wing_gets_closer
Cnd_timer = 6
Act_GiveObjList = Label_Liath_wing, Get_in_line
Act_ActTrig = Liaths_wing_gets_lined_up

[Trigger]
nickname = Liaths_wing_gets_lined_up
Cnd_timer = 5
Act_GiveObjList = Label_Liath_wing, Get_in_line
Act_ActTrig = Trent_enters_liath_formation
Act_ActTrig = if_key_people_die_u_lose

[ObjList]
nickname = Get_in_line
GotoVec = goto_no_cruise, 1500, -1000, -2191, 500, true, -1.000000

;--------------------------------------------------------------17. Trent Joins Liath wing and all goes to st02 hole

[Trigger]
nickname = Trent_enters_liath_formation
Cnd_timer = 8
Act_EtherComm = atc_leg_f01, 262032, Player, gcs_combat_attentionallunits_01-, -1, pl_female2_head, pl_female1_journeyman_body, prop_mask_outcast_fem, prop_neuralnet_F
Act_ActTrig = And_liath_pops

[Trigger]
nickname = And_liath_pops
Cnd_timer = 1.8
Act_Popupdialog = 262065,262051, CLOSE
Act_ActTrig = yes_maam

[Trigger]
nickname = yes_maam
Cnd_PlayerManeuver = formation, Liath_ship
Act_GiveObjList = Liath_ship, Liath_wing_to_gate_cruise
Act_ActTrig = all_follow_player

[ObjList]
nickname = Liath_wing_to_gate_cruise
Avoidance = true
GotoVec = goto_cruise, -4927, 0, -18114, 500, true, -1.000000

[Trigger]
nickname = all_follow_player
Cnd_timer = 3
Act_GiveObjList = Order_Ace1, follow_player
Act_GiveObjList = Order_Ace2, follow_player
Act_GiveObjList = Order_Ace3, follow_player
Act_GiveObjList = Order_Ace4, follow_player
Act_GiveObjList = Order_Ace5, follow_player
Act_GiveObjList = Order_Ace6, follow_player
Act_GiveObjList = Order_Ace7, follow_player
Act_GiveObjList = Order_Ace8, follow_player
Act_GiveObjList = Order_Ace9, follow_player
Act_GiveObjList = Order_Ace10, follow_player
Act_GiveObjList = Order_Ace11, follow_player
Act_ActTrig = Jump_to_st02
Act_ActTrig = Liath_wing_to_gate_CRAWL

[Trigger]
nickname = Liath_wing_to_gate_CRAWL
Cnd_timer = 18
Act_GiveObjList = Liath_ship, Liath_wing_to_gate_CRAWL_Objlist

[ObjList]
nickname = Liath_wing_to_gate_CRAWL_Objlist
Avoidance = true
GotoVec = goto_no_cruise, -4927, 0, -18114, 500, true, -1.000000

[ObjList]
nickname = follow_player
Avoidance = true
Follow = Player, 1500, -100, 50, -200

[Trigger]
nickname = Jump_to_st02
Cnd_DistShip = inside, Player, St01_to_St02_hole, 2600
Act_ActTrig = Jump_to_st02_nagger
Act_ActTrig = accessing_st02_hole

[Trigger]
nickname = Jump_to_st02_nagger
Cnd_timer = 11
Act_Popupdialog = 262065, 262052, CLOSE
Act_ActTrig = Jump_to_st02_nagger_continued

[Trigger]
nickname = Jump_to_st02_nagger_continued
Cnd_timer = 1
Act_Popupdialog = 262065, 262067, CLOSE

[Trigger]
nickname = accessing_st02_hole
Cnd_PlayerManeuver = Dock, St01_to_St02_hole, Player
Act_ActTrig = enter_st02
Act_DeactTrig = Jump_to_st02_nagger
Act_DeactTrig = Jump_to_st02_nagger_continued


;----------------------------------------------18. M12 Nomads (descriptions)--------------------------------
[NPC]
nickname = Nomad_Fighter_Difficult12
npc_ship_arch = MSN12_Nomad_Fighter_Defense_Ace
space_costume = benchmark_male_head, li_male_elite_body, comm_ge_generic1
affiliation = fc_n_grp
individual_name = 1

[NPC]
nickname = Nomad_Gunboat_Difficult12
npc_ship_arch = MSN12_Nomad_Gunboat
affiliation = fc_n_grp
space_costume = benchmark_male_head, li_male_elite_body, comm_ge_generic1
individual_name = 1

[NPC]
nickname = Nomad_Fighter_Defense_Ace12
npc_ship_arch = MSN12_Nomad_Fighter_Defense_Ace
space_costume = benchmark_male_head, li_male_elite_body, comm_ge_generic1
affiliation = fc_n_grp
individual_name = 217201

[NPC]
nickname = Nomad_Gunboat12
npc_ship_arch = MSN12_Nomad_Gunboat
individual_name = 217202
affiliation = fc_n_grp
space_costume = benchmark_male_head, li_male_elite_body, comm_ge_generic1

[MsnShip]
nickname = nomad_U_1
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_2
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_3
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_2a
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_3a
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnFormation]
nickname = nomad_U_wing_1
position = -1375, 500, -235
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_U_1
ship = nomad_U_2
ship = nomad_U_3

[MsnShip]
nickname = nomad_U_4
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_5
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_6
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_5a
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_6a
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnFormation]
nickname = nomad_U_wing_2
position = -2242, 500, -1735
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_U_4
ship = nomad_U_5
ship = nomad_U_6

[MsnShip]
nickname = nomad_U_7
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_8
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_9
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_8a
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_9a
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnFormation]
nickname = nomad_U_wing_3
position = -508, 500, -1735
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_U_7
ship = nomad_U_8
ship = nomad_U_9

[MsnShip]
nickname = nomad_D_1
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_1
label = nomad_D_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_D_2
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_1
label = nomad_D_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_D_3
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_1
label = nomad_D_wing
label = nomad_wing
label = nomads
[MsnFormation]
nickname = nomad_D_wing_1
position = -1375, -500, -235
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_D_1
ship = nomad_D_2
ship = nomad_D_3

[MsnShip]
nickname = nomad_D_4
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_2
label = nomad_D_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_D_5
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_2
label = nomad_D_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_D_6
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_2
label = nomad_D_wing
label = nomad_wing
label = nomads
[MsnFormation]
nickname = nomad_D_wing_2
position = -2242, -500, -1735
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_D_4
ship = nomad_D_5
ship = nomad_D_6

[MsnShip]
nickname = nomad_D_7
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_3
label = nomad_D_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_D_8
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_3
label = nomad_D_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_D_9
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_3
label = nomad_D_wing
label = nomad_wing
label = nomads

[MsnFormation]
nickname = nomad_D_wing_3
position = -508, -500, -1735
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_D_7
ship = nomad_D_8
ship = nomad_D_9

[MsnShip]
nickname = nomad_S_1
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_1
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_S_2
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_1
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_S_3
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_1
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_S_3_N
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_1
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnFormation]
nickname = nomad_S_wing_1
position = -1662, 0, -3675
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_S_1
ship = nomad_S_2
ship = nomad_S_3
ship = nomad_S_3_N

[MsnShip]
nickname = nomad_S_4
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_2
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_S_5
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_2
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_S_6
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_2
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_S_6_N
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_2
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnFormation]
nickname = nomad_S_wing_2
position = -2937, 0, 621
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_S_4
ship = nomad_S_5
ship = nomad_S_6
ship = nomad_S_6_N

[MsnShip]
nickname = nomad_S_7
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_3
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_S_8
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_3
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_S_9
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_3
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_S_9_N
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_3
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnFormation]
nickname = nomad_S_wing_3
position = 750, 0, 19
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_S_7
ship = nomad_S_8
ship = nomad_S_9
ship = nomad_S_9_N

[MsnShip]
nickname = nomad_R_U_1
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_2
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_3
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_4
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_G_U_1
NPC = Nomad_Gunboat12
radius = 0
label = nomad_R_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnFormation]
nickname = nomad_R_U_wing_1
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = Nomad_Gunboat_1
ship = nomad_R_G_U_1
ship = nomad_R_U_1
ship = nomad_R_U_2
ship = nomad_R_U_3
ship = nomad_R_U_4

[MsnShip]
nickname = nomad_R_U_5
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_6
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_7
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_8
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_G_U_2
NPC = Nomad_Gunboat12
radius = 0
label = nomad_R_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnFormation]
nickname = nomad_R_U_wing_2
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_U_2
ship = nomad_R_U_5
ship = nomad_R_U_6
ship = nomad_R_U_7
ship = nomad_R_U_8

[MsnShip]
nickname = nomad_R_U_9
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_10
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_11
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_12
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_G_U_3
NPC = Nomad_Gunboat12
radius = 0
label = nomad_R_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnFormation]
nickname = nomad_R_U_wing_3
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_U_3
ship = nomad_R_U_9
ship = nomad_R_U_10
ship = nomad_R_U_11
ship = nomad_R_U_12

[MsnShip]
nickname = nomad_R_S_1
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_1
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_S_2
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_1
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_S_3
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_1
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_S_4
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_wing_1
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_G_S_1
NPC = Nomad_Gunboat12
radius = 0
label = nomad_R_wing_1
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnFormation]
nickname = nomad_R_S_wing_1
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_S_1
ship = nomad_R_S_1
ship = nomad_R_S_2
ship = nomad_R_S_3
ship = nomad_R_S_4

[MsnShip]
nickname = nomad_R_S_5
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_2
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_S_6
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_2
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_S_7
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_2
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_S_8
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_2
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_G_S_2
NPC = Nomad_Gunboat12
radius = 0
label = nomad_R_S_wing_2
label = nomad_S_wing
label = nomad_wing

[MsnFormation]
nickname = nomad_R_S_wing_2
position = -1375, -2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_S_2
ship = nomad_R_S_5
ship = nomad_R_S_6
ship = nomad_R_S_7
ship = nomad_R_S_8

[MsnShip]
nickname = nomad_R_S_9
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_3
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_S_10
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_3
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_S_11
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_3
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_S_12
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nom


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 Post subject:
 Post Posted: Thu Sep 10, 2009 6:20 am 
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Joined: Sat Jul 25, 2009 6:41 am
Posts: 93
Continued:

;----------------------------------------------18. M12 Nomads (descriptions)--------------------------------
[NPC]
nickname = Nomad_Fighter_Difficult12
npc_ship_arch = MSN12_Nomad_Fighter_Defense_Ace
space_costume = benchmark_male_head, li_male_elite_body, comm_ge_generic1
affiliation = fc_n_grp
individual_name = 1

[NPC]
nickname = Nomad_Gunboat_Difficult12
npc_ship_arch = MSN12_Nomad_Gunboat
affiliation = fc_n_grp
space_costume = benchmark_male_head, li_male_elite_body, comm_ge_generic1
individual_name = 1

[NPC]
nickname = Nomad_Fighter_Defense_Ace12
npc_ship_arch = MSN12_Nomad_Fighter_Defense_Ace
space_costume = benchmark_male_head, li_male_elite_body, comm_ge_generic1
affiliation = fc_n_grp
individual_name = 217201

[NPC]
nickname = Nomad_Gunboat12
npc_ship_arch = MSN12_Nomad_Gunboat
individual_name = 217202
affiliation = fc_n_grp
space_costume = benchmark_male_head, li_male_elite_body, comm_ge_generic1

[MsnShip]
nickname = nomad_U_1
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_2
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_3
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_2a
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_3a
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnFormation]
nickname = nomad_U_wing_1
position = -1375, 500, -235
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_U_1
ship = nomad_U_2
ship = nomad_U_3

[MsnShip]
nickname = nomad_U_4
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_5
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_6
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_5a
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_6a
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnFormation]
nickname = nomad_U_wing_2
position = -2242, 500, -1735
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_U_4
ship = nomad_U_5
ship = nomad_U_6

[MsnShip]
nickname = nomad_U_7
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_8
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_9
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_8a
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_U_9a
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads
[MsnFormation]
nickname = nomad_U_wing_3
position = -508, 500, -1735
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_U_7
ship = nomad_U_8
ship = nomad_U_9

[MsnShip]
nickname = nomad_D_1
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_1
label = nomad_D_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_D_2
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_1
label = nomad_D_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_D_3
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_1
label = nomad_D_wing
label = nomad_wing
label = nomads
[MsnFormation]
nickname = nomad_D_wing_1
position = -1375, -500, -235
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_D_1
ship = nomad_D_2
ship = nomad_D_3

[MsnShip]
nickname = nomad_D_4
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_2
label = nomad_D_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_D_5
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_2
label = nomad_D_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_D_6
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_2
label = nomad_D_wing
label = nomad_wing
label = nomads
[MsnFormation]
nickname = nomad_D_wing_2
position = -2242, -500, -1735
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_D_4
ship = nomad_D_5
ship = nomad_D_6

[MsnShip]
nickname = nomad_D_7
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_3
label = nomad_D_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_D_8
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_3
label = nomad_D_wing
label = nomad_wing
label = nomads
[MsnShip]
nickname = nomad_D_9
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_3
label = nomad_D_wing
label = nomad_wing
label = nomads

[MsnFormation]
nickname = nomad_D_wing_3
position = -508, -500, -1735
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_D_7
ship = nomad_D_8
ship = nomad_D_9

[MsnShip]
nickname = nomad_S_1
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_1
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_S_2
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_1
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_S_3
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_1
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_S_3_N
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_1
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnFormation]
nickname = nomad_S_wing_1
position = -1662, 0, -3675
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_S_1
ship = nomad_S_2
ship = nomad_S_3
ship = nomad_S_3_N

[MsnShip]
nickname = nomad_S_4
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_2
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_S_5
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_2
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_S_6
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_2
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_S_6_N
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_2
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnFormation]
nickname = nomad_S_wing_2
position = -2937, 0, 621
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_S_4
ship = nomad_S_5
ship = nomad_S_6
ship = nomad_S_6_N

[MsnShip]
nickname = nomad_S_7
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_3
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_S_8
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_3
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_S_9
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_3
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_S_9_N
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_S_wing_3
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnFormation]
nickname = nomad_S_wing_3
position = 750, 0, 19
orientation = 0, 0, 1, 0
formation = nomad_basic
ship = nomad_S_7
ship = nomad_S_8
ship = nomad_S_9
ship = nomad_S_9_N

[MsnShip]
nickname = nomad_R_U_1
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_2
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_3
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_4
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_G_U_1
NPC = Nomad_Gunboat12
radius = 0
label = nomad_R_U_wing_1
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnFormation]
nickname = nomad_R_U_wing_1
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = Nomad_Gunboat_1
ship = nomad_R_G_U_1
ship = nomad_R_U_1
ship = nomad_R_U_2
ship = nomad_R_U_3
ship = nomad_R_U_4

[MsnShip]
nickname = nomad_R_U_5
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_6
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_7
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_8
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_G_U_2
NPC = Nomad_Gunboat12
radius = 0
label = nomad_R_U_wing_2
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnFormation]
nickname = nomad_R_U_wing_2
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_U_2
ship = nomad_R_U_5
ship = nomad_R_U_6
ship = nomad_R_U_7
ship = nomad_R_U_8

[MsnShip]
nickname = nomad_R_U_9
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_10
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_11
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_U_12
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_G_U_3
NPC = Nomad_Gunboat12
radius = 0
label = nomad_R_U_wing_3
label = nomad_U_wing
label = nomad_wing
label = nomads

[MsnFormation]
nickname = nomad_R_U_wing_3
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_U_3
ship = nomad_R_U_9
ship = nomad_R_U_10
ship = nomad_R_U_11
ship = nomad_R_U_12

[MsnShip]
nickname = nomad_R_S_1
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_1
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_S_2
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_1
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_S_3
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_1
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_S_4
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_wing_1
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnShip]
nickname = nomad_R_G_S_1
NPC = Nomad_Gunboat12
radius = 0
label = nomad_R_wing_1
label = nomad_S_wing
label = nomad_wing
label = nomads

[MsnFormation]
nickname = nomad_R_S_wing_1
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_S_1
ship = nomad_R_S_1
ship = nomad_R_S_2
ship = nomad_R_S_3
ship = nomad_R_S_4

[MsnShip]
nickname = nomad_R_S_5
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_2
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_S_6
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_2
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_S_7
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_2
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_S_8
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_2
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_G_S_2
NPC = Nomad_Gunboat12
radius = 0
label = nomad_R_S_wing_2
label = nomad_S_wing
label = nomad_wing

[MsnFormation]
nickname = nomad_R_S_wing_2
position = -1375, -2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_S_2
ship = nomad_R_S_5
ship = nomad_R_S_6
ship = nomad_R_S_7
ship = nomad_R_S_8

[MsnShip]
nickname = nomad_R_S_9
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_3
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_S_10
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_3
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_S_11
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_3
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_S_12
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_3
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_G_S_3
NPC = Nomad_Gunboat12
radius = 0
label = nomad_R_S_wing_3
label = nomad_S_wing
label = nomad_wing

[MsnFormation]
nickname = nomad_R_S_wing_3
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_S_3
ship = nomad_R_S_9
ship = nomad_R_S_10
ship = nomad_R_S_11
ship = nomad_R_S_12

[MsnShip]
nickname = nomad_R_S_13
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_4
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_S_14
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_4
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_S_15
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_4
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_S_16
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_S_wing_4
label = nomad_S_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_G_S_4
NPC = Nomad_Gunboat12
radius = 0
label = nomad_R_S_wing_4
label = nomad_S_wing
label = nomad_wing

[MsnFormation]
nickname = nomad_R_S_wing_4
position = -1375, -2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_S_4
ship = nomad_R_S_13
ship = nomad_R_S_14
ship = nomad_R_S_15
ship = nomad_R_S_16

[MsnShip]
nickname = nomad_R_D_1
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_D_wing_1
label = nomad_D_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_D_2
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_D_wing_1
label = nomad_D_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_D_3
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_D_wing_1
label = nomad_D_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_D_4
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_D_wing_1
label = nomad_D_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_G_D_1
NPC = Nomad_Gunboat12
radius = 0
label = nomad_R_D_wing_1
label = nomad_D_wing
label = nomad_wing

[MsnFormation]
nickname = nomad_R_D_wing_1
position = -1375, -2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_D_1
ship = nomad_R_D_1
ship = nomad_R_D_2
ship = nomad_R_D_3
ship = nomad_R_D_4

[MsnShip]
nickname = nomad_R_D_5
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_D_wing_2
label = nomad_D_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_D_6
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_D_wing_2
label = nomad_D_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_D_7
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_D_wing_2
label = nomad_D_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_D_8
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_D_wing_2
label = nomad_D_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_G_D_2
NPC = Nomad_Gunboat12
radius = 0
label = nomad_R_D_wing_2
label = nomad_D_wing
label = nomad_wing

[MsnFormation]
nickname = nomad_R_D_wing_2
position = -1375, -2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_D_2
ship = nomad_R_D_5
ship = nomad_R_D_6
ship = nomad_R_D_7
ship = nomad_R_D_8

[MsnShip]
nickname = nomad_R_D_9
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_D_wing_3
label = nomad_D_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_D_10
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_D_wing_3
label = nomad_D_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_D_11
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_D_wing_3
label = nomad_D_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_D_12
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_R_D_wing_3
label = nomad_D_wing
label = nomad_wing

[MsnShip]
nickname = nomad_R_G_D_3
NPC = Nomad_Gunboat12
radius = 0
label = nomad_R_D_wing_3
label = nomad_D_wing
label = nomad_wing

[MsnFormation]
nickname = nomad_R_D_wing_3
position = -1375, -2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_R_G_D_3
ship = nomad_R_D_9
ship = nomad_R_D_10
ship = nomad_R_D_11
ship = nomad_R_D_12

[MsnShip]
nickname = nomad_U_1_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_1_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_U_2_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_1_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_U_3_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_1_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_U_4_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_1_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_U_G_1_R
NPC = Nomad_Gunboat12
radius = 0
label = nomad_U_wing_1_R
label = nomad_wing_R

[MsnFormation]
nickname = nomad_U_wing_1_R
position = -1375, 500, -235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_U_G_1_R
ship = nomad_U_1_R
ship = nomad_U_2_R
ship = nomad_U_3_R
ship = nomad_U_4_R

[MsnShip]
nickname = nomad_U_5_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_2_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_U_6_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_2_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_U_7_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_2_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_U_8_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_2_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_U_G_2_R
NPC = Nomad_Gunboat12
radius = 0
label = nomad_U_wing_2_R
label = nomad_wing_R

[MsnFormation]
nickname = nomad_U_wing_2_R
position = -2242, 500, -1735
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_U_G_2_R
ship = nomad_U_5_R
ship = nomad_U_6_R
ship = nomad_U_7_R
ship = nomad_U_8_R

[MsnShip]
nickname = nomad_U_9_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_3_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_U_10_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_3_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_U_11_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_3_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_U_12_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_U_wing_3_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_U_G_3_R
NPC = Nomad_Gunboat12
radius = 0
label = nomad_U_wing_3_R
label = nomad_wing_R

[MsnFormation]
nickname = nomad_U_wing_3_R
position = -508, 500, -1735
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_U_G_3_R
ship = nomad_U_9_R
ship = nomad_U_10_R
ship = nomad_U_11_R
ship = nomad_U_12_R

[MsnShip]
nickname = nomad_D_1_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_1_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_D_2_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_1_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_D_3_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_1_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_D_4_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_1_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_D_G_1_R
NPC = Nomad_Gunboat12
radius = 0
label = nomad_D_wing_1_R
label = nomad_wing_R

[MsnFormation]
nickname = nomad_D_wing_1_R
position = -1375, -500, -235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_D_G_1_R
ship = nomad_D_1_R
ship = nomad_D_2_R
ship = nomad_D_3_R
ship = nomad_D_4_R

[MsnShip]
nickname = nomad_D_5_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_2_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_D_6_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_2_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_D_7_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_2_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_D_8_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_2_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_D_G_2_R
NPC = Nomad_Gunboat12
radius = 0
label = nomad_D_wing_2_R
label = nomad_wing_R

[MsnFormation]
nickname = nomad_D_wing_2_R
position = -2242, -500, -1735
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_D_G_2_R
ship = nomad_D_5_R
ship = nomad_D_6_R
ship = nomad_D_7_R
ship = nomad_D_8_R

[MsnShip]
nickname = nomad_D_9_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_3_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_D_10_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_3_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_D_11_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_3_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_D_12_R
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_D_wing_3_R
label = nomad_wing_R

[MsnShip]
nickname = nomad_D_G_3_R
NPC = Nomad_Gunboat12
radius = 0
label = nomad_D_wing_3_R
label = nomad_wing_R

[MsnFormation]
nickname = nomad_D_wing_3_R
position = -508, -500, -1735
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_D_G_3_R
ship = nomad_D_9_R
ship = nomad_D_10_R
ship = nomad_D_11_R
ship = nomad_D_12_R

[MsnShip]
nickname = nomad_I_1
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_I_wing_U
label = nomad_wing_R

[MsnShip]
nickname = nomad_I_2
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_I_wing_U
label = nomad_wing_R

[MsnShip]
nickname = nomad_I_3
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_I_wing_U
label = nomad_wing_R

[MsnShip]
nickname = nomad_I_4
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_I_wing_U
label = nomad_wing_R

[MsnShip]
nickname = nomad_I_G_1
NPC = Nomad_Gunboat12
radius = 0
label = nomad_I_wing_U
label = nomad_wing_R

[MsnFormation]
nickname = nomad_I_wing_U
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_I_G_1
ship = nomad_I_1
ship = nomad_I_2
ship = nomad_I_3
ship = nomad_I_4

[MsnShip]
nickname = nomad_I_5
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_I_wing_D
label = nomad_wing_R

[MsnShip]
nickname = nomad_I_6
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_I_wing_D
label = nomad_wing_R

[MsnShip]
nickname = nomad_I_7
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_I_wing_D
label = nomad_wing_R

[MsnShip]
nickname = nomad_I_8
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_I_wing_D
label = nomad_wing_R

[MsnShip]
nickname = nomad_I_G_2
NPC = Nomad_Gunboat12
radius = 0
label = nomad_I_wing_D
label = nomad_wing_R

[MsnFormation]
nickname = nomad_I_wing_D
position = -1375, -2000, -1235
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_I_G_2
ship = nomad_I_5
ship = nomad_I_6
ship = nomad_I_7
ship = nomad_I_8

[MsnShip]
nickname = nomad_J_1
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_J_wing_1
label = nomad_wing_R

[MsnShip]
nickname = nomad_J_2
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_J_wing_1
label = nomad_wing_R

[MsnShip]
nickname = nomad_J_3
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_J_wing_1
label = nomad_wing_R

[MsnShip]
nickname = nomad_J_4
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_J_wing_1
label = nomad_wing_R

[MsnShip]
nickname = nomad_J_G_1
NPC = Nomad_Gunboat12
radius = 0
label = nomad_J_wing_1
label = nomad_wing_R

[MsnFormation]
nickname = nomad_J_wing_1
position = -1466, -400, 10887
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_J_G_1
ship = nomad_J_1
ship = nomad_J_2
ship = nomad_J_3
ship = nomad_J_4

[MsnShip]
nickname = nomad_J_5
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_J_wing_2
label = nomad_wing_R

[MsnShip]
nickname = nomad_J_6
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_J_wing_2
label = nomad_wing_R

[MsnShip]
nickname = nomad_J_7
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_J_wing_2
label = nomad_wing_R

[MsnShip]
nickname = nomad_J_8
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_J_wing_2
label = nomad_wing_R

[MsnShip]
nickname = nomad_J_G_2
NPC = Nomad_Gunboat12
radius = 0
label = nomad_J_wing_2
label = nomad_wing_R

[MsnFormation]
nickname = nomad_J_wing_2
position = -475, 400, 10751
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_J_G_2
ship = nomad_J_5
ship = nomad_J_6
ship = nomad_J_7
ship = nomad_J_8

[MsnShip]
nickname = nomad_J_9
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_J_wing_3
label = nomad_wing_R

[MsnShip]
nickname = nomad_J_10
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_J_wing_3
label = nomad_wing_R

[MsnShip]
nickname = nomad_J_11
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_J_wing_3
label = nomad_wing_R

[MsnShip]
nickname = nomad_J_12
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_J_wing_3
label = nomad_wing_R

[MsnShip]
nickname = nomad_J_G_3
NPC = Nomad_Gunboat12
radius = 0
label = nomad_J_wing_3
label = nomad_wing_R

[MsnFormation]
nickname = nomad_J_wing_3
position = -1466, 400, 10887
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_J_G_3
ship = nomad_J_9
ship = nomad_J_10
ship = nomad_J_11
ship = nomad_J_12

[MsnShip]
nickname = nomad_J_13
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_J_wing_4
label = nomad_wing_R

[MsnShip]
nickname = nomad_J_14
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_J_wing_4
label = nomad_wing_R

[MsnShip]
nickname = nomad_J_15
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_J_wing_4
label = nomad_wing_R

[MsnShip]
nickname = nomad_J_16
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_J_wing_4
label = nomad_wing_R

[MsnShip]
nickname = nomad_J_G_4
NPC = Nomad_Gunboat12
radius = 0
label = nomad_J_wing_4
label = nomad_wing_R

[MsnFormation]
nickname = nomad_J_wing_4
position = -475, -400, 10751
orientation = 0, 0, 1, 0
formation = nomad_gunboat_1
ship = nomad_J_G_4
ship = nomad_J_13
ship = nomad_J_14
ship = nomad_J_15
ship = nomad_J_16

[MsnShip]
nickname = nomad_vc_1
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_1
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_2
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_1
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_3
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_1
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_4
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_1
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_g_1
NPC = Nomad_Gunboat12
radius = 0
label = nomad_vc_wing_1
label = nomad_vc_wing

[MsnFormation]
nickname = nomad_vc_wing_1
position = -5117, -154, -17774
orientation = 0.993800, 0.086100, -0.070400, 0.009100
formation = Nomad_Gunboat_1
ship = nomad_vc_g_1
ship = nomad_vc_1
ship = nomad_vc_2
ship = nomad_vc_3
ship = nomad_vc_4

[MsnShip]
nickname = nomad_vc_5
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_2
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_6
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_2
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_7
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_2
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_8
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_2
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_g_2
NPC = Nomad_Gunboat12
radius = 0
label = nomad_vc_wing_2
label = nomad_vc_wing

[MsnFormation]
nickname = nomad_vc_wing_2
position = -5427, -174, -17830
orientation = 0.964800, 0.094100, -0.244300, 0.025600
formation = nomad_gunboat_1
ship = nomad_vc_g_2
ship = nomad_vc_5
ship = nomad_vc_6
ship = nomad_vc_7
ship = nomad_vc_8

[MsnShip]
nickname = nomad_vc_9
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_3
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_10
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_3
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_11
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_3
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_12
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_3
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_g_3
NPC = Nomad_Gunboat12
radius = 0
label = nomad_vc_wing_3
label = nomad_vc_wing

[MsnFormation]
nickname = nomad_vc_wing_3
position = -5670, -146, -18023
orientation = 0.882600, 0.062300, -0.464900, 0.031400
formation = nomad_gunboat_1
ship = nomad_vc_g_3
ship = nomad_vc_9
ship = nomad_vc_10
ship = nomad_vc_11
ship = nomad_vc_12

[MsnShip]
nickname = nomad_vc_13
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_4
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_14
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_4
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_15
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_4
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_16
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_4
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_g_4
NPC = Nomad_Gunboat12
radius = 0
label = nomad_vc_wing_4
label = nomad_vc_wing

[MsnFormation]
nickname = nomad_vc_wing_4
position = -5394, 160, -17867
orientation = 0.964100, -0.103000, -0.243100, -0.027200
formation = nomad_gunboat_1
ship = nomad_vc_g_4
ship = nomad_vc_13
ship = nomad_vc_14
ship = nomad_vc_15
ship = nomad_vc_16

[MsnShip]
nickname = nomad_vc_17
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_5
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_18
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_5
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_19
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_5
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_20
NPC = Nomad_Fighter_Defense_Ace12
radius = 0
label = nomad_vc_wing_5
label = nomad_vc_wing

[MsnShip]
nickname = nomad_vc_g_5
NPC = Nomad_Gunboat12
radius = 0
label = nomad_vc_wing_5
label = nomad_vc_wing

[MsnFormation]
nickname = nomad_vc_wing_5
position = -4638, 168, -17850
orientation = 0.965000, -0.116200, 0.232900, 0.030600
formation = nomad_gunboat_1
ship = nomad_vc_g_5
ship = nomad_vc_17
ship = nomad_vc_18
ship = nomad_vc_19
ship = nomad_vc_20

;--------------------------------------19. M12 Solars (descriptions)
[MsnSolar]
nickname = shield_generator_1
system = St02
position = -2192.955078, 4.630565, -2871.300537
orientation = -0.190809, -0.000000, 0.981627, 0.000000
string_id = 217327
faction = fc_n_grp
archetype = lair_shield_gen
loadout = lair_shield_gen
label = shield_generators
radius = 0

[MsnSolar]
nickname = shield_generator_2
system = St02
position = -2213.182617, -4.630980, 391.699799
orientation = 0.980785, 0.000000, -0.195090, -0.000000
string_id = 217327
faction = fc_n_grp
archetype = lair_shield_gen
loadout = lair_shield_gen
label = shield_generators
radius = 0

[MsnSolar]
nickname = shield_generator_3
system = St02
position = 672.110107, -4.630738, -1494.661133
orientation = 0.662620, -0.000000, 0.748956, 0.000000
string_id = 217327
faction = fc_n_grp
archetype = lair_shield_gen
loadout = lair_shield_gen
label = shield_generators
radius = 0

[MsnSolar]
nickname = shield_1
system = St02
position = -1372.868652, 284.470978, -1237.018311
orientation = 0, 0, 1, 0
string_id = 1
faction = fc_n_grp
archetype = nomad_dome_shield
loadout = nomad_dome_shield
label = shields
radius = 0

[MsnSolar]
nickname = shield_2
system = St02
position = -1372.868652, -284.470978, -1237.018311
orientation = 0, 1, 0, 0
string_id = 1
faction = fc_n_grp
archetype = nomad_dome_shield
loadout = nomad_dome_shield
label = shields
radius = 0

[MsnLoot]
nickname = power_cell
archetype = lair_power_cell
string_id = 217200
position = 0, 0, -1119
velocity = 0, 0, 0
equip_amount = 1
health = 1.000000
can_jettison = false

;------------------------------------------------------18b.Some comms

[Trigger]
nickname = Aces_are_Outnumbered
Cnd_Timer = 1
Act_EtherComm = atc_leg_m01, 262053, Player, gcs_combat_taking_dmg_04-, -1, ge_male2_head, pi_orillion_body, comm_rh_alaric
Act_ActTrig = Order_ace2_comms

[Trigger]
nickname = Order_ace2_comms
Cnd_Timer = 5
Act_EtherComm = mc_leg_m01, 262054, Player, gcs_combat_announce_flee_06-, -1, ku_captain_head, pi_orillion_body, comm_rh_alaric
Act_ActTrig = Liaths_calls_for_withdrawal

[Trigger]
nickname = Liaths_calls_for_withdrawal
Cnd_Timer = 5
Act_EtherComm = atc_leg_f01, 262032, Player, gcs_combat_scream_08-, -1, pl_female2_head, pl_female1_journeyman_body, prop_mask_outcast_fem, prop_neuralnet_F
Act_ActTrig = Liath_Retreats

[Trigger]
nickname = Liath_Retreats
Cnd_Timer = 5
Act_EtherComm = atc_leg_f01, 262032, Player, gcs_combat_taking_dmg_worst_04-, -1, pl_female2_head, pl_female1_journeyman_body, prop_mask_outcast_fem, prop_neuralnet_F

;------------------------------------------------------18c.Entering St02

[Trigger]
nickname = enter_st02
Cnd_SystemEnter = St02
Act_ActTrig = Break_b4_262064

[Trigger]
nickname = Break_b4_262064
Cnd_timer = 6
Act_Popupdialog = 262065,262064, CLOSE
Act_ActTrig = Get_to_the_lair_st02

[Trigger]
nickname = Get_to_the_lair_st02
Cnd_PlayerManeuver = formation, Liath_ship
Act_GiveObjList = Liath_ship, St02_lair_enter
Act_ActTrig = after_a_lil_while_we_cruise
Act_ActTrig = Spawn_the_st02_Lair_guarding_nomads

[ObjList]
nickname = St02_lair_enter
GotoVec = goto_no_cruise, -1373, 2100, -1237, 500, true, -1.000000

[Trigger]
nickname = after_a_lil_while_we_cruise
Cnd_timer = 10
Act_GiveObjList = Liath_ship, St02_lair_enter_cruise
Act_ActTrig = break_b4_hive_St02
Act_ActTrig =Good_ole_follow_player_and_liath

[Trigger]
nickname = Spawn_the_st02_Lair_guarding_nomads
Cnd_timer = 1
Act_ActTrig = Nomad_st02_vibes
Act_SpawnFormation = nomad_R_U_wing_1
Act_SpawnFormation = nomad_R_U_wing_2
Act_SpawnFormation = nomad_R_U_wing_3
Act_SpawnFormation = nomad_R_S_wing_1
Act_SpawnFormation = nomad_R_S_wing_2
Act_SpawnFormation = nomad_R_S_wing_3
Act_SpawnFormation = nomad_R_S_wing_4
Act_SpawnFormation = nomad_R_D_wing_1
Act_SpawnFormation = nomad_R_D_wing_2
Act_SpawnFormation = nomad_R_D_wing_3
Act_GiveObjList = nomad_R_U_wing_1, hunt_Player

[ObjList]
nickname = hunt_Player
Follow = Player, 500, -100, 50, -200

[Trigger]
nickname = Good_ole_follow_player_and_liath
Cnd_timer = 1
Act_GiveObjList = Order_Ace1, Follow_Liath
Act_GiveObjList = Order_Ace2, Follow_Player
Act_GiveObjList = Order_Ace3, Follow_Liath
Act_GiveObjList = Order_Ace4, Follow_Player
Act_GiveObjList = Order_Ace5, Follow_Liath
Act_GiveObjList = Order_Ace6, Follow_Player
Act_GiveObjList = Order_Ace7, Follow_Liath
Act_GiveObjList = Order_Ace8, Follow_Player
Act_GiveObjList = Order_Ace9, Follow_Liath
Act_GiveObjList = Order_Ace10, Follow_Player
Act_GiveObjList = Order_Ace11, Follow_Liath

[Trigger]
nickname = Nomad_st02_vibes
Cnd_timer = 1
Act_SetVibeLblToShip = nomad_R_D_wing_3, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_D_wing_1, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_D_wing_2, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_S_wing_4, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_S_wing_3, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_S_wing_2, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_S_wing_1, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_U_wing_3, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_U_wing_2, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_U_wing_1, Player, REP_HOSTILE_MAXIMUM
Act_ActTrig = hate_nomads

[ObjList]
nickname = St02_lair_enter_cruise
GotoVec = goto_cruise, -1373, 2100, -1237, 500, true, -1.000000

[ObjList]
nickname = Follow_Liath
Follow = Liath_ship, 1500, -100, 50, -200

[ObjList]
nickname = Follow_Player
Follow = Player, 1500, -100, 50, -200

[Trigger]
nickname = break_b4_hive_St02
Cnd_DistShip = inside, Player, St02_lair_1, 2600
Act_ActTrig = Good_ole_breakformation
Act_ActTrig = m12_fun

[Trigger]
nickname = Good_ole_breakformation
Cnd_Timer = 6
Act_GiveObjList = Liath_ship, ol_break_formation
Act_GiveObjList = Order_Ace1, ol_break_formation
Act_GiveObjList = Order_Ace2, ol_break_formation
Act_GiveObjList = Order_Ace3, ol_break_formation
Act_GiveObjList = Order_Ace4, ol_break_formation
Act_GiveObjList = Order_Ace5, ol_break_formation
Act_GiveObjList = Order_Ace6, ol_break_formation
Act_GiveObjList = Order_Ace7, ol_break_formation
Act_GiveObjList = Order_Ace8, ol_break_formation
Act_GiveObjList = Order_Ace9, ol_break_formation
Act_GiveObjList = Order_Ace10, ol_break_formation
Act_GiveObjList = Order_Ace11, ol_break_formation

[ObjList]
nickname = ol_break_formation
BreakFormation = no_params

;----------------------------------20. M12 Triggers regarding airlock and powercell--------

[Trigger]
nickname = m12_fun
system = St02
Cnd_Timer = 3
Act_SpawnSolar = shield_generator_1
Act_SpawnSolar = shield_generator_2
Act_SpawnSolar = shield_generator_3
Act_Invulnerable = shield_generator_1, true
Act_Invulnerable = shield_generator_2, true
Act_Invulnerable = shield_generator_3, true
Act_SetVibeLblToShip = shield_generators, Player, REP_HOSTILE_MAXIMUM
Act_ActTrig = hitting_the_lair

[Trigger]
nickname = activate_generators
system = St02
Cnd_Timer = 1
Act_LightFuse = shield_generator_1, fuse_lair_shieldgen_activate
Act_LightFuse = shield_generator_2, fuse_lair_shieldgen_activate
Act_LightFuse = shield_generator_3, fuse_lair_shieldgen_activate

[Trigger]
nickname = activate_shields
system = St02
Cnd_Timer = 3
Act_SpawnSolar = shield_1
Act_SpawnSolar = shield_2
Act_SetVibe = St02_lair_platform01, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform02, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform03, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform04, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform05, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform06, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform07, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform08, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform09, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform10, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform11, Player, REP_HOSTILE_MAXIMUM
Act_SetVibe = St02_lair_platform12, Player, REP_HOSTILE_MAXIMUM

[Trigger]
nickname = hitting_the_lair
system = St02
Cnd_DistShip = inside, Player, St02_lair_enter, 3700
Act_Invulnerable = Liath_ship, true, false, 0.490000
Act_Invulnerable = Kota_Max, true, false, 0.490000
Act_ActTrig = Good_ole_breakformation
Act_ActTrig = activate_generators
Act_ActTrig = activate_shields
Act_ActTrig = Spawn_the_st02_Lair_guarding_nomads
Act_ActTrig = surprise_attack12

[Trigger]
nickname = surprise_attack12
system = St02
Cnd_Timer = 4
Act_SetVibe = St02_lair_1, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = shield_generators, Player, REP_HOSTILE_MAXIMUM
Act_PlayMusic = none, none, none, music_no_lair_battle
Act_ActTrig = destroy_the_shield12
Act_ActTrig = Aces_are_Outnumbered
Act_ActTrig = decloak_interceptors

[Trigger]
system = St02
nickname = decloak_interceptors
Cnd_DistVec = inside, Player, -1368, 124, -1249, 3000
Act_Cloak = nomad_wing, false
Act_SetVibeLblToShip = nomad_S_wing, Player, REP_HOSTILE_MAXIMUM

[Trigger]
nickname = destroy_the_shield12
system = St02
Cnd_Timer = 4
Act_ActTrig = spawn_reserve_wing_U_1
Act_Invulnerable = shield_generator_1, false
Act_Invulnerable = shield_generator_2, false
Act_Invulnerable = shield_generator_3, false
Act_ActTrig = dead_gen_3
Act_ActTrig = Stay_here_liath_wing

[Trigger]
nickname = dead_gen_3
system = St02
Cnd_Destroyed = shield_generators, 3, ALL
Act_ActTrig = bring_shield_1_down12
Act_ActTrig = bring_shield_2_down12

[Trigger]
nickname = bring_shield_1_down12
system = St02
Cnd_Timer = 5
Act_Destroy = shield_1
Act_ActTrig = initiate_airlock_sequence

[Trigger]
nickname = bring_shield_2_down12
system = St02
Cnd_Timer = 15
Act_Destroy = shield_2

[Trigger]
system = St02
nickname = initiate_airlock_sequence
Cnd_DistVec = inside, Player, -1368, 124, -1249, 500
Act_DockRequest = St02_lair_enter
Act_ActTrig = key_to_core12

[Trigger]
nickname = Stay_here_liath_wing
Cnd_Timer = 1
Act_Jumper = Label_Liath_wing, false
Act_Jumper = nomad_R_U_wing_1, false
Act_Jumper = nomad_R_U_wing_2, false
Act_Jumper = nomad_R_U_wing_3, false
Act_Jumper = nomad_R_S_wing_1, false
Act_Jumper = nomad_R_S_wing_2, false
Act_Jumper = nomad_R_S_wing_3, false
Act_Jumper = nomad_R_S_wing_4, false
Act_Jumper = nomad_R_D_wing_1, false
Act_Jumper = nomad_R_D_wing_2, false
Act_Jumper = nomad_R_D_wing_3, false

[Trigger]
nickname = key_to_core12
system = St02c
Cnd_True = no_params
Act_SetInitialPlayerPos = 20, 31, 1286, 0, 0, 1, 0
Act_ActTrig = in_the_core12

[Trigger]
nickname = in_the_core12
system = St02c
Cnd_Timer = 1
Act_PlayMusic = none, none, none, music_omicron_danger
Act_DeactTrig = initiate_airlock_sequence
Act_SetVibe = St02c_lair_core, Player, REP_HOSTILE_MAXIMUM
Act_ActTrig = spawn_the_powercell

[Trigger]
nickname = spawn_the_powercell
system = St02c
Cnd_DistVec = inside, Player, 0, 0, -950, 300
Act_SpawnLoot = power_cell
Act_ActTrig = got_powercell

[Trigger]
nickname = got_powercell
system = St02c
Cnd_LootAcquired = power_cell, Player
Act_ActTrig = lock_lair_when_player_exits
Act_LockDock = Player, St02c_core_enter, lock
Act_LockDock = Player, St02c_core_exit, unlock
Act_DockRequest = St02c_core_exit
Act_ActTrig = jumped_to_escape

[Trigger]
nickname = jumped_to_escape
Cnd_NPCSystemEnter = St02, Player
Act_ActTrig = pop_something
Act_ActTrig = jumped_to_escape_3
Act_ActTrig = spawn_some_more_nomads_st02

[Trigger]
nickname = pop_something
Cnd_Timer = 5
Act_EtherComm = atc_leg_f01, 262032, Player, gcs_combat_attentionallunits_01-, -1, pl_female2_head, pl_female1_journeyman_body, prop_mask_outcast_fem, prop_neuralnet_F
Act_Popupdialog = 262065, 262066, CLOSE

[Trigger]
nickname = lock_lair_when_player_exits
system = St02
Cnd_DistVec = inside, Player, 850, 0, -1245, 400
Act_LockDock = Player, St02_lair_exit, lock

[Trigger]
nickname = spawn_some_more_nomads_st02
system = St02
Cnd_Timer = 3
Act_ActTrig = Spawn_the_st02_Lair_guarding_nomads

[Trigger]
nickname = jumped_to_escape_3
Cnd_NPCSystemEnter = St01, Player
Act_Popupdialog = 262065, 262068, CLOSE
Act_ActTrig = in_10_secs_Make_random_pop_work
Act_ActTrig = Back_on_toledo_with_cell
Act_SpawnShip = Order_Ace2
Act_SpawnShip = Order_Ace3
Act_SpawnShip = Order_Ace4
Act_SpawnShip = Order_Ace5
Act_SpawnShip = Order_Ace6
Act_SpawnShip = Order_Ace7
Act_ActTrig = lose_the_aces_at_dock
Act_GCSClamp = false

[Trigger]
nickname = lose_the_aces_at_dock
Cnd_PlayerManeuver = Dock, St01_01_Base, Player
Act_Destroy = Order_Ace2
Act_Destroy = Order_Ace3
Act_Destroy = Order_Ace4
Act_Destroy = Order_Ace5
Act_Destroy = Order_Ace6
Act_Destroy = Order_Ace7

[Trigger]
nickname = Back_on_toledo_with_cell
Cnd_LocEnter = Planetscape, st01_01_base
Act_RemoveCargo = power_cell
Act_AdjAcct = 50000
Act_ActTrig = Meeting_liath_4_a_drink

[Trigger]
nickname = Meeting_liath_4_a_drink
Cnd_LocEnter = Bar, st01_01_base
Act_Popupdialog = 262065, 262071, CLOSE
Act_ActTrig = New_powercore
Act_SetShipAndLoadout = none, none

[Trigger]
nickname = New_powercore
Cnd_LocEnter = Equipment, st01_01_base
Act_SetShipAndLoadout = order_isis, order_isis_playerloadout_Nomad_pwr
Act_ActTrig = To_Monkeyworld
Act_RandomPop = false

;-------------------------------------------Clamp info

;Act_RpopAttClamp = false
;true will not allow random spawning of ships affiliated with a faction hostile to the player (if RandomPop = true)

;Act_PlayerEnemyClamp =
;true will allow random spawning of ships affiliated with a faction hostile to the player... but initially spawn them as neutrals. Just like at the beginning of a random mission.

;Act_HostileClamp =
;true will turn randomly spawned npcs of a faction hostile to the player neutral... like in random missions

;Act_RpopTLAttacksEnabled =
;false will disable random tradelane disruptions (from pirates)

;Act_RandomPop
;will enable random NPC spawns

;-------------------------------------------------------------------------------------------Liath loop
[Trigger]
nickname = Liath_goes_to_Cornel_trent
Cnd_Timer = 20
Act_GiveObjList = Liath_ship, follow_player
Act_ActTrig = too_far_from_trent

[Trigger]
nickname = too_far_from_trent
Cnd_DistShip = outside, Liath_ship, player, 4500
Act_GiveObjList = Liath_ship, follow_player
Act_ActTrig = Liath_goes_to_Cornel_trent

;------------------------------------------------Monkey world or bust

[Trigger]
nickname = To_Monkeyworld
Cnd_InSpace = true
Act_ActTrig = Liath_spawns_n_calls
Act_ActTrig = in_10_secs_Make_random_pop_work

[Trigger]
nickname = in_10_secs_Make_random_pop_work
Cnd_Timer = 10
Act_ActTrig = Make_random_pop_work

[Trigger]
nickname = Make_random_pop_work
Cnd_InSpace = true
Act_RpopAttClamp = false
Act_PlayerEnemyClamp = false
Act_RandomPop = true

[Trigger]
nickname = Set_Player_rep_to_nomad
Cnd_Timer = 5
Act_SetRep = Player, fc_n_grp, -0.910000
Act_SetRep = fc_uk_grp, fc_n_grp, -0.910000
Act_ActTrig = Set_Player_rep_to_nomad

[Trigger]
nickname = Liath_spawns_n_calls
Cnd_Timer = 6
Act_ActTrig = Re_spawn_liath
Act_EtherComm = atc_leg_f01, 262032, Player, gcs_dockhail_dock_whereheaded_01+, -1, pl_female2_head, pl_female1_journeyman_body, prop_mask_outcast_fem, prop_neuralnet_F
Act_ActTrig = Liath_spawns_n_calls_1_sec_break
Act_ActTrig = if_key_people_die_u_lose

[Trigger]
nickname = Liath_spawns_n_calls_1_sec_break
Cnd_Timer = 1
Act_Popupdialog = 262065, 262072, CLOSE

[Trigger]
nickname = Re_spawn_liath
Cnd_Timer = 1
Act_SpawnShip = Liath_ship
Act_ActTrig = Form_up_4_monkey_trek
Act_ActTrig = new_rep

[Trigger]
nickname = new_rep
Cnd_Timer = 1
Act_SetRep = Player, fc_c_grp, 0.610000
Act_SetRep = fc_or_grp, fc_c_grp, 0.910000

[ObjList]
nickname = Follow_Player_losely
StayInRange = Player, 2500

[Trigger]
nickname = Form_up_4_monkey_trek
Cnd_PlayerManeuver = formation, Liath_ship
Act_GiveObjList = Liath_ship, Monkey_trek_waypoint1
Act_ActTrig = in_range_of_Bw06_hole
Act_ActTrig = Set_Player_rep_to_nomad
Act_ActTrig = if_key_people_die_u_lose
Act_RandomPop = true
Act_GCSClamp = false

[ObjList]
nickname = Monkey_trek_waypoint1
GotoVec = goto_cruise, 999, 0, 8333, 800, true, -1.000000

[Trigger]
nickname = in_range_of_Bw06_hole
Cnd_DistShip = inside, Player, St01_to_Bw06_hole, 1500
Act_EtherComm = atc_leg_f01, 262032, Player, gcs_dockrequest_granted_01-, -1, pl_female2_head, pl_female1_journeyman_body, prop_mask_outcast_fem, prop_neuralnet_F
Act_GiveObjList = Liath_ship, just_stop
Act_GiveObjList = Player, just_stop
Act_ActTrig = too_far_from_trent
Act_ActTrig = in_range_of_Bw06_hole_1_sec_break

[ObjList]
nickname = just_stop
Idle = no_params

[Trigger]
nickname = in_range_of_Bw06_hole_1_sec_break
Cnd_Timer = 1
Act_Popupdialog = 262065, 262076, CLOSE
Act_ActTrig = To_EW06

[Trigger]
nickname = To_EW06
Cnd_SystemEnter = Bw06
Act_NNPath = 262078, 262078, Ew06_planet_monkey, Ew06
Act_ActTrig = entering_Ew06

[ObjList]
nickname = Follow_Player_always
SetPriority = ALWAYS_EXECUTE
Follow = Player, -1800, 100, 150, -200

[Trigger]
nickname = entering_Ew06
Cnd_SystemEnter = Ew06
Act_ActTrig = timer_Ew06

[Trigger]
nickname = timer_Ew06
Cnd_Timer = 15
Act_Popupdialog = 262065, 262075, CLOSE
Act_ActTrig = Planetside_Ew06_01_Base

[Trigger]
nickname = Planetside_Ew06_01_Base
Cnd_LocEnter = Cityscape, Ew06_01_Base
Act_ActTrig = timer_Planetside_Ew06_01_Base
Act_SetNNObj = null, OBJECTIVE_HISTORY

[Trigger]
nickname = timer_Planetside_Ew06_01_Base
Cnd_LocEnter = Bar, Ew06_01_Base
Act_Popupdialog = 262065, 262077, CLOSE
Act_ActTrig = defend_monkey_world

;----------------------Defend monkey world mood starter

[Trigger]
nickname = defend_monkey_world
Cnd_InSpace = true
Act_ActTrig = spawn_nomads_invasion_force
Act_PlayMusic = none, none, none, Lucifers_Choir_Music, 18
Act_ActTrig = aliens_talking1
Act_ActTrig = run_and_lose
Act_NNPath = none, none
Act_SetNNObj = null, OBJECTIVE_HISTORY
Act_RandomPop = false

[Trigger]
nickname = aliens_talking1
Cnd_Timer = 3
Act_PlayMusic = none, none, none, alien4, 10
Act_ActTrig = aliens_talking2

[Trigger]
nickname = aliens_talking2
Cnd_Timer = 5
Act_PlayMusic = none, none, none, alien2, 11

;--------------------------spawn the nomad designator

[Trigger]
nickname = spawn_nomads_invasion_force
Cnd_Timer = 10
Act_PlayMusic = none, none, none, Deep_boom, 15
Act_SpawnSolar = Nomad_city
Act_ActTrig = First_worm
Act_Cloak = Nomad_city, true
Act_ActTrig = uncloak_city

[Trigger]
nickname = uncloak_city
Cnd_Timer = 1
Act_Cloak = Nomad_city, false

[Trigger]
nickname = First_worm
Cnd_Timer = 10
Act_LightFuse = Nomad_City, fuse_dyson_city_wormhole_start
Act_ActTrig = 2nd_worm
Act_PlayMusic = none, none, none, Deep_boom, 11
Act_SpawnSolar = platform1
Act_SpawnSolar = platform2

[Trigger]
nickname = 2nd_worm
Cnd_Timer = 10
Act_LightFuse = Nomad_City, fuse_dyson_city_wormhole_start1
Act_ActTrig = 3rd_worm
Act_PlayMusic = none, none, none, Deep_boom, 13
Act_ActTrig = Spawn_nomad_armada
Act_SpawnSolar = platform3
Act_SpawnSolar = platform4

[Trigger]
nickname = 3rd_worm
Cnd_Timer = 10
Act_LightFuse = Nomad_City, fuse_dyson_city_wormhole_start2
Act_ActTrig = 4th_worm
Act_PlayMusic = none, none, none, Deep_boom, 15
Act_SpawnSolar = platform5
Act_SpawnSolar = platform6

[Trigger]
nickname = 4th_worm
Cnd_Timer = 10
Act_LightFuse = Nomad_City, fuse_dyson_city_wormhole_start3
Act_ActTrig = 5th_worm
Act_PlayMusic = none, none, none, Deep_boom, 17
Act_SpawnSolar = platform7
Act_SpawnSolar = platform8

[Trigger]
nickname = 5th_worm
Cnd_Timer = 10
Act_LightFuse = Nomad_City, fuse_dyson_city_wormhole_start4
Act_ActTrig = 6th_worm
Act_PlayMusic = none, none, none, Deep_boom, 19
Act_SpawnSolar = platform9
Act_SpawnSolar = platform10
Act_ActTrig = order_aces_are_here
Act_ActTrig = Spawning_our_aces
Act_SetNNObj = Aces_incoming_pop

[NNObjective]
nickname = Aces_incoming_pop
state = HIDDEN
type = ids, 262082

[Trigger]
nickname = 6th_worm
Cnd_Timer = 10
Act_LightFuse = Nomad_City, fuse_dyson_city_wormhole_start5
Act_PlayMusic = none, none, none, Deep_boom, 21
Act_SpawnSolar = platform11
Act_SpawnSolar = platform12

;---------------------------spawning the aces

[Trigger]
nickname = Spawning_our_aces
Cnd_Timer = 12
Act_SpawnShip = Liath_ship, -11286,2000, 9603
Act_SpawnShip = Order_Ace1, 3882, 0, 18991
Act_SpawnShip = Order_Ace2, 3882, 0, 18991
Act_SpawnShip = Order_Ace3, 3882, 0, 18991
Act_SpawnShip = Order_Ace4, 3882, 0, 18991
Act_SpawnShip = Order_Ace5, 3882, 0, 18991
Act_SpawnShip = Order_Ace6, 3882, 0, 18991
Act_SpawnShip = Order_Ace7, 3882, 0, 18991
Act_SpawnShip = Order_Ace8, 3882, 0, 18991
Act_SpawnShip = Order_Ace9, 3882, 0, 18991
Act_SpawnShip = Order_Ace10, 3882, 0, 18991
Act_SpawnShip = Order_Ace11, 3882, 0, 18991
Act_ActTrig = our_aces_attack

[Trigger]
nickname = our_aces_attack
Cnd_Timer = 2
Act_GiveObjList = Liath_ship, follow_player
Act_GiveObjList = Order_Ace1, follow_player
Act_GiveObjList = Order_Ace2, follow_player
Act_GiveObjList = Order_Ace3, follow_player
Act_GiveObjList = Order_Ace4, follow_player
Act_GiveObjList = Order_Ace5, follow_player
Act_GiveObjList = Order_Ace6, follow_player
Act_GiveObjList = Order_Ace7, follow_player
Act_GiveObjList = Order_Ace8, follow_player
Act_GiveObjList = Order_Ace9, follow_player
Act_GiveObjList = Order_Ace10, follow_player
Act_GiveObjList = Order_Ace11, follow_player

[Trigger]
nickname = stop_player
Cnd_True = no_params
Act_PobjIdle = no_params

[Trigger]
nickname = our_aces_Break_n_attack
Cnd_DistShip = inside, Order_Ace1, player, 2600
Act_GiveObjList = Liath_ship, ol_break_formation
Act_GiveObjList = Order_Ace1, ol_break_formation
Act_GiveObjList = Order_Ace2, ol_break_formation
Act_GiveObjList = Order_Ace3, ol_break_formation
Act_GiveObjList = Order_Ace4, ol_break_formation
Act_GiveObjList = Order_Ace5, ol_break_formation
Act_GiveObjList = Order_Ace6, ol_break_formation
Act_GiveObjList = Order_Ace7, ol_break_formation
Act_GiveObjList = Order_Ace8, ol_break_formation
Act_GiveObjList = Order_Ace9, ol_break_formation
Act_GiveObjList = Order_Ace10, ol_break_formation
Act_GiveObjList = Order_Ace11, ol_break_formation
Act_SpawnSolar = platform13
Act_ActTrig = hate_nomads_more
Act_ActTrig = Spawn_nomad_armada_2

;-------------------------spawn nomad armada ew06

[Trigger]
nickname = Spawn_nomad_armada
Cnd_timer = 1
Act_ActTrig = Nomad_Bad_vibes
Act_SpawnFormation = nomad_R_U_wing_1, -15505.156250, 0, 11998.433594
Act_SpawnFormation = nomad_R_U_wing_2, -11505.156250, 900, 12998.433594
Act_SpawnFormation = nomad_R_U_wing_3, -9505.156250, 800, 13998.433594
Act_SpawnFormation = nomad_R_S_wing_1, -7505.156250, 700, 14998.433594
Act_SpawnFormation = nomad_R_S_wing_2, -6505.156250, 600, 15998.433594
Act_SpawnFormation = nomad_R_S_wing_3, -12505.156250, 500, 16998.433594
Act_SpawnFormation = nomad_R_S_wing_4, -16505.156250, 400, 17998.433594
Act_SpawnFormation = nomad_R_D_wing_1, -18505.156250, 300, 18998.433594
Act_SpawnFormation = nomad_R_D_wing_2, -17505.156250, 200, 19998.433594
Act_SpawnFormation = nomad_R_D_wing_3, -12505.156250, 100, 15998.433594
Act_GiveObjList = nomad_R_U_wing_1, hunt_Player

[Trigger]
nickname = Nomad_Bad_vibes
Cnd_timer = 3
Act_SetVibeLblToShip = nomad_R_D_wing_3, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_D_wing_1, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_D_wing_2, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_S_wing_4, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_S_wing_3, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_S_wing_2, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_S_wing_1, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_U_wing_3, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_U_wing_2, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_U_wing_1, Player, REP_HOSTILE_MAXIMUM
Act_GiveObjList = nomad_R_D_wing_3, hunt_Player

[Trigger]
nickname = Spawn_nomad_armada_2
Cnd_timer = 5
Act_SpawnSolar = platform14
Act_SpawnSolar = platform15
Act_ActTrig = spawn_the_nomadcappers

[Trigger]
nickname = hate_nomads_more
Cnd_timer = 5
Act_SetRep = Player, fc_n_grp, -0.910000
Act_SetRep = fc_or_grp, fc_n_grp, -0.910000
Act_SetRep = fc_n_grp, fc_or_grp, -0.910000

;--------------------------order aces Ew06 comms

[Trigger]
nickname = order_aces_are_here
Cnd_timer = 2
Act_EtherComm = atc_leg_f01, 262032, Player, gcs_combat_attentionallunits_01-, -1, pl_female2_head, pl_female1_journeyman_body, prop_mask_outcast_fem, prop_neuralnet_F
Act_ActTrig = order_aces_are_here_liath_coms_again

[Trigger]
nickname = order_aces_are_here_liath_coms_again
Cnd_timer = 2
Act_EtherComm = atc_leg_f01, 262032, Player, gcs_combat_announce_engage_03-, -1, pl_female2_head, pl_female1_journeyman_body, prop_mask_outcast_fem, prop_neuralnet_F
Act_ActTrig = order_aces_are_here_Dreek_coms

[Trigger]
nickname = order_aces_are_here_Dreek_coms
Cnd_timer = 2
Act_EtherComm = pilot_f_mil_m02, 262063, Player, gcs_combat_announce_enemysighted_01-, -1, sh_male5_head, pi_orillion_body, prop_mask_outcast, prop_neuralnet_C
Act_ActTrig = order_aces_are_here_Tzu_coms

[Trigger]
nickname = order_aces_are_here_Tzu_coms
Cnd_timer = 2
Act_EtherComm = pilot_f_mil_m01b, 262062, Player, gcs_combat_askengage_04-, -1, pl_male5_head, pi_orillion_body, prop_mask_outcast, prop_neuralnet_B_right
Act_ActTrig = order_aces_are_here_Dreek_coms_two

[Trigger]
nickname = order_aces_are_here_Dreek_coms_two
Cnd_timer = 2
Act_EtherComm = pilot_f_mil_m02, 262063, Player, gcs_combat_announce_ff_02-, -1, sh_male5_head, pi_orillion_body, prop_mask_outcast, prop_neuralnet_C
Act_ActTrig = order_aces_are_here_EJames_coms

; Ace E. James 262056
[Trigger]
nickname = order_aces_are_here_EJames_coms
Cnd_timer = 2
Act_EtherComm = pilot_f_mil_m02a, 262056, Player, gcs_combat_announce_enemysighted_04-, -1, ge_male4_head, pi_orillion_body, prop_hat_male_ku_elite_visor
Act_ActTrig = order_aces_are_here_EJames_coms_two

[Trigger]
nickname = order_aces_are_here_EJames_coms_two
Cnd_timer = 2
Act_EtherComm = pilot_f_mil_m02a, 262056, Player, gcs_combat_announce_ff_02-, -1, ge_male4_head, pi_orillion_body, prop_hat_male_ku_elite_visor
Act_ActTrig = order_aces_are_here_EJames_coms_three

[Trigger]
nickname = order_aces_are_here_EJames_coms_three
Cnd_timer = 2
Act_EtherComm = pilot_f_mil_m02, 262063, Player, gcs_combat_engaging_03+, -1, sh_male5_head, pi_orillion_body, prop_mask_outcast, prop_neuralnet_C
Act_ActTrig = order_aces_are_here_Liath_coms_four

[Trigger]
nickname = order_aces_are_here_Liath_coms_four
Cnd_timer = 2
Act_EtherComm = atc_leg_f01, 262032, Player, gcs_combat_announce_engage_04-, -1, pl_female2_head, pl_female1_journeyman_body, prop_mask_outcast_fem, prop_neuralnet_F
Act_ActTrig = spawn_hakkera_and_the_dragons

;--------------------------------Nomad Ew06 solars

[Trigger]
nickname = spawn_the_nomadcappers
Cnd_timer = 2
Act_SpawnSolar = nomadcap
Act_SpawnSolar = NomadCap2
Act_SpawnSolar = NomadCap3
Act_SpawnSolar = NomadCap4
Act_ActTrig = vibing_cappers

[Trigger]
nickname = vibing_the_cappers
Act_SetVibeLbl = us, NomadCap, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = NomadCap, us, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = us, NomadCap2, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = NomadCap2, us, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = us, NomadCap3, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = NomadCap3, us, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = us, NomadCap4, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = NomadCap4, us, REP_HOSTILE_MAXIMUM

[MsnSolar]
nickname = nomadcap
system = Ew06
faction = fc_n_grp
archetype = d_n_battleship
loadout = MSN13_Nomad_Battleship
position = -12505.156250, -5000, 15998.433594
label = nomadcap
label = nomads
string_id = 237038

[MsnSolar]
nickname = NomadCap2
system = Ew06
faction = fc_n_grp
archetype = d_n_battleship
loadout = MSN13_Nomad_Battleship
position = -12505.156250, 1000, 15998.433594
label = NomadCap2
label = nomads
string_id = 237038

[MsnSolar]
nickname = NomadCap3
system = Ew06
faction = fc_n_grp
archetype = d_n_battleship
loadout = MSN13_Nomad_Battleship
position = -10505.156250, 0, 12998.433594
label = NomadCap3
label = nomads
string_id = 237038

[MsnSolar]
nickname = NomadCap4
system = Ew06
faction = fc_n_grp
archetype = d_n_battleship
loadout = MSN13_Nomad_Battleship
position = -10505.156250, 0, 11998.433594
label = NomadCap4
label = nomads
string_id = 237038

[MsnSolar]
nickname = osiris2
system = Ew06
position = 64810, 235, 18400
orientation = 0.850000, 0, 0.350000, 0
string_id = 217114
faction = fc_or_grp
archetype = o_osiris
loadout = or_osiris
label = osiris
base = Ew06_osiris_base
voice = orillion
pilot = MSN11_Osirus

[MsnSolar]
nickname = osiris3
system = Ew06
position = -12005.156250, -3000, 15098.433594
orientation = 0.850000, 0, 0.350000, 0
string_id = 217114
faction = fc_or_grp
archetype = o_osiris_destructible
loadout = or_osiris
label = us
base = Ew06_osiris_base
voice = orillion
pilot = osiris3

[MsnSolar]
nickname = Nomad_city
string_id = 262079
system = Ew06
position = -12505.156250, -3000, 15998.433594
orientation = 0.850000, 0, 0.350000, 0
Archetype = dyson_city_destructible
faction = fc_n_grp
label = nomads

[MsnSolar]
nickname = endgame_object_new
string_id = 10916
faction = fc_n_grp
system = Ew06
position = 8162, 0, 10901
spin = 0, -0.030000, 0
archetype = dyson_generator
loadout = dyson_generator
label = endgame_object
label = nomads

[MsnSolar]
nickname = platform1
string_id = 10903
faction = fc_n_grp
system = EW06
position = -12505.156250, 0.653664, 15998.433594
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

[MsnSolar]
nickname = platform2
string_id = 10903
faction = fc_n_grp
system = EW06
position = -10607.885742, 0.653736, 17178.332031
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

[MsnSolar]
nickname = platform3
string_id = 10903
faction = fc_n_grp
system = EW06
position = -11793.128906, 0.653849, 19073.486328
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0

[MsnSolar]
nickname = platform4
string_id = 10903
faction = fc_n_grp
system = EW06
position = -14779.798828, 0.654146, 23934.011719
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

[MsnSolar]
nickname = platform5
string_id = 10903
faction = fc_n_grp
system = EW06
position = -15594.190430, 0.654264, 26014.531250
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

[MsnSolar]
nickname = platform6
string_id = 10903
faction = fc_n_grp
system = EW06
position = -17673.603516, 2220.654209, 25194.5


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 Post subject:
 Post Posted: Thu Sep 10, 2009 6:22 am 
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Joined: Sat Jul 25, 2009 6:41 am
Posts: 93
continued:

;--------------------------------Nomad Ew06 solars

[Trigger]
nickname = spawn_the_nomadcappers
Cnd_timer = 2
Act_SpawnSolar = nomadcap
Act_SpawnSolar = NomadCap2
Act_SpawnSolar = NomadCap3
Act_SpawnSolar = NomadCap4
Act_ActTrig = vibing_cappers

[Trigger]
nickname = vibing_the_cappers
Act_SetVibeLbl = us, NomadCap, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = NomadCap, us, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = us, NomadCap2, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = NomadCap2, us, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = us, NomadCap3, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = NomadCap3, us, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = us, NomadCap4, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = NomadCap4, us, REP_HOSTILE_MAXIMUM

[MsnSolar]
nickname = nomadcap
system = Ew06
faction = fc_n_grp
archetype = d_n_battleship
loadout = MSN13_Nomad_Battleship
position = -12505.156250, -5000, 15998.433594
label = nomadcap
label = nomads
string_id = 237038

[MsnSolar]
nickname = NomadCap2
system = Ew06
faction = fc_n_grp
archetype = d_n_battleship
loadout = MSN13_Nomad_Battleship
position = -12505.156250, 1000, 15998.433594
label = NomadCap2
label = nomads
string_id = 237038

[MsnSolar]
nickname = NomadCap3
system = Ew06
faction = fc_n_grp
archetype = d_n_battleship
loadout = MSN13_Nomad_Battleship
position = -10505.156250, 0, 12998.433594
label = NomadCap3
label = nomads
string_id = 237038

[MsnSolar]
nickname = NomadCap4
system = Ew06
faction = fc_n_grp
archetype = d_n_battleship
loadout = MSN13_Nomad_Battleship
position = -10505.156250, 0, 11998.433594
label = NomadCap4
label = nomads
string_id = 237038

[MsnSolar]
nickname = osiris2
system = Ew06
position = 64810, 235, 18400
orientation = 0.850000, 0, 0.350000, 0
string_id = 217114
faction = fc_or_grp
archetype = o_osiris
loadout = or_osiris
label = osiris
base = Ew06_osiris_base
voice = orillion
pilot = MSN11_Osirus

[MsnSolar]
nickname = osiris3
system = Ew06
position = -12005.156250, -3000, 15098.433594
orientation = 0.850000, 0, 0.350000, 0
string_id = 217114
faction = fc_or_grp
archetype = o_osiris_destructible
loadout = or_osiris
label = us
base = Ew06_osiris_base
voice = orillion
pilot = osiris3

[MsnSolar]
nickname = Nomad_city
string_id = 262079
system = Ew06
position = -12505.156250, -3000, 15998.433594
orientation = 0.850000, 0, 0.350000, 0
Archetype = dyson_city_destructible
faction = fc_n_grp
label = nomads

[MsnSolar]
nickname = endgame_object_new
string_id = 10916
faction = fc_n_grp
system = Ew06
position = 8162, 0, 10901
spin = 0, -0.030000, 0
archetype = dyson_generator
loadout = dyson_generator
label = endgame_object
label = nomads

[MsnSolar]
nickname = platform1
string_id = 10903
faction = fc_n_grp
system = EW06
position = -12505.156250, 0.653664, 15998.433594
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

[MsnSolar]
nickname = platform2
string_id = 10903
faction = fc_n_grp
system = EW06
position = -10607.885742, 0.653736, 17178.332031
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

[MsnSolar]
nickname = platform3
string_id = 10903
faction = fc_n_grp
system = EW06
position = -11793.128906, 0.653849, 19073.486328
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0

[MsnSolar]
nickname = platform4
string_id = 10903
faction = fc_n_grp
system = EW06
position = -14779.798828, 0.654146, 23934.011719
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

[MsnSolar]
nickname = platform5
string_id = 10903
faction = fc_n_grp
system = EW06
position = -15594.190430, 0.654264, 26014.531250
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

[MsnSolar]
nickname = platform6
string_id = 10903
faction = fc_n_grp
system = EW06
position = -17673.603516, 2220.654209, 25194.500000
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

[MsnSolar]
nickname = platform7
string_id = 10903
faction = fc_n_grp
system = EW06
position = -22406.527344, 0.654137, 23839.744141
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

[MsnSolar]
nickname = platform8
string_id = 10903
faction = fc_n_grp
system = EW06
position = -24616.921875, -2220.654110, 23514.240234
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

[MsnSolar]
nickname = platform9
string_id = 10903
faction = fc_n_grp
system = EW06
position = -24285.673828, -2220.653973, 21303.656250
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

[MsnSolar]
nickname = platform10
string_id = 10903
faction = fc_n_grp
system = EW06
position = -25125.958984, -2220.653881, 19198.242188
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

[MsnSolar]
nickname = platform11
string_id = 10903
faction = fc_n_grp
system = EW06
position = -26330.449219, -2220.653730, 17316.486328
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

[MsnSolar]
nickname = platform12
string_id = 10903
faction = fc_n_grp
system = EW06
position = -24444.781250, -2220.653685, 16116.208008
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

[MsnSolar]
nickname = platform13
string_id = 10903
faction = fc_n_grp
system = EW06
position = -19720.001953, -2220.653530, 13294.493164
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

[MsnSolar]
nickname = platform14
string_id = 10903
faction = fc_n_grp
system = EW06
position = -18011.564453, -2220.653421, 11854.689453
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

[MsnSolar]
nickname = platform15
string_id = 10903
faction = fc_n_grp
system = EW06
position = -16575.423828, 0.653542, 13567.556641
spin = 0, -0.030000, 0
archetype = dyson_city_platform_tough
loadout = dyson_city_platform_vicious
label = weapons_platform
radius = 0
label = nomads
pilot = MSN11_Osirus

;----------------------------------------------osiris spawns with thn

[Trigger]
nickname = Osiris_cloaks_ew06
Cnd_Timer = 2
Act_Cloak = osiris2, true
Act_ActTrig = fire_11_thn

[Trigger]
nickname = fire_11_thn
Cnd_Timer = 5
Act_Cloak = osiris2, false
Act_CallThorn = missions\m11\M11_Osiris.thn, osiris2
Act_ActTrig = stop_player
Act_ActTrig = trying_to_move_osiris
Act_ActTrig = our_aces_Break_n_attack
Act_ActTrig = new_orillion_speak
Act_ActTrig = cut_with_this_song
Act_ActTrig = CLAMP

[Trigger]
nickname = CLAMP
Cnd_Timer = 5
Act_PlayerEnemyClamp = true
Act_PlayerEnemyClamp = 3,6

[Trigger]
nickname = new_orillion_speak
Cnd_timer = 1
Act_PlayMusic = none, none, none, new_orillion_speak, 19

[Trigger]
nickname = cut_with_this_song
Cnd_timer = 3
Act_ActTrig = dragon_coms_galore
Act_PlayMusic = none, none, none, Lucifers_Choir_Music, 15

[Trigger]
nickname = vibing_up_osiris3
Cnd_timer = 3
Act_SetVibe = osiris3, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = osiris3, Nomad_city, REP_HOSTILE_MAXIMUM
Act_SetVibe = Nomad_city, osiris3, REP_HOSTILE_MAXIMUM
Act_Cloak = osiris2, false

[Trigger]
nickname = trying_to_move_osiris
Cnd_timer = 6
Act_Destroy = osiris2, silent
Act_ActTrig = trying_to_move_osiris_two

[Trigger]
nickname = trying_to_move_osiris_two
Cnd_timer = 3
Act_SpawnSolar = osiris3
Act_Cloak = osiris3, true
Act_ActTrig = trying_to_move_osiris_uncloaking
Act_ActTrig = vibing_up_osiris3

[Trigger]
nickname = trying_to_move_osiris_uncloaking
Cnd_timer = 10
Act_Invulnerable = osiris3, true, true, 0.900000
Act_Cloak = osiris3, false

;-----------Enter the dragon :)

[Trigger]
nickname = spawn_hakkera_and_the_dragons
Cnd_Timer = 7
Act_SpawnShip = dragon_wing1_2, -11286, 2000, 9603
Act_SpawnShip = dragon_wing1_3, -11286, 2010, 9603
Act_SpawnShip = dragon_wing1_4, -11286, 2020, 9603
Act_SpawnShip = dragon_wing2_2_1, -11286, 1000, 9603
Act_SpawnShip = dragon_wing2_3, -11286, 1010, 9603
Act_SpawnShip = dragon_wing2_4, -11286, 1020, 9603
Act_SpawnShip = dragon_wing3_1, -11286, 10, 9603
Act_SpawnShip = dragon_wing3_2, -11286, 20, 9603
Act_SpawnShip = dragon_wing3_3, -11286, 30, 9603
Act_SpawnShip = dragon_wing3_4, -11286, 40, 9603
Act_SpawnShip = dragon_reinforcement_wing_1, -11286, 510, 9603
Act_SpawnShip = dragon_reinforcement_wing_2, -11286, 520, 9603
Act_SpawnShip = dragon_reinforcement_wing_3, -11286, 530, 9603
Act_SpawnShip = dragon_reinforcement_wing_4, -11286, 540, 9603
Act_SpawnShip = akira_wing1_2, -11286, 1500, 9603
Act_SpawnShip = akira_wing1_3, -11286, 1510, 9603
Act_SpawnShip = akira_wing1_4, -11286, 1520, 9603
Act_ActTrig = the_dragons_move_out
Act_SpawnSolar = osiris2
Act_ActTrig = Osiris_cloaks_ew06
;----links to osiris spawn

[Trigger]
nickname = the_dragons_move_out
Cnd_Timer = 7
Act_ActTrig = dragons_get_vibed
Act_GiveObjList = dragon_wing1_2, Dragons_1_Form_up
Act_GiveObjList = dragon_wing2_2, Dragons_2_Form_up
Act_GiveObjList = dragon_wing3_1, Dragons_3_Form_up
Act_GiveObjList = dragon_reinforcement_wing_1, Dragons_4_Form_up
Act_GiveObjList = akira_wing1_2, Dragons_5_Form_up

[Trigger]
nickname = dragons_get_vibed
Cnd_Timer = 1
Act_ActTrig = goto_battleground_set_Vibes
Act_SetVibe = dragon_wing1_2, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = dragon_wing1_2, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = dragon_wing1_3, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = dragon_wing1_4, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = dragon_wing2_2_1, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = dragon_wing2_3, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = dragon_wing2_4, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = dragon_wing3_1, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = dragon_wing3_2, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = dragon_wing3_3, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = dragon_wing3_4, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = dragon_reinforcement_wing_1, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = dragon_reinforcement_wing_2, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = dragon_reinforcement_wing_3, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = dragon_reinforcement_wing_4, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = akira_wing1_2, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = akira_wing1_3, Player, REP_FRIEND_MAXIMUM
Act_SetVibe = akira_wing1_4, Player, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = us, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = nomads, us, REP_HOSTILE_MAXIMUM

[ObjList]
system = Ew06
nickname = Dragons_1_Form_up
BreakFormation = no_params
MakeNewFormation = fighter_basic, dragon_wing1_3, dragon_wing1_4
GotoVec = goto, -12505.156250, -3000, 15998.433594, 2100

[ObjList]
system = Ew06
nickname = Dragons_2_Form_up
BreakFormation = no_params
MakeNewFormation = fighter_basic, dragon_wing2_3, dragon_wing2_4
GotoVec = goto, -12505.156250, -3000, 15998.433594, 2100

[ObjList]
system = Ew06
nickname = Dragons_3_Form_up
BreakFormation = no_params
MakeNewFormation = fighter_basic, dragon_wing3_2, dragon_wing3_3, dragon_wing3_4
GotoVec = goto, -12505.156250, -3000, 15998.433594, 2100

[ObjList]
system = Ew06
nickname = Dragons_4_Form_up
BreakFormation = no_params
MakeNewFormation = fighter_basic, dragon_reinforcement_wing_2, dragon_reinforcement_wing_3, dragon_reinforcement_wing_4
GotoVec = goto, -12505.156250, -3000, 15998.433594, 2100

[ObjList]
system = Ew06
nickname = Dragons_5_Form_up
BreakFormation = no_params
MakeNewFormation = fighter_basic, akira_wing1_3, akira_wing1_4
GotoVec = goto, -12505.156250, -3000, 15998.433594, 2100

[Trigger]
nickname = goto_battleground_set_Vibes
system = any
Cnd_timer = 1
Act_SetVibeLbl = dragon_wing1, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = dragon_wing2, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = dragon_wing3, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = dragon_reinforcement_wing_formation, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = akira_wing1, nomads, REP_HOSTILE_MAXIMUM

;----------npcs
[NPC]
nickname = Hakkera
npc_ship_arch = MSN09_Akira
voice = Hakkera
space_costume = ku_tenji_head_hat, pi_pirate8_body, comm_ku_kym
affiliation = fc_bd_grp
individual_name = 216901

[NPC]
nickname = akira_wing1_1_pilot
npc_ship_arch = MSN09_Akira_Escort
voice = pilot_c_ill_m02
affiliation = fc_bd_grp
individual_name = 1

[NPC]
nickname = dragon_wing1_1_pilot
npc_ship_arch = MSN09_Ozu_Escort
voice = pilot_c_ill_m02
space_costume = pl_male8_head_hat, pl_male3_journeyman_body, comm_br_elite
affiliation = fc_bd_grp
individual_name = 1

[NPC]
nickname = dragon_wing2_1_pilot
npc_ship_arch = MSN09_Ozu_Reinforcement
voice = pilot_f_leg_m01
affiliation = fc_bd_grp
individual_name = 1

[NPC]
nickname = dragon_wing3_1_pilot
npc_ship_arch = MSN09_Ozu_Reinforcement
voice = pilot_c_ill_f01
affiliation = fc_bd_grp
individual_name = 1

;-----------------dragons comms galore
;male1
[Trigger]
nickname = dragon_coms_galore
system = any
Cnd_timer = 20
Act_EtherComm = pilot_f_mil_m02b, 220601, Player, gcs_combat_engaging_02+, -1, sc_scientist2_head, pl_male3_journeyman_body, prop_neuralnet_F_right
Act_ActTrig = dragon_coms_galore2

;female1
[Trigger]
nickname = dragon_coms_galore2
system = any
Cnd_timer = 2
Act_EtherComm = pilot_f_leg_f01b, 220602, Player, gcs_combat_announce_enemysighted_04-, -1, ku_newscaster_head_gen, pl_female2_journeyman_body, prop_neuralnet_F_right
Act_ActTrig = dragon_coms_galore2b

;female1
[Trigger]
nickname = dragon_coms_galore2b
system = any
Cnd_timer = 3
Act_EtherComm = pilot_f_leg_f01b, 220602, Player, gcs_combat_announce_ff_01-, -1, ku_newscaster_head_gen, pl_female2_journeyman_body, prop_neuralnet_F_right
Act_ActTrig = dragon_coms_galore3

;female2
[Trigger]
nickname = dragon_coms_galore3
system = any
Cnd_timer = 5
Act_EtherComm = pilot_f_leg_f01a, 220599, Player, gcs_combat_offerhelp_04-, -1, pl_female6_head, pl_female2_journeyman_body, prop_neuralnet_F_right
Act_ActTrig = dragon_coms_galore4

;male1
[Trigger]
nickname = dragon_coms_galore4
system = any
Cnd_timer = 4
Act_EtherComm = pilot_f_mil_m02b, 220601, Player, gcs_combat_offerhelp_04-, -1, sc_scientist2_head, pl_male3_journeyman_body, prop_neuralnet_F_right
Act_ActTrig = dragon_coms_galore5

;female1
[Trigger]
nickname = dragon_coms_galore5
system = any
Cnd_timer = 5
Act_EtherComm = pilot_f_leg_f01b, 220602, Player, gcs_combat_askforhelp_02-, -1, ku_newscaster_head_gen, pl_female2_journeyman_body, prop_neuralnet_F_right
Act_ActTrig = the_designator_is_creating_a_gravity_well

;--------------- Monkey world is on the line win/lose

[Trigger]
nickname = run_and_lose
Cnd_SystemExit = ANY
Cnd_SpaceExit = true
Act_ChangeState = FAIL, 262088

[Trigger]
nickname = the_designator_is_creating_a_gravity_well
Cnd_timer = 5
Act_Popupdialog = 262083, 262084, CLOSE
Act_ActTrig = keep_the_osiris_safe_or_lose
Act_ActTrig = osiris_bound_nomads
Act_ActTrig = Monkey_world_goes_byebye_timer
Act_ActTrig = kill_the_nomad_designator_timer_deactrig_if_successfull

[Trigger]
nickname = Monkey_world_goes_byebye_timer
Cnd_timer = 800
Act_ActTrig = fail_4_good
Act_Destroy = Ew06_planet_monkey

[Trigger]
nickname =fail_4_good
Cnd_timer = 3
Act_Destroy = Player, EXPLODE
Act_ChangeState = FAIL, 262088

[Trigger]
nickname = kill_the_nomad_designator_timer_deactrig_if_successfull
Cnd_HealthDec = Nomad_city, 0.050000
Act_ActTrig = nomad_city_goes_byebye
Act_DeactTrig = run_and_lose
Act_DeactTrig = keep_the_osiris_safe_or_lose_II
Act_DeactTrig = keep_the_osiris_safe_or_lose
Act_DeactTrig = Monkey_world_goes_byebye_timer
Act_Invulnerable = osiris3, true

[Trigger]
nickname = nomad_city_goes_byebye
system = Ew06
Cnd_Timer = 1
Act_ActTrig = Nomad_city_goes_boom
Act_ActTrig = if_boom_we_win
Act_PlaySoundEffect = csx_monster01
Act_DeactTrig = keep_the_osiris_safe_or_lose
Act_DeactTrig = Monkey_world_goes_byebye_timer
Act_DeactTrig = keep_the_osiris_safe_or_lose_II
Act_Invulnerable = osiris3, true

[Trigger]
nickname = keep_the_osiris_safe_or_lose
Cnd_timer = 3
Act_NNPath = 217114, 217114, osiris3, Ew06
Act_Popupdialog = 262085, 262086, CLOSE
Act_ActTrig = keep_the_osiris_safe_or_lose_II
Act_Invulnerable = osiris3, false

[Trigger]
nickname = osiris_bound_nomads
Cnd_timer = 5
Act_ActTrig = spawn_osiris_bound_nomads
Act_ActTrig = save_the_robot_vessel

[Trigger]
nickname = keep_the_osiris_safe_or_lose_II
Cnd_Destroyed = Osiris3, 1, ALL_IGNORE_LANDING
Act_ChangeState = FAIL, 262087

[Trigger]
nickname = if_boom_we_win
Cnd_timer=10
Act_ActTrig = the_end_begins
Act_ActTrig = the_end_end
Act_LightFuse = platform1, dyson_generator_fuse
Act_LightFuse = platform2, dyson_generator_fuse
Act_LightFuse = platform3, dyson_generator_fuse
Act_LightFuse = platform4, dyson_generator_fuse
Act_LightFuse = platform5, dyson_generator_fuse
Act_LightFuse = platform6, dyson_generator_fuse
Act_LightFuse = platform7, dyson_generator_fuse
Act_LightFuse = platform8, dyson_generator_fuse
Act_LightFuse = platform9, dyson_generator_fuse
Act_LightFuse = platform10, dyson_generator_fuse
Act_LightFuse = platform11, dyson_generator_fuse
Act_LightFuse = platform12, dyson_generator_fuse
Act_LightFuse = platform13, dyson_generator_fuse
Act_LightFuse = platform14, dyson_generator_fuse
Act_LightFuse = platform15, dyson_generator_fuse
Act_DeactTrig = Monkey_world_goes_byebye_timer
Act_DeactTrig = keep_the_osiris_safe_or_lose_II
Act_Invulnerable = osiris3, true

;--------------------------------------- Save ze robots

[Trigger]
nickname = save_the_robot_vessel
Cnd_timer = 60
Act_EtherComm = atc_leg_f01, 262032, Player, gcs_combat_announce_engage_03-, -1, pl_female2_head, pl_female1_journeyman_body, prop_mask_outcast_fem, prop_neuralnet_F
Act_Popupdialog = 262065, 262089, CLOSE
Act_SpawnShip = Robot_Vessel, 17796, 200, 13150
Act_NNPath = 262090, 262090, Robot_Vessel, Ew06
Act_ActTrig = robo_ship_moves
Act_ActTrig = spawn_some_nomads_to_attack_robot

[Trigger]
nickname = spawn_some_nomads_to_attack_robot
Cnd_timer = 3
Act_SpawnFormation = nomad_R_U_wing_1c
Act_SetVibeLblToShip = nomads, Robot_Vessel, REP_HOSTILE_MAXIMUM
Act_SetVibe = Robot_Vessel, player, REP_FRIEND_MAXIMUM
Act_SetVibeLblToShip = weapons_platform, Robot_Vessel, REP_FRIEND_THRESHOLD

[MsnFormation]
nickname = nomad_R_U_wing_1c
position = 17696, 250, 13050
orientation = 0, 0, 1, 0
formation = Nomad_Gunboat_1
ship = nomad_R_G_U_1
ship = nomad_R_U_1
ship = nomad_R_U_2
ship = nomad_R_U_3
ship = nomad_R_U_4

[NPC]
nickname = Robot_Vessel
npc_ship_arch = Robot_Vessel
space_costume = Robot_body_c
affiliation = fc_or_grp
individual_name = 262090
;individual_name = 221046

[MsnShip]
nickname = Robot_Vessel
NPC = Robot_Vessel
jumper = true
label = us

[Trigger]
nickname = robo_ship_moves
Cnd_DistShip = inside, Player, Robot_Vessel, 500
Act_ActTrig = hack_platforms_when_in_range
Act_GiveObjList = Robot_Vessel, goto_nomad_platforms

[ObjList]
nickname = goto_nomad_platforms
Delay = 1
GotoVec = goto, -10607.885742, 0.653736, 17178.332031, 700, true

;------------- hacking the platforms

[Trigger]
nickname = hack_platforms_when_in_range
Cnd_DistVec = inside, Robot_Vessel, -12505.156250, 0.653664, 15998.433594, 2500
Act_ActTrig = robo_bye_bye_timer
Act_ActTrig = too_close_to_nomad_city
Act_ActTrig = 2nd_platform_is_hacked
Act_ActTrig = 3rd_platform_is_hacked
Act_ActTrig = 4th_platform_is_hacked
Act_ActTrig = 5th_platform_is_hacked
Act_ActTrig = 6th_platform_is_hacked
Act_ActTrig = 7th_platform_is_hacked
Act_ActTrig = 8th_platform_is_hacked
Act_ActTrig = 9th_platform_is_hacked
Act_ActTrig = 10th_platform_is_hacked
Act_ActTrig = 11th_platform_is_hacked
Act_ActTrig = 12th_platform_is_hacked
Act_ActTrig = 13th_platform_is_hacked
Act_ActTrig = 14th_platform_is_hacked
Act_ActTrig = 15th_platform_is_hacked
Act_SetVibe = platform1, Nomad_city, REP_HOSTILE_MAXIMUM
Act_SetVibe = platform1, Robot_Vessel, REP_FRIEND_MAXIMUM
Act_SetVibe = platform1, player, REP_FRIEND_MAXIMUM
Act_GiveObjList = Robot_Vessel, robot_form_with_trent
Act_SetVibeLbl = weapons_platform, weapons_platform, REP_FRIEND_MAXIMUM

[Trigger]
nickname = robo_bye_bye_timer
Cnd_Timer = 90
Act_Destroy = Robot_Vessel, EXPLODE
Act_SetNNObj = null, OBJECTIVE_HISTORY

[ObjList]
nickname = robot_form_with_trent
Follow = Player, -1400, 100, 150, -200

[Trigger]
nickname = too_close_to_nomad_city
Cnd_DistShip = inside, Robot_Vessel, Nomad_city, 4000
Act_SetVibe = Robot_Vessel, player, REP_HOSTILE_MAXIMUM

[Trigger]
nickname = 2nd_platform_is_hacked
Cnd_DistShip = inside, Robot_Vessel, platform2, 1900
Act_SetVibeShiptoLbl = platform2, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibe = platform2, Nomad_city, REP_HOSTILE_MAXIMUM
Act_SetVibe = platform2, Robot_Vessel, REP_FRIEND_MAXIMUM
Act_SetVibe = platform2, player, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = platform2, us, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = weapons_platform, weapons_platform, REP_FRIEND_MAXIMUM

[Trigger]
nickname = 3rd_platform_is_hacked
Cnd_DistShip = inside, Robot_Vessel, platform3, 1900
Act_SetVibeShiptoLbl = platform3, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibe = platform3, Robot_Vessel, REP_FRIEND_MAXIMUM
Act_SetVibe = platform3, player, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = platform3, us, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = weapons_platform, weapons_platform, REP_FRIEND_MAXIMUM
Act_SetVibe = platform3, Nomad_city, REP_HOSTILE_MAXIMUM

[Trigger]
nickname = 4th_platform_is_hacked
Cnd_DistShip = inside, Robot_Vessel, platform4, 1900
Act_SetVibeShiptoLbl = platform4, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibe = platform4, Robot_Vessel, REP_FRIEND_MAXIMUM
Act_SetVibe = platform4, player, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = platform4, us, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = weapons_platform, weapons_platform, REP_FRIEND_MAXIMUM
Act_SetVibe = platform4, Nomad_city, REP_HOSTILE_MAXIMUM

[Trigger]
nickname = 5th_platform_is_hacked
Cnd_DistShip = inside, Robot_Vessel, platform5, 1900
Act_SetVibeShiptoLbl = platform5, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibe = platform5, Robot_Vessel, REP_FRIEND_MAXIMUM
Act_SetVibe = platform5, player, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = platform5, us, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = weapons_platform, weapons_platform, REP_FRIEND_MAXIMUM
Act_SetVibe = platform5, Nomad_city, REP_HOSTILE_MAXIMUM

[Trigger]
nickname = 6th_platform_is_hacked
Cnd_DistShip = inside, Robot_Vessel, platform6, 1900
Act_SetVibeShiptoLbl = platform6, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibe = platform6, Robot_Vessel, REP_FRIEND_MAXIMUM
Act_SetVibe = platform6, player, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = platform6, us, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = weapons_platform, weapons_platform, REP_FRIEND_MAXIMUM
Act_SetVibe = platform6, Nomad_city, REP_HOSTILE_MAXIMUM

[Trigger]
nickname = 7th_platform_is_hacked
Cnd_DistShip = inside, Robot_Vessel, platform7, 1900
Act_SetVibe = platform7, Robot_Vessel, REP_FRIEND_MAXIMUM
Act_SetVibe = platform7, player, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = platform7, us, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = platform7, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibeLbl = weapons_platform, weapons_platform, REP_FRIEND_MAXIMUM
Act_SetVibe = platform7, Nomad_city, REP_HOSTILE_MAXIMUM

[Trigger]
nickname = 8th_platform_is_hacked
Cnd_DistShip = inside, Robot_Vessel, platform8, 1900
Act_SetVibeShiptoLbl = platform8, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibe = platform8, Robot_Vessel, REP_FRIEND_MAXIMUM
Act_SetVibe = platform8, player, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = platform8, us, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = weapons_platform, weapons_platform, REP_FRIEND_MAXIMUM
Act_SetVibe = platform8, Nomad_city, REP_HOSTILE_MAXIMUM

[Trigger]
nickname = 9th_platform_is_hacked
Cnd_DistShip = inside, Robot_Vessel, platform9, 1900
Act_SetVibeShiptoLbl = platform9, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibe = platform9, player, REP_FRIEND_MAXIMUM
Act_SetVibe = platform9, Robot_Vessel, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = platform9, us, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = weapons_platform, weapons_platform, REP_FRIEND_MAXIMUM
Act_SetVibe = platform9, Nomad_city, REP_HOSTILE_MAXIMUM

[Trigger]
nickname = 10th_platform_is_hacked
Cnd_DistShip = inside, Robot_Vessel, platform10, 1900
Act_SetVibeShiptoLbl = platform10, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibe = platform10, Robot_Vessel, REP_FRIEND_MAXIMUM
Act_SetVibe = platform10, player, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = platform10, us, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = weapons_platform, weapons_platform, REP_FRIEND_MAXIMUM
Act_SetVibe = platform10, Nomad_city, REP_HOSTILE_MAXIMUM

[Trigger]
nickname = 11th_platform_is_hacked
Cnd_DistShip = inside, Robot_Vessel, platform11, 1900
Act_SetVibeShiptoLbl = platform11, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibe = platform11, player, REP_FRIEND_MAXIMUM
Act_SetVibe = platform11, Robot_Vessel, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = platform11, us, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = weapons_platform, weapons_platform, REP_FRIEND_MAXIMUM
Act_SetVibe = platform11, Nomad_city, REP_HOSTILE_MAXIMUM

[Trigger]
nickname = 12th_platform_is_hacked
Cnd_DistShip = inside, Robot_Vessel, platform12, 1900
Act_SetVibeShiptoLbl = platform12, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibe = platform12, player, REP_FRIEND_MAXIMUM
Act_SetVibe = platform12, Robot_Vessel, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = platform12, us, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = weapons_platform, weapons_platform, REP_FRIEND_MAXIMUM
Act_SetVibe = platform12, Nomad_city, REP_HOSTILE_MAXIMUM

[Trigger]
nickname = 13th_platform_is_hacked
Cnd_DistShip = inside, Robot_Vessel, platform13, 1900
Act_SetVibeShiptoLbl = platform13, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibe = platform13, player, REP_FRIEND_MAXIMUM
Act_SetVibe = platform13, Robot_Vessel, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = platform13, us, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = weapons_platform, weapons_platform, REP_FRIEND_MAXIMUM
Act_SetVibe = platform13, Nomad_city, REP_HOSTILE_MAXIMUM

[Trigger]
nickname = 14th_platform_is_hacked
Cnd_DistShip = inside, Robot_Vessel, platform14, 1900
Act_SetVibeShiptoLbl = platform14, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibe = platform14, player, REP_FRIEND_MAXIMUM
Act_SetVibe = platform14, Robot_Vessel, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = platform14, us, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = weapons_platform, weapons_platform, REP_FRIEND_MAXIMUM
Act_SetVibe = platform14, Nomad_city, REP_HOSTILE_MAXIMUM

[Trigger]
nickname = 15th_platform_is_hacked
Cnd_DistShip = inside, Robot_Vessel, platform15, 1900
Act_SetVibeShiptoLbl = platform15, nomads, REP_HOSTILE_MAXIMUM
Act_SetVibe = platform15, player, REP_FRIEND_MAXIMUM
Act_SetVibe = platform15, Robot_Vessel, REP_FRIEND_MAXIMUM
Act_SetVibeShiptoLbl = platform15, us, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = weapons_platform, weapons_platform, REP_FRIEND_MAXIMUM
Act_SetVibe = platform15, Nomad_city, REP_HOSTILE_MAXIMUM

;-------------------------Nomad_city fuses

[Trigger]
nickname = Nomad_city_goes_boom
system = Ew06
Cnd_HealthDec = Nomad_city, 0.050000
Act_ActTrig = mini_fuse
Act_ActTrig = mini_fuse2
Act_ActTrig = mini_fuse3
Act_ActTrig = mini_fuse4
Act_ActTrig = mini_fuse5
Act_ActTrig = mini_fuse6
Act_ActTrig = mini_fuse7

[Trigger]
nickname = mini_fuse
system = Ew06
Cnd_Timer = 2
Act_LightFuse = Nomad_city, pirate_base_explode_fuse
Act_PlaySoundEffect = csx_monster01

[Trigger]
nickname = mini_fuse2
system = Ew06
Cnd_Timer = 3
Act_LightFuse = Nomad_city, fuse_outpost_burning
Act_PlaySoundEffect = csx_monster01

[Trigger]
nickname = mini_fuse3
system = Ew06
Cnd_Timer = 4
Act_LightFuse = Nomad_city, freeport7_main_fuse1
Act_PlaySoundEffect = csx_monster01

[Trigger]
nickname = mini_fuse4
system = Ew06
Cnd_Timer = 5
Act_LightFuse = Nomad_city, fuse_no_battleship_death
Act_PlaySoundEffect = csx_monster01

[Trigger]
nickname = mini_fuse5
system = Ew06
Cnd_Timer = 6
Act_LightFuse = Nomad_city, fuse_outpost_burning
Act_PlaySoundEffect = csx_monster01

[Trigger]
nickname = mini_fuse6
system = Ew06
Cnd_Timer = 7
Act_LightFuse = Nomad_city, freeport7_main_fuse1
Act_PlaySoundEffect = csx_monster01

[Trigger]
nickname = mini_fuse7
system = Ew06
Cnd_Timer = 8
Act_LightFuse = Nomad_city, fuse_no_battleship_death
Act_PlaySoundEffect = csx_monster01

;---------------------osiris bound Nomads

[Trigger]
nickname = spawn_osiris_bound_nomads
Cnd_timer = 5
Act_ActTrig = Spawn_nomad_armada
Act_SpawnFormation = nomad_R_U_wing_1b, -15505.156250, 0, 11998.433594
Act_SpawnFormation = nomad_R_U_wing_2b, -11505.156250, 900, 12998.433594
Act_SpawnFormation = nomad_R_U_wing_3b, -9505.156250, 800, 13998.433594
Act_SetVibeLblToShip = nomad_R_U_wing_3b, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_U_wing_2b, Player, REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShip = nomad_R_U_wing_1b, Player, REP_HOSTILE_MAXIMUM
Act_GiveObjList = nomad_R_U_wing_3b, hunt_the_osiris
Act_GiveObjList = nomad_R_U_wing_2b, hunt_the_osiris
Act_GiveObjList = nomad_R_U_wing_1b, hunt_the_osiris

[MsnFormation]
nickname = nomad_R_U_wing_1b
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = Nomad_Gunboat_1
ship = nomad_R_G_U_1
ship = nomad_R_U_1
ship = nomad_R_U_2
ship = nomad_R_U_3
ship = nomad_R_U_4

[MsnFormation]
nickname = nomad_R_U_wing_2b
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = Nomad_Gunboat_1
ship = nomad_R_G_U_1
ship = nomad_R_U_1
ship = nomad_R_U_2
ship = nomad_R_U_3
ship = nomad_R_U_4

[MsnFormation]
nickname = nomad_R_U_wing_3b
position = -1375, 2000, -1235
orientation = 0, 0, 1, 0
formation = Nomad_Gunboat_1
ship = nomad_R_G_U_1
ship = nomad_R_U_1
ship = nomad_R_U_2
ship = nomad_R_U_3
ship = nomad_R_U_4

[ObjList]
nickname = hunt_the_osiris
goto = osiris3, 900, -100, 50, -200

[Objlist]
nickname = cruise_to_battleground_obj
GotoVec = goto_no_cruise, -12505, -1500, 15998, 2500

;------ dragon_reinforcement_wings
;-------------------MSN FORMATIONS
[MsnFormation]
nickname = dragon_wing1
formation = fighter_basic
ship = dragon_wing1_2
ship = dragon_wing1_3
ship = dragon_wing1_4

[MsnFormation]
nickname = dragon_wing2
position = -8882, -150, 12991
orientation = 0.293520, -0.016404, 0.954519, 0.049698
formation = fighter_basic
ship = dragon_wing2_2
ship = dragon_wing2_3
ship = dragon_wing2_4

[MsnFormation]
nickname = dragon_wing3
position = -8882, 0, 12991
orientation = 0.293520, -0.016404, 0.954519, 0.049698
formation = fighter_basic
ship = dragon_wing3_1
ship = dragon_wing3_2
ship = dragon_wing3_3
ship = dragon_wing3_4

[MsnFormation]
nickname = dragon_reinforcement_wing_formation
position = -8882, 150, 12991
orientation = 0.293520, -0.016404, 0.954519, 0.049698
formation = fighter_basic
ship = dragon_reinforcement_wing_1
ship = dragon_reinforcement_wing_2
ship = dragon_reinforcement_wing_3
ship = dragon_reinforcement_wing_4

[MsnFormation]
nickname = akira_wing1
position = -8882, 300, 12991
orientation = 0.293520, -0.016404, 0.954519, 0.049698
formation = fighter_basic
ship = Akira
ship = akira_wing1_2
ship = akira_wing1_3
ship = akira_wing1_4

;------------msn ship
;------------ dragon_wings 1's through 3's

[MsnShip]
nickname = Akira
NPC = Hakkera
label = akira_wing
init_objectives = no_ol
jumper = true
label = us
label = lbl_should_be_healed

[MsnShip]
nickname = akira_wing1_2
NPC = akira_wing1_1_pilot
label = akira_wing
init_objectives = no_ol
random_name = true
jumper = true
label = us

[MsnShip]
nickname = akira_wing1_3
NPC = akira_wing1_1_pilot
label = akira_wing
init_objectives = no_ol
random_name = true
jumper = true
label = us

[MsnShip]
nickname = akira_wing1_4
NPC = akira_wing1_1_pilot
label = akira_wing
init_objectives = no_ol
random_name = true
jumper = true
label = us

[MsnShip]
nickname = dragon_wing1_2
NPC = dragon_wing1_1_pilot
label = dragon_wing1
init_objectives = no_ol
random_name = true
jumper = true
label = us
label = lbl_should_be_healed

[MsnShip]
nickname = dragon_wing1_3
NPC = dragon_wing1_1_pilot
label = dragon_wing1
init_objectives = no_ol
random_name = true
jumper = true
label = us

[MsnShip]
nickname = dragon_wing1_4
NPC = dragon_wing1_1_pilot
label = dragon_wing1
init_objectives = no_ol
random_name = true
jumper = true
label = us

[MsnShip]
nickname = dragon_wing2_2
NPC = dragon_wing2_1_pilot
label = dragon_wing2
init_objectives = no_ol
random_name = true
label = us
label = lbl_should_be_healed

[MsnShip]
nickname = dragon_wing2_3
NPC = dragon_wing2_1_pilot
label = dragon_wing2
init_objectives = no_ol
random_name = true
label = us

[MsnShip]
nickname = dragon_wing2_4
NPC = dragon_wing2_1_pilot
label = dragon_wing2
init_objectives = no_ol
random_name = true
label = us

[MsnShip]
nickname = dragon_wing3_1
NPC = dragon_wing3_1_pilot
label = dragon_wing2
init_objectives = no_ol
random_name = true
label = us

[MsnShip]
nickname = dragon_wing3_2
NPC = dragon_wing3_1_pilot
label = dragon_wing2
init_objectives = no_ol
random_name = true
label = us

[MsnShip]
nickname = dragon_wing3_3
NPC = dragon_wing3_1_pilot
label = dragon_wing2
init_objectives = no_ol
random_name = true
label = us

[MsnShip]
nickname = dragon_wing3_4
NPC = dragon_wing3_1_pilot
label = dragon_wing2
init_objectives = no_ol
random_name = true
label = us

[MsnShip]
nickname = dragon_reinforcement_wing_1
NPC = dragon_wing1_1_pilot
label = lbl_dragon_reinforcement_wing
random_name = true
label = us

[MsnShip]
nickname = dragon_reinforcement_wing_2
NPC = dragon_wing2_1_pilot
label = lbl_dragon_reinforcement_wing
random_name = true
label = us

[MsnShip]
nickname = dragon_reinforcement_wing_3
NPC = dragon_wing2_1_pilot
label = lbl_dragon_reinforcement_wing
random_name = true
label = us

[MsnShip]
nickname = dragon_reinforcement_wing_4
NPC = dragon_wing2_1_pilot
label = lbl_dragon_reinforcement_wing
random_name = true
label = us

;---------------------------------the end

[Trigger]
nickname = the_end_begins
Cnd_Timer = 10
Act_ActTrig = osiris3_go_home
Act_PlayMusic = none, none, none, sw_vict_and_cheer_long, 15
Act_Popupdialog = 262091, 262092, CLOSE
Act_PlayerEnemyClamp = false
Act_RandomPop = true
Act_GCSClamp = false

[Trigger]
nickname = osiris3_go_home
Cnd_Timer = 1
Act_Cloak = osiris3
Act_ActTrig = osiris3_is_gone

[Trigger]
nickname = osiris3_is_gone
Cnd_Timer = 1
Act_Destroy = osiris3, silent

[Trigger]
nickname = the_end_end
Cnd_Timer = 1
Act_AdjAcct = 35000000
Act_ActTrig = the_end_final

[Trigger]
nickname = the_end_final
Cnd_SpaceExit = no_params
Act_ChangeState = SUCCEED


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 Post subject:
 Post Posted: Thu Sep 10, 2009 6:25 am 
Offline
Moderator
Moderator
User avatar

Joined: Sat Jul 25, 2009 6:41 am
Posts: 93
Custom Mission offer:

OFFER.ini:

[CharacterEncounter]
Location = st01_01_base, Bar
offer = scripts\extras\fidget_stand_male_null.thn
accept = scripts\extras\fidget_stand_male_null.thn
decline = scripts\extras\fidget_stand_male_null.thn
decision = scripts\extras\fidget_stand_male_null.thn
mission_text_id = 262046

[Char]
npc = Liath
actor = Liath
fidget = scripts\story\Liath.thn.lua

Reoffer.ini:


[CharacterEncounter]
Location = st01_01_base, Bar
offer = scripts\extras\fidget_stand_male_null.thn
accept = scripts\extras\fidget_stand_male_null.thn
decline = scripts\extras\fidget_stand_male_null.thn
decision = scripts\extras\fidget_stand_male_null.thn
mission_text_id = 262046

[Char]
npc = Liath
actor = Liath
fidget = scripts\story\Liath.thn.lua


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 Post subject: Clamps
 Post Posted: Thu Sep 10, 2009 7:37 am 
Offline
Moderator
Moderator
User avatar

Joined: Sat Jul 25, 2009 6:41 am
Posts: 93
;-------------------------------------------Clamp info

;Act_RpopAttClamp = false
;true will not allow random spawning of ships affiliated with a faction hostile to the player (if RandomPop = true)

;Act_PlayerEnemyClamp =
;true will allow random spawning of ships affiliated with a faction hostile to the player... but initially spawn them as neutrals. Just like at the beginning of a random mission.

;Act_HostileClamp =
;true will turn randomly spawned npcs of a faction hostile to the player neutral... like in random missions

;Act_RpopTLAttacksEnabled =
;false will disable random tradelane disruptions (from pirates)

;Act_RandomPop
;will enable random NPC spawns


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 Post subject:
 Post Posted: Thu Sep 10, 2009 2:06 pm 
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Site Admin
Site Admin
User avatar

Joined: Sun Jan 06, 2008 4:53 pm
Posts: 1037
Great stuff, thanks! Maybe this weekend I will have the time to look through this closer. :P

_________________
http://FreelancerCommunity.net
http://UnderVerse.us


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 Post subject: yes it is
 Post Posted: Fri Sep 11, 2009 4:01 am 
Offline
Moderator
Moderator
User avatar

Joined: Sat Jul 25, 2009 6:41 am
Posts: 93
You bet your ass!


This is the shit!


This is the storyline motherlode, i probably spent 500 hours figuring this stuff out.

So get your head out your ass and slap a sticky on this mofo :)


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