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I said listen up! Welcome to the Colonial Fleet. Pegasus needs pilots, and you've been drafted to fill this role. Now I'm not gonna listen to any bitching about your rights or some bull about your personal freedoms. We are at war! We are ALL that is left of the human race, and NO ONE is a non-combatant any more. Now, all of you have flown before. Some of you are former military pilots, others are civilian sticks, and a handful of you have only a few flight hours. None of you, however, have ever strapped into the Mark VII Viper. Well, get ready for a whole new ball game.", -1) $end_multi_text $Ani Filename: pegasus_cb.ani +Wave Filename: TSM-CB-01.ogg $Stage Text: XSTR("The Mk VII is the fastest, most advanced, and most dangerous combat spacecraft ever created. She is capable of manoeuvres that require split-second decisions and razor-sharp reflexes. One wrong move at full burn, and you will be nothing but space debris. Now since the Cylons infiltrated the Command Navigation Program with a virus, we've had to strip the Beast--and her complement of Raptors and Vipers--of this program. Along with it went the Mk VII's advanced aviation package. Any minor attitude adjustments that were once handled by the computer during combat are now in the control of the pilot. In other words, it is a suicide machine in the hands of the inexperienced.", -1) $end_multi_text $Ani Filename: pegasus_cb.ani +Wave Filename: TSM-CB-02.ogg $Stage Text: XSTR("Under normal circumstances, it would take a trainee months to get a handle on the Seven. Lucky for you nuggets, we have several simulators aboard Pegasus. You can get the full effect of flying the Seven without the danger of tearing yourself to shreds your first time out of the launch tubes. Now remember, we have limited resources, and no room for freeloaders! If you wash out, you better be good at something else around here. Make no mistake, we are all in the fight of our lives. We need the best out there. Be the best! You have all been assigned training instructors, report to them immediately. Good luck, dismissed!", -1) $end_multi_text $Ani Filename: pegasus_cb.ani +Wave Filename: TSM-CB-03.ogg #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Okay, for all of you, this session will be your first-or last-taste of the Mark VII Viper. Even though it's a simulator, it is imperative that you pay attention and follow my instructions to the letter. Because you will only dream of sitting in a real cockpit until you pass basic flight training. Take a look at these primary objectives: -Instrumentation and Targeting -Basic Flight Mechanics -Advanced Flight Mechanics -Basic Flight Communications", -1) $end_multi_text $voice: TSM-B-01.ogg $camera_pos: 0.000000, 150.000000, -200.000000 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.845564, 0.533874, 0.000000, -0.533874, 0.845564 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 0 $team: Friendly $class: Colonial Viper Mark VII $pos: 0.000000, 0.000000, 0.000000 $label: Green 1 +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: Colonial Viper Mark VII $pos: 50.000000, 0.000000, 100.000000 $label: Instructor +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( is-destroyed-delay 0 "Green 1" ) $Multi text XSTR("Wow, my gods, okay, there's really no saving face... We would be attending your funeral soon if this was real life. And you know what? That would be a massive waste of time, too! If this session has proved anything, it's shown us all that you excel at being a wash out. You had ample frakking time in there to practice each and every function, but still DIED when pitted against with a practice drone?! How can you ever take on a Cylon? Were you even trying? Gods damn, stay the hell away from our Vipers, and get the frak out of my sight.", -1) $end_multi_text $Voice: TSM-D-01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Green 1" ) ) ( > ( + @DroneFightTimer[0] @Infractions[0] ) 9 ) ( is-event-false-delay "Nice Try Bitch" 0 ) ) $Multi text XSTR("Uh... okay, so, I'm not sure how the frakking hell you expect to be a soldier of any kind. Seriously, how the hell did you ever manage to fly anything in the past? Dawdling, can't follow simple orders, can't follow through--lords help you, maybe the wiring upstairs is crossed... hmm, fried, maybe? --You know... I don't know, and don't give a sh--why in the name of the gods, do I keep getting people like you?! It is my bad luck? A joke at my expense... what?! The Colonial military has no room for uncommunicative, brain-dead frak-ups that waste time and resources--especially, of all things, MY frakking time. You make me sick. Just get out of here... NOW.", -1) $end_multi_text $Voice: TSM-D-02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Green 1" ) ) ( or ( < ( + @DroneFightTimer[0] @Infractions[0] ) 9 ) ( = ( + @DroneFightTimer[0] @Infractions[0] ) 9 ) ) ( is-event-false-delay "Nice Try Bitch" 0 ) ) $Multi text XSTR("That was nice flying, nugget. Good job, you've definitely got the potential. Hmm, all you need is a hell of a lot more training to hone those fledgling skills--okay, months of heavy-duty training and perhaps a little experience, then we'll see... It takes most people a while to work their way up to active flight status, so I'm not expecting too much too soon. We don't need to waste any more Vipers as is, so make sure you log in those practice hours. Do that, and I might even see you for a mission within three--or four--months time. Oh yeah, a little advice though... stay the frak away from all the wrong people--they're easy to pick out, so be careful who you piss off. If you can avoid them, you just might live long enough to see the end of this frakking war. Otherwise, they'll make life aboard the Pegasus a living hell for you. Alright, again, good flying. Now get the frak out of here.", -1) $end_multi_text $Voice: TSM-D-03.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Green 1" ) ) ( is-event-true-delay "Nice Try Bitch" 0 ) ) $Multi text XSTR("You're one unbelievably twisted frak, you know that? I won’t even call you a gods damned frakking pilot, you psychotic piece of crap! Did you enjoy that stunt? What did you get out of that fit of idiocy? Maybe you’re a skinjob--just like that catatonic spy getting frakked over in the brig, but even she wasn’t that assbackwards retarded! If you're really a Cylon infiltrator, you screwed yourself, fraktard, when you unleashed your wrath on humanity in a sim--a gods damned SIM of all places! Why not a nuke? Or something more subtle, or effective at the very least? You know what? Frak it. You’ll be parking your ass in the brig while we get to the bottom of this. If it was just a sim glitch, you might be off the hook, but in the meantime... it looks too much like a pilot-induced frakup. Please... someone... get this ass out of my sight.", -1) $end_multi_text $Voice: TSM-D-04.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 1 total $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark VII" 5 ) +Weaponry Pool: ( "MEC-A6" 2 "HD-70" 32 "Cylon Missile" 500 ) #Objects ;! 9 total $Name: Green 1 ;! Object #0 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: engines $Damage: 100 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "locked" ) +Flags2: ( "no-subspace-drive" "primaries-locked" "secondaries-locked" ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Green 2 ;! Object #1 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 99.819000, -0.000001, 279.198242 $Orientation: -0.004950, 0.000000, 0.999988, 0.000000, 1.000000, 0.000000, -0.999988, 0.000000, -0.004950 $AI Behavior: Still +AI Class: General $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "locked" ) +Flags2: ( "primaries-locked" "secondaries-locked" ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 2 $Name: Red 1 ;! Object #2 $Class: Colonial Viper Mark VII $Team: Neutral $Location: -1000.000000, 0.000000, -3016.899902 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Red 2" 89 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Echo Wing Arrives" 6 ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-departure-warp" "invulnerable" ) +Flags2: ( "primaries-locked" "secondaries-locked" ) +Respawn priority: 0 +Orders Accepted: 32 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Red 2 ;! Object #3 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1000.000000, 0.000000, -3019.100098 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Red 1" 89 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Echo Wing Arrives" 10 ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-departure-warp" "invulnerable" ) +Flags2: ( "primaries-locked" "secondaries-locked" ) +Respawn priority: 0 +Orders Accepted: 32 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Echo 1 ;! Object #4 $Class: Colonial Cylotron Mk IX $Team: Hostile $Location: 30.299999, 0.000000, 11.100000 $Orientation: 0.986006, 0.111814, -0.123704, -0.091752, 0.983266, 0.157432, 0.139237, -0.143876, 0.979759 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "escort" "no-arrival-warp" "invulnerable" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 0 +Group: 0 +Score: 8 $Name: Echo 2 ;! Object #5 $Class: Colonial Cylotron Mk IX $Team: Hostile $Location: 66.145126, -0.000013, 13.203425 $Orientation: 1.000000, 0.000000, 0.000569, 0.000000, 1.000000, 0.000000, -0.000569, 0.000000, 1.000000 $AI Behavior: None +AI Class: Cylon Weak $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "escort" "no-arrival-warp" ) +Flags2: ( "primaries-locked" "secondaries-locked" ) +Respawn priority: 0 +Escort priority: 0 +Special Hitpoint index: 98 +Group: 0 +Score: 8 $Name: Fulcrum 1 ;! Object #6 $Class: Colonial Cylotron Mk IX $Team: Hostile $Location: 94.689857, 0.000001, 96.550690 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-ignore "Green 2" 89 ) ( ai-chase "Green 1" 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "escort" ) +Flags2: ( "primaries-locked" "secondaries-locked" ) +Respawn priority: 0 +Escort priority: 0 +Group: 0 +Score: 8 $Name: Grail 1 ;! Object #7 $Class: Colonial Cylotron Mk IX $Team: Hostile $Location: 76.002319, 0.000001, -23.919853 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "escort" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 0 +Group: 0 +Score: 8 $Name: Halo 1 ;! Object #8 $Class: Colonial Cylotron Mk IX $Team: Hostile $Location: 21.141256, 0.000000, 179.341049 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "escort" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 0 +Group: 0 +Score: 8 #Wings ;! 5 total $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Green 1" "Green 2" ) +Hotkey: 0 +Flags:( ) $Name: Echo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Echo 1 $Arrival Location: Near Ship +Arrival Distance: 2000 $Arrival Anchor: Green 1 $Arrival Cue: ( is-event-true-delay "Order To Form On Wing" 25 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Echo 1" "Echo 2" ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) $Name: Fulcrum $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Fulcrum 1 $Arrival Location: In front of ship +Arrival Distance: 2000 $Arrival Anchor: Green 1 $Arrival Cue: ( is-event-true-delay "Destroy Echo 1" 15 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Fulcrum 1" ) +Flags:( ) $Name: Grail $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Grail 1 $Arrival Location: In front of ship +Arrival Distance: 2000 $Arrival Anchor: Green 1 $Arrival Cue: ( is-event-true-delay "Destroy Fulcrum 1" 36 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Grail 1" ) +Flags:( ) $Name: Halo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Halo 1 $Arrival Location: In front of ship +Arrival Distance: 2100 $Arrival Anchor: Green 1 $Arrival Cue: ( is-event-true-delay "Proper Testing" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Halo 1" ) +Flags:( ) #Events ;! 78 total $Formula: ( when ( true ) ( player-use-ai ) ( add-goal "Green 1" ( ai-play-dead 89 ) ) ( ship-stealthy "Red 1" "Red 2" ) ( ship-guardian-threshold 53 "Green 2" ) ( send-message-list "Green 2" "High" "Holland's Intro" 0 "Green 2" "High" "Holland's Intro b" 8000 ) ) +Name: Initial Events +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( set-subsystem-strength "Green 1" "engines" 100 ) ( send-message-list "Green 2" "High" "Okay Nugget" 0 "Green 2" "High" "Okay Nugget b" 4000 ) ) +Name: Start Training +Repeat Count: 1 +Interval: 1 +Chained: 20 +Team: 0 $Formula: ( when ( true ) ( training-msg "Targeting Key" ) ) +Name: Send Training Key +Repeat Count: 1 +Interval: 1 +Chained: 12 +Team: 0 $Formula: ( when ( key-pressed "T" ) ( send-message "Green 2" "Normal" "Targeted" ) ( flash-hud-gauge "TARGET_MONITOR" ) ( flash-hud-gauge "OFFSCREEN RANGE" ) ( send-message-list "Green 2" "High" "Targeted" 0 "Green 2" "High" "Targeted b" 90000 ) ) +Name: Target Green 2 +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Target Green 2", -1) +Objective key: XSTR("Press $T$", -1) +Team: 0 $Formula: ( when ( true ) ( ship-unstealthy "Red 1" "Red 2" ) ( send-message "Green 2" "High" "Hostiles" ) ( key-reset "H" ) ) +Name: Hostiles +Repeat Count: 1 +Interval: 1 +Chained: 15 +Team: 0 $Formula: ( when ( true ) ( training-msg "Hostile Targeting Key" ) ) +Name: Send Hostile Key +Repeat Count: 1 +Interval: 1 +Chained: 17 +Team: 0 $Formula: ( when ( key-pressed "H" ) ( send-message-list "Green 2" "High" "Indicators" 0 "Green 2" "High" "Indicators b" 10000 ) ) +Name: Target Red Wing +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Target Red 1 or Red 2", -1) +Objective key: XSTR("Press $H$", -1) +Team: 0 $Formula: ( when ( true ) ( send-message-list "Green 2" "High" "Cycling" 0 "Green 2" "High" "Cycling b" 8000 ) ) +Name: Indicators +Repeat Count: 1 +Interval: 1 +Chained: 19 +Team: 0 $Formula: ( when ( true ) ( training-msg "Friendly Targeting Key" ) ) +Name: Send Friendly Targeting Key +Repeat Count: 1 +Interval: 1 +Chained: 16 +Team: 0 $Formula: ( when ( targeted "Green 2" 1 ) ( send-message-list "Green 2" "High" "AI Off" 0 "Green 2" "High" "AI Off b" 11000 ) ) +Name: Retarget Instructor +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Target Green 2", -1) +Objective key: XSTR("Press $T$ or $F$", -1) +Team: 0 $Formula: ( when ( true ) ( player-not-use-ai ) ( flash-hud-gauge "RETICLE_CIRCLE" ) ( flash-hud-gauge "RETICLE_CIRCLE" ) ) +Name: Free Controls +Repeat Count: 1 +Interval: 1 +Chained: 20 +Team: 0 $Formula: ( when ( facing "Green 2" 5 ) ( send-message-list "Green 2" "High" "Face Red 2" 0 "Green 2" "High" "Face Red 2 b" 5000 ) ) +Name: Face Instuctor +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Face Instuctor", -1) +Team: 0 $Formula: ( when ( facing "Red 2" 5 ) ( add-goal "Green 2" ( ai-waypoints "Waypoint path 1" 89 ) ) ( cap-waypoint-speed "Green 2" 100 ) ) +Name: Face Red 2 +Repeat Count: 1 +Interval: 1 +Chained: 16 +Objective: XSTR("Face Red 2", -1) +Team: 0 $Formula: ( when ( true ) ( send-message "Green 2" "High" "Match Speed Chat" ) ) +Name: Match Speeds Chat +Repeat Count: 1 +Interval: 1 +Chained: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Match Speeds Chat" 15 ) ( is-event-incomplete "Time To Match Speeds" ) ) ( send-message "Green 2" "High" "Not So Fast Hotshot" ) ( modify-variable @Infractions[0] ( + @Infractions[0] 1 ) ) ) +Name: Not So Fast Hotshot +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Time To Match Speeds" 10 ) ( is-event-incomplete "Match Speeds" ) ( > ( distance "Green 1" "Green 2" ) 3000 ) ) ( send-message "Green 2" "High" "Keep Up Slowpoke" ) ( clear-goals "Green 2" ) ( add-goal "Green 2" ( ai-play-dead 89 ) ) ( modify-variable @Infractions[0] ( + @Infractions[0] 1 ) ) ) +Name: Wait for Slowpoke +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Green 1" "Green 2" ) 3000 ) ( add-goal "Green 2" ( ai-waypoints "Waypoint path 1" 89 ) ) ) +Name: Start moving again +Repeat Count: 1 +Interval: 1 +Chained: 2 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Match Speeds Chat" 5 ) ( > ( distance "Green 1" "Green 2" ) 1000 ) ) ( send-message "Green 2" "High" "Match Speeds Now" ) ( key-reset "M" ) ) +Name: Time To Match Speeds +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( training-msg "Match Speeds Key" ) ) +Name: Send Match Speeds Key +Repeat Count: 1 +Interval: 1 +Chained: 5 +Team: 0 $Formula: ( when ( key-pressed "M" ) ( key-reset "Alt-M" ) ( send-message-list "Green 2" "High" "Auto Match" 0 "Green 2" "High" "Auto Match b" 12000 ) ) +Name: Match Speeds +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Match Speeds With Instructor", -1) +Objective key: XSTR("Press $M$", -1) +Team: 0 $Formula: ( when ( true ) ( training-msg "Auto Match Key" ) ) +Name: Send Auto Match Key +Repeat Count: 1 +Interval: 1 +Chained: 22 +Team: 0 $Formula: ( when ( key-pressed "Alt-M" ) ( send-message "Green 2" "High" "Catch Up With Me" ) ) +Name: Auto Match +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Use Auto Match Speed", -1) +Objective key: XSTR("Press $Alt-M$", -1) +Team: 0 $Formula: ( when ( true ) ( training-msg "Accelerate Key" ) ) +Name: Send Accelerate Key +Repeat Count: 1 +Interval: 1 +Chained: 11 +Team: 0 $Formula: ( when ( < ( distance "Green 1" "Green 2" ) 500 ) ( send-message "Green 2" "High" "Now Fall Back" ) ) +Name: Catch Up With Instructor +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Catch Up With Instructor", -1) +Objective key: XSTR("Press And Hold $A$", -1) +Team: 0 $Formula: ( when ( true ) ( training-msg "Decelerate Key" ) ) +Name: Send Decelerate Key +Repeat Count: 1 +Interval: 1 +Chained: 2 +Team: 0 $Formula: ( when ( > ( distance "Green 1" "Green 2" ) 1000 ) ( key-reset "Tab" ) ( send-message-list "Green 2" "High" "Turbo" 0 "Green 2" "High" "Turbo b" 9000 ) ) +Name: Fall Back +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Fall Back 1km", -1) +Objective key: XSTR("Press And Hold $Z$", -1) +Team: 0 $Formula: ( when ( true ) ( training-msg "Turbo Key" ) ) +Name: Send Turbo Key +Repeat Count: 1 +Interval: 1 +Chained: 24 +Team: 0 $Formula: ( when ( and ( < ( distance "Green 1" "Green 2" ) 500 ) ( key-pressed "Tab" ) ) ( do-nothing ) ) +Name: Use Turbo +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Use Afterburner To Catch Up", -1) +Objective key: XSTR("Press $Tab$ ", -1) +Team: 0 $Formula: ( when ( and ( < ( distance "Green 1" "Green 2" ) 500 ) ( not ( key-pressed "Tab" ) ) ( is-event-true-delay "Fall Back" 0 ) ( is-event-incomplete "Use Turbo" ) ) ( send-message "Green 2" "High" "Didn't use Turbo" ) ( modify-variable @Infractions[0] ( + @Infractions[0] 1 ) ) ) +Name: Didn't Use Turbo +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-event-true-delay "Use Turbo" 0 ) ( key-reset "Alt-G" ) ( send-message-list "Green 2" "High" "Activate Gliding 1" 0 "Green 2" "High" "Activate Gliding 2" 13000 ) ) +Name: Activate Gliding Chat +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( training-msg "Toggle Gliding Key" ) ) +Name: Send Glide Key +Repeat Count: 1 +Interval: 1 +Chained: 22 +Team: 0 $Formula: ( when ( key-pressed "Alt-G" ) ( key-reset "Alt-G" ) ( send-message "Green 2" "High" "Deactivate Gliding" ) ) +Name: Activate Gliding +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Activate Gliding", -1) +Objective key: XSTR("Press $Alt-G$", -1) +Team: 0 $Formula: ( when ( true ) ( training-msg "Toggle Gliding Key" ) ) +Name: Send Glide Key Again +Repeat Count: 1 +Interval: 1 +Chained: 12 +Team: 0 $Formula: ( when ( key-pressed "Alt-G" ) ( key-reset "[" ) ( key-reset "]" ) ( key-reset "\" ) ( send-message "Green 2" "High" "Set Speeds" ) ) +Name: Deactivate Gliding +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Deactivate Gliding", -1) +Objective key: XSTR("Press $Alt-G$", -1) +Team: 0 $Formula: ( when ( true ) ( training-msg "Speed Keys" ) ) +Name: Send Speed Keys +Repeat Count: 1 +Interval: 1 +Chained: 14 +Team: 0 $Formula: ( when ( and ( key-pressed "[" ) ( key-pressed "]" ) ( key-pressed "\" ) ) ( clear-goals "Green 2" ) ( add-goal "Green 2" ( ai-play-dead 89 ) ) ( set-training-context-speed 0 0 ) ( send-message "Green 2" "High" "Complete Stop" ) ) +Name: Set Speeds +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Try Speed Settings", -1) +Objective key: XSTR("Press $[$, $]$ and $\$", -1) +Team: 0 $Formula: ( when ( true ) ( training-msg "Complete Stop Key" ) ) +Name: Send Complete Stop Key +Repeat Count: 1 +Interval: 1 +Chained: 12 +Team: 0 $Formula: ( when ( and ( < ( distance "Green 1" "Green 2" ) 1000 ) ( speed 1 ) ) ( key-reset "Shift-1" ) ( key-reset "Shift-3" ) ( send-message-list "Green 2" "High" "Lateral Thrusters" 0 "Green 2" "High" "Lateral Thrusters b" 10000 ) ) +Name: Complete Stop +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Come to Within 1km and Stop", -1) +Objective key: XSTR("Press $Backspace$", -1) +Team: 0 $Formula: ( when ( true ) ( training-msg "Lateral Strafe Keys" ) ) +Name: Send Lateral Strafe Key +Repeat Count: 1 +Interval: 1 +Chained: 22 +Team: 0 $Formula: ( when ( and ( key-pressed "Shift-3" ) ( key-pressed "Shift-1" ) ) ( key-reset "Shift-Pad +" ) ( key-reset "Shift-Pad Enter" ) ( send-message-list "Green 2" "High" "Vertical Thruster" 0 "Green 2" "High" "Vertical Thruster b" 9000 ) ) +Name: Lateral Thrusters +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Use Lateral Thrusters", -1) +Objective key: XSTR("Press $Shift-3$ and $Shift-1$", -1) +Team: 0 $Formula: ( when ( true ) ( training-msg "Vertical Strafe Keys" ) ) +Name: Send Vertical Strafe Keys +Repeat Count: 1 +Interval: 1 +Chained: 18 +Team: 0 $Formula: ( when ( and ( key-pressed "Shift-Pad +" ) ( key-pressed "Shift-Pad Enter" ) ) ( send-message "Green 2" "High" "Open Comms Menu" ) ( change-iff "Friendly" "Red 1" "Red 2" ) ( clear-goals "Red 1" "Red 2" ) ( add-goal "Red 1" ( ai-play-dead 89 ) ) ( add-goal "Red 2" ( ai-play-dead 89 ) ) ( key-reset "C" ) ( reset-orders ) ) +Name: Vertical Thrusters +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Use Vertical Thrusters", -1) +Objective key: XSTR("$Shift-Pad +$,$Shift-Pad Enter$", -1) +Team: 0 $Formula: ( when ( true ) ( training-msg "Comms Key" ) ) +Name: Send Comms Key +Repeat Count: 1 +Interval: 1 +Chained: 11 +Team: 0 $Formula: ( when ( key-pressed "C" ) ( send-message-list "Green 2" "High" "Select Ships" 0 "Green 2" "High" "Select Red 1" 15000 "Green 2" "High" "Order To Form On Wing" 14000 ) ) +Name: Press C +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Open Comms Menu", -1) +Objective key: XSTR("Press $C$", -1) +Team: 0 $Formula: ( when ( order "Red 1" "Form on my wing" "Green 1" ) ( send-message-list "Green 2" "High" "Comms Done" 0 "Green 2" "High" "Combat" 7000 "Green 2" "High" "Combat b" 9000 ) ) +Name: Order To Form On Wing +Repeat Count: 1 +Interval: 1 +Chained: 40 +Objective: XSTR("Select Form On My Wing", -1) +Objective key: XSTR("Press 1, Then 1, Then 7", -1) +Team: 0 $Formula: ( when ( is-event-true-delay "Order To Form On Wing" 4 ) ( clear-goals "Red 1" ) ( change-iff "Hostile" "Red 1" ) ( add-goal "Red 1" ( ai-play-dead 89 ) ) ) +Name: Res Team Clean Up +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-arrived-delay 3 "Echo" ) ( send-message-list "Green 2" "High" "Target Drone 2" 0 "Green 2" "High" "Target Drone 2 b" 10000 ) ) +Name: Echo Wing Arrives +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( training-msg "Escort Key" ) ( flash-hud-gauge "ESCORT_VIEW" ) ) +Name: Send Escort Key +Repeat Count: 1 +Interval: 1 +Chained: 19 +Team: 0 $Formula: ( when ( and ( targeted "Echo 2" ) ( < ( distance "Green 1" "Echo 2" ) 500 ) ) ( send-message "Green 2" "High" "Green 2 kills Echo 2" ) ( flash-hud-gauge "TARGET_MONITOR" ) ) +Name: Target Drone 2 +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Target & Approach Echo 2", -1) +Objective key: XSTR("Press $E$ to Cycle to Echo 2", -1) +Team: 0 $Formula: ( when ( true ) ( unprotect-ship "Echo 2" ) ( unlock-primary-weapon "Green 2" ) ( clear-goals "Green 2" "Echo 2" ) ( add-goal "Green 2" ( ai-chase "Echo 2" 89 ) ) ( add-goal "Echo 2" ( ai-chase "Green 2" 89 ) ) ( add-goal "Echo 2" ( ai-ignore "Green 1" 89 ) ) ) +Name: Weapons Free On Green 2 +Repeat Count: 1 +Interval: 1 +Chained: 4 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Echo 2" ) ( send-message "Green 2" "High" "Green 1's turn" ) ( unlock-primary-weapon "Green 1" ) ( ship-vulnerable "Echo 1" ) ( ship-guardian "Green 2" ) ( modify-variable @HollandsHP[100] ( hits-left "Green 2" ) ) ) +Name: Echo 2 Dead +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( training-msg "Fire Key" ) ) +Name: Send Fire Prmaries Key +Repeat Count: 1 +Interval: 1 +Chained: 12 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Echo 1" ) ( send-message "Green 2" "High" "Moving Target" ) ) +Name: Destroy Echo 1 +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Destroy Echo 1", -1) +Objective key: XSTR("Press $Left Ctrl$ to Fire", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Fulcrum" ) ( send-message-list "Green 2" "High" "Missiles Part 1" 0 "Green 2" "High" "Missiles Part 1 b" 7000 "Green 2" "High" "Missiles Part 2" 10500 "Green 2" "High" "Missiles Part 2 b" 12000 ) ( lock-primary-weapon "Green 1" ) ) +Name: Destroy Fulcrum 1 +Repeat Count: 1 +Interval: 1 +Chained: 15 +Objective: XSTR("Destroy Fulcrum 1", -1) +Team: 0 $Formula: ( when ( and ( missile-locked 0 "Grail 1" ) ( > ( distance "Green 1" "Grail" ) 49 ) ( or ( is-event-incomplete "Too Close" ) ( is-event-true-delay "Too Close" 8 ) ) ) ( send-message "Green 2" "High" "Missile Locked" ) ( unlock-secondary-weapon "Green 1" ) ) +Name: Target Lock Grail 1 +Repeat Count: 1 +Interval: 1 +Chained: 21 +Objective: XSTR("Target Lock Grail 1", -1) +Team: 0 $Formula: ( when ( true ) ( training-msg "Missile Launch Key" ) ) +Name: Send Fire Secondaries Key +Repeat Count: 1 +Interval: 1 +Chained: 12 +Team: 0 $Formula: ( when ( < ( distance "Green 1" "Grail 1" ) 50 ) ( send-message "Green 2" "High" "Too Close" ) ) +Name: Too Close +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Target Lock Grail 1" 2 ) ( is-destroyed-delay 0 "Grail 1" ) ) ( send-message "Green 2" "High" "Double Fire" ) ( key-reset "Shift-/" ) ) +Name: Destroy Grail 1 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Grail 1", -1) +Team: 0 $Formula: ( when ( true ) ( training-msg "Double Fire Key" ) ) +Name: Send Double Secondaries Key +Repeat Count: 1 +Interval: 1 +Chained: 5 +Team: 0 $Formula: ( when ( key-pressed "Shift-/" ) ( send-message "Green 2" "High" "Proper Testing" ) ( set-primary-ammo "Green 1" 0 3000 ) ( set-secondary-ammo "Green 1" 0 8 ) ( unlock-primary-weapon "Green 1" ) ( modify-variable @ResetAmmoTimer[0] 0 ) ) +Name: Double Fire +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Turn On Double Fire Mode", -1) +Objective key: XSTR("$Shift-/$", -1) +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: ------------------------------- +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-event-true-delay "Double Fire" 19 ) ( protect-ship "Green 2" ) ) +Name: Proper Testing +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Halo" ) ( send-message "Green 2" "High" "Halo Destroyed" ) ) +Name: Destroy Halo 1 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Halo 1", -1) +Team: 0 $Formula: ( when ( true ) ( end-mission ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 10 +Team: 0 $Formula: ( when ( is-event-true-delay "Proper Testing" 60 ) ( modify-variable @DroneFightTimer[0] ( + @DroneFightTimer[0] 1 ) ) ) +Name: Combat Test Timer +Repeat Count: 10000000 +Interval: 30 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: ------------------------------- +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 3 "Green 1" ) ( end-mission ) ) +Name: You Got Killed By A WHAT? +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when-argument ( random-multiple-of "Helpful 1 - Countermeasures" "Helpful 2 - Auto Hostile" "Helpful 3 - Event Log" ) ( and ( is-event-true-delay "Proper Testing" 0 ) ( is-event-incomplete "Destroy Halo 1" ) ( = ( mod ( - ( mission-time ) ( time-ship-arrived "Halo 1" ) ) 30 ) 15 ) ) ( send-message "Green 2" "Low" "" ) ( invalidate-argument "" ) ) +Name: Send Helpful Message +Repeat Count: 10000000 +Interval: 1 +Team: 0 $Formula: ( when ( or ( = ( get-primary-ammo "Green 1" 0 ) 0 ) ( = ( get-secondary-ammo "Green 1" 0 ) 0 ) ) ( modify-variable @ResetAmmoTimer[0] ( + @ResetAmmoTimer[0] 1 ) ) ) +Name: Player Out Of Ammo +Repeat Count: 100000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( > @ResetAmmoTimer[0] 4 ) ( = ( get-secondary-ammo "Green 1" 0 ) 0 ) ) ( set-secondary-ammo "Green 1" 0 8 ) ) +Name: Reset Missiles +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( > @ResetAmmoTimer[0] 4 ) ( = ( get-primary-ammo "Green 1" 0 ) 0 ) ) ( set-primary-ammo "Green 1" 0 3000 ) ) +Name: Reset Bullets +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( > @ResetAmmoTimer[0] 4 ) ( modify-variable @ResetAmmoTimer[0] 0 ) ( send-message-list "Green 2" "High" "Out Of Missiles" 0 "Green 2" "High" "Out Of Missiles b" 7000 ) ) +Name: Reset Counter +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: ------------------------------- +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-incomplete "Face Red 2" ) ( or ( > ( distance "Green 1" "Green 2" ) 325 ) ( < ( distance "Green 1" "Green 2" ) 265 ) ) ) ( send-message "Green 2" "High" "Player Wanders Off" ) ( modify-variable @Infractions[0] ( + @Infractions[0] 1 ) ) ) +Name: Player Playing With Engines +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( hits-left "Green 2" ) ( - @HollandsHP[100] 50 ) ) ( modify-variable @Infractions[0] ( + @Infractions[0] 2 ) ) ) +Name: Player Endangers Holland +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Green 2" ) 2 ) ( send-message "Green 2" "High" "Nice Try" ) ) +Name: Nice Try Bitch +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( end-mission ) ) +Name: Send The Bitch Home +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( do-nothing ) ) +Name: ------------------------------- +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Complete Training $MessageNew: XSTR("Complete Training", -1) $end_multi_text $Formula: ( is-event-true-delay "Destroy Halo 1" 1 ) #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 4 points in list ( 30000.000000, 0.000000, 100.000000 ) ( 30000.000000, 0.000000, 10000.000000 ) ( 0.000000, 0.000000, 10000.000000 ) ( 0.000000, 0.000000, 0.000000 ) ) #Messages ;! 82 total $Name: Holland's Intro $Team: -1 $MessageNew: XSTR("All right, nugget. It's my job to get you acquainted with the ins and outs of the Mark VII. You'll need this knowledge to survive your first real flight, so stay sharp.", -1) $end_multi_text +Wave Name: TSM-M-01a.ogg $Name: Holland's Intro b $Team: -1 $MessageNew: XSTR("Minor mistakes are tolerable in this sim, but just don't do anything too stupid. You won't be able to recover from death if you frak up the real deal.", -1) $end_multi_text +Wave Name: TSM-M-01b.ogg $Name: Okay Nugget $Team: -1 $MessageNew: XSTR("I don't want this time training you to be wasted, so be smart, and stay focused.", -1) $end_multi_text +Wave Name: TSM-M-02a.ogg $Name: Okay Nugget b $Team: -1 $MessageNew: XSTR("I'll start you off easy here, so don't mess with your controls. You'll get access to them when they're needed. Okay, I want you to start by targeting my ship.", -1) $end_multi_text +Wave Name: TSM-M-02b.ogg $Name: Targeting Key $Team: -1 $MessageNew: XSTR("Press $T$ to cycle through targets.", -1) $end_multi_text +Wave Name: TSM-M-03.ogg $Name: Targeted $Team: -1 $MessageNew: XSTR("That was cake, yeah? Now, notice how the distance to my ship appears on your HUD, or the Heads-Up-Display. ", -1) $end_multi_text +Wave Name: TSM-M-04a.ogg $Name: Targeted b $Team: -1 $MessageNew: XSTR("My ship is also represented in the target box showing at the bottom left of your HUD. If you wanna frag toasters, you've got to target one so it can be tracked during combat.", -1) $end_multi_text +Wave Name: TSM-M-04b.ogg $Name: Hostiles $Team: -1 $MessageNew: XSTR("Using this option to cycle through every available target obviously won't work in a furball. You've gotta be quick and efficient to survive, so identifying hostiles is key.", -1) $end_multi_text +Wave Name: TSM-M-05a.ogg $Name: Hostiles b $Team: -1 $MessageNew: XSTR("Ah yes, Red Team is training nearby. I'll mark them hostile and bring them up on DRADIS. Now, I want you to target one of their ships.", -1) $end_multi_text +Wave Name: TSM-M-05b.ogg $Name: Hostile Targeting Key $Team: -1 $MessageNew: XSTR("Press $H$ to cycle through hostile targets.", -1) $end_multi_text +Wave Name: TSM-M-06.ogg $Name: Indicators $Team: -1 $MessageNew: XSTR("If you check DRADIS and your HUD, these 'hostile' ships show up as red blips. Okay, Red Team is behind us, so you can't see target boxes around their ships.", -1) $end_multi_text +Wave Name: TSM-M-07a.ogg $Name: Indicators b $Team: -1 $MessageNew: XSTR("But there's a nice little indicator showing the best--or fastest--direction for you to turn in order to bring those targets into your sights.", -1) $end_multi_text +Wave Name: TSM-M-07b.ogg $Name: Cycling $Team: -1 $MessageNew: XSTR("You can cycle through hostiles with repeated key presses, but your HUD will always target the closest enemy first. Fiddle with that now, but target me when you're done.", -1) $end_multi_text +Wave Name: TSM-M-08a.ogg $Name: Cycling b $Team: -1 $MessageNew: XSTR("There's also a 'friendly' ship targeting control that does the same, but with all green blips on DRADIS. Try that out now.", -1) $end_multi_text +Wave Name: TSM-M-08b.ogg $Name: Friendly Targeting Key $Team: -1 $MessageNew: XSTR("Press $F$ to cycle through friendly targets.", -1) $end_multi_text +Wave Name: TSM-M-09.ogg $Name: AI Off $Team: -1 $MessageNew: XSTR("So, that was basic targeting. I'm now going to activate your thrusters and main engines, you'll have control of this ship, but don't go crazy yet.", -1) $end_multi_text +Wave Name: TSM-M-10a.ogg $Name: AI Off b $Team: -1 $MessageNew: XSTR("I want you to center my ship in your targeting reticule using the pitch, roll, and yaw--also called attitude controls.", -1) $end_multi_text +Wave Name: TSM-M-10b.ogg $Name: Face Red 2 $Team: -1 $MessageNew: XSTR("Alright, let's see how you do with a moving target. Turn around and face Red Two--but hold a sec.", -1) $end_multi_text +Wave Name: TSM-M-11a.ogg $Name: Face Red 2 b $Team: -1 $MessageNew: XSTR("If you want a challenge, try to do it without targeting, and just use DRADIS. You should be using your attitude controls to center Red Two in your targeting reticule.", -1) $end_multi_text +Wave Name: TSM-M-11b.ogg $Name: Match Speed Chat $Team: -1 $MessageNew: XSTR("Okay, when it comes to flying formation, you can order your ship to match speed with an object that you've targeted. While matched, you still retain control of the direction you're headed.", -1) $end_multi_text +Wave Name: TSM-M-12.ogg $Name: Not So Fast Hotshot $Team: -1 $MessageNew: XSTR("Whoa there, wait, frak--WAIT. Did I tell you to move yet? Just settle down... and put some distance between us for this next part. Eager is good, but wait until I say the word before you act.", -1) $end_multi_text +Wave Name: TSM-M-13.ogg $Name: Match Speeds Now $Team: -1 $MessageNew: XSTR("Alright... now...match speeds and follow behind me.", -1) $end_multi_text +Wave Name: TSM-M-14.ogg $Name: Match Speeds Key $Team: -1 $MessageNew: XSTR("Press $M$ to match speeds with currently targeted craft", -1) $end_multi_text +Wave Name: TSM-M-15.ogg $Name: Keep Up Slowpoke $Team: -1 $MessageNew: XSTR("Enjoying the scenery? Hey, there's a weird-looking nebula just nor--for frak sakes, nugget, we don't have all day for this!", -1) $end_multi_text +Wave Name: TSM-M-16.ogg $Name: Catch Up With Me $Team: -1 $MessageNew: XSTR("Excellent, now, accelerate until you're within 500 meters of me. Please do NOT ram my ship--this may be a simulated mission, but pretend that we're in an honest-to-Gods vacuum.", -1) $end_multi_text +Wave Name: TSM-M-17.ogg $Name: Accelerate Key $Team: -1 $MessageNew: XSTR("Press and hold $A$ to accelerate.", -1) $end_multi_text +Wave Name: TSM-M-18.ogg $Name: Now Fall Back $Team: -1 $MessageNew: XSTR("Good. Now fall back to a distance of 1000 meters.", -1) $end_multi_text +Wave Name: TSM-M-19.ogg $Name: Decelerate Key $Team: -1 $MessageNew: XSTR("Press and hold $Z$ to decelerate.", -1) $end_multi_text +Wave Name: TSM-M-20.ogg $Name: Turbo $Team: -1 $MessageNew: XSTR("Now that that's over, you can test your afterburner. Using this lively sucker drains your fuel reserves, but it'll recharge without use.", -1) $end_multi_text +Wave Name: TSM-M-21a.ogg $Name: Turbo b $Team: -1 $MessageNew: XSTR("For long bursts of speed, simply hold down the button. I want you to tap the button lightly, until you're closer to me. Be careful, it's a bit of a jolt--and AGAIN, please avoid colliding with my ship.", -1) $end_multi_text +Wave Name: TSM-M-21b.ogg $Name: Turbo Key $Team: -1 $MessageNew: XSTR("Press (or press and hold) $Tab$ to use your afterburners.", -1) $end_multi_text +Wave Name: TSM-M-22.ogg $Name: Didn't use Turbo $Team: -1 $MessageNew: XSTR("Uh... whatever happened to using your afterburner? Was I talking to myself when I gave those orders? Reverse course, nugget! Extend to 1000 meters distance, and for gods sakes, follow my instructions!", -1) $end_multi_text +Wave Name: TSM-M-23.ogg $Name: Set Speeds $Team: -1 $MessageNew: XSTR("Good, now, you have three pre-set throttle settings: 1/3, 2/3, and maximum thrust. At top speed, you should be able to pass me quickly. I want you to try each of them out now.", -1) $end_multi_text +Wave Name: TSM-M-24.ogg $Name: Speed Keys $Team: -1 $MessageNew: XSTR("Press $[$ for 1/3 speed, press $]$ for 2/3 speed and press $\$ for top speed.", -1) $end_multi_text +Wave Name: TSM-M-25.ogg $Name: Complete Stop $Team: -1 $MessageNew: XSTR("Well done. I'd like you now to move within 1000 meters of me, and come to a complete stop. Remember, we're in space, so it takes some time for your ship to slow without gravity or air resistance.", -1) $end_multi_text +Wave Name: TSM-M-26.ogg $Name: Complete Stop Key $Team: -1 $MessageNew: XSTR("Press $Backspace$ to come to a complete stop.", -1) $end_multi_text +Wave Name: TSM-M-27.ogg $Name: Lateral Thrusters $Team: -1 $MessageNew: XSTR("We're moving along now, nugget! Okay, you should know that the attitude thrusters are capable of more than pitch, roll, and yaw.", -1) $end_multi_text +Wave Name: TSM-M-28a.ogg $Name: Lateral Thrusters b $Team: -1 $MessageNew: XSTR("This is a vital system to exploit while in combat, so be sure you know how to make your ship move left and right, up and down. Practice thrusting left and right now.", -1) $end_multi_text +Wave Name: TSM-M-28b.ogg $Name: Lateral Strafe Keys $Team: -1 $MessageNew: XSTR("Press $Shift-1$ to thrust left and $Shift-3$ to thrust right.", -1) $end_multi_text +Wave Name: TSM-M-29.ogg $Name: Vertical Thruster $Team: -1 $MessageNew: XSTR("Nice job. As a Viper pilot, you never *ever* want to find yourself in the middle of battle without full knowledge of the ship's capabilities.", -1) $end_multi_text +Wave Name: TSM-M-30a.ogg $Name: Vertical Thruster b $Team: -1 $MessageNew: XSTR("These simple thruster movements will save your ass when you least expect it, and even allow you to dodge enemy fire. So, put your vertical thruster to use, now.", -1) $end_multi_text +Wave Name: TSM-M-30b.ogg $Name: Vertical Strafe Keys $Team: -1 $MessageNew: XSTR("$Shift-Pad +$ to thrust upwards and $Shift-Pad Enter$ to thrust downwards", -1) $end_multi_text +Wave Name: TSM-M-31.ogg $Name: Auto Match $Team: -1 $MessageNew: XSTR("Now this is a very handy feature. You can make your ship automatically match speed with anything you've targeted. You will automatically change speeds whenever you change targets.", -1) $end_multi_text +Wave Name: TSM-M-32a.ogg $Name: Auto Match b $Team: -1 $MessageNew: XSTR("If you'd like, you can target Red One or Red Two to see the difference it makes in your own speed. It's recommended that you practice using this until it becomes mindless routine.", -1) $end_multi_text +Wave Name: TSM-M-32b.ogg $Name: Auto Match Key $Team: -1 $MessageNew: XSTR("Press $Alt-M$ to auto match.", -1) $end_multi_text +Wave Name: TSM-M-33.ogg $Name: Activate Gliding 1 $Team: -1 $MessageNew: XSTR("This is another great feature to keep in mind. Being able to glide is very useful in combat. The technique allows you to face in one direction while maintaining momentum along your original course.", -1) $end_multi_text +Wave Name: TSM-M-34a.ogg $Name: Activate Gliding 2 $Team: -1 $MessageNew: XSTR("I want you to point directly at me, activate your glide control, and then spin around. When you do, you'll notice that the distance between us doesn't change much even though we're still moving.", -1) $end_multi_text +Wave Name: TSM-M-34b.ogg $Name: Toggle Gliding Key $Team: -1 $MessageNew: XSTR("Press $Alt-G$ to toggle glide mode.", -1) $end_multi_text +Wave Name: TSM-M-35.ogg $Name: Deactivate Gliding $Team: -1 $MessageNew: XSTR("Now make sure you're still facing me for this part--if you don't, you'll fly off in another direction! Now, when you're ready, I want you to deactivate your glide control.", -1) $end_multi_text +Wave Name: TSM-M-36.ogg $Name: Combat $Team: -1 $MessageNew: XSTR("Good. Now it's time to fulfil that trigger happy devil in every nugget. Combat practice has a way of waking people up.", -1) $end_multi_text +Wave Name: TSM-M-37a.ogg $Name: Combat b $Team: -1 $MessageNew: XSTR("We already have a couple of Cylon drones present, so I'm going to make them visible to you on DRADIS. Note, Echo One and Echo Two have appeared on your escort list.", -1) $end_multi_text +Wave Name: TSM-M-37b.ogg $Name: Target Drone 2 $Team: -1 $MessageNew: XSTR("This escort list lets you see the condition of ships important to the battle. A good pilot doesn't have tunnel vision, so it pays to be wary of others and your surroundings.", -1) $end_multi_text +Wave Name: TSM-M-38a.ogg $Name: Target Drone 2 b $Team: -1 $MessageNew: XSTR("Now target Drone Two. Use the escort key to cycle through each target if you want. I want you to get within 500 meters of Echo Two.", -1) $end_multi_text +Wave Name: TSM-M-38b.ogg $Name: Escort Key $Team: -1 $MessageNew: XSTR("Press $E$ to cycle through your escort list. Then move closer to Echo 2 [$A$]", -1) $end_multi_text +Wave Name: TSM-M-39.ogg $Name: Green 2 kills Echo 2 $Team: -1 $MessageNew: XSTR("Watch, I'm going to shoot Echo Two. Check the HUD, and notice how the percentage drops when I do damage to him.", -1) $end_multi_text +Wave Name: TSM-M-40.ogg $Name: Green 1's turn $Team: -1 $MessageNew: XSTR("Now that you're raring to go, I'm going to set your weapons free. Target Echo One, and blow it to hell with your sidearm cannon. Close in on the ship if you need to. [Press $A$]", -1) $end_multi_text +Wave Name: TSM-M-41.ogg $Name: Fire Key $Team: -1 $MessageNew: XSTR("Press $Left Ctrl$ to fire your guns.", -1) $end_multi_text +Wave Name: TSM-M-42.ogg $Name: Moving Target $Team: -1 $MessageNew: XSTR("The computer will bring up a moving target now. The drone isn't programmed to fire back, so you get sidearms only, no missiles yet. Remember to match speeds [$M$ or $Alt-M$] or set your speed using the speed options: [$[$], [$]$], or [$\$].", -1) $end_multi_text +Wave Name: TSM-M-43.ogg $Name: Missiles Part 1 $Team: -1 $MessageNew: XSTR("If you like exploding things, missiles are the way to go. These are considered secondary weapons on the Viper.", -1) $end_multi_text +Wave Name: TSM-M-44a.ogg $Name: Missiles Part 1 b $Team: -1 $MessageNew: XSTR("Although you can fire missiles at any time, they'll only track enemy ships that have been locked on--something you might have seen happening when you were firing at the previous drones.", -1) $end_multi_text +Wave Name: TSM-M-44b.ogg $Name: Missiles Part 2 $Team: -1 $MessageNew: XSTR("The sim is going to generate a new Cylon drone. Lock on with your missiles. You need to keep the fighter in your field of view in order to maintain the lock.", -1) $end_multi_text +Wave Name: TSM-M-45a.ogg $Name: Missiles Part 2 b $Team: -1 $MessageNew: XSTR("It's a test of speed, control, and dexterity. If the fighter moves behind you, the lock disappears and you'll have to reacquire the target or a new one.", -1) $end_multi_text +Wave Name: TSM-M-45b.ogg $Name: Too Close $Team: -1 $MessageNew: XSTR("Hey, watch it! You're too close to the damned drone, so pull back now, or that blast will damage you. Either thrust in reverse [Press $Z$], or get further away and lock on again. Basic physics, nugget, come on!", -1) $end_multi_text +Wave Name: TSM-M-46.ogg $Name: Missile Locked $Team: -1 $MessageNew: XSTR("You can let go of that breath you were holding. I shall now unlock thy missiles. Yes, now, fire one or two at the drone and watch it take damage. You'll need to hit it a few times more to kill it. ", -1) $end_multi_text +Wave Name: TSM-M-47.ogg $Name: Missile Launch Key $Team: -1 $MessageNew: XSTR("Press $Spacebar$ to fire secondary weapons (missiles).", -1) $end_multi_text +Wave Name: TSM-M-48.ogg $Name: Double Fire $Team: -1 $MessageNew: XSTR("To fire missiles two at a time, you can swap between the single or double by using the fire mode toggle.", -1) $end_multi_text +Wave Name: TSM-M-49.ogg $Name: Double Fire Key $Team: -1 $MessageNew: XSTR("Press $Shift-/$ to toggle double missile fire mode.", -1) $end_multi_text +Wave Name: TSM-M-50.ogg $Name: Proper Testing $Team: -1 $MessageNew: XSTR("Okay, nugget. Let's see how you fare with this next drone. Very special you see, it's armed, and it'll be your final test in this training mission. Shoot it down fast, and you'll be ready to sit in a real Mark VII. I'll reset your ammo stores to full. Good luck.", -1) $end_multi_text +Wave Name: TSM-M-51.ogg $Name: Halo Destroyed $Team: -1 $MessageNew: XSTR("That victory was the last thing you needed. Well done, nugget. ", -1) $end_multi_text +Wave Name: TSM-M-52.ogg $Name: Player Wanders Off $Team: -1 $MessageNew: XSTR("What in the frakking hell do you think you're doing, nugget?! Chasing ghosts? This isn't a game gods dammit, so pay attention to your target!", -1) $end_multi_text +Wave Name: TSM-M-53.ogg $Name: Helpful 1 - Countermeasures $Team: -1 $MessageNew: XSTR("If the enemy launches missiles at you, you can thwart them with countermeasures. With luck, they'll draw enemy missiles elsewhere. Use them wisely because you have a finite amount. The number remaining is displayed on your HUD. Press [$X$] to fire countermeasures.", -1) $end_multi_text +Wave Name: TSM-M-54.ogg $Name: Helpful 2 - Auto Hostile $Team: -1 $MessageNew: XSTR("If you turn on auto-targeting, you can have your HUD automatically target the nearest hostile ship when you've disposed of the enemy at hand. [Press $Alt-H$", -1) $end_multi_text +Wave Name: TSM-M-55.ogg $Name: Helpful 3 - Event Log $Team: -1 $MessageNew: XSTR("If you think you've missed something important, you can call up the logs for messages, events, and objectives. [Press F4]", -1) $end_multi_text +Wave Name: TSM-M-56.ogg $Name: Open Comms Menu $Team: -1 $MessageNew: XSTR("I'm now gonna mark Reds One and Two as ‘friendly’. Order Red One to form on your wing. By doing this, you ask Red One to catch up with you, and follow wherever you go. Begin by opening the communications menu.", -1) $end_multi_text +Wave Name: TSM-M-57.ogg $Name: Comms Key $Team: -1 $MessageNew: XSTR("Press [$C$] to open the comms menu", -1) $end_multi_text +Wave Name: TSM-M-58.ogg $Name: Select Ships $Team: -1 $MessageNew: XSTR("Nice, huh? The comms menu gives you a nice set of options. You can order individual ships, teams, or even all the ships under your command. You can even request backup, or refuelling. For now though, go with the first option.", -1) $end_multi_text +Wave Name: TSM-M-59.ogg $Name: Select Red 1 $Team: -1 $MessageNew: XSTR("Once you have selected to give orders to a single ship you'll see a list of ships that will accept your orders. And before you ask--nooo, thank the gods I'm currently NOT on that list! Hmm, pick Red One, and he'll follow your command.", -1) $end_multi_text +Wave Name: TSM-M-60.ogg $Name: Order To Form On Wing $Team: -1 $MessageNew: XSTR("After you have selected Red One, you'll see a list of commands to give your fellow pilots. Don't fret, any nugget with half a brain can figure this out! I'd like you to tell Red One to form on your wing.", -1) $end_multi_text +Wave Name: TSM-M-61.ogg $Name: Comms Done $Team: -1 $MessageNew: XSTR("Good stuff! That should about cover things for basic comms. Thanks for the assist Red One, I'll let you go back to sparring with Red Two.", -1) $end_multi_text +Wave Name: TSM-M-62.ogg $Name: Nice Try $Team: -1 $MessageNew: XSTR("Nice Try, Bitch! ", -1) $end_multi_text +Wave Name: TSM-M-63.ogg $Name: Out Of Missiles $Team: -1 $MessageNew: XSTR("What what what... out of ammo so soon? And--gods help you--all during a simple training mission?", -1) $end_multi_text +Wave Name: TSM-M-64a.ogg $Name: Out Of Missiles b $Team: -1 $MessageNew: XSTR("Fine. Here's some more. Waste those and you'll be on my special list of washouts. Now go score that kill.", -1) $end_multi_text +Wave Name: TSM-M-64b.ogg #Reinforcements ;! 0 total #Background bitmaps ;! 3 total $Num stars: 100 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunWhite +Angles: 0.034907 0.069813 1.535889 +Scale: 1.000000 $Starbitmap: blue02 +Angles: 0.000000 0.122173 1.675515 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue01 +Angles: 5.270890 0.122173 1.134463 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue05 +Angles: 0.750491 0.226893 1.745328 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: [BtRL] Basic Flight $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("Asteroid Raider Gauntlet", -1) $Author: Joel 'Axem' Reimer $Created: 08/03/06 at 12:26:09 $Modified: 03/29/07 at 16:32:39 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("Fight against increasingly difficult waves of Cylon Raiders", -1) $end_multi_text +Game Type Flags: 10 +Flags: 262144 +Num Players: 8 +Num Respawns: 20 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 3806.193848, 2422.789795, -3781.880127 +Viewer orient: 0.999966, -0.000000, 0.008221, -0.004125, 0.864998, 0.501758, -0.007111, -0.501775, 0.864969 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Black" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: starfield.pof $AI Profile: MULTI #Sexp_variables $Variables: ( 0 "Green1Kills" "0" "number" 1 "Green2Kills" "0" "number" 2 "Green3Kills" "0" "number" 3 "Green4Kills" "0" "number" 4 "Red1Kills" "0" "number" 5 "Red2Kills" "0" "number" 6 "Red3Kills" "0" "number" 7 "Red4Kills" "0" "number" ) #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Quiet down, nuggets! We've whipped up a challenging sim that'll hone those skills of yours to perfection... well, if you can survive it. We've got things rigged so that you and your team will battle wave after wave of Cylon Raiders... in an asteroid field. Spiffy, eh? Well, you've got to learn how to improve maneuver in space, not just sharpen those trigger-happy instincts! Remember, it only gets harder with each assault, so don't let your guard down.", -1) $end_multi_text $voice: MC-03-B01.ogg $camera_pos: 3806.193848, 2422.789795, -3781.880127 $camera_orient: 0.999966, 0.000000, 0.008221, -0.004125, 0.864998, 0.501758, -0.007111, -0.501775, 0.864969 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: 3276.250488, -0.000183, 286.338135 $label: Green Team +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Cylon Raider $pos: 4011.274658, 0.000037, 2046.668335 $label: Hostile Fighters +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Cylon Raider $pos: 5087.823730, 0.000080, -734.792908 $label: Hostile Fighters +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Cylon Raider $pos: 2587.107178, -0.000616, -675.534302 $label: Hostile Fighters +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: 4664.222168, -499.999725, 787.909485 $label: Red Team +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( is-goal-true-delay "Kill Cylons" 0 ) $Multi text XSTR("That was fairly good, yeah... hmm, but how high can you go? If you can beat Gauntlet's personal best, I'll know that you're a bone fide skinjob!", -1) $end_multi_text $Voice: MC-03-D01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( not ( is-goal-true-delay "Kill Cylons" 0 ) ) $Multi text XSTR("The sensations you're experiencing now are what most feel after being spanked to hell by a frakking simulation! Tingles doesn't it? Well, no one's going to dial down the difficulty for you, so either get in more practice, or experience the pleasure of shame!", -1) $end_multi_text $Voice: MC-03-D02.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 8 total $Starting Shipname: Red 1 $Ship Choices: ( "Colonial Viper Mark VII" 8 "Cylon Raider" 8 ) +Weaponry Pool: ( "MEC-A6" 8 "Cylon KEW" 8 "HD-70" 500 "Cylon Missile" 500 ) #Objects ;! 100 total $Name: Red 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: -211.699997, 100.000000, 2.900000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: -311.687927, 100.000008, -96.372673 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: -111.019836, 99.999992, -97.303856 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: -210.979492, 100.000031, -194.732605 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 1 ;! Object #4 $Class: Colonial Viper Mark II $Team: Friendly $Location: 187.800003, -100.000000, 4.500000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #5 $Class: Colonial Viper Mark II $Team: Friendly $Location: 87.812119, -99.999985, -94.772682 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #6 $Class: Colonial Viper Mark II $Team: Friendly $Location: 288.480103, -100.000008, -95.703865 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #7 $Class: Colonial Viper Mark II $Team: Friendly $Location: 188.520462, -99.999969, -193.132675 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 1 ;! Object #8 $Class: Cylon Raider $Team: Hostile $Location: -41.900002, 25.000000, 1102.599976 $Orientation: -0.999597, 0.000000, -0.028403, 0.000000, 1.000000, 0.000000, 0.028403, 0.000000, -0.999597 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #9 $Class: Cylon Raider $Team: Hostile $Location: 26.640045, 0.000447, 1102.069214 $Orientation: -0.999597, 0.000000, -0.028403, 0.000000, 1.000000, 0.000000, 0.028403, 0.000000, -0.999597 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #10 $Class: Cylon Raider $Team: Hostile $Location: -104.325897, 0.000513, 1100.497192 $Orientation: -0.999597, 0.000000, -0.028403, 0.000000, 1.000000, 0.000000, 0.028403, 0.000000, -0.999597 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 1 ;! Object #11 $Class: Cylon Raider $Team: Hostile $Location: -0.700000, 100.000000, -995.900024 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #12 $Class: Cylon Raider $Team: Hostile $Location: -40.344864, -24.999983, 1097.505249 $Orientation: -0.999597, 0.000000, -0.028403, 0.000000, 1.000000, 0.000000, 0.028403, 0.000000, -0.999597 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 2 ;! Object #13 $Class: Cylon Raider $Team: Hostile $Location: -57.181858, 50.000038, -998.380371 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 3 ;! Object #14 $Class: Cylon Raider $Team: Hostile $Location: 62.950508, 50.000038, -1001.062439 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 1 ;! Object #15 $Class: Cylon Raider $Team: Hostile $Location: -981.900024, 550.000000, -11.200000 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 4 ;! Object #16 $Class: Cylon Raider $Team: Hostile $Location: -62.381863, -49.999962, -1000.980347 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 5 ;! Object #17 $Class: Cylon Raider $Team: Hostile $Location: 65.950516, -49.999962, -1003.362427 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 6 ;! Object #18 $Class: Cylon Raider $Team: Hostile $Location: -1.400000, -100.000000, -1001.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 2 ;! Object #19 $Class: Cylon Raider $Team: Hostile $Location: -980.994080, 500.000061, 50.338688 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 3 ;! Object #20 $Class: Cylon Raider $Team: Hostile $Location: -989.895203, 500.000031, -77.419884 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 1 ;! Object #21 $Class: Cylon Raider $Team: Hostile $Location: 1072.559570, -449.999969, 5.846977 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 4 ;! Object #22 $Class: Cylon Raider $Team: Hostile $Location: -982.701050, 450.000000, -7.701359 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 2 ;! Object #23 $Class: Cylon Raider $Team: Hostile $Location: 1089.425537, -500.000031, -109.764198 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 1 ;! Object #24 $Class: Cylon Raider $Team: Hostile $Location: -926.893127, 300.000092, 1113.373779 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 3 ;! Object #25 $Class: Cylon Raider $Team: Hostile $Location: 1060.468384, -500.000122, 89.201019 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 4 ;! Object #26 $Class: Cylon Raider $Team: Hostile $Location: 1072.119507, -550.000000, -0.622962 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 2 ;! Object #27 $Class: Cylon Raider $Team: Hostile $Location: -852.437927, 249.999893, 1176.185425 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 1 ;! Object #28 $Class: Cylon Raider $Team: Hostile $Location: 1058.126831, -250.000000, 1113.306641 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 3 ;! Object #29 $Class: Cylon Raider $Team: Hostile $Location: -989.944946, 250.000015, 1055.695923 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 4 ;! Object #30 $Class: Cylon Raider $Team: Hostile $Location: -926.094543, 150.000153, 1113.211304 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 5 ;! Object #31 $Class: Cylon Raider $Team: Hostile $Location: -852.671631, 199.999954, 1175.923462 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 6 ;! Object #32 $Class: Cylon Raider $Team: Hostile $Location: -989.903259, 200.000031, 1056.200073 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 2 ;! Object #33 $Class: Cylon Raider $Team: Hostile $Location: 1128.750244, -200.000000, 1060.848755 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 1 ;! Object #34 $Class: Cylon Raider $Team: Hostile $Location: -997.700012, 1100.000000, -919.799988 $Orientation: 0.761245, 0.000000, -0.648465, -0.053318, 0.996614, -0.062591, 0.646269, 0.082223, 0.758667 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 3 ;! Object #35 $Class: Cylon Raider $Team: Hostile $Location: 991.200012, -200.000000, 1158.500000 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 4 ;! Object #36 $Class: Cylon Raider $Team: Hostile $Location: 1058.125366, -300.000061, 1113.411865 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 1 ;! Object #37 $Class: Cylon Raider $Team: Hostile $Location: 1182.551636, -900.000000, -947.367676 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 5 ;! Object #38 $Class: Cylon Raider $Team: Hostile $Location: 1128.689209, -349.999969, 1060.416260 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 6 ;! Object #39 $Class: Cylon Raider $Team: Hostile $Location: 990.974182, -349.999969, 1158.263062 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 1 ;! Object #40 $Class: Cylon Raider $Team: Hostile $Location: 135.600006, 300.000000, 1530.099976 $Orientation: -0.997439, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997439 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 2 ;! Object #41 $Class: Cylon Raider $Team: Hostile $Location: -1081.501343, 1000.000427, -877.155823 $Orientation: 0.769482, 0.000000, -0.638668, -0.047599, 0.997219, -0.057349, 0.636892, 0.074529, 0.767342 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 3 ;! Object #42 $Class: Cylon Raider $Team: Hostile $Location: -941.264709, 1000.000427, -955.985779 $Orientation: 0.831578, 0.000000, -0.555408, -0.046092, 0.996551, -0.069011, 0.553492, 0.082988, 0.828709 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 2 ;! Object #43 $Class: Cylon Raider $Team: Hostile $Location: 1124.265137, -1000.000061, -1025.157227 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 3 ;! Object #44 $Class: Cylon Raider $Team: Hostile $Location: 1238.021484, -1000.000000, -858.868591 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 2 ;! Object #45 $Class: Cylon Raider $Team: Hostile $Location: 200.228424, 249.999954, 1528.688599 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 1 ;! Object #46 $Class: Cylon Raider $Team: Hostile $Location: 104.199997, -200.000000, -1600.099976 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 3 ;! Object #47 $Class: Cylon Raider $Team: Hostile $Location: 74.385941, 250.000061, 1534.375366 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 4 ;! Object #48 $Class: Cylon Raider $Team: Hostile $Location: 137.780869, 200.000046, 1531.534790 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 1 ;! Object #49 $Class: Cylon Raider $Team: Hostile $Location: -1626.000000, 550.000000, -20.900000 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 2 ;! Object #50 $Class: Cylon Raider $Team: Hostile $Location: -1628.406982, 500.000000, 18.818394 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 3 ;! Object #51 $Class: Cylon Raider $Team: Hostile $Location: -1634.546143, 500.000000, -68.169334 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 4 ;! Object #52 $Class: Cylon Raider $Team: Hostile $Location: -1625.099976, 450.000000, -23.500000 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 1 ;! Object #53 $Class: Cylon Raider $Team: Hostile $Location: 1906.099976, -450.000000, -3.300000 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 2 ;! Object #54 $Class: Cylon Raider $Team: Hostile $Location: 1923.255737, -500.000000, -100.764374 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 3 ;! Object #55 $Class: Cylon Raider $Team: Hostile $Location: 1890.150757, -500.000000, 102.658813 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 4 ;! Object #56 $Class: Cylon Raider $Team: Hostile $Location: 1905.496582, -550.000000, -2.966535 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 2 ;! Object #57 $Class: Cylon Raider $Team: Hostile $Location: -1608.389282, 1000.000000, 1494.110352 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 3 ;! Object #58 $Class: Cylon Raider $Team: Hostile $Location: -1697.643555, 999.999939, 1418.308716 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 1 ;! Object #59 $Class: Cylon Raider $Team: Hostile $Location: -1657.300049, 950.000000, 1456.400024 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 4 ;! Object #60 $Class: Cylon Raider $Team: Hostile $Location: -1654.353516, 1050.000000, 1456.638550 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 2 ;! Object #61 $Class: Cylon Raider $Team: Hostile $Location: 0.000000, -300.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 1 ;! Object #62 $Class: Cylon Raider $Team: Hostile $Location: 0.000000, 150.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 3 ;! Object #63 $Class: Cylon Raider $Team: Hostile $Location: -50.000000, -250.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 4 ;! Object #64 $Class: Cylon Raider $Team: Hostile $Location: 50.000000, -250.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 1 ;! Object #65 $Class: Cylon Raider $Team: Hostile $Location: 0.000000, -150.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 5 ;! Object #66 $Class: Cylon Raider $Team: Hostile $Location: -100.000000, -200.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 6 ;! Object #67 $Class: Cylon Raider $Team: Hostile $Location: 100.000000, -200.000000, -2000.000000 $Orientation: 0.999550, 0.000000, 0.029996, 0.000000, 1.000000, 0.000000, -0.029996, 0.000000, 0.999550 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 2 ;! Object #68 $Class: Cylon Raider $Team: Hostile $Location: 300.000000, 0.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 1 ;! Object #69 $Class: Cylon Raider $Team: Hostile $Location: -150.000000, 0.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 3 ;! Object #70 $Class: Cylon Raider $Team: Hostile $Location: 250.000000, 50.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 4 ;! Object #71 $Class: Cylon Raider $Team: Hostile $Location: 250.000000, -50.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 5 ;! Object #72 $Class: Cylon Raider $Team: Hostile $Location: 200.000000, 100.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 1 ;! Object #73 $Class: Cylon Raider $Team: Hostile $Location: 150.000000, 0.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 6 ;! Object #74 $Class: Cylon Raider $Team: Hostile $Location: 200.000000, -100.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 2 ;! Object #75 $Class: Cylon Raider $Team: Hostile $Location: 0.000000, 300.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 3 ;! Object #76 $Class: Cylon Raider $Team: Hostile $Location: -50.000000, 250.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 4 ;! Object #77 $Class: Cylon Raider $Team: Hostile $Location: 50.000000, 250.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 5 ;! Object #78 $Class: Cylon Raider $Team: Hostile $Location: -100.000000, 200.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 1 ;! Object #79 $Class: Cylon Raider $Team: Hostile $Location: -50.000000, 50.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 6 ;! Object #80 $Class: Cylon Raider $Team: Hostile $Location: 100.000000, 200.000000, -2000.000000 $Orientation: 0.997551, 0.000000, -0.069942, 0.000000, 1.000000, 0.000000, 0.069942, 0.000000, 0.997551 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 2 ;! Object #81 $Class: Cylon Raider $Team: Hostile $Location: -300.000000, 0.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 3 ;! Object #82 $Class: Cylon Raider $Team: Hostile $Location: -250.000000, 50.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 4 ;! Object #83 $Class: Cylon Raider $Team: Hostile $Location: -250.000000, -50.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 5 ;! Object #84 $Class: Cylon Raider $Team: Hostile $Location: -200.000000, 100.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 6 ;! Object #85 $Class: Cylon Raider $Team: Hostile $Location: -200.000000, -100.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 2 ;! Object #86 $Class: Cylon Raider $Team: Hostile $Location: -100.000000, 100.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 3 ;! Object #87 $Class: Cylon Raider $Team: Hostile $Location: -150.000000, 150.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 4 ;! Object #88 $Class: Cylon Raider $Team: Hostile $Location: -50.000000, -50.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 5 ;! Object #89 $Class: Cylon Raider $Team: Hostile $Location: -100.000000, -100.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 6 ;! Object #90 $Class: Cylon Raider $Team: Hostile $Location: -150.000000, -150.000000, -2000.000000 $Orientation: 0.999950, 0.000000, -0.010000, 0.000000, 1.000000, 0.000000, 0.010000, 0.000000, 0.999950 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 1 ;! Object #91 $Class: Cylon Raider $Team: Friendly $Location: 50.000000, 50.000000, -2000.000000 $Orientation: 0.999450, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999450 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 2 ;! Object #92 $Class: Cylon Raider $Team: Friendly $Location: 100.000000, 100.000000, -2000.000000 $Orientation: 0.999449, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999449 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 3 ;! Object #93 $Class: Cylon Raider $Team: Friendly $Location: 150.000000, 150.000000, -2000.000000 $Orientation: 0.999449, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999449 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 4 ;! Object #94 $Class: Cylon Raider $Team: Friendly $Location: 50.000000, -50.000000, -2000.000000 $Orientation: 0.999449, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999449 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 5 ;! Object #95 $Class: Cylon Raider $Team: Friendly $Location: 100.000000, -100.000000, -2000.000000 $Orientation: 0.999449, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999449 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 6 ;! Object #96 $Class: Cylon Raider $Team: Friendly $Location: 150.000000, -150.000000, -2000.000000 $Orientation: 0.999449, 0.000000, -0.033179, 0.000000, 1.000000, 0.000000, 0.033179, 0.000000, 0.999449 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 2 ;! Object #97 $Class: Cylon Raider $Team: Hostile $Location: 43.568893, -249.999802, -1601.726563 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 3 ;! Object #98 $Class: Cylon Raider $Team: Hostile $Location: 155.142761, -249.999985, -1603.888062 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 4 ;! Object #99 $Class: Cylon Raider $Team: Hostile $Location: 102.861153, -300.000031, -1599.153442 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 21 total $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Hotkey: 1 +Flags:( "no-arrival-warp" "no-departure-warp" ) $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( "no-arrival-warp" "no-departure-warp" ) $Name: Alpha $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-time-elapsed 5 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Bravo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Bravo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Alpha" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Bravo 1" "Bravo 2" "Bravo 3" "Bravo 4" "Bravo 5" "Bravo 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Constellation $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Constellation 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Bravo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Constellation 1" "Constellation 2" "Constellation 3" "Constellation 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Echo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Echo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Bravo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Echo 1" "Echo 2" "Echo 3" "Echo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Fractal $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Fractal 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Echo" "Constellation" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Fractal 1" "Fractal 2" "Fractal 3" "Fractal 4" "Fractal 5" "Fractal 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Grail $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Grail 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Echo" "Constellation" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Grail 1" "Grail 2" "Grail 3" "Grail 4" "Grail 5" "Grail 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Halo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Halo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Grail" "Fractal" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Halo 1" "Halo 2" "Halo 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Ion $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Ion 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Grail" "Fractal" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Ion 1" "Ion 2" "Ion 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Jack $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Jack 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Jack 1" "Jack 2" "Jack 3" "Jack 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Kilo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Kilo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Kilo 1" "Kilo 2" "Kilo 3" "Kilo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Limbo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Limbo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Limbo 1" "Limbo 2" "Limbo 3" "Limbo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Mike $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Mike 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Mike 1" "Mike 2" "Mike 3" "Mike 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Nebula $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Nebula 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Nebula 1" "Nebula 2" "Nebula 3" "Nebula 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Optic $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Optic 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Optic 1" "Optic 2" "Optic 3" "Optic 4" "Optic 5" "Optic 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Papa $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Papa 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Papa 1" "Papa 2" "Papa 3" "Papa 4" "Papa 5" "Papa 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Quasar $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Quasar 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Quasar 1" "Quasar 2" "Quasar 3" "Quasar 4" "Quasar 5" "Quasar 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Range $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Range 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Range 1" "Range 2" "Range 3" "Range 4" "Range 5" "Range 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Sierra $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Sierra 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Sierra 1" "Sierra 2" "Sierra 3" "Sierra 4" "Sierra 5" "Sierra 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Tango $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Tango 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Tango 1" "Tango 2" "Tango 3" "Tango 4" "Tango 5" "Tango 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 3 #Events ;! 29 total $Formula: ( every-time ( = @Red1Kills[0] ( num_kills "Red 1" ) ) ( set-primary-ammo "Red 1" 0 ( + ( get-primary-ammo "Red 1" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 1" ) 3 ) ) ( set-secondary-ammo "Red 1" 0 ( + ( get-secondary-ammo "Red 1" 0 ) 1 ) ) ) ( modify-variable @Red1Kills[0] ( + 1 @Red1Kills[0] ) ) ) +Name: RefillR1-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red2Kills[0] ( num_kills "Red 2" ) ) ( set-primary-ammo "Red 2" 0 ( + ( get-primary-ammo "Red 2" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 2" ) 3 ) ) ( set-secondary-ammo "Red 2" 0 ( + ( get-secondary-ammo "Red 2" 0 ) 1 ) ) ) ( modify-variable @Red2Kills[0] ( + 1 @Red2Kills[0] ) ) ) +Name: RefillR2-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red3Kills[0] ( num_kills "Red 3" ) ) ( set-primary-ammo "Red 3" 0 ( + ( get-primary-ammo "Red 3" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 3" ) 3 ) ) ( set-secondary-ammo "Red 3" 0 ( + ( get-secondary-ammo "Red 3" 0 ) 1 ) ) ) ( modify-variable @Red3Kills[0] ( + 1 @Red3Kills[0] ) ) ) +Name: RefillR3-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red4Kills[0] ( num_kills "Red 4" ) ) ( set-primary-ammo "Red 4" 0 ( + ( get-primary-ammo "Red 4" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 4" ) 3 ) ) ( set-secondary-ammo "Red 4" 0 ( + ( get-secondary-ammo "Red 4" 0 ) 1 ) ) ) ( modify-variable @Red4Kills[0] ( + 1 @Red4Kills[0] ) ) ) +Name: RefillR4-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green1Kills[0] ( num_kills "Green 1" ) ) ( set-primary-ammo "Green 1" 0 ( + ( get-primary-ammo "Green 1" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 1" ) 3 ) ) ( set-secondary-ammo "Green 1" 0 ( + ( get-secondary-ammo "Green 1" 0 ) 1 ) ) ) ( modify-variable @Green1Kills[0] ( + 1 @Green1Kills[0] ) ) ) +Name: RefillG1-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green2Kills[0] ( num_kills "Green 2" ) ) ( set-primary-ammo "Green 2" 0 ( + ( get-primary-ammo "Green 2" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 2" ) 3 ) ) ( set-secondary-ammo "Green 2" 0 ( + ( get-secondary-ammo "Green 2" 0 ) 1 ) ) ) ( modify-variable @Green2Kills[0] ( + 1 @Green2Kills[0] ) ) ) +Name: RefillG2-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green3Kills[0] ( num_kills "Green 3" ) ) ( set-primary-ammo "Green 3" 0 ( + ( get-primary-ammo "Green 3" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 3" ) 3 ) ) ( set-secondary-ammo "Green 3" 0 ( + ( get-secondary-ammo "Green 3" 0 ) 1 ) ) ) ( modify-variable @Green3Kills[0] ( + 1 @Green3Kills[0] ) ) ) +Name: RefillG3-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green4Kills[0] ( num_kills "Green 4" ) ) ( set-primary-ammo "Green 4" 0 ( + ( get-primary-ammo "Green 4" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 4" ) 3 ) ) ( set-secondary-ammo "Green 4" 0 ( + ( get-secondary-ammo "Green 4" 0 ) 1 ) ) ) ( modify-variable @Green4Kills[0] ( + 1 @Green4Kills[0] ) ) ) +Name: RefillG4-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Alpha" ) ( do-nothing ) ) +Name: Alpha - WAVE +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Alpha", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Bravo" ) ( do-nothing ) ) +Name: Bravo - WAVE +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Bravo", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Constellation" ) ( do-nothing ) ) +Name: Constellation +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Constellation", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Echo" ) ( do-nothing ) ) +Name: Echo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Echo", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Fractal" ) ( do-nothing ) ) +Name: Fractal - WAVE +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Fractal", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Grail" ) ( do-nothing ) ) +Name: Grail +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Grail", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Halo" ) ( do-nothing ) ) +Name: Halo - WAVE +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Halo", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Ion" ) ( do-nothing ) ) +Name: Ion +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Ion", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Jack" ) ( do-nothing ) ) +Name: Jack +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Jack", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Kilo" ) ( do-nothing ) ) +Name: Kilo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Kilo", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Limbo" ) ( do-nothing ) ) +Name: Limbo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Limbo", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Mike" ) ( do-nothing ) ) +Name: Mike +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Mike", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Nebula" ) ( do-nothing ) ) +Name: Nebula +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Nebula", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Optic" ) ( do-nothing ) ) +Name: Optic - WAVE +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Optic", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Papa" ) ( do-nothing ) ) +Name: Papa +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Papa", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Quasar" ) ( do-nothing ) ) +Name: Quasar +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Quasar", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Range" ) ( do-nothing ) ) +Name: Range +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Range", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Sierra" ) ( do-nothing ) ) +Name: Sierra +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Sierra", -1) +Team: 0 $Formula: ( when ( is-goal-true-delay "Kill Cylons" 10 ) ( end-mission ) ) +Name: WINRAR +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-time-elapsed 1 ) ( send-message "#Command" "High" "Begin" ) ) +Name: Begin +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-goal-true-delay "Kill Cylons" 3 ) ( send-message "#Command" "High" "Win!" ) ) +Name: Win +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 1 total $Type: Primary +Name: Kill Cylons $MessageNew: XSTR("Eliminate all hostile Cylon Raiders", -1) $end_multi_text $Formula: ( is-destroyed-delay 0 "Tango" "Sierra" "Quasar" "Papa" "Optic" ) #Waypoints ;! 0 lists total #Messages ;! 2 total $Name: Win! $Team: -1 $MessageNew: XSTR("Excellent! You will be invaluable in a furball.", -1) $end_multi_text +Wave Name: MC-03-Win.ogg $Name: Begin $Team: -1 $MessageNew: XSTR("If you want the high score, crush the enemy.", -1) $end_multi_text +Wave Name: MC-03-Begin.ogg #Reinforcements ;! 0 total #Background bitmaps ;! 10 total $Num stars: 100 $Ambient light level: 65793 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunRed +Angles: 1.047197 0.000000 0.785398 +Scale: 1.000000 $Starbitmap: blue01 +Angles: 0.000000 3.141590 0.000000 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue03 +Angles: 0.401425 0.000000 0.523598 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue02 +Angles: 5.602502 0.000000 5.759582 +ScaleX: 6.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue03 +Angles: 5.759582 0.000000 0.261799 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue04 +Angles: 1.256636 0.000000 1.099557 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue05 +Angles: 1.134463 0.000000 3.892081 +ScaleX: 6.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue01 +Angles: 5.585049 0.000000 3.857175 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: planet21 +Angles: 0.000000 3.490656 5.235984 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: planet22 +Angles: 0.785398 3.141590 0.000000 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: planet14 +Angles: 0.261799 5.846848 5.061451 +ScaleX: 0.500000 +ScaleY: 0.500000 +DivX: 1 +DivY: 1 #Asteroid Fields $Density: 150 +Field Type: 1 +Debris Genre: 0 +Field Debris Type: 0 $Average Speed: 30.000006 $Minimum: -2000.000000, -2000.000000, -2000.000000 $Maximum: 2000.000000, 2000.000000, 2000.000000 #Music $Event Music: BTRL - Asteroids $Briefing Music: Brief9 #End #Mission Info $Version: 0.10 $Name: XSTR("Asteroid Viper Gauntlet", -1) $Author: Joel 'Axem' Reimer $Created: 08/03/06 at 12:26:09 $Modified: 03/29/07 at 16:36:20 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("Fight against increasingly difficult waves of Colonial Vipers.", -1) $end_multi_text +Game Type Flags: 10 +Flags: 262144 +Num Players: 8 +Num Respawns: 20 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 3806.193848, 2422.789795, -3781.880127 +Viewer orient: 0.999966, -0.000000, 0.008221, -0.004125, 0.864998, 0.501758, -0.007111, -0.501775, 0.864969 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Black" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: starfield.pof $AI Profile: MULTI #Sexp_variables $Variables: ( 0 "Green1Kills" "0" "number" 1 "Green2Kills" "0" "number" 2 "Green3Kills" "0" "number" 3 "Green4Kills" "0" "number" 4 "Red1Kills" "0" "number" 5 "Red2Kills" "0" "number" 6 "Red3Kills" "0" "number" 7 "Red4Kills" "0" "number" ) #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Nuggets! Silence... yes, you're all here to test a sim. It's designed to hone those piloting skills to perfection--if you can survive it. We've got things rigged so that you and your team will combat waves of Colonial Vipers... in an asteroid field! If you can't maneuver in space and take out hostiles--even ones that look like US, consider this sim your happy, shiny, BALL and CHAIN. Remember, each round brings a tougher batch of hostiles. Cry 'uncle', and I'll have you tossed in the brig.", -1) $end_multi_text $voice: MC-04-B01.ogg $camera_pos: 3806.193848, 2422.789795, -3781.880127 $camera_orient: 0.999966, 0.000000, 0.008221, -0.004125, 0.864998, 0.501758, -0.007111, -0.501775, 0.864969 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Cylon Raider $pos: 3276.250488, -0.000183, 286.338135 $label: Green Team +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 4011.274658, 0.000037, 2046.668335 $label: Hostile Fighters +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 5087.823730, 0.000080, -734.792908 $label: Hostile Fighters +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 2587.107178, -0.000616, -675.534302 $label: Hostile Fighters +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Cylon Raider $pos: 4664.222168, -499.999725, 787.909485 $label: Red Team +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( is-goal-true-delay "Kill Colonials" 0 ) $Multi text XSTR("What a great display of finesse... and most of all, admirable restraint! Does it hurt when you unclench your ass? Pilot, I can count on you as a wingman any day. Come now to the mess hall, drinks are on you!", -1) $end_multi_text $Voice: MC-04-D01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( not ( is-goal-true-delay "Kill Colonials" 0 ) ) $Multi text XSTR("The sensations you're experiencing now are what most feel after being spanked to hell by a frakking simulation! Tingles doesn't it? If you want the high score, you can either cheat, or take the honest route to shaming yourself again and again until you get the hang of full-on combat!", -1) $end_multi_text $Voice: MC-04-D02.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 8 total $Starting Shipname: Red 1 $Ship Choices: ( "Colonial Viper Mark II" 8 "Colonial Viper Mark VII" 8 ) +Weaponry Pool: ( "MEC-A6" 8 "Cylon KEW" 8 "HD-70" 500 "Cylon Missile" 500 ) #Objects ;! 100 total $Name: Red 1 ;! Object #0 $Class: Cylon Raider $Team: Friendly $Location: -211.699997, 100.000000, 2.900000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #1 $Class: Cylon Raider $Team: Friendly $Location: -311.687927, 100.000008, -96.372673 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #2 $Class: Cylon Raider $Team: Friendly $Location: -111.019836, 99.999992, -97.303856 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #3 $Class: Cylon Raider $Team: Friendly $Location: -210.979492, 100.000031, -194.732605 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 1 ;! Object #4 $Class: Cylon Raider $Team: Friendly $Location: 187.800003, -100.000000, 4.500000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #5 $Class: Cylon Raider $Team: Friendly $Location: 87.812119, -99.999985, -94.772682 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #6 $Class: Cylon Raider $Team: Friendly $Location: 288.480103, -100.000008, -95.703865 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #7 $Class: Cylon Raider $Team: Friendly $Location: 188.520462, -99.999969, -193.132675 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" "no-departure-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 1 ;! Object #8 $Class: Colonial Viper Mark II $Team: Hostile $Location: -41.888092, 0.000505, 1102.597656 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #9 $Class: Colonial Viper Mark II $Team: Hostile $Location: -143.809433, 0.000509, 1002.422363 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #10 $Class: Colonial Viper Mark II $Team: Hostile $Location: 58.852631, 0.000536, 1001.415283 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 1 ;! Object #11 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 6.976884, 0.000228, -787.783691 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #12 $Class: Colonial Viper Mark II $Team: Hostile $Location: -43.678680, 0.000500, 902.523682 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 2 ;! Object #13 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -96.110153, 0.000186, -881.786865 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 3 ;! Object #14 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 100.506737, 0.000225, -889.195801 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 1 ;! Object #15 $Class: Colonial Viper Mark II $Team: Hostile $Location: -866.799988, 500.000000, -5.100000 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 4 ;! Object #16 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -193.827347, 0.000259, -982.191528 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 5 ;! Object #17 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 3.310077, 0.000275, -979.064087 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Bravo 6 ;! Object #18 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 198.117905, 0.000210, -981.760864 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 2 ;! Object #19 $Class: Colonial Viper Mark II $Team: Hostile $Location: -975.484497, 500.000061, 85.182487 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 3 ;! Object #20 $Class: Colonial Viper Mark II $Team: Hostile $Location: -963.758118, 500.000031, -119.488899 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 1 ;! Object #21 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 970.500000, -500.000000, -27.799999 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Constellation 4 ;! Object #22 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1070.718262, 500.000000, -26.651367 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 2 ;! Object #23 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1089.425537, -500.000031, -109.764198 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 1 ;! Object #24 $Class: Colonial Viper Mark II $Team: Hostile $Location: -872.000000, 250.000000, 1039.400024 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 3 ;! Object #25 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1060.468384, -500.000122, 89.201019 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Echo 4 ;! Object #26 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1173.864990, -500.000122, 5.038338 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 2 ;! Object #27 $Class: Colonial Viper Mark II $Team: Hostile $Location: -844.387695, 249.999893, 1178.472168 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 1 ;! Object #28 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 995.599976, -250.000000, 1019.799988 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 3 ;! Object #29 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1014.239929, 249.999985, 1074.752808 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 4 ;! Object #30 $Class: Colonial Viper Mark II $Team: Hostile $Location: -979.856323, 249.999985, 1212.118652 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 5 ;! Object #31 $Class: Colonial Viper Mark II $Team: Hostile $Location: -808.537659, 249.999969, 1320.801392 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 6 ;! Object #32 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1148.503662, 249.999893, 1107.793335 $Orientation: -0.846408, 0.000000, -0.532535, 0.000000, 1.000000, 0.000000, 0.532535, 0.000000, -0.846408 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 2 ;! Object #33 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1138.606934, -250.000015, 1050.196899 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 1 ;! Object #34 $Class: Colonial Viper Mark II $Team: Hostile $Location: -997.700012, 1000.000000, -919.799988 $Orientation: 0.761245, 0.000000, -0.648465, -0.053318, 0.996614, -0.062591, 0.646269, 0.082223, 0.758667 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 3 ;! Object #35 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 964.834290, -250.000015, 1157.568604 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 4 ;! Object #36 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1269.740967, -249.999985, 1085.694092 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 1 ;! Object #37 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1093.599976, -1000.000000, -878.799988 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 5 ;! Object #38 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1102.474609, -249.999939, 1185.241577 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Grail 6 ;! Object #39 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 930.759155, -249.999969, 1290.074585 $Orientation: -0.851691, 0.000000, 0.524044, 0.000000, 1.000000, 0.000000, -0.524044, 0.000000, -0.851691 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 1 ;! Object #40 $Class: Colonial Viper Mark II $Team: Hostile $Location: 133.199997, 250.000000, 1439.199951 $Orientation: -0.997439, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997439 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 2 ;! Object #41 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1124.889526, 1000.000427, -952.351318 $Orientation: 0.769482, 0.000000, -0.638668, -0.047599, 0.997219, -0.057349, 0.636892, 0.074529, 0.767342 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Halo 3 ;! Object #42 $Class: Colonial Viper Mark II $Team: Hostile $Location: -984.652893, 1000.000427, -1031.181396 $Orientation: 0.831578, 0.000000, -0.555408, -0.046092, 0.996551, -0.069011, 0.553492, 0.082988, 0.828709 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 2 ;! Object #43 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1124.265137, -1000.000061, -1025.157227 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ion 3 ;! Object #44 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1238.021484, -1000.000000, -858.868591 $Orientation: 0.565300, 0.000000, 0.824886, 0.000000, 1.000000, 0.000000, -0.824886, 0.000000, 0.565300 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 2 ;! Object #45 $Class: Colonial Viper Mark II $Team: Hostile $Location: 242.001602, 249.999985, 1527.276978 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 1 ;! Object #46 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 102.300003, -250.000000, -1494.599976 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 3 ;! Object #47 $Class: Colonial Viper Mark II $Team: Hostile $Location: 39.971527, 250.000000, 1538.151489 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jack 4 ;! Object #48 $Class: Colonial Viper Mark II $Team: Hostile $Location: 145.278503, 250.000015, 1632.462402 $Orientation: -0.997438, 0.000000, 0.071532, 0.000000, 1.000000, 0.000000, -0.071532, 0.000000, -0.997438 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 1 ;! Object #49 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1527.199951, 500.000000, -4.900000 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 2 ;! Object #50 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1642.503662, 499.999969, 85.138077 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 3 ;! Object #51 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1608.019409, 500.000000, -116.422592 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Limbo 4 ;! Object #52 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1722.191895, 500.000000, -30.312727 $Orientation: 0.179813, 0.000000, -0.983701, 0.000000, 1.000000, 0.000000, 0.983701, 0.000000, 0.179813 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 1 ;! Object #53 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1807.900024, -500.000000, -11.200000 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 2 ;! Object #54 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1923.255737, -500.000000, -100.764374 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 3 ;! Object #55 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1890.150757, -500.000000, 102.658813 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Mike 4 ;! Object #56 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 2002.806030, -499.999969, 13.709983 $Orientation: -0.158532, 0.000000, 0.987354, 0.000000, 1.000000, 0.000000, -0.987354, 0.000000, -0.158532 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 2 ;! Object #57 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1562.500000, 1000.000000, 1527.000000 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 3 ;! Object #58 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1727.057129, 999.999939, 1413.866089 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 1 ;! Object #59 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1591.118042, 1000.000000, 1388.161255 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nebula 4 ;! Object #60 $Class: Colonial Viper Mark II $Team: Hostile $Location: -1698.410522, 1000.000000, 1555.990356 $Orientation: -0.835589, 0.000000, -0.549356, 0.000000, 1.000000, 0.000000, 0.549356, 0.000000, -0.835589 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 2 ;! Object #61 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1671.000000, 500.000000, -1646.400024 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 1 ;! Object #62 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1723.099976, -1000.000000, 1574.800049 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 3 ;! Object #63 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1508.320679, 499.999969, -1768.581909 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 4 ;! Object #64 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1590.315918, 500.000000, -1708.118652 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 1 ;! Object #65 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1531.300659, 499.999969, -1632.908203 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 5 ;! Object #66 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1730.015503, 500.000000, -1721.610718 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Papa 6 ;! Object #67 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -1567.336426, 500.000000, -1843.792358 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 2 ;! Object #68 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1388.000000, -500.000000, -1689.000000 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 1 ;! Object #69 $Class: Colonial Viper Mark II $Team: Hostile $Location: 48.662609, 0.000123, -1995.760376 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 3 ;! Object #70 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1512.080444, -500.000031, -1528.911621 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 4 ;! Object #71 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1451.989014, -500.000031, -1611.588501 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 5 ;! Object #72 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1465.271484, -500.000031, -1745.662842 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 1 ;! Object #73 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1374.717285, -500.000031, -1554.925659 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Range 6 ;! Object #74 $Class: Colonial Viper Mark II $Team: Hostile $Location: 1589.352173, -500.000061, -1585.574219 $Orientation: 0.597834, 0.000000, 0.801620, 0.000000, 1.000000, 0.000000, -0.801620, 0.000000, 0.597834 $AI Behavior: Still +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 2 ;! Object #75 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1864.792969, -1000.000000, 1563.254395 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 3 ;! Object #76 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1731.331909, -1000.000061, 1714.496826 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 4 ;! Object #77 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1793.867676, -999.999939, 1638.032227 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 5 ;! Object #78 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1935.560791, -1000.000000, 1626.485962 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 1 ;! Object #79 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 81.036659, -0.001407, 1956.316162 $Orientation: -0.998670, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998670 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Optic 6 ;! Object #80 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 1802.100464, -1000.000000, 1777.728882 $Orientation: -0.658786, 0.000000, 0.752330, 0.000000, 1.000000, 0.000000, -0.752330, 0.000000, -0.658786 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 2 ;! Object #81 $Class: Colonial Viper Mark II $Team: Hostile $Location: -52.575916, 0.000190, -2095.256348 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 3 ;! Object #82 $Class: Colonial Viper Mark II $Team: Hostile $Location: 146.534943, 0.000203, -2097.800293 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 4 ;! Object #83 $Class: Colonial Viper Mark II $Team: Hostile $Location: 48.075695, 0.000134, -2093.997559 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 5 ;! Object #84 $Class: Colonial Viper Mark II $Team: Hostile $Location: -53.162830, 0.000200, -2193.493652 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Quasar 6 ;! Object #85 $Class: Colonial Viper Mark II $Team: Hostile $Location: 145.948029, 0.000213, -2196.037598 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Still +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 2 ;! Object #86 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 176.942505, -0.001405, 2061.760498 $Orientation: -0.998669, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998669 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 3 ;! Object #87 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -22.692375, -0.001359, 2051.826416 $Orientation: -0.998669, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998669 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 4 ;! Object #88 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 74.378143, -0.001404, 2048.726563 $Orientation: -0.998669, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998669 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 5 ;! Object #89 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 170.284164, -0.001403, 2154.171143 $Orientation: -0.998669, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998669 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sierra 6 ;! Object #90 $Class: Colonial Viper Mark VII $Team: Hostile $Location: -29.351524, -0.001356, 2144.237793 $Orientation: -0.998669, 0.000000, -0.051570, 0.000000, 1.000000, 0.000000, 0.051570, 0.000000, -0.998669 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 1 ;! Object #91 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 519.083252, -0.000264, 392.108978 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 2 ;! Object #92 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 657.431213, -0.000205, 395.473724 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 3 ;! Object #93 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 520.917908, -0.000205, 527.112854 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 4 ;! Object #94 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 586.815430, -0.000270, 465.029419 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 5 ;! Object #95 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 708.401550, -0.000175, 475.133606 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tango 6 ;! Object #96 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 586.405029, -0.000214, 593.843750 $Orientation: -0.723738, 0.000000, 0.690075, 0.000000, 1.000000, 0.000000, -0.690075, 0.000000, -0.723738 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 2 ;! Object #97 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 5.507889, -249.999985, -1592.326782 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 3 ;! Object #98 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 197.578430, -250.000031, -1589.731323 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kilo 4 ;! Object #99 $Class: Colonial Viper Mark VII $Team: Hostile $Location: 103.704788, -250.000015, -1684.754028 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 21 total $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Hotkey: 1 +Flags:( "no-arrival-warp" "no-departure-warp" ) $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( "no-arrival-warp" "no-departure-warp" ) $Name: Alpha $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-time-elapsed 5 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Bravo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Bravo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Alpha" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Bravo 1" "Bravo 2" "Bravo 3" "Bravo 4" "Bravo 5" "Bravo 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Constellation $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Constellation 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Bravo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Constellation 1" "Constellation 2" "Constellation 3" "Constellation 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Echo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Echo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Bravo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Echo 1" "Echo 2" "Echo 3" "Echo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Fractal $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Fractal 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Echo" "Constellation" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Fractal 1" "Fractal 2" "Fractal 3" "Fractal 4" "Fractal 5" "Fractal 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Grail $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Grail 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Echo" "Constellation" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Grail 1" "Grail 2" "Grail 3" "Grail 4" "Grail 5" "Grail 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Halo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Halo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Grail" "Fractal" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Halo 1" "Halo 2" "Halo 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Ion $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Ion 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Grail" "Fractal" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Ion 1" "Ion 2" "Ion 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Jack $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Jack 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Jack 1" "Jack 2" "Jack 3" "Jack 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Kilo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Kilo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Kilo 1" "Kilo 2" "Kilo 3" "Kilo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Limbo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Limbo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Limbo 1" "Limbo 2" "Limbo 3" "Limbo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Mike $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Mike 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Mike 1" "Mike 2" "Mike 3" "Mike 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Nebula $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Nebula 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "Ion" "Halo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Nebula 1" "Nebula 2" "Nebula 3" "Nebula 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Optic $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Optic 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Optic 1" "Optic 2" "Optic 3" "Optic 4" "Optic 5" "Optic 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Papa $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Papa 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Papa 1" "Papa 2" "Papa 3" "Papa 4" "Papa 5" "Papa 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Quasar $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Quasar 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Quasar 1" "Quasar 2" "Quasar 3" "Quasar 4" "Quasar 5" "Quasar 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Range $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Range 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Range 1" "Range 2" "Range 3" "Range 4" "Range 5" "Range 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Sierra $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Sierra 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Sierra 1" "Sierra 2" "Sierra 3" "Sierra 4" "Sierra 5" "Sierra 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Tango $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Tango 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Jack" "Kilo" "Limbo" "Mike" "Nebula" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Tango 1" "Tango 2" "Tango 3" "Tango 4" "Tango 5" "Tango 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 2 +Wave Delay Max: 3 #Events ;! 29 total $Formula: ( every-time ( = @Red1Kills[0] ( num_kills "Red 1" ) ) ( set-primary-ammo "Red 1" 0 ( + ( get-primary-ammo "Red 1" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 1" ) 3 ) ) ( set-secondary-ammo "Red 1" 0 ( + ( get-secondary-ammo "Red 1" 0 ) 1 ) ) ) ( modify-variable @Red1Kills[0] ( + 1 @Red1Kills[0] ) ) ) +Name: RefillR1-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red2Kills[0] ( num_kills "Red 2" ) ) ( set-primary-ammo "Red 2" 0 ( + ( get-primary-ammo "Red 2" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 2" ) 3 ) ) ( set-secondary-ammo "Red 2" 0 ( + ( get-secondary-ammo "Red 2" 0 ) 1 ) ) ) ( modify-variable @Red2Kills[0] ( + 1 @Red2Kills[0] ) ) ) +Name: RefillR2-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red3Kills[0] ( num_kills "Red 3" ) ) ( set-primary-ammo "Red 3" 0 ( + ( get-primary-ammo "Red 3" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 3" ) 3 ) ) ( set-secondary-ammo "Red 3" 0 ( + ( get-secondary-ammo "Red 3" 0 ) 1 ) ) ) ( modify-variable @Red3Kills[0] ( + 1 @Red3Kills[0] ) ) ) +Name: RefillR3-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Red4Kills[0] ( num_kills "Red 4" ) ) ( set-primary-ammo "Red 4" 0 ( + ( get-primary-ammo "Red 4" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Red 4" ) 3 ) ) ( set-secondary-ammo "Red 4" 0 ( + ( get-secondary-ammo "Red 4" 0 ) 1 ) ) ) ( modify-variable @Red4Kills[0] ( + 1 @Red4Kills[0] ) ) ) +Name: RefillR4-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green1Kills[0] ( num_kills "Green 1" ) ) ( set-primary-ammo "Green 1" 0 ( + ( get-primary-ammo "Green 1" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 1" ) 3 ) ) ( set-secondary-ammo "Green 1" 0 ( + ( get-secondary-ammo "Green 1" 0 ) 1 ) ) ) ( modify-variable @Green1Kills[0] ( + 1 @Green1Kills[0] ) ) ) +Name: RefillG1-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green2Kills[0] ( num_kills "Green 2" ) ) ( set-primary-ammo "Green 2" 0 ( + ( get-primary-ammo "Green 2" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 2" ) 3 ) ) ( set-secondary-ammo "Green 2" 0 ( + ( get-secondary-ammo "Green 2" 0 ) 1 ) ) ) ( modify-variable @Green2Kills[0] ( + 1 @Green2Kills[0] ) ) ) +Name: RefillG2-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green3Kills[0] ( num_kills "Green 3" ) ) ( set-primary-ammo "Green 3" 0 ( + ( get-primary-ammo "Green 3" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 3" ) 3 ) ) ( set-secondary-ammo "Green 3" 0 ( + ( get-secondary-ammo "Green 3" 0 ) 1 ) ) ) ( modify-variable @Green3Kills[0] ( + 1 @Green3Kills[0] ) ) ) +Name: RefillG3-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( = @Green4Kills[0] ( num_kills "Green 4" ) ) ( set-primary-ammo "Green 4" 0 ( + ( get-primary-ammo "Green 4" 0 ) 200 ) ) ( every-time ( = ( + 0 0 ) ( mod ( num_kills "Green 4" ) 3 ) ) ( set-secondary-ammo "Green 4" 0 ( + ( get-secondary-ammo "Green 4" 0 ) 1 ) ) ) ( modify-variable @Green4Kills[0] ( + 1 @Green4Kills[0] ) ) ) +Name: RefillG4-Guns +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Alpha" ) ( do-nothing ) ) +Name: Alpha +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Alpha", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Bravo" ) ( do-nothing ) ) +Name: Bravo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Bravo", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Constellation" ) ( do-nothing ) ) +Name: Constellation +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Constellation", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Echo" ) ( do-nothing ) ) +Name: Echo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Echo", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Fractal" ) ( do-nothing ) ) +Name: Fractal +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Fractal", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Grail" ) ( do-nothing ) ) +Name: Grail +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Grail", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Halo" ) ( do-nothing ) ) +Name: Halo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Halo", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Ion" ) ( do-nothing ) ) +Name: Ion +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Ion", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Jack" ) ( do-nothing ) ) +Name: Jack +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Jack", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Kilo" ) ( do-nothing ) ) +Name: Kilo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Kilo", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Limbo" ) ( do-nothing ) ) +Name: Limbo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Limbo", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Mike" ) ( do-nothing ) ) +Name: Mike +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Mike", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Nebula" ) ( do-nothing ) ) +Name: Nebula +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Nebula", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Optic" ) ( do-nothing ) ) +Name: Optic +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Optic", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Papa" ) ( do-nothing ) ) +Name: Papa +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Papa", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Quasar" ) ( do-nothing ) ) +Name: Quasar +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Quasar", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Range" ) ( do-nothing ) ) +Name: Range +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Range", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Sierra" ) ( do-nothing ) ) +Name: Sierra +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Sierra", -1) +Team: 0 $Formula: ( when ( is-goal-true-delay "Kill Colonials" 10 ) ( end-mission ) ) +Name: Winnerz +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-time-elapsed 1 ) ( send-message "#Command" "High" "Begin" ) ) +Name: Begin +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-goal-true-delay "Kill Colonials" 3 ) ( send-message "#Command" "High" "Win!" ) ) +Name: Win +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 1 total $Type: Primary +Name: Kill Colonials $MessageNew: XSTR("Eliminate all hostile Colonial Vipers", -1) $end_multi_text $Formula: ( is-destroyed-delay 0 "Tango" "Sierra" "Quasar" "Papa" "Optic" ) #Waypoints ;! 0 lists total #Messages ;! 2 total $Name: Win! $Team: -1 $MessageNew: XSTR("All Vipers destroyed! It looks like you're more than ready for real-space combat.", -1) $end_multi_text +Wave Name: MC-04-Win.ogg $Name: Begin $Team: -1 $MessageNew: XSTR("Avoid the rocks and slaughter thy enemy--but those who aren't your wingmen.", -1) $end_multi_text +Wave Name: MC-04-Begin.ogg #Reinforcements ;! 0 total #Background bitmaps ;! 9 total $Num stars: 100 $Ambient light level: 65793 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunGold +Angles: 1.047197 0.000000 0.785398 +Scale: 1.000000 $Starbitmap: blue01 +Angles: 0.000000 0.000000 0.000000 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue03 +Angles: 0.401425 0.000000 0.523598 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue02 +Angles: 5.602502 0.000000 5.759582 +ScaleX: 6.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue03 +Angles: 5.759582 0.000000 0.261799 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue04 +Angles: 1.256636 0.000000 1.099557 +ScaleX: 7.000000 +ScaleY: 7.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue05 +Angles: 1.134463 0.000000 3.892081 +ScaleX: 6.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 $Starbitmap: blue01 +Angles: 5.585049 0.000000 3.857175 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: planet06 +Angles: 0.000000 2.268926 2.094393 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: planet14 +Angles: 0.000000 0.000000 3.926988 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 #Asteroid Fields $Density: 150 +Field Type: 1 +Debris Genre: 0 +Field Debris Type: 0 $Average Speed: 29.999996 $Minimum: -2000.000000, -2000.000000, -2000.000000 $Maximum: 2000.000000, 2000.000000, 2000.000000 #Music $Event Music: BTRL - Birth Of A Legend $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Hot Potato", -1) $Author: Hassan "Karajorma" Kazmi $Created: 07/25/06 at 19:53:29 $Modified: 04/22/07 at 20:17:40 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("12 player dogfight around Scar's Asteroid", -1) $end_multi_text +Game Type Flags: 34 +Flags: 1310752 +Num Players: 12 +Num Respawns: 1 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 260.315460, 6736.800293, -27608.107422 +Viewer orient: 0.999952, -0.000000, 0.009783, -0.002401, 0.969414, 0.245418, -0.009484, -0.245430, 0.969368 $Starting wing names: ( "Blue" "Green" "Red" ) $Squadron wing names: ( "Blue" "Green" "Red" "Yellow" "Black" ) $Team-versus-team wing names: ( "Blue" "Green" ) ;;FSO 3.6.0;; $Skybox Model: af.pof $AI Profile: FS2 RETAIL #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Now here's something twisted for you glory hogs. A free-for-all dogfight around the infamous Scar asteroid. Win and you have the bragging rights, but lose, and all you'll get is the privilege of being another stat. -Score the most kills -Stay alive", -1) $end_multi_text $voice: MD-03-B01.ogg $camera_pos: 260.315460, 6736.800293, -27608.107422 $camera_orient: 0.999952, 0.000000, 0.009783, -0.002401, 0.969414, 0.245419, -0.009484, -0.245430, 0.969368 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 8 $team: Friendly $class: Scar Asteroid $pos: 1240.394043, 0.002454, -1591.518188 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: Colonial Viper Mark II $pos: -4614.412109, 5000.000000, -10371.439453 $label: Enemy Fighter +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: Colonial Viper Mark II $pos: 6271.940430, 5000.000000, -9617.196289 $label: Enemy Fighter +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: Colonial Viper Mark II $pos: 1621.984375, 5000.000000, -23540.517578 $label: You +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: Colonial Viper Mark II $pos: -1024.327637, 5000.000000, -23378.046875 $label: Enemy Fighter +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Blue 1 $Ship Choices: ( "Colonial Viper Mark II" 1 "Colonial Viper Mark VII" 12 "Cylon Raider" 12 ) +Weaponry Pool: ( "MEC-A6" 28 "Cylon KEW" 16 "HD-70" 692 "Cylon Missile" 500 ) #Objects ;! 15 total $Name: Blue 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: -216.000000, 0.000000, 10001.400391 $Orientation: -0.999767, 0.000000, -0.021592, 0.000000, 1.000000, 0.000000, 0.021592, 0.000000, -0.999767 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Blue 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2827.633301, 5000.000000, 8065.911133 $Orientation: -0.943692, 0.000000, 0.330826, -0.167046, 0.863157, -0.476504, -0.285555, -0.504936, -0.814554 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Blue 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: -4173.378906, 5000.000000, 7914.713867 $Orientation: -0.884561, 0.000000, -0.466424, 0.227527, 0.872949, -0.431499, 0.407164, -0.487811, -0.772177 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Blue 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2827.633301, -5000.000000, 8065.911133 $Orientation: -0.943692, 0.000000, 0.330826, 0.167046, 0.863157, 0.476504, -0.285555, 0.504936, -0.814554 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 1 ;! Object #4 $Class: Colonial Viper Mark II $Team: Friendly $Location: -6173.669434, -5000.000000, 7871.516602 $Orientation: -0.786857, 0.000000, -0.617136, -0.275909, 0.894494, 0.351788, 0.552024, 0.447080, -0.703839 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #5 $Class: Colonial Viper Mark II $Team: Friendly $Location: 5957.669922, 0.000000, 2129.831055 $Orientation: -0.336630, 0.000000, 0.941637, 0.000000, 1.000000, 0.000000, -0.941637, 0.000000, -0.336630 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #6 $Class: Colonial Viper Mark II $Team: Friendly $Location: -6065.679199, 5000.000000, 2870.789551 $Orientation: -0.427791, 0.000000, -0.903878, 0.540040, 0.801892, -0.255592, 0.724812, -0.597470, -0.343042 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #7 $Class: Colonial Viper Mark II $Team: Friendly $Location: -64.805099, 5000.000000, 3000.388184 $Orientation: -0.999767, 0.000000, -0.021594, 0.018515, 0.514633, -0.857211, 0.011113, -0.857411, -0.514513 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 1 ;! Object #8 $Class: Colonial Viper Mark II $Team: Friendly $Location: -172.801147, 5000.000000, 8001.112305 $Orientation: -0.999767, 0.000000, -0.021592, 0.011441, 0.848087, -0.529734, 0.018312, -0.529857, -0.847889 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #9 $Class: Colonial Viper Mark II $Team: Friendly $Location: 4483.505859, -0.000210, 5826.172363 $Orientation: -0.792503, 0.000000, 0.609868, 0.000000, 1.000000, 0.000000, -0.609868, 0.000000, -0.792503 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #10 $Class: Colonial Viper Mark II $Team: Friendly $Location: -172.801147, -5000.000000, 8001.112305 $Orientation: -0.999767, 0.000000, -0.021592, -0.011441, 0.848087, 0.529734, 0.018312, 0.529857, -0.847889 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #11 $Class: Colonial Viper Mark II $Team: Friendly $Location: -6698.344238, 0.000714, 7256.443359 $Orientation: -0.734799, 0.000000, -0.678285, 0.000000, 1.000000, 0.000000, 0.678285, 0.000000, -0.734799 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Asteroid 1 ;! Object #12 $Class: Scar Asteroid $Team: Neutral $Location: -248.465149, 0.000375, 598.888916 $Orientation: -0.988537, 0.000000, -0.151015, 0.000000, 1.000000, 0.000000, 0.151015, 0.000000, -0.988537 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10 $Name: Asteroid 2 ;! Object #13 $Class: Scar Asteroid B $Team: Neutral $Location: -5516.443359, 444.848358, -5478.122070 $Orientation: -0.997959, -0.020295, 0.060559, -0.019663, 0.999746, 0.011020, -0.060768, 0.009807, -0.998104 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10 $Name: Asteroid 3 ;! Object #14 $Class: Scar Asteroid C $Team: Neutral $Location: -6004.339355, 1325.328735, 3615.552002 $Orientation: -0.986217, -0.094533, -0.135792, -0.050461, 0.953454, -0.297283, 0.157574, -0.286333, -0.945084 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10 #Wings ;! 3 total $Name: Blue $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Blue 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Blue 1" "Blue 2" "Blue 3" "Blue 4" ) +Hotkey: 0 +Flags:( ) $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 1 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 0 total #Waypoints ;! 0 lists total #Messages ;! 0 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 505 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunWhite +Angles: 0.000000 0.000000 0.000000 +Scale: 1.000000 #Asteroid Fields $Density: 200 +Field Type: 0 +Debris Genre: 0 +Field Debris Type: 0 $Average Speed: 10.000000 $Minimum: -7000.000000, -6000.000000, -10000.000000 $Maximum: 7000.000000, 7000.000000, 10000.000000 +Inner Bound: $Minimum: -4000.000000, -3000.000000, -4000.000000 $Maximum: 4000.000000, 4000.000000, 8000.000000 #Music $Event Music: BTRL - Death On A Star $Briefing Music: Brief7 #End #Mission Info $Version: 0.10 $Name: XSTR("King of the Hill", -1) $Author: Hassan "Karajorma" Kazmi $Created: 08/01/04 at 13:50:50 $Modified: 03/31/07 at 00:30:12 $Notes: $End Notes: $Mission Desc: XSTR("King of the Hill type multiplayer mission for BSG. This mission is a template to be used in testing the concept.", -1) $end_multi_text +Game Type Flags: 18 +Flags: 0 +Num Players: 8 +Num Respawns: 15 +Disallow Support: 0 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 0.000000 +Viewer pos: 1.842907, 1490.836060, -7775.562500 +Viewer orient: 0.999943, 0.000003, 0.010719, -0.001399, 0.991481, 0.130245, -0.010627, -0.130253, 0.991424 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Black" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: blueplanet.pof $AI Profile: MULTI #Sexp_variables $Variables: ( 0 "CONST-KotH-Distance" "1000" "number" 1 "CONST-WinningCount" "120" "number" 2 "CurrentBestShip" "NoOne" "string" "network-variable" 3 "CurrentBestTime" "0" "number" "network-variable" 4 "CurrentKing" "A Ship" "string" "network-variable" 5 "Green1Count" "0" "number" 6 "Green2Count" "0" "number" 7 "Green3Count" "0" "number" 8 "Green4Count" "0" "number" 9 "KingCount" "0" "number" "network-variable" 10 "KingMin" "0" "number" "network-variable" 11 "KingSec" "0" "number" "network-variable" 12 "Red1Count" "0" "number" 13 "Red2Count" "0" "number" 14 "Red3Count" "0" "number" 15 "Red4Count" "0" "number" 16 "REQ-KingCheck" "NO" "string" 17 "REQ-ResetKing" "NO" "string" 18 "WinningKing" "A Ship" "string" "network-variable" 19 "WinningTeam" "A Team" "string" "network-variable" ) #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("Silence, $n Quiet $n down! Shut it!  Hey, you--with the helmet hair, sit down!  $n 'helmet $n hair'. Okay, since we have some downtime, here's a special event that's been whipped up for the occasion.  $n And $n it's $n about $n frakking $n time, $n too... $n we've $n all $n waited $n long $n enough! We're going to play King of the Hill! Now, for those... For those of you who are unfamiliar, it's just a friendly $n HAH! sim of cutthroat combat... $n Damn $n straight! ...that'll hone your senses for the next Cylon surprise.  $n Or...just $n whenever $n you $n want $n to $n have $n month-long $n bragging $n rights. $n Say, $n we $n could $n get $n a $n whole $n new $n line $n of $n hull $n stamps $n for $n this, $n right? $n A $n new $n shape $n to $n represent $n non-Cylon $n asskicking?  Heh, what, a yellow smiley face with a great big frakking bullet hole?  $n Oh, $n I $n was $n thinking $n about $n Starbuck's $n profile... $n maybe $n a $n silhouette $n with $n a $n cigar and smoking gun! ", -1) $end_multi_text $voice: MT-05-B-01.ogg $camera_pos: 1.842907, 1490.836060, -7775.562500 $camera_orient: 0.999943, 0.000003, 0.010719, -0.001399, 0.991481, 0.130245, -0.010627, -0.130253, 0.991424 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 887.648254, 1000.000000, -4924.268066 $label: Red +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: -4736.572754, -999.999939, 7254.102051 $label: Green +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Okay, ANYWAY... the rules are simple: the objective is to gain control of a jump point, and hold it against the enemy.  To control the hill you've got to get one fighter within 1km radius of the center of the hill area marked on your HUD.  This fighter $n the $n King $n of $n the $n frakking $n Hill! has to remain within the point for two full minutes. $n Not $n an $n easy $n feat, $n people. If he dies, the clock's reset to zero, and the lucky bugger that spent most time within the point turns into the brand spanking new king.  $n With $n assassins $n lined $n up $n to $n pick $n you $n off, $n what $n great $n fun! I'm head of the Green team, and Gauntlet, here-- $n Yep, $n I'll $n be $n in $n charge $n of $n Red $n team, $n whooo!  Right... the bloody frakking color suits you, too! $n Whatever, $n man, $n you'll $n be $n mottled $n green... $n black $n and $n blue--and $n decaying $n long $n after $n we're $n through $n with $n you.  Whatever. Okay people, keep your wits, get in your groups, and may the best team win!  $n Yeah, $n that $n would $n be $n mine... $n another $n 500 $n cubits, $n Embargo, $n what $n do $n you $n say...? Spank those damn reds!", -1) $end_multi_text $voice: MT-05-B-02.ogg $camera_pos: 1.842907, 1490.836060, -7775.562500 $camera_orient: 0.999943, 0.000003, 0.010719, -0.001399, 0.991481, 0.130245, -0.010627, -0.130253, 0.991424 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 887.648254, 1000.000000, -4924.268066 $label: Red +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: -4736.572754, -999.999939, 7254.102051 $label: Green +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: King of the Hill $pos: 0.000000, 0.000000, 0.000000 $label: The Hill +id: 1 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Okay guys, this is something to keep in mind... bonus points will be awarded for preventing Red team from gaining control of that hill.  Rack 'em up and you all might get a drink on me!", -1) $end_multi_text $voice: MT-05-B-03.ogg $camera_pos: 1.842907, 1490.836060, -7775.562500 $camera_orient: 0.999943, 0.000003, 0.010719, -0.001399, 0.991481, 0.130245, -0.010627, -0.130253, 0.991424 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 887.648254, 1000.000000, -4924.268066 $label: Red +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: -4736.572754, -999.999939, 7254.102051 $label: Green +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: King of the Hill $pos: 0.000000, 0.000000, 0.000000 $label: The Hill +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("Silence, $n Quiet $n down! Shut it!  Hey, you--with the helmet hair, sit down!  $n 'helmet $n hair'. Okay, since we have some downtime, here's a special event that's been whipped up for the occasion.  $n And $n it's $n about $n frakking $n time, $n too... $n we've $n all $n waited $n long $n enough! We're going to play King of the Hill! Now, for those... For those of you who are unfamiliar, it's just a friendly $n HAH! sim of cutthroat combat... $n Damn $n straight! ...that'll hone your senses for the next Cylon surprise.  $n Or...just $n whenever $n you $n want $n to $n have $n month-long $n bragging $n rights. $n Say, $n we $n could $n get $n a $n whole $n new $n line $n of $n hull $n stamps $n for $n this, $n right? $n A $n new $n shape $n to $n represent $n non-Cylon $n asskicking?  Heh, what, a yellow smiley face with a great big frakking bullet hole?  $n Oh, $n I $n was $n thinking $n about $n Starbuck's $n profile... $n maybe $n a $n silhouette $n with $n a $n cigar and smoking gun! ", -1) $end_multi_text $voice: MT-05-B-01.ogg $camera_pos: 1.842907, 1490.836060, -7775.562500 $camera_orient: 0.999943, 0.000003, 0.010719, -0.001399, 0.991481, 0.130245, -0.010627, -0.130253, 0.991424 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: 887.648254, 1000.000000, -4924.268066 $label: Red +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: -4736.572754, -999.999939, 7254.102051 $label: Green +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Okay, ANYWAY... the rules are simple: the objective is to gain control of a jump point, and hold it against the enemy.  To control the hill you've got to get one fighter within 1km radius of the center of the hill area marked on your HUD.  This fighter $n the $n King $n of $n the $n frakking $n Hill! has to remain within the point for two full minutes. $n Not $n an $n easy $n feat, $n people. If he dies, the clock's reset to zero, and the lucky bugger that spent most time within the point turns into the brand spanking new king.  $n With $n assassins $n lined $n up $n to $n pick $n you $n off, $n what $n great $n fun! I'm head of the Green team, and Gauntlet, here-- $n Yep, $n I'll $n be $n in $n charge $n of $n Red $n team, $n whooo!  Right... the bloody frakking color suits you, too! $n Whatever, $n man, $n you'll $n be $n mottled $n green... $n black $n and $n blue--and $n decaying $n long $n after $n we're $n through $n with $n you.  Whatever. Okay people, keep your wits, get in your groups, and may the best team win!  $n Yeah, $n that $n would $n be $n mine... $n another $n 500 $n cubits, $n Embargo, $n what $n do $n you $n say...? Spank those damn reds!", -1) $end_multi_text $voice: MT-05-B-02.ogg $camera_pos: 1.842907, 1490.836060, -7775.562500 $camera_orient: 0.999943, 0.000003, 0.010719, -0.001399, 0.991481, 0.130245, -0.010627, -0.130253, 0.991424 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: 887.648254, 1000.000000, -4924.268066 $label: Red +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: -4736.572754, -999.999939, 7254.102051 $label: Green +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: King of the Hill $pos: 0.000000, 0.000000, 0.000000 $label: The Hill +id: 1 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("$n All $n right $n team, $n here's $n a $n little $n something $n extra... $n bonus $n points $n will $n be $n awarded $n for $n preventing $n Green $n team $n from $n gaining $n control $n of $n that $n hill.  $n If $n you're $n good $n enough, $n I'll $n open $n up $n a $n seat $n for $n you $n at $n the $n next $n round $n of $n Dead $n Man's $n Chest. $n Whaddaya $n say? $n Sounds $n good, $n eh?", -1) $end_multi_text $voice: MT-05-B-04.ogg $camera_pos: 1.842907, 1490.836060, -7775.562500 $camera_orient: 0.999943, 0.000003, 0.010719, -0.001399, 0.991481, 0.130245, -0.010627, -0.130253, 0.991424 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: 887.648254, 1000.000000, -4924.268066 $label: Red +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: -4736.572754, -999.999939, 7254.102051 $label: Green +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: King of the Hill $pos: 0.000000, 0.000000, 0.000000 $label: The Hill +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 7 $Formula: ( or ( is-event-true-delay "Green Wins" 0 ) ( is-event-true-delay "Red Wins" 0 ) ) $Multi text XSTR("$WinningKing was King of the Hill $CONST-WinningCount seconds and wins the match.", -1) $end_multi_text $Voice: none.wav $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-event-true-delay "Green Wins" 0 ) $Multi text XSTR("Embargo : Yes!  I WON.  Holland : Just rub it in my face why don't you... Embargo : Green team, let me tell you, there were some frakking nice moves!  Very exciting to see you put the smack down on the bleeding buggers at every turn! Gauntlet : Bleeding?  Oh, shut up.  Embargo : ...and seeing Gauntlet squirm in her chair. Gauntlet: Red team, you can forget about the offer. You'd just jinx everything anyway! Embargo: Shhh, there there now, Gauntlet... some of your donation will help make Green team a drunken happy lot of pilots!", -1) $end_multi_text $Voice: MT-05-D-01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-goal-true-delay "Hold The Line - Green" 0 ) $Multi text XSTR("Embargo: Gods damn!  Look at the state of Red team, Gauntlet! Guantlet : Why...? Embargo : That's just a lot of red there! Gauntlet: What could you be going on about, Embargo? Embargo: On their asses, because it looks like they were spanked to hell!  Gauntlet: ...oh, shut the hell up. Embargo: All of that work, and oh... no hill, no kings, not once!  Gauntlet: YES, yes-- Embargo: Well, how unfortunate for you! Gauntlet: Red team is a sad sack of unreliable COSTLY frak-ups! Embargo: ...and fortunate for me!  Come on, Green team--to the mess hall!", -1) $end_multi_text $Voice: MT-05-D-04.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-event-true-delay "Red Wins" 0 ) $Multi text XSTR("Gauntlet: Whoohoo!  Red team, you held off those pansyass Greens with such oh... what is you say, Embargo--OH, with 'such finesse'!  Haha, those defensive tactics really paid off in the long run!  Embargo: Damn you, Gauntlet! Gauntlet: Nice, heh heh, so very nice...  Embargo: No drinks for you Green team.  Unless there's a frakking rematch you can WIN, considered the next round of this challenge cancelled. Gauntlet: Awww... that's just what happens when you pick the losers.", -1) $end_multi_text $Voice: MT-05-D-02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-goal-true-delay "Hold The Line - Red" 0 ) $Multi text XSTR("Gauntlet: Holy frak, I should have bet double on this, Embargo! Embargo: Well, too bad you didn't.  Gauntlet: No, seriously, haha, your team couldn't even find the hill... let alone capture it! Embargo: Green team… LEAVE.  I don't want to see any of your gods damned faces! Gauntlet: Ooh, reflections of failure--yeah, I get that.  But good thing I'm surrounded by winners, and have a pocket full of cubits! Embargo: Frakking hell...", -1) $end_multi_text $Voice: MT-05-D-05.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-false-delay "Green Wins" 0 ) ( is-event-false-delay "Red Wins" 0 ) ( > @CurrentBestTime[0] 0 ) ) $Multi text XSTR("Best Time By : $CurrentBestShip Best Time : $CurrentBestTime Seconds", -1) $end_multi_text $Voice: none.wav $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-false-delay "Green Wins" 0 ) ( is-event-false-delay "Red Wins" 0 ) ) $Multi text XSTR("Gauntlet: Gods! What the hell was that all about?! Embargo: None of them could control the hill long enough to win! Gauntlet: I know, but what a total letdown! Embargo: Green and Red, that was lackluster strategy if none of you could hang on to a single position! Gauntlet: All style and no substance.  Just a frakking cotillion if you ask me... Embargo: Well, we still have some time, so another round seems to be in order... --because I want those 500 cubits, Gauntlet. Gauntlet: Okay...", -1) $end_multi_text $Voice: MT-05-D-03.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Debriefing_info $Num stages: 7 $Formula: ( or ( is-event-true-delay "Green Wins" 0 ) ( is-event-true-delay "Red Wins" 0 ) ) $Multi text XSTR("$WinningKing was King of the Hill $CONST-WinningCount seconds and wins the match.", -1) $end_multi_text $Voice: none.wav $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-event-true-delay "Green Wins" 0 ) $Multi text XSTR("Embargo : Yes!  I WON.  Holland : Just rub it in my face why don't you... Embargo : Green team, let me tell you, there were some frakking nice moves!  Very exciting to see you put the smack down on the bleeding buggers at every turn! Gauntlet : Bleeding?  Oh, shut up.  Embargo : ...and seeing Gauntlet squirm in her chair. Gauntlet: Red team, you can forget about the offer. You'd just jinx everything anyway! Embargo: Shhh, there there now, Gauntlet... some of your donation will help make Green team a drunken happy lot of pilots!", -1) $end_multi_text $Voice: MT-05-D-01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-goal-true-delay "Hold The Line - Green" 0 ) $Multi text XSTR("Embargo: Gods damn!  Look at the state of Red team, Gauntlet! Guantlet : Why...? Embargo : That's just a lot of red there! Gauntlet: What could you be going on about, Embargo? Embargo: On their asses, because it looks like they were spanked to hell!  Gauntlet: ...oh, shut the hell up. Embargo: All of that work, and oh... no hill, no kings, not once!  Gauntlet: YES, yes-- Embargo: Well, how unfortunate for you! Gauntlet: Red team is a sad sack of unreliable COSTLY frak-ups! Embargo: ...and fortunate for me!  Come on, Green team--to the mess hall!", -1) $end_multi_text $Voice: MT-05-D-04.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-event-true-delay "Red Wins" 0 ) $Multi text XSTR("Gauntlet: Whoohoo!  Red team, you held off those pansyass Greens with such oh... what is you say, Embargo--OH, with 'such finesse'!  Haha, those defensive tactics really paid off in the long run!  Embargo: Damn you, Gauntlet! Gauntlet: Nice, heh heh, so very nice...  Embargo: No drinks for you Green team.  Unless there's a frakking rematch you can WIN, considered the next round of this challenge cancelled. Gauntlet: Awww... that's just what happens when you pick the losers.", -1) $end_multi_text $Voice: MT-05-D-02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( is-goal-true-delay "Hold The Line - Red" 0 ) $Multi text XSTR("Gauntlet: Holy frak, I should have bet double on this, Embargo! Embargo: Well, too bad you didn't.  Gauntlet: No, seriously, haha, your team couldn't even find the hill... let alone capture it! Embargo: Green team… LEAVE.  I don't want to see any of your gods damned faces! Gauntlet: Ooh, reflections of failure--yeah, I get that.  But good thing I'm surrounded by winners, and have a pocket full of cubits! Embargo: Frakking hell...", -1) $end_multi_text $Voice: MT-05-D-05.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-false-delay "Green Wins" 0 ) ( is-event-false-delay "Red Wins" 0 ) ( > @CurrentBestTime[0] 0 ) ) $Multi text XSTR("Best Time By : $CurrentBestShip Best Time : $CurrentBestTime Seconds", -1) $end_multi_text $Voice: none.wav $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-false-delay "Green Wins" 0 ) ( is-event-false-delay "Red Wins" 0 ) ) $Multi text XSTR("Gauntlet: Gods! What the hell was that all about?! Embargo: None of them could control the hill long enough to win! Gauntlet: I know, but what a total letdown! Embargo: Green and Red, that was lackluster strategy if none of you could hang on to a single position! Gauntlet: All style and no substance.  Just a frakking cotillion if you ask me... Embargo: Well, we still have some time, so another round seems to be in order... --because I want those 500 cubits, Gauntlet. Gauntlet: Okay...", -1) $end_multi_text $Voice: MT-05-D-03.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 8 total $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 "Cylon Raider" 5 ) +Weaponry Pool: ( "MEC-A6" 104 "Cylon KEW" 100 "HD-70" 1064 "Cylon Missile" 1000 ) $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 "Cylon Raider" 5 ) +Weaponry Pool: ( "MEC-A6" 104 "Cylon KEW" 100 "HD-70" 1064 "Cylon Missile" 1000 ) #Objects ;! 10 total $Name: Green 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: 0.000000, -1000.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 0.894427, -0.447214, 0.000000, 0.447214, 0.894427 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, -1000.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.447214, 0.894427, 0.000000, -0.894427, 0.447214, 0.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: 0.000000, -1000.000000, 2000.000000 $Orientation: -1.000000, 0.000000, 0.000000, 0.000000, 0.894427, 0.447214, 0.000000, 0.447214, -0.894427 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, -1000.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, -0.447214, 0.894427, 0.000000, 0.894427, 0.447214, 0.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Hill ;! Object #4 $Class: King of the Hill $Team: Hostile $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Evade +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" "invulnerable" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 50 +Group: 0 $Name: A Ship ;! Object #5 $Class: Mining Vessel Variant $Team: Friendly $Location: 100000.000000, 0.000000, 515.099976 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: Stay Near $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 8 $Name: Red 1 ;! Object #6 $Class: Colonial Viper Mark II $Team: Friendly $Location: 0.000000, 1000.000000, -2000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 0.894427, 0.447214, 0.000000, -0.447214, 0.894427 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #7 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2000.000000, 1000.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, -0.447214, 0.894427, 0.000000, -0.894427, -0.447214, 0.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #8 $Class: Colonial Viper Mark II $Team: Friendly $Location: 0.000000, 1000.000000, 2000.000000 $Orientation: -1.000000, 0.000000, 0.000000, 0.000000, 0.894427, -0.447214, 0.000000, -0.447214, -0.894427 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #9 $Class: Colonial Viper Mark II $Team: Friendly $Location: -2000.000000, 1000.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.447214, 0.894427, 0.000000, 0.894427, -0.447214, 0.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 2 total $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Flags:( ) #Events ;! 43 total $Formula: ( when ( true ) ( training-msg "How To End" ) ) +Name: How To End +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( add-goal "Green" ( ai-warp-out 89 ) ) ( add-goal "Red" ( ai-warp-out 89 ) ) ) +Name: Send AI packing +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Green 1" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @Green1Count[0] ( + @Green1Count[0] 1 ) ) ) +Name: Green 1 Near Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Green 2" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @Green2Count[0] ( + @Green2Count[0] 1 ) ) ) +Name: Green 2 Near Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Green 3" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @Green3Count[0] ( + @Green3Count[0] 1 ) ) ) +Name: Green 3 Near Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Green 4" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @Green4Count[0] ( + @Green4Count[0] 1 ) ) ) +Name: Green 4 Near Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Red 1" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @Red1Count[0] ( + @Red1Count[0] 1 ) ) ) +Name: Red 1 Near Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Red 2" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @Red2Count[0] ( + @Red2Count[0] 1 ) ) ) +Name: Red 2 Near Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Red 3" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @Red3Count[0] ( + @Red3Count[0] 1 ) ) ) +Name: Red 3 Near Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Red 4" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @Red4Count[0] ( + @Red4Count[0] 1 ) ) ) +Name: Red 4 Near Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( not ( < ( distance "Green 1" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( modify-variable @Green1Count[0] 0 ) ) +Name: Green 1 Leaves Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( not ( < ( distance "Green 2" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( modify-variable @Green2Count[0] 0 ) ) +Name: Green 2 Leaves Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( not ( < ( distance "Green 3" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( modify-variable @Green3Count[0] 0 ) ) +Name: Green 3 Leaves Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( not ( < ( distance "Green 4" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( modify-variable @Green4Count[0] 0 ) ) +Name: Green 4 Leaves Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( not ( < ( distance "Red 1" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( modify-variable @Red1Count[0] 0 ) ) +Name: Red 1 Leaves Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( not ( < ( distance "Red 2" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( modify-variable @Red2Count[0] 0 ) ) +Name: Red 2 Leaves Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( not ( < ( distance "Green 3" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( modify-variable @Red3Count[0] 0 ) ) +Name: Red 3 Leaves Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( not ( < ( distance "Red 4" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( modify-variable @Red4Count[0] 0 ) ) +Name: Red 4 Leaves Beacon +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( string-equals "@REQ-KingCheck[NO]" "YES" ) ( > @Green1Count[0] @Green2Count[0] @Green3Count[0] @Green4Count[0] @Red1Count[0] @Red2Count[0] @Red3Count[0] @Red4Count[0] ) ) ( modify-variable "@REQ-KingCheck[NO]" "NO" ) ( modify-variable "@CurrentKing[A Ship]" "Green 1" ) ) +Name: Green 1 King Check +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( string-equals "@REQ-KingCheck[NO]" "YES" ) ( > @Green2Count[0] @Green1Count[0] @Green3Count[0] @Green4Count[0] @Red1Count[0] @Red2Count[0] @Red3Count[0] @Red4Count[0] ) ) ( modify-variable "@REQ-KingCheck[NO]" "NO" ) ( modify-variable "@CurrentKing[A Ship]" "Green 2" ) ) +Name: Green 2 King Check +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( string-equals "@REQ-KingCheck[NO]" "YES" ) ( > @Green3Count[0] @Green1Count[0] @Green2Count[0] @Green4Count[0] @Red1Count[0] @Red2Count[0] @Red3Count[0] @Red4Count[0] ) ) ( modify-variable "@REQ-KingCheck[NO]" "NO" ) ( modify-variable "@CurrentKing[A Ship]" "Green 3" ) ) +Name: Green 3 King Check +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( string-equals "@REQ-KingCheck[NO]" "YES" ) ( > @Green4Count[0] @Green1Count[0] @Green2Count[0] @Green3Count[0] @Red1Count[0] @Red2Count[0] @Red3Count[0] @Red4Count[0] ) ) ( modify-variable "@REQ-KingCheck[NO]" "NO" ) ( modify-variable "@CurrentKing[A Ship]" "Green 4" ) ) +Name: Green 4 King Check +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( string-equals "@REQ-KingCheck[NO]" "YES" ) ( > @Red1Count[0] @Green1Count[0] @Green2Count[0] @Green3Count[0] @Green4Count[0] @Red2Count[0] @Red3Count[0] @Red4Count[0] ) ) ( modify-variable "@REQ-KingCheck[NO]" "NO" ) ( modify-variable "@CurrentKing[A Ship]" "Red 1" ) ) +Name: Red 1 King Check +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( string-equals "@REQ-KingCheck[NO]" "YES" ) ( > @Red2Count[0] @Green1Count[0] @Green2Count[0] @Green3Count[0] @Green4Count[0] @Red1Count[0] @Red3Count[0] @Red4Count[0] ) ) ( modify-variable "@REQ-KingCheck[NO]" "NO" ) ( modify-variable "@CurrentKing[A Ship]" "Red 2" ) ) +Name: Red 2 King Check +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( string-equals "@REQ-KingCheck[NO]" "YES" ) ( > @Red3Count[0] @Green1Count[0] @Green2Count[0] @Green3Count[0] @Green4Count[0] @Red1Count[0] @Red2Count[0] @Red4Count[0] ) ) ( modify-variable "@REQ-KingCheck[NO]" "NO" ) ( modify-variable "@CurrentKing[A Ship]" "Red 3" ) ) +Name: Red 3 King Check +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( string-equals "@REQ-KingCheck[NO]" "YES" ) ( > @Red4Count[0] @Green1Count[0] @Green2Count[0] @Green3Count[0] @Green4Count[0] @Red1Count[0] @Red2Count[0] @Red3Count[0] ) ) ( modify-variable "@REQ-KingCheck[NO]" "NO" ) ( modify-variable "@CurrentKing[A Ship]" "Red 4" ) ) +Name: Red 4 King Check +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( or ( not ( < ( distance "@CurrentKing[A Ship]" "CentrePoint:1" ) ( + @CONST-KotH-Distance[1000] 1 ) ) ) ( has-departed-delay 0 "@CurrentKing[A Ship]" ) ) ( modify-variable "@REQ-ResetKing[NO]" "YES" ) ) +Name: Request New King +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( string-equals "@REQ-ResetKing[NO]" "YES" ) ( when ( > @KingCount[0] @CurrentBestTime[0] ) ( modify-variable "@CurrentBestShip[NoOne]" "@CurrentKing[A Ship]" ) ( modify-variable @CurrentBestTime[0] @KingCount[0] ) ( send-message "#Command" "High" "New Current Best" ) ) ) +Name: Update Current Best +Repeat Count: 1000000000 +Interval: 1 $Formula: ( when ( string-equals "@REQ-ResetKing[NO]" "YES" ) ( modify-variable "@CurrentKing[A Ship]" "A Ship" ) ( modify-variable "@REQ-KingCheck[NO]" "YES" ) ( modify-variable @KingCount[0] 0 ) ( modify-variable "@REQ-ResetKing[NO]" "NO" ) ) +Name: Reset Old King +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "@CurrentKing[A Ship]" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( modify-variable @KingCount[0] ( + @KingCount[0] 1 ) ) ) +Name: Count King +Repeat Count: 1000000000 +Interval: 1 +Team: 0 $Formula: ( when ( and ( < ( distance "@CurrentKing[A Ship]" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( = 0 ( mod @KingCount[0] 10 ) ) ( string-equals "@WinningKing[A Ship]" "A Ship" ) ( > @KingCount[0] ( - @CONST-WinningCount[120] 60 ) ) ( not ( or ( = ( + @KingCount[0] 30 ) @CONST-WinningCount[120] ) ( = ( + @KingCount[0] 60 ) @CONST-WinningCount[120] ) ) ) ) ( modify-variable @KingMin[0] ( / @KingCount[0] 60 ) ) ( modify-variable @KingSec[0] ( mod @KingCount[0] 60 ) ) ( send-message "#Command" "Low" "King Count Increased Minute" ) ) +Name: Message - Who's King after Minu +Repeat Count: 1215752192 +Interval: 1 +Team: 0 $Formula: ( when ( and ( < ( distance "@CurrentKing[A Ship]" "CentrePoint:1" ) @CONST-KotH-Distance[1000] ) ( = 0 ( mod @KingCount[0] 10 ) ) ( string-equals "@WinningKing[A Ship]" "A Ship" ) ( < @KingCount[0] ( - @CONST-WinningCount[120] 60 ) ) ( not ( or ( = ( + @KingCount[0] 30 ) @CONST-WinningCount[120] ) ( = ( + @KingCount[0] 60 ) @CONST-WinningCount[120] ) ) ) ) ( modify-variable @KingMin[0] ( / @KingCount[0] 60 ) ) ( modify-variable @KingSec[0] ( mod @KingCount[0] 60 ) ) ( send-message "#Command" "Low" "King Count Increased" ) ) +Name: Message - Who's King +Repeat Count: 1215752192 +Interval: 1 +Team: 0 $Formula: ( when ( = @KingCount[0] ( - @CONST-WinningCount[120] 60 ) ) ( send-message "#Command" "High" "1 Minute To Go" ) ) +Name: 1 Minute To Go +Repeat Count: 1215752192 +Interval: 1 +Team: 0 $Formula: ( when ( = @KingCount[0] ( - @CONST-WinningCount[120] 30 ) ) ( send-message "#Command" "High" "Ship Winning" ) ) +Name: Winner Close +Repeat Count: 1410065408 +Interval: 1 +Team: 0 $Formula: ( when ( > @KingCount[0] @CONST-WinningCount[120] ) ( send-message "#Command" "High" "We Have A Winner" ) ( modify-variable "@WinningKing[A Ship]" "@CurrentKing[A Ship]" ) ) +Name: We Have A Winner +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( force-jump ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Chained: 0 +Team: 0 $Formula: ( when-argument ( any-of "Green 1" "Green 2" "Green 3" "Green 4" ) ( and ( is-event-true-delay "We Have A Winner" 0 ) ( string-equals "@CurrentKing[A Ship]" "" ) ) ( modify-variable "@WinningTeam[A Team]" "Green" ) ( send-message "#Command" "Normal" "Winning Team Is" ) ) +Name: Green Wins +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when-argument ( any-of "Red 1" "Red 2" "Red 3" "Red 4" ) ( and ( is-event-true-delay "We Have A Winner" 0 ) ( string-equals "@CurrentKing[A Ship]" "" ) ) ( modify-variable "@WinningTeam[A Team]" "Red" ) ( send-message "#Command" "Normal" "Winning Team Is" ) ) +Name: Red Wins +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when-argument ( any-of "Green 1" "Green 2" "Green 3" "Green 4" ) ( and ( string-equals "@CurrentKing[A Ship]" "" ) ( is-event-incomplete "Red Takes The Hill" ) ) ( do-nothing ) ) +Name: Green Takes The Hill +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when-argument ( any-of "Red 1" "Red 2" "Red 3" "Red 4" ) ( string-equals "@CurrentKing[A Ship]" "" ) ( send-message "#Gauntlet" "Low" "Green Loses Hill" ) ) +Name: Green Loses Hill +Repeat Count: 1 +Interval: 1 +Chained: 0 +Team: 0 $Formula: ( when-argument ( any-of "Red 1" "Red 2" "Red 3" "Red 4" ) ( and ( string-equals "@CurrentKing[A Ship]" "" ) ( is-event-incomplete "Green Takes The Hill" ) ) ( do-nothing ) ) +Name: Red Takes The Hill +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when-argument ( any-of "Green 1" "Green 2" "Green 3" "Green 4" ) ( string-equals "@CurrentKing[A Ship]" "" ) ( send-message "#Command" "Low" "Red Loses Hill" ) ) +Name: Red Wing Loses Hill +Repeat Count: 1 +Interval: 1 +Chained: 0 +Team: 0 $Formula: ( when ( key-pressed "Alt-J" ) ( end-mission ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 4 total $Type: Primary +Name: Become King Green $MessageNew: XSTR("Become King of the Hill", -1) $end_multi_text $Formula: ( is-event-true-delay "Green Wins" 0 ) +Score: 100 +Team: 0 $Type: Primary +Name: Become King Red $MessageNew: XSTR("Become King of the Hill", -1) $end_multi_text $Formula: ( is-event-true-delay "Red Wins" 0 ) +Score: 100 +Team: 1 $Type: Bonus +Name: Hold The Line - Green $MessageNew: XSTR("Hold The Line Against All Comers", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Green Wins" 0 ) ( is-event-incomplete "Green Loses Hill" ) ) +No music +Score: 50 +Team: 0 $Type: Bonus +Name: Hold The Line - Red $MessageNew: XSTR("Hold The Line Against All Comers", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "Red Wins" 0 ) ( is-event-incomplete "Red Wing Loses Hill" ) ) +Score: 50 +Team: 1 #Waypoints ;! 1 lists total $Name: Centrepoint $List: ( ;! 1 points in list ( 0.000000, 0.000000, 0.000000 ) ) #Messages ;! 10 total $Name: We Have A Winner $Team: -1 $MessageNew: XSTR("We have a winner! $CurrentKing is the King of the Hill.", -1) $end_multi_text $Name: Ship Winning $Team: -1 $MessageNew: XSTR("$CurrentKing is King of the Hill. The team holding the hill will in 30 seconds. ", -1) $end_multi_text $Name: King Count Increased $Team: -1 $MessageNew: XSTR("$CurrentKing holds the hill and has been king of the hill for $KingSec seconds.", -1) $end_multi_text $Name: King Count Increased Minute $Team: -1 $MessageNew: XSTR("$CurrentKing holds the hill and has been king of the hill for $KingMin minutes $KingSec seconds.", -1) $end_multi_text $Name: 1 Minute To Go $Team: -1 $MessageNew: XSTR("$CurrentKing holds the Hill. The team of $CurrentKing will win in 1 minute", -1) $end_multi_text $Name: Winning Team Is $Team: -1 $MessageNew: XSTR("$WinningTeam Team have won. ", -1) $end_multi_text $Name: Green Loses Hill $Team: -1 $MessageNew: XSTR("Ha HA, aww... Green was deprived of the hill", -1) $end_multi_text +Wave Name: MT-05-M-03.ogg $Name: Red Loses Hill $Team: -1 $MessageNew: XSTR("That's so unfortunate for you, Gauntlet. Time doesn't seem to be on your side today.  [We can do it... just wait.]  Oh--?  [Come on you SLOWASS RED MOTHERFRAKKERS!]  ...So harsh!", -1) $end_multi_text +Wave Name: MT-05-M-02.ogg $Name: How To End $Team: -1 $MessageNew: XSTR("Press $Alt-J$ To End Mission", -1) $end_multi_text $Name: New Current Best $Team: -1 $MessageNew: XSTR("$CurrentBestShip now holds the record with a time of $CurrentBestTime", -1) $end_multi_text #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 100 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: ScarSunWhitewhite +Angles: 0.000000 5.602502 2.024580 +Scale: 2.000000 #Asteroid Fields #Music $Event Music: BTRL - Death On A Star $Briefing Music: Brief13 #End $Event Music: BTRL - Death On A Star $Briefing Music: Brief13 #End #Mission Info $Version: 0.10 $Name: XSTR("Mining Operations", -1) $Author: Joel "Axem" Reimer $Created: 07/25/06 at 19:53:29 $Modified: 06/07/07 at 09:27:32 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("Attack the enemy mining party while defending your own. Whoever mines the most ore wins. Setting a time condition is recommended for shorter games.", -1) $end_multi_text +Game Type Flags: 18 +Flags: 262176 +Num Players: 8 +Num Respawns: 99 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: -2069.169678, 8184.742676, -6619.315918 +Viewer orient: 0.999951, -0.000000, -0.009939, 0.009884, 0.105542, 0.994366, 0.001049, -0.994415, 0.105537 $Starting wing names: ( "Green" "Red" "Gamma" ) $Squadron wing names: ( "Green" "Red" "Gamma" "Delta" "Epsilon" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: af.pof $AI Profile: MULTI #Sexp_variables $Variables: ( 0 "GMiner1" "0" "number" "network-variable" 1 "GMiner2" "0" "number" "network-variable" 2 "GreenMiners" "2" "number" "network-variable" 3 "GreenTotal" "0" "number" "network-variable" 4 "RedMiners" "0" "number" "network-variable" 5 "RedTotal" "0" "number" "network-variable" 6 "RMiner1" "0" "number" "network-variable" 7 "RMiner2" "0" "number" "network-variable" 92 "Red Miner 2" "0" "block" 93 "Red Miner 2" "36000" "block" 94 "Red Miner 1" "0" "block" 95 "Red Miner 1" "36000" "block" 96 "Green Miner 2" "0" "block" 97 "Green Miner 2" "36000" "block" 98 "Green Miner 1" "0" "block" 99 "Green Miner 1" "36000" "block" ) #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 2 $start_stage $multi_text XSTR("Okay, people, we've got a challenge for you. It's a tough one, so listen closely. We've got some mining ships picking up units of ore--fifty units every thirty seconds for those that are curious. The enemy has this as well, so we've got to take theirs out while protecting our own! A good thing is that our guys have enough sense to retreat if their hull dips below twenty-five percent.", -1) $end_multi_text $voice: MT-07-B-01.ogg $camera_pos: -917.193359, 7203.098145, -10365.737305 $camera_orient: 0.999951, 0.000000, -0.009939, 0.004749, 0.878457, 0.477798, 0.008731, -0.477821, 0.878414 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Unknown $class: Scar Asteroid $pos: -134.359528, 0.000564, 3164.738770 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: Colonial Viper Mark II $pos: -3670.850586, 2316.476074, -2227.504395 $label: Friendly Mining Team +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: Colonial Viper Mark II $pos: 2664.939941, 1325.328735, -1889.817993 $label: Hostile Mining Team +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("You're all on Green team for this mission. And remember, if a mining ship blows, everything it collected is gone for good! Now go forth and rip them a new one!", -1) $end_multi_text $voice: MT-07-B-02.ogg $camera_pos: -917.193359, 7203.098145, -10365.737305 $camera_orient: 0.999951, 0.000000, -0.009939, 0.004749, 0.878457, 0.477798, 0.008731, -0.477821, 0.878414 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Unknown $class: Scar Asteroid $pos: -134.359528, 0.000564, 3164.738770 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: Colonial Viper Mark II $pos: -3670.850586, 2316.476074, -2227.504395 $label: Friendly Mining Team +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: Colonial Viper Mark II $pos: 2664.939941, 1325.328735, -1889.817993 $label: Hostile Mining Team +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 2 $start_stage $multi_text XSTR("Alright folks, listen up... we've got challenge for you. It's tough, so pay attention. Some mining ships are picking up units of ore--no, this isn't a hypothetical situation, it's the mission. And for those of you that are curious, fifty units every thirty seconds. The enemy has this, too, so we've gotta take their miners while protecting our own. Keep in mind, the ships will retreat if their hull integrity drops below twenty-five percent.", -1) $end_multi_text $voice: MT-07-B-03.ogg $camera_pos: -917.193359, 7203.098145, -10365.737305 $camera_orient: 0.999951, 0.000000, -0.009939, 0.004749, 0.878457, 0.477798, 0.008731, -0.477821, 0.878414 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Unknown $class: Scar Asteroid $pos: -134.359528, 0.000564, 3164.738770 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: Colonial Viper Mark II $pos: -3670.850586, 2316.476074, -2227.504395 $label: Friendly Mining Team +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: Colonial Viper Mark II $pos: 2664.939941, 1325.328735, -1889.817993 $label: Hostile Mining Team +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The lot of you are on Red team for this mission. And don't forget, pilots, if a mining ship blows, it'll lose everything that was collected. Now go make me proud, or die trying!", -1) $end_multi_text $voice: MT-07-B-04.ogg $camera_pos: -917.193359, 7203.098145, -10365.737305 $camera_orient: 0.999951, 0.000000, -0.009939, 0.004749, 0.878457, 0.477798, 0.008731, -0.477821, 0.878414 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Unknown $class: Scar Asteroid $pos: -134.359528, 0.000564, 3164.738770 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: Colonial Viper Mark II $pos: -3670.850586, 2316.476074, -2227.504395 $label: Friendly Mining Team +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: Colonial Viper Mark II $pos: 2664.939941, 1325.328735, -1889.817993 $label: Hostile Mining Team +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( > @GreenTotal[0] @RedTotal[0] ) $Multi text XSTR("That was some grade-A asskicking, people! You've spanked Red team by collecting more ore and made me 500 cubits richer... excellent job, Green! I'll know who to bet on in the future!", -1) $end_multi_text $Voice: MT-07-D-01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( > @RedTotal[0] @GreenTotal[0] ) $Multi text XSTR("That was ass, people, ASS! You let the Red bastards take you to school--and lost me 500 frakking cubits to Gauntlet! You all need some more gods damned co-op practice before I can place a winning bet on your sorry asses. Now get!", -1) $end_multi_text $Voice: MT-07-D-02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = @RedTotal[0] @GreenTotal[0] ) $Multi text XSTR("That wasn't remotely impressive, Green team. Plus, it was all WRONG... you either kill or be killed, win or lose, not just come to a frakking stalemate! You have to at least TRY to win... otherwise, you're wasting everyone's time! Don't volunteer for this again unless you intend to win!", -1) $end_multi_text $Voice: MT-07-D-03.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( false ) $Multi text XSTR("Um... what the frak, guys? Gods damnit, if you want to frakking invest time and effort into winning, you should go all the way--not just up and leave!", -1) $end_multi_text $Voice: MT-07-D-04.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Debriefing_info $Num stages: 4 $Formula: ( > @GreenTotal[0] @RedTotal[0] ) $Multi text XSTR("GODS! That was--unbelievable! Red team, you went belly up... just like THAT--and it cost me 500 frakking cubits! Damn you, Embargo... Green had more ore than you, and... hell, you all need more frakking co-op practice! ...Get the hell out of here.", -1) $end_multi_text $Voice: MT-07-D-05.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( > @RedTotal[0] @GreenTotal[0] ) $Multi text XSTR("Phenomenal work, Red, phenomenal work! That was 'frakking spectacular'! You kicked the crap out of Green team and earned me a nice... big pile of cubits. Thank you, Embargo! It's good to know that I can count on you all in a tight spot!", -1) $end_multi_text $Voice: MT-07-D-06.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = @RedTotal[0] @GreenTotal[0] ) $Multi text XSTR("Uh... you... wasted my time, Red team--and your own--because stalemates don't happen too often in this godsforsaken reality! If you don't give a flying frak about the results, why did you even bother volunteering in the first place?! Hell, I need people here with a gods damn drive to WIN! You aren't these people, so get the hell out of here.", -1) $end_multi_text $Voice: MT-07-D-07.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( false ) $Multi text XSTR("Gods DAMN, what a waste! How can you just give up like that?! Are you cowards... or just bored? It doesn't matter, you're just frakking wasting time. Hell, now, we're all riled up for nothing!", -1) $end_multi_text $Voice: MT-07-D-08.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Alternate Types: $Alt: Mining Ship #end #Players ;! 8 total $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark VII" 8 ) +Weaponry Pool: ( "MEC-A6" 24 "HD-70" 564 ) $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark VII" 8 ) +Weaponry Pool: ( "MEC-A6" 24 "HD-70" 564 ) #Objects ;! 17 total $Name: Green 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1180.300049, 1000.000000, 6686.299805 $Orientation: -0.948113, 0.000000, 0.317934, 0.149956, 0.881782, 0.447184, -0.280348, 0.471657, -0.836029 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1152.759033, 1024.106079, 6681.474609 $Orientation: -0.951257, 0.000000, 0.308399, 0.143980, 0.884329, 0.444107, -0.272726, 0.466864, -0.841225 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1207.733765, 1015.007324, 6683.292969 $Orientation: -0.944581, 0.000000, 0.328277, 0.153164, 0.884485, 0.440712, -0.290356, 0.466569, -0.835468 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1190.029297, 1060.854858, 6723.194336 $Orientation: -0.948173, 0.000000, 0.317755, 0.144298, 0.890943, 0.430581, -0.283102, 0.454116, -0.844767 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 1 ;! Object #4 $Class: Colonial Viper Mark II $Team: Hostile $Location: -2415.393066, 0.000037, -5488.181641 $Orientation: 0.669201, 0.000000, -0.743082, -0.027414, 0.999319, -0.024688, 0.742576, 0.036892, 0.668745 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #5 $Class: Colonial Viper Mark II $Team: Hostile $Location: -2448.064209, 29.050827, -5464.080078 $Orientation: 0.659757, 0.000000, -0.751479, -0.020724, 0.999620, -0.018194, 0.751193, 0.027577, 0.659506 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #6 $Class: Colonial Viper Mark II $Team: Hostile $Location: -2385.954346, 28.137440, -5521.083008 $Orientation: 0.679585, 0.000000, -0.733597, -0.020495, 0.999610, -0.018986, 0.733310, 0.027938, 0.679320 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #7 $Class: Colonial Viper Mark II $Team: Hostile $Location: -2454.218994, 38.190670, -5510.708008 $Orientation: 0.668634, 0.000000, -0.743591, -0.018578, 0.999688, -0.016705, 0.743359, 0.024984, 0.668426 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Asteroid 1 ;! Object #8 $Class: Scar Asteroid $Team: Neutral $Location: -248.465149, 0.000375, 598.888916 $Orientation: -0.988537, 0.000000, -0.151015, 0.000000, 1.000000, 0.000000, 0.151015, 0.000000, -0.988537 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 2 ;! Object #9 $Class: Scar Asteroid B $Team: Neutral $Location: -5516.443359, 444.848358, -5478.122070 $Orientation: -0.999333, -0.019992, 0.030593, -0.019663, 0.999746, 0.011020, -0.030806, 0.010411, -0.999471 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 3 ;! Object #10 $Class: Scar Asteroid C $Team: Neutral $Location: -6004.339355, 1325.328735, 3615.552002 $Orientation: -0.986217, -0.094533, -0.135792, -0.050461, 0.953454, -0.297283, 0.157574, -0.286333, -0.945084 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Green Miner 1 ;! Object #11 $Class: Mining Vessel Variant $Team: Friendly $Location: -675.482544, -75.037422, 7180.380371 $Orientation: 0.214286, -0.841550, 0.495858, 0.280106, 0.539272, 0.794182, -0.935746, -0.031289, 0.351282 $AI Behavior: Stay Near $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "GMiner 1 Withdraw" 30 ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "escort" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 89 +Special Hitpoint index: 98 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Green Miner 2 ;! Object #12 $Class: Mining Vessel Variant $Team: Friendly $Location: 397.799988, 2316.475830, 4352.799805 $Orientation: 0.106045, 0.315830, -0.942871, 0.403112, 0.853150, 0.331114, 0.908985, -0.415196, -0.036843 $AI Behavior: Stay Near $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "GMiner 2 Withdraw" 30 ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "escort" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 88 +Special Hitpoint index: 96 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Red Miner 1 ;! Object #13 $Class: Mining Vessel Variant $Team: Hostile $Location: -2168.580078, 1596.763672, -3523.109131 $Orientation: 0.688511, 0.155088, -0.708447, -0.724922, 0.118981, -0.678476, -0.020932, 0.980709, 0.194347 $AI Behavior: Stay Near $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "RMiner 1 Withdraw" 30 ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "escort" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 87 +Special Hitpoint index: 94 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Red Miner 2 ;! Object #14 $Class: Mining Vessel Variant $Team: Hostile $Location: -5903.495117, 25.191650, -2550.423096 $Orientation: -0.075894, 0.270295, 0.959783, 0.745284, -0.624078, 0.234686, 0.662413, 0.733120, -0.154082 $AI Behavior: Stay Near $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "RMiner 2 Withdraw" 30 ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" "escort" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 86 +Special Hitpoint index: 92 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Alpha 1 ;! Object #15 $Class: Cylon Raider $Team: Neutral $Location: 4379.028809, 5000.000000, 8166.464844 $Orientation: -0.191480, 0.000000, 0.981497, -0.688930, 0.712258, -0.134403, -0.699079, -0.701918, -0.136383 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Green Miner 1" 50 ) ( ai-chase "Green Miner 2" 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "Cylon Nuke" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( "targetable-as-bomb" ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Bravo 1 ;! Object #16 $Class: Cylon Raider $Team: Neutral $Location: -2498.074463, -6000.000000, -6231.587402 $Orientation: 0.874865, 0.000000, 0.484367, 0.393738, 0.582415, -0.711170, -0.282103, 0.812891, 0.509534 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Red Miner 2" 50 ) ( ai-chase "Red Miner 1" 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "Cylon Nuke" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( "targetable-as-bomb" ) +Respawn priority: 0 +Group: 0 +Score: 20 #Wings ;! 4 total $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Hotkey: 1 +Flags:( ) $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Cylon Cue" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Alpha 1" ) +Flags:( ) +Wave Delay Min: 5 +Wave Delay Max: 9 $Name: Bravo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Bravo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Cylon Cue" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Bravo 1" ) +Flags:( ) +Wave Delay Min: 5 +Wave Delay Max: 9 #Events ;! 31 total $Formula: ( when ( is-event-true-delay "GAMEOVER" 30 ) ( end-mission ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Green Miner 1" ) ) ( has-time-elapsed 30 ) ( not ( is-event-true-delay "GMiner 1 Withdraw" 0 ) ) ) ( modify-variable @GMiner1[0] ( + @GMiner1[0] 50 ) ) ( set-cargo "Nothing" "Green 1" ) ) +Name: GMiner1 Ore +Repeat Count: 100000 +Interval: 30 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Green Miner 2" ) ) ( has-time-elapsed 30 ) ( not ( is-event-true-delay "GMiner 2 Withdraw" 0 ) ) ) ( modify-variable @GMiner2[0] ( + @GMiner2[0] 50 ) ) ) +Name: GMiner2 Ore +Repeat Count: 100000 +Interval: 30 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Red Miner 1" ) ) ( has-time-elapsed 30 ) ( not ( is-event-true-delay "RMiner 1 Withdraw" 0 ) ) ) ( modify-variable @RMiner1[0] ( + @RMiner1[0] 50 ) ) ) +Name: RMiner1 Ore +Repeat Count: 100000 +Interval: 30 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Red Miner 2" ) ) ( has-time-elapsed 30 ) ( not ( is-event-true-delay "RMiner 2 Withdraw" 0 ) ) ) ( modify-variable @RMiner2[0] ( + @RMiner2[0] 50 ) ) ) +Name: RMiner2 Ore +Repeat Count: 100000 +Interval: 30 $Formula: ( when ( has-time-elapsed 31 ) ( modify-variable @RedTotal[0] ( + @RMiner1[0] @RMiner2[0] ) ) ( modify-variable @GreenTotal[0] ( + @GMiner1[0] @GMiner2[0] ) ) ( send-message-list "#Command" "High" "Update" 0 ) ) +Name: Checkpoint +Repeat Count: 100000 +Interval: 30 $Formula: ( when ( is-destroyed-delay 0 "Green Miner 1" ) ( send-message-list "#Command" "High" "GMiner 1 Dead" 0 ) ( modify-variable @GMiner1[0] 0 ) ) +Name: GMiner 1 Died +Repeat Count: 1 +Interval: 1 +Team: 1 $Formula: ( when ( is-destroyed-delay 0 "Green Miner 2" ) ( send-message-list "#Command" "High" "GMiner 2 Dead" 0 ) ( modify-variable @GMiner2[0] 0 ) ) +Name: GMiner 2 Died +Repeat Count: 1 +Interval: 1 +Team: 1 $Formula: ( when ( is-destroyed-delay 0 "Red Miner 1" ) ( send-message-list "#Command" "High" "RMiner 1 Dead" 0 ) ( modify-variable @RMiner1[0] 0 ) ) +Name: RMiner 1 Died +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Red Miner 2" ) ( send-message-list "#Command" "High" "RMiner 2 Dead" 0 ) ( modify-variable @RMiner2[0] 0 ) ) +Name: RMiner 2 Died +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: Retreat +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( hits-left "Green Miner 1" ) 25 ) ( send-message-list "#Command" "High" "Gminer 1 Withdraw" 0 ) ) +Name: GMiner 1 Withdraw +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Green Miner 2" ) 25 ) ( send-message-list "#Command" "High" "Gminer 2 withdraw" 0 ) ) +Name: GMiner 2 Withdraw +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Red Miner 1" ) 25 ) ( send-message-list "#Command" "High" "Rminer 1 withdraw" 0 ) ) +Name: RMiner 1 Withdraw +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Red Miner 2" ) 25 ) ( send-message-list "#Command" "High" "Rminer2 withdraw" 0 ) ) +Name: RMiner 2 Withdraw +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-time-elapsed ( rand-multiple 420 600 ) ) ( skill-level-at-least "Medium" ) ) ( send-message-list "#Command" "High" "Warning" 0 ) ) +Name: Cylon Cue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( destroyed-or-departed-delay 5 "Green Miner 1" "Green Miner 2" "Red Miner 1" "Red Miner 2" ) ( send-message-list "#Command" "High" "GAME OVER" 0 "#Command" "High" "Green Total" 5000 "#Command" "High" "Red Total" 5000 ) ) +Name: GAMEOVER +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "GAMEOVER" 15 ) ( > @GreenTotal[0] @RedTotal[0] ) ) ( send-message-list "#Command" "High" "Green wins" 0 ) ) +Name: Green Wins +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "GAMEOVER" 15 ) ( > @RedTotal[0] @GreenTotal[0] ) ) ( send-message-list "#Command" "High" "Red wins" 0 ) ) +Name: Red wins +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "Green Wins" 15 ) ( = @GreenTotal[0] @RedTotal[0] ) ) ( send-message-list "#Command" "High" "Game is a tie" 0 ) ) +Name: Tie Game +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Green Miner 1" ) ( send-message-list "#Command" "High" "GMiner 1 Left" 0 ) ) +Name: Gminer 1 Left +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-departed-delay 0 "Green Miner 2" ) ( send-message-list "#Command" "High" "GMiner 2 Left" 0 ) ) +Name: Gminer 2 left +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-departed-delay 0 "Red Miner 1" ) ( send-message-list "#Command" "High" "RMiner 1 Left" 0 ) ) +Name: Rminer 1 left +Repeat Count: 1 +Interval: 1 +Team: 1 $Formula: ( when ( has-departed-delay 0 "Red Miner 2" ) ( send-message-list "#Command" "High" "RMiner 2 Left" 0 ) ) +Name: Rminer 2 left +Repeat Count: 1 +Interval: 1 +Team: 1 $Formula: ( when ( is-destroyed-delay 0 "Alpha" ) ( do-nothing ) ) +Name: Destroy Alpha +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Alpha", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Bravo" ) ( do-nothing ) ) +Name: Destroy Bravo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Bravo", -1) +Team: 1 $Formula: ( when ( is-destroyed-delay 0 "Green Miner 1" "Green Miner 2" ) ( do-nothing ) ) +Name: Kill Green +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Green Miners", -1) +Team: 1 $Formula: ( when ( has-departed-delay 0 "Green Miner 1" "Green Miner 2" ) ( do-nothing ) ) +Name: Protect Green +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Green Miners", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Red Miner 1" "Red Miner 2" ) ( do-nothing ) ) +Name: Kill Red +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Red Miners", -1) +Team: 0 $Formula: ( when ( has-departed-delay 0 "Red Miner 1" "Red Miner 2" ) ( do-nothing ) ) +Name: Protect Red +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Red Miners", -1) +Team: 1 $Formula: ( when ( true ) ( break-warp "Green 1" "Green 2" "Green 3" "Green 4" "Red 1" "Red 2" "Red 3" "Red 4" ) ( ship-subsys-guardian-threshold 50 "Green Miner 1" "engines" ) ( ship-subsys-guardian-threshold 50 "Green Miner 2" "engines" ) ( ship-subsys-guardian-threshold 50 "Red Miner 1" "engines" ) ( ship-subsys-guardian-threshold 50 "Red Miner 2" "engines" ) ) +Name: Break Jump Drives +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 4 total $Type: Primary +Name: Destroy Red Miners $MessageNew: XSTR("Destroy Red Miners", -1) $end_multi_text $Formula: ( is-destroyed-delay 0 "Red Miner 1" "Red Miner 2" ) +Team: 0 $Type: Primary +Name: Protect Green Miners $MessageNew: XSTR("Protect Green Miners", -1) $end_multi_text $Formula: ( has-departed-delay 0 "Green Miner 1" "Green Miner 2" ) +Team: 0 $Type: Primary +Name: Destroy Green Miners $MessageNew: XSTR("Destroy Green Miners", -1) $end_multi_text $Formula: ( is-destroyed-delay 0 "Green Miner 1" "Green Miner 2" ) +Team: 1 $Type: Primary +Name: Protect Red Miners $MessageNew: XSTR("Protect Red Miners", -1) $end_multi_text $Formula: ( has-departed-delay 0 "Red Miner 1" "Red Miner 2" ) +Team: 1 #Waypoints ;! 0 lists total #Messages ;! 20 total $Name: Update $Team: -1 $MessageNew: XSTR("Mining Update: Green Team has $GreenTotal units of ore. Red Team has $RedTotal units of ore. Next update in 30 seonds.", -1) $end_multi_text +Wave Name: MT-07-M-01.ogg $Name: GMiner 1 Dead $Team: -1 $MessageNew: XSTR("Green Miner 1 is destroyed! $GMiner1 units of ore lost!", -1) $end_multi_text +Wave Name: MT-07-M-02.ogg $Name: GMiner 2 Dead $Team: -1 $MessageNew: XSTR("Green Miner 2 has been destroyed! $GMiner2 units of ore lost!", -1) $end_multi_text +Wave Name: MT-07-M-03.ogg $Name: RMiner 1 Dead $Team: -1 $MessageNew: XSTR("Red Miner 1 has been destroyed! $RMiner1 units of ore lost!", -1) $end_multi_text +Wave Name: MT-07-M-04.ogg $Name: RMiner 2 Dead $Team: -1 $MessageNew: XSTR("Red Miner 2 is destroyed. $RMiner2 units of ore lost!", -1) $end_multi_text +Wave Name: MT-07-M-05.ogg $Name: Gminer 1 Withdraw $Team: -1 $MessageNew: XSTR("Green Miner 1 is preparing to withdraw.", -1) $end_multi_text +Wave Name: MT-07-M-06.ogg $Name: Gminer 2 withdraw $Team: -1 $MessageNew: XSTR("Green Miner 2 is preparing to withdraw.", -1) $end_multi_text +Wave Name: MT-07-M-07.ogg $Name: Rminer 1 withdraw $Team: -1 $MessageNew: XSTR("Red Miner 1 is preparing to withdraw.", -1) $end_multi_text +Wave Name: MT-07-M-08.ogg $Name: Rminer2 withdraw $Team: -1 $MessageNew: XSTR("Red Miner 2 is preparing to withdraw.", -1) $end_multi_text +Wave Name: MT-07-M-09.ogg $Name: Warning $Team: -1 $MessageNew: XSTR("Warning: Cylons Raiders detected!", -1) $end_multi_text +Wave Name: MT-07-M-10.ogg $Name: GAME OVER $Team: -1 $MessageNew: XSTR("All mining ships destroyed or departed. This mission is over.", -1) $end_multi_text +Wave Name: MT-07-M-11.ogg $Name: Green Total $Team: -1 $MessageNew: XSTR("Green Team's total is $GreenTotal units.", -1) $end_multi_text +Wave Name: MT-07-M-12.ogg $Name: Red Total $Team: -1 $MessageNew: XSTR("Red Team's total is $RedTotal units.", -1) $end_multi_text +Wave Name: MT-07-M-13.ogg $Name: Green wins $Team: -1 $MessageNew: XSTR("Congratulations Green team, you are the winner!", -1) $end_multi_text +Wave Name: MT-07-M-14.ogg $Name: Red wins $Team: -1 $MessageNew: XSTR("Excellent job Red Team, you have won the match!", -1) $end_multi_text +Wave Name: MT-07-M-15.ogg $Name: Game is a tie $Team: -1 $MessageNew: XSTR("A stalemate. This is unacceptable, pilots!", -1) $end_multi_text +Wave Name: MT-07-M-16.ogg $Name: GMiner 1 Left $Team: -1 $MessageNew: XSTR("Green Miner 1 has withdrawn.", -1) $end_multi_text +Wave Name: MT-07-M-17.ogg $Name: GMiner 2 Left $Team: -1 $MessageNew: XSTR("Green Miner 2 has withdrawn.", -1) $end_multi_text +Wave Name: MT-07-M-18.ogg $Name: RMiner 1 Left $Team: -1 $MessageNew: XSTR("Red Miner 1 has withdrawn.", -1) $end_multi_text +Wave Name: MT-07-M-19.ogg $Name: RMiner 2 Left $Team: -1 $MessageNew: XSTR("Red Miner 2 has withdrawn.", -1) $end_multi_text +Wave Name: MT-07-M-20.ogg #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 505 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunWhite +Angles: 0.000000 0.000000 0.000000 +Scale: 1.000000 #Asteroid Fields $Density: 150 +Field Type: 1 +Debris Genre: 0 +Field Debris Type: 0 $Average Speed: 0.000000 $Minimum: -7000.000000, -8000.000000, -12000.000000 $Maximum: 7000.000000, 8000.000000, 12000.000000 +Inner Bound: $Minimum: -3000.000000, -2000.000000, -3000.000000 $Maximum: 3000.000000, 2000.000000, 3000.000000 #Music $Event Music: BTRL - Asteroids $Briefing Music: Brief10 #End #Mission Info $Version: 0.10 $Name: XSTR("Squad TvT Training", -1) $Author: Thomas "Turey" Hall $Created: 07/25/06 at 19:53:29 $Modified: 08/26/07 at 14:02:53 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("8 player Strategic Training around Scar's Asteroid", -1) $end_multi_text +Game Type Flags: 18 +Flags: 262176 +Num Players: 8 +Num Respawns: 1 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 9450.375000, 31740.125000, 541.472900 +Viewer orient: 0.015645, -0.000001, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Black" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: af.pof $AI Profile: MULTI #Sexp_variables $Variables: ( 0 "CurrentShip" "NoShip" "string" "network-variable" 1 "gameover" "0" "number" 2 "green1homesimhull" "100" "number" 3 "green1simhull" "100" "number" 4 "green2homesimhull" "100" "number" 5 "green2simhull" "100" "number" 6 "green3homesimhull" "100" "number" 7 "green3simhull" "100" "number" 8 "green4homesimhull" "100" "number" 9 "green4simhull" "100" "number" 10 "netsimhull" "100" "number" "network-variable" 11 "red1homesimhull" "100" "number" 12 "red1simhull" "100" "number" 13 "red2homesimhull" "100" "number" 14 "red2simhull" "100" "number" 15 "red3homesimhull" "100" "number" 16 "red3simhull" "100" "number" 17 "red4homesimhull" "100" "number" 18 "red4simhull" "100" "number" 19 "resethomes" "0" "number" ) #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 4 $start_stage $multi_text XSTR("Ok, since you're all so adamant about not doing any more sims, here's what we'll do. We've split you up into two teams, Red and Green. You'll be doing a fun little twist on the standard TvT.", -1) $end_multi_text $voice: None $camera_pos: 9450.375000, 31740.125000, 541.472900 $camera_orient: 0.015645, 0.000000, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 3612.750000, 12.350000, -10067.750000 $label: Green Team +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Neutral $class: Scar Asteroid $pos: -248.465149, 0.000375, 598.888916 $label: Scar Asteroid +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark VII $pos: -4975.750000, 10.800000, 9093.150391 $label: Red Team +id: 6 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Here. This is where you'll start. Red Team will be on the other side of the Scar Asteroid. You've all been equipped with training weapons. These weapons will interface with your sensor system to act upon a 'Simulated Hull'. The Simulated Hull is patched into your comm system, so everytime someone gets hit, you'll hear about it. If your Simulated Hull drops to zero, you'll FTL back to your starting point, and be stuck there until an entire team is taken out. Once that happens, you'll start again the same way, except the winning team gets fifty points and any of them who didn't get taken out aren't warped back.", -1) $end_multi_text $voice: None $camera_pos: 9450.375000, 31740.125000, 541.472900 $camera_orient: 0.015645, 0.000000, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 3612.750000, 12.350000, -10067.750000 $label: Green Team +id: 4 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Neutral $class: Scar Asteroid $pos: -248.465149, 0.000375, 598.888916 $label: Scar Asteroid +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark VII $pos: -4975.750000, 10.800000, 9093.150391 $label: Red Team +id: 6 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Now, you're probably thinking, 'Oh, it's just like a sim, nothing bad can happen.' WRONG. Remember this? This big hunk of rock in the middle? You hit this hard enough, you're dead. No do-overs. No extra lives. Just dead.", -1) $end_multi_text $voice: None $camera_pos: 9450.375000, 31740.125000, 541.472900 $camera_orient: 0.015645, 0.000000, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 3612.750000, 12.350000, -10067.750000 $label: Green Team +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Neutral $class: Scar Asteroid $pos: -248.465149, 0.000375, 598.888916 $label: Scar Asteroid +id: 5 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark VII $pos: -4975.750000, 10.800000, 9093.150391 $label: Red Team +id: 6 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("One thing I forgot to mention. There's one other way to take someone out. Over where Red Team starts, you'll see four large spheres. These represent their home base. Hit a sphere hard enough with your missiles, and you'll take out the pilot that matches that sphere. It's a quick way to take down a whole team, if you can get over there. However, Red Team can do the same thing to you, so watch for anyone trying to sneak past you. Remember that your bullets won't work on the spheres, so make sure you've got some missiles left before you make a run for the spheres. This is an excellent chance to practice strategy and teamwork. Take advantage of it.", -1) $end_multi_text $voice: None $camera_pos: 9450.375000, 31740.125000, 541.472900 $camera_orient: 0.015645, 0.000000, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 3612.750000, 12.350000, -10067.750000 $label: Green Team +id: 4 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Neutral $class: Scar Asteroid $pos: -248.465149, 0.000375, 598.888916 $label: Scar Asteroid +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark VII $pos: -4975.750000, 10.800000, 9093.150391 $label: Red Team +id: 6 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 4 $start_stage $multi_text XSTR("Ok, since you're all so adamant about not doing any more sims, here's what we'll do. We've split you up into two teams, Red and Green. You'll be doing a fun little twist on the standard TvT.", -1) $end_multi_text $voice: None $camera_pos: 9450.375000, 31740.125000, 541.472900 $camera_orient: 0.015645, 0.000000, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark VII $pos: 3612.750000, 12.350000, -10067.750000 $label: Green Team +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Neutral $class: Scar Asteroid $pos: -248.465149, 0.000375, 598.888916 $label: Scar Asteroid +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: -4975.750000, 10.800000, 9093.150391 $label: Red Team +id: 6 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Here. This is where you'll start. Green Team will be on the other side of the Scar Asteroid. You've all been equipped with training weapons. These weapons will interface with your sensor system to act upon a 'Simulated Hull.' The Simulated Hull is patched into your comm system, so everytime someone gets hit, you'll hear about it. If your Simulated Hull drops to zero, you'll FTL back to your starting point, and be stuck there until an entire team is taken out. Once that happens, you'll start again the same way, except the winning team gets fifty points and any of them who didn't get taken out aren't warped back.", -1) $end_multi_text $voice: None $camera_pos: 9450.375000, 31740.125000, 541.472900 $camera_orient: 0.015645, 0.000000, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 0 $team: Hostile $class: Colonial Viper Mark VII $pos: 3612.750000, 12.350000, -10067.750000 $label: Green Team +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Neutral $class: Scar Asteroid $pos: -248.465149, 0.000375, 598.888916 $label: Scar Asteroid +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: -4975.750000, 10.800000, 9093.150391 $label: Red Team +id: 6 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Now, you're probably thinking, 'Oh, it's just like a sim, nothing bad can happen.' WRONG. Remember this? This big hunk of rock in the middle? You hit this hard enough, you're dead. No do-overs. No extra lives. Just dead.", -1) $end_multi_text $voice: None $camera_pos: 9450.375000, 31740.125000, 541.472900 $camera_orient: 0.015645, 0.000000, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark VII $pos: 3612.750000, 12.350000, -10067.750000 $label: Green Team +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Neutral $class: Scar Asteroid $pos: -248.465149, 0.000375, 598.888916 $label: Scar Asteroid +id: 5 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: -4975.750000, 10.800000, 9093.150391 $label: Red Team +id: 6 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("One thing I forgot to mention. There's one other way to take someone out. Over where Green Team starts, you'll see four large spheres. These represent their home base. Hit a spheres hard enough with your weapons, and you'll take out the pilot that matches that sphere. It's a quick way to take down a whole team, if you can get over there. However, Green Team can do the same thing to you, so watch for anyone trying to sneak past you. Remember that your bullets won't work on the spheres, so make sure you've got some missiles left before you make a run for the spheres. This is an excellent chance to practice strategy and teamwork. Take advantage of it.", -1) $end_multi_text $voice: None $camera_pos: 9450.375000, 31740.125000, 541.472900 $camera_orient: 0.015645, 0.000000, 0.999878, -0.949496, 0.313426, 0.014857, -0.313388, -0.949613, 0.004903 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark VII $pos: 3612.750000, 12.350000, -10067.750000 $label: Green Team +id: 4 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Neutral $class: Scar Asteroid $pos: -248.465149, 0.000375, 598.888916 $label: Scar Asteroid +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: -4975.750000, 10.800000, 9093.150391 $label: Red Team +id: 6 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 1 $Formula: ( true ) $Multi text XSTR("Green Team, I hope you actually learned something out there. I don't want to see any more of you vaped by Cylons.", -1) $end_multi_text $Voice: None $Recommendation text: XSTR("", -1) $end_multi_text #Debriefing_info $Num stages: 1 $Formula: ( true ) $Multi text XSTR("Red Team, you better have used this mission to hone your skills, otherwise you're not going to last much longer in the field.", -1) $end_multi_text $Voice: None $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 8 total $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 "Cylon Raider" 0 ) +Weaponry Pool: ( "MRC-B3" 112 "TM-22E" 196 ) $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 "Cylon Raider" 0 ) +Weaponry Pool: ( "MRC-B3" 112 "TM-22E" 196 ) #Objects ;! 19 total $Name: Green 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2607.000000, 0.000000, -9062.000000 $Orientation: 0.297159, 0.000000, 0.954828, 0.000000, 1.000000, 0.000000, -0.954828, 0.000000, 0.297159 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) +Secondary Banks: ( "TM-22E" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: 2607.000000, 0.000000, -11073.500000 $Orientation: 0.293797, 0.000000, 0.955868, 0.000000, 1.000000, 0.000000, -0.955868, 0.000000, 0.293797 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) +Secondary Banks: ( "TM-22E" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: 4618.500000, 0.000000, -11073.500000 $Orientation: 0.301237, 0.000000, 0.953549, 0.000000, 1.000000, 0.000000, -0.953549, 0.000000, 0.301237 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) +Secondary Banks: ( "TM-22E" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: 4618.500000, 24.700001, -9062.000000 $Orientation: 0.297371, 0.000000, 0.954762, -0.003478, 0.999994, 0.001083, -0.954756, -0.003643, 0.297369 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) +Secondary Banks: ( "TM-22E" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 1 ;! Object #4 $Class: Colonial Viper Mark II $Team: Friendly $Location: -3970.000000, 0.000000, 8087.399902 $Orientation: -0.297153, 0.000000, -0.954830, 0.000000, 1.000000, 0.000000, 0.954830, 0.000000, -0.297153 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) +Secondary Banks: ( "TM-22E" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #5 $Class: Colonial Viper Mark II $Team: Friendly $Location: -3970.000000, 0.000000, 10098.900391 $Orientation: -0.301003, 0.000000, -0.953623, 0.000000, 1.000000, 0.000000, 0.953623, 0.000000, -0.301003 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) +Secondary Banks: ( "TM-22E" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #6 $Class: Colonial Viper Mark II $Team: Friendly $Location: -5981.500000, 0.000000, 10098.900391 $Orientation: -0.293325, 0.000000, -0.956013, 0.000000, 1.000000, 0.000000, 0.956013, 0.000000, -0.293325 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) +Secondary Banks: ( "TM-22E" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #7 $Class: Colonial Viper Mark II $Team: Friendly $Location: -5981.500000, 21.600000, 8087.399902 $Orientation: -0.297072, 0.000000, -0.954855, 0.003033, 0.999995, -0.000944, 0.954850, -0.003176, -0.297071 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Primary Banks: ( "MRC-B3" ) +Secondary Banks: ( "TM-22E" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 1 Home ;! Object #8 $Class: King of the Hill $Team: Neutral $Location: 2607.000000, 0.000000, -9062.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Green 2 Home ;! Object #9 $Class: King of the Hill $Team: Neutral $Location: 2607.000000, 0.000000, -11073.500000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Green 3 Home ;! Object #10 $Class: King of the Hill $Team: Neutral $Location: 4618.500000, 0.000000, -11073.500000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Green 4 Home ;! Object #11 $Class: King of the Hill $Team: Neutral $Location: 4618.500000, 0.000000, -9062.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Red 1 Home ;! Object #12 $Class: King of the Hill $Team: Neutral $Location: -3970.000000, 0.000000, 8087.399902 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Red 2 Home ;! Object #13 $Class: King of the Hill $Team: Neutral $Location: -3970.000000, 0.000000, 10098.900391 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Red 3 Home ;! Object #14 $Class: King of the Hill $Team: Neutral $Location: -5981.500000, 0.000000, 10098.900391 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Red 4 Home ;! Object #15 $Class: King of the Hill $Team: Neutral $Location: -5981.500000, 0.000000, 8087.399902 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 1 ;! Object #16 $Class: Scar Asteroid $Team: Neutral $Location: -248.465149, 0.000375, 598.888916 $Orientation: -0.988537, 0.000000, -0.151015, 0.000000, 1.000000, 0.000000, 0.151015, 0.000000, -0.988537 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 2 ;! Object #17 $Class: Scar Asteroid B $Team: Neutral $Location: -5516.443359, 444.848358, -5478.122070 $Orientation: -0.997959, -0.020295, 0.060559, -0.019663, 0.999746, 0.011020, -0.060768, 0.009807, -0.998104 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 3 ;! Object #18 $Class: Scar Asteroid C $Team: Neutral $Location: -6004.339355, 1325.328735, 3615.552002 $Orientation: -0.986217, -0.094533, -0.135792, -0.050461, 0.953454, -0.297283, 0.157574, -0.286333, -0.945084 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 #Wings ;! 2 total $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Flags:( ) #Events ;! 31 total $Formula: ( when ( key-pressed "Alt-J" ) ( end-mission ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( not ( = @green1simhull[100] ( sim-hits-left "Green 1" ) ) ) ( modify-variable @green1simhull[100] ( sim-hits-left "Green 1" ) ) ( modify-variable @netsimhull[100] @green1simhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Green 1" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Green 1 Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @green2simhull[100] ( sim-hits-left "Green 2" ) ) ) ( modify-variable @green2simhull[100] ( sim-hits-left "Green 2" ) ) ( modify-variable @netsimhull[100] @green2simhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Green 2" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Green 2 Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @green3simhull[100] ( sim-hits-left "Green 3" ) ) ) ( modify-variable @green3simhull[100] ( sim-hits-left "Green 3" ) ) ( modify-variable @netsimhull[100] @green3simhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Green 3" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Green 3 Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @green4simhull[100] ( sim-hits-left "Green 4" ) ) ) ( modify-variable @green4simhull[100] ( sim-hits-left "Green 4" ) ) ( modify-variable @netsimhull[100] @green4simhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Green 4" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Green 4 Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @red1simhull[100] ( sim-hits-left "Red 1" ) ) ) ( modify-variable @red1simhull[100] ( sim-hits-left "Red 1" ) ) ( modify-variable @netsimhull[100] @red1simhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Red 1" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Red 1 Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @red2simhull[100] ( sim-hits-left "Red 2" ) ) ) ( modify-variable @red2simhull[100] ( sim-hits-left "Red 2" ) ) ( modify-variable @netsimhull[100] @red2simhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Red 2" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Red 2 Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @red3simhull[100] ( sim-hits-left "Red 3" ) ) ) ( modify-variable @red3simhull[100] ( sim-hits-left "Red 3" ) ) ( modify-variable @netsimhull[100] @red3simhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Red 3" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Red 3 Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @red4simhull[100] ( sim-hits-left "Red 4" ) ) ) ( modify-variable @red4simhull[100] ( sim-hits-left "Red 4" ) ) ( modify-variable @netsimhull[100] @red4simhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Red 4" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Red 4 Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @green1homesimhull[100] ( sim-hits-left "Green 1 Home" ) ) ) ( modify-variable @green1homesimhull[100] ( sim-hits-left "Green 1 Home" ) ) ( modify-variable @netsimhull[100] @green1homesimhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Green 1 Home" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Green 1 Home Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @green2homesimhull[100] ( sim-hits-left "Green 2 Home" ) ) ) ( modify-variable @green2homesimhull[100] ( sim-hits-left "Green 2 Home" ) ) ( modify-variable @netsimhull[100] @green2homesimhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Green 2 Home" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Green 2 Home Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @green3homesimhull[100] ( sim-hits-left "Green 3 Home" ) ) ) ( modify-variable @green3homesimhull[100] ( sim-hits-left "Green 3 Home" ) ) ( modify-variable @netsimhull[100] @green3homesimhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Green 3 Home" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Green 3 Home Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @green4homesimhull[100] ( sim-hits-left "Green 4 Home" ) ) ) ( modify-variable @green4homesimhull[100] ( sim-hits-left "Green 4 Home" ) ) ( modify-variable @netsimhull[100] @green4homesimhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Green 4 Home" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Green 4 Home Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @red1homesimhull[100] ( sim-hits-left "Red 1 Home" ) ) ) ( modify-variable @red1homesimhull[100] ( sim-hits-left "Red 1 Home" ) ) ( modify-variable @netsimhull[100] @red1homesimhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Red 1 Home" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Red 1 Home Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @red2homesimhull[100] ( sim-hits-left "Red 2 Home" ) ) ) ( modify-variable @red2homesimhull[100] ( sim-hits-left "Red 2 Home" ) ) ( modify-variable @netsimhull[100] @red2homesimhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Red 2 Home" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Red 2 Home Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @red3homesimhull[100] ( sim-hits-left "Red 3 Home" ) ) ) ( modify-variable @red3homesimhull[100] ( sim-hits-left "Red 3 Home" ) ) ( modify-variable @netsimhull[100] @red3homesimhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Red 3 Home" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Red 3 Home Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( not ( = @red4homesimhull[100] ( sim-hits-left "Red 4 Home" ) ) ) ( modify-variable @red4homesimhull[100] ( sim-hits-left "Red 4 Home" ) ) ( modify-variable @netsimhull[100] @red4homesimhull[100] ) ( modify-variable "@CurrentShip[NoShip]" "Red 4 Home" ) ( send-message "#Command" "High" "simhullupdate" ) ) +Name: Red 4 Home Hull Update +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( > ( hits-left-subsystem "Green 1" "engines" ) 0 ) ( or ( = ( sim-hits-left "Green 1" ) 0 ) ( = ( sim-hits-left "Green 1 Home" ) 0 ) ) ( = @resethomes[0] 0 ) ) ( set-object-position "Green 1" ( get-object-x "Green 1 Home" ) ( get-object-y "Green 1 Home" ) ( get-object-z "Green 1 Home" ) ) ( set-object-facing-object "Green 1" "Red 1 Home" ) ( modify-variable "@CurrentShip[NoShip]" "Green 1" ) ( send-message "#Command" "Low" "playerknockedout" ) ( set-subsystem-strength "Green 1" "Simulated Hull" 0 ) ( set-subsystem-strength "Green 1" "engines" 0 ) ( set-subsystem-strength "Green 1" "weapons" 0 ) ) +Name: Green 1 Knocked Out +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( > ( hits-left-subsystem "Green 2" "engines" ) 0 ) ( or ( = ( sim-hits-left "Green 2" ) 0 ) ( = ( sim-hits-left "Green 2 Home" ) 0 ) ) ( = @resethomes[0] 0 ) ) ( set-subsystem-strength "Green 2" "engines" 0 ) ( set-subsystem-strength "Green 2" "weapons" 0 ) ( set-object-position "Green 2" ( get-object-x "Green 2 Home" ) ( get-object-y "Green 2 Home" ) ( get-object-z "Green 2 Home" ) ) ( set-object-facing-object "Green 2" "Red 1 Home" ) ( modify-variable "@CurrentShip[NoShip]" "Green 2" ) ( send-message "#Command" "Low" "playerknockedout" ) ( set-subsystem-strength "Green 2" "Simulated Hull" 0 ) ) +Name: Green 2 Knocked Out +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( > ( hits-left-subsystem "Green 3" "engines" ) 0 ) ( or ( = ( sim-hits-left "Green 3" ) 0 ) ( = ( sim-hits-left "Green 3 Home" ) 0 ) ) ( = @resethomes[0] 0 ) ) ( set-subsystem-strength "Green 3" "engines" 0 ) ( set-subsystem-strength "Green 3" "weapons" 0 ) ( set-object-position "Green 3" ( get-object-x "Green 3 Home" ) ( get-object-y "Green 3 Home" ) ( get-object-z "Green 3 Home" ) ) ( set-object-facing-object "Green 3" "Red 1 Home" ) ( modify-variable "@CurrentShip[NoShip]" "Green 3" ) ( send-message "#Command" "Low" "playerknockedout" ) ( set-subsystem-strength "Green 3" "Simulated Hull" 0 ) ) +Name: Green 3 Knocked Out +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( > ( hits-left-subsystem "Green 4" "engines" ) 0 ) ( or ( = ( sim-hits-left "Green 4" ) 0 ) ( = ( sim-hits-left "Green 4 Home" ) 0 ) ) ( = @resethomes[0] 0 ) ) ( set-subsystem-strength "Green 4" "engines" 0 ) ( set-subsystem-strength "Green 4" "weapons" 0 ) ( set-object-position "Green 4" ( get-object-x "Green 4 Home" ) ( get-object-y "Green 4 Home" ) ( get-object-z "Green 4 Home" ) ) ( set-object-facing-object "Green 4" "Red 1 Home" ) ( modify-variable "@CurrentShip[NoShip]" "Green 4" ) ( send-message "#Command" "Low" "playerknockedout" ) ( set-subsystem-strength "Green 4" "Simulated Hull" 0 ) ) +Name: Green 4 Knocked Out +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( > ( hits-left-subsystem "Red 1" "engines" ) 0 ) ( or ( = ( sim-hits-left "Red 1" ) 0 ) ( = ( sim-hits-left "Red 1 Home" ) 0 ) ) ( = @resethomes[0] 0 ) ) ( set-object-position "Red 1" ( get-object-x "Red 1 Home" ) ( get-object-y "Red 1 Home" ) ( get-object-z "Red 1 Home" ) ) ( set-object-facing-object "Red 1" "Green 1 Home" ) ( modify-variable "@CurrentShip[NoShip]" "Red 1" ) ( send-message "#Command" "Low" "playerknockedout" ) ( set-subsystem-strength "Red 1" "Simulated Hull" 0 ) ( set-subsystem-strength "Red 1" "engines" 0 ) ( set-subsystem-strength "Red 1" "weapons" 0 ) ) +Name: Red 1 Knocked Out +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( > ( hits-left-subsystem "Red 2" "engines" ) 0 ) ( or ( = ( sim-hits-left "Red 2" ) 0 ) ( = ( sim-hits-left "Red 2 Home" ) 0 ) ) ( = @resethomes[0] 0 ) ) ( set-subsystem-strength "Red 2" "engines" 0 ) ( set-subsystem-strength "Red 2" "weapons" 0 ) ( set-object-position "Red 2" ( get-object-x "Red 2 Home" ) ( get-object-y "Red 2 Home" ) ( get-object-z "Red 2 Home" ) ) ( set-object-facing-object "Red 2" "Green 1 Home" ) ( modify-variable "@CurrentShip[NoShip]" "Red 2" ) ( send-message "#Command" "Low" "playerknockedout" ) ( set-subsystem-strength "Red 2" "Simulated Hull" 0 ) ) +Name: Red 2 Knocked Out +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( > ( hits-left-subsystem "Red 3" "engines" ) 0 ) ( or ( = ( sim-hits-left "Red 3" ) 0 ) ( = ( sim-hits-left "Red 3 Home" ) 0 ) ) ( = @resethomes[0] 0 ) ) ( set-subsystem-strength "Red 3" "engines" 0 ) ( set-subsystem-strength "Red 3" "weapons" 0 ) ( set-object-position "Red 3" ( get-object-x "Red 3 Home" ) ( get-object-y "Red 3 Home" ) ( get-object-z "Red 3 Home" ) ) ( set-object-facing-object "Red 3" "Green 1 Home" ) ( modify-variable "@CurrentShip[NoShip]" "Red 3" ) ( send-message "#Command" "Low" "playerknockedout" ) ( set-subsystem-strength "Red 3" "Simulated Hull" 0 ) ) +Name: Red 3 Knocked Out +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( > ( hits-left-subsystem "Red 4" "engines" ) 0 ) ( or ( = ( sim-hits-left "Red 4" ) 0 ) ( = ( sim-hits-left "Red 4 Home" ) 0 ) ) ( = @resethomes[0] 0 ) ) ( set-subsystem-strength "Red 4" "engines" 0 ) ( set-subsystem-strength "Red 4" "weapons" 0 ) ( set-object-position "Red 4" ( get-object-x "Red 4 Home" ) ( get-object-y "Red 4 Home" ) ( get-object-z "Red 4 Home" ) ) ( set-object-facing-object "Red 4" "Green 1 Home" ) ( modify-variable "@CurrentShip[NoShip]" "Red 4" ) ( send-message "#Command" "Low" "playerknockedout" ) ( set-subsystem-strength "Red 4" "Simulated Hull" 0 ) ) +Name: Red 4 Knocked Out +Repeat Count: 1 +Interval: 1 $Formula: ( every-time-argument ( every-of "Green 1" "Green 2" "Green 3" "Green 4" "Red 1" "Red 2" "Red 3" "Red 4" ) ( = @gameover[0] 1 ) ( set-subsystem-strength "" "engines" 100 ) ( set-subsystem-strength "" "weapons" 100 ) ( set-subsystem-strength "" "Simulated Hull" 100 ) ( set-primary-ammo "" 0 10000 ) ( set-secondary-ammo "" 0 100 ) ( send-message "#Command" "Low" "gamereset" ) ( modify-variable @resethomes[0] 1 ) ( modify-variable @gameover[0] 0 ) ) +Name: Game Reset +Repeat Count: 1 +Interval: 1 $Formula: ( every-time-argument ( every-of "Green 1 Home" "Green 2 Home" "Green 3 Home" "Green 4 Home" "Red 1 Home" "Red 2 Home" "Red 3 Home" "Red 4 Home" ) ( = @resethomes[0] 1 ) ( set-subsystem-strength "" "Simulated Hull" 100 ) ( modify-variable @resethomes[0] 0 ) ) +Name: Reset Homes +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( or ( = ( sim-hits-left "Green 1" ) 0 ) ( destroyed-or-departed-delay 0 "Green 1" ) ) ( or ( = ( sim-hits-left "Green 2" ) 0 ) ( destroyed-or-departed-delay 0 "Green 2" ) ) ( or ( = ( sim-hits-left "Green 3" ) 0 ) ( destroyed-or-departed-delay 0 "Green 3" ) ) ( or ( = ( sim-hits-left "Green 4" ) 0 ) ( destroyed-or-departed-delay 0 "Green 4" ) ) ( or ( > ( sim-hits-left "Red 1" ) 0 ) ( > ( sim-hits-left "Red 2" ) 0 ) ( > ( sim-hits-left "Red 3" ) 0 ) ( > ( sim-hits-left "Red 4" ) 0 ) ) ( = @gameover[0] 0 ) ) ( modify-variable "@CurrentShip[NoShip]" "Red Team" ) ( send-message "#Command" "High" "teamwins" ) ( modify-variable @gameover[0] 1 ) ) +Name: Red Wins +Repeat Count: 1 +Interval: 1 $Formula: ( every-time ( and ( or ( = ( sim-hits-left "Red 1" ) 0 ) ( destroyed-or-departed-delay 0 "Red 1" ) ) ( or ( = ( sim-hits-left "Red 2" ) 0 ) ( destroyed-or-departed-delay 0 "Red 2" ) ) ( or ( = ( sim-hits-left "Red 3" ) 0 ) ( destroyed-or-departed-delay 0 "Red 3" ) ) ( or ( = ( sim-hits-left "Red 4" ) 0 ) ( destroyed-or-departed-delay 0 "Red 4" ) ) ( or ( > ( sim-hits-left "Green 1" ) 0 ) ( > ( sim-hits-left "Green 2" ) 0 ) ( > ( sim-hits-left "Green 3" ) 0 ) ( > ( sim-hits-left "Green 4" ) 0 ) ) ( = @gameover[0] 0 ) ) ( modify-variable "@CurrentShip[NoShip]" "Green Team" ) ( send-message "#Command" "High" "teamwins" ) ( modify-variable @gameover[0] 1 ) ) +Name: Green Wins +Repeat Count: 1 +Interval: 1 $Formula: ( every-time-argument ( any-of "Green 1 Home" "Green 2 Home" "Green 3 Home" "Green 4 Home" "Red 1 Home" "Red 2 Home" "Red 3 Home" "Red 4 Home" ) ( < ( hits-left "" ) 100 ) ( set-subsystem-strength "" "Hull" 100 ) ) +Name: Home Upkeep +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( add-goal "Green" ( ai-warp-out 89 ) ) ( add-goal "Red" ( ai-warp-out 89 ) ) ( send-message "#Command" "Low" "airemove" ) ) +Name: Remove AI +Repeat Count: 1 +Interval: 1 #Goals ;! 2 total $Type: Primary +Name: Destroy Red Team $MessageNew: XSTR("Destroy Red Team", -1) $end_multi_text $Formula: ( false ) +No music +Score: 50 +Team: 0 $Type: Primary +Name: Destroy Green Team $MessageNew: XSTR("Destroy Green Team", -1) $end_multi_text $Formula: ( false ) +No music +Score: 50 +Team: 1 #Waypoints ;! 0 lists total #Messages ;! 5 total $Name: simhullupdate $Team: -1 $MessageNew: XSTR("$CurrentShip now has $netsimhull Hull remaining.", -1) $end_multi_text $Name: playerknockedout $Team: -1 $MessageNew: XSTR("$CurrentShip has been knocked out of the game!", -1) $end_multi_text $Name: gamereset $Team: -1 $MessageNew: XSTR("Game Over! All Players have been returned to pristine condition! Start!", -1) $end_multi_text $Name: teamwins $Team: -1 $MessageNew: XSTR("$CurrentShip has won this round!", -1) $end_multi_text $Name: airemove $Team: -1 $MessageNew: XSTR("AI Ships have been removed from the battle.", -1) $end_multi_text #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 505 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunWhite +Angles: 0.000000 0.000000 0.000000 +Scale: 1.000000 #Asteroid Fields #Music $Event Music: BTRL - Birth Of A Legend $Briefing Music: Brief9 #End #Mission Info $Version: 0.10 $Name: XSTR("Dust and Rocks", -1) $Author: Hassan "Karajorma" Kazmi $Created: 07/25/06 at 19:53:29 $Modified: 06/03/07 at 18:15:35 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("8 player TvT around Scar's Asteroid", -1) $end_multi_text +Game Type Flags: 18 +Flags: 262176 +Num Players: 8 +Num Respawns: 100 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 193.007065, 7510.292969, 24090.642578 +Viewer orient: -0.999823, -0.000000, 0.018789, -0.005721, 0.952523, -0.304413, -0.017897, -0.304467, -0.952355 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Black" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: af.pof $AI Profile: MULTI #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Pilots, here's yet another challenge sim for you all. I'm splitting you into two teams: Red and Green. This is a team on team dogfight, Scar’s home can be a blessing or a curse, depending on how you use it! If you work as a team, and watch the blind spots, you'll come home with the win.", -1) $end_multi_text $voice: MT-FFA-03-B01.ogg $camera_pos: 193.007065, 7510.292969, 24090.642578 $camera_orient: -0.999823, 0.000000, 0.018789, -0.005721, 0.952523, -0.304413, -0.017897, -0.304467, -0.952355 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Friendly $class: Scar Asteroid $pos: -1508.608276, 0.001230, 4214.853027 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: -7639.085449, 0.006548, 4106.864258 $label: Red Team +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: 6519.421875, 0.003093, 3840.767578 $label: Green Team +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Pilots, here's yet another challenge sim for you all. You're split into two teams: Red and Green. This is a team on team dogfight, Scar’s home can be a blessing or a curse, depending on how you use it! If you work as a team, and watch the blind spots, you'll come home with the win.", -1) $end_multi_text $voice: MT-FFA-03-B01.ogg $camera_pos: 193.007065, 7510.292969, 24090.642578 $camera_orient: -0.999823, 0.000000, 0.018789, -0.005721, 0.952523, -0.304413, -0.017897, -0.304467, -0.952355 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Friendly $class: Scar Asteroid $pos: -1508.608276, 0.001230, 4214.853027 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: -7639.085449, 0.006548, 4106.864258 $label: Red Team +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 6519.421875, 0.003093, 3840.767578 $label: Green Team +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Green Team, that was a phenomenal display of skill and homicidal intensity! Apply it in the field and those Cylon fraks will be sorry. Excellent work!", -1) $end_multi_text $Voice: MT-FFA-03-D01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( < ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Green Team, you're lucky this is a sim. Otherwise, that performance would have secured you a special place...in Pegasus' morgue. Practice more for frak sake! ", -1) $end_multi_text $Voice: MT-FFA-03-D02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Green Team, nice try, but no cigar. There's no stalemate in war when toasters are out to grind your bones into dust! So learn to push for a win, eh?", -1) $end_multi_text $Voice: MT-FFA-03-D03.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("Red Team, you smoked them! What else can I say? Superb performance. Take a long breather, you've earned it.", -1) $end_multi_text $Voice: MT-FFA-03-D04.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( < ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("Red Team, that didn't look like you were giving it your all. Are we boring you? Perhaps we should take this out of the simulator and give Green Team live ammo... Either way, practice some more before you decide to waste more of our time!", -1) $end_multi_text $Voice: MT-FFA-03-D05.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Red Team, if I didn't know any better, I'd say that you got a cheap thrill from barely surviving the experience. I highly recommend pushing for a win next time.", -1) $end_multi_text $Voice: MT-FFA-03-D06.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 8 total $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 "Cylon Raider" 5 ) +Weaponry Pool: ( "MEC-A6" 20 "Cylon KEW" 16 "HD-70" 564 "Cylon Missile" 500 ) $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 "Cylon Raider" 5 ) +Weaponry Pool: ( "MEC-A6" 20 "Cylon KEW" 16 "HD-70" 564 "Cylon Missile" 500 ) #Objects ;! 11 total $Name: Green 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1085.400024, 0.000000, 6631.000000 $Orientation: 0.297159, 0.000000, 0.954828, 0.000000, 1.000000, 0.000000, -0.954828, 0.000000, 0.297159 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1109.750732, 0.000000, 6648.391113 $Orientation: 0.293797, 0.000000, 0.955868, 0.000000, 1.000000, 0.000000, -0.955868, 0.000000, 0.293797 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1095.494019, 0.000000, 6597.524414 $Orientation: 0.301237, 0.000000, 0.953549, 0.000000, 1.000000, 0.000000, -0.953549, 0.000000, 0.301237 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Green 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1116.712402, 24.737030, 6619.675781 $Orientation: 0.297371, 0.000000, 0.954762, -0.003478, 0.999994, 0.001083, -0.954756, -0.003643, 0.297369 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 1 ;! Object #4 $Class: Colonial Viper Mark II $Team: Friendly $Location: -3970.000000, 0.000000, 8012.600098 $Orientation: -0.297153, 0.000000, -0.954830, 0.000000, 1.000000, 0.000000, 0.954830, 0.000000, -0.297153 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 2 ;! Object #5 $Class: Colonial Viper Mark II $Team: Friendly $Location: -3984.555908, -0.000018, 8045.777832 $Orientation: -0.301003, 0.000000, -0.953623, 0.000000, 1.000000, 0.000000, 0.953623, 0.000000, -0.301003 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 3 ;! Object #6 $Class: Colonial Viper Mark II $Team: Friendly $Location: -3998.210449, 0.000027, 7992.932129 $Orientation: -0.293325, 0.000000, -0.956013, 0.000000, 1.000000, 0.000000, 0.956013, 0.000000, -0.293325 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Red 4 ;! Object #7 $Class: Colonial Viper Mark II $Team: Friendly $Location: -3996.575684, 21.551395, 8020.269043 $Orientation: -0.297072, 0.000000, -0.954855, 0.003033, 0.999995, -0.000944, 0.954850, -0.003176, -0.297071 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Asteroid 1 ;! Object #8 $Class: Scar Asteroid $Team: Neutral $Location: -248.465149, 0.000375, 598.888916 $Orientation: -0.988537, 0.000000, -0.151015, 0.000000, 1.000000, 0.000000, 0.151015, 0.000000, -0.988537 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 2 ;! Object #9 $Class: Scar Asteroid B $Team: Neutral $Location: -5516.443359, 444.848358, -5478.122070 $Orientation: -0.997959, -0.020295, 0.060559, -0.019663, 0.999746, 0.011020, -0.060768, 0.009807, -0.998104 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 3 ;! Object #10 $Class: Scar Asteroid C $Team: Neutral $Location: -6004.339355, 1325.328735, 3615.552002 $Orientation: -0.986217, -0.094533, -0.135792, -0.050461, 0.953454, -0.297283, 0.157574, -0.286333, -0.945084 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 #Wings ;! 2 total $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Flags:( ) #Events ;! 1 total $Formula: ( when ( key-pressed "Alt-J" ) ( end-mission ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 2 total $Type: Primary +Name: Destroy Red Team $MessageNew: XSTR("Destroy Red Team", -1) $end_multi_text $Formula: ( and ( > ( team-score 1 ) ( + ( team-score 2 ) 60 ) ) ( is-goal-incomplete "Destroy Green Team" ) ) +No music +Score: 50 +Team: 0 $Type: Primary +Name: Destroy Green Team $MessageNew: XSTR("Destroy Green Team", -1) $end_multi_text $Formula: ( and ( > ( team-score 2 ) ( + ( team-score 1 ) 60 ) ) ( is-goal-incomplete "Destroy Red Team" ) ) +No music +Score: 50 +Team: 1 #Waypoints ;! 0 lists total #Messages ;! 0 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 505 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunWhite +Angles: 0.000000 0.000000 0.000000 +Scale: 1.000000 #Asteroid Fields $Density: 150 +Field Type: 0 +Debris Genre: 0 +Field Debris Type: 0 $Average Speed: 0.000000 $Minimum: -7000.000000, -8000.000000, -12000.000000 $Maximum: 7000.000000, 8000.000000, 12000.000000 +Inner Bound: $Minimum: -3000.000000, -2000.000000, -3000.000000 $Maximum: 3000.000000, 2000.000000, 3000.000000 #Music $Event Music: BTRL - Birth Of A Legend $Briefing Music: Brief9 #End #Mission Info $Version: 0.10 $Name: XSTR("Nowhere To Hide", -1) $Author: Hassan "Karajorma" Kazmi $Created: 07/28/06 at 20:18:51 $Modified: 03/30/07 at 07:42:31 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("Green Team vs Red Team. No asteroids, No reinforcements, No excuses", -1) $end_multi_text +Game Type Flags: 18 +Flags: 262144 +Num Players: 8 +Num Respawns: 100 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: -2426.481934, 1497.130493, -5256.824707 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.961893, 0.273427, 0.000000, -0.273427, 0.961893 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Black" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: desertplanet.pof $AI Profile: MULTI #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("This is urgent, pilots, so settle down! Blue Team's reported the presence of at least four Cylon raiders in proximity to the planet we passed two jumps ago. We have no idea what the hell they could be doing out there, but it's highly unlikely they want to make peace. If you find nothing apart from the Raiders your orders are to engage. Otherwise return to base with recon information. Dismissed.", -1) $end_multi_text $voice: MT-HVC-01-B01.ogg $camera_pos: 3.437716, 1305.867554, -2611.019531 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.961893, 0.273427, 0.000000, -0.273427, 0.961893 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: -1612.643188, 27.576204, 2960.531006 $label: Green Team +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Cylon Raider $pos: 1096.920532, -0.000351, 3080.726074 $label: Raiders +id: 2 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("During the funeral for computer systems beginning with a sudden radioactive gas cloud it is made possible for a remote Cylon to penetrate a significant proportion of software algorithms in an attempt to follow emergency procedures. End of Line.", -1) $end_multi_text $voice: MT-HVC-01-B02.ogg $camera_pos: 3.437716, 1305.867554, -2611.019531 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.961893, 0.273427, 0.000000, -0.273427, 0.961893 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: -1612.643188, 27.576204, 2960.531006 $label: Prey +id: 1 $hlight: 1 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Cylon Raider $pos: 1096.920532, -0.000351, 3080.726074 $label: Pack +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Well done, Green Team. You were faced with a difficult situation and handled yourselves well. If only we had more pilots like you on the front-line against the toasters. We're not certain what the Cylons were doing out there, but they aren't doing it any more.", -1) $end_multi_text $Voice: MT-HVC-01-D01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( < ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Explain to me how you expect the human race to survive when its greatest pilots can't effectively engage the enemy! The dead cannot put what they've learned to use, so we need you to be better than the toasters! Stay alive, and make THEM dead, that is the only way humanity can survive. The raiders managed to get hold of that section of space. We have no idea why they wanted it so damn badly, but it's probably not good news for us.", -1) $end_multi_text $Voice: MT-HVC-01-D02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Since we've sustained as many losses as the Cylons, I suppose this goes down in the books as a draw. But if there was a resurrection ship nearby, they didn't do as poorly as we did! Even if our losses were significant, it does look like the Cylons have abandoned their claim on that particular patch of space.", -1) $end_multi_text $Voice: MT-HVC-01-D03.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("When the glimmering eye cleaves the haze and the caress of purity and flowing light shines upon the civilization the soul is bared to the explosion of time when the annealed bones bring forth the ascent of one. End of line.", -1) $end_multi_text $Voice: MT-HVC-01-D04.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( < ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("The corridor of reflections twisted and growing as the arrow-shattered heart of the forgotten expand into the circular realm of long hallowed palaces and sanguine connections. I can't... I cannot... Jump!", -1) $end_multi_text $Voice: MT-HVC-01-D05.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Ephemeral stasis offers passage to the sated creatures of fragile waves the wind is galvanized by the mere boundaries of syntactic desires, and intertwine with the shadows to form sconces of radiant calm. Jump!", -1) $end_multi_text $Voice: MT-HVC-01-D06.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 8 total $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 ) +Weaponry Pool: ( "MEC-A6" 16 "Cylon KEW" 4 "HD-70" 532 "Cylon Missile" 32 ) $Starting Shipname: Green 1 $Ship Choices: ( "Cylon Raider" 5 ) +Weaponry Pool: ( "MEC-A6" 4 "Cylon KEW" 20 "HD-70" 32 "Cylon Missile" 532 ) #Objects ;! 8 total $Name: Green 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 0.010719, 0.008249, 0.999909, 0.000001, 0.999966, -0.008249, -0.999942, 0.000089, 0.010719 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 4 $Name: Green 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: 34.927334, 0.043848, -30.228945 $Orientation: 0.018298, 0.008174, 0.999799, -0.000061, 0.999967, -0.008174, -0.999833, 0.000089, 0.018297 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 5 $Name: Green 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: 30.084465, 0.458148, 25.480774 $Orientation: 0.004161, 0.008186, 0.999958, 0.000054, 0.999967, -0.008186, -0.999991, 0.000088, 0.004160 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 6 $Name: Green 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: 50.637901, 27.984858, -1.851854 $Orientation: 0.010992, 0.001169, 0.999939, 0.000000, 0.999999, -0.001169, -0.999940, 0.000013, 0.010992 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 7 $Name: Red 1 ;! Object #4 $Class: Cylon Raider $Team: Hostile $Location: -4903.601563, -8.155334, 52.460941 $Orientation: -0.010719, -0.008249, -0.999909, 0.000001, 0.999966, -0.008249, 0.999943, -0.000089, -0.010719 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 9 $Name: Red 2 ;! Object #5 $Class: Cylon Raider $Team: Hostile $Location: -4899.983398, -39.948624, 94.415993 $Orientation: -0.021415, -0.000010, -0.999771, 0.000000, 1.000000, -0.000010, 0.999771, 0.000000, -0.021415 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 9 $Name: Red 3 ;! Object #6 $Class: Cylon Raider $Team: Hostile $Location: -4900.342773, -40.572048, 18.363628 $Orientation: -0.001918, -0.000010, -0.999998, 0.000000, 1.000000, -0.000010, 0.999998, 0.000000, -0.001918 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 9 $Name: Red 4 ;! Object #7 $Class: Cylon Raider $Team: Hostile $Location: -4854.727051, -39.913692, 52.557133 $Orientation: -0.010811, -0.000010, -0.999942, 0.000000, 1.000000, -0.000010, 0.999942, 0.000000, -0.010811 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 9 #Wings ;! 2 total $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Flags:( ) #Events ;! 1 total $Formula: ( when ( key-pressed "Alt-J" ) ( end-mission ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 2 total $Type: Primary +Name: Destroy Red Team $MessageNew: XSTR("Destroy Cylon Raiders", -1) $end_multi_text $Formula: ( and ( > ( team-score 1 ) ( + ( team-score 2 ) 60 ) ) ( is-goal-incomplete "Destroy Green Team" ) ) +No music +Score: 50 +Team: 0 $Type: Primary +Name: Destroy Green Team $MessageNew: XSTR("Destroy Enemy", -1) $end_multi_text $Formula: ( and ( > ( team-score 2 ) ( + ( team-score 1 ) 60 ) ) ( is-goal-incomplete "Destroy Red Team" ) ) +No music +Score: 50 +Team: 1 #Waypoints ;! 0 lists total #Messages ;! 0 total #Reinforcements ;! 0 total #Background bitmaps ;! 1 total $Num stars: 100 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunWhite +Angles: 0.000000 0.000000 5.358157 +Scale: 1.000000 $Starbitmap: blue01 +Angles: 0.000000 0.000000 0.000000 +ScaleX: 6.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: BTRL - Asteroids $Briefing Music: Brief6 #End #Mission Info $Version: 0.10 $Name: XSTR("Scar's Playground", -1) $Author: Hassan "Karajorma" Kazmi $Created: 07/25/06 at 19:53:29 $Modified: 03/30/07 at 07:51:14 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("8 player TvT around Scar's Asteroid", -1) $end_multi_text +Game Type Flags: 18 +Flags: 262176 +Num Players: 8 +Num Respawns: 100 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 193.007065, 7510.292969, 24090.642578 +Viewer orient: -0.999823, -0.000000, 0.018789, -0.005721, 0.952523, -0.304413, -0.017897, -0.304467, -0.952355 $Starting wing names: ( "Green" "Red" "Blue" ) $Squadron wing names: ( "Green" "Red" "Blue" "Yellow" "Black" ) $Team-versus-team wing names: ( "Green" "Red" ) ;;FSO 3.6.0;; $Skybox Model: af.pof $AI Profile: MULTI #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 2 $start_stage $multi_text XSTR("As you know, this was to be the Monarch's tenth day of mining operations on the Potato. However, the ship sustained damage in the last Cylon attack and has now disengaged for repairs. Since we no longer have to worry about protecting it, we have a great opportunity to frag as many Toasters as possible before operations resume.", -1) $end_multi_text $voice: MT-HVC-03-B01.ogg $camera_pos: 193.007065, 7510.292969, 24090.642578 $camera_orient: -0.999823, 0.000000, 0.018789, -0.005721, 0.952523, -0.304413, -0.017897, -0.304467, -0.952355 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Friendly $class: Scar Asteroid $pos: -1508.608276, 0.001230, 4214.853027 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 4 $team: Friendly $class: Mining Vessel Variant $pos: 1331.741943, 0.004141, -5958.029785 $label: Majahual +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("As we have seen over the past week and a half, the Cylons are no longer making mass attacks, but rather, using hit-and-run tactics or ambushes. Patrol the area and engage any Raiders you encounter. But remember to watch your six! Review of the past few encounters indicated that there may be one particular Raider that appears to be better than the rest. We can't be certain that it is always the same chrome-plated bastard, but we've lost a couple of good pilots to ambushes by a single Raider.", -1) $end_multi_text $voice: MT-HVC-03-B02.ogg $camera_pos: 193.007065, 7510.292969, 24090.642578 $camera_orient: -0.999823, 0.000000, 0.018789, -0.005721, 0.952523, -0.304413, -0.017897, -0.304467, -0.952355 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Friendly $class: Scar Asteroid $pos: -1508.608276, 0.001230, 4214.853027 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark II $pos: 6519.421875, 0.003093, 3840.767578 $label: Green Team +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Cylon Raider $pos: -6682.031738, 0.000791, 4745.500000 $label: Raiders +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("One of the two in a desperate attempt opens access dictated by such factors as the speaker's age and shows no signs of stopping. The third and most dangerous now standard in all of the known galaxy is considered a fairly obvious attempt to develop. End of line.", -1) $end_multi_text $voice: MT-HVC-03-B03.ogg $camera_pos: 193.007065, 7510.292969, 24090.642578 $camera_orient: -0.999823, 0.000000, 0.018789, -0.005721, 0.952523, -0.304413, -0.017897, -0.304467, -0.952355 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Friendly $class: Scar Asteroid $pos: -1508.608276, 0.001230, 4214.853027 $label: Asteroid +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Cylon Raider $pos: -7639.085449, 0.006548, 4106.864258 $label: Pack +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: Colonial Viper Mark II $pos: 6519.421875, 0.003093, 3840.767578 $label: Prey +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Well done, Green Team. After that performance, the Potato is likely to be toaster-free for a while. Even better is that you managed to handle their ace! Too many pilots were lost to that bastard and we were getting rather worried that no one here could take him on. While they fix the damages you did to him, we should now get a few of days without harassment.", -1) $end_multi_text $Voice: MT-HVC-03-D01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( < ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("FRAKKING HELL! You failed to curb the Cylon hit-and-run attack! The Potato is still infested with Raiders and as a result, more pilots will have to go out there and face those bastards! Some of them probably won't come back... At least you've managed to confirm that there definitely is a Cylon ace out there, so now we can let them know what to expect.", -1) $end_multi_text $Voice: MT-HVC-03-D02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("You may have given the Cylons hell, Green Team, but the losses incurred just aren't frakking worth it! We simply do not have the equipment and personnel that the Cylons do. A war of attrition is not an option for us. So, you'll have to do much better the next time you're out there. At least you managed to confirm the existence of a Cylon ace so we can make sure that everyone is better prepared for it when they come across it.", -1) $end_multi_text $Voice: MT-HVC-03-D03.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("The first signs of spring are seen and the civilization falls into dust as the sun rises over broken peaks. At once the skin withers and a rift in the earth closes on the machine. End of line.", -1) $end_multi_text $Voice: MT-HVC-03-D04.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( < ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("The minutes last centuries in the last room of the hall where a child waits for trees to grow fresh blooms as technology fades in the light of new birth. I can't....I can't.... Jump!", -1) $end_multi_text $Voice: MT-HVC-03-D05.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( = ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("To make the transition easier the lesser creatures lay down in the mossy streets of shining cities altogether lost in the current of the winding rivers of confusion and misery and close their eyes to the sound of peace. Jump!", -1) $end_multi_text $Voice: MT-HVC-03-D06.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Players ;! 8 total $Starting Shipname: Green 1 $Ship Choices: ( "Colonial Viper Mark II" 5 "Colonial Viper Mark VII" 5 ) +Weaponry Pool: ( "MEC-A6" 16 "Cylon KEW" 4 "HD-70" 532 "Cylon Missile" 32 ) $Starting Shipname: Green 1 $Ship Choices: ( "Cylon Raider" 5 ) +Weaponry Pool: ( "MEC-A6" 4 "Cylon KEW" 20 "HD-70" 32 "Cylon Missile" 532 ) #Objects ;! 11 total $Name: Green 1 ;! Object #0 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1085.400024, 0.000000, 6631.000000 $Orientation: 0.297159, 0.000000, 0.954828, 0.000000, 1.000000, 0.000000, -0.954828, 0.000000, 0.297159 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 6 $Name: Green 2 ;! Object #1 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1109.750732, 0.000000, 6648.391113 $Orientation: 0.293797, 0.000000, 0.955868, 0.000000, 1.000000, 0.000000, -0.955868, 0.000000, 0.293797 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 0 $Name: Green 3 ;! Object #2 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1095.494019, 0.000000, 6597.524414 $Orientation: 0.301237, 0.000000, 0.953549, 0.000000, 1.000000, 0.000000, -0.953549, 0.000000, 0.301237 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 4 $Name: Green 4 ;! Object #3 $Class: Colonial Viper Mark II $Team: Friendly $Location: 1116.712402, 24.737030, 6619.675781 $Orientation: 0.297371, 0.000000, 0.954762, -0.003478, 0.999994, 0.001083, -0.954756, -0.003643, 0.297369 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 2 $Name: Red 1 ;! Object #4 $Class: Cylon Raider $Team: Hostile $Location: -3970.000000, 0.000000, 8012.600098 $Orientation: -0.297153, 0.000000, -0.954830, 0.000000, 1.000000, 0.000000, 0.954830, 0.000000, -0.297153 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 9 ;;FSO 3.6.8;; $Texture Replace: ;;FSO 3.6.8;; +old: cylraider ;;FSO 3.6.8;; +new: scar $Name: Red 2 ;! Object #5 $Class: Cylon Raider $Team: Hostile $Location: -3984.555908, -0.000018, 8045.777832 $Orientation: -0.301003, 0.000000, -0.953623, 0.000000, 1.000000, 0.000000, 0.953623, 0.000000, -0.301003 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 9 $Name: Red 3 ;! Object #6 $Class: Cylon Raider $Team: Hostile $Location: -3998.210449, 0.000027, 7992.932129 $Orientation: -0.293325, 0.000000, -0.956013, 0.000000, 1.000000, 0.000000, 0.956013, 0.000000, -0.293325 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 9 $Name: Red 4 ;! Object #7 $Class: Cylon Raider $Team: Hostile $Location: -3996.575684, 21.551395, 8020.269043 $Orientation: -0.297072, 0.000000, -0.954855, 0.003033, 0.999995, -0.000944, 0.954850, -0.003176, -0.297071 $AI Behavior: Get behind +AI Class: Captain $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 9 $Name: Asteroid 1 ;! Object #8 $Class: Scar Asteroid $Team: Neutral $Location: -248.465149, 0.000375, 598.888916 $Orientation: -0.988537, 0.000000, -0.151015, 0.000000, 1.000000, 0.000000, 0.151015, 0.000000, -0.988537 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 2 ;! Object #9 $Class: Scar Asteroid B $Team: Neutral $Location: -5516.443359, 444.848358, -5478.122070 $Orientation: -0.997959, -0.020295, 0.060559, -0.019663, 0.999746, 0.011020, -0.060768, 0.009807, -0.998104 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 3 ;! Object #10 $Class: Scar Asteroid C $Team: Neutral $Location: -6004.339355, 1325.328735, 3615.552002 $Orientation: -0.986217, -0.094533, -0.135792, -0.050461, 0.953454, -0.297283, 0.157574, -0.286333, -0.945084 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 #Wings ;! 2 total $Name: Green $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Green 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Green 1" "Green 2" "Green 3" "Green 4" ) +Hotkey: 0 +Flags:( ) $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Red 1" "Red 2" "Red 3" "Red 4" ) +Flags:( ) #Events ;! 1 total $Formula: ( when ( key-pressed "Alt-J" ) ( end-mission ) ) +Name: End Mission +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 2 total $Type: Primary +Name: Destroy Red Team $MessageNew: XSTR("Destroy Cylon Raiders", -1) $end_multi_text $Formula: ( and ( > ( team-score 1 ) ( + ( team-score 2 ) 60 ) ) ( is-goal-incomplete "Destroy Green Team" ) ) +No music +Score: 50 +Team: 0 $Type: Primary +Name: Destroy Green Team $MessageNew: XSTR("Destroy Enemy", -1) $end_multi_text $Formula: ( and ( > ( team-score 2 ) ( + ( team-score 1 ) 60 ) ) ( is-goal-incomplete "Destroy Red Team" ) ) +No music +Score: 50 +Team: 1 #Waypoints ;! 0 lists total #Messages ;! 0 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 505 $Ambient light level: 7895160 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunWhite +Angles: 0.000000 0.000000 0.000000 +Scale: 1.000000 #Asteroid Fields $Density: 150 +Field Type: 0 +Debris Genre: 0 +Field Debris Type: 0 $Average Speed: 0.000000 $Minimum: -7000.000000, -8000.000000, -12000.000000 $Maximum: 7000.000000, 8000.000000, 12000.000000 +Inner Bound: $Minimum: -3000.000000, -2000.000000, -3000.000000 $Maximum: 3000.000000, 2000.000000, 3000.000000 #Music $Event Music: [BtRL] SP-02 - BoaL $Briefing Music: Brief7 #End #Mission Info $Version: 0.10 $Name: XSTR("Asteroid Patrol", -1) $Author: Joel "Axem" Reimer $Created: 10/11/06 at 13:52:18 $Modified: 08/31/07 at 13:10:46 $Notes: Original Mission by Darkblade Revised Outline by SGT22er ReFREDded by Axem This mission is cursed, I tells ya.$End Notes: $Mission Desc: XSTR("Colonial Fleet is running short on fuel. Battlestar Galactica has launched an expedition to find Tylium on several asteroid fields.", -1) $end_multi_text +Game Type Flags: 1 +Flags: 262178 +Disallow Support: 1 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 1988.505615, 15949.298828, 2954.247314 +Viewer orient: 0.999608, 0.000000, 0.028005, -0.028004, -0.006061, 0.999589, 0.000170, -0.999982, -0.006059 $Starting wing names: ( "Red" "Blue" "Green" ) $Squadron wing names: ( "Red" "Blue" "Green" "Yellow" "Purple" ) $Team-versus-team wing names: ( "Red" "Black" ) ;;FSO 3.6.0;; $Skybox Model: af.pof $AI Profile: SINGLE #Sexp_variables $Variables: ( 0 "currentWaypoint" "1" "number" 1 "currentWPName" "Waypoint 1" "string" 2 "fractalRun" "0" "number" 3 "numWarnings" "0" "number" 4 "PilotsLost" "0" "number" "campaign-persistent" 5 "RandomIntro" "0" "number" 6 "randomTime" "0" "number" ) #Command Briefing $Stage Text: XSTR("Morning, pilots. As most of you are already aware, the Fleet is running short on ore. With insufficient amounts in our combined reserves, neither Battlestar can afford to engage in major skirmishes.", -1) $end_multi_text $Ani Filename: pegasus_cb.ani +Wave Filename: SP-01-CB-01.ogg #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("As you know, ore is a key element in construction and repair material, and finding a rich source has always been a problem. However, finding a source without the Cylons knowing is an even bigger problem. Our Raptor party in this asteroid field caught a glimpse of Cylon activity. The survey was cut short when they were detected, and fired upon before jumping away. High toaster interest suggests we have potential hotspots for ore and... trouble.", -1) $end_multi_text $voice: SP-01-B-01.ogg $camera_pos: 645.503845, 4889.996094, 1295.807251 $camera_orient: -0.777141, 0.000000, 0.629326, -0.617927, 0.189468, -0.763065, -0.119237, -0.981887, -0.147243 $camera_time: 500 $num_lines: 0 $num_icons: 8 $Flags: 2 $Formula: ( true ) $start_icon $type: 23 $team: Friendly $class: Colonial Viper Mark VII $pos: 15546.699219, -0.001303, 6569.871094 +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: Colonial Viper Mark II $pos: -4440.100098, -2000.000000, 6613.000000 +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 10 $team: Friendly $class: Colonial Viper Mark VII $pos: 6896.013672, -500.001862, -7727.408203 +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Friendly $class: Colonial Viper Mark II $pos: -11293.625977, 1325.327759, 1387.243286 +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 13 $team: Friendly $class: Colonial Viper Mark II $pos: 3029.498047, -499.999298, 7666.782715 +id: 6 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 30 $team: Friendly $class: Colonial Viper Mark VII $pos: 17146.839844, -1000.000732, -4374.974609 +id: 7 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 8 $team: Unknown $class: Scar Asteroid $pos: -248.000000, 0.000000, 598.900024 $label: Asteroid Belt +id: 8 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 30 $team: Friendly $class: Colonial Viper Mark II $pos: 741.224976, -0.000108, 348.497559 $label: Raptor Team +id: 12 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("What we need now is a couple Viper wings to patrol this sector and gather more intel. Being on the defensive for too long has been the cause of this shortage, so it's imperative that we secure the parameters, find some rocks, and stake a claim as soon as possible. For some of you that took the extra long route for training, this may be your first combat mission... so control yourselves out there. This isn't a frakking game--also, do NOT forget this is a joint operation. I expect all of you to keep your opinions and attitudes in check, ignore the unessential chatter if you can, and stay focused on the mission. We almost lost the recon party in a routine survey, so there's clearly more out there than meets the eye.", -1) $end_multi_text $voice: SP-01-B-02.ogg $camera_pos: 1047.731445, 8202.252930, 1792.511475 $camera_orient: -0.777141, 0.000000, 0.629326, -0.617927, 0.189468, -0.763065, -0.119237, -0.981887, -0.147243 $camera_time: 500 $num_lines: 0 $num_icons: 9 $Flags: 0 $Formula: ( true ) $start_icon $type: 23 $team: Friendly $class: Colonial Viper Mark VII $pos: 15546.699219, -0.001303, 6569.871094 +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: Colonial Viper Mark II $pos: -4440.100098, -2000.000000, 6613.000000 +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 10 $team: Friendly $class: Colonial Viper Mark VII $pos: 6896.013672, -500.001862, -7727.408203 +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Friendly $class: Colonial Viper Mark II $pos: -11293.625977, 1325.327759, 1387.243286 +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 13 $team: Friendly $class: Colonial Viper Mark II $pos: 3029.498047, -499.999298, 7666.782715 +id: 6 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 30 $team: Friendly $class: Colonial Viper Mark VII $pos: 17146.839844, -1000.000732, -4374.974609 +id: 7 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 8 $team: Unknown $class: Scar Asteroid $pos: -248.000000, 0.000000, 598.900024 $label: Asteroid Belt +id: 8 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 1764.587891, 0.000085, -168.196655 $label: Viper Patrols +id: 10 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: -2069.944580, -0.000280, 2421.109863 $label: Viper Patrols +id: 11 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Alright... Blue team with Red will check on FR-04B. Hot Dog, go with Jules to FB-35L, Centaur and Goofy, head out to FN-76D, and Starbuck, Kat, you two will check out FE-59X. Be careful out there pilots, bring yourselves home in one piece. Good luck.", -1) $end_multi_text $voice: SP-01-B-03.ogg $camera_pos: 1047.731445, 8202.252930, 1792.511475 $camera_orient: -0.777141, 0.000000, 0.629326, -0.617927, 0.189468, -0.763065, -0.119237, -0.981887, -0.147243 $camera_time: 500 $num_lines: 0 $num_icons: 9 $Flags: 0 $Formula: ( true ) $start_icon $type: 23 $team: Friendly $class: Colonial Viper Mark VII $pos: 15546.699219, -0.001303, 6569.871094 +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: Colonial Viper Mark II $pos: -4440.100098, -2000.000000, 6613.000000 +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 10 $team: Friendly $class: Colonial Viper Mark VII $pos: 6896.013672, -500.001862, -7727.408203 +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Friendly $class: Colonial Viper Mark II $pos: -11293.625977, 1325.327759, 1387.243286 +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 13 $team: Friendly $class: Colonial Viper Mark II $pos: 3029.498047, -499.999298, 7666.782715 +id: 6 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 30 $team: Friendly $class: Colonial Viper Mark VII $pos: 17146.839844, -1000.000732, -4374.974609 +id: 7 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 8 $team: Unknown $class: Scar Asteroid $pos: -248.000000, 0.000000, 598.900024 $label: Asteroid Belt +id: 8 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: 1764.587891, 0.000085, -168.196655 $label: Viper Patrols +id: 10 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: Colonial Viper Mark VII $pos: -2069.944580, -0.000280, 2421.109863 $label: Viper Patrols +id: 11 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 11 $Formula: ( true ) $Multi text XSTR("All of you, pipe down! That was one of a hell of a mission. I want each of you to remember that every success on our end is one step closer to a better future.", -1) $end_multi_text $Voice: SP-01-D-01.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "OBEY ORDERS" 0 ) ( is-destroyed-delay 0 "Blue 2" ) ( not ( is-destroyed-delay 0 "Red 2" ) ) ) $Multi text XSTR("But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! Chum died out there today. As a nugget, he wasn't ready, and couldn't follow a gods damned order. His death could easily have been prevented!   This shouldn't be a sink or swim situation, especially for a crucial mission. But if I ever catch any of you doing what he did out there today--and somehow survive, be ready to pay for your lack of judgment. This is not a frakking game, people!", -1) $end_multi_text $Voice: SP-01-D-02.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "OBEY ORDERS" 0 ) ( is-destroyed-delay 0 "Red 2" ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ) $Multi text XSTR("But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! We lost a man out there today--its an unfortunate price to pay, but this is war. We were in an asteroid field, and faced one too many unknowns when hostiles appeared from out of nowhere. Gavel was a good pilot, valued wingmate, and a brave frakking trooper.  He didn't die in vain, and he will be missed.", -1) $end_multi_text $Voice: SP-01-D-03.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 0 "Red 2" ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ) $Multi text XSTR("But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! We lost Gavel today... he was a good pilot, valued wingmate, and a brave frakking trooper, but DIED for no good frakking reason! His death could easily have been prevented!", -1) $end_multi_text $Voice: SP-01-D-04.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "OBEY ORDERS" 0 ) ( is-destroyed-delay 0 "Red 2" ) ( is-destroyed-delay 0 "Blue 2" ) ) $Multi text XSTR("But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! Two pilots died out there today--TWO while we are in pursuit of a gods damned rock that'll give us more material, to build more machines, to fight a never-ending battle against machines! This is completely unacceptable.", -1) $end_multi_text $Voice: SP-01-D-05.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 0 "Red 2" ) ( is-destroyed-delay 0 "Blue 2" ) ) $Multi text XSTR("But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! Two pilots died out there today--TWO because someone couldn't take simple frakking orders! Gavel and Chum DIED for no good frakking reason!", -1) $end_multi_text $Voice: SP-01-D-06.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( not ( is-destroyed-delay 0 "Red 2" ) ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ) $Multi text XSTR("But that--and everything we've worked for--can all go to hell when you involve widespread idiocy, impulsiveness, and reckless decision-making! You're all back in one piece not because you were good out there... No, you're alive because you were gods damned lucky--nothing else!", -1) $end_multi_text $Voice: SP-01-D-07.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ( not ( is-destroyed-delay 0 "Red 2" ) ) ) $Multi text XSTR("Now you, pilot, blatantly disobeying orders while doing that saved Blue Team from certain death--it should have been the least of your gods damned concerns. Rules and structure are there for a reason, so learn and frakking follow them before you go off and write your own. I don't know what the frak sort of premonition you had, but the next time you pull a Chamalla-induced stunt like that, your ass is mine.   Nevertheless, you should be compensated appropriately for risking your life--and everyone else's--to somehow save us all.", -1) $end_multi_text $Voice: SP-01-D-08.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 0 "Blue 2" ) ( is-destroyed-delay 0 "Red 2" ) ) $Multi text XSTR("Now you, pilot, blatantly disobeying orders... you might have saved my ass, but the lives of two pilots were lost--no thanks to that Chamalla-induced stunt! You'll come see me when this is over.", -1) $end_multi_text $Voice: SP-01-D-09.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( or ( and ( is-destroyed-delay 0 "Red 2" ) ( not ( is-destroyed-delay 0 "Blue 2" ) ) ) ( and ( is-destroyed-delay 0 "Blue 2" ) ( not ( is-destroyed-delay 0 "Red 2" ) ) ) ) ) $Multi text XSTR("Now you, pilot, blatantly disobeying orders... you might have saved a couple lives, but that Chamalla-induced stunt still cost us a frakking pilot! You'll come see me when this is over.", -1) $end_multi_text $Voice: SP-01-D-10.ogg $Recommendation text: XSTR("", -1) $end_multi_text $Formula: ( true ) $Multi text XSTR("I hope you all learned something from this experience, because its only gonna get a lot harder.  Yeah, too much of this war is an unknown, but there are still things we DO know: whether or not we're from the same frakking planet or ship, its clear, we're ALL soldiers. Whether or not you're in the field, YOU are a soldier--with a duty to serve and protect.  If you forget that while on the job because you're distracted by real or perceived issues, and inane crap, people will die. My point, don't ever forget what were doing here. Dismissed.", -1) $end_multi_text $Voice: SP-01-D-11.ogg $Recommendation text: XSTR("", -1) $end_multi_text #Alternate Types: $Alt: The Lemon $Alt: Darkrazor $Alt: Tygge $Alt: Iron Bolt $Alt: Notus $Alt: Gavel $Alt: Gauntlet $Alt: Chum $Alt: Waypoint #end #Players ;! 1 total $Starting Shipname: Red 1 $Ship Choices: ( "Colonial Viper Mark II" 4 ) +Weaponry Pool: ( "MEC-A6" 4 ) #Objects ;! 20 total $Name: Red 1 ;! Object #0 $Class: Colonial Viper Mark VII $Team: Friendly $Location: 6339.200195, -2000.000000, -20876.599609 $Orientation: 0.999989, 0.000000, 0.004613, 0.000370, 0.996782, -0.080161, -0.004598, 0.080161, 0.996771 $AI Behavior: Still $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Orders Accepted: 241 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Asteroid 1 ;! Object #1 $Class: Scar Asteroid $Team: Unknown $Location: -248.000000, 0.000000, 598.900024 $Orientation: -0.988537, 0.000000, -0.151015, 0.000000, 1.000000, 0.000000, 0.151015, 0.000000, -0.988537 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 2 ;! Object #2 $Class: Scar Asteroid B $Team: Unknown $Location: -5516.443359, 444.848358, -5478.122070 $Orientation: -0.997959, -0.020295, 0.060559, -0.019663, 0.999746, 0.011020, -0.060768, 0.009807, -0.998104 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Asteroid 3 ;! Object #3 $Class: Scar Asteroid C $Team: Unknown $Location: -6004.339355, 1325.328735, 3615.552002 $Orientation: -0.986217, -0.094533, -0.135792, -0.050461, 0.953454, -0.297283, 0.157574, -0.286333, -0.945084 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Red 2 ;! Object #4 $Class: Colonial Viper Mark VII $Alt: Gavel $Team: Friendly $Location: 6285.874023, -2007.919312, -20932.986328 $Orientation: 0.999997, 0.000000, 0.002463, 0.000198, 0.996771, -0.080296, -0.002455, 0.080296, 0.996768 $AI Behavior: Still +AI Class: Major $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Orders Accepted: 241 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 5 $Name: Blue 1 ;! Object #5 $Class: Colonial Viper Mark VII $Alt: Gauntlet $Team: Friendly $Location: 6346.335449, -2037.070801, -20620.542969 $Orientation: 0.999988, 0.000000, 0.004951, 0.000408, 0.996593, -0.082480, -0.004934, 0.082481, 0.996580 $AI Behavior: Stay Near +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 3 $Name: Blue 2 ;! Object #6 $Class: Colonial Viper Mark VII $Alt: Chum $Team: Friendly $Location: 6284.032715, -2026.439453, -20652.011719 $Orientation: 0.999997, 0.000000, 0.002417, 0.000198, 0.996636, -0.081950, -0.002408, 0.081950, 0.996634 $AI Behavior: Stay Near +AI Class: Colonel $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( "no-subspace-drive" ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 0 $Name: Fractal 1 ;! Object #7 $Class: Cylon Raider $Team: Hostile $Location: -4316.157227, -3000.000244, 7950.838867 $Orientation: -0.997152, 0.000000, -0.075412, 0.012575, 0.986000, -0.166273, 0.074357, -0.166748, -0.983192 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 12 $Name: Fractal 2 ;! Object #8 $Class: Cylon Raider $Team: Hostile $Location: -4423.221191, -3000.000244, 7874.144531 $Orientation: -0.997199, 0.000000, -0.074791, 0.012633, 0.985632, -0.168432, 0.073717, -0.168905, -0.982872 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Fractal 3 ;! Object #9 $Class: Cylon Raider $Team: Hostile $Location: -4274.703125, -3000.000244, 7795.145508 $Orientation: -0.997527, 0.000000, -0.070283, 0.012033, 0.985236, -0.170778, 0.069246, -0.171202, -0.982800 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Bravo 1 ;! Object #10 $Class: Cylon Raider $Team: Hostile $Location: -3430.800049, 8200.000000, -6292.200195 $Orientation: -0.439129, 0.393207, -0.807808, 0.188401, 0.919450, 0.345134, 0.878448, -0.000634, -0.477838 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Bravo 2 ;! Object #11 $Class: Cylon Raider $Team: Hostile $Location: -3425.651367, 8175.557617, -6115.367676 $Orientation: -0.439129, 0.393207, -0.807808, 0.188401, 0.919450, 0.345134, 0.878448, -0.000634, -0.477837 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Bravo 3 ;! Object #12 $Class: Cylon Raider $Team: Hostile $Location: -3587.348145, 8288.408203, -6263.883301 $Orientation: -0.439129, 0.393207, -0.807808, 0.188401, 0.919450, 0.345134, 0.878448, -0.000634, -0.477837 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Tango 1 ;! Object #13 $Class: Cylon Raider $Team: Hostile $Location: -1357.956421, 4500.000000, -7530.545898 $Orientation: 0.993143, 0.000000, -0.116903, -0.030655, 0.965006, -0.260428, 0.112813, 0.262226, 0.958390 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Tango 2 ;! Object #14 $Class: Cylon Raider $Team: Hostile $Location: -1314.013062, 4500.000000, -7411.875977 $Orientation: 0.994534, 0.000000, -0.104412, -0.028694, 0.961496, -0.273317, 0.100392, 0.274819, 0.956241 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Tango 3 ;! Object #15 $Class: Cylon Raider $Team: Hostile $Location: -1535.612915, 4500.000000, -7505.529297 $Orientation: 0.982163, 0.000000, -0.188032, -0.049263, 0.965070, -0.257320, 0.181464, 0.261993, 0.947856 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Background Asteroids ;! Object #16 $Class: AstLayer $Team: Unknown $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Shields: 0 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 $Name: Echo 1 ;! Object #17 $Class: Cylon Raider $Team: Hostile $Location: -3265.745117, 2001.899658, -9776.522461 $Orientation: 0.793675, 0.000000, -0.608343, 0.227401, 0.927507, 0.296679, 0.564242, -0.373805, 0.736139 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Echo 2 ;! Object #18 $Class: Cylon Raider $Team: Hostile $Location: -3167.289063, 2001.899658, -9695.531250 $Orientation: 0.798524, 0.000000, -0.601962, 0.231634, 0.923001, 0.307271, 0.555612, -0.384799, 0.737038 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 $Name: Echo 3 ;! Object #19 $Class: Cylon Raider $Team: Hostile $Location: -3352.134766, 2001.899658, -9640.076172 $Orientation: 0.767902, 0.000000, -0.640568, 0.242388, 0.925644, 0.290571, 0.592938, -0.378396, 0.710803 $AI Behavior: Get behind $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 0 +Subsystem: Pilot +Secondary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 20 #Wings ;! 6 total $Name: Red $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Red 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Red 1" "Red 2" ) $AI Goals: ( goals ( ai-guard "Red 1" 50 ) ) +Hotkey: 0 +Flags:( ) $Name: Blue $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Blue 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Blue 1" "Blue 2" ) $AI Goals: ( goals ( ai-waypoints-once "Starting Target" 50 ) ) +Hotkey: 1 +Flags:( ) $Name: Fractal $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Fractal 1 $Arrival Location: Hyperspace $Arrival Cue: ( or ( is-event-true-delay "Cue Fractal - Obey" 0 ) ( is-event-true-delay "Cue Fractal - Disobey" 0 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Fractal 1" "Fractal 2" "Fractal 3" ) $AI Goals: ( goals ( ai-chase-wing "Red" 50 ) ) +Flags:( "no-arrival-message" ) +Wave Delay Min: 2 +Wave Delay Max: 3 $Name: Bravo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Bravo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Cue Tango - Disobey" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Bravo 1" "Bravo 2" "Bravo 3" ) $AI Goals: ( goals ( ai-chase-any 30 ) ) +Flags:( "no-arrival-music" "no-arrival-message" ) $Name: Tango $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Tango 1 $Arrival Location: Hyperspace $Arrival Cue: ( or ( is-event-true-delay "Cue Tango - Obey" 0 ) ( is-event-true-delay "Cue Tango - Disobey" 30 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Tango 1" "Tango 2" "Tango 3" ) $AI Goals: ( goals ( ai-chase "Blue 2" 89 ) ( ai-chase-any 50 ) ) +Flags:( "no-arrival-message" "no-dynamic" ) $Name: Echo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Echo 1 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-event-true-delay "Cue Echo - Obey" 0 ) ( < ( num-ships-in-battle "Hostile" ) 4 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Echo 1" "Echo 2" "Echo 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-music" ) #Events ;! 71 total $Formula: ( when ( true ) ( modify-variable @RandomIntro[0] ( rand-multiple 1 3 ) ) ( ship-guardian-threshold 80 "Red 2" "Blue 1" "Blue 2" ) ( ship-subsys-guardian-threshold 95 "Red 2" "engines" ) ( ship-subsys-guardian-threshold 95 "Blue 1" "engines" ) ( ship-subsys-guardian-threshold 95 "Blue 2" "engines" ) ( never-warp "Red 1" "Red 2" "Blue 1" "Blue 2" ) ( cap-waypoint-speed "Blue 1" 175 ) ( cap-waypoint-speed "Blue 2" 175 ) ) +Name: ==Initial Events== +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time-argument ( any-of "Blue 1" "Blue 2" "Red 2" "Tango 1" "Tango 2" "Tango 3" "Fractal 1" "Fractal 2" "Fractal 3" "Bravo 1" "Bravo 2" "Bravo 3" "Echo 1" "Echo 2" "Echo 3" ) ( > ( distance "Red 1" "" ) 4500 ) ( ship-invisible "" ) ( disable-builtin-messages "" ) ) +Name: ==Scramble Dradis== +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time-argument ( any-of "Blue 1" "Blue 2" "Red 2" "Tango 1" "Tango 2" "Tango 3" "Fractal 1" "Fractal 2" "Fractal 3" "Bravo 1" "Bravo 2" "Bravo 3" "Echo 1" "Echo 2" "Echo 3" ) ( < ( distance "Red 1" "" ) 4500 ) ( ship-visible "" ) ( enable-builtin-messages "" ) ) +Name: ==Fix Dradis== +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( has-time-elapsed 1 ) ( = @RandomIntro[0] 1 ) ) ( send-message-list "Blue 2" "High" "Intro1-1" 0 "Blue 1" "High" "Intro1-2" 5677 "Red 2" "High" "Intro1-3" 15750 "Blue 2" "High" "Intro1-4" 5438 "Red 2" "High" "Intro1-5" 3024 "Blue 1" "High" "Intro1-6" 5709 "Blue 2" "High" "Intro1-7" 11064 "Blue 1" "High" "Intro1-8" 6852 "Blue 2" "High" "Intro1-9" 4338 "Blue 2" "High" "Intro1-10" 5297 ) ) +Name: Intro1 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( has-time-elapsed 1 ) ( = @RandomIntro[0] 2 ) ) ( send-message-list "Blue 2" "High" "Intro2-1" 0 "Blue 2" "High" "Intro2-2" 7064 "Blue 1" "High" "Intro2-3" 3701 "Blue 2" "High" "Intro2-4" 3598 "Blue 1" "High" "Intro2-5" 4672 "Blue 2" "High" "Intro2-6" 13805 "Red 2" "High" "Intro2-7" 5984 "Blue 1" "High" "Intro2-8" 8013 "Red 2" "High" "Intro2-9" 4691 "Blue 1" "High" "Intro2-10" 10046 "Blue 2" "High" "Intro2-11" 8406 "Red 2" "High" "Intro2-12" 1834 "Blue 2" "High" "Intro2-13" 6828 ) ) +Name: Intro2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( has-time-elapsed 1 ) ( = @RandomIntro[0] 3 ) ) ( send-message-list "Blue 1" "High" "Intro3-1" 0 "Red 2" "High" "Intro3-2" 15544 "Blue 2" "High" "Intro3-3" 12249 "Red 2" "High" "Intro3-4" 5770 "Blue 2" "High" "Intro3-5" 5735 "Blue 1" "High" "Intro3-6" 6474 "Blue 2" "High" "Intro3-7" 10698 "Blue 2" "High" "Intro3-8" 6280 "Blue 2" "High" "Intro3-9" 12388 ) ) +Name: Intro3 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( is-event-true-delay "Intro1" 92 ) ( is-event-true-delay "Intro2" 92 ) ( is-event-true-delay "Intro3" 92 ) ) ( send-message-list "Blue 1" "High" "Segue1" 0 "Blue 2" "High" "Segue2" 6459 "Blue 1" "High" "Segue3" 3723 "Red 2" "High" "Segue4" 5770 "Blue 2" "High" "Segue5" 4753 "Red 2" "High" "Segue6" 2318 ) ) +Name: Segue +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-event-true-delay "Segue" 33 ) ( send-message-list "Blue 1" "High" "SplitUp1" 0 "Red 2" "High" "SplitUp2" 4278 "Blue 1" "High" "SplitUp3" 6110 ) ( add-nav-waypoint "Waypoint 1" "Waypoint Path" 1 ) ( clear-goals "Blue" ) ( add-goal "Blue" ( ai-waypoints-once "Blue Path" 70 ) ) ( cap-waypoint-speed "Blue 1" -1 ) ( cap-waypoint-speed "Blue 2" -1 ) ) +Name: Split Up - Set Up Waypoint1 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-event-true-delay "Cue Tango - Obey" 0 ) ( protect-ship "Blue 2" ) ) +Name: OBEY ORDERS +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time ( and ( is-nav-visited "Waypoint 1" ) ( and ( < @currentWaypoint[1] 6 ) ( not ( is-event-true-delay "DISOBEY ORDERS" 0 ) ) ) ( false ) ( string-equals "@currentWPName[Waypoint 1]" "" ) ) ( del-nav "Waypoint 1" ) ( modify-variable @currentWaypoint[1] ( + @currentWaypoint[1] 1 ) ) ( add-nav-waypoint "Waypoint 1" "Waypoint Path" @currentWaypoint[1] ) ) +Name: Progress Through Waypoints +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time-argument ( in-sequence "Waypoint 2" "Waypoint 3" "Waypoint 4" "Waypoint 5" "Waypoint 6" ) ( and ( is-nav-visited "@currentWPName[Waypoint 1]" ) ( and ( < @currentWaypoint[1] 6 ) ( not ( is-event-true-delay "DISOBEY ORDERS" 0 ) ) ) ) ( del-nav "@currentWPName[Waypoint 1]" ) ( modify-variable "@currentWPName[Waypoint 1]" ) ( invalidate-argument "" ) ( modify-variable @currentWaypoint[1] ( + @currentWaypoint[1] 1 ) ) ( add-nav-waypoint "@currentWPName[Waypoint 1]" "Waypoint Path" @currentWaypoint[1] ) ) +Name: Progress Through Waypoints 2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Split Up - Set Up Waypoint1" 15 ) ( not ( is-event-true-delay "Gavel Warns" 0 ) ) ( > ( distance "Red 1" "Blue" ) 4000 ) ) ( send-message "Red 2" "High" "StartRandom" ) ( modify-variable @randomTime[0] 1 ) ) +Name: Gavel starts to talk +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when-argument ( random-multiple-of "Random2" "Random3" "Random4" "Random5" "Random6" "Random7" "Random8" "Random9" "Random10" "Random11" "Random12" "Random13" "Random14" "Random15" "Random16" "Random17" "Random18" "Random1" ) ( = @randomTime[0] 1 ) ( send-message-list "Red 2" "High" "" 8000 ) ( invalidate-argument "" ) ) +Name: Random Banter +Repeat Count: 3 +Interval: 20 +Team: 0 $Formula: ( when ( and ( < ( distance "Red 1" "Waypoint Path:5" ) 3600 ) ( not ( is-event-true-delay "Chum Starts Complaining" 0 ) ) ) ( send-message-list "Red 2" "High" "TangoAttacks1" 0 "Blue 1" "High" "TangoAttacks2" 3233 "Red 2" "High" "TangoAttacks3" 7279 "Blue 1" "High" "TangoAttacks4" 5834 "Blue 1" "High" "TangoAttacks5" 16244 "Red 2" "High" "TangoAttacks6" 4084 "Red 2" "High" "TangoAttacks7" 16300 ) ( ship-guardian-threshold 31 "Blue 1" ) ( ship-guardian-threshold 5 "Blue 2" ) ( change-ai-class "Coward" "Blue 2" ) ( modify-variable @randomTime[0] 0 ) ( add-goal "Blue" ( ai-chase "Tango" 89 ) ) ( remove-goal "Blue" ( ai-waypoints-once "Blue Path" 50 ) ) ) +Name: Cue Tango - Obey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( has-arrived-delay 1 "Tango" ) ( is-event-true-delay "OBEY ORDERS" 0 ) ) ( ship-guardian-threshold 42 "Tango 2" ) ) +Name: Tango 2 Guardian +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( add-goal "Blue 2" ( ai-play-dead 89 ) ) ( set-subsystem-strength "Tango 1" "Hull" 35 ) ( set-subsystem-strength "Tango 3" "Hull" 22 ) ( set-subsystem-strength "Blue 2" "Hull" 5 ) ) +Name: Set up Chum's Death - Obey +Repeat Count: 1 +Interval: 1 +Chained: 12 +Team: 0 $Formula: ( when ( true ) ( ship-no-guardian "Red 2" ) ) +Name: Cue Fractal - Obey +Repeat Count: 1 +Interval: 1 +Chained: 35 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "Destroy Fractal" 5 ) ( is-event-true-delay "OBEY ORDERS" 0 ) ( not ( is-event-true-delay "Cue Echo - Obey" 0 ) ) ) ( send-message-list "Blue 1" "High" "HelpGauntlet1" 0 "Red 2" "Normal" "HelpGauntlet2" 3728 ) ( del-nav "Waypoint 6" ) ( add-nav-waypoint "Blue Team" "Blue Path" 4 ) ( validate-goal "Assist Blue Team" ) ( change-ai-class "Cylon Weak" "Tango 1" ) ( change-ai-class "Cylon Weak" "Tango 2" ) ( change-ai-class "Cylon Weak" "Tango 3" ) ( clear-goals "Tango" ) ( add-goal "Tango 2" ( ai-waypoints "Silly Path" 89 ) ) ( add-goal "Tango 1" ( ai-play-dead 89 ) ) ( add-goal "Tango 3" ( ai-play-dead 89 ) ) ) +Name: Fractal Dead - Obey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "OBEY ORDERS" 0 ) ( < ( distance "Red 1" "Blue 1" ) 5500 ) ) ( ship-no-guardian "Tango 2" ) ( add-goal "Blue" ( ai-chase-any 89 ) ) ( validate-goal "Assist Blue Team" ) ( del-nav "Waypoint 1" ) ) +Name: Cue Echo - Obey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( or ( < ( distance "Red 1" "Blue 1" ) 4000 ) ( < ( distance "Red 1" "Tango 2" ) 4000 ) ) ( is-event-true-delay "OBEY ORDERS" 0 ) ) ( add-goal "Blue 1" ( ai-chase-any 89 ) ) ) +Name: Find Gauntlet +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Red 2" ) ) ( is-event-true-delay "Gauntlet Saved" 3 ) ) ( send-message-list "Blue 1" "High" "MissionEnd1-1" 0 "Blue 1" "Normal" "MissionEndChumDead" 6211 ) ) +Name: Gavel Lives - Obey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 0 "Red 2" ) ( is-event-true-delay "Gauntlet Saved" 3 ) ) ( send-message-list "Blue 1" "High" "MissionEndGavelDeada" 0 ) ) +Name: Gavel Dies - Obey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 3 "Tango" "Echo" "Fractal" ) ( is-event-true-delay "OBEY ORDERS" 0 ) ) ( do-nothing ) ) +Name: Gauntlet Saved +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( fade-out 5000 ) ) +Name: Fade out1 +Repeat Count: 1 +Interval: 1 +Chained: 25 +Team: 0 $Formula: ( when ( true ) ( end-mission ) ) +Name: MISSION END1 +Repeat Count: 1 +Interval: 1 +Chained: 5 +Team: 0 $Formula: ( when ( is-event-true-delay "3 Warnings" 0 ) ( do-nothing ) ) +Name: DISOBEY ORDERS +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when-argument ( in-sequence "DisobeyStart1" "DisobeyStart2" "DisobeyStart3" ) ( and ( is-event-true-delay "Split Up - Set Up Waypoint1" 17 ) ( or ( < ( distance "Red 1" "Blue" ) 1000 ) ( < ( distance "Red 1" "Blue Path:1" ) 1500 ) ) ( not ( is-event-true-delay "OBEY ORDERS" 0 ) ) ) ( send-message "Red 2" "High" "" ) ( invalidate-argument "" ) ( modify-variable @numWarnings[0] ( + @numWarnings[0] 1 ) ) ( modify-variable @randomTime[0] 0 ) ( cap-waypoint-speed "Blue 1" 125 ) ( cap-waypoint-speed "Blue 2" 125 ) ) +Name: Gavel Warns +Repeat Count: 3 +Interval: 20 +Team: 0 $Formula: ( when ( = @numWarnings[0] 3 ) ( do-nothing ) ) +Name: 3 Warnings +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "3 Warnings" 10 ) ( < ( distance "Red 1" "Blue" ) 2000 ) ) ( send-message-list "Blue 2" "High" "ChumComplains1" 0 "Blue 2" "High" "ChumComplains2" 9042 "Blue 2" "High" "ChumComplains3" 12742 "Red 2" "High" "ChumComplains4" 8046 "Blue 2" "High" "ChumComplains5" 4191 ) ) +Name: Chum Starts Complaining +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( < ( distance "Blue Path:4" "Blue 1" ) 5000 ) ( is-event-true-delay "DISOBEY ORDERS" 0 ) ) ( send-message-list "Blue 1" "High" "CylonsArrive1" 0 "Blue 1" "High" "CylonsArrive2" 9368 "Blue 1" "High" "CylonsArrive3" 7715 "Blue 1" "High" "CylonsArrive4" 7688 "Blue 2" "High" "CylonsArrive5" 3730 "Blue 1" "High" "CylonsArrive6" 2203 ) ( validate-goal "Survive Challenge" ) ( ship-no-guardian "Red 2" "Blue 2" ) ( ship-guardian-threshold ( rand-multiple 17 31 ) "Blue 1" ) ( del-nav "Waypoint 1" ) ) +Name: Cue Tango - Disobey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( add-goal "Blue 2" ( ai-chase "Tango" 89 ) ) ( add-goal "Tango" ( ai-chase "Blue 2" 89 ) ) ( remove-goal "Blue 2" ( ai-waypoints-once "Blue Path" 89 ) ) ( remove-goal "Blue 2" ( ai-waypoints-once "Blue Wait" 89 ) ) ) +Name: Chum Takes Off +Repeat Count: 1 +Interval: 1 +Chained: 17 +Team: 0 $Formula: ( when ( true ) ( add-goal "Red 2" ( ai-chase-any 89 ) ) ( add-goal "Blue 1" ( ai-chase-any 89 ) ) ) +Name: Everyone else runs after Chum +Repeat Count: 1 +Interval: 1 +Chained: 9 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 3 "Tango" "Bravo" ) ( not ( is-event-true-delay "Gavel Dies" 0 ) ) ( not ( is-event-true-delay "Continue on" 0 ) ) ( is-event-true-delay "Chum Dies" 0 ) ) ( send-message-list "Red 2" "High" "DisobeyMissionEnd1-1" 0 "Blue 1" "High" "DisobeyMissionEnd1-2" 4197 "Blue 1" "High" "DisobeyMissionEnd1-3" 3648 "Blue 1" "High" "DisobeyMissionEnd1-4" 10507 ) ) +Name: Tango Dead - Chum Too +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 3 "Tango" "Red 2" "Bravo" ) ( not ( is-event-true-delay "Chum Dies" 0 ) ) ( not ( is-event-true-delay "Continue on" 0 ) ) ( is-event-true-delay "Gavel Dies" 0 ) ) ( send-message-list "Blue 1" "High" "DisobeyMissionEndGavelDead" 0 ) ) +Name: Tango Dead - Gavel Too +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 3 "Tango" "Bravo" ) ( not ( is-event-true-delay "Continue on" 0 ) ) ( is-event-true-delay "Gavel Dies" 0 ) ( is-event-true-delay "Chum Dies" 0 ) ) ( send-message-list "Blue 1" "High" "DMEChumAndGavelDeada" 0 ) ) +Name: Tango Dead - Chum and Gavel too +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 3 "Tango" "Bravo" ) ( not ( is-event-true-delay "Gavel Dies" 0 ) ) ( not ( is-event-true-delay "Chum Dies" 0 ) ) ) ( send-message-list "Red 2" "High" "DisobeyAllAlive1" 0 "Red 2" "High" "DisobeyAllAlive2" 8788 "Blue 1" "High" "DisobeyAllAlive3" 16257 "Blue 2" "High" "DisobeyAllAlive4" 3916 "Blue 1" "High" "DisobeyAllAlive5" 1550 "Blue 1" "High" "DisobeyAllAlive6" 5068 "Blue 1" "High" "DisobeyAllAlive7" 19919 ) ) +Name: Tango Dead - No one Dies +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( add-nav-waypoint "Waypoint 1" "Waypoint Path Fail" 1 ) ( clear-goals "Blue" ) ( clear-goals "Red" ) ( add-goal "Blue" ( ai-waypoints-once "Waypoint Path Fail" 89 ) ) ( add-goal "Red 2" ( ai-guard "Red 1" 89 ) ) ( modify-variable @currentWaypoint[1] 1 ) ( modify-variable "@currentWPName[Waypoint 1]" "Waypoint 1" ) ) +Name: Continue on +Repeat Count: 1 +Interval: 1 +Chained: 50 +Team: 0 $Formula: ( when ( true ) ( send-message-list "Red 2" "High" "GavelLaments1-1" 0 "Red 2" "High" "GavelLaments1-2" 12481 "Red 2" "High" "GavelLaments2" 20206 ) ) +Name: Gavel Pours his heart out +Repeat Count: 1 +Interval: 1 +Chained: 10 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( < ( distance "Blue" "Waypoint Path Fail:3" ) 4000 ) ( is-event-true-delay "Tango Dead - No one Dies" 0 ) ) ( send-message-list "Blue 1" "High" "FractalArrives1" 0 "Blue 2" "High" "FractalArrives2" 6780 "Blue 1" "High" "FractalArrives3" 3628 "Red 2" "High" "FractalArrives4" 13168 ) ( del-nav "Waypoint 1" ) ) +Name: Cue Fractal - Disobey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( every-time-argument ( in-sequence "Waypoint 2" "Waypoint 3" "Waypoint 4" "Waypoint 5" "Waypoint 6" ) ( and ( is-nav-visited "@currentWPName[Waypoint 1]" ) ( and ( < @currentWaypoint[1] 6 ) ( not ( is-event-true-delay "DISOBEY ORDERS" 0 ) ) ) ) ( del-nav "@currentWPName[Waypoint 1]" ) ( modify-variable "@currentWPName[Waypoint 1]" ) ( invalidate-argument "" ) ( modify-variable @currentWaypoint[1] ( + @currentWaypoint[1] 1 ) ) ( add-nav-waypoint "@currentWPName[Waypoint 1]" "Waypoint Path Fail" @currentWaypoint[1] ) ) +Name: Progress Through Waypoints BAD +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 0 "Fractal" ) ( is-event-true-delay "DISOBEY ORDERS" 0 ) ) ( do-nothing ) ) +Name: Fractal Dead - Disobey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 3 "Fractal" ) ( not ( is-event-true-delay "Gavel Dies" 0 ) ) ( not ( is-event-true-delay "Tango Dead - Chum Too" 0 ) ) ( is-event-true-delay "Chum Dies" 0 ) ) ( send-message-list "Blue 1" "High" "DisobeyMissionEndChumDead" 0 ) ) +Name: Fractal Dead - Chum too +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 3 "Fractal" ) ( not ( is-event-true-delay "Chum Dies" 0 ) ) ( not ( is-event-true-delay "Tango Dead - Gavel Too" 0 ) ) ( is-event-true-delay "Gavel Dies" 0 ) ) ( send-message-list "Blue 1" "High" "DisobeyMissionEndGavelDead" 0 ) ) +Name: Fractal Dead - Gavel too +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 3 "Fractal" ) ( not ( is-event-true-delay "Tango Dead - Chum and Gavel too" 0 ) ) ( is-event-true-delay "Gavel Dies" 0 ) ( is-event-true-delay "Chum Dies" 0 ) ) ( send-message-list "Blue 1" "High" "MissionEndGavelDeada" 0 ) ) +Name: Fractal Dead - Chum and Gavel 2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 3 "Fractal" ) ( not ( is-event-true-delay "Gavel Dies" 0 ) ) ( not ( is-event-true-delay "Chum Dies" 0 ) ) ) ( send-message-list "Blue 1" "High" "DisobeyMissionEndAllAlive" 0 ) ) +Name: Fractal Dead - No one dies +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( is-event-true-delay "Tango Dead - Chum Too" 35 ) ( is-event-true-delay "Tango Dead - Gavel Too" 20 ) ( is-event-true-delay "Tango Dead - Chum and Gavel too" 20 ) ( is-event-true-delay "Fractal Dead - Chum too" 20 ) ( is-event-true-delay "Fractal Dead - Gavel too" 20 ) ( is-event-true-delay "Fractal Dead - Chum and Gavel 2" 20 ) ( is-event-true-delay "Fractal Dead - No one dies" 20 ) ) ( fade-out 5000 ) ) +Name: Ending time +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( end-mission ) ) +Name: END MISSION 2 +Repeat Count: 1 +Interval: 1 +Chained: 5 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: ==DIRECTIVES== +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-event-true-delay "Split Up - Set Up Waypoint1" 3 ( true ) ) ( do-nothing ) ) +Name: Follow Blue Team +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Follow Blue Team", -1) +Team: 0 $Formula: ( when ( is-event-true-delay "Split Up - Set Up Waypoint1" 0 ) ( do-nothing ) ) +Name: Dummy1 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( is-event-true-delay "Cue Fractal - Obey" 5 ( true ) ) ( is-event-true-delay "Destroy Fractal" 0 ( true ) ) ) ( do-nothing ) ) +Name: Follow Waypoint 1 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Follow Waypoints", -1) +Objective key: XSTR("$ALT-N$", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Fractal" ) ( do-nothing ) ) +Name: Destroy Fractal +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Fractal", -1) +Team: 0 $Formula: ( when ( is-event-true-delay "Fractal Dead - Obey" 0 ) ( do-nothing ) ) +Name: Dummy2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( < ( distance "Red 1" "Blue 1" ) 4000 ) ( < ( distance "Red 1" "Tango 2" ) 4000 ) ) ( del-nav "Blue Team" ) ) +Name: Find Blue Team +Repeat Count: 1 +Interval: 1 +Chained: 3 +Objective: XSTR("Find Blue Team", -1) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Echo" ) ( do-nothing ) ) +Name: Destroy Echo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Echo", -1) +Team: 0 $Formula: ( when ( or ( is-event-true-delay "Find Gauntlet" 0 ) ( is-event-true-delay "Everyone else runs after Chum" 0 ) ) ( do-nothing ) ) +Name: Dummy3 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Tango" ) ( do-nothing ) ) +Name: Destroy Tango +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Tango", -1) +Team: 0 $Formula: ( when ( is-event-true-delay "Everyone else runs after Chum" 0 ) ( do-nothing ) ) +Name: Dummy4 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Bravo" ) ( do-nothing ) ) +Name: Destroy Bravo +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Bravo", -1) +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: ==PILOT DEATHS== +Repeat Count: 1 +Interval: 1 +Team: 4361 $Formula: ( when ( is-destroyed-delay 0 "Red 2" ) ( do-nothing ) ) +Name: Gavel Dies +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Blue 2" ) ( do-nothing ) ) +Name: Chum Dies +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-iff "Traitor" "Red 1" ) ( ship-no-guardian "Red 2" "Blue 1" "Blue 2" ) ( ship-vulnerable "Red 1" ) ) +Name: Traitor Check +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( or ( is-event-true-delay "Fractal Dead - Gavel too" 0 ) ( is-event-true-delay "Fractal Dead - No one dies" 0 ) ) ( do-nothing ) ) +Name: Chum LIVES +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( or ( is-event-true-delay "Ending time" 0 ) ( is-event-true-delay "Fade out1" 0 ) ) ( is-goal-false-delay "Survive Challenge" 0 ) ) ( do-nothing ) ) +Name: No Ambush +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Tango 1" "Tango 3" ) ( unprotect-ship "Tango 2" ) ) +Name: Release tango 2 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-event-true-delay "Cue Tango - Obey" 27 ) ( ship-no-guardian "Blue 2" ) ) +Name: Kill CHUM - Disobey +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Red 1" "Waypoint Path:5" ) 5500 ) ( modify-variable @randomTime[0] 0 ) ) +Name: Kill Random Banter +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( < ( distance "Red 1" "Blue" ) 4500 ) ( ship-stealthy "Blue 1" "Blue 2" ) ( friendly-stealth-invisible "Blue 1" "Blue 2" ) ) +Name: Break Targetting - HACK +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( ship-unstealthy "Blue 1" "Blue 2" ) ( friendly-stealth-visible "Blue 1" "Blue 2" ) ) +Name: BreakTargettingElectricBoogaloo +Repeat Count: 1 +Interval: 1 +Chained: 1 +Team: 0 $Formula: ( when ( is-event-true-delay "Set up Chum's Death - Obey" 30 ) ( self-destruct "Blue 2" ) ) +Name: Kill Chum I Guarantee! +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 3 total $Type: Primary +Name: Patrol Area $MessageNew: XSTR("Patrol Area", -1) $end_multi_text $Formula: ( or ( and ( is-destroyed-delay 0 "Fractal" ) ( is-event-true-delay "DISOBEY ORDERS" 0 ) ) ( is-event-true-delay "Fade out1" 0 ) ) $Type: Primary +Name: Assist Blue Team $MessageNew: XSTR("Assist Blue Team", -1) $end_multi_text $Formula: ( is-event-true-delay "Gauntlet Saved" 0 ) +Invalid +No music $Type: Bonus +Name: Survive Challenge $MessageNew: XSTR("Defeat Cylon Ambush", -1) $end_multi_text $Formula: ( and ( is-event-true-delay "DISOBEY ORDERS" 0 ) ( is-destroyed-delay 0 "Tango" "Bravo" ) ) +Invalid #Waypoints ;! 7 lists total $Name: Blue Path $List: ( ;! 4 points in list ( 4710.963867, -499.998871, -1856.884277 ) ( 1454.599976, -2500.000000, -5777.500000 ) ( -1990.300049, -4000.000000, -7244.700195 ) ( -1651.699951, 1500.000000, -7105.399902 ) ) $Name: Blue Wait $List: ( ;! 1 points in list ( -1069.547241, 499.999756, -6863.288086 ) ) $Name: Waypoint Path $List: ( ;! 6 points in list ( 4034.567871, -499.999390, 3342.924316 ) ( 2618.848389, 2999.997070, 3531.290771 ) ( -1778.000000, 3500.000000, 5098.100098 ) ( -4453.728027, 0.000084, 5316.896973 ) ( -7571.365723, -1499.999634, 4506.113281 ) ( -3873.800049, -3000.000244, 6083.100098 ) ) $Name: Starting Target $List: ( ;! 1 points in list ( 6224.479004, 0.001179, 3992.523193 ) ) $Name: Silly Path $List: ( ;! 2 points in list ( -1619.757935, 0.001624, -7798.363770 ) ( -1788.521240, 0.001692, -7022.838867 ) ) $Name: Waypoint Path Fail $List: ( ;! 3 points in list ( -4878.000000, -3000.000000, 485.500000 ) ( -7625.068359, -1499.999878, 4560.444336 ) ( -4451.020996, 0.000643, 5297.242188 ) ) $Name: Fractal Run Point $List: ( ;! 1 points in list ( -4845.034180, 0.000199, 6941.208984 ) ) #Messages ;! 111 total $Name: Intro1-1 $Team: -1 $MessageNew: XSTR("What's this...? Whaaaa... no. Red 1, hey, are you who I think you are?!", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-001.ogg $Name: Intro1-2 $Team: -1 $MessageNew: XSTR("Red 1! Lords, it's been a while! What is it--two, near three months? And team leader, now. I see Gavel's around... Are the pair of you still fused at the hip? Anyway, it's good having both you at my back.", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-002.ogg $Name: Intro1-3 $Team: -1 $MessageNew: XSTR("The pleasure's all mine, Captain. If you don't mind me asking, why's the ALF along for this patrol?", -1) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-003.ogg $Name: Intro1-4 $Team: -1 $MessageNew: XSTR("Who's... What's ...that? Um, me?", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-004.ogg $Name: Intro1-5 $Team: -1 $MessageNew: XSTR("Yes, Chum, annoying little frak... you alone deserve that special title.", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-005.ogg $Name: Intro1-6 $Team: -1 $MessageNew: XSTR("HEY--settle down, now. Uh, Gavel, it was CAG's idea, this little nugget needs frakking experience ...choice timing.", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-006.ogg $Name: Intro1-7 $Team: -1 $MessageNew: XSTR("Gauntlet, sir! Have you seen the scores for that asteroid sim--the one named after you? You know, the one with all the frakking Cylons?", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-007.ogg $Name: Intro1-8 $Team: -1 $MessageNew: XSTR("Eh... what about it?", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-008.ogg $Name: Intro1-9 $Team: -1 $MessageNew: XSTR("I have the HIGHEST kill on that one! So...", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-009.ogg $Name: Intro1-10 $Team: -1 $MessageNew: XSTR("So--so, that means I don't... really hav--DON'T need this boringass mission to prove myself! Especially not to you people!", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-010.ogg $Name: Intro2-1 $Team: -1 $MessageNew: XSTR("WHOO! Finally, an honest to frak mission! I'm gonna show you all some REAL flying. I'm gonna put the smackdown on--", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-011.ogg $Name: Intro2-2 $Team: -1 $MessageNew: XSTR("LIKE. I. SAID--", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-012.ogg $Name: Intro2-3 $Team: -1 $MessageNew: XSTR("This isn't a frakking luxury cruise, so settle your ass down!", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-013.ogg $Name: Intro2-4 $Team: -1 $MessageNew: XSTR("Well ...I'm still gonna put the smackdown on those frakhead toasters, heh.", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-014.ogg $Name: Intro2-5 $Team: -1 $MessageNew: XSTR("Red 1! Good to see you're still alive and kicking. How long has it been--two, three months? Damn. A team leader, too... Hmm, not much of you on the scuttlebutt since... eh, well, it's easier not to stir crap up--", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-015.ogg $Name: Intro2-6 $Team: -1 $MessageNew: XSTR("PSH, someone fled the party after dropping a gods damned STINK BOMB--talk about stirring crap up!", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-016.ogg $Name: Intro2-7 $Team: -1 $MessageNew: XSTR("Uh, Chum, what are you going on about? For frak sake, curb the enthusiasm, you weren't even involved!", -1) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-017.ogg $Name: Intro2-8 $Team: -1 $MessageNew: XSTR("Alright, enough! Don't need anymore bad vibes and pointless distractions.", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-018.ogg $Name: Intro2-9 $Team: -1 $MessageNew: XSTR("True, we've got to keep our eyes peeled. The survey team was too preoccupied in their scans to pick up on subtle Cylon movements. We've trained for this, and can't have the same crap happening to us.", -1) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-019.ogg $Name: Intro2-10 $Team: -1 $MessageNew: XSTR("Well, most of us are trained. I swear, if a frakking preventable accident happens because of this tagalong ALF...", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-020.ogg $Name: Intro2-11 $Team: -1 $MessageNew: XSTR("Um... what's that? What are you talking about?", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-021.ogg $Name: Intro2-12 $Team: -1 $MessageNew: XSTR("You, the annoying little frak! Because your very presence makes people anxious when there's an actual job to do!", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-022.ogg $Name: Intro2-13 $Team: -1 $MessageNew: XSTR("Yeah, that's frakking right! Have you seen my kill count?! I can--I can hold my own, and school any of you, and any Cylon, ANY frakking DAY...--in a sim.", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-023.ogg $Name: Intro3-1 $Team: -1 $MessageNew: XSTR("Red 1! What do you know... a team leader. I'll be damned. It's been, what, two, almost three months since basic flight? I see Gavel's around, as well. Excellent. It's good to know you two have my back.", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-024.ogg $Name: Intro3-2 $Team: -1 $MessageNew: XSTR("Captain, sir. Why's the nugget here? I thought this patrol was crucial to us finding the right chunk of rock. I mean, if we need ore to make more Vipers, and we lose Vipers while looking for ore, isn't that sort of... pointless?", -1) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-025.ogg $Name: Intro3-3 $Team: -1 $MessageNew: XSTR("I can hold my own! I frakking rule--just check the records!", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-026.ogg $Name: Intro3-4 $Team: -1 $MessageNew: XSTR("What records would those be? Medical? Oh wait, let me guess, it was... for post-sim head trauma, right?", -1) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-027.ogg $Name: Intro3-5 $Team: -1 $MessageNew: XSTR("No, frakhead! It's the high scores for the sims. They prove that I can school you in combat ANY frakking DAY.", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-028.ogg $Name: Intro3-6 $Team: -1 $MessageNew: XSTR("HEY--enough of this crap. Calm yourselves. The nugget's here because the CAG thinks he needs first hand experience... maybe it'll shut him up for once.", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-029.ogg $Name: Intro3-7 $Team: -1 $MessageNew: XSTR("Hah! Oh, you wish!", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-030.ogg $Name: Intro3-8 $Team: -1 $MessageNew: XSTR("I'll just show you how much better I am in a tight spot... I'll impress the PANTS off you... and... --you... you'll want me as your wingmate ALL the time after this!", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-031.ogg $Name: Intro3-9 $Team: -1 $MessageNew: XSTR("Yeah, yeah, this is what I'm talkin' about... you give me Cylons, I'll blow them away. Give me a hostile of any shape--any size, and I'll shoot it to hell! Numbers don't lie, sir, the numbers don't frakking lie!", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-032.ogg $Name: Segue1 $Team: -1 $MessageNew: XSTR("...Hello? What the hell--hello?!", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-033.ogg $Name: Segue2 $Team: -1 $MessageNew: XSTR("Nothing on DRADIS. Gods, they're here! T-they're jamming everything!", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-034.ogg $Name: Segue3 $Team: -1 $MessageNew: XSTR("...Whew, okay... just a flood of white noise. For a minute, there I thought I was a goner!", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-035.ogg $Name: Segue4 $Team: -1 $MessageNew: XSTR("Oh I see, a special kind of hell, eh?", -1) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-036.ogg $Name: Segue5 $Team: -1 $MessageNew: XSTR("Not funny... you all suck sh--!", -1) $end_multi_text +Persona: Chum +Wave Name: SP-01-M-037.ogg $Name: Segue6 $Team: -1 $MessageNew: XSTR("Oh, don't be that way! You're always good for something, Chum.", -1) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-038.ogg $Name: SplitUp1 $Team: -1 $MessageNew: XSTR("...Okay, we're here. Time to split up and patrol the waypoints.", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-039.ogg $Name: SplitUp2 $Team: -1 $MessageNew: XSTR("Affirmative, Captain. Will do it by the book.", -1) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-040.ogg $Name: SplitUp3 $Team: -1 $MessageNew: XSTR("Be on the lookout, people. Let's go.", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-041.ogg $Name: TangoAttacks1 $Team: -1 $MessageNew: XSTR("...Did you hear that?", -1) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-042.ogg $Name: TangoAttacks2 $Team: -1 $MessageNew: XSTR("Come in, Red team, come in! This is Gauntlet, got a Sierra Alpha here.", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-043.ogg $Name: TangoAttacks3 $Team: -1 $MessageNew: XSTR("Uh, Blue team, Gavel, need a sitrep. What's going on? I don't see a thing!", -1) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-044.ogg $Name: TangoAttacks4 $Team: -1 $MessageNew: XSTR("DRADIS contact... damn! Cylons bearing 176, carom 233. Chum's already--frak! Chum's engaging them--no, NO. You can't--no, stop, you frakkin' SONUVABITCH!", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-045.ogg $Name: TangoAttacks5 $Team: -1 $MessageNew: XSTR("Gods frakking damn! He just--bought it!", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-046.ogg $Name: TangoAttacks6 $Team: -1 $MessageNew: XSTR("Damnit, Chum... poor bastard. Hell... you know, he's gonna go ballistic, right? When he finds out--oh, gods... you KNOW who I'm talking about! FRAK.", -1) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-047.ogg $Name: TangoAttacks7 $Team: -1 $MessageNew: XSTR("Oh HELL, can't help you out, Captain! We've got company!", -1) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-048.ogg $Name: HelpGauntlet1 $Team: -1 $MessageNew: XSTR("Crypter, Crypter, I need backup... I'm neck-deep in Cylon sh--!", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-049.ogg $Name: HelpGauntlet2 $Team: -1 $MessageNew: XSTR("If you're heading there now, I'm with you. Gauntlet's good, but not that good.", -1) $end_multi_text +Persona: Gavel +Wave Name: SP-01-M-050.ogg $Name: MissionEnd1-1 $Team: -1 $MessageNew: XSTR("Thanks for... the assist.", -1) $end_multi_text +Persona: Gauntlet +Wave Name: SP-01-M-051.ogg $Name: MissionEndGavelDeada $Team: -