Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
There are currently 122 users playing Freelancer on 52 servers.
March. 29, 2017
[Main Page]

Storyline

From The Starport

Main Page | Recent changes | Edit this page | Page history | Switch to MediaWiki mode

Printable version | Disclaimers | Privacy policy

Rasauul's Storyline Bible - Reposted with Permission

After more than 1000 hours of modding my storyline mod is complete, on the way i got a good understanding of how this stuff works, n id like to share it with you my fellows modderfraggers

my mod can be downloaded here: http://www.fileplanet.com/202608/200000/fileinfo/Freelancer---Trent-the-Monkey-King-Mission-14-Mod

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

General:

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

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

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

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

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

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

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

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

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

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

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

NNObjectives:

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

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

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

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

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

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


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

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


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

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

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

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

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

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


5. Jumphole waypoint

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

ObjList:

Here we go with [ObjList] parameters:

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


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


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

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

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

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

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

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

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

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

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

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

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

trigger entry fire parameters:

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

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

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

DISTANCE Related: Cnd_DistShip Cnd_DistVec Cnd_DistVecLbl Cnd_DistCircle

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

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

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

Trigger is done: Cnd_WatchTrigger = watch_health, COMPLETE

RTC (thn) Related: Cnd_RTCDone

COMMUNICATION Related: Cnd_CommComplete = DX_M01_0387_KING Cnd_PopUpDialog

TIME Related: Cnd_Timer

MISC: Cnd_CharSelect Cnd_WatchTrigger Cnd_HasMsn Cnd_TetherBroke Cnd_WatchVibe

Trigger action parameters.

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

Trigger add options:

Here we go with the different trigger storyline add commands:

Give player a credit amount: Act_AdjAcct = 325000

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

Working Storyline Coding examples and explanations:


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

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


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


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


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

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


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


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


7. Act_ActTrig = Restocking Act_SetNNObj = mlog_Pick_up_gear

"tractor ur gear"

[NNObjective] nickname = mlog_Pick_up_gear state = HIDDEN type = ids, 261934

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

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

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

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


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


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


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


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

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

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


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


13.

moveplayer to this space location

[Trigger] nickname = key_to_space system = Li01 Cnd_True = no_params Act_MovePlayer = -33761, -14, -26235, 1000


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

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


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


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


18. Act_AddRTC = missions\m01a\M000_s032a_FP7_01_offer.ini


19.

changed

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

changed

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


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


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

changed (init state OFF)

[Trigger] nickname = key_offer

InitState = ACTIVE <<<<<<<<<<<this line, in this instance deactivated

Cnd_True = no_params Act_RpopAttClamp = true Act_SetOffer = 1 Act_SetTitle = 1 Act_ActTrig = planetscape_st01_01 Act_ActTrig = beginning_ether


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


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


24.

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

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

Troubleshooting:

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


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


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


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


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

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

changed (init state OFF)

[Trigger] nickname = key_offer

InitState = ACTIVE <<<<<<<<<< the ";" turns off this line

Cnd_True = no_params Act_RpopAttClamp = true Act_SetOffer = 1 Act_SetTitle = 1 Act_ActTrig = planetscape_st01_01 Act_ActTrig = beginning_ether

Summing up n signing off:

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


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

This mod has been downloaded more than 500 times.

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

Have fun and good luck, Rasauul



[Mission]

npc_ship_file = missions\m13\npcships.ini

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

[MsnShip]

[NPC]
nickname = fauxplayer
affiliation = li_lsf_grp
npc_ship_arch = fauxplayer
individual_name = 1
voice = trent_voice
[MsnShip]
nickname = fauxP1
NPC = fauxplayer
position = -33366, -100, -28440
label = us
orientation = 0.000000, 0.000000, 1.000000, 0.000000

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

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

-------------------------------------------------------------------------------------------------------------------------- if key people die we lose

[Trigger] nickname = if_key_people_die_u_lose system = ANY Cnd_True = no_params Act_GCSClamp = true Act_ActTrig = tobias_dies Act_ActTrig = Dokai_Surabaya_dies Act_ActTrig = Liath_dies

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

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

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

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

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

----------------------------------------------------------------------------------------------------------------------Lets start the storyline

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

------------------------------------------------------------------------------------------------------------------------4. Introducing Kota Max

[NPC] nickname = Kota_max npc_ship_arch = Kota_max affiliation = fc_or_grp individual_name = 261999 space_costume = ge_male2_head, pi_orillion_body, comm_br_darcy, comm_li_hatcher voice = pilot_c_leg_m01

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

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

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

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

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

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

----------------------------------------------------------------------------------------------------------------Kota Max loop

[Trigger] nickname = kota_goes_to_Cornel_trent Cnd_Timer = 20 Act_GiveObjList = Kota_max, follow_player Act_ActTrig = too_far_from_trent Act_ActTrig = Kota_max_comms

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

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

[Trigger] nickname = Kota_max_comms Cnd_timer = 1 Act_ActTrig = Kota_says_hi Act_ActTrig = Kota_hurt_some Act_ActTrig = Kota_hurt_medium Act_ActTrig = Kota_hurt_bad Act_ActTrig = Kota_tradelanes Act_ActTrig = Kota_system_enter

-----------------------------------------------------------------------------------------------------------------Kota Max Comms

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

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

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

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

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

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

----------------------------------------------------------------------------------------------------------------------Tobias is in trouble

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

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

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

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

[Trigger] nickname = get_to_leeds_2 Cnd_Timer = 4 Act_ActTrig = arriving_at_leeds Act_SetNNObj = obj_get_to_leeds

Act_NNPath = 261994, 261994, Br04_01_dock_ring

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

type = ids, 262050

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

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

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

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

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

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

----------------------------------------------------------------------------------------------------------------------------------Kyushu

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

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

-----------------------------------------------------------------------------------------------------------------Introducing the fugees

[NPC] nickname = Dokai_Surabaya npc_ship_arch = Dokai_Surabaya affiliation = fc_f_grp individual_name = 262006 space_costume = pi_pirate1_head, sh_male3_body, comm_ku_kym voice = pilot_f_leg_m01

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

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

gcs_dockhail_dock_hailmethod_01-

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

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

gcs_combat_fleereason_other_01-

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

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

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

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

[Trigger] nickname = Introducing_The_fugees system = any Cnd_LaunchComplete = Player Act_ActTrig = spawning_The_fugees Act_NNPath = none, none

null and nnpath is new in case of preset waypoint

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

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

[Trigger] nickname = Hunters_hate_yo_ass_but_order_and_dragons_got_ur_back Cnd_timer = 25 Act_SetRep = Player, gd_bh_grp, -0.91 Act_SetRep = fc_or_grp, gd_bh_grp, -0.91 Act_SetRep = gd_bh_grp, fc_or_grp, -0.91 Act_SetRep = gd_bh_grp, fc_f_grp, -0.91 Act_SetRep = fc_f_grp, gd_bh_grp, -0.91 Act_SetRep = fc_bd_grp, gd_bh_grp, -0.91 Act_SetRep = gd_bh_grp, fc_bd_grp, -0.91 Act_SetRep = fc_or_grp, fc_bd_grp, 0.91 Act_SetRep = fc_bd_grp, fc_or_grp, 0.91

--------------------------------------------------------------------------------------------------------------------Fugees to trent loop start

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-------------------------------------------------------------------------------------------------------------------------Deact Dokai to trent loop

[Trigger] nickname = deact_fugee_loop system = ANY Cnd_True = no_params Act_DeactTrig = fugees_regroup Act_DeactTrig = fugees_approaching_trent Act_DeactTrig = fugees_goes_to_Cornel_trent Act_DeactTrig = Dokai_is_ok Act_DeactTrig = refugees_03_under_fire Act_DeactTrig = refugees_02_under_fire Act_DeactTrig = refugees_01_under_fire Act_DeactTrig = Dokai_under_fire


----------------------------------------------------------------------------------------------------------------------------Fugees on the run

[Trigger] nickname = fugees_orders_trent_around Cnd_DistShip = inside, Dokai_Surabaya, player, 1500 Act_Popupdialog = 262026, 262013, CLOSE Act_ActTrig = Fugees_set_the_path

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

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

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

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

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

------------------------------------------------------------------------------------------------------------Setting up the Hunters

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

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

[Trigger] nickname = Bounty_hunters_wants_blood Cnd_timer = 2 Act_SetVibe = Bounty_hunter1, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter2, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter3, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter4, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter5, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter6, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter7, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter8, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter9, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter10, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter11, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter12, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter13, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter14, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter15, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter16, Player, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter1, Dokai_Surabaya, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter2, Dokai_Surabaya, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter3, Dokai_Surabaya, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter4, Dokai_Surabaya, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter5, Dokai_Surabaya, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter6, Dokai_Surabaya, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter7, Dokai_Surabaya, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter8, Dokai_Surabaya, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter9, Dokai_Surabaya, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter10, Dokai_Surabaya, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter11, Dokai_Surabaya, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter12, Dokai_Surabaya, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter13, Dokai_Surabaya, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter14, Dokai_Surabaya, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter15, Dokai_Surabaya, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter16, Dokai_Surabaya, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter1, refugees_01, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter2, refugees_01, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter3, refugees_01, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter4, refugees_01, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter5, refugees_01, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter6, refugees_01, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter7, refugees_01, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter8, refugees_01, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter9, refugees_01, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter10, refugees_01, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter11, refugees_01, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter12, refugees_01, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter13, refugees_01, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter14, refugees_01, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter15, refugees_01, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter16, refugees_01, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter1, refugees_02, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter2, refugees_02, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter3, refugees_02, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter4, refugees_02, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter5, refugees_02, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter6, refugees_02, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter7, refugees_02, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter8, refugees_02, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter9, refugees_02, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter10, refugees_02, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter11, refugees_02, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter12, refugees_02, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter13, refugees_02, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter14, refugees_02, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter15, refugees_02, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter16, refugees_02, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter1, refugees_03, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter2, refugees_03, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter3, refugees_03, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter4, refugees_03, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter5, refugees_03, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter6, refugees_03, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter7, refugees_03, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter8, refugees_03, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter9, refugees_03, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter10, refugees_03, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter11, refugees_03, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter12, refugees_03, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter13, refugees_03, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter14, refugees_03, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter15, refugees_03, REP_HOSTILE_MAXIMUM Act_SetVibe = Bounty_hunter16, refugees_03, REP_HOSTILE_MAXIMUM

--------------------------------------------------------------------------------------------Bounty Hunters and trents group converge

[Trigger] nickname = Bounty_hunters_goes_to_fugees Cnd_timer = 3 Act_GiveObjList = Bounty_hunter1, Bounty_hunters_on_fugees3 Act_GiveObjList = Bounty_hunter2, Bounty_hunters_on_fugees3 Act_GiveObjList = Bounty_hunter3, Bounty_hunters_on_fugees3 Act_GiveObjList = Bounty_hunter4, Bounty_hunters_on_fugees3 Act_GiveObjList = Bounty_hunter5, Bounty_hunters_on_fugees3 Act_GiveObjList = Bounty_hunter6, Bounty_hunters_on_fugees3 Act_GiveObjList = Bounty_hunter7, Bounty_hunters_on_fugees3 Act_GiveObjList = Bounty_hunter8, Bounty_hunters_on_fugees3 Act_GiveObjList = Bounty_hunter9, Bounty_hunters_on_fugees3 Act_GiveObjList = Bounty_hunter10, Bounty_hunters_on_fugees3 Act_GiveObjList = Bounty_hunter11, Bounty_hunters_on_fugees3 Act_GiveObjList = Bounty_hunter12, Bounty_hunters_on_fugees3 Act_GiveObjList = Bounty_hunter13, Bounty_hunters_on_fugees3 Act_GiveObjList = Bounty_hunter14, Bounty_hunters_on_fugees3 Act_GiveObjList = Bounty_hunter15, Bounty_hunters_on_fugees3 Act_GiveObjList = Bounty_hunter16, Bounty_hunters_on_fugees3

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

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

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

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

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

[Trigger] nickname = go_get_em Cnd_timer = 1 Act_Popupdialog = 262015, 262016, CLOSE Act_ActTrig = to_kyoto

------------------------------------------------------------------------------------------Bounty hunter ships

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[NPC] nickname = Bounty_hunter16 npc_ship_arch = Bounty_hunter1 space_costume = sh_male2_head, sh_male2_body, comm_ge_generic1 affiliation = gd_bh_grp individual_name = 262039

--------------------------------------------------------------------------------------------------------------------14. Kyoto base

[Trigger] nickname = to_kyoto Cnd_SystemEnter = Ku06 Act_NNPath = 262017, 262017, Ku06_01 Act_ActTrig = to_kyoto_delay Act_ActTrig = to_kyoto_Dokai

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


----------------------------------------------18. M12 Nomads (descriptions)--------------------------------

[NPC] nickname = Nomad_Fighter_Difficult12 npc_ship_arch = MSN12_Nomad_Fighter_Defense_Ace space_costume = benchmark_male_head, li_male_elite_body, comm_ge_generic1 affiliation = fc_n_grp individual_name = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

----------------------------------------------18. M12 Nomads (descriptions)--------------------------------

[NPC] nickname = Nomad_Fighter_Difficult12 npc_ship_arch = MSN12_Nomad_Fighter_Defense_Ace space_costume = benchmark_male_head, li_male_elite_body, comm_ge_generic1 affiliation = fc_n_grp individual_name = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

--------------------------------------19. M12 Solars (descriptions)

[MsnSolar] nickname = shield_generator_1 system = St02 position = -2192.955078, 4.630565, -2871.300537 orientation = -0.190809, -0.000000, 0.981627, 0.000000 string_id = 217327 faction = fc_n_grp archetype = lair_shield_gen loadout = lair_shield_gen label = shield_generators radius = 0

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[ObjList] nickname = ol_break_formation BreakFormation = no_params

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-------------------------------------------Clamp info
Act_RpopAttClamp = false
true will not allow random spawning of ships affiliated with a faction hostile to the player (if RandomPop = true)
Act_PlayerEnemyClamp =
true will allow random spawning of ships affiliated with a faction hostile to the player... but initially spawn them as neutrals. Just like at the beginning of a random mission.
Act_HostileClamp =
true will turn randomly spawned npcs of a faction hostile to the player neutral... like in random missions
Act_RpopTLAttacksEnabled =
false will disable random tradelane disruptions (from pirates)
Act_RandomPop
will enable random NPC spawns
-------------------------------------------------------------------------------------------Liath loop

[Trigger] nickname = Liath_goes_to_Cornel_trent Cnd_Timer = 20 Act_GiveObjList = Liath_ship, follow_player Act_ActTrig = too_far_from_trent

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

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

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

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

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

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

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

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

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

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

[ObjList] nickname = Follow_Player_losely StayInRange = Player, 2500

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

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

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

[ObjList] nickname = just_stop Idle = no_params

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Ace E. James 262056

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-----------Enter the dragon Smile

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

----links to osiris spawn

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

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

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

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

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

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

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

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

----------npcs

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

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

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

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

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

-----------------dragons comms galore
male1

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

female1

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

female1

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

female2

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

male1

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

female1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

individual_name = 221046

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-------------------------Nomad_city fuses

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

------ dragon_reinforcement_wings
-------------------MSN FORMATIONS

[MsnFormation] nickname = dragon_wing1 formation = fighter_basic ship = dragon_wing1_2 ship = dragon_wing1_3 ship = dragon_wing1_4

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

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

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

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

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

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

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

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

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

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

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

[MsnShip] nickname = dragon_wing1_4 NPC = dragon_wing1_1_pilot label = dragon_wing1 init_objectives = no_ol random_name = true jumper = true label = us

[MsnShip] nickname = dragon_wing2_2 NPC = dragon_wing2_1_pilot label = dragon_wing2 init_objectives = no_ol random_name = true label = us label = lbl_should_be_healed

[MsnShip] nickname = dragon_wing2_3 NPC = dragon_wing2_1_pilot label = dragon_wing2 init_objectives = no_ol random_name = true label = us

[MsnShip] nickname = dragon_wing2_4 NPC = dragon_wing2_1_pilot label = dragon_wing2 init_objectives = no_ol random_name = true label = us

[MsnShip] nickname = dragon_wing3_1 NPC = dragon_wing3_1_pilot label = dragon_wing2 init_objectives = no_ol random_name = true label = us

[MsnShip] nickname = dragon_wing3_2 NPC = dragon_wing3_1_pilot label = dragon_wing2 init_objectives = no_ol random_name = true label = us

[MsnShip] nickname = dragon_wing3_3 NPC = dragon_wing3_1_pilot label = dragon_wing2 init_objectives = no_ol random_name = true label = us

[MsnShip] nickname = dragon_wing3_4 NPC = dragon_wing3_1_pilot label = dragon_wing2 init_objectives = no_ol random_name = true label = us

[MsnShip] nickname = dragon_reinforcement_wing_1 NPC = dragon_wing1_1_pilot label = lbl_dragon_reinforcement_wing random_name = true label = us

[MsnShip] nickname = dragon_reinforcement_wing_2 NPC = dragon_wing2_1_pilot label = lbl_dragon_reinforcement_wing random_name = true label = us

[MsnShip] nickname = dragon_reinforcement_wing_3 NPC = dragon_wing2_1_pilot label = lbl_dragon_reinforcement_wing random_name = true label = us

[MsnShip] nickname = dragon_reinforcement_wing_4 NPC = dragon_wing2_1_pilot label = lbl_dragon_reinforcement_wing random_name = true label = us

---------------------------------the end

[Trigger] nickname = the_end_begins Cnd_Timer = 10 Act_ActTrig = osiris3_go_home Act_PlayMusic = none, none, none, sw_vict_and_cheer_long, 15 Act_Popupdialog = 262091, 262092, CLOSE Act_PlayerEnemyClamp = false Act_RandomPop = true Act_GCSClamp = false

[Trigger] nickname = osiris3_go_home Cnd_Timer = 1 Act_Cloak = osiris3 Act_ActTrig = osiris3_is_gone

[Trigger] nickname = osiris3_is_gone Cnd_Timer = 1 Act_Destroy = osiris3, silent

[Trigger] nickname = the_end_end Cnd_Timer = 1 Act_AdjAcct = 35000000 Act_ActTrig = the_end_final

[Trigger] nickname = the_end_final Cnd_SpaceExit = no_params Act_ChangeState = SUCCEED Thu Sep 10, 2009 6:22 am View user's profile Send private message rasauul Moderator Quote

Moderator


Joined: 25 Jul 2009 Posts: 47


Post Reply with quote Custom Mission offer:

OFFER.ini:

[CharacterEncounter] Location = st01_01_base, Bar offer = scripts\extras\fidget_stand_male_null.thn accept = scripts\extras\fidget_stand_male_null.thn decline = scripts\extras\fidget_stand_male_null.thn decision = scripts\extras\fidget_stand_male_null.thn mission_text_id = 262046

[Char] npc = Liath actor = Liath fidget = scripts\story\Liath.thn.lua

Reoffer.ini:


[CharacterEncounter] Location = st01_01_base, Bar offer = scripts\extras\fidget_stand_male_null.thn accept = scripts\extras\fidget_stand_male_null.thn decline = scripts\extras\fidget_stand_male_null.thn decision = scripts\extras\fidget_stand_male_null.thn mission_text_id = 262046

[Char] npc = Liath actor = Liath fidget = scripts\story\Liath.thn.lua

-------------------------------------------Clamp info
Act_RpopAttClamp = false
true will not allow random spawning of ships affiliated with a faction hostile to the player (if RandomPop = true)
Act_PlayerEnemyClamp =
true will allow random spawning of ships affiliated with a faction hostile to the player... but initially spawn them as neutrals. Just like at the beginning of a random mission.
Act_HostileClamp =
true will turn randomly spawned npcs of a faction hostile to the player neutral... like in random missions
Act_RpopTLAttacksEnabled =
false will disable random tradelane disruptions (from pirates)
Act_RandomPop
will enable random NPC spawns


Retrieved from "http://the-starport.net/freelancer/wiki/index.php/Storyline"

This page has been accessed 9,744 times. This page was last modified 20:48, 26 October 2009. Content is available under The Starport.