Mission {

	missionName = Cherry Fields;
	
	autoInfo = AUTO;

	bsp = data/bsp/start.bsp;
	
	music = music/Dark Club.s3m;
	
	fogColor = 0.0 0.0 0.0;
	fogMin = 1000;
	fogMax = 2000;
	fogDensity = 0.35;
	
	skySphere = textures/game/starsky2.png;
	skySphereSize = 10;
	
	weather = WEATHER_RAIN;
	
	enemySpawnList = NME_PISTOL_BLOB|NME_PISTOL_DROID|NME_GRENADE_BLOB;
	spawnSize = 3;
	minSpawnTime = 5500;
	maxSpawnTime = 6000;
	
	ambientEffects = sound/ambience/night/crickets1.ogg|sound/ambience/night/crickets2.ogg|sound/ambience/night/crickets3.ogg|sound/ambience/night/frog1.ogg|sound/ambience/night/grillons.ogg|sound/ambience/night/owl1.ogg|sound/ambience/night/owl2.ogg;
	
	exitToMission = AUTO;
};

Objective {

	id = 1;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Escape from the ambush area;
	status = OBJ_INCOMPLETE;
	active = 1;

};

Objective {

	id = 2;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Find a way back to base;
	status = OBJ_INCOMPLETE;
	active = 1;
	completionTrigger = Enable Caves;

};

Objective {

	id = 3;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Get to the caves;
	status = OBJ_INCOMPLETE;
	active = 0;

};

Objective {

	id = 4;
	priority = OBJ_PRIORITY_SECONDARY;
	description = Get some additional weaponary;
	status = OBJ_INCOMPLETE;
	targetValue = 2;
	active = 1;

};

Objective {

	id = 5;
	priority = OBJ_PRIORITY_SECONDARY;
	description = Destroy BioMech supply crates;
	status = OBJ_INCOMPLETE;
	targetValue = 13;
	active = 1;

};

// ========== Checkpoint #1 =================

Trigger {

	active = 1;

	type = TRIGGER_TYPE_LOCATION;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = checkpoint#1;
	objectiveId = 1;

};

// ========== Checkpoint #2 =================

Trigger {

	active = 1;

	type = TRIGGER_TYPE_LOCATION;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = checkpoint#2;
	objectiveId = 2;

};

// ========== Checkpoint #3 =================

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_OBJECTIVE;
	name = Enable Caves;
	objectiveId = 3;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_LOCATION;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = checkpoint#3;
	objectiveId = 3;

};

// ========== Additional Weapons =================

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ITEM_PICKED_UP;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = additionalWeapon;
	objectiveId = 4;

};

// ========== Supply crates =================

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = supplyCrate;
	objectiveId = 5;

};

@END@
