Mission {

	missionName = Flooded Tunnel 1;

	bsp = data/bsp/floodedTunnel.bsp;
	
	music = music/Sodom of Evil.xm;
	
	fogColor = 0.0 0.0 0.0;
	
	fogMin = 1000;
	
	fogMax = 1500;
	
	fogDensity = 0.35;
	
	skySphere = textures/game/overcast.png;
	
	supplyCrateList = WEP_UZI|WEP_SHOTGUN;
	
	enemySpawnList = NME_PISTOL_BLOB|NME_PISTOL_DROID|NME_GRENADE_BLOB|NME_MACHINEGUN_DROID;
	spawnSize = 10;
	minSpawnTime = 2000;
	maxSpawnTime = 3000;
	
	ambientEffects = sound/ambience/flooded/drips1.ogg|sound/ambience/flooded/drips2.ogg|sound/ambience/flooded/drips3.ogg|sound/ambience/flooded/drips4.ogg|sound/ambience/flooded/drips5.ogg;
	
	exitToMission = AUTO;
};

// ============ Exit Keys ============

Objective {

	id = 1;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Open tunnel exit;
	status = OBJ_INCOMPLETE;
	targetValue = 2;
	active = 1;
	
	completionTrigger = unlockExitDoor;
};

// ============ Thin Bridge Enemy Spawners ============

Trigger {

	active = 1;
	
	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	name = thinBridge1;
	targetName = thinBridge1Spawner;

};

Trigger {

	active = 1;
	
	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	name = thinBridge2;
	targetName = thinBridge2Spawner;

};

// ============ Maze Door 2 Spawner ============

Trigger {

	active = 1;
	
	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	name = mazeDoor2;
	targetName = mazeDoor2Spawner;

};

// ============ Exit Key Spawners ============

Trigger {

	active = 1;
	
	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	name = Exit Key 1;
	targetName = exitKey1Spawner;

};

// ============ Exit Key Spawners ============

Trigger {

	active = 1;
	
	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	name = Exit Key 2;
	targetName = exitKey2Spawner;

};

// ============ Exit Key Triggers ============

Trigger {

	active = 1;
	
	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = exitDoor2;
	objectiveId = 1;

};

Trigger {

	active = 1;
	
	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = exitDoor1;
	objectiveId = 1;

};

// ============ Exit Door Trigger ============

Trigger {

	active = 1;
	
	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_TOGGLE_STRUCTURE;
	name = unlockExitDoor;
	targetName = exitDoor;

};

@END@
