Mission {

	missionName = Biomech Assimilator Dispatch Sector;

	bsp = data/bsp/enemyBase3_3.bsp;
	
	music = music/Temple.xm;
	
	fogColor = 0.0 0.0 0.0;
	fogMin = 0;
	fogMax = 3500;
	fogDensity = 0.25;
	
	skySphere = textures/game/day2.jpg;
	skySphereSize = 1;
	
	enemyLevel = 4;
	
	enemySpawnList = NME_PISTOL_BLOB|NME_MACHINEGUN_BLOB|NME_SHOTGUN_BLOB|NME_PISTOL_DROID|NME_MACHINEGUN_DROID|NME_GRENADE_BLOB|NME_LIGHT_PLASMA_BLOB;
	spawnSize = 3;
	minSpawnTime = 5500;
	maxSpawnTime = 6000;
	
	exitToMission = AUTO;
	
	supplyCrateList = WEP_UZI|WEP_SHOTGUN|WEP_PLASMA_PISTOL|WEP_PLASMA_RIFLE;
	
	ambientEffects = sound/ambience/mech/commplus.ogg|sound/ambience/mech/data_1.ogg|sound/ambience/mech/dial.ogg|sound/ambience/mech/mech1.ogg|sound/ambience/mech/mech2.ogg|sound/ambience/mech/mech3.ogg;
};

Objective {

	id = 1;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Teleport in Spark Plug;
	status = OBJ_INCOMPLETE;
	active = 1;

};

Objective {

	id = 2;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Teleport in Arnold;
	status = OBJ_INCOMPLETE;
	active = 1;

};

Objective {

	id = 3;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Gain access to main dispatch yard;
	status = OBJ_INCOMPLETE;
	active = 1;

};

Objective {

	id = 4;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Set bombs in tank and ammo bay;
	status = OBJ_INCOMPLETE;
	active = 1;
	targetValue = 8;
	completionTrigger = TeleportOutBlobs;

};

Objective {

	id = 5;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Destroy Biomech teleport points;
	status = OBJ_INCOMPLETE;
	active = 1;
	targetValue = 26;

};

Objective {

	id = 6;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Escape before the bombs detonate!;
	status = OBJ_INCOMPLETE;
	active = 0;

};

Objective {

	id = 7;
	priority = OBJ_PRIORITY_CONDITION;
	description = Protect Spark Plug;
	status = OBJ_INCOMPLETE;
	active = 1;

};

Objective {

	id = 8;
	priority = OBJ_PRIORITY_CONDITION;
	description = Protect Arnold;
	status = OBJ_INCOMPLETE;
	active = 1;

};

// ================= Spark Plug ==================

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	
	name = sparkPlugSpawner;
	targetName = sparkPlugSpawner;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	
	name = sparkPlugSpawner;
	objectiveId = 1;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_OBJECTIVE;
	
	name = sparkPlugSpawner;
	objectiveId = 7;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = Spark Plug;
	objectiveId = 7;

};

// ================= Arnold ==================

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	
	name = arnoldSpawner;
	targetName = arnoldSpawner;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	
	name = arnoldSpawner;
	objectiveId = 2;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_OBJECTIVE;
	
	name = arnoldSpawner;
	objectiveId = 8;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = Arnold;
	objectiveId = 8;

};

// =============== Dispatch Yard ================

Trigger {

	active = 1;

	type = TRIGGER_TYPE_LOCATION;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	
	name = dispatchYard;
	targetName = dispatchYard;
	objectiveId = 3;

};

// =============== Tank Hanger ================

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	
	name = tankHangerBomb;
	objectiveId = 4;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_TELEPORT_BLOB;
	
	name = TeleportOutBlobs;
	targetName = Spark Plug;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_COMPLETE_OBJECTIVE;
	
	name = TeleportOutBlobs;
	objectiveId = 7;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_TELEPORT_BLOB;
	
	name = TeleportOutBlobs;
	targetName = Arnold;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_COMPLETE_OBJECTIVE;
	
	name = TeleportOutBlobs;
	objectiveId = 8;

};

// =============== Teleporter Room ================

Trigger {

	active = 1;

	type = TRIGGER_TYPE_LOCATION;
	
	action = TRIGGER_ACTION_TOGGLE_STRUCTURE;
	
	name = teleporterRoomGun1;
	targetName = teleporterRoomGun1;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_LOCATION;
	
	action = TRIGGER_ACTION_TOGGLE_STRUCTURE;
	
	name = teleporterRoomGun2;
	targetName = teleporterRoomGun2;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_LOCATION;
	
	action = TRIGGER_ACTION_TOGGLE_STRUCTURE;
	
	name = teleporterRoomGun3;
	targetName = teleporterRoomGun3;

};

Trigger {

	active = 1;

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

};


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

Trigger {

	active = 1;

	type = TRIGGER_TYPE_MISSION_COMPLETE;
	
	action = TRIGGER_ACTION_ENABLE_OBJECTIVE;
	
	name = MISSION_COMPLETE;
	objectiveId = 6;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_MISSION_COMPLETE;
	
	action = TRIGGER_ACTION_TOGGLE_STRUCTURE;
	
	name = MISSION_COMPLETE;
	targetName = exitDoor;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_MISSION_COMPLETE;
	
	action = TRIGGER_ACTION_USE_CAMERA;
	
	name = MISSION_COMPLETE;
	targetName = exitDoor;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_MISSION_COMPLETE;
	
	action = TRIGGER_ACTION_TELEPORT_BLOB;
	
	name = MISSION_COMPLETE;
	targetName = Teeka;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_MISSION_COMPLETE;
	
	action = TRIGGER_ACTION_START_TIME_LIMIT;
	
	name = MISSION_COMPLETE;
	timeLimit = 90;

};

// =============== Real exit trigger ===================

Trigger {

	active = 1;

	type = TRIGGER_TYPE_LOCATION;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = exitLocation;
	objectiveId = 6;

};

@END@
