CustomItem {

	name = Medicine;
	
	model1 = gfx/primitive/item.primitive;
	
	texture1 = textures/game/medicine.png;
	
	bbMins = -4 -4 -4;
	
	bbMaxs = 4 4 4;

};

Mission {

	missionName = Blob Fort Outskirts;

	bsp = data/bsp/grasslands2.bsp;
	
	music = music/Dark Club.s3m;
	
	fogColor = 0.25 0.25 0.25;
	fogMin = 0;
	fogMax = 2500;
	fogDensity = 0.25;
	
	skySphere = textures/game/dawn.jpg;
	skySphereSize = 1;
	
	supplyCrateList = WEP_UZI|WEP_SHOTGUN;
	
	enemyLevel = 2;
	
	startCutscene = data/cutscenes/scripts/grasslands2Start;
	
	enemySpawnList = NME_PISTOL_BLOB|NME_MACHINEGUN_BLOB|NME_SHOTGUN_BLOB|NME_PISTOL_DROID|NME_MACHINEGUN_DROID|NME_GRENADE_BLOB;
	spawnSize = 6;
	minSpawnTime = 4500;
	maxSpawnTime = 6000;
	
	exitToMission = AUTO;
	
	ambientEffects = sound/ambience/grasslands/birdsong.ogg|sound/ambience/grasslands/cardinal.ogg|sound/ambience/grasslands/falsebird.ogg|sound/ambience/grasslands/lapwing.ogg|sound/ambience/grasslands/robin.ogg;
};

Objective {

	id = 1;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Rescue All MIAs;
	status = OBJ_INCOMPLETE;
	targetValue = 6;
	active = 1;

};

Objective {

	id = 2;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Locate some Teletags;
	status = OBJ_INCOMPLETE;
	active = 1;
	targetValue = 2;

};

Objective {

	id = 3;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Locate some medical supplies;
	status = OBJ_INCOMPLETE;
	targetValue = 5;
	active = 1;

};

Objective {

	id = 4;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Destroy Biomech gun enplacements;
	status = OBJ_INCOMPLETE;
	targetValue = 3;
	active = 1;

};

Objective {

	id = 5;
	priority = OBJ_PRIORITY_SECONDARY;
	description = Eliminate at least 100 enemies;
	status = OBJ_INCOMPLETE;
	targetValue = 100;
	active = 1;

};

Objective {

	id = 6;
	priority = OBJ_PRIORITY_CONDITION;
	description = Do not allow any MIAs to be killed;
	status = OBJ_INCOMPLETE;
	active = 1;

};

// ######## Triggers ###############

Trigger {

	active = 1;

	type = TRIGGER_TYPE_BLOB_RESCUED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = ANY_MIA;
	objectiveId = 1;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ITEM_PICKED_UP;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = teletags;
	objectiveId = 2;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ITEM_PICKED_UP;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = Medicine;
	objectiveId = 3;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = sentryGun;
	objectiveId = 4;

};

Trigger {

	active = 1;

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

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = ANY_MIA;
	objectiveId = 6;

};

@END@
