Mission {
	
	missionName = BioMech Supply Base;

	bsp = data/bsp/enemyBase1_2.bsp;
	
	music = music/Zenith.s3m;
	
	fogColor = 0.25 0.0 0.0;
	fogMin = 2000;
	fogMax = 3000;
	fogDensity = 0.35;
	
	skySphere = textures/game/day2.jpg;
	skySphereSize = 1;
	
	enemyLevel = 2;
	
	supplyCrateList = WEP_UZI|WEP_SHOTGUN|WEP_PLASMA_PISTOL|WEP_GRENADE_LAUNCHER;
	
	enemySpawnList = NME_PISTOL_BLOB|NME_MACHINEGUN_BLOB|NME_SHOTGUN_BLOB|NME_PISTOL_DROID|NME_MACHINEGUN_DROID|NME_GRENADE_BLOB;
	spawnSize = 6;
	minSpawnTime = 3000;
	maxSpawnTime = 4500;
	
	alarmActive = 1;
	
	exitToMission = AUTO;
	
	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;
};

// ============ Objectives ==========================

Objective {

	id = 1;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Disable alarm systems;
	status = OBJ_INCOMPLETE;
	targetValue = 3;
	active = 1;
	completionTrigger = alarmDisabled;

};

Objective {

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

};

Objective {

	id = 3;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Plant bombs in main base structure;
	status = OBJ_INCOMPLETE;
	targetValue = 4;
	active = 1;

};

Objective {

	id = 4;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Destroy supply crates;
	status = OBJ_INCOMPLETE;
	targetValue = 35;
	active = 1;

};

Objective {

	id = 5;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Destroy sentry guns;
	status = OBJ_INCOMPLETE;
	targetValue = 10;
	active = 1;

};

Objective {

	id = 6;
	priority = OBJ_PRIORITY_CONDITION;
	description = Protect Arnie;
	status = OBJ_INCOMPLETE;
	active = 0;

};

// ============ General ===============

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = bombFoundation;
	objectiveId = 3;

};

Trigger {

	active = 1;

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

};

Trigger {

	active = 1;

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

};

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

Trigger {

	active = 1;

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

};

Trigger {

	active = 1;

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

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_OBJECTIVE;
	
	name = demoSpawner;
	objectiveId = 6;

};

// ============ Command Room Trigger =================

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_TOGGLE_STRUCTURE;
	name = commandRoomBarrier;
	targetName = commandRoomBarrier;

};

// ============ Alarm Triggers =================

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = securitySystem;
	objectiveId = 1;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_TOGGLE_STRUCTURE;
	name = alarmDisabled;
	targetName = alarmDisabled;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_USE_CAMERA;
	name = alarmDisabled;
	targetName = alarmDisabled;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_STOP_ALARM;
	name = alarmDisabled;
	targetName = alarmDisabled;

};

// ============ Conditions =================

Trigger {

	active = 1;

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

};

@END@
