CustomItem {

	name = Cipher #1;
	
	model1 = gfx/rw2/cypher1.blend.raw;
	
	texture1 = textures/game/gold.png;
	
	bbMins = -4 -4 -4;
	
	bbMaxs = 4 4 4;
	
	customCarriable = 1;

};

CustomItem {

	name = Cipher #2;
	
	model1 = gfx/rw2/cypher2.blend.raw;
	
	texture1 = textures/game/gold.png;
	
	bbMins = -4 -4 -6;
	
	bbMaxs = 4 4 6;
	
	customCarriable = 1;

};

Mission {

	missionName = Ancient Tomb 5;

	bsp = data/bsp/ancientTomb2.bsp;
	
	music = music/Liquid Crystal.xm;
	
	fogColor = 0.05 0.05 0;
	fogMin = 1000;
	fogMax = 3000;
	fogDensity = 0.25;
	
	skySphere = textures/game/overcast.png;
	
	enemyLevel = 3;
	
	// note - This level has a high proportion of Plasma Blobs...
	
	enemySpawnList = NME_MACHINEGUN_BLOB|NME_SHOTGUN_BLOB|NME_MACHINEGUN_DROID|NME_GRENADE_BLOB|NME_LIGHT_PLASMA_BLOB|NME_LIGHT_PLASMA_BLOB|NME_LIGHT_PLASMA_BLOB|NME_LIGHT_PLASMA_BLOB|NME_SHOTGUN_DROID|NME_GRENADE_DROID;
	spawnSize = 6;
	minSpawnTime = 3500;
	maxSpawnTime = 4500;
	
	exitToMission = AUTO;
	
	supplyCrateList = WEP_UZI|WEP_SHOTGUN|WEP_PLASMA_PISTOL;
};

Objective {

	id = 1;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Acquire first Cipher;
	status = OBJ_INCOMPLETE;
	active = 1;
	completionTrigger = cipher1Trigger;

};

Objective {

	id = 2;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Acquire second Cipher;
	status = OBJ_INCOMPLETE;
	active = 2;

};

Objective {

	id = 3;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Open door to main Crystal Room;
	status = OBJ_INCOMPLETE;
	active = 3;
	targetValue = 2;
	completionTrigger = crystalRoomTrigger;

};

Objective {

	id = 4;
	priority = OBJ_PRIORITY_SECONDARY;
	description = Aquire more powerful weaponary;
	status = OBJ_INCOMPLETE;
	active = 1;

};

// ========== Triggers for Cipher #1 ==============

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ITEM_PICKED_UP;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = Cipher #1;
	targetName = eastPassage;
	objectiveId = 1;

};

// ========== Triggers for Cipher #2 ==============

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ITEM_PICKED_UP;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = Cipher #2;
	targetName = eastPassage;
	objectiveId = 2;

};

// ========== Triggers for mission completion ==============

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = cipherSwitch1;
	objectiveId = 3;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = cipherSwitch2;
	objectiveId = 3;

};

// =========== Main door trigger ==============

Trigger {

	active = 1;
	
	type = TRIGGER_TYPE_NONE;
	action = TRIGGER_ACTION_TOGGLE_STRUCTURE;
	
	name = crystalRoomTrigger;
	targetName = secondPartAccess;

};

// =========== Plasma Rifle Trigger ==============

Trigger {

	active = 1;
	
	type = TRIGGER_TYPE_ITEM_PICKED_UP;
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	
	name = plasmaRifle;
	objectiveId = 4;

};

@END@
