story_arc2_m01:ActDisplayMsg, ActSetVibe, Position, Archetype
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@@ -19,9 +19,9 @@ offer_bases = Li01_12_Base
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[NpcShipArch]
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[NpcShipArch]
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nickname = MSN14_Navy_Elite
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nickname = MSN14_Navy_Elite
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archetype = li_elite
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archetype = li_elite
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loadout = MSN04_Nomad_Liberty_Heavy_Fighter_Aggressor
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loadout = MSN04_Liberty_Navy_Heavy_Fighter_Difficult
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state_graph = fighter
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state_graph = fighter
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pilot = MSN04_Nomad_Liberty_Heavy_Fighter_Aggressor
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pilot = MSN04_Liberty_Navy_Heavy_Fighter_Difficult
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level = 5
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level = 5
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[MsnNpc]
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[MsnNpc]
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@@ -30,7 +30,7 @@ npc_ship = MSN14_Navy_Elite
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faction = fc_n_grp
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faction = fc_n_grp
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string_id = 47001
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string_id = 47001
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system = Li01
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system = Li01
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position = 56740, 0, -65120 ; Set Position near Maine
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position = 56740, 0, -68120 ; Set Position near Maine
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pilot_job = assault_job
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pilot_job = assault_job
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label = navy_reinforcements
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label = navy_reinforcements
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@@ -40,7 +40,7 @@ npc_ship = MSN14_Navy_Elite
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faction = fc_n_grp
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faction = fc_n_grp
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string_id = 47001
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string_id = 47001
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system = Li01
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system = Li01
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position = 56760, 0, -65140 ; Set Position near Maine
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position = 56760, 0, -68140 ; Set Position near Maine
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pilot_job = assault_job
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pilot_job = assault_job
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label = navy_reinforcements
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label = navy_reinforcements
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@@ -50,7 +50,7 @@ npc_ship = MSN14_Navy_Elite
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faction = fc_n_grp
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faction = fc_n_grp
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string_id = 47001
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string_id = 47001
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system = Li01
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system = Li01
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position = 56780, 0, -65130 ; Set Position near Maine
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position = 56780, 0, -68130 ; Set Position near Maine
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pilot_job = assault_job
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pilot_job = assault_job
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label = navy_reinforcements
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label = navy_reinforcements
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@@ -70,11 +70,9 @@ label = satellites
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[MsnLoot]
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[MsnLoot]
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nickname = emergency_action_documents
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nickname = emergency_action_documents
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;archetype = emergency_action_documents_liberty
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;string_id = 290000
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system = Li01
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system = Li01
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archetype = escape_lifeboat
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archetype = emergency_action_documents_liberty
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string_id = 216206
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string_id = 290000
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;rel_pos_obj = navy_satellite
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;rel_pos_obj = navy_satellite
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;rel_pos_offset = 50, 0, 0
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;rel_pos_offset = 50, 0, 0
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position = 56763, 50, -69135
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position = 56763, 50, -69135
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@@ -86,7 +84,7 @@ Can_Jettison = false
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[NNObjective]
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[NNObjective]
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nickname = mlog_1
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nickname = mlog_1
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state = HIDDEN
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state = HIDDEN
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type = rep_inst, Li01, 24625, 24625, -92446, -25, -20451, emergency_action_documents
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type = rep_inst, Li01, 459004, 459004, -92446, -25, -20451, emergency_action_documents
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; >>> TRIGGER SECTION <<<
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; >>> TRIGGER SECTION <<<
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@@ -126,7 +124,7 @@ Act_DisplayMsg = players, 459003
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nickname = t_satelitte_destroy
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nickname = t_satelitte_destroy
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Cnd_Destroyed = satellites, 1, EXPLODE ; explicit count = wait for ALL
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Cnd_Destroyed = satellites, 1, EXPLODE ; explicit count = wait for ALL
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Act_SpawnLoot = emergency_action_documents
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Act_SpawnLoot = emergency_action_documents
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Act_DisplayMsg = players, 459004
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;Act_DisplayMsg = players, 459004
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Act_ActTrig = t_rebus_comm2
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Act_ActTrig = t_rebus_comm2
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[Trigger]
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[Trigger]
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@@ -154,10 +152,10 @@ Act_ActTrig = t_navy_ship_hostile
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[Trigger]
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[Trigger]
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nickname = t_navy_ship_hostile
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nickname = t_navy_ship_hostile
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Cnd_Timer = 1
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Cnd_Timer = 1
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Act_SetVibe = Ashcroft_Escort_1, players, REP_HOSTILE_MAX
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Act_SetVibe = MSN14_Navy_Pilot01, players, REP_HOSTILE_MAX
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Act_SetVibe = Ashcroft_Escort_2, players, REP_HOSTILE_MAX
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Act_SetVibe = MSN14_Navy_Pilot02, players, REP_HOSTILE_MAX
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Act_SetVibe = Ashcroft_Escort_3, players, REP_HOSTILE_MAX
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Act_SetVibe = MSN14_Navy_Pilot03, players, REP_HOSTILE_MAX
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Act_SetVibe = Ashcroft_Escort_4, players, REP_HOSTILE_MAX
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Act_DisplayMsg = players, 459005 ; Eliminate NEURAL-NET MESSAGE
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[Trigger]
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[Trigger]
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nickname = t_navy_destination_end
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nickname = t_navy_destination_end
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