; >>> MISSION SECTION <<< [Mission] nickname = li_arc_chapter_2_m01 story_name = li_arc02_m01 ; progress key, lowercase story_autostart = li_arc02_m02 offer_type = DestroyInstallation offer_reward = 500000 offer_target_system = Li01 offer_faction = fc_lr_grp offer_title_id = 458602 offer_description_id = 458652 offer_bases = Li01_12_Base ; reoffer defaults to OnFail for story missions ; >>> NPC SECTION <<< [NpcShipArch] nickname = MSN14_Navy_Elite archetype = li_elite loadout = MSN04_Nomad_Liberty_Heavy_Fighter_Aggressor state_graph = fighter pilot = MSN04_Nomad_Liberty_Heavy_Fighter_Aggressor level = 5 [MsnNpc] nickname = MSN14_Navy_Pilot01 npc_ship = MSN14_Navy_Elite faction = fc_n_grp string_id = 47001 system = Li01 position = 56740, 0, -63120 ; Set Position near Maine pilot_job = assault_job label = navy_reinforcements [MsnNpc] nickname = MSN14_Navy_Pilot02 npc_ship = MSN14_Navy_Elite faction = fc_n_grp string_id = 47001 system = Li01 position = 56760, 0, -63140 ; Set Position near Maine pilot_job = assault_job label = navy_reinforcements [MsnNpc] nickname = MSN14_Navy_Pilot03 npc_ship = MSN14_Navy_Elite faction = fc_n_grp string_id = 47001 system = Li01 position = 56780, 0, -63130 ; Set Position near Maine pilot_job = assault_job label = navy_reinforcements ; >>> SOLAR SECTION <<< [MsnSolar] nickname = navy_satellite archetype = navy_satellite string_id = 217116 system = Li01 hitpoints = 5000 faction = li_n_grp label = satellites ; >>> LOOT SECTION <<< [MsnLoot] nickname = emergency_action_documents ;archetype = emergency_action_documents_liberty ;string_id = 290000 archetype = escape_lifeboat string_id = 216206 rel_pos_obj = navy_satellite rel_pos_offset = 50, 0, 0 velocity = 0, 0, 0 equip_amount = 1 health = 1 Can_Jettison = false [NNObjective] nickname = mlog_1 state = HIDDEN type = rep_inst, Li01, 24625, 24625, -92446, -25, -20451, emergency_action_documents ; >>> TRIGGER SECTION <<< [Trigger] nickname = arc02_m01_c01_scene InitState = Active Act_SetTHNConfig = players, buffalo_gen, li_arc02_m01_c01 Act_PlayTHN = players, 48, 459000, 459001 [Trigger] nickname = arc02_m01_scene InitState = Active Cnd_THNComplete = players Act_DisplayMsg = players, 458700 Act_ActTrig = t_satelitte_spawnflags [Trigger] nickname = t_satelitte_spawnflags Cnd_LaunchComplete = players, Li01_12_Base ; Launch Buffalo Base Act_SpawnSolar = navy_satellite, 56763, 0, -69135 Act_ActTrig = t_rebus_comm [Trigger] nickname = t_rebus_comm Cnd_Timer = 2 Act_EtherComm = rebus_intro, players, rebus_voice_m14, dx_m14_0100_Rebus, 0.5, false, 227420, sh_female2_rebus_head, pl_female1_rebus_peasant_body_bust Act_NNPath = players, 459002, Li01, 56763, 0, -69135, true, navy_satellite Act_ActTrig = t_satelitte_destroy Act_ActTrig = t_satelitte_reach [Trigger] nickname = t_satelitte_reach Cnd_DistVec = Player, 56763, 0, -6913, 3500, Li01, inside Act_DisplayMsg = players, 459003 [Trigger] nickname = t_satelitte_destroy Cnd_Destroyed = satellites, 1, EXPLODE ; explicit count = wait for ALL Act_SpawnLoot = emergency_action_documents Act_DisplayMsg = players, 459004 Act_ActTrig = t_rebus_comm2 [Trigger] nickname = t_rebus_comm2 Cnd_Timer = 2 Act_EtherComm = rebus_intro, players, rebus_voice_m14, dx_m14_0101_Rebus, dx_m14_0102_Rebus, 4.0, false, 227420, sh_female2_rebus_head, pl_female1_rebus_peasant_body_bust Act_SetNNObj = mlog_1 Act_Mark = players, emergency_action_documents, true Act_ActTrig = t_rebus_cargopod_loot [Trigger] nickname = t_rebus_cargopod_loot Cnd_LootAcquired = emergency_action_documents, Player Act_ActTrig = t_navy_space_reinforcements [Trigger] nickname = t_navy_space_reinforcements Cnd_Timer = 2 Act_SpawnShip = MSN14_Navy_Pilot01, no_ol Act_SpawnShip = MSN14_Navy_Pilot02, no_ol Act_SpawnShip = MSN14_Navy_Pilot03, no_ol nickname = t_navy_destination_end [Trigger] nickname = t_navy_destination_end Cnd_Destroyed = navy_reinforcements, 3, EXPLODE ; explicit count = wait for ALL Act_NNPath = players, 459007, Li01, 25390, 0, 74163, true, Li01_12 Act_SetTHNConfig = players, buffalo_gen, li_arc02_m01_c02 Act_ActTrig = t_land_buffalo_base [Trigger] nickname = t_land_buffalo_base Cnd_BaseEnter = Li01_01_base Act_ActTrig = t_land_buffalo_ending [Trigger] nickname = t_land_buffalo_ending Cnd_Timer = 42 Act_PopUpDialog = players, 459000, 459008 Act_ActTrig = t_rebus_mission_completed [Trigger] nickname = t_rebus_mission_completed Cnd_PopUpDialog = CLOSE Act_SetMsnResult = Success ; won - the mission goes on (interlude) Act_AdjAcct = players, 350000 ; the actual payout Act_DisplayMsg = players, 479000 ; Mission Success NEURAL-NET MESSAGE Act_Destroy = navy_satellite, SILENT ; navy_satellite goes (Act_TerminateMsn would end the whole mission) Act_ActTrig = t_rebus_buffalo_success Act_ActTrig = t_rebus_buffalo_launched ; >>> INTERLUDE SECTION <<< [Trigger] nickname = t_rebus_buffalo_success Cnd_Timer = 2 Act_DisplayMsg = players, 458700 [Trigger] nickname = t_rebus_buffalo_launched Cnd_LaunchComplete = players, Li01_12_Base Act_ActTrig = t_buffalo_mission_outro [Trigger] nickname = t_buffalo_mission_outro Cnd_Timer = 1 Act_NNPath = players, 459009, Iw03, -19724, 0, -10073, true, Iw03_02 Act_ActTrig = t_rebus_mission_completed2 [Trigger] nickname = t_rebus_mission_completed2 Cnd_DistVec = Player, -19724, 0, -10073, 3500, Iw03, inside Act_DisplayMsg = players, 459010 Act_ActTrig = t_ashcroft_mission_completed3 [Trigger] nickname = t_ashcroft_mission_completed3 Cnd_BaseEnter = players, Iw03_02_Base Act_AdjAcct = players, 150000 ; the actual payout Act_PopUpDialog = players, 459000, 459019 Act_LeaveMsn = players, Success ; the interlude is over: records li_arc_chapter_1_m01 Act_TerminateMsn