; >>> MISSION SECTION <<< [Mission] nickname = li_arc_chapter_0_m01 story_name = li_arc00_m01 ; progress key, lowercase offer_type = Assassinate offer_reward = 500000 offer_target_system = Li01 offer_faction = li_n_grp offer_title_id = 475001 offer_description_id = 475002 offer_bases = Li01_01_Base ; reoffer defaults to OnFail for story missions ; >>> NPC SECTION <<< [NpcShipArch] nickname = MSN14_Drone1 archetype = ge_drone ; shiparch nickname from your mod data loadout = ge_drone_loadout01 ; loadout nickname from your mod data state_graph = fighter pilot = MSN02_Ashcroft ; pilot nickname from pilots.ini level = 5 [MsnNpc] nickname = MSN14_Drone npc_ship = MSN14_Drone1 string_id = 490000 faction = li_lsf_grp system = Li01 position = -85265, 0, -28995 label = lr_drone [NpcShipArch] nickname = MSN00_King_Patrol1 archetype = li_elite ; shiparch nickname from your mod data loadout = MSN04_King ; loadout nickname from your mod data state_graph = FIGHTER pilot = MSN04_King ; pilot nickname from pilots.ini level = 5 [MsnNpc] nickname = MSN15_King_Patrol npc_ship = MSN00_King_Patrol1 string_id = 216000 faction = li_lsf_grp system = Li01 position = -33567, 0, -28510 label = m_king ; >>> LOOT SECTION <<< ; >>> FORMATION SECTION <<< [ObjList] nickname = ol_escort_player follow = players, 0, 0, -150, 300 ; >>> TRIGGER SECTION <<< [Trigger] nickname = arc00_m01_c01_scene InitState = Active Act_SetTHNConfig = players, manhattan_gen, li_arc00_m01_c01 Act_PlayTHN = players, 30, 475001, 475002 [Trigger] nickname = arc01_m01_scene InitState = Active Cnd_THNComplete = players Act_DisplayMsg = players, 458700 [Trigger] nickname = t_king_spawn_destination InitState = Active Cnd_LaunchComplete = players, Li01_01_Base [Trigger] nickname = t_manhattan_king_spawnflags InitState = Active Cnd_LaunchComplete = players, Li01_01_Base Act_SpawnShip = MSN15_King_Patrol, no_ol Act_DisplayMsg = players, 475004 Act_ActTrig = t_king_ethercomm1 Act_ActTrig = t_king_dies [Trigger] nickname = t_king_ethercomm1 Cnd_Timer = 2 Act_Mark = players, m_king, true Act_EtherComm = king_tutorial1, players, king_voice_tut, DX_T1_0000_KING, 0.5, false, 216000, li_scrote_head, li_scrote_body Act_GiveObjList = MSN15_King_Patrol, ol_escort_player Act_ActTrig = t_king_ethercomm2 [Trigger] nickname = t_king_ethercomm2 Cnd_Timer = 13 Act_Mark = players, m_king, true Act_EtherComm = king_tutorial2, players, king_voice_tut, DX_T1_0110_KING, DX_T1_0120_KING, DX_T1_0130_KING, DX_T1_0140_KING, DX_T1_0150_KING, DX_T1_0160_KING, DX_T1_0170_KING, DX_T1_0180_KING, DX_T1_0190_KING, DX_T1_0200_KING, DX_T1_0210_KING, DX_T1_0220_KING, DX_T1_0230_KING, DX_T1_0240_KING, DX_T1_0250_KING, 4.0, false, 216000, li_scrote_head, li_scrote_body Act_ActTrig = t_king_waypoint [Trigger] nickname = t_king_dies Cnd_Destroyed = MSN15_King_Patrol, 1, EXPLODE system = ANY Act_ChangeState = FAIL, 21602 [Trigger] nickname = t_king_waypoint Cnd_CommComplete = king_tutorial2 Act_NNPath = players, 475004, Li01, -85265, 0, -28995, true Act_EtherComm = king_tutorial3, players, king_voice_tut, DX_T1_0260_KING, DX_T1_0260_KING, 4.0, false, 216000, li_scrote_head, li_scrote_body Act_ActTrig = t_drone_ship_spawn [Trigger] nickname = t_drone_ship_spawn Cnd_DistVec = Player, -85265, 0, -28995, 15000, Li01, inside Act_SpawnShip = MSN14_Drone, no_ol Act_ActTrig = t_king_selection Act_ActTrig = t_drone_mission_destroyed [Trigger] nickname = t_king_selection Cnd_DistVec = Player, -85265, 0, -28995, 12000, Li01, inside Act_EtherComm = king_tutorial4, players, king_voice_tut, DX_T1_0300_KING, DX_T1_0260_KING, 4.0, false, 216000, li_scrote_head, li_scrote_body Act_SetVibe = MSN14_Drone, players, REP_HOSTILE_MAX Act_Mark = players, lr_drone, true [Trigger] nickname = t_drone_mission_destroyed Cnd_Destroyed = lr_drone, 1, EXPLODE ; explicit count = wait for ALL Act_EtherComm = king_tutorial3, players, king_voice_tut, DX_T1_0350_KING, 4.0, false, 216000, li_scrote_head, li_scrote_body Act_ActTrig = t_king_mission_completed [Trigger] nickname = t_king_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 = MSN15_King_Patrol, SILENT ; navy_satellite goes (Act_TerminateMsn would end the whole mission) Act_LeaveMsn = players, Success ; the interlude is over: records li_arc_chapter_1_m01 Act_TerminateMsn