Files
REM-Mod/EXE/REM/ServerModule/missions/story_arc0_m01.ini
T

146 lines
4.5 KiB
INI

; >>> 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 = harrison_tutorial, 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_tutorial, 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_tutorial
Act_NNPath = players, 475004, Li01, -85265, 0, -28995, true
Act_EtherComm = king_tutorial, 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_tutorial, 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_tutorial, 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