146 lines
4.5 KiB
INI
146 lines
4.5 KiB
INI
; >>> MISSION SECTION <<<
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[Mission]
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nickname = li_arc_chapter_0_m01
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story_name = li_arc00_m01 ; progress key, lowercase
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offer_type = Assassinate
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offer_reward = 500000
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offer_target_system = Li01
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offer_faction = li_n_grp
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offer_title_id = 475001
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offer_description_id = 475002
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offer_bases = Li01_01_Base
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; reoffer defaults to OnFail for story missions
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; >>> NPC SECTION <<<
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[NpcShipArch]
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nickname = MSN14_Drone1
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archetype = ge_drone ; shiparch nickname from your mod data
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loadout = ge_drone_loadout01 ; loadout nickname from your mod data
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state_graph = fighter
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pilot = MSN02_Ashcroft ; pilot nickname from pilots.ini
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level = 5
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[MsnNpc]
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nickname = MSN14_Drone
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npc_ship = MSN14_Drone1
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string_id = 490000
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faction = li_lsf_grp
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system = Li01
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position = -85265, 0, -28995
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label = lr_drone
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[NpcShipArch]
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nickname = MSN00_King_Patrol1
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archetype = li_elite ; shiparch nickname from your mod data
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loadout = MSN04_King ; loadout nickname from your mod data
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state_graph = FIGHTER
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pilot = MSN04_King ; pilot nickname from pilots.ini
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level = 5
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[MsnNpc]
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nickname = MSN15_King_Patrol
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npc_ship = MSN00_King_Patrol1
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string_id = 216000
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faction = li_lsf_grp
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system = Li01
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position = -33567, 0, -28510
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label = m_king
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; >>> LOOT SECTION <<<
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; >>> FORMATION SECTION <<<
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[ObjList]
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nickname = ol_escort_player
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follow = players, 0, 0, -150, 300
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; >>> TRIGGER SECTION <<<
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[Trigger]
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nickname = arc00_m01_c01_scene
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InitState = Active
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Act_SetTHNConfig = players, manhattan_gen, li_arc00_m01_c01
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Act_PlayTHN = players, 30, 475001, 475002
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[Trigger]
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nickname = arc01_m01_scene
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InitState = Active
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Cnd_THNComplete = players
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Act_DisplayMsg = players, 458700
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[Trigger]
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nickname = t_king_spawn_destination
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InitState = Active
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Cnd_LaunchComplete = players, Li01_01_Base
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[Trigger]
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nickname = t_manhattan_king_spawnflags
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InitState = Active
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Cnd_LaunchComplete = players, Li01_01_Base
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Act_SpawnShip = MSN15_King_Patrol, no_ol
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Act_DisplayMsg = players, 475004
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Act_ActTrig = t_king_ethercomm1
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Act_ActTrig = t_king_dies
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[Trigger]
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nickname = t_king_ethercomm1
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Cnd_Timer = 2
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Act_Mark = players, m_king, true
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Act_EtherComm = harrison_tutorial, players, king_voice_tut, DX_T1_0000_KING, 0.5, false, 216000, li_scrote_head, li_scrote_body
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Act_GiveObjList = MSN15_King_Patrol, ol_escort_player
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Act_ActTrig = t_king_ethercomm2
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[Trigger]
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nickname = t_king_ethercomm2
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Cnd_Timer = 13
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Act_Mark = players, m_king, true
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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
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Act_ActTrig = t_king_waypoint
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[Trigger]
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nickname = t_king_dies
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Cnd_Destroyed = MSN15_King_Patrol, 1, EXPLODE
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system = ANY
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Act_ChangeState = FAIL, 21602
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[Trigger]
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nickname = t_king_waypoint
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Cnd_CommComplete =king_tutorial
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Act_NNPath = players, 475004, Li01, -85265, 0, -28995, true
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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
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Act_ActTrig = t_drone_ship_spawn
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[Trigger]
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nickname = t_drone_ship_spawn
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Cnd_DistVec = Player, -85265, 0, -28995, 15000, Li01, inside
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Act_SpawnShip = MSN14_Drone, no_ol
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Act_ActTrig = t_king_selection
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Act_ActTrig = t_drone_mission_destroyed
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[Trigger]
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nickname = t_king_selection
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Cnd_DistVec = Player, -85265, 0, -28995, 12000, Li01, inside
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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
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Act_SetVibe = MSN14_Drone, players, REP_HOSTILE_MAX
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Act_Mark = players, lr_drone, true
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[Trigger]
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nickname = t_drone_mission_destroyed
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Cnd_Destroyed = lr_drone, 1, EXPLODE ; explicit count = wait for ALL
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Act_EtherComm = king_tutorial, players, king_voice_tut, DX_T1_0350_KING, 4.0, false, 216000, li_scrote_head, li_scrote_body
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Act_ActTrig = t_king_mission_completed
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[Trigger]
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nickname = t_king_mission_completed
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Cnd_PopUpDialog = CLOSE
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Act_SetMsnResult = Success ; won - the mission goes on (interlude)
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Act_AdjAcct = players, 350000 ; the actual payout
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Act_DisplayMsg = players, 479000 ; Mission Success NEURAL-NET MESSAGE
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Act_Destroy = MSN15_King_Patrol, SILENT ; navy_satellite goes (Act_TerminateMsn would end the whole mission)
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Act_LeaveMsn = players, Success ; the interlude is over: records li_arc_chapter_1_m01
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Act_TerminateMsn |