#Mission Info $Version: 0.10 $Name: XSTR("Concordia Station", -1) $Author: Joel "Axem" Reimer $Created: 08/27/10 at 19:26:44 $Modified: 08/29/10 at 16:11:52 $Notes: This is a FRED2_OPEN created mission. $End Notes: $Mission Desc: XSTR("Wuv the Challenger", -1) $end_multi_text +Game Type Flags: 1 +Flags: 525344 +Disallow Support: 0 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 7952.359863, 301.157745, -7182.312988 +Viewer orient: 0.966901, 0.000034, 0.255154, -0.007124, 0.999614, 0.026862, -0.255054, -0.027791, 0.966527 $Starting wing names: ( "Guardian" "Escort" "Defender" ) $Squadron wing names: ( "Guardian" "Escort" "Defender" "***" "****" ) $Team-versus-team wing names: ( "Guardian" "Escort" ) $Skybox Model: nebula-starfield.pof $AI Profile: Strike Angels #Sexp_variables $Variables: ( 0 "nextTrack" "-1" "number" ) #Command Briefing $Stage Text: XSTR("Vega Concordia station has fallen under attack by hostile forces. The Nordera are leading the charge, but it is only a matter of time before the rest arrive. The LSF Crusader and LSF Lajatang are overseeing the evacuation. Assist the ships in defending the convoy. Good luck.", -1) $end_multi_text $Ani Filename: vegalibrae.ani +Wave Filename: none #Briefing $start_briefing $num_stages: 0 $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( has-departed-delay 0 "Muse" "Trail" "Arte" ) $Multi text XSTR("Hooray, all the civilians were saved!", -1) $end_multi_text $Voice: none.wav $Recommendation text: XSTR("BEST END!", -1) $end_multi_text $Formula: ( is-destroyed-delay 0 "Muse" "Trail" "Arte" ) $Multi text XSTR("Boo, all the civilians were destroyed!", -1) $end_multi_text $Voice: none.wav $Recommendation text: XSTR("BAD END!", -1) $end_multi_text $Formula: ( and ( percent-ships-departed 1 "Muse" "Trail" "Arte" ) ( percent-ships-destroyed 1 "Muse" "Trail" "Arte" ) ) $Multi text XSTR("Some civilians made it! Woo!", -1) $end_multi_text $Voice: none.wav $Recommendation text: XSTR("PASSABLE END!", -1) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Concordia" ) ( not ( is-event-true-delay "Protect Concordia" 0 ) ) ) $Multi text XSTR("Concordia Station was destroyed! How did you fail that? That part is just about all scripted!", -1) $end_multi_text $Voice: none.wav $Recommendation text: XSTR("WTF END!", -1) $end_multi_text #Alternate Types: $Alt: Station #end #Callsigns: $Callsign: Robber $Callsign: Rain $Callsign: Griffin $Callsign: Rose $Callsign: Static $Callsign: Rex $Callsign: Matrix $Callsign: Array #end #Players ;! 1 total $Starting Shipname: Guardian 1 $Ship Choices: ( "UEU Ray" 5 "LSF Ray MkIII" 5 "LSF Ray MkIII A" 5 "LSF Ray MkIII-E" 5 "LSF Ray MkIII-W" 5 "LSF Caliburn" 5 "LSF Caliburn A" 5 "LSF Caliburn-C" 5 "LSF Kaze" 5 ) +Weaponry Pool: ( "40mm cannon" 16 "Eon-17W" 16 "VX-02a" 27 "VX-02b" 19 "VK-11a" 16 "VX-08" 16 "VX-71c" 21 "VX-27s" 16 "VX-153" 16 "VX-89e" 16 "VK-01N" 21 "VXK-111" 16 "YX-1 Beam" 16 "YX-2 Pulse" 16 "Phase Disrupter" 16 "Shard Cannon" 16 "Pulse weapon" 16 "Heavy Pulse weapon" 16 "IT-4N-0" 500 "HEDR-3" 500 "SMHS-15" 1260 "DASM-1" 860 "ASAM" 500 "AEM-6" 500 "DRG-1LI" 500 "CAS-9" 580 "MSM-99-D" 500 "HSMHS-15b" 500 "FGB-2" 500 "FGT-3f" 500 "Malachyye" 500 "Turquoysa" 500 "Cordi pulse missile" 500 "HSM" 500 "QS" 500 ) #Objects ;! 66 total $Name: Guardian 1 ;! Object #0 $Class: LSF Ray MkIII $Callsign: Robber $Team: Friendly $Location: 346.210052, -0.001000, -1146.738525 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "SMHS-15" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "player-start" "invulnerable" ) +Flags2: ( "primaries-locked" "secondaries-locked" "afterburners-locked" ) +Respawn priority: 0 +Group: 0 +Use Table Score: +Score: 10 $Texture Replace: +old: ray mkiii whiter +new: ray mkiii army $Name: Guardian 2 ;! Object #1 $Class: LSF Ray MkIII $Callsign: Rain $Team: Friendly $Location: -182.998886, 54.999992, -1689.488770 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Wingman excellent $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "SMHS-15" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Special Hitpoints: 1500 +Special Shield Points: 3200 +Group: 0 +Use Table Score: +Score: 10 $Texture Replace: +old: ray mkiii whiter +new: ray mkiii army $Name: Guardian 3 ;! Object #2 $Class: LSF Ray MkIII $Callsign: Griffin $Team: Friendly $Location: 329.743622, 33.000000, -1400.650391 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Wingman excellent $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "SMHS-15" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Special Hitpoints: 1500 +Special Shield Points: 3200 +Group: 0 +Use Table Score: +Score: 10 $Texture Replace: +old: ray mkiii whiter +new: ray mkiii army $Name: Escort 1 ;! Object #3 $Class: LSF Ray MkIII $Callsign: Rose $Team: Friendly $Location: 122.199997, 100.000000, -1645.099976 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Wingman strong $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Special Hitpoints: 1500 +Special Shield Points: 3200 +Group: 0 +Use Table Score: +Score: 10 $Texture Replace: +old: ray mkiii whiter +new: ray mkiii army $Name: Escort 2 ;! Object #4 $Class: LSF Ray MkIII $Callsign: Static $Team: Friendly $Location: -211.329514, -100.000175, -2021.528687 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Wingman strong $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Special Hitpoints: 1500 +Special Shield Points: 3200 +Group: 0 +Use Table Score: +Score: 10 $Texture Replace: +old: ray mkiii whiter +new: ray mkiii army $Name: Escort 3 ;! Object #5 $Class: LSF Ray MkIII $Callsign: Rex $Team: Friendly $Location: -262.139954, -24.999928, -1438.289063 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Wingman strong $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Special Hitpoints: 1500 +Special Shield Points: 3200 +Group: 0 +Use Table Score: +Score: 10 $Texture Replace: +old: ray mkiii whiter +new: ray mkiii army $Name: LSF Crusader ;! Object #6 $Class: LSF Challenger II $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Allied Capships $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 +Subsystem: gunturret-3 +Subsystem: gunturret-4 +Subsystem: gunturret-5 +Subsystem: gunturret-6 +Subsystem: gunturret-7 +Subsystem: gunturret-17 +Subsystem: gunturret-18 +Subsystem: gunturret-8 +Subsystem: gunturret-9 +Subsystem: gunturret-10 +Subsystem: gunturret-11 +Subsystem: gunturret-12 +Subsystem: gunturret-13 +Subsystem: gunturret-14 +Subsystem: gunturret-15 +Subsystem: gunturret-16 +Subsystem: gunturret-19 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "JUMP!" 0 ) $Determination: 10 +Flags: ( "cargo-known" "escort" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 80 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 800 $Name: LSF Lajatang ;! Object #7 $Class: LSF Skirmisher $Team: Friendly $Location: 527.041748, -0.000703, 257.798309 $Orientation: 1.000000, -0.000000, 0.000000, 0.000000, 1.000000, 0.000000, -0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Allied Capships $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 +Subsystem: gunturret-3 +Subsystem: gunturret-4 +Subsystem: gunturret-5 +Subsystem: gunturret-6 +Subsystem: gunturret-7 +Subsystem: gunturret-8 +Sbank Ammo: ( 0 ) +Subsystem: gunturret-17 +Sbank Ammo: ( 0 ) +Subsystem: gunturret-18 +Subsystem: gunturret-19 +Subsystem: gunturret-20 +Subsystem: gunturret-9 +Sbank Ammo: ( 0 ) +Subsystem: gunturret-10 +Sbank Ammo: ( 0 ) +Subsystem: gunturret-11 +Sbank Ammo: ( 0 ) +Subsystem: gunturret-12 +Sbank Ammo: ( 0 ) +Subsystem: gunturret-13 +Sbank Ammo: ( 0 ) +Subsystem: gunturret-14 +Sbank Ammo: ( 0 ) +Subsystem: gunturret-15 +Sbank Ammo: ( 0 ) +Subsystem: gunturret-16 +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Lajatang Damaged" 7 ) $Determination: 10 +Flags: ( "cargo-known" "escort" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 50 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 800 $Texture Replace: +old: 1white +new: missileboatarmy $Name: Concordia ;! Object #8 $Class: Node station $Alt: Station $Team: Friendly $Location: 1246.306763, -0.001548, 941.994751 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 85 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" ) +Flags2: ( "lock-all-turrets" ) +Respawn priority: 0 +Escort priority: 100 +Special Hitpoints: 130000 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 1000 $Name: Muse ;! Object #9 $Class: Civilian transport $Team: Friendly $Location: 1172.640503, 139.206543, 293.216156 $Orientation: -0.732774, 0.000000, -0.680473, 0.000000, 1.000000, 0.000000, 0.680473, 0.000000, -0.732774 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace +Departure delay: 2 $Departure Cue: ( is-event-true-delay "Civvie Jump Out Cue" 0 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "beam-protect-ship" ) +Flags2: ( "lock-all-turrets" ) +Respawn priority: 0 +Special Hitpoints: 20000 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 50 $Name: Trail ;! Object #10 $Class: Civilian transport $Team: Friendly $Location: 1534.417969, -27.391525, 349.720398 $Orientation: -0.946558, 0.000000, -0.322536, 0.000000, 1.000000, 0.000000, 0.322536, 0.000000, -0.946558 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace +Departure delay: 1 $Departure Cue: ( is-event-true-delay "Civvie Jump Out Cue" 0 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "beam-protect-ship" ) +Flags2: ( "lock-all-turrets" ) +Respawn priority: 0 +Special Hitpoints: 20000 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 50 $Name: Masher ;! Object #11 $Class: Nordera Battleaxe $Team: Hostile $Location: 350.654022, -97.109322, 2656.069824 $Orientation: -0.820560, 0.000000, -0.571561, 0.000000, 1.000000, 0.000000, 0.571561, 0.000000, -0.820560 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 82 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 +Subsystem: gunturret-3 +Subsystem: gunturret-4 +Subsystem: gunturret-5 +Subsystem: gunturret-6 +Subsystem: gunturret-7 +Subsystem: gunturret-8 +Subsystem: gunturret-9 +Subsystem: gunturret-10 +Subsystem: gunturret-11 +Subsystem: gunturret-12 +Subsystem: gunturret-13 +Subsystem: gunturret-14 +Subsystem: gunturret-15 +Subsystem: gunturret-16 +Subsystem: gunturret-17 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 20 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 1000 $Name: Trasher ;! Object #12 $Class: Nordera Battleaxe $Team: Hostile $Location: -7.582202, -0.000259, 2204.092773 $Orientation: -0.814803, 0.000000, -0.579738, 0.000000, 1.000000, 0.000000, 0.579738, 0.000000, -0.814803 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 +Subsystem: gunturret-3 +Subsystem: gunturret-4 +Subsystem: gunturret-5 +Subsystem: gunturret-6 +Subsystem: gunturret-7 +Subsystem: gunturret-8 +Subsystem: gunturret-9 +Subsystem: gunturret-10 +Subsystem: gunturret-11 +Subsystem: gunturret-12 +Subsystem: gunturret-13 +Subsystem: gunturret-14 +Subsystem: gunturret-15 +Subsystem: gunturret-16 +Subsystem: gunturret-17 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 1000 $Name: Gasher ;! Object #13 $Class: Nordera Battleaxe $Team: Hostile $Location: -537.727966, -0.000465, 2811.588623 $Orientation: -0.998295, 0.000000, -0.058374, 0.000000, 1.000000, 0.000000, 0.058374, 0.000000, -0.998295 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 66 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 +Subsystem: gunturret-3 +Subsystem: gunturret-4 +Subsystem: gunturret-5 +Subsystem: gunturret-6 +Subsystem: gunturret-7 +Subsystem: gunturret-8 +Subsystem: gunturret-9 +Subsystem: gunturret-10 +Subsystem: gunturret-11 +Subsystem: gunturret-12 +Subsystem: gunturret-13 +Subsystem: gunturret-14 +Subsystem: gunturret-15 +Subsystem: gunturret-16 +Subsystem: gunturret-17 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" ) +Flags2: ( ) +Respawn priority: 0 +Escort priority: 21 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 1000 $Name: #BEAM TARGET ;! Object #14 $Class: #NavMarker $Team: Hostile $Location: 0.000000, 0.000000, 2210.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Back to Player" 0 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "no-departure-warp" "hidden-from-sensors" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 1 $Name: Alpha 1 ;! Object #15 $Class: Nordera Pillager $Team: Hostile $Location: -211.466568, 0.001453, 2928.629639 $Orientation: -0.975163, 0.000000, 0.221487, -0.000000, 1.000000, -0.000000, -0.221487, -0.000000, -0.975163 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Alpha 2 ;! Object #16 $Class: Nordera Pillager $Team: Hostile $Location: -136.385086, 0.001465, 3009.102051 $Orientation: -0.971919, 0.000000, 0.235318, -0.000000, 1.000000, -0.000000, -0.235317, -0.000000, -0.971919 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Alpha 3 ;! Object #17 $Class: Nordera Pillager $Team: Hostile $Location: -265.196411, 0.001456, 2977.940674 $Orientation: -0.978682, 0.000000, 0.205381, -0.000000, 1.000000, -0.000000, -0.205381, -0.000000, -0.978682 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Alpha 4 ;! Object #18 $Class: Nordera Pillager $Team: Hostile $Location: -192.217422, 0.001459, 3090.086914 $Orientation: -0.976103, 0.000000, 0.217308, -0.000000, 1.000000, -0.000000, -0.217308, -0.000000, -0.976103 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Beta 1 ;! Object #19 $Class: Nordera Bombardier $Team: Hostile $Location: 174.899994, 125.000000, 3178.600098 $Orientation: -0.988569, 0.000000, -0.150767, 0.000000, 1.000000, -0.000000, 0.150767, -0.000000, -0.988569 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Beta 2 ;! Object #20 $Class: Nordera Bombardier $Team: Hostile $Location: 179.198395, 125.000038, 3248.811279 $Orientation: -0.989165, 0.000000, -0.146809, 0.000000, 1.000000, -0.000000, 0.146809, -0.000000, -0.989165 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Beta 3 ;! Object #21 $Class: Nordera Bombardier $Team: Hostile $Location: 98.456512, 125.000099, 3281.604980 $Orientation: -0.986030, 0.000000, -0.166568, 0.000000, 1.000000, -0.000000, 0.166568, -0.000000, -0.986030 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Beta 4 ;! Object #22 $Class: Nordera Bombardier $Team: Hostile $Location: 63.794098, 124.999962, 3186.849121 $Orientation: -0.983667, 0.000000, -0.179996, 0.000000, 1.000000, -0.000000, 0.179996, -0.000000, -0.983667 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Arte ;! Object #23 $Class: Civilian medical transport $Team: Friendly $Location: 1687.741333, -0.002276, 913.934448 $Orientation: -0.999263, 0.000000, -0.038398, 0.000000, 1.000000, 0.000000, 0.038398, 0.000000, -0.999263 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Civvie Jump Out Cue" 0 ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "beam-protect-ship" ) +Flags2: ( "lock-all-turrets" ) +Respawn priority: 0 +Special Hitpoints: 20000 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 100 $Name: Gamma 1 ;! Object #24 $Class: Nordera Pillager $Team: Hostile $Location: 723.648865, -75.000038, 2724.004883 $Orientation: -0.975163, 0.000000, 0.221487, -0.000000, 1.000000, -0.000000, -0.221487, -0.000000, -0.975163 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Gamma 2 ;! Object #25 $Class: Nordera Pillager $Team: Hostile $Location: 798.730286, -75.000023, 2804.477295 $Orientation: -0.971919, 0.000000, 0.235318, -0.000000, 1.000000, -0.000000, -0.235317, -0.000000, -0.971919 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Gamma 3 ;! Object #26 $Class: Nordera Pillager $Team: Hostile $Location: 669.919006, -75.000038, 2773.315918 $Orientation: -0.978682, 0.000000, 0.205381, -0.000000, 1.000000, -0.000000, -0.205381, -0.000000, -0.978682 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Gamma 4 ;! Object #27 $Class: Nordera Pillager $Team: Hostile $Location: 742.898010, -75.000031, 2885.462158 $Orientation: -0.976103, 0.000000, 0.217308, -0.000000, 1.000000, -0.000000, -0.217308, -0.000000, -0.976103 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "no-arrival-warp" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Delta 1 ;! Object #28 $Class: Sweeper $Team: Hostile $Location: 1949.172119, 2499.999756, 249.451599 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Delta 2 ;! Object #29 $Class: Sweeper $Team: Hostile $Location: 2058.798584, 2499.999756, 353.017975 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Delta 3 ;! Object #30 $Class: Sweeper $Team: Hostile $Location: 1837.075684, 2499.999756, 349.766510 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Delta 4 ;! Object #31 $Class: Sweeper $Team: Hostile $Location: 1949.130615, 2499.999756, 461.257294 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Epsilon 1 ;! Object #32 $Class: Astray $Team: Hostile $Location: 1359.907227, 2499.999756, 606.393799 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Epsilon 2 ;! Object #33 $Class: Astray $Team: Hostile $Location: 1449.660156, 2499.999756, 708.523682 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Epsilon 3 ;! Object #34 $Class: Astray $Team: Hostile $Location: 1210.139404, 2499.999756, 661.280762 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Epsilon 4 ;! Object #35 $Class: Astray $Team: Hostile $Location: 1302.003418, 2499.999756, 761.221924 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Adasya#1 ;! Object #36 $Class: Adasya $Team: Hostile $Location: 1165.900024, 4000.000000, 1686.099976 $Orientation: 0.980085, 0.000000, -0.198579, 0.198567, 0.010781, 0.980028, 0.002141, -0.999942, 0.010566 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Ada1Path" 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 +Subsystem: gunturret-3 +Subsystem: gunturret-4 +Subsystem: gunturret-5 +Subsystem: gunturret-6 +Subsystem: gunturret-7 $Arrival Location: Hyperspace +Arrival Delay: 2 $Arrival Cue: ( is-event-true-delay "Furangle Cue" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 800 $Name: Adasya#2 ;! Object #37 $Class: Adasya $Team: Hostile $Location: 1570.900024, 4000.000000, 489.299988 $Orientation: 0.259297, 0.000000, -0.965798, 0.965776, 0.006626, 0.259291, 0.006400, -0.999978, 0.001718 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Ada2Path" 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 +Subsystem: gunturret-3 +Subsystem: gunturret-4 +Subsystem: gunturret-5 +Subsystem: gunturret-6 +Subsystem: gunturret-7 $Arrival Location: Hyperspace +Arrival Delay: 3 $Arrival Cue: ( is-event-true-delay "Furangle Cue" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 800 $Name: Zeta 1 ;! Object #38 $Class: Zy Azure $Team: Hostile $Location: 4001.765381, 0.000049, -1996.386963 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Zeta 2 ;! Object #39 $Class: Zy Azure $Team: Hostile $Location: 3903.580566, 0.000034, -2090.633545 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Zeta 3 ;! Object #40 $Class: Zy Azure $Team: Hostile $Location: 4100.587402, -0.000008, -2099.160156 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Eta 1 ;! Object #41 $Class: Zy Azure $Team: Hostile $Location: 3582.937744, -0.000036, -2199.687988 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Eta 2 ;! Object #42 $Class: Zy Azure $Team: Hostile $Location: 3486.619629, -0.000054, -2299.735107 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Eta 3 ;! Object #43 $Class: Zy Azure $Team: Hostile $Location: 3695.981689, -0.000032, -2315.059570 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Theta 1 ;! Object #44 $Class: Zy Azure $Team: Hostile $Location: 3799.572510, 0.000018, -2498.020508 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Theta 2 ;! Object #45 $Class: Zy Azure $Team: Hostile $Location: 3710.314209, 0.000015, -2601.856934 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Theta 3 ;! Object #46 $Class: Zy Azure $Team: Hostile $Location: 3893.481689, -0.000016, -2605.652832 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Trog ;! Object #47 $Class: Nordera Battleaxe $Team: Hostile $Location: 7619.894043, 0.001123, -4077.718750 $Orientation: 0.836463, 0.000000, 0.548024, 0.000000, 1.000000, 0.000000, -0.548024, 0.000000, 0.836463 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 +Subsystem: gunturret-3 +Subsystem: gunturret-4 +Subsystem: gunturret-5 +Subsystem: gunturret-6 +Subsystem: gunturret-7 +Subsystem: gunturret-8 +Subsystem: gunturret-9 +Subsystem: gunturret-10 +Subsystem: gunturret-11 +Subsystem: gunturret-12 +Subsystem: gunturret-13 +Subsystem: gunturret-14 +Subsystem: gunturret-15 +Subsystem: gunturret-16 +Subsystem: gunturret-17 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Second Nordera Trigger" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 1000 $Name: Mahkleb ;! Object #48 $Class: Nordera Battleaxe $Team: Hostile $Location: 6092.609375, 0.000679, -4431.712891 $Orientation: 0.836463, -0.000000, 0.548024, 0.000000, 1.000000, 0.000000, -0.548024, 0.000000, 0.836463 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 +Subsystem: gunturret-3 +Subsystem: gunturret-4 +Subsystem: gunturret-5 +Subsystem: gunturret-6 +Subsystem: gunturret-7 +Subsystem: gunturret-8 +Subsystem: gunturret-9 +Subsystem: gunturret-10 +Subsystem: gunturret-11 +Subsystem: gunturret-12 +Subsystem: gunturret-13 +Subsystem: gunturret-14 +Subsystem: gunturret-15 +Subsystem: gunturret-16 +Subsystem: gunturret-17 $Arrival Location: Hyperspace +Arrival Delay: 2 $Arrival Cue: ( is-event-true-delay "Second Nordera Trigger" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 1000 $Name: Vehumet ;! Object #49 $Class: Nordera Battleaxe $Team: Hostile $Location: 7052.316895, 277.396576, -4860.104492 $Orientation: 0.802096, 0.000000, 0.597195, 0.000000, 1.000000, 0.000000, -0.597195, 0.000000, 0.802096 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 +Subsystem: gunturret-3 +Subsystem: gunturret-4 +Subsystem: gunturret-5 +Subsystem: gunturret-6 +Subsystem: gunturret-7 +Subsystem: gunturret-8 +Subsystem: gunturret-9 +Subsystem: gunturret-10 +Subsystem: gunturret-11 +Subsystem: gunturret-12 +Subsystem: gunturret-13 +Subsystem: gunturret-14 +Subsystem: gunturret-15 +Subsystem: gunturret-16 +Subsystem: gunturret-17 $Arrival Location: Hyperspace +Arrival Delay: 3 $Arrival Cue: ( is-event-true-delay "Second Nordera Trigger" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 1000 $Name: Kiku ;! Object #50 $Class: Nordera Battleaxe $Team: Hostile $Location: 7114.743164, -262.683624, -4339.741211 $Orientation: 0.783822, 0.000000, 0.620986, 0.000000, 1.000000, -0.000000, -0.620986, 0.000000, 0.783822 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 +Subsystem: gunturret-3 +Subsystem: gunturret-4 +Subsystem: gunturret-5 +Subsystem: gunturret-6 +Subsystem: gunturret-7 +Subsystem: gunturret-8 +Subsystem: gunturret-9 +Subsystem: gunturret-10 +Subsystem: gunturret-11 +Subsystem: gunturret-12 +Subsystem: gunturret-13 +Subsystem: gunturret-14 +Subsystem: gunturret-15 +Subsystem: gunturret-16 +Subsystem: gunturret-17 $Arrival Location: Hyperspace +Arrival Delay: 3 $Arrival Cue: ( is-event-true-delay "Second Nordera Trigger" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Flags2: ( ) +Respawn priority: 0 +Special Hitpoints: 30000 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 1000 $Name: Iota 1 ;! Object #51 $Class: Nordera Pillager $Team: Hostile $Location: 6197.979492, -0.009192, -2907.851563 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Iota 2 ;! Object #52 $Class: Nordera Pillager $Team: Hostile $Location: 6102.866699, -0.009183, -2801.342041 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Kappa 1 ;! Object #53 $Class: Nordera Bombardier $Team: Hostile $Location: 5990.660645, -0.009187, -2898.936523 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Kappa 2 ;! Object #54 $Class: Nordera Bombardier $Team: Hostile $Location: 5895.033691, -0.009062, -2799.514893 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Lambda 1 ;! Object #55 $Class: Nordera Bombardier $Team: Hostile $Location: 5783.810547, -0.009095, -2800.131836 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Lambda 2 ;! Object #56 $Class: Nordera Bombardier $Team: Hostile $Location: 5709.945313, -0.009085, -2702.720215 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Mu 1 ;! Object #57 $Class: Nordera Pillager $Team: Hostile $Location: 5589.501465, -0.009067, -2798.766113 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Mu 2 ;! Object #58 $Class: Nordera Pillager $Team: Hostile $Location: 5507.052734, -0.009020, -2691.370850 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "beam-protect-ship" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Yredelemnul ;! Object #59 $Class: Hertak Armageddon $Team: Hostile $Location: 9154.076172, -172.261658, -7391.106445 $Orientation: 0.841901, 0.000000, 0.539632, 0.000000, 1.000000, 0.000000, -0.539632, 0.000000, 0.841901 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 +Subsystem: gunturret-3 +Subsystem: gunturret-4 +Subsystem: gunturret-5 +Subsystem: gunturret-6 +Subsystem: gunturret-7 +Subsystem: gunturret-8 +Subsystem: gunturret-9 +Subsystem: gunturret-10 +Subsystem: gunturret-11 +Subsystem: gunturret-12 +Subsystem: gunturret-13 +Subsystem: gunturret-14 +Subsystem: gunturret-15 +Subsystem: gunturret-16 +Subsystem: gunturret-17 +Subsystem: gunturret-18 +Subsystem: gunturret-19 +Subsystem: gunturret-20 +Subsystem: gunturret-21 +Subsystem: gunturret-22 +Subsystem: gunturret-23 +Subsystem: gunturret-24 +Subsystem: gunturret-25 +Subsystem: gunturret-26 +Subsystem: gunturret-27 +Subsystem: gunturret-28 +Subsystem: gunturret-29 +Subsystem: gunturret-30 +Subsystem: gunturret-31 +Subsystem: gunturret-32 +Subsystem: gunturret-33 +Subsystem: gunturret-34 +Subsystem: gunturret-35 +Subsystem: gunturret-36 +Subsystem: gunturret-37 +Subsystem: gunturret-38 +Subsystem: gunturret-39 +Subsystem: gunturret-40 +Subsystem: gunturret-41 +Subsystem: gunturret-42 +Subsystem: gunturret-43 +Subsystem: gunturret-44 +Subsystem: gunturret-45 +Subsystem: gunturret-46 +Subsystem: gunturret-47 +Subsystem: gunturret-48 +Subsystem: gunturret-49 +Subsystem: gunturret-50 +Subsystem: gunturret-51 +Subsystem: gunturret-52 +Subsystem: gunturret-53 +Subsystem: gunturret-54 +Subsystem: gunturret-55 +Subsystem: gunturret-56 +Subsystem: gunturret-57 +Subsystem: gunturret-58 +Subsystem: gunturret-59 +Subsystem: gunturret-60 +Subsystem: gunturret-61 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "ARMA CUE" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10000 $Name: Defender 1 ;! Object #60 $Class: LSF Caliburn $Callsign: Matrix $Team: Friendly $Location: 289.545593, 0.000585, -2232.919922 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Wingman excellent $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "VK-01N" "VX-02a" "VX-71c" ) +Secondary Banks: ( "SMHS-15" "CAS-9" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Flags2: ( ) +Respawn priority: 0 +Special Hitpoints: 4800 +Special Shield Points: 5000 +Group: 0 +Use Table Score: +Score: 10 $Texture Replace: +old: caliburn +new: caliburn-army $Name: Defender 2 ;! Object #61 $Class: LSF Caliburn $Callsign: Array $Team: Friendly $Location: -223.699997, 30.000000, -2102.800049 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None +AI Class: Wingman excellent $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "VK-01N" "VX-02a" "VX-71c" ) +Secondary Banks: ( "SMHS-15" "CAS-9" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Flags2: ( ) +Respawn priority: 0 +Special Hitpoints: 4800 +Special Shield Points: 5000 +Group: 0 +Use Table Score: +Score: 10 $Texture Replace: +old: caliburn +new: caliburn-army +old: caliburn +new: caliburn-army $Name: Omega 1 ;! Object #62 $Class: Astray $Team: Hostile $Location: 991.882629, -0.000750, -1005.237549 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Omega 2 ;! Object #63 $Class: Astray $Team: Hostile $Location: 1089.694702, -0.000712, -1106.682251 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Omega 3 ;! Object #64 $Class: Astray $Team: Hostile $Location: 1221.208984, -0.000756, -993.613464 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 $Name: Omega 4 ;! Object #65 $Class: Astray $Team: Hostile $Location: 1112.488281, -0.000744, -886.176697 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: gunturret-0 +Subsystem: gunturret-1 +Subsystem: gunturret-2 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Use Table Score: +Score: 10 #Wings ;! 16 total $Name: Guardian $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Guardian 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "JUMP!" 0 ) $Ships: ( ;! 3 total "Guardian 1" "Guardian 2" "Guardian 3" ) +Hotkey: 0 +Flags: ( ) $Name: Escort $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Escort 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "JUMP!" 0 ) $Ships: ( ;! 3 total "Escort 1" "Escort 2" "Escort 3" ) +Hotkey: 1 +Flags: ( ) $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Back to Player" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-chase-wing "Guardian" 50 ) ) +Hotkey: 7 +Flags: ( "no-arrival-warp" ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Back to Player" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) $AI Goals: ( goals ( ai-chase "Concordia" 50 ) ) +Hotkey: 7 +Flags: ( "no-arrival-warp" ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Back to Player" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) $AI Goals: ( goals ( ai-chase-wing "Guardian" 50 ) ) +Hotkey: 7 +Flags: ( "no-arrival-warp" ) $Name: Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Delta 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Furangle Cue" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Delta 1" "Delta 2" "Delta 3" "Delta 4" ) $AI Goals: ( goals ( ai-chase-wing "Guardian" 50 ) ) +Hotkey: 6 +Flags: ( ) $Name: Epsilon $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Epsilon 1 $Arrival Location: Hyperspace +Arrival delay: 3 $Arrival Cue: ( is-event-true-delay "Furangle Cue" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Epsilon 1" "Epsilon 2" "Epsilon 3" "Epsilon 4" ) $AI Goals: ( goals ( ai-chase "Arte" 50 ) ( ai-chase "Muse" 40 ) ( ai-chase "Trail" 35 ) ) +Hotkey: 6 +Flags: ( ) $Name: Zeta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Zeta 1 $Arrival Location: In front of ship +Arrival Distance: 4300 $Arrival Anchor: LSF Crusader $Arrival Cue: ( is-event-true-delay "Zy Fighter Cue" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Zeta 1" "Zeta 2" "Zeta 3" ) $AI Goals: ( goals ( ai-chase-wing "Guardian" 50 ) ) +Hotkey: 5 +Flags: ( ) $Name: Eta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Eta 1 $Arrival Location: In front of ship +Arrival Distance: 4000 $Arrival Anchor: LSF Crusader +Arrival delay: 1 $Arrival Cue: ( is-event-true-delay "Zy Fighter Cue" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Eta 1" "Eta 2" "Eta 3" ) $AI Goals: ( goals ( ai-chase-wing "Escort" 50 ) ) +Hotkey: 5 +Flags: ( ) $Name: Theta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Theta 1 $Arrival Location: In front of ship +Arrival Distance: 4500 $Arrival Anchor: LSF Crusader $Arrival Cue: ( is-event-true-delay "Zy Fighter Cue" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Theta 1" "Theta 2" "Theta 3" ) $AI Goals: ( goals ( ai-chase "Muse" 50 ) ( ai-chase "Trail" 45 ) ( ai-chase "Arte" 40 ) ) +Hotkey: 5 +Flags: ( ) $Name: Iota $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Iota 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Trog $Arrival Cue: ( and ( has-arrived-delay 10 "Trog" ) ( is-event-true-delay "Nordera Second Fighter Cue" 0 ) ( not ( is-destroyed-delay 0 "Trog" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Iota 1" "Iota 2" ) $AI Goals: ( goals ( ai-chase "Arte" 50 ) ( ai-chase-any 40 ) ) +Hotkey: 7 +Flags: ( ) $Name: Kappa $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Kappa 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Mahkleb $Arrival Cue: ( and ( has-arrived-delay 10 "Mahkleb" ) ( is-event-true-delay "Nordera Second Fighter Cue" 0 ) ( not ( is-destroyed-delay 0 "Mahkleb" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Kappa 1" "Kappa 2" ) $AI Goals: ( goals ( ai-chase "Muse" 50 ) ( ai-chase-any 40 ) ) +Hotkey: 7 +Flags: ( ) $Name: Lambda $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Lambda 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Vehumet $Arrival Cue: ( and ( has-arrived-delay 10 "Vehumet" ) ( is-event-true-delay "Nordera Second Fighter Cue" 0 ) ( not ( is-destroyed-delay 0 "Vehumet" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Lambda 1" "Lambda 2" ) $AI Goals: ( goals ( ai-chase "Trail" 50 ) ( ai-chase-any 40 ) ) +Hotkey: 7 +Flags: ( ) $Name: Mu $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Mu 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Kiku $Arrival Cue: ( has-arrived-delay 10 "Kiku" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Mu 1" "Mu 2" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Hotkey: 7 +Flags: ( ) $Name: Defender $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Defender 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "JUMP!" 0 ) $Ships: ( ;! 2 total "Defender 1" "Defender 2" ) $AI Goals: ( goals ( ai-play-dead 50 ) ) +Hotkey: 2 +Flags: ( ) $Name: Omega $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Omega 1 $Arrival Location: Near Ship +Arrival Distance: 1000 $Arrival Anchor: Adasya#1 $Arrival Cue: ( is-event-true-delay "Omega Wing Cue" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Omega 1" "Omega 2" "Omega 3" "Omega 4" ) $AI Goals: ( goals ( ai-chase "Guardian 1" 50 ) ) +Flags: ( ) #Events ;! 56 total $Formula: ( when ( true ) ( deactivate-glow-maps "LSF Crusader" ) ( ship-maneuver "Guardian" 60000 0 0 0 ( true ) 0 0 50 ( true ) ) ( ship-maneuver "Escort" 60000 0 0 0 ( true ) 0 0 50 ( true ) ) ( add-goal "Guardian 1" ( ai-play-dead 89 ) ) ( ship-maneuver "Defender" 60000 0 0 0 ( true ) 0 0 75 ( true ) ) ( hud-disable-except-messages 1 ) ) +Name: Initial Events +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( set-camera-host "LSF Crusader" ) ( set-camera-target "LSF Crusader" ) ( set-camera-position 1850 0 1400 ) ( set-camera-position 1350 25 600 11000 1000 ) ( send-message-list "LSF Lajatang" "High" "LAJA Firing missiles" 0 "LSF Crusader" "High" "CRU Main beam" 6000 ) ) +Name: Camera Pan Around 1 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( set-camera-position 0 0 -500 16000 1000 ) ( send-message-list "#Guardian 1" "High" "G1 Standing by" 0 "Escort 1" "High" "E1 Standing by" 5000 "Defender 1" "High" "D1 Standing by" 5000 "LSF Crusader" "High" "CRU Decided to show up eh" 5000 ) ) +Name: Pan Around 2 +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( set-camera-position -615 0 285 11000 1000 ) ) +Name: Pan Around 3 +Repeat Count: 1 +Interval: 1 +Chained: 15 $Formula: ( when ( true ) ( set-camera-position 0 75 350 15000 1000 ) ( send-message-list "LSF Crusader" "High" "CRU Beam Charged!" 10000 ) ) +Name: Pan Around 4 +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( fire-beam "LSF Crusader" "gunturret-8" "#BEAM TARGET" ) ( send-message "LSF Crusader" "High" "CRU FIREEE!" ) ) +Name: Fire Beam +Repeat Count: 1 +Interval: 1 +Chained: 15 $Formula: ( when ( true ) ( activate-glow-maps "LSF Crusader" ) ) +Name: Lights ON +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( set-camera-position 0 50 2500 5000 2000 ) ( add-goal "Gasher" ( ai-waypoints-once "Gasher Path" 89 ) ) ) +Name: Pull out +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( fade-out 500 1 ) ( explosion-effect 0 0 2200 10 10 300 10 100 0 2 7 ) ( set-subsystem-strength "Trasher" "Hull" 1 ) ) +Name: Fade out +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( reset-camera ) ( player-not-use-ai ) ( add-goal "Guardian" ( ai-chase-any 89 ) ) ( add-goal "Escort" ( ai-chase-any 89 ) ) ( unprotect-ship "Guardian 1" "Guardian 2" "Guardian 3" "Escort 1" "Escort 2" "Escort 3" ) ( beam-free-all "LSF Lajatang" ) ( fade-in 500 ) ( set-object-facing-object "Guardian 1" "Masher" ) ( add-goal "LSF Lajatang" ( ai-waypoints-once "Laja Path" 89 ) ) ( add-goal "LSF Crusader" ( ai-waypoints-once "Crusader Path" 89 ) ) ( ship-vulnerable "Guardian 1" ) ( unlock-primary-weapon "Guardian 1" ) ( unlock-secondary-weapon "Guardian 1" ) ( unlock-afterburner "Guardian 1" ) ( add-goal "Defender" ( ai-chase "Gasher" 89 ) ) ( hud-disable-except-messages 0 ) ) +Name: Back to Player +Repeat Count: 1 +Interval: 1 +Chained: 1 +Team: 973943307 $Formula: ( when ( true ) ( beam-free-all "LSF Crusader" ) ( beam-lock "LSF Crusader" "gunturret-8" ) ) +Name: Crusader BFA +Repeat Count: 1 +Interval: 1 +Chained: 30 +Team: 0 $Formula: ( when ( is-event-true-delay "Back to Player" 3 ) ( send-message-list "LSF Crusader" "High" "CRU One battleaxe down" 0 "LSF Crusader" "High" "CRU Go for it" 6000 ) ) +Name: Opening Message +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Alpha" "Beta" "Gamma" ) ( send-message "Guardian 2" "High" "RAIN Nordera fighters dead" ) ( lock-secondary-weapon "Guardian 2" "Guardian 3" "Escort 1" "Escort 2" "Escort 3" ) ) +Name: Destroy Nordera Fighters +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Nordera Fighters (F12)", -1) +Team: 6339 $Formula: ( when ( is-destroyed-delay 5 "Masher" "Trasher" "Gasher" ) ( send-message-list "LSF Crusader" "High" "CRU Battleaxes dead" 0 ) ( add-goal "Guardian" ( ai-guard "Arte" 89 ) ) ( add-goal "Escort" ( ai-guard "Muse" 89 ) ) ( add-goal "Defender" ( ai-guard "LSF Crusader" 89 ) ) ) +Name: Battleaxes dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 200 ) ( send-message-list "LSF Crusader" "High" "CRU Jump detected" 0 "Concordia" "High" "CON Yep" 5000 "LSF Crusader" "High" "CRU Alright then" 5000 ) ) +Name: Evac Complete +Repeat Count: 1 +Interval: 1 +Team: 19017 $Formula: ( when ( is-event-true-delay "Civvies Moving Out" 15 ) ( do-nothing ) ) +Name: Furangle Cue +Repeat Count: 1 +Interval: 1 +Team: 2021161080 $Formula: ( when ( has-arrived-delay 3 "Delta" "Epsilon" ) ( send-message-list "Escort 3" "Normal" "REX Here they come" 0 "Guardian 2" "Normal" "RAIN Let me at them!" 5000 ) ( add-goal "Guardian" ( ai-chase "Delta" 89 ) ) ( add-goal "Escort" ( ai-chase "Epsilon" 89 ) ) ( unlock-secondary-weapon "Guardian 2" "Guardian 3" "Escort 1" "Escort 2" "Escort 3" ) ) +Name: Furangle Arrived +Repeat Count: 1 +Interval: 1 +Team: 1084315745 $Formula: ( when ( has-arrived-delay 10 "Adasya#1" "Adasya#2" ) ( beam-free-all "Adasya#1" "Adasya#2" ) ( cap-waypoint-speed "Adasya#1" 10 ) ( cap-waypoint-speed "Adasya#2" 10 ) ) +Name: Adasya BFA +Repeat Count: 1 +Interval: 1 +Team: 565320481 $Formula: ( when ( true ) ( play-sound-from-file "EBattle1" ) ) +Name: Music 1 +Repeat Count: 1 +Interval: 1 +Team: 1024 $Formula: ( when ( is-event-true-delay "Music 1" 156 ) ( close-sound-from-file ( true ) ) ( play-sound-from-file "ABattle2" ) ) +Name: Music 2 +Repeat Count: 1 +Interval: 1 +Team: 262144 $Formula: ( when ( is-event-true-delay "Furangle Cue" 0 ) ( close-sound-from-file ( true ) ) ( play-sound-from-file "EBattle2" ) ) +Name: Music 3 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-event-true-delay "Music 3" 167 ) ( close-sound-from-file ( true ) ) ( play-sound-from-file "ABattle3" ) ) +Name: Music 4 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-event-true-delay "Music 4" 86 ) ( close-sound-from-file ( true ) ) ( play-sound-from-file "EBattle3" 42 ) ) +Name: Music 5 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Concordia" ) ) ( is-event-true-delay "Civvies Moving Out" 0 ( true ) ) ) ( add-remove-escort "Concordia" 0 ) ( add-remove-escort "Muse" 40 ) ( add-remove-escort "Trail" 39 ) ( add-remove-escort "Arte" 41 ) ( unprotect-ship "Arte" ) ) +Name: Protect Concordia +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Concordia Station", -1) +Team: 33152 $Formula: ( when ( is-event-true-delay "Evac Complete" 20 ) ( add-goal "Muse" ( ai-waypoints-once "Civvie Escape" 89 ) ) ( add-goal "Trail" ( ai-waypoints-once "Civvie Escape" 89 ) ) ( add-goal "Arte" ( ai-waypoints-once "Civvie Escape" 89 ) ) ( send-message "Arte" "High" "ART Moving out" ) ( cap-waypoint-speed "Muse" 15 ) ( cap-waypoint-speed "Trail" 15 ) ( cap-waypoint-speed "Arte" 15 ) ) +Name: Civvies Moving Out +Repeat Count: 1 +Interval: 1 +Team: 136429047 $Formula: ( when ( is-event-true-delay "Civvies Moving Out" 300 ) ( do-nothing ) ) +Name: Civvie Jump Out Cue +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Concordia" ) ( beam-unprotect-ship "LSF Crusader" "LSF Lajatang" ) ( send-message "LSF Crusader" "High" "CRU Concordia Destroyed" ) ( add-goal "Adasya#1" ( ai-waypoints-once "Civvie Escape" 89 ) ) ( add-goal "Adasya#2" ( ai-waypoints-once "Civvie Escape" 89 ) ) ) +Name: Concordia Destroyed +Repeat Count: 1 +Interval: 1 +Team: 33152 $Formula: ( when ( or ( and ( is-destroyed-delay 10 "Concordia" ) ( not ( is-event-true-delay "Protect Concordia" 0 ) ) ) ( is-destroyed-delay 10 "Muse" "Trail" "Arte" ) ) ( fade-out 900 ) ) +Name: FAIL MISSION +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( end-mission ) ) +Name: END MISSION FAIL +Repeat Count: 1 +Interval: 1 +Chained: 1 +Team: 136429047 $Formula: ( when ( is-destroyed-delay 0 "Delta" "Epsilon" ) ( send-message "LSF Crusader" "High" "CRU Don't attack Adas" ) ) +Name: Destroy Fura'ngle Fighters +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Fura'ngle Fighters(F11)", -1) +Team: 1210902759 $Formula: ( when ( is-destroyed-delay 0 "Zeta" "Theta" "Eta" ) ( do-nothing ) ) +Name: Destroy Zy Fighters +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Zy Fighters (F10)", -1) +Team: 37749251 $Formula: ( when ( is-destroyed-delay 20 "Delta" "Epsilon" ) ( do-nothing ) ) +Name: Zy Fighter Cue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Zeta" "Theta" ) ( send-message "LSF Crusader" "High" "CRU Zy Fighters" ) ( add-goal "Guardian" ( ai-chase "Zeta" 89 ) ) ( add-goal "Escort" ( ai-chase "Theta" 89 ) ) ) +Name: Zy Fighters Arrived +Repeat Count: 1 +Interval: 1 +Team: 2113 $Formula: ( when ( and ( is-event-true-delay "Civvies Moving Out" 0 ( is-event-true-delay "Civvies Moving Out" 0 ) ) ( has-departed-delay 0 "Muse" "Trail" "Arte" ) ) ( do-nothing ) ) +Name: Protect Civvies +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Civilian Ships", -1) +Team: 0 $Formula: ( when-argument ( any-of "Muse" "Trail" "Arte" ) ( < ( distance "" "Second Nordera Trigger:1" ) 1000 ) ( do-nothing ) ) +Name: Second Nordera Trigger +Repeat Count: 1 +Interval: 1 +Team: 830876037 $Formula: ( when ( has-arrived-delay 0 "Trog" "Mahkleb" "Vehumet" "Kiku" ) ( send-message-list "LSF Crusader" "High" "CRU Ah crap" 0 "LSF Crusader" "High" "CRU Prepare Beam Cannon" 5000 ) ( beam-protect-ship "LSF Crusader" "LSF Lajatang" ) ) +Name: Second Nordera Group Arrives +Repeat Count: 1 +Interval: 1 +Team: 30906828 $Formula: ( when ( true ) ( clear-goals "Muse" "Trail" "Arte" ) ( add-goal "Muse" ( ai-waypoints-once "Second Civvie Escape" 89 ) ) ( add-goal "Trail" ( ai-waypoints-once "Second Civvie Escape" 89 ) ) ( add-goal "Arte" ( ai-waypoints-once "Second Civvie Escape" 89 ) ) ) +Name: Order Delay +Repeat Count: 1 +Interval: 1 +Chained: 6 +Team: 30906828 $Formula: ( when ( is-event-true-delay "Second Nordera Group Arrives" 20 ) ( fire-beam "LSF Crusader" "gunturret-8" "Kiku" ) ( send-message "LSF Crusader" "High" "CRU FIRE!" ) ) +Name: BEAM IT +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Lambda" "Kappa" "Iota" "Mu" ) ( do-nothing ) ) +Name: Destroy Nordera Fighters 2 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Nordera Fighters (F12)", -1) +Team: 415508773 $Formula: ( when ( < ( hits-left "LSF Lajatang" ) 33 ) ( send-message "LSF Lajatang" "High" "LAJA Damaged" ) ) +Name: Lajatang Damaged +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 5 "Muse" "Trail" "Arte" ) ( send-message "LSF Crusader" "High" "CRU All civvies dead" ) ) +Name: All Civvies Dead +Repeat Count: 1 +Interval: 1 +Team: 543519343 $Formula: ( when ( is-destroyed-delay 0 "Muse" ) ( send-message "LSF Crusader" "High" "CRU Muse dead" ) ) +Name: Muse Dead +Repeat Count: 1 +Interval: 1 +Team: 1752440944 $Formula: ( when ( is-destroyed-delay 0 "Trail" ) ( send-message "LSF Crusader" "High" "CRU Trail" ) ) +Name: Trail Dead +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Arte" ) ( send-message "LSF Crusader" "High" "CRU Arte" ) ) +Name: Arte Dead +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( destroyed-or-departed-delay 0 "Muse" "Trail" "Arte" ) ( not ( is-destroyed-delay 0 "Muse" "Trail" "Arte" ) ) ) ( send-message-list "LSF Crusader" "Normal" "CRU Civvies are away" 0 "LSF Crusader" "Normal" "CRU Detecting Armageddon!" 6000 ) ) +Name: All Civvies Left +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: ARMA CUE +Repeat Count: 1 +Interval: 1 +Chained: 15 +Team: 0 $Formula: ( when ( or ( is-event-true-delay "ARMA CUE" 12 ) ( is-event-true-delay "Crusader Dies Early" 7 ) ) ( do-nothing ) ) +Name: JUMP! +Repeat Count: 1 +Interval: 1 +Team: 4196385 $Formula: ( when ( has-departed-delay 0 "Guardian 1" ) ( do-nothing ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return to Base", -1) +Team: 1432313851 $Formula: ( when ( percent-ships-destroyed 75 "Zeta" "Theta" "Eta" ) ( do-nothing ) ) +Name: Nordera Second Fighter Cue +Repeat Count: 1 +Interval: 1 +Team: 694575851 $Formula: ( when ( is-event-true-delay "JUMP!" 9 ) ( fire-beam "Yredelemnul" "gunturret-0" "LSF Crusader" ) ( fire-beam "Yredelemnul" "gunturret-1" "LSF Crusader" ) ( ship-invulnerable "LSF Crusader" ) ) +Name: Hertaku BEAMU +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Zeta" "Theta" "Eta" "Kappa" "Lambda" "Mu" "Iota" ) ( send-message "LSF Crusader" "High" "CRU Good job" ) ) +Name: All Fighters Dead +Repeat Count: 1 +Interval: 1 +Team: 138488133 $Formula: ( when ( is-destroyed-delay 0 "LSF Crusader" ) ( send-message "#Guardian 1" "High" "G1 Crusader Dead" ) ) +Name: Crusader Dies Early +Repeat Count: 1 +Interval: 1 $Formula: ( when ( destroyed-or-departed-delay 0 "Muse" "Trail" "Arte" ) ( send-message "#Guardian 1" "High" "G1 Go home, no Crusader" ) ) +Name: Civvies Safe +Repeat Count: 1 +Interval: 1 +Chained: 5 +Team: 136429047 $Formula: ( when ( is-subsystem-destroyed-delay "Adasya#1" "Reactor" 0 ) ( self-destruct "Adasya#1" ) ) +Name: Ada Reactor 1 +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-subsystem-destroyed-delay "Adasya#2" "Reactor" 0 ) ( self-destruct "Adasya#2" ) ) +Name: Ada Reactor 2 +Repeat Count: 1 +Interval: 1 +Team: 33152 $Formula: ( when ( or ( < ( distance "Guardian 1" "Adasya#1" ) 500 ) ( < ( distance "Guardian 1" "Adasya#2" ) 500 ) ) ( do-nothing ) ) +Name: Omega Wing Cue +Repeat Count: 1 +Interval: 1 +Team: 0 #Goals ;! 5 total $Type: Primary +Name: Protect Arte $MessageNew: XSTR("Protect Arte", -1) $end_multi_text $Formula: ( has-departed-delay 0 "Arte" ) $Type: Primary +Name: Protect Muse $MessageNew: XSTR("Protect Muse", -1) $end_multi_text $Formula: ( has-departed-delay 0 "Muse" ) $Type: Primary +Name: Protect Trail $MessageNew: XSTR("Protect Trail", -1) $end_multi_text $Formula: ( has-departed-delay 0 "Trail" ) $Type: Secondary +Name: Protect Crusader $MessageNew: XSTR("Protect Crusader", -1) $end_multi_text $Formula: ( has-departed-delay 0 "LSF Crusader" ) $Type: Secondary +Name: Protect Lajatang $MessageNew: XSTR("Protect Lajatang", -1) $end_multi_text $Formula: ( has-departed-delay 0 "LSF Lajatang" ) #Waypoints ;! 8 lists total $Name: Laja Path $List: ( ;! 5 points in list ( 527.000000, 0.000000, 1025.500000 ) ( 469.233795, -99.999840, 2151.250488 ) ( 1176.694458, -99.999962, 2354.168701 ) ( 2977.512939, -99.999992, 746.570984 ) ( 14165.582031, -99.997818, -11770.111328 ) ) $Name: Crusader Path $List: ( ;! 5 points in list ( -0.386522, -0.000333, 621.672424 ) ( 784.882629, 49.999992, 1940.713989 ) ( 1200.189697, 50.000122, 2032.637451 ) ( 2820.622314, 0.000045, 527.337036 ) ( 13843.508789, 50.000282, -12128.745117 ) ) $Name: Civvie Escape $List: ( ;! 1 points in list ( 13609.501953, -0.002925, -12588.230469 ) ) $Name: Gasher Path $List: ( ;! 3 points in list ( -554.456299, -0.000214, 1953.082886 ) ( 168.699997, 100.000000, 1668.000000 ) ( 1707.800293, 100.000130, 1569.651367 ) ) $Name: Ada1Path $List: ( ;! 1 points in list ( 1172.750977, 0.001606, 1719.912842 ) ) $Name: Ada2Path $List: ( ;! 1 points in list ( 1591.379150, 0.001381, 494.798218 ) ) $Name: Second Nordera Trigger $List: ( ;! 1 points in list ( 4135.453613, -0.009305, -1481.080933 ) ) $Name: Second Civvie Escape $List: ( ;! 1 points in list ( 8825.554688, 614.099731, 1973.163574 ) ) #Messages ;! 35 total $Name: CRU One battleaxe down $Team: -1 $MessageNew: XSTR("That's one Battleaxe down. Two more to go.", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Go for it $Team: -1 $MessageNew: XSTR("Watch for incoming warheads. Bombardiers are approaching fast.", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: RAIN Nordera fighters dead $Team: -1 $MessageNew: XSTR("All Nordera fighters down, boss.", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Battleaxes dead $Team: -1 $MessageNew: XSTR("All Battleaxes have been destroyed. Good job, let's form up with the civilian ships and get them out of here. Keep an eye out for more trouble.", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Jump detected $Team: -1 $MessageNew: XSTR("Incoming ships detected. Looks like a pair of Adasyas and fighters. Concordia Station, are you guys almost finished?", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CON Yep $Team: -1 $MessageNew: XSTR("Affirmative, Crusader. The last transport should be away before they arrive.", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Alright then $Team: -1 $MessageNew: XSTR("Roger that, Concordia. Fighters, put priority on the civilian ships now, not the station.", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: REX Here they come $Team: -1 $MessageNew: XSTR("Here they come. Incoming Fura'ngle fighters!", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: RAIN Let me at them! $Team: -1 $MessageNew: XSTR("Let me at them!", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: ART Moving out $Team: -1 $MessageNew: XSTR("This is the Arte, we're beginning to move out. Estimated time before jump, 5 minutes.", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Concordia Destroyed $Team: -1 $MessageNew: XSTR("Concordia Station has been destroyed!", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Ah crap $Team: -1 $MessageNew: XSTR("Shoot, more Nordera Battleaxes dead ahead. Civilian ships, change your course immediately. We'll keep them distracted.", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Prepare Beam Cannon $Team: -1 $MessageNew: XSTR("Prepare beam cannon for firing. Target: Kiku.", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU FIRE! $Team: -1 $MessageNew: XSTR("FIRE!", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Zy Fighters $Team: -1 $MessageNew: XSTR("Zy fighters jumping in, 4 klicks ahead. Looks like they're heading for the civilians!", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: LAJA Damaged $Team: -1 $MessageNew: XSTR("This is the Lajatang, we're heavily damaged. Jumping out!", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU All civvies dead $Team: -1 $MessageNew: XSTR("All the civilian ships have been destroyed!", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Muse dead $Team: -1 $MessageNew: XSTR("The Muse has been destroyed!", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Trail $Team: -1 $MessageNew: XSTR("They've destroyed the Trail!", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Arte $Team: -1 $MessageNew: XSTR("The Arte is a goner!", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Civvies are away $Team: -1 $MessageNew: XSTR("All civilians ships are away! Preparing to jump...", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Detecting Armageddon! $Team: -1 $MessageNew: XSTR("Sensors detect an Armageddon dreadnought on its way. This is going to be cutting it a little close...", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Engage Jump! $Team: -1 $MessageNew: XSTR("Get us out of here! All fighters, return to base!", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Good job $Team: -1 $MessageNew: XSTR("Good job, all the fighters are down. Help us with these Battleaxes. Maybe we can get out of here alive.", -1) $end_multi_text $Name: LAJA Firing missiles $Team: -1 $MessageNew: XSTR("Target in range. Firing all missile batteries!", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Main beam $Team: -1 $MessageNew: XSTR("Main beam charge at 60%. Target is locked!", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: G1 Standing by $Team: -1 $MessageNew: XSTR("Guardian Wing standing by.", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: E1 Standing by $Team: -1 $MessageNew: XSTR("Escort wing standing by.", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: D1 Standing by $Team: -1 $MessageNew: XSTR("Defender wing standing by.", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Decided to show up eh $Team: -1 $MessageNew: XSTR("You boys decided to finally show up, eh? Take care of those fighters. Leave the Battleaxes to us for now.", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Beam Charged! $Team: -1 $MessageNew: XSTR("Primary beam fully charged!", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU FIREEE! $Team: -1 $MessageNew: XSTR("FIRE!", -1) $end_multi_text $Name: G1 Crusader Dead $Team: -1 $MessageNew: XSTR("The Crusader has been destroyed.", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: G1 Go home, no Crusader $Team: -1 $MessageNew: XSTR("Guess it's time to head back to base...", -1) $end_multi_text +Wave Name: cue_voice.wav $Name: CRU Don't attack Adas $Team: -1 $MessageNew: XSTR("Good job on those fighters. Leave the Adasyas alone. We need you guys with the civilians.", -1) $end_multi_text +Wave Name: cue_voice.wav #Reinforcements ;! 0 total #Background bitmaps ;! 3 total $Num stars: 0 $Ambient light level: 7895160 $Bitmap List: $Sun: SunVega +Angles: 4.712385 0.000000 5.340703 +Scale: 0.500000 $Starbitmap: NebulA10-Whisp +Angles: 0.366519 0.000000 0.349066 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: NebulA6-Whisp +Angles: 0.331612 0.122173 6.126101 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: NebulA1-Main +Angles: 0.000000 0.000000 0.000000 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: None $Briefing Music: Brief4 #End