#Mission Info $Version: 0.10 $Name: Clear out jump node $Author: Idan Aharoni $Created: 08/26/98 at 18:23:20 $Modified: 08/30/98 at 01:28:04 $Notes: This is a FRED created mission $End Notes: $Mission Desc: You must clear out a jump node so the GTD Armaggedon, GTD Hellbringer and GTD Sentinel could jump through safely.$end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 172.799149, 918.797119, -200.427536 +Viewer orient: -0.112440, -0.000002, 0.993659, -0.570548, 0.818723, -0.064560, -0.813531, -0.574189, -0.092058 #Plot Info $Tour: Blah $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing $Stage Text: * GTD Armaggedon * Vega Now that the Shivans are no longer an immediate survivle threat, it is time to strike them. And this time, We'll punch them where it hurts. The GTD Armaggedon, GTD Hellbringer and GTD Sentinel, with some other smaller cruisers and destroyers, are going to conquer the Shivan-controlled system Capella. This is the first time we enter a Shivan-conrolled space and we have no idea how much Shivan presence we shall encounter. $end_multi_text $Ani Filename: cb_bastion.ani +Wave Filename: none $Stage Text: * General news The Terran installation Travis reported that using the ancient archives found in Altair, they managed to translate most of the Shivan language. This will allow us to translate Shivan records found on captured ships or installations. $end_multi_text $Ani Filename: +Wave Filename: none $Stage Text: * New technology - AFFJ A new technology is available from the boys and girls at Research & Development. The AFFJ, a shortcut for "Astroid Field Fighter Jammer" is a jammer specially designed for jamming Shivan radar. It will allow any ship 800kms and more away from a shivan fighter, not to be seen on radar. This works only in Astroid fields since it acctually confuses the Shivan radar and makes it think that the ship is an astroid. All fighters have been equiped with the AFFJ. $end_multi_text $Ani Filename: +Wave Filename: none $Stage Text: We are now ready to get into the system. Report to briefing immediatly, pilot. $end_multi_text $Ani Filename: +Wave Filename: none #Briefing $start_briefing $num_stages: 4 $start_stage $multi_text To enter the Capella system we must first clear out the Vega-Capella jump node. We already got the Vega side of the node secure, so now we must secure the node on the Capella side. $end_multi_text $voice: none.wav $camera_pos: 159.743881, -571.046387, -31.602085 $camera_orient: 0.999708, -0.000001, 0.024152, -0.024152, 0.000684, 0.999708, -0.000017, -1.000000, 0.000683 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: 0.608109, -0.001104, -112.036148 $label: Alpha 4 +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: -226.828094, -0.000101, 323.003235 $label: Beta 4 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: Terran NavBuoy $pos: 61.680145, -0.000092, -2.993595 $label: Jump Node 0 +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text With the ability for fighters to jump in through the jump node, we can now secure the other side of the jump node without putting out cruisers and destroyers at risk. $end_multi_text $voice: none.wav $camera_pos: 48.211342, 652.171326, -32.151543 $camera_orient: 0.999996, 0.000000, -0.002672, 0.002672, 0.000683, 0.999996, 0.000001, -1.000000, 0.000683 $camera_time: 700 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 9 $team: Friendly $class: Terran NavBuoy $pos: 61.680145, -0.000092, -2.993595 $label: Vega-Capella jump node +id: 3 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text Alpha and Beta wings will jump to the Capella side of the node and clear all enemy presence. We have no idea how many Fighters are guarding the node and what is their type. $end_multi_text $voice: none.wav $camera_pos: 48.211342, 652.171326, -32.151543 $camera_orient: 0.999996, 0.000000, -0.002672, 0.002672, 0.000683, 0.999996, 0.000001, -1.000000, 0.000683 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 9 $team: Friendly $class: Terran NavBuoy $pos: 61.680145, -0.000092, -2.993595 $label: Vega-Capella jump node +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: 159.255997, -0.002115, -32.149216 $label: Alpha +id: 4 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: -22.335768, -0.000169, -28.577639 $label: Beta +id: 5 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text Theta wing will be available as reinforcement if you will encounter any destroyers or cruisers guarding the node. Theta will be flying Hercules fighters. Since we require as many bombers as we can, call them only if they are truely needed. Good luck, Pilot. $end_multi_text $voice: none.wav $camera_pos: 48.211342, 652.171326, -32.151543 $camera_orient: 0.999996, -0.000001, -0.002672, 0.002672, 0.000683, 0.999996, 0.000001, -1.000000, 0.000683 $camera_time: 500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 9 $team: Friendly $class: Terran NavBuoy $pos: 61.680145, -0.000092, -2.993595 $label: Vega-Capella jump node +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: 159.255997, -0.002115, -32.149216 $label: Alpha +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: -22.335768, -0.000169, -28.577639 $label: Beta +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules $pos: 5.296133, -0.001619, 60.729095 $label: Theta +id: 6 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 6 $Formula: ( is-destroyed-delay 0 "Kraikov" "Watcher" "Defender" ) $Multi text You did a fine job destroying all the hostiles forces in the area. $end_multi_text $Voice: none.wav $Recommendation text: $end_multi_text $Formula: ( not ( is-destroyed-delay 0 "Kraikov" "Defender" "Watcher" ) ) $Multi text The GTD Sentinel has recieved some hits from the remaining hostile forces you were supposed to destroy. You better improve and soon, otherwise you have no room in the GTD Armaggedon. $end_multi_text $Voice: none.wav $Recommendation text: Try killing some enemy ships $end_multi_text $Formula: ( is-destroyed-delay 0 "SC Lilith" ) $Multi text Good work in destroying the Lilith. It was probably heading to destroy one of our ships or installations in another system. $end_multi_text $Voice: none.wav $Recommendation text: $end_multi_text $Formula: ( not ( is-destroyed-delay 0 "SC Lilith" ) ) $Multi text Because the Lilith was able to escape, we had to destroy it once it came out of the Vega side of the jump node. GTD HellBringer and a small cruiser were hit. This will affect our performance in this campaign. $end_multi_text $Voice: none.wav $Recommendation text: D&D - Disable & Destroy $end_multi_text $Formula: ( not ( has-docked-delay "GTT Omega" "SC 5 4" 1 0 ) ) $Multi text The abandoned cargo is lost. It could have been something important. $end_multi_text $Voice: none.wav $Recommendation text: Try telling you wingmen to ignore essential targets or dont warp before Omega has docked with the cargo. $end_multi_text $Formula: ( has-docked-delay "GTT Omega" "SC 5 4" 1 0 ) $Multi text Good work getting that cargo. $end_multi_text $Voice: none.wav $Recommendation text: $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 5 ) +Weaponry Pool: ( "ML-16 Laser" 8 "Avenger" 13 "MX-50" 110 ) #Objects ;! 24 total $Name: Alpha 1 ;! Object #0 $Class: GTF Ulysses $Team: Friendly $Location: -8.363836, 0.000094, 135.732330 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" ) +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Ulysses $Team: Friendly $Location: -158.039780, -0.002007, -13.760361 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Ulysses $Team: Friendly $Location: 34.305107, -0.002081, -221.078705 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Ulysses $Team: Friendly $Location: 159.255997, -0.002115, -32.149216 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Group: 0 +Score: 12 $Name: SC 5 4 ;! Object #4 $Class: SAC 2 $Team: Neutral $Location: 3112.266357, -115.983223, 1506.709961 $Orientation: -0.098434, -0.994951, 0.019602, -0.413023, 0.058767, 0.908822, -0.905385, 0.081363, -0.416722 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Undetermined +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Group: 0 $Name: Defender 1 ;! Object #5 $Class: SF Dragon $Team: Hostile $Location: -1087.608521, -0.001595, 2261.927979 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Defender 2 ;! Object #6 $Class: SF Dragon $Team: Hostile $Location: 326.456787, -0.001445, 2647.783447 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Watcher 1 ;! Object #7 $Class: SF Basilisk $Team: Hostile $Location: -1509.768188, -0.000045, 413.638245 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Watcher 2 ;! Object #8 $Class: SF Scorpion $Team: Hostile $Location: -1497.198608, 0.000208, -85.540955 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Watcher 3 ;! Object #9 $Class: SF Scorpion $Team: Hostile $Location: -1650.854004, -0.000222, -754.342896 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Watcher 4 ;! Object #10 $Class: SF Scorpion $Team: Hostile $Location: -2114.917480, 0.000028, -79.478065 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Beta 1 ;! Object #11 $Class: GTF Ulysses $Team: Friendly $Location: -234.006042, -0.000127, 515.840942 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #12 $Class: GTF Ulysses $Team: Friendly $Location: -247.992691, -0.000205, 130.165497 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #13 $Class: GTF Ulysses $Team: Friendly $Location: 2.003067, 0.000001, 309.040314 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #14 $Class: GTF Ulysses $Team: Friendly $Location: -455.659271, -0.000296, 312.541901 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Group: 0 +Score: 12 $Name: Kraikov 2 ;! Object #15 $Class: SF Dragon $Team: Hostile $Location: -614.375793, 0.000000, 2792.899658 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Kraikov 1 ;! Object #16 $Class: SF Dragon $Team: Hostile $Location: -612.840820, 0.000006, 2999.748291 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: SC Lilith ;! Object #17 $Class: SC Lilith $Team: Hostile $Location: -128.399994, -1.400000, 1619.099976 $Orientation: -0.993600, 0.000000, -0.112956, -0.000097, 1.000000, 0.000850, 0.112956, 0.000856, -0.993600 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) ( ai-chase-wing "Beta" 50 ) ) $Cargo 1: Nothing +Initial Velocity: 40 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Arrival Location: Hyperspace $Arrival Cue: ( has-time-elapsed 80 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" ) +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 150 $Name: Theta 1 ;! Object #18 $Class: GTF Hercules $Team: Friendly $Location: -166.244278, -0.001568, 456.166290 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Group: 0 +Score: 10 $Name: Theta 2 ;! Object #19 $Class: GTF Hercules $Team: Friendly $Location: -101.744278, -0.001662, 51.753922 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Group: 0 +Score: 10 $Name: Theta 3 ;! Object #20 $Class: GTF Hercules $Team: Friendly $Location: 381.054016, -0.001283, 28.849380 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Group: 0 +Score: 10 $Name: Theta 4 ;! Object #21 $Class: GTF Hercules $Team: Friendly $Location: 336.279846, -0.001394, 464.461060 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" ) +Group: 0 +Score: 10 $Name: GTT Omega ;! Object #22 $Class: GTT Elysium $Team: Friendly $Location: -256.705475, 0.000210, -292.945190 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-dock "SC 5 4" "topside docking" "cargo dock01" 50 ) ( ai-waypoints-once "Waypoint path 1" 40 ) ( ai-warp-out 20 ) ) $Cargo 1: Nothing +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-destroyed-delay 0 "Kraikov" "Defender" "Watcher" ) ( or ( has-departed-delay 10 "SC Lilith" ) ( is-destroyed-delay 10 "SC Lilith" ) ) ( not ( is-destroyed-delay 0 "SC 5 4" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" ) +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Watcher 5 ;! Object #23 $Class: SF Basilisk $Team: Hostile $Location: -1260.016479, -0.000068, -445.875366 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: Nothing +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( ) +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 #Wings ;! 6 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Defender $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Defender 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Defender 1" "Defender 2" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) $Name: Watcher $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Watcher 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 5 total "Watcher 1" "Watcher 2" "Watcher 3" "Watcher 4" "Watcher 5" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Kraikov $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Kraikov 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-time-elapsed 20 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Kraikov 1" "Kraikov 2" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 3 +Wave Delay Max: 10 $Name: Theta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Theta 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "SC Lilith" ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 10 "SC Lilith" ) $Ships: ( ;! 4 total "Theta 1" "Theta 2" "Theta 3" "Theta 4" ) $AI Goals: ( goals ( ai-chase "SC Lilith" 89 ) ) +Flags:( "reinforcement" ) #Events ;! 9 total $Formula: ( when ( has-arrived-delay 0 "SC Lilith" ) ( send-message "#Command" "High" "Lilith arrives" ) ) +Name: Lilith arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "SC Lilith" ) ( do-nothing ) ) +Name: Lilith arrives directive +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: Destroy Lilith destroyer $Formula: ( when ( and ( has-arrived-delay 0 "Theta" ) ( not ( is-destroyed-delay 0 "Kraikov" "Watcher" "Defender" ) ) ) ( add-goal "Watcher" ( ai-chase "Theta" 70 ) ) ) +Name: Theta wing has arrived +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Defender" "Watcher" "Kraikov" ) ( add-goal "SC Lilith" ( ai-waypoints-once "Waypoint path 1" 88 ) ) ( add-goal "SC Lilith" ( ai-warp-out 87 ) ) ) +Name: is destroyed +Repeat Count: 1 +Interval: 1 +Objective: Destroy hostiles $Formula: ( when ( and ( is-destroyed-delay 0 "Kraikov" "Watcher" "Defender" ) ( or ( has-departed-delay 3 "SC Lilith" ) ( is-destroyed-delay 3 "SC Lilith" ) ) ( not ( is-destroyed-delay 0 "SC 5 4" ) ) ) ( send-message "#Command" "High" "Cargo" ) ) +Name: Cargo +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-docked-delay "SC 5 4" "GTT Omega" 1 0 ) ( do-nothing ) ) +Name: Cargo directive +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: Wait until Omega docks with SC5 $Formula: ( when ( or ( and ( is-destroyed-delay 0 "Defender" "Kraikov" "Watcher" ) ( is-destroyed-delay 0 "SC 5 4" ) ( destroyed-or-departed-delay 0 "SC Lilith" ) ) ( and ( is-destroyed-delay 0 "Watcher" "Kraikov" "Defender" ) ( has-departed-delay 0 "GTT Omega" ) ( destroyed-or-departed-delay 0 "SC Lilith" ) ) ) ( send-message "#Command" "High" "" ) ) +Name: All clear +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "SC 5 4" ) ( send-message "#Command" "High" "cargo destroyed" ) ) +Name: Cargo destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-docked-delay "GTT Omega" "SC 5 4" 1 0 ) ( send-message "GTT Omega" "High" "Omega Docked" ) ) +Name: Omega docked +Repeat Count: 1 +Interval: 1 #Goals ;! 3 total $Type: Primary +Name: Clear all hostile forces $Message: Clear all hostile forces $Formula: ( is-destroyed-delay 0 "Kraikov" "Defender" "Watcher" ) +No music +Score: 2000 $Type: Bonus +Name: Destroy Lilith cruiser $Message: Destroy Lilith cruiser $Formula: ( is-destroyed-delay 0 "SC Lilith" ) +Score: 1000 $Type: Bonus +Name: Get Cargo $Message: Get Cargo $Formula: ( has-departed-delay 0 "GTT Omega" ) +No music +Score: 500 #Waypoints ;! 1 lists total $Jump Node: 56.380943, 0.000039, -6.301031 $Jump Node Name: Jump Node 0 $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 53.686932, 0.000001, 4.586543 ) ) #Messages ;! 171 total $Name: Lilith arrives $Message: Damn, a Lilith destroyer has jumped in. +Persona: Terran Command +AVI Name: Head-CM1 $Name: Theta under attack $Message: Pilot, be advised. Some of the hostiles are moving towards Theta wing. +Persona: Large Ship +AVI Name: Head-CM1 $Name: Cargo $Message: We are picking up signals from a shivan cargo near the jump node. We are sending Omega to collect it. +Persona: Terran Command +AVI Name: Head-CM1 $Name: $Message: We are ready to jump into the system. Return to base. +Persona: Terran Command +AVI Name: Head-CM1 $Name: cargo destroyed $Message: Why did you destroy that cargo? it could have been something important! +Persona: Terran Command +AVI Name: Head-CM1 $Name: Omega Docked $Message: Omega has docked and moving towards the jump node to get back to GTD Armaggedon. +Persona: Terran Command +AVI Name: Head-CM1 #Reinforcements ;! 1 total $Name: Theta $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) #Background bitmaps ;! 0 total $Num stars: 2000 $Ambient light level: 0 +Nebula: Nebula01 +Color: Green +Pitch: 50 +Bank: 332 +Heading: 60 #Asteroid Fields #Music $Event Music: 2: March $Briefing Music: BRIEF6 #End