Mission {

	missionName = Enemy Base 2 Courtyard;

	bsp = data/bsp/enemyBase2_1.bsp;
	
	music = music/Temple.xm;
	
	fogColor = 0.05 0.05 0;
	fogMin = 1000;
	fogMax = 3000;
	fogDensity = 0.25;
	
	skySphere = textures/game/overcast.png;
	skySphereSize = 1;
	
	enemyLevel = 3;
	
	enemySpawnList = NME_GRENADE_BLOB|NME_PISTOL_BLOB|NME_PISTOL_DROID;
	spawnSize = 0;
	minSpawnTime = 6000;
	maxSpawnTime = 9000;
	
	supplyCrateList = WEP_UZI|WEP_SHOTGUN|WEP_PLASMA_PISTOL;
	
	exitToMission = AUTO;
};

// ============ Shield Generators ============

Objective {

	id = 1;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Destroy all Shield Generators;
	status = OBJ_INCOMPLETE;
	targetValue = 4;
	active = 1;
	completionTrigger = teleportInAnderson;

};

// ============ MIAs ============

Objective {

	id = 2;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Rescue MIAs;
	status = OBJ_INCOMPLETE;
	targetValue = 12;
	active = 1;
	completionTrigger = spawnJailEnemies;

};

// ============ All Enemies ============

Objective {

	id = 3;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Destroy all enemies;
	status = OBJ_INCOMPLETE;
	targetValue = 1;
	active = 1;

};

// ============ Base Interior ============

Objective {

	id = 4;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Gain access to enemy base interior;
	status = OBJ_INCOMPLETE;
	targetValue = 1;
	active = 1;
	completionTrigger = teleportOutAnderson;

};

// ============ Protect MIAs ============

Objective {

	id = 5;
	priority = OBJ_PRIORITY_CONDITION;
	description = Protect all MIAs;
	status = OBJ_INCOMPLETE;
	active = 1;

};

// ============ Protect Anderson ============

Objective {

	id = 6;
	priority = OBJ_PRIORITY_CONDITION;
	description = Protect Anderson;
	status = OBJ_INCOMPLETE;
	active = 0;

};


// ============ Shield Generator 1 ============

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = shieldGenerator1;
	objectiveId = 1;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	name = shieldGenerator1;
	targetName = shieldGenerator1Spawner;

};

// ============ Shield Generator 2 ============

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = shieldGenerator2;
	objectiveId = 1;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	name = shieldGenerator2;
	targetName = shieldGenerator2Spawner;

};

// ============ Shield Generator 3 ============

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = shieldGenerator3;
	objectiveId = 1;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	name = shieldGenerator3;
	targetName = shieldGenerator3Spawner;

};

// ============ Shield Generator 4 ============

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = shieldGenerator4;
	objectiveId = 1;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	name = shieldGenerator4;
	targetName = shieldGenerator4Spawner;

};

// ============ MIAs ============

Trigger {

	active = 1;

	type = TRIGGER_TYPE_BLOB_RESCUED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = MIA;
	objectiveId = 2;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = MIA;
	objectiveId = 5;
};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	name = spawnJailEnemies;
	targetName = jailSpawner;

};

// ============ Lift Spawner ============

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	name = walkwayMainLift;
	targetName = walkwayMainLiftSpawner;

};

// ============ All Enemies ============

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ALL_ENEMIES_KILLED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = ANY_ENEMY;
	objectiveId = 3;

};

// ============ Base Main Door ============

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = baseMainDoor;
	objectiveId = 4;

};

// ============ Anderson ============

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_USE_CAMERA;
	name = teleportInAnderson;
	targetName = hackerCamera;
};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	name = hackerCamera;
	targetName = hackerSpawner;
};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_OBJECTIVE;
	name = hackerCamera;
	objectiveId = 6;
};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_TELEPORT_BLOB;
	name = teleportOutAnderson;
	targetName = Anderson;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = Anderson;
	objectiveId = 6;
};

// ============ Lift Spawner ============

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	name = walkwayMainLift;
	targetName = walkwayMainLiftSpawner;

};

@END@
