Mission {

	missionName = Biomech Tower Perimeter;

	bsp = data/bsp/bioMechTower1.bsp;
	
	music = music/Dark Club.s3m;
	
	fogColor = 0.0 0.0 0.0;
	fogMin = 0;
	fogMax = 10000;
	fogDensity = 0.25;
	
	skySphere = textures/game/overcast.png;
	skySphereSize = 1;
	
	enemyLevel = 5;
	
	exitToMission = AUTO;
	
	startCutscene = data/cutscenes/scripts/biomechTowerStart;
	
	ambientEffects = sound/ambience/night/crickets1.ogg|sound/ambience/night/crickets2.ogg|sound/ambience/night/crickets3.ogg|sound/ambience/night/frog1.ogg|sound/ambience/night/grillons.ogg|sound/ambience/night/owl1.ogg|sound/ambience/night/owl2.ogg;
	
	supplyCrateList = WEP_UZI|WEP_SHOTGUN|WEP_PLASMA_PISTOL|WEP_PLASMA_RIFLE;
};

Objective {

	id = 1;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Pass security point #1;
	status = OBJ_INCOMPLETE;
	active = 1;
	completionTrigger = PowerDownCheckPoint1;

};

Objective {

	id = 2;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Pass security point #2;
	status = OBJ_INCOMPLETE;
	active = 1;

};

Objective {

	id = 3;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Pass security point #3;
	status = OBJ_INCOMPLETE;
	active = 1;

};

Objective {

	id = 4;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Pass security point #4;
	status = OBJ_INCOMPLETE;
	active = 1;

};

Objective {

	id = 5;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Break in to maintenance tunnel;
	status = OBJ_INCOMPLETE;
	active = 1;

};

// ============== Checkpoint #1 ===================

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = checkpoint1;
	objectiveId = 1;	
	targetValue = 4;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_TOGGLE_STRUCTURE;
	name = PowerDownCheckPoint1;
	targetName = checkPoint1EnergyBarrier;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_LOCATION;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = checkpoint#1;
	objectiveId = 1;

};

// ============== Checkpoint #2 ===================

Trigger {

	active = 1;

	type = TRIGGER_TYPE_LOCATION;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = checkpoint#2;
	objectiveId = 2;

};

// ============== Checkpoint #3 ===================

Trigger {

	active = 1;

	type = TRIGGER_TYPE_LOCATION;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = checkpoint#3;
	objectiveId = 3;

};

// ============== Checkpoint #4 ===================

Trigger {

	active = 1;
	
	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_TOGGLE_STRUCTURE;
	name = barrier4Computer;
	targetName = checkPoint4Barrier;

};

Trigger {

	active = 1;
	
	type = TRIGGER_TYPE_LOCATION;
	
	action = TRIGGER_ACTION_TOGGLE_STRUCTURE;
	name = checkpoint#4;

};

Trigger {

	active = 1;
	
	type = TRIGGER_TYPE_LOCATION;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = checkpoint#4;
	objectiveId = 4;

};

// ============== Secret Tunnel ===================

Trigger {

	active = 1;

	type = TRIGGER_TYPE_LOCATION;
	
	action = TRIGGER_ACTION_TOGGLE_STRUCTURE;
	name = maintenanceSwitchLocation;
	targetName = spiderBlobLift;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = secretTunnelAccess;
	objectiveId = 5;

};

@END@
