#Mission Info

$Version: 0.10
$Name:  XSTR("DM03 - Cutthroat", -1)
$Author: bennywirth2001@gmail.com
$Created: 12/01/20 at 23:26:18
$Modified: 12/24/20 at 03:50:35
$Notes:
This is a FRED2_OPEN created mission.
$End Notes:

$Mission Desc:
 XSTR("Put mission description here
", -1)
$end_multi_text
+Game Type Flags: 1
+Flags: 33882344
+Fog Near Mult: 1.000000

+Fog Far Mult: 1.000000

$Contrail Speed Threshold: 20

+Disallow Support: 0
+Hull Repair Ceiling: 90.000000
+Subsystem Repair Ceiling: 100.000000

+Viewer pos: 1517.418335, 6055.608398, 18202.626953
+Viewer orient:
	-0.956213, -0.000001, -0.292672,
	0.248513, 0.528202, -0.811939,
	0.154591, -0.849119, -0.505073


$Skybox Model: starfield.pof

$AI Profile: FCW AI Normal

#Command Briefing

#Briefing
$start_briefing
$num_stages: 1
$start_stage
$multi_text
 XSTR("We have reached the Crux System. The Seychelles has fled to roughly this position, already underway to the next node. You need to stop it before that happens, by blowing out its engines. 
Once you've done that, we will send in two MX-472 transports with marines into the carrier to capture any key personnel that may be of use to us. Then, the Midway will arrive to arrange for retrieval. Make sure the transports survive the engagement and return to the Midway safely.

Once the Midway has acquired the two transports, the Seychelles will be scuttled. Good luck, pilots.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: -3323.302002, 2575.408447, 17986.908203
$camera_orient:
	0.171168, -0.000001, -0.985242,
	0.418748, 0.905184, 0.072748,
	0.891825, -0.425020, 0.154939
$camera_time: 500
$num_lines: 0
$num_icons: 0
$Flags: 0
$Formula: ( true ) 
$end_stage
$end_briefing

#Debriefing_info

$Num stages: 4

$Formula: ( is-goal-true-delay 
   "Get the Glisies" 
   0 
)
$Multi text
    XSTR("What initially seemed like a fairly laid-back patrol ended up dealing a nasty blow to Glisean efforts beyond the frontlines. Not only have we stopped the future destruction of our supply lines, we've also prevented a bunch of vital plans from falling into enemy hands. This way we can keep our technological edge against the Steel Pact.

The personnel we've captured have also been very cooperative with revealing important intelligence that could be of great use to our frontline fleets.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

$Formula: ( is-goal-true-delay 
   "keep midway neat" 
   0 
)
$Multi text
    XSTR("This mission in particular, you've performed exceedingly well, ensuring that the USDF Midway only sustained moderate damage in face of a large strike force. The entire squadron deserves a commendation for this achievement.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

$Formula: ( is-goal-true-delay 
   "Get the Glisies" 
   0 
)
$Multi text
    XSTR("$rank $callsign , this entire operation may have caught you badly off guard, this being your first field engagement after your academy graduation, yet you still performed with the skill of a veteran fighter pilot. Your squadron leader, Lt. Margarette spoke very highly of your abilities, and such, the USDF Military Command has decided to transfer you to the frontlines, into the newly formed 58th Stormclouds Tactical Frontline Squadron. 

Dismissed.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("Thank you for playing the First Contact War Demo (Pack 1). If you liked it, want to discuss it or want to see the development of the full campaign, be sure to check out the FCW channel in the Hardlight Productions Discord Server!", -1)
$end_multi_text

$Formula: ( is-event-true-delay "omega down" 0 ) 
$Multi text
    XSTR("Unfortunately, while we were successful at terminating Glisean activites from this cell, we've lost the Glisean Officials the Omega Unit was carrying here, along with the marines that were onboard that transport. It was a terrible loss that could have been avoided with better fighter escorting.

Well, on the bright side, this should conclude today's patrol. $rank $callsign , you will remain in the Vipers Squadron for possible re-evaluation.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("Stay close to the transports after you eliminate the bombers. Remember to switch energy allocation frequently if need be.", -1)
$end_multi_text

#Alternate Types:
$Alt: MX-472 Transport

#end


#Callsigns:
$Callsign: Snow Fox

#end


#Players		;! 1 total

$Starting Shipname: Alpha 2
$Ship Choices: (
)

+Weaponry Pool: (
	"USW-11 Spear"	16
	"E-325 Crossbow"	24
	"E-350 Gatling"	100
	"USW-26 Proton"	100
	"HS-14 Sidewinder"	548
	"JAV-05/R"	468
	"4DSM-05"	900
	"Shivan Megabomb"	500
	"TLW-9 Arrow"	8
	"DSM2-03"	2560
)

#Objects		;! 35 total

$Name: Alpha 1		;! Object #0
$Class: USDF Remora-F
$Callsign: Snow Fox

$Team: Friendly
$Location: 1348.682861, 4704.902832, 17098.744141
$Orientation:
	-0.017833, 0.273095, 0.961823,
	-0.980420, 0.183911, -0.070397,
	-0.196114, -0.944244, 0.264468
$AI Behavior: None
$AI Goals: ( goals ( ai-chase-wing "Slammer" 88 ) ( ai-disable-ship "Seychelles" 99 ) ( ai-chase-wing "Hunter" 77 ) ( ai-guard "USCV Midway" 66 ) )
$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" "guardian" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Seychelles		;! Object #1
$Class: GCSCV Tempest
$Team: Hostile
$Location: 35.514153, -0.001953, 17586.867188
$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-waypoints-once "node vector" 99 ) ( ai-warp-out 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 95
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Alpha 2		;! Object #2
$Class: USDF Remora-F
$Team: Friendly
$Location: 1386.728882, 4918.849609, 17127.853516
$Orientation:
	-0.017833, 0.273095, 0.961822,
	-0.980419, 0.183911, -0.070397,
	-0.196114, -0.944244, 0.264468
$AI Behavior: None
$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" "player-start" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Alpha 3		;! Object #3
$Class: USDF Remora-F
$Team: Friendly
$Location: 1389.814697, 4821.351074, 16830.119141
$Orientation:
	-0.017833, 0.273095, 0.961822,
	-0.980419, 0.183911, -0.070397,
	-0.196114, -0.944244, 0.264468
$AI Behavior: None
$AI Goals: ( goals ( ai-chase-wing "Slammer" 88 ) ( ai-disable-ship "Seychelles" 99 ) ( ai-chase-wing "Hunter" 77 ) ( ai-guard "USCV Midway" 66 ) )
$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" "guardian" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Alpha 4		;! Object #4
$Class: USDF Remora-F
$Team: Friendly
$Location: 1443.132813, 5128.854004, 16890.822266
$Orientation:
	-0.017833, 0.273095, 0.961822,
	-0.980419, 0.183911, -0.070397,
	-0.196114, -0.944244, 0.264468
$AI Behavior: None
$AI Goals: ( goals ( ai-chase-wing "Slammer" 88 ) ( ai-disable-ship "Seychelles" 99 ) ( ai-chase-wing "Hunter" 77 ) ( ai-guard "USCV Midway" 66 ) )
$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" "guardian" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Slammer 1		;! Object #5
$Class: USDF Comet II
$Team: Hostile
$Location: 387.558838, -0.003418, 18979.679688
$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
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Slammer 2		;! Object #6
$Class: USDF Comet II
$Team: Hostile
$Location: 474.694519, -0.003418, 18858.419922
$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
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Slammer 3		;! Object #7
$Class: USDF Comet II
$Team: Hostile
$Location: 298.968994, -0.003418, 18846.353516
$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
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Slammer 4		;! Object #8
$Class: USDF Comet II
$Team: Hostile
$Location: 401.149017, -0.003418, 18730.644531
$Orientation:
	0.998750, 0.049979, 0.000000,
	-0.049979, 0.998750, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+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" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Striker 1		;! Object #9
$Class: GCGs Arbalest
$Team: Hostile
$Location: 409.015991, -0.003418, 18549.552734
$Orientation:
	0.996802, 0.079915, 0.000000,
	-0.079915, 0.996802, 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: turret01
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Striker 2		;! Object #10
$Class: GCGs Arbalest
$Team: Hostile
$Location: 532.086975, -0.003418, 18417.179688
$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: turret01
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Striker 3		;! Object #11
$Class: GCGs Arbalest
$Team: Hostile
$Location: 396.201996, -0.003418, 18258.832031
$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: turret01
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Striker 4		;! Object #12
$Class: GCGs Arbalest
$Team: Hostile
$Location: 293.445343, -0.003418, 18439.148438
$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: turret01
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Hunter 1		;! Object #13
$Class: GCSF Corsair
$Team: Hostile
$Location: 620.810547, -0.003418, 18682.537109
$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
+Secondary Banks: ( "DSM2-03" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Hunter 2		;! Object #14
$Class: GCSF Corsair
$Team: Hostile
$Location: 716.006348, -0.003418, 18567.875000
$Orientation:
	0.995004, 0.099833, 0.000000,
	-0.099833, 0.995004, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "DSM2-03" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Hunter 3		;! Object #15
$Class: GCSF Corsair
$Team: Hostile
$Location: 586.399536, -0.003418, 18579.195313
$Orientation:
	0.999800, -0.019999, 0.000000,
	0.019999, 0.999800, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "DSM2-03" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Hunter 4		;! Object #16
$Class: GCSF Corsair
$Team: Hostile
$Location: 653.679138, -0.003418, 18375.490234
$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
+Secondary Banks: ( "DSM2-03" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Hunter 5		;! Object #17
$Class: GCSF Corsair
$Team: Hostile
$Location: 593.604248, -0.003418, 18417.562500
$Orientation:
	0.999800, 0.019999, 0.000000,
	-0.019999, 0.999800, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "DSM2-03" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Hunter 6		;! Object #18
$Class: GCSF Corsair
$Team: Hostile
$Location: 704.788025, -0.003418, 18421.632813
$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
+Secondary Banks: ( "DSM2-03" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Omega 1		;! Object #19
$Class: MX-472 Support Ship
$Alt: MX-472 Transport

$Team: Friendly
$Location: -496.702454, -0.002930, 18549.115234
$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
$Arrival Location: Near Ship
+Arrival Distance: 3000
$Arrival Anchor: Seychelles
$Arrival Cue: ( is-disabled-delay 30 "Seychelles" ) 
$Departure Location: Docking Bay
$Departure Anchor: Seychelles
+Departure delay: 3
$Departure Cue: ( has-arrived-delay 0 "Omega 1" ) 
$Determination: 10
+Flags: ( "cargo-known" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Group: 0
+Use Table Score:
+Score: 15

$Name: Omega 2		;! Object #20
$Class: MX-472 Support Ship
$Alt: MX-472 Transport

$Team: Friendly
$Location: -609.147217, -0.002930, 18540.275391
$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
$Arrival Location: Near Ship
+Arrival Distance: 3000
$Arrival Anchor: Seychelles
$Arrival Cue: ( is-disabled-delay 30 "Seychelles" ) 
$Departure Location: Docking Bay
$Departure Anchor: Seychelles
+Departure delay: 3
$Departure Cue: ( has-arrived-delay 0 "Omega 1" ) 
$Determination: 10
+Flags: ( "cargo-known" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Group: 0
+Use Table Score:
+Score: 15

$Name: USCV Midway		;! Object #21
$Class: USCV Vega
$Team: Friendly
$Location: 3673.057617, 0.001465, 4288.662109
$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-waypoints-once "Waypoint path 2" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Subsystem: turret01A
+Subsystem: turret02A
+Subsystem: turret03A
+Subsystem: turret04A
+Subsystem: turret05A
+Subsystem: turret06A
+Subsystem: turret07A
+Subsystem: turret08A
+Subsystem: turret09A
+Subsystem: turret10A
+Subsystem: turret11A
+Subsystem: turret12A
+Subsystem: turret13A
+Subsystem: turret14A
+Subsystem: turret15A
+Subsystem: turret16A
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
$Arrival Location: Hyperspace
+Arrival Delay: 54
$Arrival Cue: ( has-departed-delay 
   0 
   "Omega 2" 
   "Omega 1" 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1000

$Name: Glisean Centurion M11		;! Object #22
$Class: Centurion
$Team: Hostile
$Location: -156.255127, 0.009399, 18897.753906
$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-stay-near-ship "USCV Midway" 99 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Subsystem: bTurret01A
+Primary Banks: ( "Heavy Capital Artillery" )
+Subsystem: bTurret02A
+Primary Banks: ( "Heavy Capital Artillery" )
+Subsystem: bTurret03A
+Primary Banks: ( "Capital Shieldbreaker" )
+Subsystem: bTurret04A
+Primary Banks: ( "Capital Shieldbreaker" )
+Subsystem: bTurret05A
+Primary Banks: ( "Capital Shieldbreaker" )
+Subsystem: bTurret06A
+Primary Banks: ( "Capital Shieldbreaker" )
+Subsystem: Turret01A
$Arrival Location: Near Ship
+Arrival Distance: 2000
$Arrival Anchor: Seychelles
$Arrival Cue: ( has-arrived-delay 14 "USCV Midway" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Special Shield Points: 9000
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1000

$Name: Destroyer 1		;! Object #23
$Class: ASB Monstrum
$Team: Hostile
$Location: 7108.444336, 0.005859, 14500.466797
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Sbank Ammo: ( 56 56 )
+Subsystem: Turret01Base
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Destroyer 2		;! Object #24
$Class: ASB Monstrum
$Team: Hostile
$Location: 7301.972168, 0.005859, 14200.447266
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Sbank Ammo: ( 56 56 )
+Subsystem: Turret01Base
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Destroyer 3		;! Object #25
$Class: ASB Monstrum
$Team: Hostile
$Location: 6945.475098, 0.005859, 14198.302734
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Sbank Ammo: ( 56 56 )
+Subsystem: Turret01Base
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Destroyer 4		;! Object #26
$Class: ASB Monstrum
$Team: Hostile
$Location: 7102.094238, 0.005859, 13776.489258
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Sbank Ammo: ( 56 56 )
+Subsystem: Turret01Base
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Destroyer 5		;! Object #27
$Class: ASB Monstrum
$Team: Hostile
$Location: 7374.124512, 0.005859, 13632.974609
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Sbank Ammo: ( 56 56 )
+Subsystem: Turret01Base
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Destroyer 6		;! Object #28
$Class: ASB Monstrum
$Team: Hostile
$Location: 6924.583496, 0.005859, 13668.622070
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Sbank Ammo: ( 56 56 )
+Subsystem: Turret01Base
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Omega 1#return		;! Object #29
$Class: MX-472 Support Ship
$Team: Friendly
$Location: -520.102905, 0.000488, 17840.164063
$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
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Seychelles
+Arrival Delay: 15
$Arrival Cue: ( is-event-true-delay "pilotsmsg2" 0 ) 
$Departure Location: Docking Bay
$Departure Anchor: USCV Midway
$Departure Cue: ( true ) 
$Determination: 10
+Flags: ( "cargo-known" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Group: 0
+Use Table Score:
+Score: 15

$Name: Omega 2#return		;! Object #30
$Class: MX-472 Support Ship
$Team: Friendly
$Location: -671.068359, 0.000488, 17817.322266
$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
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Seychelles
+Arrival Delay: 15
$Arrival Cue: ( is-event-true-delay "pilotsmsg2" 0 ) 
$Departure Location: Docking Bay
$Departure Anchor: USCV Midway
$Departure Cue: ( true ) 
$Determination: 10
+Flags: ( "cargo-known" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Group: 0
+Use Table Score:
+Score: 15

$Name: Beta 1		;! Object #31
$Class: USDF Remora-F
$Team: Friendly
$Location: 617.155518, 4572.717285, 15651.104492
$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
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "guardian" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Beta 2		;! Object #32
$Class: USDF Remora-F
$Team: Friendly
$Location: 753.280273, 4572.717285, 15646.248047
$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
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "guardian" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Beta 3		;! Object #33
$Class: USDF Remora-F
$Team: Friendly
$Location: 643.704102, 4572.717285, 15288.460938
$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
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "guardian" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Beta 4		;! Object #34
$Class: USDF Remora-F
$Team: Friendly
$Location: 427.475830, 4572.717285, 15501.778320
$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
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "guardian" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

#Wings		;! 6 total

$Name: Alpha
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Alpha 1
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Docking Bay
$Departure Anchor: USCV Midway
$Departure Cue: ( is-event-true-delay 
   "give orders to land" 
   0 
)
$Ships: (		;! 4 total
	"Alpha 1"
	"Alpha 2"
	"Alpha 3"
	"Alpha 4"
)
+Hotkey: 0
+Flags: ( )

$Name: Slammer
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Slammer 1
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Seychelles
+Arrival delay: 11
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Slammer 1"
	"Slammer 2"
	"Slammer 3"
	"Slammer 4"
)
+Flags: ( )

$Name: Striker
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Striker 1
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Seychelles
+Arrival delay: 44
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Striker 1"
	"Striker 2"
	"Striker 3"
	"Striker 4"
)
+Flags: ( )

$Name: Hunter
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Hunter 1
$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 0 "Omega 1" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 6 total
	"Hunter 1"
	"Hunter 2"
	"Hunter 3"
	"Hunter 4"
	"Hunter 5"
	"Hunter 6"
)
+Flags: ( )

$Name: Destroyer
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Destroyer 1
$Arrival Location: Near Ship
+Arrival Distance: 2500
$Arrival Anchor: USCV Midway
$Arrival Cue: ( has-arrived-delay 
   20 
   "Glisean Centurion M11" 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 6 total
	"Destroyer 1"
	"Destroyer 2"
	"Destroyer 3"
	"Destroyer 4"
	"Destroyer 5"
	"Destroyer 6"
)
$AI Goals: ( goals ( ai-chase "USCV Midway" 99 ) )
+Flags: ( )

$Name: Beta
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Beta 1
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Docking Bay
$Departure Anchor: USCV Midway
$Departure Cue: ( is-event-true-delay 
   "give orders to land" 
   0 
)
$Ships: (		;! 4 total
	"Beta 1"
	"Beta 2"
	"Beta 3"
	"Beta 4"
)
$AI Goals: ( goals ( ai-guard "Omega 1" 99 ) ( ai-guard "Omega 1#return" 98 ) ( ai-chase "Glisean Centurion M11" 99 ) )
+Hotkey: 1
+Flags: ( )

#Events		;! 41 total

$Formula: ( when 
   ( is-disabled-delay 0 "Seychelles" ) 
   ( change-iff "Unknown" "Seychelles" ) 
)
+Name: IFF switch Seychelles
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Disable Seychelles", -1)
+Event Flags: ( "interval & delay use msecs" )

$Formula: ( when ( true ) ( do-nothing ) ) 
+Name: /// STAGE 1 - Carrier Attack //
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-time-elapsed 3 ) 
   ( send-message 
      "Alpha 1" 
      "High" 
      "carrier ahead" 
   )
   ( play-sound-from-file 
      "Battle4.wav" 
      2 
   )
   ( add-goal 
      "Beta" 
      ( ai-disable-ship "Seychelles" 199 ) 
   )
)
+Name: msg1
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 3" 
      "High" 
      "its launching fighters" 
   )
)
+Name: msg2
+Repeat Count: 1
+Interval: 1
+Chained: 7

$Formula: ( when 
   ( is-disabled-delay 0 "Seychelles" ) 
   ( send-message 
      "Alpha 1" 
      "High" 
      "carrier disabled" 
   )
   ( protect-ship "Seychelles" ) 
   ( remove-goal 
      "Beta" 
      ( ai-disable-ship "Seychelles" 199 ) 
   )
)
+Name: disabledmsg
+Repeat Count: 1
+Interval: 1
+Event Flags: ( "interval & delay use msecs" )

$Formula: ( when ( true ) ( do-nothing ) ) 
+Name: /// STAGE 2 - Omega ///
+Repeat Count: 1
+Interval: 1
+Event Flags: ( "interval & delay use msecs" )

$Formula: ( when 
   ( has-arrived-delay 0 "Omega 1" ) 
   ( send-message 
      "Omega 1" 
      "High" 
      "omega here" 
   )
   ( add-goal 
      "Beta" 
      ( ai-guard "Omega 1" 199 ) 
   )
)
+Name: omegamsg
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-departed-delay 0 "Omega 1" ) 
   ( send-message 
      "#Marine Team" 
      "High" 
      "marines going in" 
   )
   ( remove-goal 
      "Beta" 
      ( ai-guard "Omega 1" 199 ) 
   )
   ( add-goal 
      "Beta" 
      ( ai-chase-any 199 ) 
   )
)
+Name: marinesmsg1
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Marine Team" 
      "High" 
      "marines about to enter bridge" 
   )
)
+Name: marinesmsg2
+Repeat Count: 1
+Interval: 1
+Chained: 20

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Marine Team" 
      "High" 
      "breaching" 
   )
)
+Name: marinesmsg3
+Repeat Count: 1
+Interval: 1
+Chained: 14

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Command" 
      "High" 
      "midway to marines" 
   )
)
+Name: marinesmsg4
+Repeat Count: 1
+Interval: 1
+Chained: 9

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Marine Team" 
      "High" 
      "ladies n gentlemen, we got em" 
   )
)
+Name: marinesmsg5
+Repeat Count: 1
+Interval: 1
+Chained: 11

$Formula: ( when 
   ( true ) 
   ( when 
      ( true ) 
      ( send-message 
         "#Command" 
         "High" 
         "get home safe" 
      )
   )
)
+Name: marinesmsg6
+Repeat Count: 1
+Interval: 1
+Chained: 9

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "High" 
      "imagine being a marine" 
   )
)
+Name: pilotsmsg1
+Repeat Count: 1
+Interval: 1
+Chained: 15

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 3" 
      "High" 
      "till you get shot down" 
   )
)
+Name: pilotsmsg2
+Repeat Count: 1
+Interval: 1
+Chained: 8

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "High" 
      "always a sunshine" 
   )
)
+Name: pilotsmsg3
+Repeat Count: 1
+Interval: 1
+Chained: 9

$Formula: ( when ( true ) ( do-nothing ) ) 
+Name: /// STAGE 3 - Fighters! ///
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-arrived-delay 
      0 
      "Glisean Centurion M11" 
   )
   ( send-message 
      "Beta 1" 
      "High" 
      "look alive lads" 
   )
)
+Name: arrivalsmsg1
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-arrived-delay 0 "Destroyer" ) 
   ( send-message 
      "Beta 2" 
      "High" 
      "bombers here" 
   )
)
+Name: arrivalsmsg2
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Command" 
      "High" 
      "don't matter" 
   )
)
+Name: msg3
+Repeat Count: 1
+Interval: 1
+Chained: 7

$Formula: ( when 
   ( true ) 
   ( add-goal 
      "Alpha 1" 
      ( ai-chase "Destroyer" 89 ) 
   )
   ( send-message 
      "Alpha 1" 
      "High" 
      "go shoot the bombers" 
   )
)
+Name: follow me player!
+Repeat Count: 1
+Interval: 1
+Chained: 7

$Formula: ( when ( true ) ( do-nothing ) ) 
+Name: /// STAGE 4 - Mission Directive
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-departed-delay 
      0 
      "Omega 1#return" 
      "Omega 2#return" 
   )
   ( send-message 
      "#Command" 
      "High" 
      "marine team safe" 
   )
)
+Name: escort omega directive
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Protect Omega", -1)

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Command" 
      "High" 
      "scuttling seychelles" 
   )
)
+Name: scuttling start
+Repeat Count: 1
+Interval: 1
+Chained: 8

$Formula: ( when 
   ( true ) 
   ( self-destruct "Seychelles" ) 
)
+Name: scuttle
+Repeat Count: 1
+Interval: 1
+Chained: 5

$Formula: ( when 
   ( is-destroyed-delay 0 "Destroyer" ) 
   ( send-message 
      "Alpha 1" 
      "High" 
      "bombers ded" 
   )
)
+Name: destroy bombers directive
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Intercept Bombers", -1)

$Formula: ( when 
   ( is-destroyed-delay 
      0 
      "Glisean Centurion M11" 
   )
   ( send-message 
      "#Command" 
      "High" 
      "centurion down" 
   )
)
+Name: destroy centurion
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Centurion", -1)

$Formula: ( when ( true ) ( do-nothing ) ) 
+Name: /// STAGE 5 - Victory ///
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( is-goal-true-delay 
         "Get the Glisies" 
         0 
      )
      ( is-destroyed-delay 
         0 
         "Glisean Centurion M11" 
         "Hunter" 
         "Destroyer" 
      )
   )
   ( send-message 
      "Alpha 1" 
      "High" 
      "victory!" 
   )
   ( play-sound-from-file "victory1.wav" ) 
)
+Name: good job
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "High" 
      "congrats player" 
   )
)
+Name: good job 2
+Repeat Count: 1
+Interval: 1
+Chained: 7

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Command" 
      "High" 
      "lets land" 
   )
)
+Name: cleared to land
+Repeat Count: 1
+Interval: 1
+Chained: 8

$Formula: ( when 
   ( < 
      ( distance-center-to-subsystem 
         "Alpha 2" 
         "USCV Midway" 
         "Fighterbay" 
      )
      250 
   )
   ( fade-out 5000 ) 
   ( grant-promotion ) 
)
+Name: give orders to land
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Land at the Midway", -1)

$Formula: ( when ( true ) ( end-mission ) ) 
+Name: fadeout end
+Repeat Count: 1
+Interval: 1
+Chained: 5

$Formula: ( when ( true ) ( do-nothing ) ) 
+Name: /// STAGE 6 - FAILSTATES
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( or 
      ( is-destroyed-delay 
         0 
         "Omega 1#return" 
      )
      ( is-destroyed-delay 
         0 
         "Omega 2#return" 
      )
   )
   ( send-message 
      "#Command" 
      "High" 
      "marines dead (from carrier)" 
   )
)
+Name: omega down
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Command" 
      "High" 
      "scuttling seychelles" 
   )
)
+Name: scuttle2
+Repeat Count: 1
+Interval: 1
+Chained: 8

$Formula: ( when 
   ( true ) 
   ( self-destruct "Seychelles" ) 
)
+Name: boom2
+Repeat Count: 1
+Interval: 1
+Chained: 5

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Command" 
      "High" 
      "lets land" 
   )
)
+Name: cleared for landing 2
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( < 
      ( distance-center-to-subsystem 
         "Alpha 2" 
         "USCV Midway" 
         "Fighterbay" 
      )
      250 
   )
   ( fade-out 5000 ) 
)
+Name: landing2
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Land at the Midway", -1)

$Formula: ( when ( true ) ( end-mission ) ) 
+Name: end
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( has-time-elapsed 120 ) 
   ( play-sound-from-file 
      "Battle5.wav" 
      2 
   )
)
+Name: music switch at 100
+Repeat Count: 1
+Interval: 1

#Goals		;! 2 total

$Type: Primary
+Name: Get the Glisies
$MessageNew:  XSTR("Apprehend the Carrier Crew", -1)
$end_multi_text
$Formula: ( has-departed-delay 
   0 
   "Omega 1#return" 
   "Omega 2#return" 
   "Omega 1" 
   "Omega 2" 
)

$Type: Secondary
+Name: keep midway neat
$MessageNew:  XSTR("Keep the Midway's Hull above 50%", -1)
$end_multi_text
$Formula: ( and 
   ( > ( hits-left "USCV Midway" ) 50 ) 
   ( is-destroyed-delay 
      0 
      "Destroyer" 
      "Glisean Centurion M11" 
   )
)

#Waypoints		;! 2 lists total


$Jump Node: -12.078735, 0.002441, 40699.257813
$Jump Node Name: Gliese 391
$Name: node vector
$List: (		;! 1 points in list
	( -9.594604, 12.533324, 40675.968750 )
)

$Name: Waypoint path 2
$List: (		;! 5 points in list
	( 4398.291504, 0.002441, 13214.420898 )
	( 3023.360840, 0.002441, 16020.841797 )
	( 1810.836914, 0.002441, 17526.853516 )
	( 757.061768, 0.002441, 19859.275391 )
	( -172.127930, 0.002930, 29424.169922 )
)

#Messages		;! 26 total

$Command Sender: USCV Midway

$Name: carrier ahead
$Team: -1
$MessageNew:  XSTR("Alpha 1 here, carrier dead ahead. Let's put an end to their conniving plans!", -1)
$end_multi_text
+AVI Name: aliceneutral.png
+Wave Name: cue_voice.wav

$Name: its launching fighters
$Team: -1
$MessageNew:  XSTR("They know they're in trouble! Look, they're sending out a bunch of fighters!", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: carrier disabled
$Team: -1
$MessageNew:  XSTR("Carrier is dead in the water. Send in those transports.", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: omega here
$Team: -1
$MessageNew:  XSTR("Omega wing here, we're ready to commence boarding operations.", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: marines going in
$Team: -1
$MessageNew:  XSTR("Marine Team has entered the Carrier. We're in the Hangar, pushing forward to Bridge.", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: marines about to enter bridge
$Team: -1
$MessageNew:  XSTR("Damn, they got it sealed tight. Charlie, hand me those charges will ya?", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: breaching
$Team: -1
$MessageNew:  XSTR("Breaching in 3... 2... 1... GO GO GO!", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: midway to marines
$Team: -1
$MessageNew:  XSTR("Midway Control to Marine Team, what's your status?", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: ladies n gentlemen, we got em
$Team: -1
$MessageNew:  XSTR("Marine Team here, we got their Vice Admiral in our custody. The captain tried to be a hero and ate a faceful of lead instead.", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: get home safe
$Team: -1
$MessageNew:  XSTR("Copy that, Team. As long as you've got personnel with you, it's all good. Now head back, we'll be jumping in momentarily for retrieval.", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: imagine being a marine
$Team: -1
$MessageNew:  XSTR("Maaan, I can't imagine being so close to danger all the time, getting shot at and all. I prefer the comfy seat of my ship.", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: till you get shot down
$Team: -1
$MessageNew:  XSTR("You say that and then one day you'll get shot down and then you only got a few seconds to eject or burn up painfully.", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: always a sunshine
$Team: -1
$MessageNew:  XSTR("Ehhh, always a ray of sunshine, aren't you, Alpha 3? ", -1)
$end_multi_text
+AVI Name: aliceneutral.png
+Wave Name: cue_voice.wav

$Name: look alive lads
$Team: -1
$MessageNew:  XSTR("Look alive, people. Another Centurion's just arrived, guns hot. ", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: bombers here
$Team: -1
$MessageNew:  XSTR("A wing of bombers has arrived! Monstrum-class! Where'd they get those from?", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: don't matter
$Team: -1
$MessageNew:  XSTR("Doesn't matter. Intercept them before they turn the Midway into scrap!", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: go shoot the bombers
$Team: -1
$MessageNew:  XSTR("Yo, $callsign , form up on me, we'll go bomber hunting. Beta, go blast that Centurion down like a Scorpion!", -1)
$end_multi_text
+AVI Name: aliceneutral.png
+Wave Name: cue_voice.wav

$Name: bombers ded
$Team: -1
$MessageNew:  XSTR("Bombers have been eliminated.", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: centurion down
$Team: -1
$MessageNew:  XSTR("The frigate has been eliminated. Good job, everyone.", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: marine team safe
$Team: -1
$MessageNew:  XSTR("The Omega transports have safely arrived in the hangar bay.", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: victory!
$Team: -1
$MessageNew:  XSTR("Nice job everyone. Drinks are on me tonight, cause this is a mission worth celebratin'!", -1)
$end_multi_text
+AVI Name: aliceneutral.png
+Wave Name: cue_voice.wav

$Name: congrats player
$Team: -1
$MessageNew:  XSTR("And you too $callsign . First time flying and you take down a Glisean infiltration fleet. Not every newbie can say that for themselves, y'know?", -1)
$end_multi_text
+AVI Name: aliceneutral.png
+Wave Name: cue_voice.wav

$Name: lets land
$Team: -1
$MessageNew:  XSTR("Midway Control to Alpha and Beta wings, you're cleared for landing.", -1)
$end_multi_text
+Wave Name: cue_voice.wav

$Name: scuttling seychelles
$Team: -1
$MessageNew:  XSTR("Scuttling the Seychellles. Stand clear of the blast zone.", -1)
$end_multi_text

$Name: marines dead (to carrier)
$Team: -1
$MessageNew:  XSTR("The marine team has been shot down! I repeat, Marine team down! Focus on destroying the carrier instead.", -1)
$end_multi_text

$Name: marines dead (from carrier)
$Team: -1
$MessageNew:  XSTR("Marine Team down. Along with their captives. Damn it.", -1)
$end_multi_text

#Reinforcements		;! 0 total


#Background bitmaps		;! 9 total

$Num stars: 500
$Ambient light level: 7895160

$Bitmap List:
$Sun: SunBlue
+Angles: 0.418879 0.000000 5.305801
+Scale: 0.600000
$Starbitmap: dneb11
+Angles: 0.226893 0.000000 5.497787
+ScaleX: 8.000000
+ScaleY: 8.000000
+DivX: 1
+DivY: 1
$Starbitmap: dneb08
+Angles: 5.689773 0.000000 0.000000
+ScaleX: 8.000000
+ScaleY: 8.000000
+DivX: 1
+DivY: 1
$Starbitmap: dneb14
+Angles: 0.593412 0.000000 0.191986
+ScaleX: 7.000000
+ScaleY: 7.000000
+DivX: 1
+DivY: 1
$Starbitmap: neb15
+Angles: 5.654867 0.000000 4.171337
+ScaleX: 8.000000
+ScaleY: 8.000000
+DivX: 1
+DivY: 1
$Starbitmap: neb17
+Angles: 2.827433 0.000000 0.261799
+ScaleX: 8.000000
+ScaleY: 8.000000
+DivX: 1
+DivY: 1
$Starbitmap: neb09
+Angles: 3.595378 0.000000 4.939282
+ScaleX: 7.000000
+ScaleY: 7.000000
+DivX: 1
+DivY: 1
$Starbitmap: neb16
+Angles: 2.007129 0.000000 1.134464
+ScaleX: 6.000000
+ScaleY: 7.000000
+DivX: 1
+DivY: 1
$Starbitmap: neb11
+Angles: 4.433136 0.000000 0.506145
+ScaleX: 7.000000
+ScaleY: 7.000000
+DivX: 1
+DivY: 1
$Starbitmap: DVKPlanet
+Angles: 0.174533 0.000000 5.358161
+ScaleX: 0.200000
+ScaleY: 0.200000
+DivX: 1
+DivY: 1

#Asteroid Fields

#Music

$Event Music: None
$Briefing Music: None

#End

