#Mission Info

$Version: 0.10
$Name:  XSTR("Outro", -1)
$Author: SF-Junky
$Created: 12/24/07 at 21:03:56
$Modified: 05/23/22 at 21:34:24
$Notes:
This is a FRED2_OPEN created mission.
$End Notes:

$Mission Desc:
 XSTR("Classified.
", -1)
$end_multi_text
+Game Type Flags: 1
+Flags: 330760
+Fog Near Mult: 1.000000

+Fog Far Mult: 1.000000

+Disallow Support: 0
+Hull Repair Ceiling: 0.000000
+Subsystem Repair Ceiling: 100.000000

+Viewer pos: -751.997009, 4383.525391, -1999552.375000
+Viewer orient:
	0.998961, -0.000000, 0.045565,
	-0.044635, 0.201021, 0.978570,
	-0.009160, -0.979587, 0.200812


$Skybox Model: starfield.pof

$AI Profile: SFAI

#Command Briefing

$Stage Text:
 XSTR("$b{Personal Log, Eric Monaghan $}

$b{January 12, 2371 $}

Three days. Bloody three days since Sulaco exploded. Still can't comprehend it. It's still too big. Still not entirely clear how many we lost. Probably some 20,000. Certainly not the biggest slaughterhouse we've seen in our lifetime. Two dreadnoughts. Seen worse during the NTF war and the Second Incursion. Lot worse. Why I'm writing this? No clue. Not gonna make anything better. 

Not sure what the implications will be. The colonies beyond Luyten never had any strong ties to the rest of the Alliance and this situation ain't gonna improve that. Pat doesn't believe it. Hope she's right. Afraid she's not. This is going to be the next major league clusterfuck we're going to see. And this is just the homefront. ", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("$b{Personal Log, Eric Monaghan $}

The haven't found the Cthulhu. And they won't. Not until she wants to be found, that is. 'Course they're not saying it, but I've done this shit long enough to know that the upper echelons shutting up is a lot more informative than when they talk. My personal theory is she somehow slipped through an unstable node. 13th fleet has been deployed to seek her out. Good luck, fellas. 

We're being pulled off the front lines. Admiral told us today. Too many casualties and enough action for the time being. Well, thanks for noticing. Better late than never, I guess. 

Anyway, that's all I've got for today.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

#Briefing
$start_briefing
$num_stages: 0
$end_briefing

#Debriefing_info

$Num stages: 0

#Players		;! 1 total

$Starting Shipname: Alpha 1
$Ship Choices: (
	"GTB Zeus"	5
	"GTB Medusa"	5
	"GTB Artemis"	5
)

+Weaponry Pool: (
	"Subach HL-7"	17
	"Prometheus R"	1
	"Harpoon"	16
)

#Objects		;! 5 total

$Name: Alpha 1		;! Object #0
$Class: GTF Ulysses
$Team: Friendly
$Location: -1600.000000, -1500.000000, -1997000.000000
$Orientation:
	-0.707107, 0.000000, -0.707107,
	-0.300087, 0.905481, 0.300087,
	0.640271, 0.424388, -0.640271
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Subsystem: engines
$Damage: 100
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "ignore-count" "player-start" "invulnerable" )
+Flags2: ( "primaries-locked" "secondaries-locked" )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 8

$Name: SD Cthulhu		;! Object #1
$Class: SD Lucifer
$Team: Friendly
$Location: 0.000000, 0.000000, -2000000.000000
$Orientation:
	0.994853, 0.000000, -0.101328,
	0.008833, 0.996193, 0.086728,
	0.100942, -0.087177, 0.991066
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Subsystem: turret05
+Subsystem: turret08
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turretspike01
+Subsystem: turretspike02
$Arrival Location: Hyperspace
$Arrival Cue: ( has-time-elapsed 1 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "don't-collide-invisible" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1000

$Name: SI Hara 2		;! Object #2
$Class: SI Hara
$Team: Hostile
$Location: 50000.000000, -50000.000000, 500000.000000
$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 Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$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: 800

$Name: Facing Point		;! Object #3
$Class: Nav Point
$Team: Friendly
$Location: 0.000000, -500.000000, -1998000.000000
$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 Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" "stealth" )
+Flags2: ( "no_collide" )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 0

$Name: Facing Point 2		;! Object #4
$Class: Nav Point
$Team: Friendly
$Location: 50000.000000, 50000.000000, 500000.000000
$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 Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" "stealth" )
+Flags2: ( "no_collide" )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 0

#Wings		;! 1 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: (		;! 1 total
	"Alpha 1"
)
$AI Goals: ( goals ( ai-play-dead 50 ) )
+Hotkey: 0
+Flags: ( )

#Events		;! 6 total

$Formula: ( when 
   ( true ) 
   ( player-use-ai ) 
   ( set-cutscene-bars ) 
   ( set-camera-position 
      -1500 
      -1500 
      -1997000 
   )
   ( set-camera-facing-object 
      "Facing Point" 
   )
   ( never-warp "Alpha 1" ) 
   ( play-sound-from-file 
      "FS2_Dth_A01.wav" 
   )
)
+Name: Start
+Repeat Count: 1
+Interval: 1
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( every-time 
   ( has-arrived-delay 4 "SD Cthulhu" ) 
   ( set-camera-facing-object 
      "SI Hara 2" 
      14000 
      2000 
   )
)
+Name: Facing Object
+Repeat Count: 1
+Interval: 1
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-time-elapsed 20 ) 
   ( show-subtitle 
      450 
      500 
      "To be continued..." 
      12000 
      "none" 
      2000 
      ( true ) 
      ( true ) 
      300 
   )
)
+Name: To be continued...
+Repeat Count: 1
+Interval: 1
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when ( true ) ( fade-out 15000 0 ) ) 
+Name: Fading out
+Repeat Count: 1
+Interval: 1
+Chained: 2
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when ( true ) ( set-fov 0 ) ) 
+Name: Fov
+Repeat Count: 1
+Interval: 1
+Chained: 10
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when ( true ) ( end-mission ) ) 
+Name: End mission
+Repeat Count: 1
+Interval: 1
+Chained: 6
+Team: 0
+Event Log Flags: ( "true" "false" )

#Goals		;! 0 total


#Waypoints		;! 1 lists total

$Name: Waypoint path 1
$List: (		;! 1 points in list
	( 55000.000000, -47500.000000, 490000.000000 )
)

#Messages		;! 0 total


#Reinforcements		;! 0 total


#Background bitmaps		;! 1 total

$Num stars: 0
$Ambient light level: 7895160

$Bitmap List:
$Sun: SunGold
+Angles: 0.436332 0.000000 1.570795
+Scale: 1.000000
$Starbitmap: p_lava1
+Angles: 6.108648 0.000000 6.108648
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1

#Asteroid Fields

#Music

$Event Music: None
$Briefing Music: None

#End

