Mission {

	missionName = Biomech Tower Courtyard;

	bsp = data/bsp/biomechTower2.bsp;
	
	music = music/Warlord Theme.s3m;
	
	fogColor = 0.0 0.0 0.0;
	fogMin = 1000;
	fogMax = 5500;
	fogDensity = 1.0;
	
	skySphere = textures/game/starsky2.png;
	skySphereSize = 10;
	
	enemyLevel = 5;
	
	itemLimit = 50;
	
	exitToMission = AUTO;
	
	supplyCrateList = WEP_UZI|WEP_SHOTGUN|WEP_PLASMA_PISTOL|WEP_PLASMA_RIFLE;
};

Objective {

	id = 1;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Defeat main courtyard forces;
	status = OBJ_INCOMPLETE;
	targetValue = 500;
	active = 1;
	completionTrigger = Deactivate Shield;

};

Objective {

	id = 2;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Gain access to tower;
	status = OBJ_INCOMPLETE;
	active = 1;

};

// ============= Defeating Enemies =============

Trigger {

	active = 1;

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

};

// ========================= Completion Trigger ================


Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_USE_CAMERA;
	name = Deactivate Shield;
	targetName = entranceShield;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_TOGGLE_STRUCTURE;
	name = entranceShield;
	targetName = entranceShield;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	name = entranceShield;
	targetName = entranceShield;

};

// ========================= Tower Entrance ================


Trigger {

	active = 1;

	type = TRIGGER_TYPE_LOCATION;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = towerEntrance;
	objectiveId = 2;

};

@END@
