#Mission Info

$Version: 0.10
$Name:  XSTR("Sulaco", -1)
$Author: SF-Junky
$Created: 12/04/07 at 15:37:54
$Modified: 05/23/22 at 20:37:40
$Notes:
This is a FRED2_OPEN created mission.
$End Notes:

$Mission Desc:
 XSTR("January 8th, 2370: The Shivans haven broken through to Luyten. The 88th helps evacuating the capital.", -1)
$end_multi_text
+Game Type Flags: 1
+Flags: 262272
+Fog Near Mult: 1.000000

+Fog Far Mult: 1.000000

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

+Player Entry Delay:
2.000000

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$Skybox Model: starfield.pof

$AI Profile: SFAI

#Sexp_variables

$Variables:
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		0		"anchor_cam"		"1"		"number"
		1		"nextLoc"		"2"		"number"
		2		"okToMicroJump"		"0"		"number"
		3		"Trigger01"		"0"		"number"
)

#Command Briefing

$Stage Text:
 XSTR("$b{* GTD Constellation $}
$b{* Laramis System $}
$b{* January 7, 2370 $}

$b{Attack on Luyten $}

Attention all hands, this is Admiral Nakamura. 3rd Fleet Headquarters just informed us that a dozen Shivan warships led by the SD Kartikeya has severed from the main Shivan armada. Rather than engaging our forces in Laramis, they have transited the jump node to the Luyten system. Once again, the enemy has outmaneuverd us. 

", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("$b{Attack on Luyten $}

With the bulk of the Shivan armada still in Laramis, threatening allied assets throughout the system, only a small force can be spared to reinforce Luyten. The GTD Constellation will lead that force. Our ETA for Luyten is six hours. Schedules for pilot briefings will be distributed asap. This is it. Nakamura out.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

#Briefing
$start_briefing
$num_stages: 7
$start_stage
$multi_text
 XSTR("$b GAETA: Heads up, One Group. Here is our game plan. Five and Six Groups are on escort duty. Seven and Eight Groups are kept on stand-by as heavy assault squad in case we need to hit the Kartikeya sooner than expected. I'll come to that in a minute. The rest of the 88th will launch as soon as we cross the node and swarm out to seek the enemy. You, however, will be deployed immediately. ", -1)
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$Formula: ( true ) 
$start_icon
$type: 7
$team: Friendly
$class: GVB Amun
$pos: 5955.111816, -202.250000, 4972.170898
$label:  XSTR("Luyten", -1)
+id: 1
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Friendly
$class: GTD Hecate
$pos: 12989.701172, 0.000000, 4974.526855
$label:  XSTR("Constellation", -1)
+id: 2
$hlight: 0
$mirror: 1
$multi_text
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$end_stage
$start_stage
$multi_text
 XSTR("$b GAETA: As you might know, there is only one major fortification in this system: Sulaco, the old capital of the now disbanded Luyten New Alliance and former headquarters of the Costaguana Commerce Conglomerate.

$b MONAGHAN: <mumbling> Pretty much the same thing, right?

$b GAETA: Today, Sulaco serves as the trade and communications hub in the system. Pretty much all traffic between Laramis and the outlying colonies in Wolf 359, Alphard, and Dubhe comes through here. You will be deployed to reinforce this position and help with the evacuation.", -1)
$end_multi_text
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$Formula: ( true ) 
$start_icon
$type: 15
$team: Friendly
$class: Asteroid Station
$pos: 0.000000, 0.000000, 5000.000000
$label:  XSTR("Sulaco", -1)
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("$b ABAYOMI: Evacuation?

$b GAETA: Yes. There are 55,000 civilians aboard Sulaco. The operation to move them out was launched the instance we learned that the Shivans had set course for Luyten. We have no intel on the enemy's position or whether she is aware of Sulaco's location yet. Obviously our top priority is to defend it, but we want the civilians out anyway. Better to err on the side of caution.", -1)
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$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 15
$team: Friendly
$class: Asteroid Station
$pos: 0.000000, 0.000000, 5000.000000
$label:  XSTR("Sulaco", -1)
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("$b GAETA: Sulaco is a fortress. The armament includes ten heavy long-range flak batteries and eight medium beam-guns. The air wing consists of eight wings of fighters and four wings of bombers. A detachment of the 12th fleet is stationed there, comprised of the GTCa Saxony and the cruisers Ras Dejen, Emden, and Montero. 

In fact, luring the Shivans into attacking Sulaco is our best way to go, once two preconditions are fullfilled: first, we must get the civilians out of the firing line and second, the Constellation into position. We are now a little more than five hours away from the jump node and from there to Sulaco will take us another six. Gives us a total of eleven hours until we are set up. We intend to have the evacuation finished by then.", -1)
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$start_icon
$type: 15
$team: Friendly
$class: Asteroid Station
$pos: 0.000000, 0.000000, 5000.000000
$label:  XSTR("Sulaco", -1)
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 18
$team: Friendly
$class: GTC Aeolus
$pos: -2508.536377, 0.000000, 3225.070313
$label:  XSTR("Ras Dejen", -1)
+id: 4
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 18
$team: Friendly
$class: GTC Leviathan
$pos: 3198.355713, 526.757813, 6579.055664
$label:  XSTR("Emden", -1)
+id: 5
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 18
$team: Friendly
$class: GTC Leviathan
$pos: -3119.718262, -589.550781, 6639.259766
$label:  XSTR("Montero", -1)
+id: 6
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("$b GAETA: An ordinance was issued to commandeer all suitable civilian vessels to assist in the evacuation. STX Exploration, which is maintaining multiple mining operations throughout the system, has instantly responded and sent numerous transports and freighters, some of which have already begun bringing people off board. Their destination is Wolf 359. A flotilla led by the GTD Mannerheim has already moved to blockade the jump node. The civilian liner Eiffel is also en route. Those ships have the capacity to bring some 20,000 civilians to safety until the Constellation arrives. For the rest...", -1)
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$num_icons: 4
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 15
$team: Friendly
$class: Asteroid Station
$pos: 0.000000, 0.000000, 5000.000000
$label:  XSTR("Sulaco", -1)
+id: 3
$hlight: 0
$mirror: 0
$multi_text
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$start_icon
$type: 18
$team: Friendly
$class: GTC Aeolus
$pos: -2508.536377, 0.000000, 3225.070313
$label:  XSTR("Ras Dejen", -1)
+id: 4
$hlight: 0
$mirror: 0
$multi_text
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$start_icon
$type: 18
$team: Friendly
$class: GTC Leviathan
$pos: 3198.355713, 526.757813, 6579.055664
$label:  XSTR("Emden", -1)
+id: 5
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 18
$team: Friendly
$class: GTC Leviathan
$pos: -3119.718262, -589.550781, 6639.259766
$label:  XSTR("Montero", -1)
+id: 6
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("$b GAETA: ... we move in four Argo-class transports, designated Quebec 1 through 4. One Group, your job is to keep harm away from those ships. As I said we currently have no information about the Kartikeya's whereabouts. Sulaco is surrounded by subspace listening posts, however, so they will detect any inbound STL traffic. For all we know about the subspace speed of a Shivan dreadnought this will give us an advance warning time for the Kartikeya of around two hours. 

$b ABAYOMI: So if I'm doing my math right here, the plan builds on the hope that the Kartikeya won't show up on their grid for another nine hours at least?", -1)
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$num_lines: 0
$num_icons: 8
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 15
$team: Friendly
$class: Asteroid Station
$pos: 0.000000, 0.000000, 5000.000000
$label:  XSTR("Sulaco", -1)
+id: 3
$hlight: 0
$mirror: 0
$multi_text
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$end_icon
$start_icon
$type: 18
$team: Friendly
$class: GTC Aeolus
$pos: -2508.536377, 0.000000, 3225.070313
$label:  XSTR("Ras Dejen", -1)
+id: 4
$hlight: 0
$mirror: 0
$multi_text
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$start_icon
$type: 18
$team: Friendly
$class: GTC Leviathan
$pos: 3198.355713, 526.757813, 6579.055664
$label:  XSTR("Emden", -1)
+id: 5
$hlight: 0
$mirror: 0
$multi_text
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$end_icon
$start_icon
$type: 18
$team: Friendly
$class: GTC Leviathan
$pos: -3119.718262, -589.550781, 6639.259766
$label:  XSTR("Montero", -1)
+id: 6
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 27
$team: Friendly
$class: GTT Argo
$pos: 99134.078125, 3000.000000, 554.452698
$label:  XSTR("Quebec", -1)
+id: 7
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GTF Hercules Mark II
$pos: 99527.898438, 3000.000000, 554.452698
$label:  XSTR("Alpha", -1)
+id: 8
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GVF Tauret
$pos: 98789.953125, 2900.000000, 721.125732
$label:  XSTR("Beta", -1)
+id: 9
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GTF Erinyes
$pos: 98804.414063, 3100.000000, 438.327362
$label:  XSTR("Gamma", -1)
+id: 10
$hlight: 0
$mirror: 0
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$start_stage
$multi_text
 XSTR("$b GAETA: Yes. That's why Seven and Eight Groups are kept ready: So they can hit the Kartikeya and at least take out her main beams before she arrives Sulaco. Now back to your mission. This is a simple escort duty. You accompany Quebec in and stand watch while they take in the civvies. Once boarding is finished, the 139th Space Hounds, flying off the GTCa Saxony, will see to it that they reach Wolf 359 safely. Your job is to remain on-station until the Constellation arrives. Questions?

Good. Report to launch deck in half in our. Dismissed.", -1)
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$camera_time: 500
$num_lines: 0
$num_icons: 8
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 15
$team: Friendly
$class: Asteroid Station
$pos: 0.000000, 0.000000, 5000.000000
$label:  XSTR("Sulaco", -1)
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 18
$team: Friendly
$class: GTC Aeolus
$pos: -2508.536377, 0.000000, 3225.070313
$label:  XSTR("Ras Dejen", -1)
+id: 4
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 18
$team: Friendly
$class: GTC Leviathan
$pos: 3198.355713, 526.757813, 6579.055664
$label:  XSTR("Emden", -1)
+id: 5
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 18
$team: Friendly
$class: GTC Leviathan
$pos: -3119.718262, -589.550781, 6639.259766
$label:  XSTR("Montero", -1)
+id: 6
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 27
$team: Friendly
$class: GTT Argo
$pos: 99134.078125, 3000.000000, 554.452698
$label:  XSTR("Quebec", -1)
+id: 7
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GTF Hercules Mark II
$pos: 99527.898438, 3000.000000, 554.452698
$label:  XSTR("Alpha", -1)
+id: 8
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GVF Tauret
$pos: 98789.953125, 2900.000000, 721.125732
$label:  XSTR("Beta", -1)
+id: 9
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GTF Erinyes
$pos: 98804.414063, 3100.000000, 438.327362
$label:  XSTR("Gamma", -1)
+id: 10
$hlight: 0
$mirror: 0
$multi_text
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$end_icon
$end_stage
$end_briefing

#Debriefing_info

$Num stages: 3

$Formula: ( is-event-true-delay 
   "victory -> fade-out" 
   0 
)
$Multi text
    XSTR("$b MONAGHAN: You've got to be kidding me.

$b XIONG: It's nice to see you too, Lieutenant. Welcome aboard Sulaco, Novas. Looks like we have the honour again. 

$b MONAGHAN: So what is it this time? You don't tell me you're here to oversee some evacuation.

$b XIONG:Indeed not. In fact you're going to report to hangar bay two in twenty minutes, board those Pegasus fighters they've parked there and jump to the GTCa Saxony. I'll fill you in on the details once we're there. You can thank me later. See you then.
", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

$Formula: ( false ) 
$Multi text
    XSTR("[One hour later]

$b MARKAJAN: Word just came in from the Constellation. Her strike wing has hit the Kartikeya and her group. The Shivan warships have entered subspace, but their jump trajectory does not lead them here. Stealth recon is on their toes and the Constellation has launched another wave of strike craft. 

$b MONAGHAN: That doesn't sound too bad. How much damage did they inflict?

$b MARKAJAN: The Kartikayas navigation system was damaged, but not too badly. This is all we have for now. We'll keep you up to date.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

$Formula: ( is-event-true-delay 
   "failed -> fade-out" 
   0 
)
$Multi text
    XSTR("One of the Argo transports has been destroyed.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

#Callsigns:
$Callsign: Abayomi
$Callsign: Monaghan
$Callsign: Thoru

#end


#Players		;! 1 total

$Starting Shipname: Alpha 1
$Ship Choices: (
	"GTB Artemis"	4
	"GTB Artemis D.H."	4
	"GTB Boanerges"	4
	"GVB Sekhmet"	4
)

+Weaponry Pool: (
	"Subach HL-7"	16
	"Mekhu HL-7"	16
	"Akheton SDG"	16
	"Prometheus R"	16
	"Morning Star"	8
	"Maxim"	16
	"UD-8 Kayser"	16
	"Lamprey"	8
	"Circe"	12
	"Tempest"	1500
	"Rockeye"	484
	"Harpoon"	548
	"Hornet"	500
	"Tornado"	1220
	"Trebuchet"	148
	"Stiletto II"	100
	"Stiletto II#Short"	100
	"EMP Adv."	100
	"TAG-A"	100
	"TAG-B"	100
	"Piranha"	100
	"Infyrno"	100
	"Cyclops"	100
	"Helios"	8
	"Prometheus S"	4
	"Banshee"	0
)

#Objects		;! 81 total

$Name: Alpha 1		;! Object #0
$Class: GTF Hercules Mark II
$Callsign: Abayomi

$Team: Friendly
$Location: 100000.000000, 3000.000000, 0.000000
$Orientation:
	-0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, -0.000000, -0.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "Maxim" )
+Secondary Banks: ( "Tornado" "Trebuchet" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "ignore-count" "player-start" "red-alert-carry" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 8

$Name: Alpha 2		;! Object #1
$Class: GTF Hercules Mark II
$Callsign: Monaghan

$Team: Friendly
$Location: 99901.242188, 3000.000000, 100.804733
$Orientation:
	-0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, -0.000000, -0.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "Maxim" )
+Secondary Banks: ( "Tornado" "Trebuchet" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "red-alert-carry" "guardian" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 8
+Persona Index: 0

$Name: Alpha 3		;! Object #2
$Class: GTF Hercules Mark II
$Team: Friendly
$Location: 99899.679688, 3000.000000, -99.008560
$Orientation:
	-0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, -0.000000, -0.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "Maxim" )
+Secondary Banks: ( "Tornado" "Trebuchet" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "red-alert-carry" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 8
+Persona Index: 6

$Name: Alpha 4		;! Object #3
$Class: GTF Hercules Mark II
$Team: Friendly
$Location: 99800.609375, 3000.000000, 1.725261
$Orientation:
	-0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, -0.000000, -0.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "Maxim" )
+Secondary Banks: ( "Tornado" "Trebuchet" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "red-alert-carry" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 8
+Persona Index: 7

$Name: Beta 1		;! Object #4
$Class: GVF Tauret
$Callsign: Thoru

$Team: Friendly
$Location: 99110.531250, 2900.000000, 1114.325195
$Orientation:
	-0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, -0.000000, -0.000000
$AI Behavior: None
+AI Class: BP2-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maxim" "Prometheus S" )
+Secondary Banks: ( "Tornado" "Trebuchet" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "red-alert-carry" "guardian" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 8
+Persona Index: 9

$Name: Beta 2		;! Object #5
$Class: GVF Tauret
$Team: Friendly
$Location: 99012.445313, 2900.000000, 1214.532837
$Orientation:
	-0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, -0.000000, -0.000000
$AI Behavior: None
+AI Class: BP2-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maxim" "Prometheus S" )
+Secondary Banks: ( "Tornado" "Trebuchet" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "red-alert-carry" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 8
+Persona Index: 8

$Name: Beta 3		;! Object #6
$Class: GVF Tauret
$Team: Friendly
$Location: 99008.156250, 2900.000000, 1015.861755
$Orientation:
	-0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, -0.000000, -0.000000
$AI Behavior: None
+AI Class: BP2-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maxim" "Prometheus S" )
+Secondary Banks: ( "Tornado" "Trebuchet" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "red-alert-carry" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 8
+Persona Index: 10

$Name: Beta 4		;! Object #7
$Class: GVF Tauret
$Team: Friendly
$Location: 98908.875000, 2900.000000, 1116.861206
$Orientation:
	-0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, -0.000000, -0.000000
$AI Behavior: None
+AI Class: BP2-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maxim" "Prometheus S" )
+Secondary Banks: ( "Tornado" "Trebuchet" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "red-alert-carry" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 8
+Persona Index: 8

$Name: Gamma 1		;! Object #8
$Class: GTF Erinyes
$Team: Friendly
$Location: 98606.453125, 3100.000000, 108.011368
$Orientation:
	-0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, -0.000000, -0.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Circe" "UD-8 Kayser" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "red-alert-carry" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 10

$Name: Gamma 2		;! Object #9
$Class: GTF Erinyes
$Team: Friendly
$Location: 98509.289063, 3100.000000, 207.770706
$Orientation:
	-0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, -0.000000, -0.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Circe" "UD-8 Kayser" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "red-alert-carry" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 10

$Name: Gamma 3		;! Object #10
$Class: GTF Erinyes
$Team: Friendly
$Location: 98507.468750, 3100.000000, 10.958714
$Orientation:
	-0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, -0.000000, -0.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Circe" "UD-8 Kayser" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "red-alert-carry" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 10

$Name: Gamma 4		;! Object #11
$Class: GTF Erinyes
$Team: Friendly
$Location: 98405.351563, 3100.000000, 110.642715
$Orientation:
	-0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, -0.000000, -0.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Circe" "UD-8 Kayser" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "red-alert-carry" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 10

$Name: Sulaco Installation		;! Object #12
$Class: Asteroid Station
$Team: Friendly
$Location: 0.000000, 0.000000, 5000.000000
$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", 13)
+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" "protect-ship" "no-shields" )
+Flags2: ( "immobile" "cloaked" )
+Respawn priority: 0
+Docked With: STX Linda
$Docker Point: topside docking
$Dockee Point: Dock08
+Docked With: STX Teresa
$Docker Point: topside docking
$Dockee Point: Dock06
+Docked With: STX Giorgo
$Docker Point: dock02
$Dockee Point: Dock10
+Docked With: Eiffel
$Docker Point: blahblah
$Dockee Point: Dock11
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 0

$Name: Eiffel		;! Object #13
$Class: GTM Hippocrates
$Team: Friendly
$Location: -617.788330, -978.115479, 4182.921875
$Orientation:
	1.000000, -0.000000, -0.000048,
	0.000000, 0.999999, 0.001574,
	0.000048, -0.001574, 0.999999
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( "cloaked" )
+Respawn priority: 0
+Docked With: Sulaco Installation
$Docker Point: Dock11
$Dockee Point: blahblah
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 100

$Name: STX Giorgo		;! Object #14
$Class: GTFR Triton
$Team: Friendly
$Location: -896.500000, 344.500000, 6168.299805
$Orientation:
	0.000000, 0.000000, -1.000000,
	1.000000, -0.000000, -0.000000,
	0.000000, -1.000000, 0.000000
$AI Behavior: None
$Cargo 1:  XSTR("Civilians", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( < 
   ( distance-to-center 
      "STX Giorgo" 
      "Giorgo_path:1" 
   )
   150 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( "cloaked" )
+Respawn priority: 0
+Docked With: Sulaco Installation
$Docker Point: Dock10
$Dockee Point: dock02
+Orders Accepted: 257		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 20

$Name: STX Teresa		;! Object #15
$Class: GTT Elysium
$Team: Friendly
$Location: 1610.699951, -372.682404, 4932.000000
$Orientation:
	0.000000, 0.000000, 1.000000,
	-1.000000, 0.000000, 0.000000,
	0.000000, -1.000000, 0.000000
$AI Behavior: None
$Cargo 1:  XSTR("Civilians", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( < 
   ( distance-to-center 
      "STX Teresa" 
      "Teresa_path:2" 
   )
   150 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( "cloaked" )
+Respawn priority: 0
+Docked With: Sulaco Installation
$Docker Point: Dock06
$Dockee Point: topside docking
+Orders Accepted: 257		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: STX Linda		;! Object #16
$Class: GTT Elysium
$Team: Friendly
$Location: 880.000000, 350.317596, 6206.700195
$Orientation:
	-1.000000, 0.000000, 0.000000,
	0.000000, 0.000000, -1.000000,
	-0.000000, -1.000000, 0.000000
$AI Behavior: None
$Cargo 1:  XSTR("Civilians", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( < 
   ( distance-to-center 
      "STX Linda" 
      "Linda_Path:1" 
   )
   150 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( "cloaked" )
+Respawn priority: 0
+Docked With: Sulaco Installation
$Docker Point: Dock08
$Dockee Point: topside docking
+Orders Accepted: 257		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Sulaco Tower A		;! Object #17
$Class: GTI Lycaon
$Team: Friendly
$Location: 690.000000, 1370.000000, 5167.000000
$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", 13)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( "immobile" "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 800

$Name: Sulaco Tower B		;! Object #18
$Class: GTI Lycaon
$Team: Friendly
$Location: 690.000000, -1000.000000, 5167.000000
$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", 13)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( "immobile" "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 800

$Name: Sulaco Tower C		;! Object #19
$Class: Ground Tower
$Team: Friendly
$Location: 1150.000000, -360.000000, 4970.000000
$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", 13)
+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" )
+Flags2: ( "immobile" "cloaked" )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 0

$Name: Sulaco Hangar A		;! Object #20
$Class: Military Base
$Team: Friendly
$Location: -1660.000000, 0.000000, 5000.000000
$Orientation:
	-0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, -0.000000, -0.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", 13)
+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" )
+Flags2: ( "immobile" "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 0

$Name: Sulaco Hangar B		;! Object #21
$Class: Military Base
$Team: Friendly
$Location: 1470.000000, 153.129059, 5650.000000
$Orientation:
	-0.793353, 0.000000, 0.608761,
	0.000000, 1.000000, -0.000000,
	-0.608761, -0.000000, -0.793353
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", 13)
+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" )
+Flags2: ( "immobile" "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 0

$Name: Flak Battery #01		;! Object #22
$Class: Light Turret Tower
$Team: Friendly
$Location: -730.000000, 23.000000, 4030.000000
$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", 13)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Primary Banks: ( "Long Range Flak" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "vaporize" )
+Flags2: ( "immobile" "cloaked" )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 0

$Name: Flak Battery #02		;! Object #23
$Class: Light Turret Tower
$Team: Friendly
$Location: -1020.000000, 480.000000, 5893.000000
$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", 13)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Primary Banks: ( "Long Range Flak" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "vaporize" )
+Flags2: ( "immobile" "cloaked" )
+Respawn priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 0

$Name: Flak Battery #03		;! Object #24
$Class: Light Turret Tower
$Team: Friendly
$Location: 825.000000, 469.500000, 5960.000000
$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", 13)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Primary Banks: ( "Long Range Flak" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "vaporize" )
+Flags2: ( "immobile" "cloaked" )
+Respawn priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 0

$Name: Flak Battery #04		;! Object #25
$Class: Light Turret Tower
$Team: Friendly
$Location: 820.000000, 595.500000, 4315.000000
$Orientation:
	-0.974370, 0.000000, 0.224951,
	0.000000, 1.000000, -0.000000,
	-0.224951, -0.000000, -0.974370
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Primary Banks: ( "Long Range Flak" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "vaporize" )
+Flags2: ( "immobile" "cloaked" )
+Respawn priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 0

$Name: Flak Battery #05		;! Object #26
$Class: Light Turret Tower
$Team: Friendly
$Location: 149.000000, 636.500000, 3775.000000
$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", 13)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Primary Banks: ( "Long Range Flak" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "vaporize" )
+Flags2: ( "immobile" "cloaked" )
+Respawn priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 0

$Name: Flak Battery #06		;! Object #27
$Class: Light Turret Tower
$Team: Friendly
$Location: 630.000000, -403.000000, 4450.000000
$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", 13)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Primary Banks: ( "Long Range Flak" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "vaporize" )
+Flags2: ( "immobile" "cloaked" )
+Respawn priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 0

$Name: Flak Battery #07		;! Object #28
$Class: Light Turret Tower
$Team: Friendly
$Location: -730.000000, -240.000000, 4030.000000
$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", 13)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Primary Banks: ( "Long Range Flak" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "vaporize" )
+Flags2: ( "immobile" "cloaked" )
+Respawn priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 0

$Name: Flak Battery #08		;! Object #29
$Class: Light Turret Tower
$Team: Friendly
$Location: -530.000000, -993.000000, 4820.000000
$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", 13)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Primary Banks: ( "Long Range Flak" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "vaporize" )
+Flags2: ( "immobile" "cloaked" )
+Respawn priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 0

$Name: Flak Battery #09		;! Object #30
$Class: Light Turret Tower
$Team: Friendly
$Location: -1450.000000, 183.100006, 5920.000000
$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", 13)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Primary Banks: ( "Long Range Flak" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "vaporize" )
+Flags2: ( "immobile" "cloaked" )
+Respawn priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 0

$Name: Flak Battery #10		;! Object #31
$Class: Light Turret Tower
$Team: Friendly
$Location: 825.000000, 236.199951, 5960.000000
$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", 13)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Primary Banks: ( "Long Range Flak" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "vaporize" )
+Flags2: ( "immobile" "cloaked" )
+Respawn priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 0

$Name: Ras Dejen		;! Object #32
$Class: GTC Aeolus
$Team: Friendly
$Location: -2209.888672, 0.000000, 3906.220703
$Orientation:
	0.830941, 0.000000, 0.556361,
	0.000000, 1.000000, 0.000000,
	-0.556361, -0.000000, 0.830941
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: Turret01
+Subsystem: Turret02
+Subsystem: Turret03
+Subsystem: Turret04
+Subsystem: Turret05
+Subsystem: Turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" )
+Flags2: ( "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 100
$Texture Replace:
+old: nameplate
+new: gtc_ras_dejen

$Name: Emden		;! Object #33
$Class: GTC Leviathan
$Team: Friendly
$Location: -246.827515, 526.758789, 6756.740723
$Orientation:
	0.681831, 0.000000, -0.731511,
	0.000000, 1.000000, 0.000000,
	0.731511, 0.000000, 0.681831
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret09a-01-main
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" )
+Flags2: ( "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 200
$Texture Replace:
+old: nameplate
+new: gtc_emden

$Name: Montero		;! Object #34
$Class: GTC Leviathan
$Team: Friendly
$Location: 1264.870483, -589.550781, 3595.178711
$Orientation:
	-0.886258, 0.000000, -0.463192,
	0.000000, 1.000000, 0.000000,
	0.463192, 0.000000, -0.886258
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret09a-01-main
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" )
+Flags2: ( "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 100
$Texture Replace:
+old: nameplate
+new: gtc_montero

$Name: Quebec 1		;! Object #35
$Class: GTT Argo
$Team: Friendly
$Location: 99802.000000, 3000.000000, 497.325806
$Orientation:
	-0.040737, 0.000000, -0.999170,
	0.000000, 1.000000, 0.000000,
	0.999170, 0.000000, -0.040737
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Quebec_path" 50 ) )
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( has-time-elapsed 1 ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay "Q1 jumps" 0 ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 100
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Quebec 2		;! Object #36
$Class: GTT Argo
$Team: Friendly
$Location: 99301.343750, 3000.000000, 501.937256
$Orientation:
	-0.039496, 0.000000, -0.999220,
	0.000000, 1.000000, 0.000000,
	0.999220, 0.000000, -0.039496
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Quebec_path" 50 ) )
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 2 "Quebec 1" ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay "Q2 jumps" 0 ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 99
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Quebec 3		;! Object #37
$Class: GTT Argo
$Team: Friendly
$Location: 98790.953125, 3000.000000, 509.070801
$Orientation:
	-0.038511, 0.000000, -0.999258,
	0.000000, 1.000000, 0.000000,
	0.999258, 0.000000, -0.038511
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Quebec_path" 50 ) )
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 2 "Quebec 2" ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay "Q3 jumps" 0 ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 98
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Quebec 4		;! Object #38
$Class: GTT Argo
$Team: Friendly
$Location: 98282.882813, 3000.000000, 503.975983
$Orientation:
	-0.036716, 0.000000, -0.999326,
	0.000000, 1.000000, 0.000000,
	0.999326, 0.000000, -0.036716
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Quebec_path" 50 ) )
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 2 "Quebec 3" ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay "Q4 jumps" 0 ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 97
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Quebec 1 #cutscene		;! Object #39
$Class: GTT Argo
$Team: Friendly
$Location: 2011.684082, 3000.000000, 39001.871094
$Orientation:
	0.999998, 0.000000, 0.002092,
	-0.000000, 1.000000, 0.000000,
	-0.002092, -0.000000, 0.999998
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Quebec_path#cutscene" 50 ) )
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 100
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Quebec 2 #cutscene		;! Object #40
$Display name:  XSTR("Quebec 2	", -1)
$Class: GTT Argo
$Team: Friendly
$Location: 2011.684082, 3000.000000, 38501.195313
$Orientation:
	0.999998, 0.000000, 0.001793,
	-0.000000, 1.000000, 0.000000,
	-0.001793, -0.000000, 0.999998
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Quebec_path#cutscene" 50 ) )
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 100
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Quebec 3 #cutscene		;! Object #41
$Display name:  XSTR("Quebec 3	", -1)
$Class: GTT Argo
$Team: Friendly
$Location: 2009.242676, 3000.000000, 37990.757813
$Orientation:
	1.000000, 0.000000, 0.000957,
	-0.000000, 1.000000, 0.000000,
	-0.000957, -0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Quebec_path#cutscene" 50 ) )
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 100
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Quebec 4 #cutscene		;! Object #42
$Display name:  XSTR("Quebec 4	", -1)
$Class: GTT Argo
$Team: Friendly
$Location: 2019.012085, 3000.000000, 37482.757813
$Orientation:
	0.999995, 0.000000, 0.003010,
	-0.000000, 1.000000, 0.000000,
	-0.003010, -0.000000, 0.999995
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Quebec_path#cutscene" 50 ) )
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 100
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Quebec 1 #sulaco		;! Object #43
$Class: GTT Argo
$Team: Friendly
$Location: -495.494049, 3000.000000, -202.584717
$Orientation:
	1.000000, 0.000000, -0.000857,
	-0.000000, 1.000000, 0.000000,
	0.000857, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Quebec_Station_1" 50 ) ( ai-dock "Sulaco Installation" "Frontside dock" "Dock04" 50 ) )
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Teleport to Sulaco" 
   1 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 100
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Quebec 2 #sulaco		;! Object #44
$Display name:  XSTR("Quebec 2	", -1)
$Class: GTT Argo
$Team: Friendly
$Location: -495.494171, 3000.000000, -703.257141
$Orientation:
	1.000000, 0.000000, -0.000802,
	-0.000000, 1.000000, 0.000000,
	0.000802, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Quebec_Station_1" 50 ) ( ai-dock "Sulaco Installation" "Frontside dock" "Dock03" 50 ) )
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 
   2 
   "Quebec 1 #sulaco" 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 99
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Quebec 3 #sulaco		;! Object #45
$Display name:  XSTR("Quebec 3	", -1)
$Class: GTT Argo
$Team: Friendly
$Location: -497.936432, 3000.000000, -1213.699585
$Orientation:
	1.000000, 0.000000, -0.001049,
	-0.000000, 1.000000, 0.000000,
	0.001049, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Quebec_Station_1" 50 ) ( ai-dock "Sulaco Installation" "Frontside dock" "Dock02" 50 ) )
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 
   2 
   "Quebec 2 #sulaco" 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 98
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Quebec 4 #sulaco		;! Object #46
$Display name:  XSTR("Quebec 4	", -1)
$Class: GTT Argo
$Team: Friendly
$Location: -488.167023, 3000.000000, -1721.699097
$Orientation:
	1.000000, 0.000000, 0.000130,
	0.000000, 1.000000, -0.000000,
	-0.000130, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Quebec_Station_1" 50 ) ( ai-dock "Sulaco Installation" "Frontside dock" "Dock01" 50 ) )
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 
   2 
   "Quebec 3 #sulaco" 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 97
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Cancer 1		;! Object #47
$Class: SF Manticore
$Team: Hostile
$Location: 96713.210938, -0.001953, 8948.919922
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Subsystem: Pilot
+Primary Banks: ( "Shivan Light Laser" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Cancer 2		;! Object #48
$Class: SF Manticore
$Team: Hostile
$Location: 96648.875000, -0.002228, 8878.880859
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Subsystem: Pilot
+Primary Banks: ( "Shivan Light Laser" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Cancer 3		;! Object #49
$Class: SF Manticore
$Team: Hostile
$Location: 96588.671875, -0.001831, 8813.080078
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Subsystem: Pilot
+Primary Banks: ( "Shivan Light Laser" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Cancer 4		;! Object #50
$Class: SF Manticore
$Team: Hostile
$Location: 96798.656250, -0.001922, 8804.861328
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Zepar		;! Object #51
$Class: SC Cain
$Team: Hostile
$Location: 109684.515625, 2222.000000, 2101.693604
$Orientation:
	0.367288, -0.820673, -0.437716,
	-0.527518, -0.571398, 0.628672,
	-0.766044, 0.000000, -0.642788
$AI Behavior: None
$AI Goals: ( goals ( ai-chase "Quebec 2" 50 ) )
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "2nd wave arrival cue" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 150

$Name: Pisces 1		;! Object #52
$Class: SF Manticore
$Team: Hostile
$Location: 96671.937500, 0.003906, 8281.445313
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Pisces 2		;! Object #53
$Class: SF Manticore
$Team: Hostile
$Location: 96624.140625, 0.003912, 8233.183594
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Pisces 3		;! Object #54
$Class: SF Manticore
$Team: Hostile
$Location: 96572.882813, 0.003915, 8182.328125
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Pisces 4		;! Object #55
$Class: SF Manticore
$Team: Hostile
$Location: 96725.781250, 0.003894, 8224.220703
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Libra 1		;! Object #56
$Class: SF Mara
$Team: Hostile
$Location: 96838.539063, -0.001953, 7343.098633
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Libra 2		;! Object #57
$Class: SF Mara
$Team: Hostile
$Location: 96790.968750, -0.001930, 7289.368164
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Libra 3		;! Object #58
$Class: SF Mara
$Team: Hostile
$Location: 96740.070313, -0.001932, 7243.495117
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Libra 4		;! Object #59
$Class: SF Mara
$Team: Hostile
$Location: 96888.140625, -0.001941, 7288.159180
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Capricorn 1		;! Object #60
$Class: SF Basilisk
$Team: Hostile
$Location: 96813.382813, -0.005859, 6464.921875
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 11

$Name: Capricorn 2		;! Object #61
$Class: SF Basilisk
$Team: Hostile
$Location: 96713.835938, -0.005862, 6365.031250
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 11

$Name: Capricorn 3		;! Object #62
$Class: SF Basilisk
$Team: Hostile
$Location: 96666.445313, -0.005809, 6258.130859
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 11

$Name: Aquarius 1		;! Object #63
$Class: SF Basilisk
$Team: Hostile
$Location: 96750.367188, -0.005859, 5580.950195
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 11

$Name: Aquarius 2		;! Object #64
$Class: SF Basilisk
$Team: Hostile
$Location: 96845.679688, -0.005913, 5534.316895
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 11

$Name: Aquarius 3		;! Object #65
$Class: SF Basilisk
$Team: Hostile
$Location: 96748.070313, -0.006010, 5434.225098
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", 13)
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 11

$Name: Gemini 1		;! Object #66
$Class: SF Mara
$Team: Hostile
$Location: 109624.304688, 2397.000000, 2021.003662
$Orientation:
	-0.642788, 0.000000, 0.766045,
	0.000000, 1.000000, -0.000000,
	-0.766045, -0.000000, -0.642788
$AI Behavior: None
+AI Class: SFAI-Colonel
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Gemini 2		;! Object #67
$Class: SF Mara
$Team: Hostile
$Location: 109722.210938, 2397.000000, 2019.732910
$Orientation:
	-0.642788, 0.000000, 0.766045,
	0.000000, 1.000000, -0.000000,
	-0.766045, -0.000000, -0.642788
$AI Behavior: None
+AI Class: SFAI-Colonel
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Gemini 3		;! Object #68
$Class: SF Mara
$Team: Hostile
$Location: 109624.304688, 2397.000488, 2122.725586
$Orientation:
	-0.642788, 0.000000, 0.766045,
	0.000000, 1.000000, -0.000000,
	-0.766045, -0.000000, -0.642788
$AI Behavior: None
+AI Class: SFAI-Colonel
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Virgo 1		;! Object #69
$Class: SF Mara
$Team: Hostile
$Location: 109579.265625, 1972.000000, 2045.382324
$Orientation:
	-0.642788, 0.000000, 0.766045,
	0.000000, 1.000000, -0.000000,
	-0.766045, -0.000000, -0.642788
$AI Behavior: None
+AI Class: SFAI-Colonel
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Shivan Light Laser" "Shivan Heavy Laser" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 12

$Name: Virgo 2		;! Object #70
$Class: SF Mara
$Team: Hostile
$Location: 109680.984375, 1972.000000, 2046.654785
$Orientation:
	-0.642788, 0.000000, 0.766045,
	0.000000, 1.000000, -0.000000,
	-0.766045, -0.000000, -0.642788
$AI Behavior: None
+AI Class: SFAI-Colonel
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Shivan Light Laser" "Shivan Heavy Laser" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 12

$Name: Virgo 3		;! Object #71
$Class: SF Mara
$Team: Hostile
$Location: 109577.992188, 1972.000000, 2142.018066
$Orientation:
	-0.642788, 0.000000, 0.766045,
	0.000000, 1.000000, -0.000000,
	-0.766045, -0.000000, -0.642788
$AI Behavior: None
+AI Class: SFAI-Colonel
$Cargo 1:  XSTR("Nothing", 13)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Shivan Light Laser" "Shivan Heavy Laser" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 12

$Name: 384th Delta 1		;! Object #72
$Class: GTF Myrmidon
$Team: Friendly
$Location: -1453.809570, -0.000977, 7843.759766
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", 13)
+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: ( "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: 384th Delta 2		;! Object #73
$Class: GTF Myrmidon
$Team: Friendly
$Location: -1553.193726, -0.000977, 7742.353516
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", 13)
+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: ( "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: 384th Delta 3		;! Object #74
$Class: GTF Myrmidon
$Team: Friendly
$Location: -1353.615479, -0.000977, 7743.163574
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", 13)
+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: ( "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: 384th Epsilon 1		;! Object #75
$Class: GTF Myrmidon
$Team: Friendly
$Location: 3271.651855, 0.000000, 4538.192383
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", 13)
+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: ( "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: 384th Epsilon 2		;! Object #76
$Class: GTF Myrmidon
$Team: Friendly
$Location: 3169.848633, 0.000000, 4437.312988
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", 13)
+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: ( "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: 384th Epsilon 3		;! Object #77
$Class: GTF Myrmidon
$Team: Friendly
$Location: 3370.680420, 0.000000, 4436.390137
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", 13)
+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: ( "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: 384th Zeta 1		;! Object #78
$Class: GTF Myrmidon
$Team: Friendly
$Location: -3117.054199, 0.000977, 3337.206055
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", 13)
+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: ( "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: 384th Zeta 2		;! Object #79
$Class: GTF Myrmidon
$Team: Friendly
$Location: -3218.856934, 0.000977, 3238.176758
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", 13)
+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: ( "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: 384th Zeta 3		;! Object #80
$Class: GTF Myrmidon
$Team: Friendly
$Location: -3016.173828, 0.000977, 3237.253418
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", 13)
+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: ( "cloaked" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

#Wings		;! 13 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: (		;! 4 total
	"Alpha 1"
	"Alpha 2"
	"Alpha 3"
	"Alpha 4"
)
+Hotkey: 0
+Flags: ( )

$Name: Beta
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Beta 1
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Beta 1"
	"Beta 2"
	"Beta 3"
	"Beta 4"
)
$AI Goals: ( goals ( ai-guard "Quebec 2" 50 ) )
+Hotkey: 1
+Flags: ( )

$Name: Gamma
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Gamma 1
$Arrival Location: Hyperspace
$Arrival Cue: ( has-time-elapsed 2 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Gamma 1"
	"Gamma 2"
	"Gamma 3"
	"Gamma 4"
)
$AI Goals: ( goals ( ai-guard "Quebec 4" 50 ) )
+Flags: ( )

$Name: Cancer
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Cancer 1
$Arrival Location: Near Ship
+Arrival Distance: 8000
$Arrival Anchor: Quebec 3
$Arrival Cue: ( is-event-true-delay "Intro 03" 22 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Cancer 1"
	"Cancer 2"
	"Cancer 3"
	"Cancer 4"
)
$AI Goals: ( goals ( ai-chase-any 200 ) )
+Flags: ( "no-arrival-message" )

$Name: Pisces
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Pisces 1
$Arrival Location: Near Ship
+Arrival Distance: 8000
$Arrival Anchor: Quebec 2
$Arrival Cue: ( has-arrived-delay 1 "Cancer" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Pisces 1"
	"Pisces 2"
	"Pisces 3"
	"Pisces 4"
)
$AI Goals: ( goals ( ai-chase-any 200 ) )
+Flags: ( "no-arrival-message" )
+Wave Delay Min: 20
+Wave Delay Max: 40

$Name: Libra
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Libra 1
$Arrival Location: Near Ship
+Arrival Distance: 8000
$Arrival Anchor: Quebec 4
$Arrival Cue: ( has-arrived-delay 25 "Pisces" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Libra 1"
	"Libra 2"
	"Libra 3"
	"Libra 4"
)
$AI Goals: ( goals ( ai-chase-any 200 ) )
+Flags: ( "no-arrival-message" )
+Wave Delay Min: 20
+Wave Delay Max: 40

$Name: Capricorn
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Capricorn 1
$Arrival Location: Near Ship
+Arrival Distance: 11500
$Arrival Anchor: Quebec 1
$Arrival Cue: ( has-arrived-delay 35 "Libra" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Capricorn 1"
	"Capricorn 2"
	"Capricorn 3"
)
$AI Goals: ( goals ( ai-chase-any 200 ) )
+Flags: ( "no-arrival-message" )

$Name: Aquarius
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Aquarius 1
$Arrival Location: Near Ship
+Arrival Distance: 11500
$Arrival Anchor: Quebec 4
$Arrival Cue: ( has-arrived-delay 2 "Capricorn" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Aquarius 1"
	"Aquarius 2"
	"Aquarius 3"
)
$AI Goals: ( goals ( ai-chase-any 200 ) )
+Flags: ( "no-arrival-message" )
+Wave Delay Min: 10
+Wave Delay Max: 20

$Name: Gemini
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Gemini 1
$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 0 "Zepar" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Gemini 1"
	"Gemini 2"
	"Gemini 3"
)
$AI Goals: ( goals ( ai-guard "Zepar" 200 ) )
+Flags: ( "no-arrival-message" )
+Wave Delay Min: 25
+Wave Delay Max: 35

$Name: Virgo
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Virgo 1
$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 0 "Zepar" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Virgo 1"
	"Virgo 2"
	"Virgo 3"
)
$AI Goals: ( goals ( ai-guard "Zepar" 200 ) )
+Flags: ( "no-arrival-message" )

$Name: 384th Delta
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! 384th Delta 1
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"384th Delta 1"
	"384th Delta 2"
	"384th Delta 3"
)
$AI Goals: ( goals ( ai-guard "Sulaco Installation" 50 ) )
+Flags: ( )

$Name: 384th Epsilon
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! 384th Epsilon 1
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"384th Epsilon 1"
	"384th Epsilon 2"
	"384th Epsilon 3"
)
$AI Goals: ( goals ( ai-guard "Sulaco Installation" 50 ) )
+Flags: ( )

$Name: 384th Zeta
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! 384th Zeta 1
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"384th Zeta 1"
	"384th Zeta 2"
	"384th Zeta 3"
)
$AI Goals: ( goals ( ai-guard "Sulaco Installation" 50 ) )
+Flags: ( )

#Events		;! 87 total

$Formula: ( when 
   ( true ) 
   ( never-warp "Alpha 1" ) 
   ( ship-guardian-threshold 
      ( rand 15 30 ) 
      "Alpha 2" 
      "Beta 2" 
   )
   ( ship-subsys-guardian-threshold 
      50 
      "Alpha 2" 
      "sensors" 
      "communications" 
      "weapons" 
      "navigation" 
      "<all engines>" 
   )
   ( ship-subsys-guardian-threshold 
      50 
      "Beta 1" 
      "sensors" 
      "communications" 
      "weapons" 
      "navigation" 
      "<all engines>" 
   )
)
+Name: START
+Repeat Count: 1
+Interval: 1
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( and 
      ( is-goal-true-delay 
         "Escort Quebec (p)" 
         0 
      )
      ( is-event-true-delay 
         "victory -> fade-out" 
         0 
      )
   )
   ( do-nothing ) 
)
+Name: PROCEED
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( hud-set-max-targeting-range 15000 ) 
)
+Name: start2
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-arrived-delay 1 "Quebec 4" ) 
   ( send-message 
      "Quebec 1" 
      "High" 
      "Intro 01 - Q1" 
   )
)
+Name: Intro 01
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "High" 
      "Intro 02 - A1" 
   )
)
+Name: Intro 02
+Repeat Count: 1
+Interval: 1
+Chained: 10
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Intro 03 - A2" 
   )
)
+Name: Intro 03
+Repeat Count: 1
+Interval: 1
+Chained: 12
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-arrived-delay 
      0 
      "Cancer" 
      "Pisces" 
   )
   ( send-message 
      "Beta 1" 
      "High" 
      "1st wave here 1 - B1" 
   )
)
+Name: 1st wave here 1
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "High" 
      "1st wave here 2 - A1" 
   )
)
+Name: 1st wave here 2
+Repeat Count: 1
+Interval: 1
+Chained: 6
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "1st wave here 3 - A2" 
   )
)
+Name: 1st wave here 3
+Repeat Count: 1
+Interval: 1
+Chained: 5
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-arrived-delay 0 "Libra" ) 
   ( send-message 
      "Beta 1" 
      "High" 
      "Libra here 1 - B1" 
   )
)
+Name: Libra here
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-arrived-delay 
      0 
      "Capricorn" 
      "Aquarius" 
   )
   ( send-message 
      "Alpha 2" 
      "High" 
      "Basilisks here 1 - A2" 
   )
)
+Name: Basilisks here 1
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "High" 
      "Basilisks here 2 - A1" 
   )
)
+Name: Basilisks here 2
+Repeat Count: 1
+Interval: 1
+Chained: 9
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Quebec 1" 
      "High" 
      "Basilisks here 3 - Q1" 
   )
)
+Name: Basilisks here 3
+Repeat Count: 1
+Interval: 1
+Chained: 12
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-destroyed-delay 
      2 
      "Cancer" 
      "Pisces" 
      "Libra" 
      "Capricorn" 
      "Aquarius" 
   )
   ( send-message 
      "Alpha 1" 
      "High" 
      "1st wave down 1 - A1" 
   )
)
+Name: 1st wave down 1
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Quebec 1" 
      "High" 
      "1st wave down 2 - Q1" 
   )
)
+Name: 1st wave down 2
+Repeat Count: 1
+Interval: 1
+Chained: 8
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "1st wave down 3 - A2" 
   )
)
+Name: 1st wave down 3
+Repeat Count: 1
+Interval: 1
+Chained: 8
+Event Log Flags: ( "true" "false" )

$Formula: ( when ( true ) ( do-nothing ) ) 
+Name: 2nd wave arrival cue
+Repeat Count: 1
+Interval: 1
+Chained: 35
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-arrived-delay 1 "Zepar" ) 
   ( send-message 
      "Alpha 2" 
      "Normal" 
      "Zepar here 1 - A2" 
   )
)
+Name: Zepar here
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-destroyed-delay 1 "Zepar" ) 
   ( send-message 
      "Beta 1" 
      "High" 
      "Zepar down - B1" 
   )
)
+Name: Zepar down
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( and 
      ( is-event-true-delay "Zepar down" 4 ) 
      ( is-destroyed-delay 
         2 
         "Gemini" 
         "Virgo" 
      )
   )
   ( send-message 
      "Alpha 1" 
      "High" 
      "2nd wave down 1 - A1" 
   )
)
+Name: 2nd wave down
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-time-elapsed 330 ) 
   ( send-message 
      "Quebec 1" 
      "High" 
      "Quebec moves out - Q1" 
   )
)
+Name: Quebec moves out
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( ship-copy-damage 
      "Quebec 1" 
      "Quebec 1 #cutscene" 
      "Quebec 1 #sulaco" 
   )
)
+Name: Q1 jumps
+Repeat Count: 1
+Interval: 1
+Chained: 4
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( ship-copy-damage 
      "Quebec 1" 
      "Quebec 1 #cutscene" 
      "Quebec 1 #sulaco" 
   )
)
+Name: Q2 jumps
+Repeat Count: 1
+Interval: 1
+Chained: 2
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( ship-copy-damage 
      "Quebec 1" 
      "Quebec 1 #cutscene" 
      "Quebec 1 #sulaco" 
   )
)
+Name: Q3 jumps
+Repeat Count: 1
+Interval: 1
+Chained: 2
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( ship-copy-damage 
      "Quebec 1" 
      "Quebec 1 #cutscene" 
      "Quebec 1 #sulaco" 
   )
)
+Name: Q4 jumps
+Repeat Count: 1
+Interval: 1
+Chained: 2
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-departed-delay 
      0 
      "Quebec 1" 
      "Quebec 2" 
      "Quebec 3" 
      "Quebec 4" 
   )
   ( modify-variable @okToMicroJump[0] 1 ) 
   ( key-reset "Alt-J" ) 
)
+Name: RDY to JMP 1
+Repeat Count: 1
+Interval: 1
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( and 
      ( = @okToMicroJump[0] 1 ) 
      ( key-pressed "Alt-J" ) 
      ( = @nextLoc[2] 2 ) 
      ( is-event-true-delay 
         "RDY to JMP 1" 
         0 
         ( is-event-true-delay 
            "RDY to JMP 1" 
            0 
         )
      )
   )
   ( player-use-ai ) 
   ( play-sound-from-table 
      ( get-object-x "Alpha 1" ) 
      ( get-object-y "Alpha 1" ) 
      ( get-object-z "Alpha 1" ) 
      50 
   )
   ( change-ai-class "None" "Alpha 1" ) 
   ( clear-goals "Alpha 1" ) 
   ( add-goal 
      "Alpha 1" 
      ( ai-play-dead 200 ) 
   )
   ( protect-ship "Alpha 1" ) 
   ( beam-protect-ship "Alpha 1" ) 
   ( lock-primary-weapon "Alpha 1" ) 
   ( lock-secondary-weapon "Alpha 1" ) 
   ( lock-afterburner "Alpha 1" ) 
   ( hud-display-gauge 3000 "warpout" ) 
)
+Name: Player Jump to Loc 2
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Jump to Sulaco", -1)
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( warp-effect 
      ( get-object-x 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         200 
      )
      ( get-object-y 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         200 
      )
      ( get-object-z 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         200 
      )
      ( get-object-x "Alpha 1" ) 
      ( get-object-y "Alpha 1" ) 
      ( get-object-z "Alpha 1" ) 
      100 
      10 
      46 
      46 
      0 
      0 
   )
)
+Name: warp-effect
+Repeat Count: 1
+Interval: 1
+Chained: 1
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( fade-out 500 255 255 255 ) 
)
+Name: fade-out
+Repeat Count: 1
+Interval: 1
+Chained: 2
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when-argument 
   ( every-of 
      "Alpha 1" 
      "Alpha 2" 
      "Alpha 3" 
      "Alpha 4" 
      "Beta 1" 
      "Beta 2" 
      "Beta 3" 
      "Beta 4" 
      "Gamma 1" 
      "Gamma 2" 
      "Gamma 3" 
      "Gamma 4" 
   )
   ( true ) 
   ( set-object-position 
      "Alpha 1" 
      ( get-object-x "pos_alpha#cutscene:1" ) 
      ( get-object-y "pos_alpha#cutscene:1" ) 
      ( get-object-z "pos_alpha#cutscene:1" ) 
   )
   ( modify-variable @okToMicroJump[0] 0 ) 
   ( set-object-position 
      "Alpha 2" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_alpha#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_alpha#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_alpha#cutscene:1" ) 
      )
   )
   ( set-object-position 
      "Alpha 3" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_alpha#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_alpha#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_alpha#cutscene:1" ) 
      )
   )
   ( set-object-position 
      "Alpha 4" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_alpha#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_alpha#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_alpha#cutscene:1" ) 
      )
   )
   ( set-object-position 
      "Beta 1" 
      ( get-object-x "pos_beta#cutscene:1" ) 
      ( get-object-y "pos_beta#cutscene:1" ) 
      ( get-object-z "pos_beta#cutscene:1" ) 
   )
   ( set-object-position 
      "Beta 2" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_beta#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_beta#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_beta#cutscene:1" ) 
      )
   )
   ( set-object-position 
      "Beta 3" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_beta#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_beta#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_beta#cutscene:1" ) 
      )
   )
   ( set-object-position 
      "Beta 4" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_beta#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_beta#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_beta#cutscene:1" ) 
      )
   )
   ( set-object-position 
      "Gamma 1" 
      ( get-object-x "pos_gamma#cutscene:1" ) 
      ( get-object-y "pos_gamma#cutscene:1" ) 
      ( get-object-z "pos_gamma#cutscene:1" ) 
   )
   ( set-object-position 
      "Gamma 2" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_gamma#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_gamma#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_gamma#cutscene:1" ) 
      )
   )
   ( set-object-position 
      "Gamma 3" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_gamma#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_gamma#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_gamma#cutscene:1" ) 
      )
   )
   ( set-object-position 
      "Gamma 4" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_gamma#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_gamma#cutscene:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_gamma#cutscene:1" ) 
      )
   )
   ( set-object-position 
      "Quebec 1 #cutscene" 
      ( get-object-x 
         "pos_quebec#cutscene:1" 
      )
      ( get-object-y 
         "pos_quebec#cutscene:1" 
      )
      ( get-object-z 
         "pos_quebec#cutscene:1" 
      )
   )
   ( set-object-position 
      "Quebec 2 #cutscene" 
      ( get-object-x 
         "pos_quebec#cutscene:2" 
      )
      ( get-object-y 
         "pos_quebec#cutscene:2" 
      )
      ( get-object-z 
         "pos_quebec#cutscene:2" 
      )
   )
   ( set-object-position 
      "Quebec 3 #cutscene" 
      ( get-object-x 
         "pos_quebec#cutscene:3" 
      )
      ( get-object-y 
         "pos_quebec#cutscene:3" 
      )
      ( get-object-z 
         "pos_quebec#cutscene:3" 
      )
   )
   ( set-object-position 
      "Quebec 4 #cutscene" 
      ( get-object-x 
         "pos_quebec#cutscene:4" 
      )
      ( get-object-y 
         "pos_quebec#cutscene:4" 
      )
      ( get-object-z 
         "pos_quebec#cutscene:4" 
      )
   )
   ( set-object-facing-object 
      "Alpha" 
      "path_alpha#cutscene:1" 
   )
   ( set-object-facing-object 
      "Beta" 
      "path_beta#cutscene:1" 
   )
   ( set-object-facing-object 
      "Gamma" 
      "path_gamma#cutscene:1" 
   )
   ( clear-goals "Alpha" "Beta" "Gamma" ) 
   ( add-goal 
      "Alpha" 
      ( ai-guard "Quebec 1 #cutscene" 89 ) 
   )
   ( add-goal 
      "Beta" 
      ( ai-guard "Quebec 2 #cutscene" 89 ) 
   )
   ( add-goal 
      "Gamma" 
      ( ai-guard "Quebec 4 #cutscene" 89 ) 
   )
   ( cap-waypoint-speed "<argument>" 30 ) 
   ( remove-sun-bitmap 0 ) 
   ( remove-background-bitmap 6 ) 
)
+Name: Teleport
+Repeat Count: 1
+Interval: 1
+Chained: 1
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( fade-in 100 255 255 255 ) 
   ( mission-set-subspace 1 ) 
   ( set-camera ) 
   ( set-camera-position 1000 2500 40000 ) 
   ( set-camera-facing 1000 2500 41000 ) 
   ( ship-effect 
      "Decloak" 
      0 
      "Quebec 1 #cutscene" 
      "Quebec 2 #cutscene" 
      "Quebec 3 #cutscene" 
      "Quebec 4 #cutscene" 
   )
)
+Name: cutscene 1
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( set-camera-facing-object 
      "pos_quebec#cutscene:2" 
      5000 
      1000 
      1000 
   )
)
+Name: cutscene 2
+Repeat Count: 1
+Interval: 1
+Chained: 2
+Event Log Flags: ( "true" "false" )

$Formula: ( every-time 
   ( and 
      ( is-event-true-delay "cutscene 2" 5 ) 
      ( = @anchor_cam[1] 1 ) 
   )
   ( set-camera-facing-object 
      "pos_quebec#cutscene:2" 
   )
)
+Name: cutscene 3
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-event-true-delay "cutscene 2" 5 ) 
   ( set-camera-position 
      1000 
      2500 
      37000 
      10000 
      1000 
      1000 
   )
)
+Name: cutscene 4
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-event-true-delay "cutscene 4" 9 ) 
   ( fade-out 2000 255 255 255 ) 
   ( modify-variable @anchor_cam[1] 0 ) 
)
+Name: cutscene 5
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( ship-vanish 
      "Quebec 1 #cutscene" 
      "Quebec 2 #cutscene" 
      "Quebec 3 #cutscene" 
      "Quebec 4 #cutscene" 
   )
   ( ship-effect 
      "Decloak" 
      0 
      "Sulaco Installation" 
      "Sulaco Tower A" 
      "Sulaco Tower B" 
      "Sulaco Tower C" 
      "Sulaco Hangar A" 
      "Sulaco Hangar B" 
      "Flak Battery #01" 
      "Flak Battery #02" 
      "Flak Battery #03" 
      "Flak Battery #04" 
      "Flak Battery #05" 
      "Flak Battery #06" 
      "Flak Battery #07" 
      "Flak Battery #08" 
      "Flak Battery #09" 
      "Flak Battery #10" 
      "Ras Dejen" 
      "Emden" 
      "Montero" 
      "Eiffel" 
      "STX Giorgo" 
      "STX Teresa" 
      "STX Linda" 
      "384th Delta" 
      "384th Epsilon" 
      "384th Zeta" 
   )
   ( mission-set-subspace 0 ) 
   ( add-sun-bitmap 
      "SunViolet" 
      30 
      0 
      80 
      100 
   )
   ( reset-camera ) 
)
+Name: Uncloack Sulaco
+Repeat Count: 1
+Interval: 1
+Chained: 2000
+Event Flags: ( "interval & delay use msecs" )
+Event Log Flags: ( "true" "false" )

$Formula: ( when-argument 
   ( every-of 
      "Alpha 1" 
      "Alpha 2" 
      "Alpha 3" 
      "Alpha 4" 
      "Beta 1" 
      "Beta 2" 
      "Beta 3" 
      "Beta 4" 
      "Gamma 1" 
      "Gamma 2" 
      "Gamma 3" 
      "Gamma 4" 
   )
   ( true ) 
   ( set-object-position 
      "Alpha 1" 
      ( get-object-x "pos_alpha#sulaco:1" ) 
      ( get-object-y "pos_alpha#sulaco:1" ) 
      ( get-object-z "pos_alpha#sulaco:1" ) 
   )
   ( set-object-position 
      "Alpha 2" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_alpha#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_alpha#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_alpha#sulaco:1" ) 
      )
   )
   ( set-object-position 
      "Alpha 3" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_alpha#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_alpha#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_alpha#sulaco:1" ) 
      )
   )
   ( set-object-position 
      "Alpha 4" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_alpha#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_alpha#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_alpha#sulaco:1" ) 
      )
   )
   ( set-object-position 
      "Beta 1" 
      ( get-object-x "pos_beta#sulaco:1" ) 
      ( get-object-y "pos_beta#sulaco:1" ) 
      ( get-object-z "pos_beta#sulaco:1" ) 
   )
   ( set-object-position 
      "Beta 2" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_beta#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_beta#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_beta#sulaco:1" ) 
      )
   )
   ( set-object-position 
      "Beta 3" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_beta#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_beta#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_beta#sulaco:1" ) 
      )
   )
   ( set-object-position 
      "Beta 4" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_beta#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_beta#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_beta#sulaco:1" ) 
      )
   )
   ( set-object-position 
      "Gamma 1" 
      ( get-object-x "pos_gamma#sulaco:1" ) 
      ( get-object-y "pos_gamma#sulaco:1" ) 
      ( get-object-z "pos_gamma#sulaco:1" ) 
   )
   ( set-object-position 
      "Gamma 2" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_gamma#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_gamma#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_gamma#sulaco:1" ) 
      )
   )
   ( set-object-position 
      "Gamma 3" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_gamma#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_gamma#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_gamma#sulaco:1" ) 
      )
   )
   ( set-object-position 
      "Gamma 4" 
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-x "pos_gamma#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -100 100 ) 
         ( get-object-y "pos_gamma#sulaco:1" ) 
      )
      ( + 
         ( rand-multiple -200 -100 ) 
         ( get-object-z "pos_gamma#sulaco:1" ) 
      )
   )
   ( set-object-orientation 
      "Alpha" 
      0 
      0 
      0 
   )
   ( set-object-orientation "Beta" 0 0 0 ) 
   ( set-object-orientation 
      "Gamma" 
      0 
      0 
      0 
   )
   ( clear-goals "Alpha" "Beta" "Gamma" ) 
   ( add-goal 
      "Alpha" 
      ( ai-guard "Alpha 1" 89 ) 
   )
   ( add-goal 
      "Beta" 
      ( ai-guard "Quebec 2 #sulaco" 89 ) 
   )
   ( add-goal 
      "Gamma" 
      ( ai-guard "Quebec 4 #sulaco" 89 ) 
   )
   ( cap-waypoint-speed "<argument>" 30 ) 
   ( fade-in 100 255 255 255 ) 
   ( player-not-use-ai ) 
   ( unprotect-ship "Alpha 1" ) 
   ( beam-unprotect-ship "Alpha 1" ) 
   ( warp-effect 
      ( get-object-x 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         -10 
      )
      ( get-object-y 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         -10 
      )
      ( get-object-z 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         -10 
      )
      ( get-object-x "Alpha 1" ) 
      ( get-object-y "Alpha 1" ) 
      ( get-object-z "Alpha 1" ) 
      100 
      5 
      46 
      46 
      0 
      0 
   )
   ( ship-lat-maneuver 
      "Alpha 1" 
      2000 
      0 
      0 
      100 
      ( true ) 
   )
   ( unlock-primary-weapon "Alpha 1" ) 
   ( unlock-secondary-weapon "Alpha 1" ) 
   ( unlock-afterburner "Alpha 1" ) 
)
+Name: Teleport to Sulaco
+Repeat Count: 1
+Interval: 1
+Chained: 500
+Event Flags: ( "interval & delay use msecs" )
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-arrived-delay 
      0 
      "Quebec 1 #sulaco" 
      "Quebec 2 #sulaco" 
      "Quebec 3 #sulaco" 
      "Quebec 4 #sulaco" 
   )
   ( send-message 
      "Quebec 1 #sulaco" 
      "High" 
      "Msg 1.1 - Q1" 
   )
)
+Name: Msg 1.1
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Sulaco Installation" 
      "High" 
      "Msg 1.2 - Sul" 
   )
)
+Name: Msg 1.2
+Repeat Count: 1
+Interval: 1
+Chained: 6
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Quebec 1 #sulaco" 
      "High" 
      "Msg 1.3 - Q1" 
   )
)
+Name: Msg 1.3
+Repeat Count: 1
+Interval: 1
+Chained: 10
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "High" 
      "Msg 1.4 - A1" 
   )
)
+Name: Msg 1.4
+Repeat Count: 1
+Interval: 1
+Chained: 7
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Beta 1" 
      "High" 
      "Msg 2.1 - B1" 
   )
)
+Name: Msg 2.1
+Repeat Count: 1
+Interval: 1
+Chained: 10
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Msg 2.2 - A2" 
   )
)
+Name: Msg 2.2
+Repeat Count: 1
+Interval: 1
+Chained: 3
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Beta 1" 
      "High" 
      "Msg 2.3 - B1" 
   )
)
+Name: Msg 2.3
+Repeat Count: 1
+Interval: 1
+Chained: 9
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Msg 2.4 - A2" 
   )
)
+Name: Msg 2.4
+Repeat Count: 1
+Interval: 1
+Chained: 7
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Msg 2.5 - A2" 
   )
)
+Name: Msg 2.5
+Repeat Count: 1
+Interval: 1
+Chained: 11
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Msg 2.6 - A2" 
   )
)
+Name: Msg 2.6
+Repeat Count: 1
+Interval: 1
+Chained: 14
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Msg 2.7 - A2" 
   )
)
+Name: Msg 2.7
+Repeat Count: 1
+Interval: 1
+Chained: 11
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Beta 1" 
      "High" 
      "Msg 2.8 - B1" 
   )
)
+Name: Msg 2.8
+Repeat Count: 1
+Interval: 1
+Chained: 15
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "High" 
      "Msg 2.9 - A1" 
   )
)
+Name: Msg 2.9
+Repeat Count: 1
+Interval: 1
+Chained: 13
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Msg 2.10 - A2" 
   )
)
+Name: Msg 2.10
+Repeat Count: 1
+Interval: 1
+Chained: 11
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Beta 1" 
      "High" 
      "Msg 2.11 - B1" 
   )
)
+Name: Msg 2.11
+Repeat Count: 1
+Interval: 1
+Chained: 5
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "High" 
      "Msg 2.12 - A1" 
   )
)
+Name: Msg 2.12
+Repeat Count: 1
+Interval: 1
+Chained: 6
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Msg 2.13 - A2" 
   )
)
+Name: Msg 2.13
+Repeat Count: 1
+Interval: 1
+Chained: 14
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "High" 
      "Msg 2.14 - A1" 
   )
)
+Name: Msg 2.14
+Repeat Count: 1
+Interval: 1
+Chained: 4
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Msg 2.15 - A2" 
   )
)
+Name: Msg 2.15
+Repeat Count: 1
+Interval: 1
+Chained: 7
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Msg 2.16 - A2" 
   )
)
+Name: Msg 2.16
+Repeat Count: 1
+Interval: 1
+Chained: 16
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Msg 2.17 - A2" 
   )
)
+Name: Msg 2.17
+Repeat Count: 1
+Interval: 1
+Chained: 14
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Msg 2.18 - A2" 
   )
)
+Name: Msg 2.18
+Repeat Count: 1
+Interval: 1
+Chained: 12
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Msg 2.19 - A2" 
   )
)
+Name: Msg 2.19
+Repeat Count: 1
+Interval: 1
+Chained: 7
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Msg 2.20 - A2" 
   )
)
+Name: Msg 2.20
+Repeat Count: 1
+Interval: 1
+Chained: 12
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Msg 2.21 - A2" 
   )
)
+Name: Msg 2.21
+Repeat Count: 1
+Interval: 1
+Chained: 11
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Msg 2.22 - A2" 
   )
)
+Name: Msg 2.22
+Repeat Count: 1
+Interval: 1
+Chained: 15
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "High" 
      "Msg 2.23 - A1" 
   )
)
+Name: Msg 2.23
+Repeat Count: 1
+Interval: 1
+Chained: 10
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Msg 2.24 - A2" 
   )
)
+Name: Msg 2.24
+Repeat Count: 1
+Interval: 1
+Chained: 4
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Constellation" 
      "High" 
      "Msg 2.25 - Consti" 
   )
)
+Name: Msg 2.25
+Repeat Count: 1
+Interval: 1
+Chained: 11
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Constellation" 
      "High" 
      "Msg 2.26 - Consti" 
   )
)
+Name: Msg 2.26
+Repeat Count: 1
+Interval: 1
+Chained: 15
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Constellation" 
      "High" 
      "Msg 2.27 - Consti" 
   )
)
+Name: Msg 2.27
+Repeat Count: 1
+Interval: 1
+Chained: 15
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Msg 2.28 - A2" 
   )
)
+Name: Msg 2.28
+Repeat Count: 1
+Interval: 1
+Chained: 15
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "High" 
      "Msg 2.29 - A1" 
   )
)
+Name: Msg 2.29
+Repeat Count: 1
+Interval: 1
+Chained: 3
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( fade-out 4000 ) 
   ( modify-variable @Trigger01[0] 1 ) 
)
+Name: victory -> fade-out
+Repeat Count: 1
+Interval: 1
+Chained: 8
+Event Log Flags: ( "true" "false" )

$Formula: ( when ( true ) ( end-mission ) ) 
+Name: end-mission victory
+Repeat Count: 1
+Interval: 1
+Chained: 4
+Event Log Flags: ( "true" "false" )

$Formula: ( when-argument 
   ( any-of 
      "Quebec 1" 
      "Quebec 2" 
      "Quebec 3" 
      "Quebec 4" 
   )
   ( is-destroyed-delay 5 "<argument>" ) 
   ( fade-out 1000 ) 
)
+Name: failed -> fade-out
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

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

$Formula: ( when 
   ( and 
      ( = @Trigger01[0] 1 ) 
      ( has-departed-delay 
         0 
         "Quebec 1" 
         "Quebec 2" 
         "Quebec 3" 
         "Quebec 4" 
      )
   )
   ( do-nothing ) 
)
+Name: Prtc Quebec
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Escort Quebec", -1)
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-destroyed-delay 0 "Cancer" ) 
   ( do-nothing ) 
)
+Name: Cancer
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Cancer", -1)
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-destroyed-delay 0 "Pisces" ) 
   ( do-nothing ) 
)
+Name: Pisces
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Pisces", -1)
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-destroyed-delay 0 "Libra" ) 
   ( do-nothing ) 
)
+Name: Libra
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Intercept Yellow", -1)
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-destroyed-delay 0 "Capricorn" ) 
   ( do-nothing ) 
)
+Name: Capricorn
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Libra", -1)
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-destroyed-delay 0 "Aquarius" ) 
   ( do-nothing ) 
)
+Name: Aquarius
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Sagittarius", -1)
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-destroyed-delay 0 "Zepar" ) 
   ( do-nothing ) 
)
+Name: Zepar
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Zepar", -1)
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-destroyed-delay 0 "Gemini" ) 
   ( do-nothing ) 
)
+Name: Gemini
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Gemini", -1)
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-destroyed-delay 0 "Virgo" ) 
   ( do-nothing ) 
)
+Name: Virgo
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Virgo", -1)
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-arrived-delay 
      66 
      "Quebec 4 #sulaco" 
   )
   ( add-goal 
      "STX Teresa" 
      ( ai-undock 89 ) 
   )
   ( add-goal 
      "STX Teresa" 
      ( ai-waypoints-once "Teresa_path" 80 ) 
   )
)
+Name: Teresa moves out
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( < 
      ( distance-to-center 
         "STX Teresa" 
         "Teresa_path:1" 
      )
      10 
   )
   ( add-goal 
      "STX Linda" 
      ( ai-undock 89 ) 
   )
   ( add-goal 
      "STX Linda" 
      ( ai-waypoints-once "Linda_Path" 80 ) 
   )
)
+Name: Linda moves out
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( add-goal 
      "STX Giorgo" 
      ( ai-undock 89 ) 
   )
   ( add-goal 
      "STX Giorgo" 
      ( ai-waypoints-once "Giorgo_path" 80 ) 
   )
)
+Name: Giorgo moves out
+Repeat Count: 1
+Interval: 1
+Chained: 10
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( clear-goals "384th Delta" ) 
   ( add-goal 
      "384th Delta" 
      ( ai-guard "STX Giorgo" 89 ) 
   )
)
+Name: 384th Delta moves
+Repeat Count: 1
+Interval: 1
+Chained: 5
+Event Log Flags: ( "true" "false" )

#Goals		;! 1 total

$Type: Primary
+Name: Escort Quebec (p)
$MessageNew:  XSTR("Escort Quebec to Sulaco", -1)
$end_multi_text
$Formula: ( and 
   ( is-event-true-delay 
      "victory -> fade-out" 
      0 
   )
   ( percent-ships-departed 
      100 
      "Quebec 1" 
      "Quebec 2" 
      "Quebec 3" 
      "Quebec 4" 
   )
)
+No music

#Waypoints		;! 16 lists total

$Name: Quebec_path
$List: (		;! 1 points in list
	( 112000.000000, 3000.000000, 0.000000 )
)

$Name: Quebec_Station_1
$List: (		;! 1 points in list
	( -489.299988, 3000.000000, 2500.000000 )
)

$Name: pos_alpha#cutscene
$List: (		;! 1 points in list
	( 2507.174316, 3000.000000, 38667.953125 )
)

$Name: pos_beta#cutscene
$List: (		;! 1 points in list
	( 1398.199707, 3000.000000, 37963.843750 )
)

$Name: pos_gamma#cutscene
$List: (		;! 1 points in list
	( 2407.604004, 3000.000000, 37334.734375 )
)

$Name: pos_alpha#sulaco
$List: (		;! 1 points in list
	( 0.000000, 3000.000000, 0.000000 )
)

$Name: pos_beta#sulaco
$List: (		;! 1 points in list
	( -1108.976563, 3000.000000, -902.284485 )
)

$Name: pos_gamma#sulaco
$List: (		;! 1 points in list
	( -99.570313, 3000.000000, -1387.490845 )
)

$Name: Quebec_path#cutscene
$List: (		;! 1 points in list
	( 2005.400024, 3000.000000, 60000.000000 )
)

$Name: pos_quebec#cutscene
$List: (		;! 4 points in list
	( 2003.199951, 3000.000000, 39010.199219 )
	( 2007.418823, 3000.000000, 38495.503906 )
	( 1998.981201, 3000.000000, 38010.343750 )
	( 2015.856323, 3000.000000, 37491.433594 )
)

$Name: path_alpha#cutscene
$List: (		;! 1 points in list
	( 2507.300049, 3000.000000, 60000.000000 )
)

$Name: path_beta#cutscene
$List: (		;! 1 points in list
	( 1389.690186, 3000.000000, 59090.316406 )
)

$Name: path_gamma#cutscene
$List: (		;! 1 points in list
	( 2403.333740, 3000.000000, 58596.488281 )
)

$Name: Giorgo_path
$List: (		;! 1 points in list
	( 60.598511, 0.000000, 10054.246094 )
)

$Name: Linda_Path
$List: (		;! 1 points in list
	( 350.000000, 0.000000, 10000.000000 )
)

$Name: Teresa_path
$List: (		;! 2 points in list
	( 2343.496582, 0.000000, 6016.764648 )
	( 700.000000, 0.000000, 10035.299805 )
)

#Messages		;! 53 total


$Name: Intro 01 - Q1
$Team: -1
$MessageNew:  XSTR("Subspace transit is finished. Radar is clear. Resetting jump clock. We need six minutes to recharge our drives.", -1)
$end_multi_text
+AVI Name: Head-IncMsg
+Wave Name: emptymsg.wav

$Name: Intro 02 - A1
$Team: -1
$MessageNew:  XSTR("Understood, Quebec. You heard it, people. Keep your eyes open. One more jump and we're there. Fingers crossed luck stays with us.", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: Intro 03 - A2
$Team: -1
$MessageNew:  XSTR("As if. This place already looks spooky with that rock back there...", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: 1st wave here 1 - B1
$Team: -1
$MessageNew:  XSTR("I am tracking inbound subspace events. Eight Shivan fighters have appeared.", -1)
$end_multi_text
+AVI Name: Head-VP2
+Wave Name: emptymsg.wav

$Name: 1st wave here 2 - A1
$Team: -1
$MessageNew:  XSTR("Now that didn't take long. They must have been lingering nearby,", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: 1st wave here 3 - A2
$Team: -1
$MessageNew:  XSTR("Or hiding,..", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Libra here 1 - B1
$Team: -1
$MessageNew:  XSTR("Incoming hostile indicators! A wing of Maras.", -1)
$end_multi_text
+AVI Name: Head-VP2
+Wave Name: emptymsg.wav

$Name: Basilisks here 1 - A2
$Team: -1
$MessageNew:  XSTR("Yo! Looks we've got some heavy metal rolling in here. Six Basilisks. Watch out for ordnance!", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Basilisks here 2 - A1
$Team: -1
$MessageNew:  XSTR("Damn, I don't like this. There is too many for them for this to be some random patrol we ran into. Quebec, can you notify Sulaco about this?", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: Basilisks here 3 - Q1
$Team: -1
$MessageNew:  XSTR("Roger that, Alpha 1. ", -1)
$end_multi_text
+AVI Name: Head-IncMsg
+Wave Name: emptymsg.wav

$Name: 1st wave down 1 - A1
$Team: -1
$MessageNew:  XSTR("And that's the last of them. Good shooting, people. Any response from Sulaco, Quebec?", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: 1st wave down 2 - Q1
$Team: -1
$MessageNew:  XSTR("Yes. They are forwarding this to the Constellation. She will be entering the system in half an hour.", -1)
$end_multi_text
+AVI Name: Head-IncMsg
+Wave Name: emptymsg.wav

$Name: 1st wave down 3 - A2
$Team: -1
$MessageNew:  XSTR("Good. This area should be on the top of their list for heavy recon.", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Zepar here 1 - A1
$Team: -1
$MessageNew:  XSTR("A warship has jumped in. Cain-class. Two wings of Maras flying escort.", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: Zepar here 2 - Q1
$Team: -1
$MessageNew:  XSTR("She is not in range yet. You better take out that main gun, flyboys!", -1)
$end_multi_text
+AVI Name: Head-IncMsg
+Wave Name: emptymsg.wav

$Name: Zepar here 3 - A1
$Team: -1
$MessageNew:  XSTR("Don't worry, Quebec. We have this under control. Just stay your course. Alright, people. Do this by the numbers. Form up and hit those fighters. I'll disarm the Zepar.", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: Zepar down - B1
$Team: -1
$MessageNew:  XSTR("The SC Zepar is down!", -1)
$end_multi_text
+AVI Name: Head-VP2
+Wave Name: emptymsg.wav

$Name: 2nd wave down 1 - A1
$Team: -1
$MessageNew:  XSTR("Radar is clear again. Resume escort formation, people, and maintain radio silence.", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: Quebec moves out - Q1
$Team: -1
$MessageNew:  XSTR("Quebec here. Subspace engines are ready for the final jump. Follow us out, squadron.", -1)
$end_multi_text
+AVI Name: Head-IncMsg
+Wave Name: emptymsg.wav

$Name: Msg 1.1 - Q1
$Team: -1
$MessageNew:  XSTR("Sulaco control, this is Quebec. Requesting permission to dock.", -1)
$end_multi_text
+AVI Name: Head-IncMsg
+Wave Name: emptymsg.wav

$Name: Msg 1.2 - Sul
$Team: -1
$MessageNew:  XSTR("Quebec, this is Sulaco Control. Permission granted. Transmitting the docking codes now. Glad to see you made it.", -1)
$end_multi_text
+AVI Name: Head-CM2
+Wave Name: emptymsg.wav

$Name: Msg 1.3 - Q1
$Team: -1
$MessageNew:  XSTR("Thank you very much. We had one hell of an escort out there. Moving to dock now.", -1)
$end_multi_text
+AVI Name: Head-IncMsg
+Wave Name: emptymsg.wav

$Name: Msg 1.4 - A1
$Team: -1
$MessageNew:  XSTR("Looks like we made it, people. At least for now. Maintain escort formation until we are within Sulaco's perimeter.", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: Msg 2.1 - B1
$Team: -1
$MessageNew:  XSTR("This is a most impressive installation.", -1)
$end_multi_text
+AVI Name: Head-VP2
+Wave Name: emptymsg.wav

$Name: Msg 2.2 - A2
$Team: -1
$MessageNew:  XSTR("Sulaco - the lone capital they once called it. Backwater post and center of the biggest corporate empire in history all at the same time.", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.3 - B1
$Team: -1
$MessageNew:  XSTR("I find it highly peculiar to operate an installation of this magnitude in an otherwise empty system.", -1)
$end_multi_text
+AVI Name: Head-VP2
+Wave Name: emptymsg.wav

$Name: Msg 2.4 - A2
$Team: -1
$MessageNew:  XSTR("The systems beyond Ross 128 where all discovered only shortly before the outbreak of the 14-year-war and within only a few couple of years. So all the sudden there was a lot to explore.", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.5 - A2
$Team: -1
$MessageNew:  XSTR("Sulaco was built as a self-sufficient refueling station - which it still is today. Back then it should serve as a springboard for expeditions into the systems beyond. The last outpost of civilization before the wilderness.", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.6 - A2
$Team: -1
$MessageNew:  XSTR("The reason why there's nothing else here in Luyten simply is that the system has nothing to offer economically. Quite in contrast to Wolf 359 and Alphard.", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.7 - A2
$Team: -1
$MessageNew:  XSTR("When the Vasudan War broke out those systems and their ressources where suddenly of utmost strategic importance. The Costaguana Group made a fortune exploiting those resources and rose to the biggest private enterprise in human history during the war.", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.8 - B1
$Team: -1
$MessageNew:  XSTR("This is highly fascinating. I find it astonishing how Terrans divide power among themselves and often turn it against each other. Vasudan society follows a whole different philosophy.", -1)
$end_multi_text
+AVI Name: Head-VP2
+Wave Name: emptymsg.wav

$Name: Msg 2.9 - A1
$Team: -1
$MessageNew:  XSTR("It's probably because we come from a rich world with an abundance of resources to fight over. The Vasudan society could never afford such fights without risking extinction.", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: Msg 2.10 - A2
$Team: -1
$MessageNew:  XSTR("It's not like we haven't wasted Earth pretty good in the 20th and 21st centuries. ", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.11 - B1
$Team: -1
$MessageNew:  XSTR("But what happened with the Costaguana Group? Commander Gaeta implied that it is now gone.", -1)
$end_multi_text
+AVI Name: Head-VP2
+Wave Name: emptymsg.wav

$Name: Msg 2.12 - A1
$Team: -1
$MessageNew:  XSTR("Empires come and go. After the Great War it was gradually losing market shares to competitors and eventually taken over. Most of its former assets now belong to STX Explorations and RNI Systems.", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: Msg 2.13 - A2
$Team: -1
$MessageNew:  XSTR("Yeah, that's the short and kind version of it. ", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.14 - A1
$Team: -1
$MessageNew:  XSTR("Well, I didn't want to take away your opportunity to give us the long and unkind version, professor Monaghan.", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: Msg 2.15 - A2
$Team: -1
$MessageNew:  XSTR("Thanks. I really appreciate that. Anyways, with the GTA collapsing after the Great War, all political checks that contained Megacorps like Costaguana ceased to exist. Local governments were too weak to fill that gap.", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.16 - A2
$Team: -1
$MessageNew:  XSTR("Costaguana is the prime example for that. The controlled all the trade routes out here all the way from Ross 128. They even had the biggest military force. So what do you do?", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.17 - A2
$Team: -1
$MessageNew:  XSTR("You transform your corporate empire into a government. The Luyten New Alliance was hardly more than a constitutional poster child for Costaguana. At least in my opinion.", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.18 - A2
$Team: -1
$MessageNew:  XSTR("I mean, the fact alone that the LNA's capital was here at Sulaco and not in Alphard or Wolf, says everything.", -1)
$end_multi_text

$Name: Msg 2.19 - A2
$Team: -1
$MessageNew:  XSTR("It wasn't until after BETAC, when the regional Blocs were dismantled and political power partly transferred back to local governments and to the General Assembly, that Costaguana's power started to fade.", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.20 - A2
$Team: -1
$MessageNew:  XSTR("They had made a lot of enemies, most notably STX and RNI, so those didn't have to be asked for long to claim their share of the pie. And neither did the people.", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.21 - A2
$Team: -1
$MessageNew:  XSTR("A lot of folks out here are on bad terms with big business nowadays. And even though Alphard is one of the biggest industrial hubs in Terran space, it's very far away from everything else. And not only in physical distance.", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.22 - A2
$Team: -1
$MessageNew:  XSTR("So losing Sulaco would not only constitute a noteworthy logistical clusterfuck, but also cut the symbolic connection between the systems beyond Luyten and the rest of the GTVA.", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.23 - A1
$Team: -1
$MessageNew:  XSTR("Now that's really exaggerating, don't you think?", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: Msg 2.24 - A2
$Team: -1
$MessageNew:  XSTR("No, I don't. Serously, with the new Fleet Reconstruction and Arms Program and the way they're implementing it, they're not making friends out here. ", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.25 - Consti
$Team: -1
$MessageNew:  XSTR("One Group, Constellation control. Listen up. Our scout wings have found the Kartikeya. The assault squadron is being deployed as we speak. The Constellation will proceed to Sulaco. ", -1)
$end_multi_text
+AVI Name: Head-IncMsg
+Wave Name: emptymsg.wav

$Name: Msg 2.26 - Consti
$Team: -1
$MessageNew:  XSTR("Our ETA is a little over five hours. From her current position, the Kartikeya could be there within four or less. Seven and Eight Groups will attempt to hit her navigation and engine systems to delay their approach. ", -1)
$end_multi_text
+AVI Name: Head-IncMsg
+Wave Name: emptymsg.wav

$Name: Msg 2.27 - Consti
$Team: -1
$MessageNew:  XSTR("Your orders, One Group, are to dock with Sulaco for R&R and stand by for re-deployment. We need you rested and ready when the showdown begins. Sulaco will keep you posted. Constellation out.", -1)
$end_multi_text
+AVI Name: Head-IncMsg
+Wave Name: emptymsg.wav

$Name: Msg 2.28 - A2
$Team: -1
$MessageNew:  XSTR("Fantastic...", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.29 - A1
$Team: -1
$MessageNew:  XSTR("Indeed, Monaghan. Sulaco, this is 88th leader. Requesting permission to dock.", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: Zepar here 1 - A2
$Team: -1
$MessageNew:  XSTR("Oi! Enemy cruiser on scope. Cain-class. ", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

#Reinforcements		;! 0 total


#Background bitmaps		;! 7 total

$Num stars: 0
$Ambient light level: 7960953

$Bitmap List:
$Sun: SunViolet
+Angles: 5.235988 0.000000 5.235988
+Scale: 2.000000
$Starbitmap: NebulD2-Main
+Angles: 0.000000 0.000000 1.745329
+ScaleX: 6.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: NebulH6-Whisp
+Angles: 0.000000 0.000000 1.361357
+ScaleX: 10.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: NebulD7-Whisp
+Angles: 2.111848 0.000000 1.710423
+ScaleX: 8.000000
+ScaleY: 8.000000
+DivX: 1
+DivY: 1
$Starbitmap: NebulH11-Whisp
+Angles: 5.445427 0.000000 0.994838
+ScaleX: 5.000000
+ScaleY: 5.000000
+DivX: 1
+DivY: 1
$Starbitmap: NebulD11-Whisp
+Angles: 5.393067 0.000000 1.221730
+ScaleX: 4.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: NebulD12-Whisp
+Angles: 5.951573 0.000000 1.047198
+ScaleX: 5.000000
+ScaleY: 2.000000
+DivX: 1
+DivY: 1
$Starbitmap: Capella3-1
+Angles: 0.349066 1.658063 4.886922
+ScaleX: 1.000000
+ScaleY: 1.000000
+DivX: 1
+DivY: 1

#Asteroid Fields

#Music

$Event Music: 3: Leviticus
$Briefing Music: Brief7

#End

