#Mission Info

$Version: 0.10
$Name:  XSTR("A voice in the wilderness", -1)
$Author: Shaun Williams
$Created: 07/15/05 at 16:36:07
$Modified: 04/17/23 at 17:31:08
$Notes:
Edited by wesp5
This is a MAG created mission
$End Notes:

$Mission Desc:
 XSTR("Aliens!", -1)
$end_multi_text

+Game Type Flags: 1

+Flags: 262848

+Disallow Support: 1

+Hull Repair Ceiling: 88.000000

+Subsystem Repair Ceiling: 100.000000

+Viewer pos: -13975.903320, 32986.433594, -4844.593262
+Viewer orient:
	0.789582, -0.000002, -0.613645,
	0.484418, 0.613867, 0.623303,
	0.376695, -0.789410, 0.484699


$Load Screen 640:	b5savitwild.tga
$Load Screen 1024:	b5savitwild.tga

;;FSO 3.6.0;; $Skybox Model: SB_Starfield.pof

$AI Profile: TBP
; changed by wesp5



#Sexp_variables

$Variables:
(
		74		"Unknown Ship"			"0"		"block"
		75		"Unknown Ship"			"189000"	"block"
		76		"Alpha 1"			"5000"		"block"
		77		"Alpha 1"			"3440"		"block"
		78		"Unknown Ship"			"875"		"block"
		79		"Unknown Ship"			"1750"		"block"
		80		"Unknown Ship"			"150"		"block"
		81		"Unknown Ship"			"6000"		"block"
		82		"Unknown Ship"			"1"		"block"
		83		"Unknown Ship"			"437"		"block"
		84		"Unknown Ship"			"8000"		"block"
		85		"Unknown Ship"			"340000"	"block"
		86		"Babylon 5"			"1000"		"block"
		87		"Babylon 5"			"300000"	"block"
		88		"Civilian transport 5"		"800"		"block"
		89		"Civilian transport 5"		"1200"		"block"
		90		"Civilian transport 5"		"180"		"block"
		91		"Civilian transport 5"		"5000"		"block"
		92		"Civilian transport 5"		"1"		"block"
		93		"Civilian transport 5"		"100"		"block"
		94		"Civilian transport 4"		"900"		"block"
		95		"Civilian transport 4"		"1300"		"block"
		96		"Civilian transport 4"		"180"		"block"
		97		"Civilian transport 4"		"5000"		"block"
		98		"Civilian transport 4"		"1"		"block"
		99		"Civilian transport 4"		"100"		"block"
)

#Command Briefing

#Briefing
$start_briefing
$num_stages: 1
$start_stage
$multi_text
 XSTR("A voice in the wilderness

An alien ship has just entered our sector and we are unable to establish contact. We are not sure of their intentions, so you are tasked to patrol Babylon 5 and await further orders.", -1)
$end_multi_text
$voice: b5_2_ambient.wav
$camera_pos: -17959.414063, 25545.033203, -5810.752441
$camera_orient:
	0.789582, -0.000002, -0.613645,
	0.484418, 0.613867, 0.623303,
	0.376695, -0.789410, 0.484699
$camera_time: 500
$num_lines: 0
$num_icons: 0
$Flags: 0
$Formula: ( true ) 
$end_stage
$end_briefing

#Debriefing_info

$Num stages: 3

$Formula: ( not 
   ( is-destroyed-delay 
      0 
      "Civilian Transport" 
   )
)
$Multi text
    XSTR("Excellent job, you made sure all the civilian transports survived the alien attack.", -1)
$end_multi_text
$Voice: well done congrats.wav
$Recommendation text:
    XSTR("x
x
", -1)
$end_multi_text

$Formula: ( is-event-true-delay 
   "well done b5 safe" 
   0 
)
$Multi text
    XSTR("Well done pilots, Babylon 5 is safe and the attacking alien ship has been neutralised. We have just started an investigation who this new alien race may be.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("x
x
", -1)
$end_multi_text

$Formula: ( is-event-true-delay "We lost B5" 0 ) 
$Multi text
    XSTR("Well done pilots, you managed to survive but unfortunately Babylon 5 has been destroyed. Thousands and thousands of humans and aliens have died today. The attacking alien ship has been neutralised and Earth Dome has requested that this new race must be found. Many other races such as the Narn, the League of non-aligned worlds and more demand justice to be brought to this race for its murder of the citizens aboard Babylon 5...", -1)
$end_multi_text
$Voice: you do nothing.wav
$Recommendation text:
    XSTR("x
x
", -1)
$end_multi_text

#Alternate Types:
$Alt: Alpha Leader
$Alt: Centauri Liner
$Alt: Garribaldi
$Alt: EA Babylon station
$Alt: EA B5 Station
$Alt: EA Freighter
$Alt: Centauri liner
$Alt: Minbari transport
$Alt: EA Cruiser
$Alt: Unknown

#end


#Players		;! 1 total

$Starting Shipname: Alpha 1
$Ship Choices: (
	"EA Aurora"		4
	"EA Aurora MK1"		12
	"EA Tiger"		12
	"EA Badger"		12
	"EA Thunderbolt"	12
	"EA Thunderbolt#Bomber"	12
	"PSI Aurora"		12
	"PSI Badger"		12
	"PSI Thunderbolt"	12
	"PSI Thunderbolt#Bomber"12
	"EA Valkyrie"		12
	"EA 109 Zephyr"		12
	"EA Skylark"		6
	"CR Sentri"		12
	"CR Rutarian"		12
	"NR Frazi"		12
	"NR Gorith"		12
	"NR Freighter"		6
	"MF Nial"		12
	"MF Tishat"		12
	"MF Lintira"		12
	"ISA Bluestar"		12
	"ISA Whitestar"		12
	"BI Falkosi"		12
	"BI Halik"		12
	"DF Fanged Serpent"	12
	"DF Sky Serpent"	12
	"DH Fighter"		12
	"DH Raider"		12
	"VE Fighter"		12
	"SH Fighter"		12
	"SH Chaser"		12
	"SH Heavy Assault"	12
	"SH Guardian"		12
	"SH Scout"		12
	"DI Thorun"		12
	"TS Fighter"		12

)

+Weaponry Pool: (
	"30mm Pulse"		48
	"33mm Pulse"		48
	"35mm Pulse"		48
	"40mm Pulse"		48
	"45mm Pulse"		48
	"60mm Pulse"		48
	"42mm Plasma"		48
	"43mm Plasma"		48
	"45mm Fusion"		48
	"Disruptor"		48
	"Particle Array"	48
	"Light Ion Accelerator"	48
	"Ion Accelerator"	48
	"52mm Pulse"		48
	"75mm Pulse"		48
	"100mm Pulse"		48
	"Neutron Gun"		48
	"Light Fusion"		48
	"Drazi 35mm"		48
	"Brakiri 32mm"		48
	"Brakiri 57mm"		48
	"BI XRay Gun"		48
	"WS Pulsed Fusion"	48
	"WS Pulsed Neutron"	48
	"Pulsed Fusion"		48
	"WS Neutron Beam#player"24
	"WS Neutron Beam"	24
	"DH Neutron Pulse"	24
	"DH Light Neutron Beam"	24
	"VE Lightning Cannon"	24
	"SH Quantum Bolt"	24
	"SH Quantum Pulse"	24
	"SH LightAAA"		24
	"SH HeavyAAA"		24
	"Burst Particle Cannon"	24
	"TS Fireball Cannon"	24
	"<None>"	600
	"EA Venom 1"	2400
	"EA Venom 2"	2400
	"EA Panther"	600
	"EA Bulldog"	600
	"CR Asari"	600
	"NR Ta'Lon"	524
	"NR T'Kor"	500
	"MF Shokrai"	500
	"MF Tlez'iar"	500
	"ISA Dralfi"	500
	"SH Shard Bomb" 500
	"BI Meteor Shower"	2400
	"DI Deathwalker"	500
)

#Objects		;! 31 total

$Name: Alpha 1		;! Object #1
$Class: EA Aurora
$Team: Friendly
$Location: -3832.467773, 0.000844, 24622.160156
$Orientation:
	-0.768019, -0.121438, 0.628810,
	-0.135979, 0.990392, 0.025187,
	-0.625827, -0.066161, -0.777153
$AI Behavior: Guard
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Secondary Banks: ( "EA Panther" "EA Panther" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "player-start" )
+Flags2: ( "no-subspace-drive" )
+Respawn priority: 0
+Special Hitpoint index: 76
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Alpha 2		;! Object #14
$Class: EA Aurora
$Team: Friendly
$Location: -3805.907959, -0.021753, 24602.466797
$Orientation:
	-0.723738, 0.000000, 0.690075,
	0.000000, 1.000000, 0.000000,
	-0.690075, 0.000000, -0.723738
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Hotkey: 7		; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Alpha 3		;! Object #15
$Class: EA Aurora
$Team: Friendly
$Location: -3778.875488, -0.021736, 24583.009766
$Orientation:
	-0.723738, 0.000000, 0.690075,
	0.000000, 1.000000, 0.000000,
	-0.690075, 0.000000, -0.723738
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Secondary Banks: ( "EA Panther" "EA Panther" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Hotkey: 7		; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 40

$Name: Alpha 4		;! Object #16
$Class: EA Aurora
$Team: Friendly
$Location: -3859.246582, -0.021685, 24643.302734
$Orientation:
	-0.723738, 0.000000, 0.690075,
	0.000000, 1.000000, 0.000000,
	-0.690075, 0.000000, -0.723738
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Hotkey: 7		; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Epsilon System Jumpgate		;! Object #0
$Class: Jumpgate vortex generator
$Team: Non Combatant
$Location: 0.000000, 0.000000, 0.000000
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Babylon 5		;! Object #2
$Class: Babylon 5 (S1)
$Alt: EA B5 Station

$Team: Friendly
$Location: -5587.904297, -0.000462, 26306.445313
$Orientation:
	-0.604552, 0.000000, -0.796566,
	0.000000, 1.000000, 0.000000,
	0.796566, 0.000000, -0.604552
$AI Behavior: Get behind
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 94
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: rotationa
$Damage: 12
+Subsystem: turret01a-base
$Damage: 100
+Subsystem: turret02a-base
$Damage: 100
+Subsystem: turret03a-base
$Damage: 100
+Subsystem: turret04a-base
$Damage: 100
+Subsystem: turret05a-base
$Damage: 100
+Subsystem: turret06a-base
$Damage: 100
+Subsystem: turret07a-base
$Damage: 100
+Subsystem: turret08a-base
$Damage: 100
+Subsystem: turret09a-base
$Damage: 100
+Subsystem: turret10a-base
$Damage: 100
+Subsystem: turret11a-base
$Damage: 100
+Subsystem: turret12a-base
$Damage: 100
+Subsystem: turret13a-base
$Damage: 100
+Subsystem: turret14a-base
$Damage: 100
+Subsystem: turret15a-base
$Damage: 100
+Subsystem: turret16a-base
$Damage: 100
+Subsystem: turret17a-base
$Damage: 100
+Subsystem: turret18a-base
$Damage: 100
+Subsystem: turret19a-base
$Damage: 100
+Subsystem: turret20a-base
$Damage: 100
+Subsystem: turret21a-base
$Damage: 100
+Subsystem: turret22a-base
$Damage: 100
+Subsystem: turret23a-base
$Damage: 100
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 2
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 500

$Name: Civilian transport 1		;! Object #3
$Class: EA Freighter 1
$Alt: EA Freighter

$Team: Friendly
$Location: -2593.997314, 0.002261, 23397.957031
$Orientation:
	-0.082598, -0.151362, -0.985022,
	-0.048114, 0.987852, -0.147762,
	0.995421, 0.035188, -0.088878
$AI Behavior: None
$Cargo 1:  XSTR("Designer clothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 200

$Name: Civilian transport 3		;! Object #4
$Class: CR Scarab
$Alt: Centauri Liner

$Team: Friendly
$Location: -6695.247559, -0.005848, 25725.125000
$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("Alien clothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03a
+Subsystem: turret04a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 200

$Name: Maintenance bot 1		;! Object #5
$Class: EA Maintenance Bot
$Team: Friendly
$Location: -9478.710938, -0.021351, 28073.027344
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Civilian transport 4		;! Object #6
$Class: EA Fuel Tanker
$Team: Friendly
$Location: -10458.931641, 0.003603, 28532.888672
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Special Exp index: 94
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 200

$Name: Civilian transport 5		;! Object #7
$Class: EA Fuel Tanker
$Team: Friendly
$Location: -5540.114258, 0.000856, 25277.695313
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Special Exp index: 88
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 200

$Name: Civilian transport 2		;! Object #8
$Class: NR Freighter
$Team: Friendly
$Location: -6377.270020, 0.001591, 25850.494141
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: Get behind
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01-base
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 200

$Name: Maintenance bot 2		;! Object #9
$Class: EA Maintenance Bot
$Team: Friendly
$Location: -9402.941406, -0.022144, 28224.294922
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Maintenance bot 3		;! Object #10
$Class: EA Maintenance Bot
$Team: Friendly
$Location: -9334.722656, -0.021495, 28154.267578
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Maintenance bot 4		;! Object #11
$Class: EA Maintenance Bot
$Team: Friendly
$Location: -9275.200195, -0.021419, 28258.439453
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Maintenance bot 5		;! Object #12
$Class: EA Maintenance Bot
$Team: Friendly
$Location: -9435.879883, -0.021319, 28141.611328
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Maintenance bot 6		;! Object #13
$Class: EA Maintenance Bot
$Team: Friendly
$Location: -9500.810547, -0.021233, 28136.859375
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Delta 1		;! Object #17
$Class: EA Aurora
$Team: Friendly
$Location: -3876.772949, 9.660645, 24545.863281
$Orientation:
	-0.770231, 0.000000, 0.637765,
	0.000000, 1.000000, 0.000000,
	-0.637765, 0.000000, -0.770231
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Secondary Banks: ( "EA Panther" "EA Panther" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 60

$Name: Delta 2		;! Object #18
$Class: EA Aurora
$Team: Friendly
$Location: -3841.876465, 9.660645, 24518.173828
$Orientation:
	-0.770231, 0.000000, 0.637765,
	0.000000, 1.000000, 0.000000,
	-0.637765, 0.000000, -0.770231
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Delta 3		;! Object #19
$Class: EA Aurora
$Team: Friendly
$Location: -3814.909424, 9.660614, 24497.785156
$Orientation:
	-0.770231, 0.000000, 0.637765,
	0.000000, 1.000000, 0.000000,
	-0.637765, 0.000000, -0.770231
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Secondary Banks: ( "EA Panther" "EA Panther" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 40

$Name: Delta 4		;! Object #20
$Class: EA Aurora
$Team: Friendly
$Location: -3908.887451, 9.660614, 24568.837891
$Orientation:
	-0.770231, 0.000000, 0.637765,
	0.000000, 1.000000, 0.000000,
	-0.637765, 0.000000, -0.770231
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Delta 5		;! Object #21
$Class: EA Aurora
$Team: Friendly
$Location: -3941.401123, 9.660599, 24593.527344
$Orientation:
	-0.770231, 0.000000, 0.637765,
	0.000000, 1.000000, 0.000000,
	-0.637765, 0.000000, -0.770231
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Secondary Banks: ( "EA Panther" "EA Panther" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Delta 6		;! Object #22
$Class: EA Aurora
$Team: Friendly
$Location: -3773.802246, 9.660629, 24465.595703
$Orientation:
	-0.770231, 0.000000, 0.637765,
	0.000000, 1.000000, 0.000000,
	-0.637765, 0.000000, -0.770231
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Beta 1		;! Object #23
$Class: EA Aurora
$Team: Friendly
$Location: -3930.278564, -8.927404, 24458.710938
$Orientation:
	-0.770231, 0.000000, 0.637765,
	0.000000, 1.000000, 0.000000,
	-0.637765, 0.000000, -0.770231
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Secondary Banks: ( "EA Panther" "EA Panther" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 60

$Name: Beta 2		;! Object #24
$Class: EA Aurora
$Team: Friendly
$Location: -3890.810303, -8.927404, 24427.523438
$Orientation:
	-0.770231, 0.000000, 0.637765,
	0.000000, 1.000000, 0.000000,
	-0.637765, 0.000000, -0.770231
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Beta 3		;! Object #25
$Class: EA Aurora
$Team: Friendly
$Location: -3852.473633, -8.927404, 24400.296875
$Orientation:
	-0.770231, 0.000000, 0.637765,
	0.000000, 1.000000, 0.000000,
	-0.637765, 0.000000, -0.770231
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Secondary Banks: ( "EA Panther" "EA Panther" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 40

$Name: Beta 4		;! Object #26
$Class: EA Aurora
$Team: Friendly
$Location: -3817.552002, -8.927389, 24374.703125
$Orientation:
	-0.770231, 0.000000, 0.637765,
	0.000000, 1.000000, 0.000000,
	-0.637765, 0.000000, -0.770231
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
; changed by wesp5


+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Hyperion		;! Object #27
$Class: EA Hyperion
$Alt: EA Cruiser

$Team: Friendly
$Location: 816.229797, 729.727600, 22047.552734
$Orientation:
	-0.681379, 0.059259, 0.729528,
	0.067621, 0.997551, -0.017873,
	-0.728801, 0.037153, -0.683717
$AI Behavior: Get behind
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
+Primary Banks: ( "EA Heavy Plasma Turret 1" )
+Subsystem: turret03a
+Primary Banks: ( "EA Heavy Plasma Turret 1" )
+Subsystem: turret04a
+Primary Banks: ( "EA Heavy Plasma Turret 1" )
+Subsystem: turret05a
+Primary Banks: ( "EA Heavy Plasma Turret 1" )
+Subsystem: turret06a
+Primary Banks: ( "EA Heavy Plasma Turret 1" )
+Subsystem: turret07a
+Primary Banks: ( "EA Heavy Plasma Turret 1" )
+Subsystem: turret08a
+Primary Banks: ( "EA Heavy Plasma Turret 1" )
+Subsystem: turret09a
+Primary Banks: ( "EA Heavy Plasma Turret 1" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 900

$Name: Dogato		;! Object #28
$Class: MF Sharlin
$Team: Friendly
$Location: 175.894028, 0.000612, 23501.406250
$Orientation:
	-0.304300, 0.000000, 0.952577,
	0.000000, 1.000000, 0.000000,
	-0.952577, 0.000000, -0.304300
$AI Behavior: None
$AI Goals: ( goals ( ai-chase "Unknown Ship" 89 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03a
+Subsystem: turret04a
+Subsystem: turret05a
+Subsystem: turret06a
+Subsystem: turret07a
+Subsystem: turret08a
+Subsystem: turret09a
+Subsystem: turret10a
+Subsystem: turret11a
+Subsystem: turret12a
+Subsystem: turret13a
+Subsystem: turret14a
+Subsystem: turret15a
+Subsystem: turret16a
+Subsystem: turret17a
+Subsystem: turret18a
+Subsystem: turret19a
+Subsystem: turret20a
+Subsystem: turret21a
+Subsystem: turret22a
$Arrival Location: Hyperspace
+Arrival Delay: 1
$Arrival Cue: ( is-event-true-delay 
   "jp in sec 10" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 14000

$Name: Unknown ship		;! Object #29
$Class: SH Hybrid
$Alt: Unknown

$Team: Unknown
$Location: 49.627258, 486.555908, 6160.797363
$Orientation:
	0.993287, -0.049098, -0.104783,
	0.051272, 0.998524, 0.018161,
	0.103733, -0.023411, 0.994336
$AI Behavior: None
+AI Class: SH Pilot
$AI Goals: ( goals ( ai-waypoints "Waypoint path 2" 50 ) ( ai-waypoints "Waypoint path 1" 30 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Primary Banks: ( "TS Light Fireball Turret" )
+Subsystem: turret02a
+Primary Banks: ( "TS Light Fireball Turret" )
+Subsystem: turret03a
+Primary Banks: ( "TS Ice AAA" )
+Subsystem: turret04a
+Primary Banks: ( "TS Ice AAA" )
+Subsystem: turret05a
+Primary Banks: ( "TS Light Fireball Turret" )
+Subsystem: turret06a
+Primary Banks: ( "TS Light Fireball Turret" )
+Subsystem: turret07a
+Primary Banks: ( "TS Heavy Fireball Turret" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "ignore-count" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 2
+Special Hitpoint index: 74
+Hotkey: 6		; changed by wesp5


+Orders Accepted: 49407		;! note that this is a bitfield!!!
+Group: 0
+Score: 2000000
;;FSO 3.6.8;; $Texture Replace:
;;FSO 3.6.8;; +old: sh-debris01
;;FSO 3.6.8;; +new: sekhmet-01a
;;FSO 3.6.8;; +old: shadowa
;;FSO 3.6.8;; +new: sekhmet-01a

$Name: Shadow Battlecrab		;! Object #30

; changed by wesp5


$Class: SH Battlecrab (S)
$Team: Hostile
$Location: 12292.887695, 0.019671, 27715.013672
$Orientation:
	-0.997661, 0.000000, 0.068354,
	0.000000, 1.000000, 0.000000,
	-0.068354, 0.000000, -0.997661
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay "alien go" 5 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "protect-ship" "no-shields" "no-arrival-warp" "no-departure-warp" "hidden-from-sensors" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 10000

#Wings		;! 5 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"
)
$AI Goals: ( goals ( ai-waypoints "Waypoint path 1" 50 ) )
+Hotkey: 0
+Flags:( )

$Name: Civilian Transport
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Civilian transport 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 5 total
	"Civilian transport 1"
	"Civilian transport 2"
	"Civilian transport 3"
	"Civilian transport 4"
	"Civilian transport 5"
)
+Flags:( )

$Name: Maintenance bot
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Maintenance bot 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 6 total
	"Maintenance bot 1"
	"Maintenance bot 2"
	"Maintenance bot 3"
	"Maintenance bot 4"
	"Maintenance bot 5"
	"Maintenance bot 6"
)
$AI Goals: ( goals ( ai-waypoints "Waypoint path 1" 50 ) )
+Flags:( )

$Name: Delta
$Waves: 4
$Wave Threshold: 0
$Special Ship: 0		;! Delta 1

$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Babylon 5
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 6 total
	"Delta 1"
	"Delta 2"
	"Delta 3"
	"Delta 4"
	"Delta 5"
	"Delta 6"
)
$AI Goals: ( goals ( ai-waypoints "Waypoint path 1" 50 ) )
+Flags:( )

$Name: Beta
$Waves: 6
$Wave Threshold: 0
$Special Ship: 0		;! Beta 1

$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Babylon 5
+Arrival delay: 5
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Beta 1"
	"Beta 2"
	"Beta 3"
	"Beta 4"
)
$AI Goals: ( goals ( ai-waypoints "Waypoint path 1" 50 ) )
+Flags:( )

#Events		;! 61 total

$Formula: ( when 
   ( has-time-elapsed 2 ) 
   ( training-msg "patrol" ) 
)
+Name: patrol
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Patrol Babylon 5.", -1)
+Team: 0

$Formula: ( when 
   ( has-time-elapsed 1 ) 
   ( add-remove-escort "Babylon 5" 1 ) 
)
+Name: Bab5 esc
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( > 
         ( distance "Alpha 1" "Alpha 2" ) 
         1000 
      )
      ( not 
         ( is-event-true-delay "U ignire us" 0 ) 
      )
   )
   ( send-message 
      "<any wingman>" 
      "High" 
      "maintain formation" 
   )
)
+Name: maintain formation
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( > 
         ( distance "Alpha 1" "Alpha 2" ) 
         1600 
      )
      ( not 
         ( is-event-true-delay "U ignire us" 0 ) 
      )
   )
   ( send-message 
      "<any wingman>" 
      "High" 
      "stay in formation" 
   )
)
+Name: stay in formation
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( > 
         ( distance "Alpha 1" "Alpha 2" ) 
         21000 
      )
      ( not 
         ( is-event-true-delay "U ignire us" 0 ) 
      )
   )
   ( send-message 
      "Alpha 3" 
      "High" 
      "return 2 base at 1nc" 
   )
)
; removed by wesp5


+Name: Return 2 base at 1nc
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "Return 2 base at 1nc" 
      4 
   )
   ( send-message 
      "Babylon 5" 
      "High" 
      "report for debrief" 
   )
)
+Name: report for debrief
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( has-time-elapsed 6 ) 
      ( not 
         ( is-event-true-delay 
            "Return 2 base at 1nc" 
            0 
         )
      )
   )
   ( send-message 
      "<any wingman>" 
      "High" 
      "scanner say inknow" 
   )
)
+Name: Scanner unknown
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-event-true-delay "U ignire us" 0 ) 
      ( not 
         ( is-event-true-delay 
            "Return 2 base at 1nc" 
            0 
         )
      )
   )
   ( do-nothing ) 
)
+Name: Stay in formation s
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Stay In Formation.", -1)
+Objective key:  XSTR("Press F12", -1)		; changed by wesp5


+Team: 0

$Formula: ( when 
   ( and 
      ( has-time-elapsed 9 ) 
      ( not 
         ( is-event-true-delay 
            "Return 2 base at 1nc" 
            0 
         )
      )
   )
   ( send-message 
      "<any wingman>" 
      "High" 
      "first contact" 
   )
)
+Name: first contact sit
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( has-time-elapsed 16 ) 
      ( not 
         ( is-event-true-delay 
            "Return 2 base at 1nc" 
            0 
         )
      )
   )
   ( send-message 
      "Babylon 5" 
      "High" 
      "were being scanned" 
   )
)
+Name: were bein scanned
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( has-time-elapsed 19 ) 
      ( not 
         ( is-event-true-delay 
            "Return 2 base at 1nc" 
            0 
         )
      )
   )
   ( send-message 
      "Babylon 5" 
      "High" 
      "We got signal" 
   )
)
+Name: signal comin in
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( has-time-elapsed 22 ) 
      ( not 
         ( is-event-true-delay 
            "Return 2 base at 1nc" 
            0 
         )
      )
   )
   ( send-message 
      "Unknown Ship" 
      "High" 
      "Tis takaan" 
   )
)
+Name: tis takkar
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( has-time-elapsed 110 ) 
      ( not 
         ( is-event-true-delay 
            "Return 2 base at 1nc" 
            0 
         )
      )
   )
   ( send-message 
      "Beta 1" 
      "High" 
      "creeped out" 
   )
)
+Name: Creeped out
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( has-time-elapsed 84 ) 
      ( not 
         ( is-event-true-delay 
            "Return 2 base at 1nc" 
            0 
         )
      )
   )
   ( send-message 
      "Hyperion" 
      "High" 
      "TIS Hyperion" 
   )
)
+Name: hyperion 2 b5
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( has-time-elapsed 89 ) 
      ( not 
         ( is-event-true-delay 
            "Return 2 base at 1nc" 
            0 
         )
      )
   )
   ( send-message 
      "Hyperion" 
      "High" 
      "Hyperion 2 unkown" 
   )
)
+Name: hyp 2 unknown
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( has-time-elapsed 107 ) 
      ( not 
         ( is-event-true-delay 
            "Return 2 base at 1nc" 
            0 
         )
      )
   )
   ( send-message 
      "Babylon 5" 
      "High" 
      "they still armd" 
   )
)
+Name: they still armed
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( has-time-elapsed 120 ) 
      ( not 
         ( is-event-true-delay 
            "Return 2 base at 1nc" 
            0 
         )
      )
   )
   ( send-message 
      "Unknown Ship" 
      "High" 
      "U ignore our warnings" 
   )
)
+Name: U ignire us
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( has-time-elapsed 136 ) 
      ( not 
         ( is-event-true-delay 
            "Return 2 base at 1nc" 
            0 
         )
      )
   )
   ( send-message 
      "Hyperion" 
      "High" 
      "targeting me l fighters" 
   )
)
+Name: targeting me l fighters
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( are-waypoints-done-delay 
      "Unknown Ship" 
      "Waypoint path 2" 
      0 
   )
   ( add-goal 
      "Unknown Ship" 
      ( ai-chase "Babylon 5" 89 ) 
   )
)
+Name: Unk kill b5
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "targeting me l fighters" 
      5 
   )
   ( change-iff "Hostile" "Unknown Ship" ) 
)
+Name: hostile ubnknown
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay "Unk kill b5" 5 ) 
   ( send-message 
      "Babylon 5" 
      "High" 
      "They on att formation" 
   )
)
+Name: they on att form
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( not 
         ( is-destroyed-delay 0 "Babylon 5" ) 
      )
      ( is-destroyed-delay 0 "Unknown Ship" ) 
   )
   ( do-nothing ) 
)
+Name: Protect Babylon 5
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Protect Babylon 5.", -1)
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "targeting me l fighters" 
      8 
   )
   ( send-message 
      "Babylon 5" 
      "High" 
      "red alert" 
   )
)
+Name: red al
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "targeting me l fighters" 
      10 
   )
   ( send-message 
      "Babylon 5" 
      "High" 
      "All fighters fire" 
   )
)
+Name: all fighters fire
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "all fighters fire" 
      5 
   )
   ( send-message 
      "<any wingman>" 
      "High" 
      "roger epoen fire" 
   )
)
+Name: roger open fire
+Repeat Count: 1
+Interval: 1
+Objective key:  XSTR("Destroy Enemy Ships.", -1)
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 0 "Unknown Ship" ) 
   ( do-nothing ) 
)
+Name: Desotroy Enemy
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Destroy Enemy Ship.", -1)
+Objective key:  XSTR("Press F11", -1)		; changed by wesp5


+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "targeting me l fighters" 
      10 
   )
   ( add-goal 
      "Alpha" 
      ( ai-chase-any 89 ) 
   )
)
+Name: Ai chase Alpha
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "targeting me l fighters" 
      10 
   )
   ( add-goal 
      "Delta" 
      ( ai-chase "Unknown Ship" 89 ) 
   )
)
+Name: Delta guard
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "targeting me l fighters" 
      7 
   )
   ( add-goal 
      "Hyperion" 
      ( ai-chase "Unknown Ship" 89 ) 
   )
)
+Name: hyperion go
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "targeting me l fighters" 
      10 
   )
   ( add-goal "Beta" ( ai-chase-any 89 ) ) 
)
+Name: Zeta att
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 
         11 
         "Unknown Ship" 
      )
      ( not 
         ( is-destroyed-delay 0 "Babylon 5" ) 
      )
   )
   ( training-msg "well done s safe" ) 
)
+Name: well done b5 safe
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 
         11 
         "Unknown Ship" 
      )
      ( is-destroyed-delay 0 "Babylon 5" ) 
   )
   ( training-msg "we lost b5" ) 
)
+Name: We lost B5
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( or 
      ( is-event-true-delay 
         "well done b5 safe" 
         0 
      )
      ( is-event-true-delay "We lost B5" 0 ) 
   )
   ( send-message 
      "Babylon 5" 
      "High" 
      "return 2 base" 
   )
)
+Name: Return 2 base
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < ( hits-left "Babylon 5" ) 66 ) 
   ( send-message 
      "Babylon 5" 
      "High" 
      "b5 damaeged" 
   )
)
+Name: Bab5 damaged
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance "Hyperion" "Unknown Ship" ) 
      3000 
   )
   ( send-message 
      "Babylon 5" 
      "High" 
      "Any reply" 
   )
)
+Name: hyp guns prep 2 fire
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < ( hits-left "Babylon 5" ) 44 ) 
   ( send-message 
      "Babylon 5" 
      "High" 
      "take them out" 
   )
)
+Name: Take em loout
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < ( hits-left "Babylon 5" ) 19 ) 
   ( send-message 
      "Babylon 5" 
      "High" 
      "B5 distress signal" 
   )
)
+Name: b5 distrees sig
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "Return 2 base" 
      22 
   )
   ( end-mission ) 
)
+Name: end
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "roger open fire" 
      0 
   )
   ( add-goal 
      "Hyperion" 
      ( ai-chase "Unknown Ship" 89 ) 
   )
)
+Name: hyp att
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "roger open fire" 
      0 
   )
   ( add-goal 
      "Civilian Transport" 
      ( ai-chase "Unknown Ship" 89 ) 
   )
)
+Name: civis attack
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( < ( hits-left "Babylon 5" ) 11 ) 
      ( not 
         ( is-event-true-delay 
            "Epsilon 3 message" 
            1 
         )
      )
   )
   ( send-message 
      "Babylon 5" 
      "High" 
      "jp in sec 10" 
   )
)
+Name: jp in sec 10
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 4 "Dogato" ) 
   ( send-message 
      "Babylon 5" 
      "High" 
      "1 minbari cruiser" 
   )
)
+Name: 1 minbari cruiser
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 9 "Dogato" ) 
   ( send-message 
      "Dogato" 
      "High" 
      "delen withdraw" 
   )
)
+Name: withdraw
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < ( hits-left "Unknown Ship" ) 20 ) 
   ( send-message 
      "#Epsilon 3" 
      "High" 
      "Epsilon 3 message" 
   )
)
+Name: Epsilon 3 message
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "Epsilon 3 message" 
      0 
   )
   ( add-goal 
      "Unknown Ship" 
      ( ai-play-dead 89 ) 
   )
)
+Name: play ded 1
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "Epsilon 3 message" 
      0 
   )
   ( add-goal 
      "Hyperion" 
      ( ai-play-dead 89 ) 
   )
)
+Name: play ded 2
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "Epsilon 3 message" 
      0 
   )
   ( add-goal 
      "Babylon 5" 
      ( ai-play-dead 89 ) 
   )
)
+Name: play ded 3
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "Epsilon 3 message" 
      0 
   )
   ( add-goal 
      "Alpha" 
      ( ai-play-dead 89 ) 
   )
)
+Name: play ded 4
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "Epsilon 3 message" 
      0 
   )
   ( add-goal 
      "Delta" 
      ( ai-play-dead 89 ) 
   )
)
+Name: play ded 5
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "Epsilon 3 message" 
      0 
   )
   ( add-goal "Beta" ( ai-play-dead 89 ) ) 
)
+Name: play ded 6
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "Epsilon 3 message" 
      0 
   )
   ( add-goal 
      "Dogato" 
      ( ai-play-dead 89 ) 
   )
)
+Name: play ded 7
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "Epsilon 3 message" 
      0 
   )
   ( player-use-ai ) 
)
+Name: player ded
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "Epsilon 3 message" 
      84 
   )
   ( player-not-use-ai ) 
)
+Name: player alive
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "Epsilon 3 message" 
      84 
   )
   ( add-goal 
      "Unknown Ship" 
      ( ai-waypoints-once 
         "Waypoint path 3" 
         89 
      )
   )
)
+Name: alien go
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay "alien go" 6 ) 
   ( ship-invisible 
      "Epsilon System Jumpgate" 
   )
)
+Name: 1
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay "alien go" 6 ) 
   ( fire-beam 
      "Shadow Battlecrab" 
      "turret01a" 
      "Unknown Ship" 
   )
)
; changed by wesp5 


+Name: 2
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay "alien go" 10 ) 
   ( ship-vanish "Shadow Battlecrab" ) 
)
; changed by wesp5


+Name: 3
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay "alien go" 10 ) 
   ( self-destruct "Unknown Ship" ) 
)
+Name: di
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "Epsilon 3 message" 
      0 
   )
   ( add-goal 
      "Civilian Transport" 
      ( ai-play-dead 89 ) 
   )
)
+Name: civis play ded
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < ( hits-left "Hyperion" ) 11 ) 
   ( add-goal 
      "Hyperion" 
      ( ai-play-dead 89 ) 
   )
)
+Name: hyp1
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < ( hits-left "Hyperion" ) 11 ) 
   ( protect-ship "Hyperion" ) 
)
+Name: hyp2
+Repeat Count: 1
+Interval: 1
+Team: 0

#Goals		;! 2 total

$Type: Primary
+Name: Defend Babylon 5
$MessageNew:  XSTR("Defend Babylon 5 against any possible attack.", -1)
$end_multi_text
$Formula: ( and 
   ( is-event-true-delay 
      "well done b5 safe" 
      0 
   )
   ( is-destroyed-delay 0 "Unknown Ship" ) 
)
+No music
+Score: 25000

$Type: Secondary
+Name: Protect Civilians
$MessageNew:  XSTR("Protect the civilian transports.", -1)
$end_multi_text
$Formula: ( and 
   ( not 
      ( is-destroyed-delay 
         0 
         "Civilian Transport" 
      )
   )
   ( is-destroyed-delay 0 "Unknown Ship" ) 
)
+Score: 2500000

#Waypoints		;! 3 lists total

$Name: Waypoint path 1
$List: (		;! 4 points in list
	( -8658.008789, -0.000040, 27626.216797 )
	( -3177.564209, 0.000781, 23357.218750 )
	( -1576.869141, -0.000946, 24897.207031 )
	( -9114.900391, 0.003856, 30375.689453 )
)

$Name: Waypoint path 2
$List: (		;! 2 points in list
	( -903.376953, -0.037063, 21473.345703 )
	( -7882.670898, -0.013469, 26754.414063 )
)

$Name: Waypoint path 3
$List: (		;! 1 points in list
	( 13644.464844, 0.019731, 27059.917969 )
)

#Messages		;! 42 total


$Name: maintain formation

$Team: -1
$MessageNew:  XSTR("Maintain formation.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Pilot_EA_1.ani		; changed by wesp5


+Wave Name: maintain Formation2.wav

$Name: stay in formation

$Team: -1
$MessageNew:  XSTR("Stay in formation.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Pilot_EA_1.ani		; changed by wesp5


+Wave Name: stay in formation.wav

$Name: return 2 base at 1nc

$Team: -1
$MessageNew:  XSTR("Return to base at once.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Logo_Babcom.ani		; changed by wesp5


+Wave Name: return 2 base at 1nc.wav

$Name: report for debrief

$Team: -1
$MessageNew:  XSTR("C & C Feed.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Cap_Ivanova.ani		; changed by wesp5


+Wave Name: report for debrief.wav

$Name: return 2 base

$Team: -1
$MessageNew:  XSTR("Dock with Babylon 5.", -1)
$end_multi_text
+AVI Name: Head_Cap_Ivanova.ani		; changed by wesp5


+Wave Name: good hed bak.wav

$Name: jumpg act

$Team: -1
$MessageNew:  XSTR("Jumpgate activated.", -1)
$end_multi_text
+Wave Name: jump3.wav

$Name: destroyed bot

$Team: -1
$MessageNew:  XSTR("Target has been eliminated.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Cap_Ivanova.ani		; changed by wesp5


+Wave Name: target eliminated.wav

$Name: Tis takaan

$Team: -1
$MessageNew:  XSTR("Incoming message.", -1)
$end_multi_text
+AVI Name: Head_Cap_Drakh.ani		; changed by wesp5


+Wave Name: VITtis takkan.wav

$Name: Any reply

$Team: -1
$MessageNew:  XSTR("C & C Feed.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Cap_Ivanova.ani		; changed by wesp5


+Wave Name: VITWhyp guns.wav

$Name: negative

$Team: -1
$MessageNew:  XSTR("C & C Feed.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Cap_Corwin.ani		; changed by wesp5


+Wave Name: Negative no response.wav

$Name: were being scanned

$Team: -1
$MessageNew:  XSTR("C & C Feed.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Cap_Ivanova.ani		; changed by wesp5


+Wave Name: were being scanned.wav

$Name: attack us and its war

$Team: -1
$MessageNew:  XSTR("C & C Feed.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Cap_Sheridan_1.ani		; changed by wesp5


+Wave Name: attack our station.wav

$Name: they still armd

$Team: -1
$MessageNew:  XSTR("C & C Feed.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Cap_Ivanova.ani		; changed by wesp5


+Wave Name: NFAWstill armed.wav

$Name: scanner say inknow

$Team: -1
$MessageNew:  XSTR("Scanners confirm target is unknown vessel.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Pilot_EA_2.ani		; changed by wesp5


+Wave Name: scaners unknown ship.wav

$Name: first contact

$Team: -1
$MessageNew:  XSTR("Possible first contact situation?", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Pilot_EA_1.ani		; changed by wesp5


+Wave Name: 3spc first contact.wav

$Name: enemy 10 ks

$Team: -1
$MessageNew:  XSTR("Enemy at 10 kilometers.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Cap_Corwin.ani		; changed by wesp5


+Wave Name: POD enemy 10ks.wav

$Name: creeped out

$Team: -1
$MessageNew:  XSTR("Is anybody else as creeped out about this as I am?", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Pilot_Garibaldi.ani		; changed by wesp5


+Wave Name: creeped out.wav

$Name: do not fire unless

$Team: -1
$MessageNew:  XSTR("Do not fire unless fired upon first.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Cap_Sheridan_1.ani		; changed by wesp5


+Wave Name: do not fire unless.wav

$Name: jumgt act 1 ship

$Team: -1
$MessageNew:  XSTR("Jumpgate activated, one ship.", -1)

; changed by wesp5


$end_multi_text
+Wave Name: Jumpgate activated 1 ship.wav

$Name: Its an EA cruiser

$Team: -1
$MessageNew:  XSTR("It's an Earth Alliance heavy cruiser.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Pilot_Garibaldi.ani		; changed by wesp5


+Wave Name: Its an EA cruiser.wav

$Name: TIS Hyperion

$Team: -1
$MessageNew:  XSTR("Incoming message.", -1)
$end_multi_text
+AVI Name: Head_Logo_EA.ani		; changed by wesp5


+Wave Name: this is hyperion.wav

$Name: This world is ours

$Team: -1
$MessageNew:  XSTR("Incoming message.", -1)
$end_multi_text
+AVI Name: Head_Cap_Drakh.ani		; changed by wesp5


+Wave Name: world is ours.wav

$Name: Hyperion 2 unkown

$Team: -1
$MessageNew:  XSTR("Intercepting message.", -1)
$end_multi_text
+AVI Name: Head_Logo_EA.ani		; changed by wesp5


+Wave Name: Hyperion Warning.wav

$Name: U ignore our warnings

$Team: -1
$MessageNew:  XSTR("Incoming message.", -1)
$end_multi_text
+AVI Name: Head_Cap_Drakh.ani		; changed by wesp5


+Wave Name: VITWignore us.wav

$Name: They on att formation

$Team: -1
$MessageNew:  XSTR("C & C Feed.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Cap_Corwin.ani		; changed by wesp5


+Wave Name: they on attack formation.wav

$Name: All fighters fire

$Team: -1
$MessageNew:  XSTR("Take point and engage.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Cap_Sheridan_1.ani		; changed by wesp5


+Wave Name: VITWget em.wav

$Name: we take planet

$Team: -1
$MessageNew:  XSTR("Incoming message.", -1)
$end_multi_text
+AVI Name: Head_Cap_Drakh.ani		; changed by wesp5


+Wave Name: we take what is ours.wav

$Name: red alert

$Team: -1
$MessageNew:  XSTR("RED ALERT!", -1)
$end_multi_text
+AVI Name: Head_Cap_Ivanova.ani		; changed by wesp5


+Wave Name: redalert.wav

$Name: We got signal

$Team: -1
$MessageNew:  XSTR("They get a signal coming through.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Cap_Ivanova.ani		; changed by wesp5


+Wave Name: signal coming through.wav

$Name: take them out

$Team: -1
$MessageNew:  XSTR("Babylon 5 is severeley damaged, destroy unknown vessel to prevent further damage to the station.", -1)
$end_multi_text
+AVI Name: Head_Cap_Sheridan_1.ani		; changed by wesp5


+Wave Name: take them out.wav

$Name: roger epoen fire

$Team: -1
$MessageNew:  XSTR("OPEN FIRE!", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_2.ani		; changed by wesp5


+Wave Name: Roger open fire.wav

$Name: targeting me l fighters

$Team: -1
$MessageNew:  XSTR("Intercepting message.", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_1.ani		; changed by wesp5


+Wave Name: targeting my ship.wav

$Name: patrol

$Team: -1
$MessageNew:  XSTR("Stay in formation with Alpha wing and patrol the station.", -1)
$end_multi_text

$Name: well done s safe

$Team: -1
$MessageNew:  XSTR("Well done, the hostile ship has been eliminated. Babylon 5 is safe.", -1)
$end_multi_text
+Wave Name: well done congrats.wav

$Name: we lost b5

$Team: -1
$MessageNew:  XSTR("Well Done pilot, all the enemies have been eliminated but in the process we lost Babylon 5.", -1)
$end_multi_text

$Name: b5 damaeged

$Team: -1
$MessageNew:  XSTR("Babylon 5 taking heavy damage.", -1)
$end_multi_text
+AVI Name: Head_Cap_Ivanova.ani		; changed by wesp5


+Wave Name: bab5 damage1.wav

$Name: B5 distress signal

$Team: -1
$MessageNew:  XSTR("Babylon 5 distress signal.", -1)
$end_multi_text
+AVI Name: Head_Static_Target.ani		; changed by wesp5


+Wave Name: Ivanova distrs sig.wav

$Name: delen withdraw

$Team: -1
$MessageNew:  XSTR("Intercepting message.", -1)
$end_multi_text
+AVI Name: Head_Cap_Delenn.ani		; changed by wesp5


+Wave Name: sd tis delen.wav

$Name: jp in sec 10

$Team: -1
$MessageNew:  XSTR("Jumppoint forming in sector 10.", -1)
$end_multi_text
+AVI Name: Head_Cap_Corwin.ani		; changed by wesp5


+Wave Name: jumpoint sec 10.wav

$Name: 1 minbari cruiser

$Team: -1
$MessageNew:  XSTR("It's a Minbari cruiser.", -1)

; changed by wesp5


$end_multi_text
+AVI Name: Head_Cap_Corwin.ani		; changed by wesp5


+Wave Name: its a minbari cruisr.wav

$Name: Epsilon 3 message

$Team: -1
$MessageNew:  XSTR("Incoming Message.", -1)
$end_multi_text
+Wave Name: VITWspeech.wav

$Name: <new message>

$Team: -1
$MessageNew:  XSTR("<put description here>", -1)
$end_multi_text

#Reinforcements		;! 0 total


#Background bitmaps		;! 0 total

$Num stars: 0		; changed by wesp5


$Ambient light level: 7895160

;;FSO 3.6.9;; $Bitmap List:
$Sun: Stars_Sun_New		; changed by wesp5


+Angles: 1.274089 0.000000 0.907570
+Scale: 1.000000
$Starbitmap: SB_Epsilon3_01		; changed by wesp5


+Angles: 6.073741 6.161007 5.550143
+ScaleX: 4.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Blue_01		; changed by wesp5


+Angles: 4.118974 1.954767 3.455749
+ScaleX: 12.000000
+ScaleY: 6.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Blue_02		; changed by wesp5


+Angles: 1.972221 0.575958 3.159044
+ScaleX: 11.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Red_04		; changed by wesp5


+Angles: 3.438296 2.548179 3.281216
+ScaleX: 6.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Grey_05		; changed by wesp5


+Angles: 3.595376 0.488692 5.410516
+ScaleX: 3.000000
+ScaleY: 10.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Blue_L_01		; changed by wesp5


+Angles: 0.349066 5.846848 6.073741
+ScaleX: 9.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Blue_L_16		; changed by wesp5


+Angles: 2.251473 0.000000 0.000000
+ScaleX: 8.000000
+ScaleY: 2.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Blue_L_02		; changed by wesp5


+Angles: 3.001964 0.000000 5.777035
+ScaleX: 6.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Purple_02		; changed by wesp5


+Angles: 3.455749 0.000000 0.000000
+ScaleX: 6.000000
+ScaleY: 12.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Purple_07		; changed by wesp5


+Angles: 2.356193 0.000000 0.942477
+ScaleX: 5.000000
+ScaleY: 9.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Dull_07		; changed by wesp5


+Angles: 4.398226 0.000000 2.705258
+ScaleX: 8.000000
+ScaleY: 8.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Dull_08		; changed by wesp5


+Angles: 3.909534 0.000000 2.705258
+ScaleX: 4.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Grey_05		; changed by wesp5


+Angles: 4.450586 0.000000 2.670352
+ScaleX: 6.000000
+ScaleY: 6.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Blue_L_16		; changed by wesp5


+Angles: 0.331612 0.436332 2.949604
+ScaleX: 13.000000
+ScaleY: 5.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Blue_L_13		; changed by wesp5


+Angles: 0.349066 0.000000 0.907570
+ScaleX: 5.000000
+ScaleY: 5.000000
+DivX: 1
+DivY: 1

#Asteroid Fields

#Music

$Event Music: 3: End Game
;;FSO 3.6.9;; $Substitute Event Music: 4: No Surrender, No Retreat
$Briefing Music: None

#End

