#Mission Info

$Version: 0.10
$Name:  XSTR("Tango Sector Patrol", -1)
$Author: Julian Egelstaff
$Created: 08/30/98 at 19:51:28
$Modified: 06/03/07 at 16:56:51
$Notes:
This is a FRED created mission
$End Notes:

$Mission Desc:
 XSTR("Follow Beta 1 on a patrol of a disputed sector", -1)
$end_multi_text

+Game Type Flags: 1

+Flags: 131072

+Red Alert: 0

+Scramble: 1

+Disallow Support: 0

+Viewer pos: 1133.717163, 3915.150879, -4194.980469
+Viewer orient:
	0.997074, -0.000001, 0.076440,
	-0.048904, 0.768561, 0.637905,
	-0.058749, -0.639777, 0.766312

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

#Plot Info

$Tour:  XSTR("Blah", -1)
$Pre-Briefing Cutscene: Blah
$Pre-Mission Cutscene: Blah
$Next Mission Success: Blah
$Next Mission Partial: Blah
$Next Mission Failure: Blah

#Command Briefing

$Stage Text:
 XSTR("* GTD Holmgard
* Sirius System
* 2/21/35

State of the Front

The Shivans have broken through our front lines across all systems. We have been ordered to hold what we can of Sirius until the last possible moment. However, not much of the system remains in our hands. We are currently sending out scouting patrols to ascertain the extent of Shivan penetration.", -1)
$end_multi_text
$Ani Filename: cb_bastion.ani
+Wave Filename: patrolcb1.wav

#Briefing
$start_briefing
$num_stages: 4
$start_stage
$multi_text
 XSTR("Listen up tiger. I am Lieutenant Rhygar. You've been assigned as my wing for a patrol of sector Tango. Tango is right on the Shivan front lines, but they seem to have bypassed it in favour of more strategic areas. I can't blame them. Tango's just a pile of asteroids in the middle of nowhere.", -1)
$end_multi_text
$voice: patrolb1.wav
$camera_pos: 27.660574, 2267.685547, -0.419929
$camera_orient:
	0.000000, 0.000000, 1.000000,
	-1.000000, 0.000000, 0.000000,
	0.000000, -1.000000, 0.000000
$camera_time: 500
$num_lines: 0
$num_icons: 1
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 8
$team: Friendly
$class: Asteroid
$pos: -23.200001, -11.200000, 31.400000
$label: Sector Tango
+id: 2
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("Scout ships and remote probes have already deployed a series of navbuoys in the sector. There are eight navbuoys in total. You can fly straight, right? Good. Then just follow me from one to the next and everything will go just fine.", -1)
$end_multi_text
$voice: patrolb2.wav
$camera_pos: 27.660574, 1028.487671, -0.419929
$camera_orient:
	0.000000, 0.000000, 1.000000,
	-1.000000, 0.000000, 0.000000,
	0.000000, -1.000000, 0.000000
$camera_time: 500
$num_lines: 0
$num_icons: 3
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 9
$team: Friendly
$class: Terran NavBuoy
$pos: 90.729858, -11.199977, -304.299255
$label: Navbuoy
+id: 3
$hlight: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 9
$team: Friendly
$class: Terran NavBuoy
$pos: 90.729858, -11.199977, 303.459381
$label: Navbuoy
+id: 4
$hlight: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 9
$team: Friendly
$class: Terran NavBuoy
$pos: -10.563232, -11.199995, -0.419929
$label: Navbuoy
+id: 5
$hlight: 1
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("As soon as we jump into the sector, we'll head for nav 1. My designation for this patrol will be Beta 1. Because this is a once-off assignment for you, you'll keep the designation Alpha 1. We'll be flying Valkyries. I've already selected your loadout, so don't bother the ordinance officer about that.", -1)
$end_multi_text
$voice: patrolb3.wav
$camera_pos: 1583.166626, 718.485474, -381.414307
$camera_orient:
	0.330515, 0.000000, 0.943801,
	-0.454113, 0.876636, 0.159029,
	-0.827370, -0.481154, 0.289741
$camera_time: 1000
$num_lines: 0
$num_icons: 5
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 9
$team: Friendly
$class: Terran NavBuoy
$pos: 350.929077, -11.199968, -468.702667
$label: Navbuoy
+id: 3
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 9
$team: Friendly
$class: Terran NavBuoy
$pos: 80.011391, -11.199904, 776.595825
$label: Navbuoy
+id: 4
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 9
$team: Friendly
$class: Terran NavBuoy
$pos: -257.902344, -11.200023, -131.040436
$label: Navbuoy
+id: 5
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 0
$team: Friendly
$class: GTF Valkyrie
$pos: 337.557159, -11.200036, 66.568039
$label: Beta 1
+id: 7
$hlight: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 0
$team: Friendly
$class: GTF Valkyrie
$pos: 625.798218, 5.526624, 197.459579
$label: Alpha 1
+id: 8
$hlight: 1
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("If any Shivans show up, you know what to do, and be careful in the asteroid field, your sensors may not work properly. Once we've finished the patrol, I'll give the order to depart. In the meantime, you just match my speed, watch my back, and leave the rest up to me.", -1)
$end_multi_text
$voice: patrolb4.wav
$camera_pos: -1328.760742, 691.305542, -1008.808594
$camera_orient:
	0.573757, 0.000000, -0.819026,
	0.340574, 0.909443, 0.238584,
	0.744857, -0.415828, 0.521799
$camera_time: 1800
$num_lines: 0
$num_icons: 2
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 0
$team: Friendly
$class: GTF Valkyrie
$pos: -123.046829, -11.200302, 682.518188
$label: Beta 1
+id: 7
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 0
$team: Friendly
$class: GTF Valkyrie
$pos: -246.374054, 5.526633, 206.425323
$label: Alpha 1
+id: 8
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$end_briefing

#Debriefing_info

$Num stages: 6

$Formula: ( not 
   ( is-goal-true-delay 
      "Complete Patrol" 
      1 
   )
)
$Multi text
    XSTR("Beta 1 is lost. This is a terrible failure pilot. Lieutenant Rhygar was one of the GTA's finest pilots, which is more than can be said of you. Your only job was to cover Beta 1, and you failed. Dismissed.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("Stay close to your wing leader at all times. If he calls for help, help him out. Attacking enemy targets quickly and with maximum firepower is the surest way to protect Beta 1.", -1)
$end_multi_text

$Formula: ( is-goal-true-delay 
   "Complete Patrol" 
   1 
)
$Multi text
    XSTR("Congratulations tiger! We finished the patrol in one piece. It was a harder task than I had thought it would be. Who could have predicted a cruiser would show up while we were in sector? That's just what a patrol is for though.

One thing's for sure. The Shivans are more interested in Tango sector than we had thought. If the cruiser weren't enough evidence, those sentry guns make the case.", -1)
$end_multi_text
$Voice: patrold1.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

$Formula: ( and 
   ( or 
      ( and 
         ( is-goal-true-delay 
            "Retrieve Vishnu 1" 
            0 
         )
         ( not 
            ( is-goal-true-delay 
               "Retrieve Vishnu 2" 
               0 
            )
         )
      )
      ( and 
         ( is-goal-true-delay 
            "Retrieve Vishnu 2" 
            0 
         )
         ( not 
            ( is-goal-true-delay 
               "Retrieve Vishnu 1" 
               0 
            )
         )
      )
   )
   ( is-goal-true-delay 
      "Complete Patrol" 
      1 
   )
)
$Multi text
    XSTR("The bomber we retrieved will be a great help in understanding Shivan technology. It's a real bonus that we managed to get it out of the sector. Good job covering the support ship. Too bad we couldn't get them both.", -1)
$end_multi_text
$Voice: patrold2.wav
$Recommendation text:
    XSTR("As soon as you see Rama on your scope, turn to intercept them. Don't wait for Beta 1's signal. Rama is closer to the support ships than you are so you've got to be fast.", -1)
$end_multi_text

$Formula: ( and 
   ( and 
      ( is-goal-true-delay 
         "Retrieve Vishnu 1" 
         0 
      )
      ( is-goal-true-delay 
         "Retrieve Vishnu 2" 
         0 
      )
   )
   ( is-goal-true-delay 
      "Complete Patrol" 
      1 
   )
)
$Multi text
    XSTR("The bombers we retrieved from the sector will be a huge aid in understanding Shivan technology. I just hope it's not too little too late. Great job covering the support ships. Rama just came out of nowhere.", -1)
$end_multi_text
$Voice: patrold3.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

$Formula: ( and 
   ( is-goal-true-delay 
      "Protect Livingstone" 
      1 
   )
   ( is-goal-true-delay 
      "Complete Patrol" 
      1 
   )
)
$Multi text
    XSTR("The Livingstone is a bit of a mystery. That ship was lost while spying on long range Shivan communications. It was stationed inside an asteroid field near Tango sector when we lost all contact with it. She was presumed destroyed by asteroid collisions, but perhaps the Shivans had more to do with it. We'll have to return to Tango and get her out of there.", -1)
$end_multi_text
$Voice: patrold4.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

$Formula: ( and 
   ( not 
      ( is-goal-true-delay 
         "Protect Livingstone" 
         1 
      )
   )
   ( is-goal-true-delay 
      "Complete Patrol" 
      1 
   )
)
$Multi text
    XSTR("It's very disappointing we weren't able to protect the Livingstone. A month ago, that ships was lost while spying on Shivan long range communications. At the time, we thought asteroid collisions had destroyed her, but evidently not. In the end, it hardly matters, since now no one will ever know what she found out before we lost contact with her.", -1)
$end_multi_text
$Voice: patrold5.wav
$Recommendation text:
    XSTR("To save the Livingstone, you'll have to keep asteroids away from her, and quickly destroy the last wave of Shivans. Focus on the lone bomber in the last wave, it's the biggest threat.", -1)
$end_multi_text

#Players		;! 1 total

$Starting Shipname: Alpha 1
$Ship Choices: (
	"GTF Ulysses"	5
	"GTF Apollo"	5
	"GTF Valkyrie"	5
	"GTF Hercules"	5
	"GTB Athena"	5
	"GTB Medusa"	5
	"GTB Ursa"	5
)

+Weaponry Pool: (
	"Prometheus"	3
	"Banshee"	1
	"Interceptor"	15
	"Hornet"	60
)

#Objects		;! 40 total

$Name: Alpha 1		;! Object #0
$Class: GTF Valkyrie
$Team: Friendly
$Location: 11.745300, 5.527067, -7.830620
$Orientation:
	0.878139, 0.033186, 0.477253,
	-0.105329, 0.986524, 0.125205,
	-0.466667, -0.160216, 0.869801
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Prometheus" "Banshee" )
+Secondary Banks: ( "Interceptor" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "player-start" )
+Respawn priority: 0
+Group: 0
+Score: 12

$Name: Beta 1		;! Object #1
$Class: GTF Valkyrie
$Team: Friendly
$Location: -23.200001, -11.200000, 31.400000
$Orientation:
	0.803388, 0.000000, 0.595456,
	0.001472, 0.999997, -0.001986,
	-0.595454, 0.002472, 0.803385
$IFF: IFF 1
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Lt. Rhygar", -1)
+Initial Velocity: 80
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Prometheus" "Prometheus" )
+Secondary Banks: ( "Hornet" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "escort" )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 12
+Persona Index: 0

$Name: Terran NavBuoy 1		;! Object #2
$Class: Terran NavBuoy
$Team: Friendly
$Location: -2720.220215, -0.004752, 3670.211670
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Respawn priority: 0
+Group: 0

$Name: Terran NavBuoy 2		;! Object #3
$Class: Terran NavBuoy
$Team: Friendly
$Location: -2775.134277, 505.106079, -142.790863
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Respawn priority: 0
+Group: 0

$Name: Terran NavBuoy 3		;! Object #4
$Class: Terran NavBuoy
$Team: Friendly
$Location: -172.215073, -616.070801, -1727.418091
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Respawn priority: 0
+Group: 0

$Name: Terran NavBuoy 4		;! Object #5
$Class: Terran NavBuoy
$Team: Friendly
$Location: 4025.191650, -372.371796, -793.183472
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Respawn priority: 0
+Group: 0

$Name: Terran NavBuoy 5		;! Object #6
$Class: Terran NavBuoy
$Team: Friendly
$Location: 4987.202148, 1087.483521, 2773.811768
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Respawn priority: 0
+Group: 0

$Name: Terran NavBuoy 6		;! Object #7
$Class: Terran NavBuoy
$Team: Friendly
$Location: 2001.158813, -0.004894, 10892.883789
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Respawn priority: 0
+Group: 0

$Name: Terran NavBuoy 7		;! Object #8
$Class: Terran NavBuoy
$Team: Friendly
$Location: -899.248474, -606.824219, 8087.799316
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Respawn priority: 0
+Group: 0

$Name: Terran NavBuoy 8		;! Object #9
$Class: Terran NavBuoy
$Team: Friendly
$Location: -5154.450195, 1264.477173, 4514.273438
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Respawn priority: 0
+Group: 0

$Name: Rama 1		;! Object #10
$Class: SF Manticore
$Team: Hostile
$Location: -3495.800049, 372.500000, 414.399994
$Orientation:
	-0.611662, 0.000000, -0.791119,
	-0.113962, 0.989570, 0.088111,
	0.782868, 0.144052, -0.605283
$IFF: IFF 1
$AI Behavior: None
+AI Class: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
+Secondary Banks: ( "Interceptor#Shivan" "MX-50#Shivan" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 12

$Name: Rama 2		;! Object #11
$Class: SF Manticore
$Team: Hostile
$Location: -3519.606689, 372.500000, 394.552765
$Orientation:
	-0.585254, 0.000000, -0.810850,
	-0.115908, 0.989730, 0.083660,
	0.802523, 0.142946, -0.579243
$IFF: IFF 1
$AI Behavior: None
+AI Class: Coward
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
+Secondary Banks: ( "Interceptor#Shivan" "MX-50#Shivan" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 12

$Name: Rama 3		;! Object #12
$Class: SF Manticore
$Team: Hostile
$Location: -3470.783203, 372.500000, 390.636353
$Orientation:
	-0.608501, 0.000000, -0.793553,
	-0.118690, 0.988752, 0.091012,
	0.784627, 0.149567, -0.601656
$IFF: IFF 1
$AI Behavior: None
+AI Class: Coward
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
+Secondary Banks: ( "Interceptor#Shivan" "MX-50#Shivan" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 12

$Name: Arjuna 1		;! Object #13
$Class: SF Dragon
$Team: Hostile
$Location: -576.446899, -781.699890, -1885.684326
$Orientation:
	-0.228464, 0.000000, -0.973552,
	-0.767623, 0.615065, 0.180139,
	0.598798, 0.788476, -0.140520
$IFF: IFF 1
$AI Behavior: None
+AI Class: Coward
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
+Primary Banks: ( "Shivan Light Laser" "Shivan Light Laser" )
+Secondary Banks: ( "Interceptor#Shivan" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 25

$Name: Arjuna 2		;! Object #14
$Class: SF Dragon
$Team: Hostile
$Location: -575.026917, -781.699890, -1906.827515
$Orientation:
	-0.067189, 0.000000, -0.997740,
	-0.797210, 0.601310, 0.053685,
	0.599952, 0.799016, -0.040401
$IFF: IFF 1
$AI Behavior: None
+AI Class: Coward
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
+Primary Banks: ( "Shivan Light Laser" "Shivan Light Laser" )
+Secondary Banks: ( "Interceptor#Shivan" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 25

$Name: Indra 1		;! Object #15
$Class: SF Basilisk
$Team: Hostile
$Location: -677.413513, -781.699890, -1987.915161
$Orientation:
	0.305356, 0.000000, -0.952238,
	-0.543739, 0.820942, -0.174362,
	0.781733, 0.571011, 0.250679
$IFF: IFF 1
$AI Behavior: None
+AI Class: Coward
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
+Secondary Banks: ( "Interceptor#Shivan" "Hornet#Shivan" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 12

$Name: Indra 2		;! Object #16
$Class: SF Basilisk
$Team: Hostile
$Location: -694.791443, -781.699890, -2009.229248
$Orientation:
	0.359415, 0.000000, -0.933178,
	-0.499175, 0.844903, -0.192258,
	0.788445, 0.534919, 0.303671
$IFF: IFF 1
$AI Behavior: None
+AI Class: Coward
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
+Secondary Banks: ( "Interceptor#Shivan" "Interceptor#Shivan" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 12

$Name: Livingstone		;! Object #17
$Class: GTSC Faustus
$Team: Friendly
$Location: -2169.511963, -500.799866, 812.593262
$Orientation:
	-0.259816, -0.122733, -0.957828,
	0.175068, 0.969468, -0.171713,
	0.949657, -0.212299, -0.230397
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Indeterminate", -1)
+Initial Hull: 30
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: science01a-solar1
$Damage: 100
+Subsystem: turret01
$Damage: 100
+Subsystem: turret02
$Damage: 100
+Subsystem: turret03
$Damage: 100
+Subsystem: turret04
$Damage: 100
+Subsystem: turret05
$Damage: 100
+Subsystem: turret06
$Damage: 100
+Subsystem: navigation
$Damage: 100
+Subsystem: communication
$Damage: 100
+Subsystem: weapons
$Damage: 100
+Subsystem: engine
$Damage: 100
+Subsystem: sensors
$Damage: 100
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Close to Livingstone" 
   1 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-music" "no-arrival-warp" "invulnerable" "hidden-from-sensors" "scannable" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 50

$Name: Glengarry		;! Object #18
$Class: GTFr Chronos
$Team: Friendly
$Location: -4996.536133, -10.200083, 3382.244141
$Orientation:
	-0.342946, 0.000000, -0.939355,
	0.095875, 0.994778, -0.035003,
	0.934450, -0.102065, -0.341155
$IFF: IFF 1
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turreta
+AI Class: General
$Arrival Location: Hyperspace
$Arrival Cue: ( and 
   ( is-event-true-delay 
      "Cruiser down" 
      1 
   )
   ( is-event-true-delay 
      "Head for home" 
      1 
   )
)
$Departure Location: Hyperspace
$Departure Cue: ( or 
   ( is-destroyed-delay 5 "Livingstone" ) 
   ( has-undocked-delay 
      "Glengarry" 
      "Livingstone" 
      1 
      2 
   )
)
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-shields" "no-arrival-music" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 20
+Persona Index: 4

$Name: Vishnu 1		;! Object #19
$Class: SB Nephilim
$Team: Neutral
$Location: 4990.500000, -2500.558350, 2697.800049
$Orientation:
	0.999060, 0.000000, 0.043345,
	0.043240, 0.069792, -0.996624,
	-0.003025, 0.997562, 0.069726
$IFF: IFF 1
$AI Behavior: None
+AI Class: Coward
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 25
+Initial Shields: 0
+Subsystem: Pilot
+Primary Banks: ( "" )
+Secondary Banks: ( "" "" "" "" )
+Sbank Ammo: ( 0 0 0 0 )
+Subsystem: turret01
$Damage: 100
+AI Class: Coward
+Primary Banks: ( "" )
+Subsystem: turret02
$Damage: 100
+AI Class: Coward
+Primary Banks: ( "" )
+Subsystem: sensors
$Damage: 100
+Subsystem: communication
$Damage: 100
+Subsystem: engine
$Damage: 100
+Subsystem: weapons
$Damage: 100
+Subsystem: navigation
$Damage: 100
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" "invulnerable" "hidden-from-sensors" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 18

$Name: Vishnu 2		;! Object #20
$Class: SB Nephilim
$Team: Neutral
$Location: 4797.916504, -2500.548096, 2500.451172
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: Coward
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 25
+Initial Shields: 100
+Subsystem: Pilot
+Primary Banks: ( "" )
+Secondary Banks: ( "" "" "" "" )
+Sbank Ammo: ( 0 0 0 0 )
+Subsystem: turret01
$Damage: 100
+AI Class: Coward
+Primary Banks: ( "" )
+Subsystem: turret02
$Damage: 100
+AI Class: Coward
+Primary Banks: ( "" )
+Subsystem: sensors
$Damage: 100
+Subsystem: communication
$Damage: 100
+Subsystem: engine
$Damage: 100
+Subsystem: weapons
$Damage: 100
+Subsystem: navigation
$Damage: 100
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" "invulnerable" "hidden-from-sensors" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 18

$Name: Stingray		;! Object #21
$Class: GTS Centaur
$Team: Friendly
$Location: 6304.391113, 272.649384, 3268.386719
$Orientation:
	-0.224628, 0.000000, 0.974445,
	-0.026567, 0.999628, -0.006124,
	-0.974082, -0.027264, -0.224545
$IFF: IFF 1
$AI Behavior: None
$AI Goals: ( goals ( ai-dock "Vishnu 1" "lower ring" "<unnamed bay A>" 89 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Calling for pick up" 
   17 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "Stingray leaving" 
   8 
)
$Determination: 10
+Flags: ( "cargo-known" "escort" )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 17920		;! note that this is a bitfield!!!
+Group: 0
+Score: 50
+Persona Index: 2

$Name: Kingmaker		;! Object #22
$Class: GTS Centaur
$Team: Friendly
$Location: 6429.000000, 247.704315, 3160.917480
$Orientation:
	-0.096259, 0.000000, 0.995356,
	-0.000053, 1.000000, -0.000005,
	-0.995356, -0.000054, -0.096259
$IFF: IFF 1
$AI Behavior: None
$AI Goals: ( goals ( ai-dock "Vishnu 2" "lower ring" "<unnamed bay A>" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Calling for pick up" 
   19 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "Kingmaker leaving" 
   8 
)
$Determination: 10
+Flags: ( "cargo-known" "escort" )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 17920		;! note that this is a bitfield!!!
+Group: 0
+Score: 50
+Persona Index: 2

$Name: Rama 4		;! Object #23
$Class: SF Manticore
$Team: Hostile
$Location: 3704.530273, 0.000046, 1484.950073
$Orientation:
	0.717756, 0.000000, 0.696295,
	0.000004, 1.000000, -0.000004,
	-0.696295, 0.000006, 0.717756
$IFF: IFF 1
$AI Behavior: None
+AI Class: None
$AI Goals: ( goals ( ai-chase "Stingray" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 10 "Stingray" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 12

$Name: Rama 5		;! Object #24
$Class: SF Manticore
$Team: Hostile
$Location: 3734.930664, 0.000046, 1461.049927
$Orientation:
	0.813421, 0.000000, 0.581676,
	0.000000, 1.000000, 0.000000,
	-0.581676, 0.000000, 0.813421
$IFF: IFF 1
$AI Behavior: None
+AI Class: Coward
$AI Goals: ( goals ( ai-chase "Kingmaker" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 10 "Stingray" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 12

$Name: Maaken		;! Object #25
$Class: SC Cain
$Team: Hostile
$Location: -4850.700195, 899.565796, 9086.500000
$Orientation:
	-0.202610, 0.000000, -0.979260,
	0.100506, 0.994719, -0.020795,
	0.974088, -0.102635, -0.201540
$IFF: IFF 1
$AI Behavior: None
+AI Class: None
$AI Goals: ( goals ( ai-chase "Alpha 1" 50 ) ( ai-waypoints "Waypoint path 6" 60 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+AI Class: Lieutenant
+Subsystem: turret02
+AI Class: Lieutenant
+Subsystem: turret03
+AI Class: Lieutenant
+Subsystem: turret04
+AI Class: Lieutenant
+Subsystem: turret05
+AI Class: Lieutenant
+Subsystem: turret06
+AI Class: Lieutenant
+Subsystem: turret07
+AI Class: Lieutenant
+Subsystem: turret08
+AI Class: Lieutenant
+Sbank Ammo: ( 0 )
+Subsystem: turret09
+AI Class: Lieutenant
+Sbank Ammo: ( 0 )
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "calling in chronos" 
   1 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 150

$Name: Delta 1		;! Object #26
$Class: GTB Medusa
$Team: Friendly
$Location: -4751.907715, 546.835449, 9972.778320
$Orientation:
	-0.994444, 0.000000, 0.105268,
	0.037753, 0.933476, 0.356647,
	-0.098265, 0.358640, -0.928289
$IFF: IFF 1
$AI Behavior: None
+AI Class: Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Hornet" "Phoenix V" "Tsunami" )
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 17

$Name: Delta 2		;! Object #27
$Class: GTB Medusa
$Team: Friendly
$Location: -4702.453125, 518.900024, 10031.996094
$Orientation:
	-0.987930, 0.000000, 0.154900,
	0.057249, 0.929196, 0.365127,
	-0.143933, 0.369588, -0.917981
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Hornet" "Phoenix V" "Tsunami" )
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 17

$Name: Delta 3		;! Object #28
$Class: GTB Medusa
$Team: Friendly
$Location: -4803.691406, 518.900024, 10020.147461
$Orientation:
	-0.998735, 0.000000, 0.050286,
	0.018965, 0.926158, 0.376658,
	-0.046573, 0.377135, -0.924987
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Hornet" "Phoenix V" "Tsunami" )
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 17

$Name: Trident 1		;! Object #29
$Class: SSG Trident
$Team: Hostile
$Location: 2700.162354, -211.216232, 8853.186523
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: Coward
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+AI Class: Coward
+Subsystem: turret02a
+AI Class: None
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Something ahead" 
   1 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )
+Respawn priority: 0
+Group: 0
+Score: 5

$Name: Trident 2		;! Object #30
$Class: SSG Trident
$Team: Hostile
$Location: 2935.683105, -211.217209, 9232.411133
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+AI Class: Coward
+Subsystem: turret02a
+AI Class: None
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Something ahead" 
   1 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )
+Respawn priority: 0
+Group: 0
+Score: 5

$Name: Trident 3		;! Object #31
$Class: SSG Trident
$Team: Hostile
$Location: 2467.308838, -211.217453, 9426.570313
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: Coward
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+AI Class: None
+Subsystem: turret02a
+AI Class: Coward
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Something ahead" 
   1 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )
+Respawn priority: 0
+Group: 0
+Score: 5

$Name: Trident 4		;! Object #32
$Class: SSG Trident
$Team: Hostile
$Location: 2679.039551, -211.217697, 9904.962891
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: Coward
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+AI Class: Coward
+Subsystem: turret02a
+AI Class: None
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Something ahead" 
   1 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )
+Respawn priority: 0
+Group: 0
+Score: 5

$Name: Rama 6		;! Object #33
$Class: SF Manticore
$Team: Hostile
$Location: 192.614609, 0.000427, 972.589355
$Orientation:
	0.423389, 0.000000, 0.905948,
	-0.193621, 0.976895, 0.090488,
	-0.885015, -0.213722, 0.413607
$IFF: IFF 1
$AI Behavior: None
+AI Class: None
$AI Goals: ( goals ( ai-chase "Beta 1" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
+Secondary Banks: ( "Interceptor#Shivan" "MX-50#Shivan" )
$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 25 "Glengarry" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 12

$Name: Rama 7		;! Object #34
$Class: SF Manticore
$Team: Hostile
$Location: 168.691376, 0.001073, 949.480469
$Orientation:
	0.435707, 0.000000, 0.900088,
	-0.193310, 0.976665, 0.093576,
	-0.879085, -0.214767, 0.425540
$IFF: IFF 1
$AI Behavior: None
+AI Class: None
$AI Goals: ( goals ( ai-chase "Alpha 1" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
+Secondary Banks: ( "Interceptor#Shivan" "MX-50#Shivan" )
$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 25 "Glengarry" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 12

$Name: Vishnu 3		;! Object #35
$Class: SB Nephilim
$Team: Hostile
$Location: 227.492432, 0.000088, 943.099609
$Orientation:
	-0.699755, 0.000000, 0.714383,
	-0.118091, 0.986242, -0.115673,
	-0.704554, -0.165306, -0.690128
$IFF: IFF 1
$AI Behavior: None
+AI Class: Lieutenant
$AI Goals: ( goals ( ai-chase "Livingstone" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Interceptor#Shivan" "Synaptic#Shivan" "Phoenix V#Shivan" "MX-50#Shivan" )
+Subsystem: turret01
+AI Class: None
+Subsystem: turret02
+AI Class: None
$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 25 "Glengarry" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 15

$Name: Trident 5		;! Object #36
$Class: SSG Trident
$Team: Hostile
$Location: 2802.145020, -211.216232, 9392.386719
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+AI Class: Coward
+Subsystem: turret02a
+AI Class: None
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Something ahead" 
   1 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )
+Respawn priority: 0
+Group: 0
+Score: 5

$Name: Trident 6		;! Object #37
$Class: SSG Trident
$Team: Hostile
$Location: 2697.816650, -211.216476, 9201.390625
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: Coward
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+AI Class: Coward
+Subsystem: turret02a
+AI Class: None
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Something ahead" 
   1 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )
+Respawn priority: 0
+Group: 0
+Score: 5

$Name: Trident 7		;! Object #38
$Class: SSG Trident
$Team: Hostile
$Location: 2896.497803, -211.216232, 8905.674805
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+AI Class: None
+Subsystem: turret02a
+AI Class: Coward
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Something ahead" 
   1 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )
+Respawn priority: 0
+Group: 0
+Score: 5

$Name: Trident 8		;! Object #39
$Class: SSG Trident
$Team: Hostile
$Location: 2598.953857, -211.216232, 9519.372070
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+AI Class: None
+Subsystem: turret02a
+AI Class: Coward
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Something ahead" 
   1 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )
+Respawn priority: 0
+Group: 0
+Score: 5

#Wings		;! 7 total

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

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-goal-true-delay 
   "Complete Patrol" 
   1 
)
$Ships: (		;! 1 total
	"Beta 1"
)
$AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 50 ) )
+Hotkey: 1
+Flags:( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 1 total
	"Alpha 1"
)
+Flags:( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay "Head for 2" 30 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Rama 1"
	"Rama 2"
	"Rama 3"
)
+Flags:( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay "Head for 4" 3 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 2 total
	"Arjuna 1"
	"Arjuna 2"
)
+Flags:( "no-arrival-message" )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay "Head for 4" 3 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 2 total
	"Indra 1"
	"Indra 2"
)
+Flags:( "no-arrival-message" )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay "head for 6" 1 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 2 total
	"Vishnu 1"
	"Vishnu 2"
)
+Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Calling in bombers" 
   14 
)
$Departure Location: Hyperspace
$Departure Cue: ( is-destroyed-delay 8 "Maaken" ) 
$Ships: (		;! 3 total
	"Delta 1"
	"Delta 2"
	"Delta 3"
)
$AI Goals: ( goals ( ai-chase "Maaken" 89 ) )
+Flags:( )

#Events		;! 66 total

$Formula: ( when 
   ( has-time-elapsed 1 ) 
   ( send-message 
      "Beta 1" 
      "High" 
      "Follow me" 
   )
)
+Name: Arrival
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( < 
      ( distance 
         "Beta 1" 
         "Terran NavBuoy 1" 
      )
      100 
   )
   ( add-goal 
      "Beta 1" 
      ( ai-waypoints-once 
         "Waypoint path 2" 
         50 
      )
   )
)
+Name: Head for 2
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( send-message 
   "Beta 1" 
   "High" 
   "One buoy down. Seven to go." 
)
+Name: one down
+Repeat Count: 1
+Interval: 1
+Chained: 1

$Formula: ( when 
   ( < 
      ( distance 
         "Beta 1" 
         "Terran NavBuoy 2" 
      )
      100 
   )
   ( add-goal 
      "Beta 1" 
      ( ai-waypoints-once 
         "Waypoint path 3" 
         50 
      )
   )
)
+Name: Head for 3
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( < 
      ( distance 
         "Beta 1" 
         "Terran NavBuoy 3" 
      )
      100 
   )
   ( add-goal 
      "Beta 1" 
      ( ai-waypoints-once 
         "Waypoint path 4" 
         50 
      )
   )
)
+Name: Head for 4
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( < 
      ( distance 
         "Beta 1" 
         "Terran NavBuoy 4" 
      )
      100 
   )
   ( add-goal 
      "Beta 1" 
      ( ai-waypoints-once 
         "Waypoint path 5" 
         50 
      )
   )
)
+Name: head for 5
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( < 
      ( distance 
         "Beta 1" 
         "Terran NavBuoy 5" 
      )
      100 
   )
   ( add-goal 
      "Beta 1" 
      ( ai-waypoints-once 
         "Waypoint path 6" 
         50 
      )
   )
)
+Name: head for 6
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( < 
      ( distance 
         "Beta 1" 
         "Terran NavBuoy 6" 
      )
      100 
   )
   ( clear-goals "Beta 1" ) 
)
+Name: Head for 7
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( add-goal 
   "Beta 1" 
   ( ai-waypoints-once 
      "Waypoint path 7" 
      50 
   )
)
+Name: head for 7 II
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( or 
      ( is-destroyed-delay 2 "Maaken" ) 
      ( and 
         ( is-destroyed-delay 1 "Livingstone" ) 
         ( not 
            ( has-arrived-delay 1 "Maaken" ) 
         )
      )
   )
   ( add-goal 
      "Beta 1" 
      ( ai-waypoints-once 
         "Waypoint path 8" 
         50 
      )
   )
)
+Name: Head for 8
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( < 
      ( distance 
         "Beta 1" 
         "Terran NavBuoy 8" 
      )
      100 
   )
   ( add-goal 
      "Beta 1" 
      ( ai-guard "Livingstone" 89 ) 
   )
)
+Name: Head for home
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( or 
      ( or 
         ( is-event-true-delay "leave" 4 ) 
         ( is-destroyed-delay 4 "Glengarry" ) 
      )
      ( is-destroyed-delay 8 "Livingstone" ) 
   )
   ( send-message "Beta 1" "High" "Done" ) 
)
+Name: Departure
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( has-departed-delay 1 "Beta 1" ) 
   ( do-nothing ) 
)
+Name: Cover Beta 1
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Cover Beta 1", -1)

$Formula: ( when 
   ( has-arrived-delay 2 "Rama" ) 
   ( add-goal 
      "Beta 1" 
      ( ai-chase "Rama" 89 ) 
   )
)
+Name: Attack Rama
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-arrived-delay 1 "Arjuna" ) 
   ( add-goal 
      "Beta 1" 
      ( ai-chase "Arjuna" 89 ) 
   )
)
+Name: Attack Arjuna
+Repeat Count: 1
+Interval: 1

$Formula: ( send-message 
   "Beta 1" 
   "High" 
   "Take Indra" 
)
+Name: Order attack on indra
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( add-goal 
   "Beta 1" 
   ( ai-chase "Indra" 70 ) 
)
+Name: Indra a second priority
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 2 "Indra" ) 
      ( is-destroyed-delay 2 "Arjuna" ) 
   )
   ( send-message 
      "Beta 1" 
      "High" 
      "Let's hustle" 
   )
)
+Name: Hustle
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-event-true-delay "head for 5" 10 ) 
   ( send-message 
      "Beta 1" 
      "High" 
      "There's something up here" 
   )
)
+Name: Message for 4
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-event-true-delay "head for 6" 1 ) 
   ( send-message 
      "Beta 1" 
      "High" 
      "Head's up" 
   )
)
+Name: Find bombers
+Repeat Count: 1
+Interval: 1

$Formula: ( add-goal 
   "Beta 1" 
   ( ai-chase "Vishnu" 75 ) 
)
+Name: go to bombers
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( < 
      ( distance "Beta 1" "Vishnu" ) 
      500 
   )
   ( add-goal 
      "Beta 1" 
      ( ai-ignore "Vishnu 1" 89 ) 
   )
)
+Name: stop attack
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( add-goal 
   "Beta 1" 
   ( ai-ignore "Vishnu 2" 89 ) 
)
+Name: Don't attack 2
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( send-message 
   "Beta 1" 
   "High" 
   "Wait a second" 
)
+Name: Call off attack
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( add-goal 
   "Beta 1" 
   ( ai-waypoints-once 
      "Waypoint path 6" 
      50 
   )
)
+Name: head for 6 again
+Repeat Count: 1
+Interval: 1
+Chained: 10

$Formula: ( send-message 
   "Beta 1" 
   "High" 
   "calling for pickup" 
)
+Name: Calling for pick up
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( has-arrived-delay 1 "Stingray" ) 
   ( send-message 
      "Stingray" 
      "High" 
      "Stingray here" 
   )
)
+Name: Stingray here
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-arrived-delay 6 "Rama 4" ) 
   ( send-message 
      "Beta 1" 
      "High" 
      "Rama's attacking" 
   )
)
+Name: Rama 4 and 5 here
+Repeat Count: 1
+Interval: 1

$Formula: ( add-goal 
   "Beta 1" 
   ( ai-chase "Rama 4" 89 ) 
)
+Name: Attack rama 4
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( add-goal 
   "Beta 1" 
   ( ai-chase "Rama 5" 89 ) 
)
+Name: Attack Rama 5
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 1 "Rama 4" ) 
      ( is-destroyed-delay 1 "Rama 5" ) 
   )
   ( send-message 
      "Beta 1" 
      "High" 
      "Let's hustle" 
   )
)
+Name: Good job again
+Repeat Count: 1
+Interval: 1

$Formula: ( send-message 
   "Beta 1" 
   "High" 
   "Something ahead" 
)
+Name: Something ahead
+Repeat Count: 1
+Interval: 1
+Chained: 21

$Formula: ( when 
   ( < 
      ( distance 
         "Beta 1" 
         "Waypoint path 6:1" 
      )
      2800 
   )
   ( send-message 
      "Beta 1" 
      "High" 
      "They're guns" 
   )
)
+Name: They're guns!
+Repeat Count: 1
+Interval: 1

$Formula: ( add-goal 
   "Beta 1" 
   ( ai-chase "Trident 1" 89 ) 
)
+Name: attack guns
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( add-goal 
   "Beta 1" 
   ( ai-chase "Trident 2" 89 ) 
)
+Name: ag 2
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( add-goal 
   "Beta 1" 
   ( ai-chase "Trident 3" 89 ) 
)
+Name: ag 3
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( add-goal 
   "Beta 1" 
   ( ai-chase "Trident 4" 89 ) 
)
+Name: ag 4
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( add-goal 
   "Beta 1" 
   ( ai-chase "Trident 5" 89 ) 
)
+Name: ag 5
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( add-goal 
   "Beta 1" 
   ( ai-chase "Trident 6" 89 ) 
)
+Name: ag 6
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( add-goal 
   "Beta 1" 
   ( ai-chase "Trident 7" 89 ) 
)
+Name: ag 7
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( add-goal 
   "Beta 1" 
   ( ai-chase "Trident 8" 89 ) 
)
+Name: ag 8
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( and 
      ( and 
         ( and 
            ( and 
               ( and 
                  ( and 
                     ( and 
                        ( is-destroyed-delay 5 "Trident 1" ) 
                        ( is-destroyed-delay 5 "Trident 8" ) 
                     )
                     ( is-destroyed-delay 5 "Trident 5" ) 
                  )
                  ( is-destroyed-delay 5 "Trident 6" ) 
               )
               ( is-destroyed-delay 5 "Trident 7" ) 
            )
            ( is-destroyed-delay 5 "Trident 2" ) 
         )
         ( is-destroyed-delay 5 "Trident 3" ) 
      )
      ( is-destroyed-delay 5 "Trident 4" ) 
   )
   ( send-message 
      "Beta 1" 
      "High" 
      "Must be a foothold" 
   )
)
+Name: Must be a foothold
+Repeat Count: 1
+Interval: 1

$Formula: ( add-goal 
   "Beta 1" 
   ( ai-waypoints-once 
      "Waypoint path 6" 
      50 
   )
)
+Name: Head for six again
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( is-event-true-delay "Head for 7" 1 ) 
   ( send-message 
      "Beta 1" 
      "High" 
      "two more" 
   )
)
+Name: two more
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( < 
      ( distance 
         "Waypoint path 7:1" 
         "Beta 1" 
      )
      800 
   )
   ( change-iff "Friendly" "Livingstone" ) 
)
+Name: Close to Livingstone
+Repeat Count: 1
+Interval: 1

$Formula: ( send-message 
   "Beta 1" 
   "High" 
   "Check that out" 
)
+Name: Check that out
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( < 
      ( distance "Alpha 1" "Livingstone" ) 
      800 
   )
   ( ship-visible "Livingstone" ) 
   ( ship-vulnerable "Livingstone" ) 
)
+Name: livingstone trackable
+Repeat Count: 1
+Interval: 1

$Formula: ( send-message 
   "Beta 1" 
   "High" 
   "Scan it" 
)
+Name: Make trackable
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( is-cargo-known-delay 
      4 
      "Livingstone" 
   )
   ( send-message 
      "Beta 1" 
      "High" 
      "Bad shape" 
   )
)
+Name: calling in chronos
+Repeat Count: 1
+Interval: 1

$Formula: ( add-goal 
   "Beta 1" 
   ( ai-chase "Maaken" 70 ) 
)
+Name: Attack maaken
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( send-message 
   "Beta 1" 
   "High" 
   "Calling in bombers" 
)
+Name: Calling in bombers
+Repeat Count: 1
+Interval: 1
+Chained: 12

$Formula: ( when 
   ( < ( hits-left "Beta 1" ) 30 ) 
   ( add-goal 
      "Beta 1" 
      ( ai-evade-ship "Maaken" 89 ) 
   )
)
+Name: don't attack
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 8 "Maaken" ) 
      ( not 
         ( is-destroyed-delay 1 "Livingstone" ) 
      )
   )
   ( send-message 
      "Beta 1" 
      "High" 
      "Cruiser down" 
   )
)
+Name: Cruiser down
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-arrived-delay 1 "Glengarry" ) 
   ( send-message 
      "Glengarry" 
      "High" 
      "Chronos here" 
   )
   ( add-goal 
      "Glengarry" 
      ( ai-dock 
         "Livingstone" 
         "bridge dock" 
         "port docking" 
         89 
      )
   )
)
+Name: Chronos here
+Repeat Count: 1
+Interval: 1

$Formula: ( send-message 
   "Beta 1" 
   "High" 
   "Cover the Livingstone" 
)
+Name: Cover Livingstone
+Repeat Count: 1
+Interval: 1
+Chained: 8

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 1 "Livingstone" ) 
      ( not 
         ( is-destroyed-delay 1 "Beta 1" ) 
      )
   )
   ( send-message 
      "Beta 1" 
      "High" 
      "Livingstone down!" 
   )
)
+Name: L down
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-docked-delay 
      "Glengarry" 
      "Livingstone" 
      1 
      4 
   )
   ( send-message 
      "Glengarry" 
      "High" 
      "Glengarry leaving" 
   )
)
+Name: Glengarry leaving
+Repeat Count: 1
+Interval: 1

$Formula: ( send-message 
   "Beta 1" 
   "High" 
   "come back" 
)
+Name: Ok, come back
+Repeat Count: 1
+Interval: 1
+Chained: 10

$Formula: ( clear-goals "Glengarry" ) 
+Name: undock and leave
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( add-goal 
   "Glengarry" 
   ( ai-undock 89 ) 
)
+Name: leave
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( has-docked-delay 
      "Stingray" 
      "Vishnu 1" 
      1 
      2 
   )
   ( send-message 
      "Stingray" 
      "High" 
      "Stingray leaving" 
   )
)
+Name: Stingray leaving
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( has-docked-delay 
         "Kingmaker" 
         "Vishnu 2" 
         1 
         2 
      )
      ( or 
         ( is-event-true-delay 
            "Stingray leaving" 
            8 
         )
         ( or 
            ( is-destroyed-delay 1 "Stingray" ) 
            ( is-disabled-delay 1 "Stingray" ) 
         )
      )
   )
   ( send-message 
      "Kingmaker" 
      "High" 
      "Kingmaker leaving" 
   )
)
+Name: Kingmaker leaving
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-destroyed-delay 1 "Beta 1" ) 
   ( send-message 
      "#Command" 
      "High" 
      "beta 1 down" 
   )
)
+Name: Beta 1 down
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-arrived-delay 1 "Vishnu 3" ) 
   ( send-message 
      "Beta 1" 
      "High" 
      "They're after L" 
   )
)
+Name: Final wave
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-arrived-delay 5 "Delta" ) 
   ( send-message 
      "Beta 1" 
      "High" 
      "Hit the cruiser" 
   )
)
+Name: Delta has arrived
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( < 
         ( distance 
            "Beta 1" 
            "Waypoint path 8:1" 
         )
         800 
      )
      ( not 
         ( is-destroyed-delay 1 "Livingstone" ) 
      )
   )
   ( send-message 
      "Beta 1" 
      "High" 
      "Where's that freighter?" 
   )
)
+Name: Where's the freighter?
+Repeat Count: 1
+Interval: 1

#Goals		;! 6 total

$Type: Primary
+Name: Complete Patrol
$MessageNew:  XSTR("Follow Beta 1 and patrol all nav points in the sector", -1)
$end_multi_text
$Formula: ( and 
   ( is-event-true-delay "Departure" 4 ) 
   ( not 
      ( is-destroyed-delay 1 "Beta 1" ) 
   )
)
+Score: 500

$Type: Bonus
+Name: Retrieve Vishnu 1
$MessageNew:  XSTR("Retrieve Vishnu 1", -1)
$end_multi_text
$Formula: ( has-departed-delay 1 "Stingray" ) 
+No music
+Score: 250

$Type: Bonus
+Name: Retrieve Vishnu 2
$MessageNew:  XSTR("Retrieve Vishnu 2", -1)
$end_multi_text
$Formula: ( has-departed-delay 1 "Kingmaker" ) 
+No music
+Score: 250

$Type: Bonus
+Name: Protect Livingstone
$MessageNew:  XSTR("Protect Livingstone", -1)
$end_multi_text
$Formula: ( and 
   ( not 
      ( is-destroyed-delay 1 "Livingstone" ) 
   )
   ( is-event-true-delay "leave" 1 ) 
)
+Score: 350

$Type: Bonus
+Name: Destroy Maaken
$MessageNew:  XSTR("Destroy Maaken", -1)
$end_multi_text
$Formula: ( is-destroyed-delay 1 "Maaken" ) 
+No music
+Score: 500

$Type: Bonus
+Name: Destroy sentry guns
$MessageNew:  XSTR("Destroy sentry guns", -1)
$end_multi_text
$Formula: ( is-event-true-delay 
   "Must be a foothold" 
   1 
)
+No music
+Score: 200

#Waypoints		;! 9 lists total

$Name: Waypoint path 1
$List: (		;! 1 points in list
	( -2699.979248, -0.005925, 3670.036621 )
)

$Name: Waypoint path 2
$List: (		;! 1 points in list
	( -2773.882813, 489.756714, -142.879135 )
)

$Name: Waypoint path 3
$List: (		;! 1 points in list
	( -171.201904, -600.639709, -1728.104248 )
)

$Name: Waypoint path 4
$List: (		;! 1 points in list
	( 4024.581787, -360.489319, -794.318115 )
)

$Name: Waypoint path 5
$List: (		;! 1 points in list
	( 4998.285156, 1068.956299, 2770.794922 )
)

$Name: Waypoint path 6
$List: (		;! 1 points in list
	( 1999.960571, -0.005615, 10870.418945 )
)

$Name: Waypoint path 7
$List: (		;! 1 points in list
	( -903.555725, -592.179260, 8089.109863 )
)

$Name: Waypoint path 8
$List: (		;! 1 points in list
	( -5150.705566, 1241.005127, 4514.552734 )
)

$Name: Waypoint path 9
$List: (		;! 1 points in list
	( -2700.330322, -0.001964, 3659.902588 )
)

#Messages		;! 195 total


$Name: Follow me

$Team: -1
$MessageNew:  XSTR("Okay tiger. Try not to get too far behind.", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol1.wav

$Name: Done

$Team: -1
$MessageNew:  XSTR("Good job tiger. This sector is clear. Jump back to base.", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol2.wav

$Name: Take Indra

$Team: -1
$MessageNew:  XSTR("Head's up. We've got company. I'll take the Dragons. You've got the other two.", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol3.wav

$Name: Let's hustle

$Team: -1
$MessageNew:  XSTR("Good job Tiger. Let's hustle.", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol4.wav

$Name: There's something up here

$Team: -1
$MessageNew:  XSTR("I've got a bad feeling about this. Keep your eyes peeled for more Shivans.", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol5.wav

$Name: Head's up

$Team: -1
$MessageNew:  XSTR("Heads up! I'm reading two enemy bombers. Signal very faint. Do you see 'em?", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol6.wav

$Name: Wait a second

$Team: -1
$MessageNew:  XSTR("Wait a second. Those bombers are completely disabled. What the hell are they doing here?", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol7.wav

$Name: calling for pickup

$Team: -1
$MessageNew:  XSTR("I'm calling in support ships to pickup those bombers. Let's head for navbuoy 6.", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol8.wav

$Name: Rama's attacking

$Team: -1
$MessageNew:  XSTR("Rama's attacking our support ships! Cover them! Cover them!", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol9.wav

$Name: Stingray here

$Team: -1
$MessageNew:  XSTR("Stingray and Kingmaker here. We're picking up those bombers now.", -1)
$end_multi_text
+Persona: Wingman 3
+AVI Name: Head-TP2
+Wave Name: patrol10.wav

$Name: Check that out

$Team: -1
$MessageNew:  XSTR("I'm reading a friendly nearby. Nothing solid though. Check it out.", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol11.wav

$Name: Scan it

$Team: -1
$MessageNew:  XSTR("Good God! It's the Livingstone. She was lost nearly a month ago. Scan that ship.", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol12.wav

$Name: Bad shape

$Team: -1
$MessageNew:  XSTR("She's nearly breaking apart. We'll have to-- what the hell? A Shivan cruiser is warping in!", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol13.wav

$Name: Chronos here

$Team: -1
$MessageNew:  XSTR("Glengarry warping in. We're heading for the Livingstone now.", -1)
$end_multi_text
+Persona: Wingman 5
+AVI Name: Head-TP3
+Wave Name: patrol14.wav

$Name: two more

$Team: -1
$MessageNew:  XSTR("Almost done. Two more buoys to go.", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol16.wav

$Name: Cruiser down

$Team: -1
$MessageNew:  XSTR("Cruiser down! Thanks Delta. I'm calling in a freighter to pick up the Livingstone.", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol17.wav

$Name: Calling in bombers

$Team: -1
$MessageNew:  XSTR("I'm calling in bomber support. Hang on tiger.", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol18.wav

$Name: Cover the Livingstone

$Team: -1
$MessageNew:  XSTR("Cover the Livingstone till she's picked up by the Glengarry.", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol19.wav

$Name: Glengarry leaving

$Team: -1
$MessageNew:  XSTR("We've attached to the Livingstone. But her hull is too weak to make the jump. A repair team will have to come back for her.", -1)
$end_multi_text
+Persona: Wingman 5
+AVI Name: Head-TP3
+Wave Name: patrol15.wav

$Name: Stingray leaving

$Team: -1
$MessageNew:  XSTR("Stingray in place. Jumping back to base.", -1)
$end_multi_text
+Persona: Wingman 3
+AVI Name: Head-TP2
+Wave Name: patrol20.wav

$Name: Kingmaker leaving

$Team: -1
$MessageNew:  XSTR("We've docked. Kingmaker warping out now.", -1)
$end_multi_text
+Persona: Wingman 3
+AVI Name: Head-TP2
+Wave Name: patrol21.wav

$Name: beta 1 down

$Team: -1
$MessageNew:  XSTR("Beta 1 down. Repeat, Beta 1 down. Get out of there pilot.", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM1
+Wave Name: patrol25.wav

$Name: Something ahead

$Team: -1
$MessageNew:  XSTR("I'm reading something up ahead. Careful tiger, it could be anything.", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol22.wav

$Name: They're guns

$Team: -1
$MessageNew:  XSTR("Shivan sentry guns! Quick! Take 'em out!", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol23.wav

$Name: Must be a foothold

$Team: -1
$MessageNew:  XSTR("I don't like this one bit, tiger. If the Shivans installed guns here, they must serious about taking this sector.", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol24.wav

$Name: One buoy down. Seven to go.

$Team: -1
$MessageNew:  XSTR("One buoy down. Seven to go.", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol26.wav

$Name: Livingstone down!

$Team: -1
$MessageNew:  XSTR("Damn! The Livingstone's been destroyed.", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol27.wav

$Name: They're after L

$Team: -1
$MessageNew:  XSTR("Head's up, we've got company. They're going for the Livingstone!", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol28.wav

$Name: Hit the cruiser

$Team: -1
$MessageNew:  XSTR("Delta, hit that cruiser with everything you've got!", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol30.wav

$Name: Where's that freighter?

$Team: -1
$MessageNew:  XSTR("Where's that freighter?", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol29.wav

$Name: come back

$Team: -1
$MessageNew:  XSTR("Damn! Well, there's nothing we can do now then. Thanks Glengarry.", -1)
$end_multi_text
+Persona: Wingman 1
+AVI Name: Head-TP1
+Wave Name: patrol31.wav

#Reinforcements		;! 0 total


#Background bitmaps		;! 53 total

$Num stars: 857
$Ambient light level: 7895160

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;;FSO 3.6.9;; +ScaleY: 2.000000
;;FSO 3.6.9;; +DivX: 1
;;FSO 3.6.9;; +DivY: 1
;;FSO 3.6.9;; $Starbitmap: nebulB10-whisp
;;FSO 3.6.9;; +Angles: 0.261799 3.665189 3.316123
;;FSO 3.6.9;; +ScaleX: 2.000000
;;FSO 3.6.9;; +ScaleY: 2.000000
;;FSO 3.6.9;; +DivX: 1
;;FSO 3.6.9;; +DivY: 1
;;FSO 3.6.9;; $Starbitmap: nebulB11-whisp
;;FSO 3.6.9;; +Angles: 0.261799 0.506145 3.054324
;;FSO 3.6.9;; +ScaleX: 2.000000
;;FSO 3.6.9;; +ScaleY: 2.000000
;;FSO 3.6.9;; +DivX: 1
;;FSO 3.6.9;; +DivY: 1
;;FSO 3.6.9;; $Starbitmap: nebulB6-whisp
;;FSO 3.6.9;; +Angles: 0.226893 3.141590 3.630282
;;FSO 3.6.9;; +ScaleX: 3.000000
;;FSO 3.6.9;; +ScaleY: 3.000000
;;FSO 3.6.9;; +DivX: 1
;;FSO 3.6.9;; +DivY: 1
;;FSO 3.6.9;; $Starbitmap: nebulB4-whisp
;;FSO 3.6.9;; +Angles: 0.174533 0.000000 4.520399
;;FSO 3.6.9;; +ScaleX: 2.000000
;;FSO 3.6.9;; +ScaleY: 2.000000
;;FSO 3.6.9;; +DivX: 1
;;FSO 3.6.9;; +DivY: 1
;;FSO 3.6.9;; $Starbitmap: nebulA4-whisp
;;FSO 3.6.9;; +Angles: 0.174533 5.759582 0.698131
;;FSO 3.6.9;; +ScaleX: 2.000000
;;FSO 3.6.9;; +ScaleY: 2.000000
;;FSO 3.6.9;; +DivX: 1
;;FSO 3.6.9;; +DivY: 1
;;FSO 3.6.9;; $Starbitmap: nebulA6-whisp
;;FSO 3.6.9;; +Angles: 0.174533 0.000000 0.872664
;;FSO 3.6.9;; +ScaleX: 4.000000
;;FSO 3.6.9;; +ScaleY: 4.000000
;;FSO 3.6.9;; +DivX: 1
;;FSO 3.6.9;; +DivY: 1
;;FSO 3.6.9;; $Starbitmap: nebulA9-whisp
;;FSO 3.6.9;; +Angles: 0.174533 4.712385 0.872664
;;FSO 3.6.9;; +ScaleX: 2.000000
;;FSO 3.6.9;; +ScaleY: 2.000000
;;FSO 3.6.9;; +DivX: 1
;;FSO 3.6.9;; +DivY: 1
;;FSO 3.6.9;; $Starbitmap: nebulA7-whisp
;;FSO 3.6.9;; +Angles: 0.000000 1.570795 0.872664
;;FSO 3.6.9;; +ScaleX: 2.000000
;;FSO 3.6.9;; +ScaleY: 2.000000
;;FSO 3.6.9;; +DivX: 1
;;FSO 3.6.9;; +DivY: 1
;;FSO 3.6.9;; $Starbitmap: nebulA11-whisp
;;FSO 3.6.9;; +Angles: 0.174533 4.712385 0.610865
;;FSO 3.6.9;; +ScaleX: 2.000000
;;FSO 3.6.9;; +ScaleY: 2.000000
;;FSO 3.6.9;; +DivX: 1
;;FSO 3.6.9;; +DivY: 1
;;FSO 3.6.9;; $Starbitmap: nebulA10-whisp
;;FSO 3.6.9;; +Angles: 0.000000 0.000000 0.523598
;;FSO 3.6.9;; +ScaleX: 4.000000
;;FSO 3.6.9;; +ScaleY: 4.000000
;;FSO 3.6.9;; +DivX: 1
;;FSO 3.6.9;; +DivY: 1
;;FSO 3.6.9;; $Starbitmap: nebulA3-whisp
;;FSO 3.6.9;; +Angles: 5.934115 0.000000 0.000000
;;FSO 3.6.9;; +ScaleX: 3.000000
;;FSO 3.6.9;; +ScaleY: 3.000000
;;FSO 3.6.9;; +DivX: 1
;;FSO 3.6.9;; +DivY: 1
;;FSO 3.6.9;; $Starbitmap: nebulA12-whisp
;;FSO 3.6.9;; +Angles: 6.038835 0.698131 0.174533
;;FSO 3.6.9;; +ScaleX: 2.000000
;;FSO 3.6.9;; +ScaleY: 2.000000
;;FSO 3.6.9;; +DivX: 1
;;FSO 3.6.9;; +DivY: 1
;;FSO 3.6.9;; $Starbitmap: nebulA5-whisp
;;FSO 3.6.9;; +Angles: 5.759582 5.585049 6.108648
;;FSO 3.6.9;; +ScaleX: 2.000000
;;FSO 3.6.9;; +ScaleY: 2.000000
;;FSO 3.6.9;; +DivX: 1
;;FSO 3.6.9;; +DivY: 1

;;FSO 3.6.9;; $Bitmap List:
$Sun: SunGold
+Angles: 5.393063 0.000000 4.206240
+Scale: 2.000000
$Starbitmap: dneb03
+Angles: 0.000000 0.000000 1.047197
+ScaleX: 4.000000
+ScaleY: 4.000000
+DivX: 2
+DivY: 2
$Starbitmap: planeth
+Angles: 0.785398 3.752455 3.490656
+ScaleX: 2.000000
+ScaleY: 2.000000
+DivX: 1
+DivY: 1
$Starbitmap: planetc
+Angles: 0.994837 0.000000 3.665189
+ScaleX: 0.400000
+ScaleY: 0.400000
+DivX: 1
+DivY: 1
$Starbitmap: dneb02
+Angles: 0.733038 0.733038 0.733038
+ScaleX: 3.000000
+ScaleY: 2.200000
+DivX: 1
+DivY: 1
$Starbitmap: neb18
+Angles: 0.855211 2.146753 0.558505
+ScaleX: 2.200000
+ScaleY: 3.500000
+DivX: 1
+DivY: 2
$Starbitmap: dneb12
+Angles: 0.383972 0.383972 0.733038
+ScaleX: 2.400000
+ScaleY: 3.200000
+DivX: 1
+DivY: 1
$Starbitmap: dneb02
+Angles: 1.117010 1.117010 1.117010
+ScaleX: 2.000000
+ScaleY: 2.500000
+DivX: 1
+DivY: 1
$Starbitmap: dneb03
+Angles: 1.937314 2.146753 1.082103
+ScaleX: 3.200000
+ScaleY: 2.700000
+DivX: 1
+DivY: 1
$Starbitmap: dneb02
+Angles: 2.146753 1.937314 2.146753
+ScaleX: 3.400000
+ScaleY: 4.100000
+DivX: 1
+DivY: 2
$Starbitmap: dneb12
+Angles: 1.937314 3.455749 2.321286
+ScaleX: 2.000000
+ScaleY: 3.500000
+DivX: 1
+DivY: 2
$Starbitmap: neb18
+Angles: 1.745328 0.000000 2.146753
+ScaleX: 3.000000
+ScaleY: 2.700000
+DivX: 1
+DivY: 1
$Starbitmap: dneb03
+Angles: 1.937314 3.874628 1.745328
+ScaleX: 2.500000
+ScaleY: 2.500000
+DivX: 1
+DivY: 1
$Starbitmap: neb18
+Angles: 1.518435 5.811942 0.855211
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: dneb12
+Angles: 1.256636 0.000000 0.645771
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: neb18
+Angles: 1.658062 1.570795 0.488692
+ScaleX: 3.200000
+ScaleY: 1.800000
+DivX: 1
+DivY: 1
$Starbitmap: dneb02
+Angles: 1.954767 1.850047 0.383972
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: neb18
+Angles: 2.146753 2.146753 0.209439
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: dneb12
+Angles: 2.286380 4.258600 6.265727
+ScaleX: 2.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: neb18
+Angles: 2.356193 2.356193 5.951568
+ScaleX: 4.500000
+ScaleY: 3.800000
+DivX: 2
+DivY: 2
$Starbitmap: dneb02
+Angles: 2.216566 1.343902 5.707222
+ScaleX: 3.000000
+ScaleY: 2.200000
+DivX: 1
+DivY: 1
$Starbitmap: neb18
+Angles: 1.937314 3.298670 5.532689
+ScaleX: 2.000000
+ScaleY: 3.200000
+DivX: 1
+DivY: 1
$Starbitmap: dneb02
+Angles: 1.675515 1.867501 5.427969
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: dneb12
+Angles: 1.343902 1.588248 5.480330
+ScaleX: 4.000000
+ScaleY: 2.000000
+DivX: 2
+DivY: 1
$Starbitmap: neb18
+Angles: 0.994837 2.146753 5.654862
+ScaleX: 4.000000
+ScaleY: 3.000000
+DivX: 2
+DivY: 1
$Starbitmap: dneb02
+Angles: 0.767944 3.961894 5.951568
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: neb18
+Angles: 0.575958 0.000000 6.230820
+ScaleX: 4.000000
+ScaleY: 2.200000
+DivX: 2
+DivY: 1
$Starbitmap: dneb12
+Angles: 0.645771 2.565632 0.191986
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1

#Asteroid Fields

$Density: 92
+Field Type: 0
+Debris Genre: 0
+Field Debris Type: 0
$Average Speed: 45.000005
$Minimum: -2000.000000, -2500.000000, 1000.000000
$Maximum: 6000.000000, 2500.000000, 10000.000000

#Music

$Event Music: 6: Joshua
;;FSO 3.6.9;; $Substitute Event Music: FS1-6: Haunted
$Briefing Music: Brief2
;;FSO 3.6.9;; $Substitute Briefing Music: FS1-BRIEF2
$Debriefing Success Music: FS1-Success
$Debriefing Average Music: FS1-Failure
$Debriefing Fail Music: Average

#End

