#Mission Info

$Version: 0.10
$Name:  XSTR("Hell cooking", -1)
$Author: Alban Lelièvre
$Created: 07/16/01 at 02:14:59
$Modified: 05/24/02 at 23:01:16
$Notes:
This is a quite difficult mission. The asteroid field is extremely dense, and frequent explosions due to collisions are somehow weakening player's shield. Last but not least, the action perimeter is very restricted: above a certain distance from the center nav point, the "gas concentracion" will rip player's hull. Hopefully, once the freighter is in position, the field's inner box shall protect it. A good thing, since player will have to deal with multiple incoming wings of Astharoth class fighters that will get concerned with anhilating him.
Intense dogfighting featuring slalom between asteroids and quite well-trained Shivan pilots are what to be expected in this mission.$End Notes:

$Mission Desc:
 XSTR("A small task force passed through the Knossos portal that appeared in Sirius to retrieve a valuable material. In a extremely hostile environement filled with highly unstable gas matter, you will protect the freighter from a dense asteroid field, and, of course from Shivan attacks. 
", -1)
$end_multi_text

+Game Type Flags: 1

+Flags: 4
+NebAwacs: 3000.000000

+Storm: s_active


+Red Alert: 0

+Scramble: 0

+Disallow Support: 1

+Viewer pos: 36.048458, 978.533142, 1446.753418
+Viewer orient:
	-0.000588, 0.000000, -1.000000,
	0.977600, 0.210473, -0.000575,
	0.210473, -0.977600, -0.000124

#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

#Sexp_variables

$Variables:
(
		0		"kn,l"		"5"		"number"
		64		"SpaceHunk 5"		"2000"		"block"
		65		"SpaceHunk 5"		"7400"		"block"
		66		"SpaceHunk 5"		"800"		"block"
		67		"SpaceHunk 5"		"12000"		"block"
		68		"SpaceHunk 5"		"1"		"block"
		69		"SpaceHunk 5"		"400"		"block"
		70		"SpaceHunk 4"		"2000"		"block"
		71		"SpaceHunk 4"		"7400"		"block"
		72		"SpaceHunk 4"		"800"		"block"
		73		"SpaceHunk 4"		"12000"		"block"
		74		"SpaceHunk 4"		"1"		"block"
		75		"SpaceHunk 4"		"400"		"block"
		76		"SpaceHunk 3"		"2000"		"block"
		77		"SpaceHunk 3"		"7400"		"block"
		78		"SpaceHunk 3"		"800"		"block"
		79		"SpaceHunk 3"		"12000"		"block"
		80		"SpaceHunk 3"		"1"		"block"
		81		"SpaceHunk 3"		"400"		"block"
		82		"SpaceHunk 2"		"2000"		"block"
		83		"SpaceHunk 2"		"7400"		"block"
		84		"SpaceHunk 2"		"800"		"block"
		85		"SpaceHunk 2"		"12000"		"block"
		86		"SpaceHunk 2"		"1"		"block"
		87		"SpaceHunk 2"		"400"		"block"
		88		"SpaceHunk 1"		"2000"		"block"
		89		"SpaceHunk 1"		"7400"		"block"
		90		"SpaceHunk 1"		"800"		"block"
		91		"SpaceHunk 1"		"12000"		"block"
		92		"SpaceHunk 1"		"1"		"block"
		93		"SpaceHunk 1"		"400"		"block"
		94		"GVD Typhon 2"		"150"		"block"
		95		"GVD Typhon 2"		"8000"		"block"
		96		"GVD Typhon 2"		"400"		"block"
		97		"GVD Typhon 2"		"12000"		"block"
		98		"GVD Typhon 2"		"1"		"block"
		99		"GVD Typhon 2"		"200"		"block"
)

#Command Briefing

$Stage Text:
 XSTR("The data retrieved by the $f GTSC $f Marussio on the Knossos portal that appeared in the Sirius system revealed that it has been technically modified to perform a jump by itself. 

It is a discovery of the utmost importance. This means our salvation or our doom. In a sense, we may have closed the Capella node in vain, because the Shivans could send portals wherever they like, but it seems that to do so, certain conditions are required.

Here is an excerpt from the report of the scientists who worked on the case.", -1)
$end_multi_text
$Ani Filename: none
+Wave Filename: none

$Stage Text:
 XSTR("Log 1820, SRC report on case: Sirius Knossos portal. Ref 126-56

No conclusive data could have been extracted from the information gathered on the unknown portal in Sirius. We assume, however, that it has been modified for the very task of warping out of a system to warp in another. 

Let us resume some basic principles in subspace travel. For an object to perform a jump, are needed an entry portal, an exit portal, just like the two sides of a door, and at last the object that jump, and has to be equipped to do so.

Basically the portal in Sirius has used its property to project objects equipped with jump technology in another system for itself, thus assuming the three roles needed in the operation: the entry gate, the exit gate, and the object, which is impossible. At least for our technology level.

Some components have been added to the portal, including some huge gas compressors. We do not know their role here, but we concluded that a special environment was necessary at the depart site of the portal. A highly unstable place, extremely rich in gas.

Log 1820, SRC report on case: Sirius Knossos portal. Ref 126-56-end", -1)
$end_multi_text
$Ani Filename: none
+Wave Filename: none

$Stage Text:
 XSTR("At 1250, galactic time, allied forces sent a probe through the portal to get a visual on the other side. We discovered a highly unstable nebula, far too volatile to fly in. Huge explosions due to permanent gas dilatation are too frequents, and external pressure is well above what our strongest hulls could handle. There are also many dense asteroids sites presents in this sector, made of particles compressed by the gas.

You're going in.", -1)
$end_multi_text
$Ani Filename: none
+Wave Filename: none

$Stage Text:
 XSTR("Before being destroyed, the probe revealed an artificially created asteroid belt, and some Shivan containers in. The pression in this place is bearable because of the asteroids and the artificial structures, but not for long. Soon the whole thing is going to produce a blast so huge that a meson bomb would look pitiful.

This site has certainly been the depart point of the portal, and we will retrieve those containers.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

#Briefing
$start_briefing
$num_stages: 3
$start_stage
$multi_text
 XSTR("Our time window is very small. $f Alpha $f wing will arrive in the belt twenty seconds before the freighters. Once there, your task is to clear a path for those freighters and lead them to the containers. We may have to deal with the Shivans as well. They are not there right now but most certainly they won't let us go with this cargo.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: -421.075867, 9956.894531, -320.875366
$camera_orient:
	0.004123, 0.000000, -0.999991,
	0.996949, 0.077953, 0.004110,
	0.077952, -0.996957, 0.000321
$camera_time: 500
$num_lines: 0
$num_icons: 4
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 8
$team: Neutral
$class: Asteroid
$pos: 1068.560913, 929.433899, 1204.849976
$label: Astroid belt
+id: 1
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 13
$team: Friendly
$class: GTFR Poseidon
$pos: 608.035522, -0.000137, -2922.102539
$label: Freighters
+id: 2
$hlight: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GTF Perseus
$pos: 527.777405, 12.285258, 2812.481445
$label: Alpha wing
+id: 3
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 3
$team: Neutral
$class: SAC 2
$pos: 210.014389, 581.529480, -797.949280
$label: Containers
+id: 4
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("Once the cargos are retrieved, get out of there as quickly as you can. There won't be much time before the whole place is blasted.
Needless to say, we cannot send any support ship in this mess, so do not waste missiles or counter measures.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: -447.968933, 9833.715820, -977.063782
$camera_orient:
	0.004123, 0.000000, -0.999991,
	0.996949, 0.077953, 0.004110,
	0.077952, -0.996957, 0.000321
$camera_time: 500
$num_lines: 0
$num_icons: 3
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 8
$team: Neutral
$class: Asteroid
$pos: 76.174423, 929.432251, 877.695129
$label: Astroid belt
+id: 1
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GTF Perseus
$pos: 527.777405, 12.285258, 2812.481445
$label: Alpha wing
+id: 3
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 14
$team: Friendly
$class: GTFR Poseidon
$pos: 289.493958, 64.386368, -3333.090576
$label: Freighters
+id: 6
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("Now, something VERY important. At the outer range of the asteroid belt, the pressure is extremely high. So DO NOT LEAVE THE PERIMETER.
We placed a nav buoy that will help you not getting lost. Whenever your onboard computer gives you an alert signal, turn back and head for it.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: 36.048458, 978.533142, 1446.753418
$camera_orient:
	-0.000589, 0.000000, -1.000000,
	0.977600, 0.210473, -0.000575,
	0.210473, -0.977600, -0.000124
$camera_time: 500
$num_lines: 0
$num_icons: 4
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 8
$team: Neutral
$class: Asteroid
$pos: 47.278717, 929.432007, 1440.080811
$label: Astroid belt
+id: 1
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GTF Perseus
$pos: 264.688660, 12.285284, 1579.831665
$label: Alpha wing
+id: 3
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 14
$team: Friendly
$class: GTFR Poseidon
$pos: 289.493958, 64.386368, -3333.090576
$label: Freighters
+id: 6
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 9
$team: Friendly
$class: GTNB Pharos
$pos: 228.824387, -11.465123, 1451.369263
$label: Security point
+id: 8
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$end_briefing

#Debriefing_info

$Num stages: 1

$Formula: ( true ) 
$Multi text
    XSTR("You were extremely lucky, pilot. You survived a blast that would have vanished a Hecate class destroyer in no time. You squad mates, however, did not have this chance.

The gas pressure jammed your jump drive system and we lost contact with you at the end for the same  reason. After the blast, the pressure drowned drastically, and this get your jump drive back online. Your fighter is definitely out of order, but you are alive.

The containers are here and the research team is about to start the work. As expected, the material they contain is related to the Knossos device in Sirius. Are they planning to send another one? Where? We are about to destroy the Sirius Knossos portal. How could the Shivans depart from the sector you just come from? 

Congratulations, pilot. You may take some rest before getting back to your next assignment.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

#Players		;! 1 total

$Starting Shipname: Alpha 1
$Ship Choices: (
	"GTF Ulysses"	4
	"GTF Hercules Mark II"	4
	"GTF Loki"	4
	"GTF Myrmidon"	4
)

+Weaponry Pool: (
	"Subach HL-7"	16
	"Morning Star"	6
	"Prometheus S"	16
	"UD-8 Kayser"	8
	"Circe"	6
	"Lamprey"	6
	"Rockeye"	100
	"Tempest"	500
	"Hornet"	500
	"Tornado"	628
	"Harpoon"	464
)

#Objects		;! 23 total

$Name: Alpha 1		;! Object #0
$Class: GTF Perseus
$Team: Friendly
$Location: 0.000000, 12.285356, 0.000000
$Orientation:
	0.208539, 0.701289, 0.681693,
	0.295198, 0.619374, -0.727484,
	-0.932400, 0.352943, -0.077856
$IFF: IFF 1
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" )
+Secondary Banks: ( "Harpoon" "Tornado" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "player-start" )+Respawn priority: 0

+Orders Accepted: 249		;! note that this is a bitfield!!!
+Group: 0
+Score: 8

$Name: SpaceHunk 1		;! Object #1
$Class: SpaceHunk
$Team: Unknown
$Location: -149.657959, 581.529724, -1232.730713
$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 Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" "no-arrival-music" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0

+Special Exp index: 88
+Group: 0
+Score: 10

$Name: SpaceHunk 2		;! Object #2
$Class: SpaceHunk
$Team: Unknown
$Location: 702.944153, -475.205353, -257.595123
$Orientation:
	0.869324, -0.398846, -0.291885,
	0.444663, 0.373351, 0.814177,
	-0.215755, -0.837575, 0.501915
$IFF: IFF 1
$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: ( "ignore-count" "no-shields" "no-arrival-music" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0

+Special Exp index: 82
+Group: 0
+Score: 10

$Name: SpaceHunk 3		;! Object #3
$Class: SpaceHunk
$Team: Unknown
$Location: 281.417847, 929.435059, 497.743744
$Orientation:
	-0.890846, 0.000000, -0.454306,
	0.000000, 1.000000, 0.000000,
	0.454306, 0.000000, -0.890846
$IFF: IFF 1
$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: ( "ignore-count" "no-shields" "no-arrival-music" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0

+Special Exp index: 76
+Group: 0
+Score: 10

$Name: SpaceHunk 4		;! Object #4
$Class: SpaceHunk
$Team: Unknown
$Location: -323.032227, 0.006537, 1091.183960
$Orientation:
	0.998201, 0.059964, 0.000000,
	-0.013133, 0.218613, -0.975724,
	-0.058508, 0.973968, 0.219007
$IFF: IFF 1
$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: ( "ignore-count" "no-shields" "no-arrival-music" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0

+Special Exp index: 70
+Group: 0
+Score: 10

$Name: SpaceHunk 5		;! Object #5
$Class: SpaceHunk
$Team: Unknown
$Location: -568.833374, -229.281494, 82.380707
$Orientation:
	0.684107, 0.725928, -0.070902,
	0.235068, -0.311454, -0.920728,
	-0.690465, 0.613209, -0.383710
$IFF: IFF 1
$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: ( "ignore-count" "no-shields" "no-arrival-music" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0

+Special Exp index: 64
+Group: 0
+Score: 10

$Name: Security point		;! Object #6
$Class: GTNB Pharos
$Team: Unknown
$Location: 0.000000, -11.465478, 0.000000
$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 Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" "invulnerable" "no-dynamic" )+Respawn priority: 0

+Group: 0
+Score: 1

$Name: Virgo 1		;! Object #7
$Class: SF Astaroth
$Team: Hostile
$Location: 1766.066772, 0.000088, -681.411499
$Orientation:
	-0.079121, 0.000000, 0.996865,
	0.000000, 1.000000, 0.000000,
	-0.996865, 0.000000, -0.079121
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$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: 13

$Name: Virgo 2		;! Object #8
$Class: SF Astaroth
$Team: Hostile
$Location: 1763.103516, -0.000092, -759.356323
$Orientation:
	-0.079121, 0.000000, 0.996865,
	0.000000, 1.000000, 0.000000,
	-0.996865, 0.000000, -0.079121
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$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: 13

$Name: Virgo 3		;! Object #9
$Class: SF Astaroth
$Team: Hostile
$Location: 1768.500122, -0.000036, -835.275391
$Orientation:
	-0.079121, 0.000000, 0.996865,
	0.000000, 1.000000, 0.000000,
	-0.996865, 0.000000, -0.079121
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$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: 13

$Name: Virgo 4		;! Object #10
$Class: SF Astaroth
$Team: Hostile
$Location: 1854.603516, -0.000042, -763.913147
$Orientation:
	-0.079121, 0.000000, 0.996865,
	0.000000, 1.000000, 0.000000,
	-0.996865, 0.000000, -0.079121
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$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: 13

$Name: WARNING		;! Object #11
$Class: SJD Sathanas
$Team: Friendly
$Location: 0.000000, -11.500000, 0.000000
$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 Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0

+Group: 0
+Score: 10

$Name: Alpha 2		;! Object #12
$Class: GTF Perseus
$Team: Friendly
$Location: -68.526268, -0.000016, -70.484070
$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: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" )
+Secondary Banks: ( "Harpoon" "Tornado" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "invulnerable" )+Respawn priority: 0

+Orders Accepted: 249		;! note that this is a bitfield!!!
+Group: 0
+Score: 14

$Name: Alpha 3		;! Object #13
$Class: GTF Perseus
$Team: Friendly
$Location: 14.129640, -0.000031, -94.902657
$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: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" )
+Secondary Banks: ( "Harpoon" "Tornado" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "invulnerable" )+Respawn priority: 0

+Orders Accepted: 249		;! note that this is a bitfield!!!
+Group: 0
+Score: 14

$Name: Alpha 4		;! Object #14
$Class: GTF Perseus
$Team: Friendly
$Location: -115.475426, -0.000028, -133.353226
$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: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" )
+Secondary Banks: ( "Harpoon" "Tornado" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "invulnerable" )+Respawn priority: 0

+Orders Accepted: 249		;! note that this is a bitfield!!!
+Group: 0
+Score: 14

$Name: GTFR Trivor		;! Object #15
$Class: GTFR Poseidon
$Team: Friendly
$Location: 108.211372, 64.386696, -2132.884277
$Orientation:
	0.721304, -0.447688, -0.528486,
	-0.092273, 0.694112, -0.713930,
	0.686445, 0.563725, 0.459356
$IFF: IFF 1
$AI Behavior: None
$AI Goals: ( goals ( ai-dock "SAC 3 16" "cargo dock" "cargo dock" 40 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
$Arrival Location: Hyperspace
$Arrival Cue: ( has-time-elapsed 20 ) 
$Departure Location: Hyperspace
$Departure Cue: ( are-waypoints-done-delay 
   "GTFR Trivor" 
   "Trivor WP" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" "no-arrival-music" )+Respawn priority: 0

+Escort priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Score: 150

$Name: SAC 3 16		;! Object #16
$Class: SC 5
$Team: Hostile
$Location: 139.711975, -14.853866, -355.225708
$Orientation:
	-0.687225, -0.557649, -0.465565,
	0.086282, -0.699002, 0.709897,
	-0.721303, 0.447688, 0.528486
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-music" "invulnerable" )+Respawn priority: 0

+Group: 0

$Name: GTFR Seden		;! Object #17
$Class: GTFR Poseidon
$Team: Friendly
$Location: 214.240417, -0.000019, -2192.220215
$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 Goals: ( goals ( ai-dock "SAC 3 20" "cargo dock" "cargo dock" 40 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
$Arrival Location: Hyperspace
$Arrival Cue: ( has-time-elapsed 22 ) 
$Departure Location: Hyperspace
$Departure Cue: ( are-waypoints-done-delay 
   "GTFR Seden" 
   "Seden WP" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0

+Escort priority: 10
+Orders Accepted: 257		;! note that this is a bitfield!!!
+Group: 0
+Score: 15

$Name: GTFR Moba		;! Object #18
$Class: GTFR Poseidon
$Team: Friendly
$Location: 385.135040, 0.000026, -2198.400879
$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 Goals: ( goals ( ai-dock "SAC 2 21" "cargo dock" "cargo dock01" 40 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
$Arrival Location: Hyperspace
$Arrival Cue: ( has-time-elapsed 25 ) 
$Departure Location: Hyperspace
$Departure Cue: ( are-waypoints-done-delay 
   "GTFR Moba" 
   "Moba WP" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0

+Escort priority: 20
+Orders Accepted: 257		;! note that this is a bitfield!!!
+Group: 0
+Score: 15

$Name: GTFR Nadess		;! Object #19
$Class: GTFR Poseidon
$Team: Friendly
$Location: 346.487946, -0.000033, -2050.476563
$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 Goals: ( goals ( ai-dock "SC 5 22" "cargo dock" "cargo dock" 40 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
$Arrival Location: Hyperspace
$Arrival Cue: ( has-time-elapsed 26 ) 
$Departure Location: Hyperspace
$Departure Cue: ( are-waypoints-done-delay 
   "GTFR Nadess" 
   "NadessWP" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0

+Escort priority: 30
+Orders Accepted: 257		;! note that this is a bitfield!!!
+Group: 0
+Score: 15

$Name: SAC 3 20		;! Object #20
$Class: SC 5
$Team: Hostile
$Location: 233.489670, -0.000046, -542.361694
$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 Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "invulnerable" )+Respawn priority: 0

+Group: 0

$Name: SAC 2 21		;! Object #21
$Class: SAC 2
$Team: Hostile
$Location: 116.454422, -110.744865, -575.523743
$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 Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "invulnerable" )+Respawn priority: 0

+Group: 0

$Name: SC 5 22		;! Object #22
$Class: SC 5
$Team: Hostile
$Location: 323.833069, 62.974918, -447.059998
$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 Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "invulnerable" )+Respawn priority: 0

+Group: 0

#Wings		;! 2 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-chase-wing "Virgo" 89 ) ( ai-ignore "SAC 3 16" 50 ) ( ai-ignore "SAC 3 20" 50 ) ( ai-ignore "SAC 2 21" 50 ) ( ai-ignore "SC 5 22" 50 ) )
+Hotkey: 0
+Flags:( )

$Name: Virgo
$Waves: 10
$Wave Threshold: 2
$Special Ship: 0		;! Virgo 1

$Arrival Location: Near Ship
+Arrival Distance: 500
$Arrival Anchor: Alpha 1
$Arrival Cue: ( has-docked-delay 
   "GTFR Nadess" 
   "SC 5 22" 
   1 
   15 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Virgo 1"
	"Virgo 2"
	"Virgo 3"
	"Virgo 4"
)
$AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) )
+Flags:( "no-arrival-music" )
+Wave Delay Max: 5

#Events		;! 21 total

$Formula: ( when 
   ( has-time-elapsed 2 ) 
   ( send-message 
      "#Command" 
      "High" 
      "COMMAND_Intro" 
   )
)
+Name: Intro chat
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 0 "GTFR Trivor" ) 
   ( send-message-list 
      "GTFR Trivor" 
      "High" 
      "TRIVOR_On station" 
      3500 
      "Alpha 3" 
      "High" 
      "ALPHA3_you may proceed" 
      3000 
   )
)
+Name: Freighters arrived
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-docked-delay 
      "GTFR Trivor" 
      "SAC 3 16" 
      1 
      0 
   )
   ( send-message 
      "GTFR Trivor" 
      "High" 
      "TRIVOR_Done" 
   )
)
+Name: Freighter docked
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 3 "Virgo" ) 
   ( send-message-list 
      "Alpha 2" 
      "High" 
      "ALPHA2_Hold on" 
      3000 
      "#Command" 
      "High" 
      "COMMAND_Do not move" 
      5000 
   )
)
+Name: Virgo arrived
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( break-warp "Alpha 1" ) 
+Name: Player cannot warp out
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( ship-invulnerable 
   "SpaceHunk 1" 
   "SpaceHunk 2" 
   "SpaceHunk 3" 
   "SpaceHunk 4" 
   "SpaceHunk 5" 
)
+Name: Retaining explosion
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 42 "Virgo" ) 
   ( ship-vulnerable 
      "SpaceHunk 1" 
      "SpaceHunk 2" 
      "SpaceHunk 3" 
      "SpaceHunk 4" 
      "SpaceHunk 5" 
      "Alpha 2" 
      "Alpha 3" 
      "Alpha 4" 
   )
   ( send-message 
      "WARNING" 
      "High" 
      "Explosion alert" 
   )
   ( ship-invulnerable "Alpha 1" ) 
)
+Name: Countdown to explosion
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( > 
      ( distance "Virgo 1" "Security point" ) 
      2000 
   )
   ( self-destruct "Virgo 1" ) 
)
+Name: Virgo1 destroyed by radiations
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( > 
      ( distance "Virgo 2" "Security point" ) 
      2000 
   )
   ( self-destruct "Virgo 2" ) 
)
+Name: Virgo2 destroyed by radiations
+Repeat Count: 100
+Interval: 1
+Team: 0

$Formula: ( when 
   ( > 
      ( distance "Virgo 3" "Security point" ) 
      2000 
   )
   ( self-destruct "Virgo 3" ) 
)
+Name: Virgo3 destroyed by radiations
+Repeat Count: 100
+Interval: 1
+Team: 0

$Formula: ( when 
   ( > 
      ( distance "Virgo 4" "Security point" ) 
      2000 
   )
   ( self-destruct "Virgo 4" ) 
)
+Name: Virgo4 destroyed by radiations
+Repeat Count: 100
+Interval: 1
+Team: 0

$Formula: ( when 
   ( > 
      ( distance "Alpha 1" "Security point" ) 
      2500 
   )
   ( self-destruct "Alpha 1" ) 
)
+Name: Player destroyed by radiations
+Repeat Count: 100
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( > 
         ( distance "Alpha 1" "Security point" ) 
         1500 
      )
      ( < 
         ( distance "Alpha 1" "Security point" ) 
         2000 
      )
   )
   ( send-message 
      "WARNING" 
      "High" 
      "Subsystem alert" 
   )
)
+Name: Subsystem alert  1
+Repeat Count: 1000
+Interval: 4
+Team: 0

$Formula: ( when 
   ( > 
      ( distance "Alpha 1" "Security point" ) 
      2000 
   )
   ( send-message 
      "WARNING" 
      "High" 
      "Subsystem alert 2" 
   )
)
+Name: Subsystem alert 2
+Repeat Count: 1000
+Interval: 3
+Team: 0

$Formula: ( when 
   ( > 
      ( distance "Alpha 2" "Security WP:1" ) 
      1900 
   )
   ( add-goal 
      "Alpha 2" 
      ( ai-waypoints-once "Security WP" 89 ) 
   )
)
+Name: Alpha2 back to security range
+Repeat Count: 1000
+Interval: 1
+Team: 0

$Formula: ( when 
   ( > 
      ( distance "Alpha 3" "Security WP:1" ) 
      1900 
   )
   ( add-goal 
      "Alpha 3" 
      ( ai-waypoints-once "Security WP" 89 ) 
   )
)
+Name: Alpha3 back to security range
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( > 
      ( distance "Alpha 4" "Security WP:1" ) 
      1900 
   )
   ( add-goal 
      "Alpha 4" 
      ( ai-waypoints-once "Security WP" 89 ) 
   )
)
+Name: Alpha4 back to security range
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 0 "Virgo" ) 
   ( send-message-list 
      "#Command" 
      "High" 
      "COMMAND_Depart now" 
      5000 
      "Alpha 2" 
      "High" 
      "ALPHA2_Roger" 
      3000 
   )
   ( add-goal 
      "GTFR Trivor" 
      ( ai-waypoints-once "Trivor WP" 89 ) 
   )
   ( add-goal 
      "GTFR Seden" 
      ( ai-waypoints-once "Seden WP" 89 ) 
   )
   ( add-goal 
      "GTFR Moba" 
      ( ai-waypoints-once "Moba WP" 89 ) 
   )
   ( add-goal 
      "GTFR Nadess" 
      ( ai-waypoints-once "NadessWP" 89 ) 
   )
)
+Name: Virgo destroyed
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Virgo wing", -1)
+Team: 0

$Formula: ( when 
   ( has-departed-delay 0 "Alpha 1" ) 
   ( do-nothing ) 
)
+Name: Player return to base
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Return to base", -1)
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 25 "Virgo" ) 
   ( send-message-list 
      "Alpha 4" 
      "High" 
      "ALPHA4_operative" 
      4000 
      "Alpha 2" 
      "High" 
      "ALPHA2_No it si not" 
      4000 
      "Alpha 4" 
      "High" 
      "ALPHA4_Command, you copy?" 
      3500 
      "Alpha 3" 
      "High" 
      "ALPHA3_Oh god" 
      3000 
   )
)
+Name: Panic
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 
      20 
      "SpaceHunk 1" 
      "SpaceHunk 2" 
      "SpaceHunk 3" 
      "SpaceHunk 4" 
      "SpaceHunk 5" 
   )
   ( send-message-list 
      "#Command" 
      "High" 
      "COMMAND_Alpha you copy?" 
      5000 
      "#Command" 
      "High" 
      "COMMAND_Jump out" 
      6000 
   )
   ( fix-warp "Alpha 1" ) 
)
+Name: Last message
+Repeat Count: 1
+Interval: 1
+Team: 0

#Goals		;! 1 total

$Type: Primary
+Name: Destroy virgo wing
$MessageNew:  XSTR("Eliminate all incoming hostiles", -1)
$end_multi_text
$Formula: ( is-destroyed-delay 0 "Virgo" ) 

#Waypoints		;! 5 lists total

$Name: Security WP
$List: (		;! 1 points in list
	( 0.000000, 0.000000, 0.000000 )
)

$Name: NadessWP
$List: (		;! 1 points in list
	( 380.597229, -0.000072, -2045.483765 )
)

$Name: Moba WP
$List: (		;! 1 points in list
	( 424.285065, 0.000017, -2178.954102 )
)

$Name: Seden WP
$List: (		;! 1 points in list
	( 242.117233, 0.000007, -2181.227539 )
)

$Name: Trivor WP
$List: (		;! 1 points in list
	( 139.757385, -0.000025, -2111.160645 )
)

#Messages		;! 224 total


$Name: Subsystem alert

$Team: -1
$MessageNew:  XSTR("---PRESSURE ABOVE LIMIT LEVEL---POTENTIAL HULL BREACH---", -1)
$end_multi_text

$Name: Explosion alert

$Team: -1
$MessageNew:  XSTR("---CRITICAL GAS CONCENTRATION---IMMEDIATE DEPARTURE ADVISED---", -1)
$end_multi_text

$Name: Subsystem alert 2

$Team: -1
$MessageNew:  XSTR("---PRESSURE LEVEL CRITICAL---HULL FAILURE IMMINENT---", -1)
$end_multi_text

$Name: COMMAND_Intro

$Team: -1
$MessageNew:  XSTR("Alpha wing, get ready to escort the freighters. They'll be on station in 13 seconds.", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM2

$Name: TRIVOR_On station

$Team: -1
$MessageNew:  XSTR("Alpha, Trivor, here. We just arrived and are ready to dock. ", -1)
$end_multi_text
+Persona: Large Ship
+AVI Name: Head-CM5

$Name: ALPHA3_you may proceed

$Team: -1
$MessageNew:  XSTR("Proceed, Trivor, we're watching your back.", -1)
$end_multi_text
+Persona: Wingman 3
+AVI Name: Head-TP7

$Name: TRIVOR_Done

$Team: -1
$MessageNew:  XSTR("Docking sequence complete. We are returning home with the cargos.", -1)
$end_multi_text
+Persona: Large Ship
+AVI Name: Head-CM5

$Name: ALPHA2_Hold on

$Team: -1
$MessageNew:  XSTR("Hold on, Trivor! Shivan fighters have jumped in!", -1)
$end_multi_text
+Persona: Wingman 2
+AVI Name: Head-TP5

$Name: COMMAND_Do not move

$Team: -1
$MessageNew:  XSTR("Trivor, DO NOT MOVE from your position, or they'll rely on sensors to detect you. Wait until Alpha has dealt with them.", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM2

$Name: COMMAND_Depart now

$Team: -1
$MessageNew:  XSTR("Trivor, depart now. Alpha wing, you may leave as well. The gas pressure made this place extremely unstable.", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM2

$Name: ALPHA2_Roger

$Team: -1
$MessageNew:  XSTR("Roger that, command.", -1)
$end_multi_text
+Persona: Wingman 2
+AVI Name: Head-TP5

$Name: ALPHA4_operative

$Team: -1
$MessageNew:  XSTR("Alpha 2, is your jump drive operative?", -1)
$end_multi_text
+Persona: Wingman 4
+AVI Name: Head-TP6

$Name: ALPHA2_No it si not

$Team: -1
$MessageNew:  XSTR("Of course it is, my dear! I'm just taking pictures of the landscape. NO IT IS NOT!!", -1)
$end_multi_text
+Persona: Wingman 2
+AVI Name: Head-TP5

$Name: ALPHA4_Command, you copy?

$Team: -1
$MessageNew:  XSTR("Christ. Command, we've got a problem here. Command, do you copy?", -1)
$end_multi_text
+Persona: Wingman 4
+AVI Name: Head-TP6

$Name: ALPHA3_Oh god

$Team: -1
$MessageNew:  XSTR("Oh God I don't wanna die! I DON'T WANNA DIE!!!", -1)
$end_multi_text
+Persona: Wingman 3
+AVI Name: Head-TP7

$Name: COMMAND_Alpha you copy?

$Team: -1
$MessageNew:  XSTR("Alpha, do you copy? Alpha this is terran command.", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM2

$Name: COMMAND_Jump out

$Team: -1
$MessageNew:  XSTR("Alpha one, you are still alive! Listen, your jump drive should be back on line. Engage now!", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM2

#Reinforcements		;! 0 total


#Background bitmaps		;! 0 total

$Num stars: 100
$Ambient light level: 0
+Neb2: nbackblack

+Neb2Flags: 12

$Sun: SunWhite
+Angles: 4.363320 0.000000 1.692968
+Scale: 2.000000

#Asteroid Fields

$Density: 256
+Field Type: 0
+Debris Genre: 0
+Field Debris Type: 0
+Field Debris Type: 1
+Field Debris Type: 2
$Average Speed: 99.000009
$Minimum: -1000.000000, -1000.000000, -1000.000000
$Maximum: 1000.000000, 1000.000000, 1000.000000

#Music

$Event Music: 3: Leviticus
$Briefing Music: Brief5

#End

