#Mission Info

$Version: 0.10
$Name:  XSTR("Evolution", -1)
$Author: Erebus Alpha
$Created: 05/02/18 at 16:50:26
$Modified: 09/29/18 at 02:22:40
$Notes:
This is a FRED2_OPEN created mission.
$End Notes:

$Mission Desc:
 XSTR("Put mission description here
", -1)
$end_multi_text
+Game Type Flags: 1
+Flags: 128
+Fog Near Mult: 1.000000

+Fog Far Mult: 1.000000

+Disallow Support: 1
+Hull Repair Ceiling: 0.000000
+Subsystem Repair Ceiling: 100.000000

+Viewer pos: -3658.101074, 6566.892578, 12077.732422
+Viewer orient:
	-0.514937, -0.000003, -0.857228,
	0.375449, 0.898984, -0.225535,
	0.770635, -0.437982, -0.462919


$Skybox Model: marsbox.pof

$AI Profile: VOTC1

#Sexp_variables

$Variables:
(
		0		"Ability-In-Use"		"0"		"number"
		1		"Active-Armor-Running"		"0"		"number"
		2		"Attacking-Dreamcatcher"		"0"		"number"
		3		"Attacking-SiriusEdge"		"0"		"number"
		4		"Beam-Surge-Running"		"0"		"number"
		5		"ECM-Recharge-Running"		"0"		"number"
		6		"Last-Overload-Effect"		"0"		"number"
		7		"Last-Repeating-Ability-Time"		"0"		"number"
		8		"Overload-Cooldown-Time"		"0"		"number"
		9		"Overload-State"		"0"		"number"
		10		"Passive-Weapon-Recharge"		"0"		"number"
		11		"Placeholder1-Barrage"		"0"		"number"
		12		"Placeholder1-State"		"0"		"number"
		13		"Tac-Warp-Destination-X"		"0"		"number"
		14		"Tac-Warp-Destination-Y"		"0"		"number"
		15		"Tac-Warp-Destination-Z"		"0"		"number"
		16		"Tac-Warp-Mode-Selected"		"0"		"number"
		17		"Tac-Warp-Running"		"0"		"number"
		18		"Tac-Warp-S1-Finished"		"0"		"number"
		19		"Tac-Warp-S2-Finished"		"0"		"number"
		20		"Tac-Warp-S3-Finished"		"0"		"number"
		21		"Tac-Warp-S4-Finished"		"0"		"number"
		22		"Tac-Warp-Target-Distance"		"0"		"number"
		23		"Tac-Warp-Time"		"0"		"number"
)

#Fiction Viewer

$File: Mission01.txt

#Command Briefing

$Stage Text:
 XSTR("Captain Michael Sova
GTCv Arcane

The death of Admiral Steele holds staggering implications for all of us. If the truth of what we have done ever comes to light, we will likely pay for it with our lives. 

Steele and Serkr always had an intense rivalry. But ultimately, I do not think Serkr is going to turn us in for our unsanctioned assassination missions. At the end of the day, the two always did work together for the good of the GTVA.

As usual, we will do whatever it takes to win. Serkr is committed to the same objective. I expect all of you to follow his orders, with the same dedication and relentlessness with which you follow mine.

With a bit of luck, the war crimes we have committed will be forgotten by history, and we will have to answer only to our own conscience.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: 

$Stage Text:
 XSTR("Captain Joan Ymira
GTL Hastings

SOC says that the Feds are pouring an absurd amount of time and effort into some secret project. Fortunately, we have a secret project of our own. The rear-admiral has laid out a plan, and it's a daring one. I am pleased to report, you will all be receiving it shortly.

The excellent news is, the Hastings machine shops can produce quite literally any spare parts that we need, from resources gathered right here in Sol. The Pesedjet’s refinery can also produce fusion fuel, mesonic fuel, enriched fissionables, and even antimatter. Prior raids have decimated the Feds’ belt mining operations, so raw materials should not be a problem

Admittedly, we do not have the sheer throughput of the node. The Feds are expecting us to starve to death. Apparently they do not know that our hydroponics bay can sustain everyone in the surviving fleet twice over, without rationing.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("Captain Barry Nichols
GTCv Pilum

Heads up, everyone! Serkr team now officially includes every single GTVA ship that survived the Federal counter-blitz. I know you have all seen the reports - Fed forces have transited the node, and are probably antimatter-bombing Delta Serpentis as we speak.

Rear-admiral Serkr wants everyone to meet in the GTD Hood’s primary fighterbay in eight hours. Yes, every single crewmember in the fleet. I expect you to be on your best behavior. Represent the Pilum well, and show them that we can act like proper GTVA officers when we need to!", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("Commodore Vina Mathani
GTD Hood

Yes, we suffered severe structural damage in our exchange with the Federation Wargods - although based on the events at Jupiter and Saturn, we should consider ourselves fortunate to have survived. To this end, I am intensely proud of each and every one of you. Any other crew would have failed and perished.

The rear-admiral has put together a plan for all of us. He says he has a pathway to victory, and his secret project will be unveiled shortly. Personally, I prefer Serkr's approach over Steele's. Serkr team may keep secrets, but never for long.

Anton Serkr is one of the most decorated officers that has ever lived. I trust him with my life, and that trust has never been misplaced.

We will be prepping our fighterbay for a meeting of the five thousand survivors of the Federal counter-blitz, to discuss our path to victory. Shortly thereafter, we will hold a memorial service for our fifteen thousand fallen brothers and sisters in arms.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("Rear-Admiral Anton Serkr
GTCv Marcus Glaive

Every one of you knows that Steele and I disagreed sharply about the reasons why we fight. But Steele’s agenda died with him, and the security council’s agenda is now meaningless without the node.

The security council has become increasingly corrupt, incompetent, and paranoid. They recklessly gamble with extinction, for no other reason than to suit their own shortsighted accumulation of influence and power. History will remember their declaration of total war as the act of desperate cowards and fools. Ordinarily I would have been content to stand aside, and let them bask in the miserable failure they deserve, but these are not ordinary circumstances.

I will be straight with you, something our superiors have also repeatedly failed to do: Our actions here and now impact future Shivan activity. By Shivan standards, the war in Sol is a stalemate. That stalemate must be broken, if not by us, then by the Shivans. Failure means extinction. Blowing up nodes will not save us - that was always a temporary measure.

The GTVA used to be the good guys. We used to have integrity and honor. Victory on our terms, and no one elses, could transform the GTVA back into something we can be proud to serve. It could destroy the corrupt security council, and secure liberty and survival for generations to come.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

#Briefing
$start_briefing
$num_stages: 0
$end_briefing

#Debriefing_info

$Num stages: 0

#Players		;! 1 total

$Starting Shipname: Alpha 1
$Ship Choices: (
)

+Weaponry Pool: (
	"Hellstar"	2
	"Ice Queen"	2
	"Aurora Wake"	2
	"Treb LRM"	420
	"Jaeger AAA"	800
	"Eos LRM"	180
	"Supernova#MG"	102
)

#Objects		;! 3 total

$Name: Alpha 1		;! Object #0
$Class: GTCv Bellerophon#Player
$Team: Friendly
$Location: 3910.976563, -0.001953, 2241.058594
$Orientation:
	0.059299, -0.655119, 0.753210,
	0.417937, -0.668931, -0.614719,
	0.906547, 0.351245, 0.234132
$AI Behavior: None
+AI Class: Level-1
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "player-start" )
+Flags2: ( )
+Respawn priority: 0
+Special Hitpoints: 80000
+Special Shield Points: 1
+Group: 0
+Use Table Score:
+Score: 40

$Name: UEFg Bradbury		;! Object #1
$Class: UEFg Karuna MK2
$Team: Hostile
$Location: 12972.050781, -1430.306641, 5883.330078
$Orientation:
	0.725981, -0.542679, 0.422465,
	0.671893, 0.690744, -0.267313,
	-0.146747, 0.477904, 0.866068
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "MGWaypoint" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: Turret01
+Subsystem: Turret02
+Subsystem: Turret03
+Subsystem: Turret04
+Subsystem: Turret05
+Subsystem: Turret06
+Subsystem: Turret07
+Subsystem: Turret08
+Subsystem: Turret09
+Subsystem: Turret10
+Subsystem: Turret11
+Subsystem: Turret12
+Secondary Banks: ( "Apocalypse#Karuna" )
+Sbank Ammo: ( 0 )
+Subsystem: Turret13
+Secondary Banks: ( "Apocalypse#Karuna" )
+Sbank Ammo: ( 0 )
+Subsystem: Turret14
+Subsystem: Turret15
+Subsystem: Turret16
+Subsystem: Turret17
+Subsystem: Turret18
+Subsystem: Turret19
+Subsystem: Turret20
+Subsystem: Turret21
+Subsystem: Turret22
+Subsystem: Turret23
+Subsystem: Turret24
+Subsystem: Turret25
+Subsystem: Turret26
+Subsystem: Turret27
+Subsystem: turret32
+Sbank Ammo: ( 0 0 )
+Subsystem: turret36
+Sbank Ammo: ( 0 0 )
+Subsystem: turret37
+Sbank Ammo: ( 0 0 )
$Arrival Location: In front of ship
+Arrival Distance: 2000
$Arrival Anchor: Dummy 1
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
+Departure delay: 10
$Departure Cue: ( and 
   ( <= ( hits-left "UEFg Bradbury" ) 40 ) 
   ( not 
      ( is-disabled-delay 0 "Alpha 1" ) 
   )
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 1
+Special Hitpoints: 180000
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 500

$Name: Dummy 1		;! Object #2
$Class: GTNB Pharos
$Team: Friendly
$Location: 2109.673340, 0.001465, 6585.452148
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "beam-protect-ship" "flak-protect-ship" "laser-protect-ship" "missile-protect-ship" "stealth" "friendly-stealth-invisible" )
+Flags2: ( "immobile" "cloaked" "no_collide" )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 0

#Wings		;! 1 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: (		;! 1 total
	"Alpha 1"
)
+Hotkey: 0
+Flags: ( )

#Events		;! 39 total

$Formula: ( every-time 
   ( true ) 
   ( when 
      ( > 
         ( engine-recharge-pct "Alpha 1" ) 
         99 
      )
      ( change-ai-class "Level-6" "Alpha 1" ) 
   )
   ( when 
      ( and 
         ( < 
            ( engine-recharge-pct "Alpha 1" ) 
            99 
         )
         ( > 
            ( engine-recharge-pct "Alpha 1" ) 
            82 
         )
      )
      ( change-ai-class "Level-5" "Alpha 1" ) 
   )
   ( when 
      ( and 
         ( < 
            ( engine-recharge-pct "Alpha 1" ) 
            83 
         )
         ( > 
            ( engine-recharge-pct "Alpha 1" ) 
            48 
         )
      )
      ( change-ai-class "Level-4" "Alpha 1" ) 
   )
   ( when 
      ( and 
         ( < 
            ( engine-recharge-pct "Alpha 1" ) 
            49 
         )
         ( > 
            ( engine-recharge-pct "Alpha 1" ) 
            30 
         )
      )
      ( change-ai-class "Level-3" "Alpha 1" ) 
   )
   ( when 
      ( and 
         ( < 
            ( engine-recharge-pct "Alpha 1" ) 
            31 
         )
         ( > 
            ( engine-recharge-pct "Alpha 1" ) 
            12 
         )
      )
      ( change-ai-class "Level-2" "Alpha 1" ) 
   )
   ( when 
      ( and 
         ( < 
            ( engine-recharge-pct "Alpha 1" ) 
            13 
         )
         ( > 
            ( engine-recharge-pct "Alpha 1" ) 
            -1 
         )
      )
      ( change-ai-class "Level-1" "Alpha 1" ) 
   )
)
+Name: ETSControl - Turrets
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( true ) 
   ( when 
      ( > 
         ( shield-recharge-pct "Alpha 1" ) 
         99 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 5" 
         "Hull" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 5" 
         "Engines" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 5" 
         "Weapons" 
      )
   )
   ( when 
      ( and 
         ( < 
            ( shield-recharge-pct "Alpha 1" ) 
            99 
         )
         ( > 
            ( shield-recharge-pct "Alpha 1" ) 
            82 
         )
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 20" 
         "Hull" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 20" 
         "Weapons" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 20" 
         "Engines" 
      )
   )
   ( when 
      ( and 
         ( < 
            ( shield-recharge-pct "Alpha 1" ) 
            83 
         )
         ( > 
            ( shield-recharge-pct "Alpha 1" ) 
            48 
         )
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 40" 
         "Hull" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 40" 
         "Weapons" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 40" 
         "Engines" 
      )
   )
   ( when 
      ( and 
         ( < 
            ( shield-recharge-pct "Alpha 1" ) 
            49 
         )
         ( > 
            ( shield-recharge-pct "Alpha 1" ) 
            30 
         )
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 60" 
         "Hull" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 60" 
         "Weapons" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 60" 
         "Engines" 
      )
   )
   ( when 
      ( and 
         ( < 
            ( shield-recharge-pct "Alpha 1" ) 
            31 
         )
         ( > 
            ( shield-recharge-pct "Alpha 1" ) 
            12 
         )
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 80" 
         "Hull" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 80" 
         "Weapons" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 80" 
         "Engines" 
      )
   )
   ( when 
      ( and 
         ( < 
            ( shield-recharge-pct "Alpha 1" ) 
            13 
         )
         ( > 
            ( shield-recharge-pct "Alpha 1" ) 
            -1 
         )
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 100" 
         "Hull" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 100" 
         "Weapons" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 100" 
         "Weapons" 
      )
   )
)
+Name: ETSControl - Armor
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( >= 
      ( mission-time-msecs ) 
      ( + @Passive-Weapon-Recharge[0] 1200 ) 
   )
   ( set-weapon-energy 
      ( + ( weapon-energy-pct "Alpha 1" ) 1 ) 
      "Alpha 1" 
   )
   ( modify-variable 
      @Passive-Weapon-Recharge[0] 
      ( mission-time-msecs ) 
   )
)
+Name: Passive Beam Charge
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-ship-class 
      "GTCv Bellerophon#Player" 
      "Alpha 1" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFD" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFDA" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFDB" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFDC" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFDD" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFDE" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFDF" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFDG" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFDH" 
   )
)
+Name: TacCmdSetup
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( = @Ability-In-Use[0] 0 ) 
      ( true ) 
   )
   ( hud-set-text 
      "BPLowerRightMFD" 
      "TAC CTRL" 
   )
   ( hud-set-text "BPLowerRightMFDA" "" ) 
   ( hud-set-message 
      "BPLowerRightMFDB" 
      "OVERLOADSTATE" 
   )
   ( hud-set-text "BPLowerRightMFDC" "" ) 
   ( hud-set-text 
      "BPLowerRightMFDD" 
      "[1] Sprint Drive" 
   )
   ( hud-set-text 
      "BPLowerRightMFDE" 
      "[2] Main Weapon Surge" 
   )
   ( hud-set-text 
      "BPLowerRightMFDF" 
      "[3] ECM Recharge" 
   )
   ( hud-set-text 
      "BPLowerRightMFDG" 
      "[4] Armor Sealant" 
   )
   ( hud-set-text "BPLowerRightMFDH" "" ) 
)
+Name: TacCmdReady
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( key-pressed "4" ) 
      ( = @Ability-In-Use[0] 0 ) 
      ( = @Active-Armor-Running[0] 0 ) 
      ( < @Overload-State[0] 75 ) 
   )
   ( key-reset "4" ) 
   ( modify-variable 
      @Ability-In-Use[0] 
      1 
   )
   ( modify-variable 
      @Active-Armor-Running[0] 
      1 
   )
)
+Name: ArmorRegenOn
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( or 
      ( and 
         ( >= @Overload-State[0] 75 ) 
         ( = @Active-Armor-Running[0] 1 ) 
         ( = @Ability-In-Use[0] 1 ) 
      )
      ( and 
         ( key-pressed "4" ) 
         ( = @Active-Armor-Running[0] 1 ) 
         ( = @Ability-In-Use[0] 1 ) 
      )
      ( and 
         ( = @Active-Armor-Running[0] 1 ) 
         ( = @Ability-In-Use[0] 1 ) 
      )
   )
   ( key-reset "4" ) 
   ( modify-variable 
      @Ability-In-Use[0] 
      0 
   )
   ( modify-variable 
      @Active-Armor-Running[0] 
      0 
   )
)
+Name: ArmorRegenOff
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( = @Active-Armor-Running[0] 1 ) 
      ( >= 
         ( mission-time-msecs ) 
         ( + 
            @Last-Repeating-Ability-Time[0] 
            3200 
         )
      )
   )
   ( repair-subsystem "Alpha 1" "Hull" 1 ) 
   ( modify-variable 
      @Last-Repeating-Ability-Time[0] 
      ( mission-time-msecs ) 
   )
   ( modify-variable 
      @Overload-State[0] 
      ( + @Overload-State[0] 2 ) 
   )
   ( hud-set-text 
      "BPLowerRightMFD" 
      "TAC CTRL" 
   )
   ( hud-set-text "BPLowerRightMFDA" "" ) 
   ( hud-set-message 
      "BPLowerRightMFDB" 
      "OVERLOADSTATE" 
   )
   ( hud-set-text "BPLowerRightMFDC" "" ) 
   ( hud-set-text 
      "BPLowerRightMFDD" 
      "Armor Sealant ONLINE" 
   )
   ( hud-set-text "BPLowerRightMFDE" "" ) 
   ( hud-set-text 
      "BPLowerRightMFDF" 
      "[4] Deactivate" 
   )
   ( hud-set-text 
      "BPLowerRightMFDG" 
      "    Active Armor" 
   )
   ( hud-set-text "BPLowerRightMFDh" "" ) 
   ( modify-variable 
      @Overload-Cooldown-Time[0] 
      ( mission-time-msecs ) 
   )
)
+Name: ArmorRegen
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( = @Ability-In-Use[0] 0 ) 
      ( > @Overload-State[0] 0 ) 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Overload-Cooldown-Time[0] 3800 ) 
      )
   )
   ( modify-variable 
      @Overload-Cooldown-Time[0] 
      ( mission-time-msecs ) 
   )
   ( modify-variable 
      @Overload-State[0] 
      ( - @Overload-State[0] 1 ) 
   )
   ( repair-subsystem 
      "Alpha 1" 
      "Sensors" 
      10 
   )
)
+Name: OverloadCooldown
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( key-pressed "3" ) 
      ( = @Ability-In-Use[0] 0 ) 
      ( = @ECM-Recharge-Running[0] 0 ) 
      ( < 
         ( get-num-countermeasures "Alpha 1" ) 
         3 
      )
   )
   ( key-reset "3" ) 
   ( modify-variable 
      @Ability-In-Use[0] 
      1 
   )
   ( modify-variable 
      @ECM-Recharge-Running[0] 
      1 
   )
)
+Name: ECMRechargeOn
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( or 
      ( and 
         ( = @ECM-Recharge-Running[0] 1 ) 
         ( = @Ability-In-Use[0] 1 ) 
         ( >= 
            ( get-num-countermeasures "Alpha 1" ) 
            3 
         )
      )
      ( and 
         ( key-pressed "3" ) 
         ( = @ECM-Recharge-Running[0] 1 ) 
         ( = @Ability-In-Use[0] 1 ) 
      )
   )
   ( key-reset "3" ) 
   ( modify-variable 
      @Ability-In-Use[0] 
      0 
   )
   ( modify-variable 
      @ECM-Recharge-Running[0] 
      0 
   )
)
+Name: ECMRechargeOff
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( = @ECM-Recharge-Running[0] 1 ) 
      ( >= 
         ( mission-time-msecs ) 
         ( + 
            @Last-Repeating-Ability-Time[0] 
            8000 
         )
      )
   )
   ( set-num-countermeasures 
      "Alpha 1" 
      ( + 
         ( get-num-countermeasures "Alpha 1" ) 
         1 
      )
   )
   ( modify-variable 
      @Last-Repeating-Ability-Time[0] 
      ( mission-time-msecs ) 
   )
   ( modify-variable 
      @Overload-State[0] 
      ( + @Overload-State[0] 3 ) 
   )
   ( hud-set-text 
      "BPLowerRightMFD" 
      "TAC CTRL" 
   )
   ( hud-set-text "BPLowerRightMFDA" "" ) 
   ( hud-set-message 
      "BPLowerRightMFDB" 
      "OVERLOADSTATE" 
   )
   ( hud-set-text "BPLowerRightMFDC" "" ) 
   ( hud-set-text 
      "BPLowerRightMFDD" 
      "ECM Recharger ONLINE" 
   )
   ( hud-set-text "BPLowerRightMFDE" "" ) 
   ( hud-set-text 
      "BPLowerRightMFDF" 
      "[3] Deactivate" 
   )
   ( hud-set-text 
      "BPLowerRightMFDG" 
      "    ECM Recharger" 
   )
   ( hud-set-text "BPLowerRightMFDh" "" ) 
   ( modify-variable 
      @Overload-Cooldown-Time[0] 
      ( mission-time-msecs ) 
   )
)
+Name: ECMRecharge
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( key-pressed "2" ) 
      ( = @Ability-In-Use[0] 0 ) 
      ( = @Beam-Surge-Running[0] 0 ) 
      ( < 
         ( weapon-energy-pct "Alpha 1" ) 
         98 
      )
   )
   ( key-reset "2" ) 
   ( modify-variable 
      @Ability-In-Use[0] 
      1 
   )
   ( modify-variable 
      @Beam-Surge-Running[0] 
      1 
   )
)
+Name: BeamSurgeOn
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( or 
      ( and 
         ( >= 
            ( weapon-energy-pct "Alpha 1" ) 
            98 
         )
         ( = @Beam-Surge-Running[0] 1 ) 
         ( = @Ability-In-Use[0] 1 ) 
      )
      ( and 
         ( key-pressed "2" ) 
         ( = @Beam-Surge-Running[0] 1 ) 
         ( = @Ability-In-Use[0] 1 ) 
      )
   )
   ( key-reset "2" ) 
   ( modify-variable 
      @Ability-In-Use[0] 
      0 
   )
   ( modify-variable 
      @Beam-Surge-Running[0] 
      0 
   )
)
+Name: BeamSurgeOff
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( = @Beam-Surge-Running[0] 1 ) 
      ( >= 
         ( mission-time-msecs ) 
         ( + 
            @Last-Repeating-Ability-Time[0] 
            320 
         )
      )
   )
   ( set-weapon-energy 
      ( + ( weapon-energy-pct "Alpha 1" ) 2 ) 
      "Alpha 1" 
   )
   ( modify-variable 
      @Last-Repeating-Ability-Time[0] 
      ( mission-time-msecs ) 
   )
   ( modify-variable 
      @Overload-State[0] 
      ( + @Overload-State[0] 1 ) 
   )
   ( hud-set-text 
      "BPLowerRightMFD" 
      "TAC CTRL" 
   )
   ( hud-set-text "BPLowerRightMFDA" "" ) 
   ( hud-set-message 
      "BPLowerRightMFDB" 
      "OVERLOADSTATE" 
   )
   ( hud-set-text "BPLowerRightMFDC" "" ) 
   ( hud-set-text 
      "BPLowerRightMFDD" 
      "Beam Surge ONLINE" 
   )
   ( hud-set-text "BPLowerRightMFDE" "" ) 
   ( hud-set-text 
      "BPLowerRightMFDF" 
      "[2] Deactivate" 
   )
   ( hud-set-text 
      "BPLowerRightMFDG" 
      "    Beam Surge" 
   )
   ( hud-set-text "BPLowerRightMFDh" "" ) 
   ( modify-variable 
      @Overload-Cooldown-Time[0] 
      ( mission-time-msecs ) 
   )
)
+Name: BeamSurge
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( every-time 
   ( and 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Last-Overload-Effect[0] 3000 ) 
      )
      ( >= @Overload-State[0] 50 ) 
      ( < @Overload-State[0] 75 ) 
   )
   ( modify-variable 
      @Last-Overload-Effect[0] 
      ( mission-time-msecs ) 
   )
   ( set-subsystem-strength 
      "Alpha 1" 
      "Sensors" 
      10 
   )
)
+Name: OverloadDisrupt
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( every-time 
   ( and 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Last-Overload-Effect[0] 2200 ) 
      )
      ( >= @Overload-State[0] 75 ) 
      ( < @Overload-State[0] 100 ) 
   )
   ( sabotage-subsystem 
      "Alpha 1" 
      "Hull" 
      1 
   )
   ( modify-variable 
      @Last-Overload-Effect[0] 
      ( mission-time-msecs ) 
   )
   ( set-subsystem-strength 
      "Alpha 1" 
      "Sensors" 
      10 
   )
)
+Name: OverloadDamage
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( >= @Overload-State[0] 100 ) 
   ( self-destruct "Alpha 1" ) 
)
+Name: OverloadSelfDestruct
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( every-time 
   ( and 
      ( key-pressed "1" ) 
      ( = @Ability-In-Use[0] 0 ) 
      ( not 
         ( or 
            ( is-subsystem-destroyed-delay 
               "Alpha 1" 
               "Navigation" 
               0 
            )
            ( < 
               ( hits-left-subsystem-specific 
                  "Alpha 1" 
                  "Engines" 
               )
               50 
            )
         )
      )
      ( = @Tac-Warp-Running[0] 0 ) 
      ( = @Tac-Warp-S1-Finished[0] 0 ) 
      ( = @Tac-Warp-S2-Finished[0] 0 ) 
      ( = @Tac-Warp-S3-Finished[0] 0 ) 
      ( has-time-elapsed 37 ) 
   )
   ( modify-variable 
      @Ability-In-Use[0] 
      1 
   )
   ( modify-variable 
      @Tac-Warp-Time[0] 
      ( mission-time-msecs ) 
   )
   ( modify-variable 
      @Overload-State[0] 
      ( + @Overload-State[0] 30 ) 
   )
   ( hud-set-text 
      "BPLowerRightMFD" 
      "TAC CTRL" 
   )
   ( hud-set-text "BPLowerRightMFDA" "" ) 
   ( hud-set-message 
      "BPLowerRightMFDB" 
      "OVERLOADSTATE" 
   )
   ( hud-set-text "BPLowerRightMFD" "" ) 
   ( hud-set-text 
      "BPLowerRightMFD" 
      "Sprint Drive ONLINE" 
   )
   ( hud-set-text "BPLowerRightMFD" "" ) 
   ( hud-set-text 
      "BPLowerRightMFD" 
      "Trajectory Resolved" 
   )
   ( hud-set-text 
      "BPLowerRightMFD" 
      "Transferring Power" 
   )
   ( hud-set-text "BPLowerRightMFD" "" ) 
   ( clear-goals "Alpha 1" ) 
   ( add-goal 
      "Alpha 1" 
      ( ai-play-dead 101 ) 
   )
   ( lock-primary-weapon "Alpha 1" ) 
   ( lock-secondary-weapon "Alpha 1" ) 
   ( ship-lat-maneuver 
      "Alpha 1" 
      5000 
      0 
      0 
      350 
      ( true ) 
   )
   ( player-use-ai ) 
   ( modify-variable 
      @Tac-Warp-Running[0] 
      1 
   )
   ( modify-variable 
      @Tac-Warp-S1-Finished[0] 
      1 
   )
)
+Name: TACWarpStage1
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( every-time 
   ( and 
      ( = @Tac-Warp-Running[0] 1 ) 
      ( = @Ability-In-Use[0] 1 ) 
      ( = @Tac-Warp-S1-Finished[0] 1 ) 
      ( = @Tac-Warp-S2-Finished[0] 0 ) 
      ( = @Tac-Warp-S3-Finished[0] 0 ) 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Tac-Warp-Time[0] 4500 ) 
      )
   )
   ( modify-variable 
      @Tac-Warp-S2-Finished[0] 
      1 
   )
   ( warp-effect 
      ( get-object-x 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         400 
      )
      ( get-object-y 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         400 
      )
      ( get-object-z 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         400 
      )
      ( get-object-x "Alpha 1" ) 
      ( get-object-y "Alpha 1" ) 
      ( get-object-z "Alpha 1" ) 
      500 
      6 
      "<none>" 
      "<none>" 
      0 
      0 
   )
   ( fade-out 1500 1 ) 
)
+Name: TACWarpStage2
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( every-time 
   ( and 
      ( = @Tac-Warp-Running[0] 1 ) 
      ( = @Ability-In-Use[0] 1 ) 
      ( = @Tac-Warp-S1-Finished[0] 1 ) 
      ( = @Tac-Warp-S2-Finished[0] 1 ) 
      ( = @Tac-Warp-S3-Finished[0] 0 ) 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Tac-Warp-Time[0] 6000 ) 
      )
   )
   ( set-object-position 
      "Alpha 1" 
      @Tac-Warp-Destination-X[0] 
      @Tac-Warp-Destination-Y[0] 
      @Tac-Warp-Destination-Z[0] 
   )
   ( set-object-speed-z 
      "Alpha 1" 
      150 
      ( true ) 
   )
   ( modify-variable 
      @Tac-Warp-S3-Finished[0] 
      1 
   )
)
+Name: TACWarpStage3
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( = @Tac-Warp-Running[0] 1 ) 
      ( = @Ability-In-Use[0] 1 ) 
      ( = @Tac-Warp-S1-Finished[0] 1 ) 
      ( = @Tac-Warp-S2-Finished[0] 1 ) 
      ( = @Tac-Warp-S3-Finished[0] 1 ) 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Tac-Warp-Time[0] 6500 ) 
      )
   )
   ( player-not-use-ai ) 
   ( unlock-primary-weapon "Alpha 1" ) 
   ( unlock-secondary-weapon "Alpha 1" ) 
   ( fade-in 2000 ) 
   ( modify-variable 
      @Tac-Warp-Running[0] 
      0 
   )
   ( modify-variable 
      @Tac-Warp-S1-Finished[0] 
      0 
   )
   ( modify-variable 
      @Tac-Warp-S2-Finished[0] 
      0 
   )
   ( modify-variable 
      @Tac-Warp-S3-Finished[0] 
      0 
   )
   ( key-reset "1" ) 
   ( modify-variable 
      @Ability-In-Use[0] 
      0 
   )
   ( modify-variable 
      @Tac-Warp-Mode-Selected[0] 
      0 
   )
)
+Name: TACWarpStage4
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time-argument 
   ( any-of 
      "Intrasystem Gate" 
      "UEFg Bradbury" 
      "Supply Station Epsilon" 
      "UET Anjira" 
      "UEC Dreamcatcher" 
      "UEC Sirius Edge" 
      "UET Tranquil Whisper" 
      "UET Azure" 
      "UET Silvershard" 
   )
   ( and 
      ( key-pressed "1" ) 
      ( targeted "<argument>" ) 
      ( is-facing "Alpha 1" "<argument>" 5 ) 
      ( = @Tac-Warp-Mode-Selected[0] 0 ) 
   )
   ( modify-variable 
      @Tac-Warp-Target-Distance[0] 
      ( - 
         ( distance "Alpha 1" "<argument>" ) 
         2800 
      )
   )
   ( modify-variable 
      @Tac-Warp-Destination-X[0] 
      ( get-object-x 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         @Tac-Warp-Target-Distance[0] 
      )
   )
   ( modify-variable 
      @Tac-Warp-Destination-Y[0] 
      ( get-object-y 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         @Tac-Warp-Target-Distance[0] 
      )
   )
   ( modify-variable 
      @Tac-Warp-Destination-Z[0] 
      ( get-object-z 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         @Tac-Warp-Target-Distance[0] 
      )
   )
   ( modify-variable 
      @Tac-Warp-Mode-Selected[0] 
      1 
   )
)
+Name: TACWarpAttackMode
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time-argument 
   ( any-of 
      "Intrasystem Gate" 
      "UEFg Bradbury" 
      "Supply Station Epsilon" 
      "UET Anjira" 
      "UEC Dreamcatcher" 
      "UEC Sirius Edge" 
      "UET Tranquil Whisper" 
      "UET Azure" 
      "UET Silvershard" 
   )
   ( and 
      ( key-pressed "1" ) 
      ( = @Tac-Warp-Mode-Selected[0] 0 ) 
      ( not 
         ( and 
            ( targeted "<argument>" ) 
            ( is-facing "Alpha 1" "<argument>" 5 ) 
         )
      )
   )
   ( modify-variable 
      @Tac-Warp-Destination-X[0] 
      ( get-object-x 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         8000 
      )
   )
   ( modify-variable 
      @Tac-Warp-Destination-Y[0] 
      ( get-object-y 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         8000 
      )
   )
   ( modify-variable 
      @Tac-Warp-Destination-Z[0] 
      ( get-object-z 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         8000 
      )
   )
   ( modify-variable 
      @Tac-Warp-Mode-Selected[0] 
      1 
   )
)
+Name: TACWarpEscapeMode
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( false ) 
   ( modify-variable 
      @Overload-State[0] 
      30 
   )
)
+Name: MissionWarpin?
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( break-warp "Alpha 1" ) 
)
+Name: PlayerWarpOff
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( and ( true ) ( true ) ) 
      ( < @Overload-State[0] 70 ) 
   )
   ( fix-warp "Alpha 1" ) 
)
+Name: SafeRTB
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( ship-subsys-guardian-threshold 
      70 
      "Alpha 1" 
      "Communication" 
   )
   ( ship-subsys-guardian-threshold 
      9 
      "Alpha 1" 
      "Sensors" 
   )
   ( ship-subsys-guardian-threshold 
      1 
      "Alpha 1" 
      "Weapons" 
   )
)
+Name: SubsysGuardian
+Repeat Count: 1
+Interval: 1

$Formula: ( when ( true ) ( do-nothing ) ) 
+Name: ===============================
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( true ) 
   ( set-object-position 
      "MGWaypoint:1" 
      ( get-object-x "Alpha 1" ) 
      ( get-object-y "Alpha 1" ) 
      ( get-object-z "Alpha 1" ) 
   )
)
+Name: Waypoint Set - Marcus Glaive
+Repeat Count: 1
+Interval: 1

$Formula: ( when ( true ) ( do-nothing ) ) 
+Name: ===============================
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Placeholder1-Barrage[0] 2800 ) 
      )
      ( is-facing 
         "UEFg Bradbury" 
         "Alpha 1" 
         2 
      )
      ( > 
         ( distance "UEFg Bradbury" "Alpha 1" ) 
         3500 
      )
      ( <= 
         ( distance "UEFg Bradbury" "Alpha 1" ) 
         6000 
      )
   )
   ( modify-variable 
      @Placeholder1-Barrage[0] 
      ( mission-time-msecs ) 
   )
   ( when 
      ( and 
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "weapons" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Turret09" 
               0 
            )
         )
      )
      ( weapon-create 
         "UEFg Bradbury" 
         "Gauss Cannon#Karuna" 
         ( get-object-x 
            "UEFg Bradbury" 
            "Turret09" 
         )
         ( get-object-y 
            "UEFg Bradbury" 
            "Turret09" 
         )
         ( get-object-z 
            "UEFg Bradbury" 
            "turret09" 
         )
         ( get-object-pitch "UEFg Bradbury" ) 
         ( get-object-bank "UEFg Bradbury" ) 
         ( get-object-heading "UEFg Bradbury" ) 
         "Alpha 1" 
      )
   )
   ( when 
      ( and 
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "weapons" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Turret10" 
               0 
            )
         )
      )
      ( weapon-create 
         "UEFg Bradbury" 
         "Gauss Cannon#Karuna" 
         ( get-object-x 
            "UEFg Bradbury" 
            "turret10" 
         )
         ( get-object-y 
            "UEFg Bradbury" 
            "turret10" 
         )
         ( get-object-z 
            "UEFg Bradbury" 
            "turret10" 
         )
         ( get-object-pitch "UEFg Bradbury" ) 
         ( get-object-bank "UEFg Bradbury" ) 
         ( get-object-heading "UEFg Bradbury" ) 
         "Alpha 1" 
      )
   )
)
+Name: Bradbury Barrage L
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Placeholder1-Barrage[0] 3000 ) 
      )
      ( is-facing 
         "UEFg Bradbury" 
         "Alpha 1" 
         2 
      )
      ( < 
         ( distance "UEFg Bradbury" "Alpha 1" ) 
         3500 
      )
   )
   ( modify-variable 
      @Placeholder1-Barrage[0] 
      ( mission-time-msecs ) 
   )
   ( when 
      ( and 
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "weapons" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Turret26" 
               0 
            )
         )
      )
      ( weapon-create 
         "UEFg Bradbury" 
         "Mass Driver#Karuna" 
         ( get-object-x 
            "UEFg Bradbury" 
            "Turret26" 
         )
         ( get-object-y 
            "UEFg Bradbury" 
            "Turret26" 
         )
         ( get-object-z 
            "UEFg Bradbury" 
            "Turret26" 
         )
         ( get-object-pitch "UEFg Bradbury" ) 
         ( get-object-bank "UEFg Bradbury" ) 
         ( get-object-heading "UEFg Bradbury" ) 
         "Alpha 1" 
      )
   )
   ( when 
      ( and 
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "weapons" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Turret27" 
               0 
            )
         )
      )
      ( weapon-create 
         "UEFg Bradbury" 
         "Mass Driver#Karuna" 
         ( get-object-x 
            "UEFg Bradbury" 
            "Turret27" 
         )
         ( get-object-y 
            "UEFg Bradbury" 
            "Turret27" 
         )
         ( get-object-z 
            "UEFg Bradbury" 
            "Turret27" 
         )
         ( get-object-pitch "UEFg Bradbury" ) 
         ( get-object-bank "UEFg Bradbury" ) 
         ( get-object-heading "UEFg Bradbury" ) 
         "Alpha 1" 
      )
   )
)
+Name: Bradbury Barrage S
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Placeholder1-Barrage[0] 1800 ) 
      )
      ( not 
         ( is-facing 
            "UEFg Bradbury" 
            "Alpha 1" 
            2 
         )
      )
      ( < 
         ( distance "UEFg Bradbury" "Alpha 1" ) 
         8000 
      )
      ( has-arrived-delay 2 "UEFg Bradbury" ) 
      ( >= ( hits-left "UEFg Bradbury" ) 40 ) 
   )
   ( modify-variable 
      @Placeholder1-Barrage[0] 
      ( mission-time-msecs ) 
   )
   ( when 
      ( and 
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "weapons" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Turret12" 
               0 
            )
         )
      )
      ( weapon-create 
         "UEFg Bradbury" 
         "Apocalypse#Karuna" 
         ( get-object-x 
            "UEFg Bradbury" 
            "Turret12" 
         )
         ( get-object-y 
            "UEFg Bradbury" 
            "Turret12" 
         )
         ( get-object-z 
            "UEFg Bradbury" 
            "Turret12" 
         )
         ( + 
            ( get-object-pitch "UEFg Bradbury" ) 
            -90 
         )
         ( get-object-bank "UEFg Bradbury" ) 
         ( get-object-heading "UEFg Bradbury" ) 
         "Alpha 1" 
      )
   )
   ( when 
      ( and 
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "weapons" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Turret13" 
               0 
            )
         )
      )
      ( weapon-create 
         "UEFg Bradbury" 
         "Apocalypse#Karuna" 
         ( get-object-x 
            "UEFg Bradbury" 
            "turret13" 
         )
         ( get-object-y 
            "UEFg Bradbury" 
            "turret13" 
         )
         ( get-object-z 
            "UEFg Bradbury" 
            "turret13" 
         )
         ( + 
            ( get-object-pitch "UEFg Bradbury" ) 
            90 
         )
         ( get-object-bank "UEFg Bradbury" ) 
         ( get-object-heading "UEFg Bradbury" ) 
         "Alpha 1" 
      )
   )
)
+Name: Bradbury Barrage M
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( > 
         ( distance "Alpha 1" "UEFg Bradbury" ) 
         6000 
      )
      ( not 
         ( destroyed-or-departed-delay 
            0 
            "UEFg Bradbury" 
         )
      )
      ( != @Placeholder1-State[0] 0 ) 
      ( has-arrived-delay 0 "UEFg Bradbury" ) 
      ( >= ( hits-left "UEFg Bradbury" ) 40 ) 
   )
   ( clear-goals "UEFg Bradbury" ) 
   ( add-goal 
      "UEFg Bradbury" 
      ( ai-waypoints-once "MGWaypoint" 89 ) 
   )
   ( modify-variable 
      @Placeholder1-State[0] 
      0 
   )
)
+Name: Bradbury Chase
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( not 
         ( destroyed-or-departed-delay 
            0 
            "UEFg Bradbury" 
         )
      )
      ( != @Placeholder1-State[0] 1 ) 
      ( >= ( hits-left "UEFg Bradbury" ) 40 ) 
      ( > 
         ( distance "Alpha 1" "UEFg Bradbury" ) 
         2800 
      )
      ( <= 
         ( distance "Alpha 1" "UEFg Bradbury" ) 
         6000 
      )
      ( has-arrived-delay 5 "UEFg Bradbury" ) 
   )
   ( clear-goals "UEFg Bradbury" ) 
   ( add-goal 
      "UEFg Bradbury" 
      ( ai-stay-still "Alpha 1" 89 ) 
   )
   ( modify-variable 
      @Placeholder1-State[0] 
      1 
   )
)
+Name: Bradbury Hold Position
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( = @Placeholder1-State[0] 1 ) 
      ( not 
         ( destroyed-or-departed-delay 
            0 
            "UEFg Bradbury" 
         )
      )
      ( >= ( hits-left "UEFg Bradbury" ) 40 ) 
   )
   ( clear-goals "UEFg Bradbury" ) 
   ( set-object-facing-object 
      "UEFg Bradbury" 
      "Alpha 1" 
      75000 
   )
)
+Name: Bradbury Track
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( <= 
         ( distance "Alpha 1" "UEFg Bradbury" ) 
         1800 
      )
      ( not 
         ( is-destroyed-delay 
            0 
            "UEFg Bradbury" 
         )
      )
      ( != @Placeholder1-State[0] 2 ) 
      ( >= ( hits-left "UEFg Bradbury" ) 40 ) 
      ( has-arrived-delay 5 "UEFg Bradbury" ) 
   )
   ( clear-goals "UEFg Bradbury" ) 
   ( add-goal 
      "UEFg Bradbury" 
      ( ai-waypoints-once 
         "Bradbury Retreat" 
         89 
      )
   )
   ( modify-variable 
      @Placeholder1-State[0] 
      2 
   )
)
+Name: Bradbury Break Off
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( < ( hits-left "UEFg Bradbury" ) 40 ) 
      ( not 
         ( is-destroyed-delay 
            0 
            "UEFg Bradbury" 
         )
      )
      ( has-arrived-delay 5 "UEFg Bradbury" ) 
   )
   ( add-goal 
      "UEFg Bradbury" 
      ( ai-waypoints-once 
         "Bradbury Retreat" 
         89 
      )
   )
   ( modify-variable 
      @Placeholder1-State[0] 
      2 
   )
)
+Name: Bradbury Exit
+Repeat Count: 1
+Interval: 1

#Goals		;! 0 total


#Waypoints		;! 2 lists total

$Name: MGWaypoint
$List: (		;! 1 points in list
	( 2551.397949, 0.010742, 6468.601563 )
)

$Name: Bradbury Retreat
$List: (		;! 1 points in list
	( 16092.695313, 2407.296875, 5493.814941 )
)

#Messages		;! 44 total


$Name: OVERLOADSTATE
$Team: -1
$MessageNew:  XSTR("Overload State: $Overload-State %", -1)
$end_multi_text

$Name: serkr: surrender!
$Team: -1
$MessageNew:  XSTR("Supply Station Epsilon, this is Admiral Anton Serkr of the GTVA. Your defenders have been vaporized. Shut down your sentry network and prepare to be boarded. Or else you're next.", -1)
$end_multi_text

$Name: station: shit, ok
$Team: -1
$MessageNew:  XSTR("Hold your fire, hold your fire! We surrender! This is subcommander Michael Kolva, ranking officer aboard the station. Most of our crew is civilian. Do not open fire, we will comply with your demands!", -1)
$end_multi_text

$Name: serkr: for serious?
$Team: -1
$MessageNew:  XSTR("Please make sure that the order to surrender reaches all of your men. If there is a firefight inside that station, I will start turning compartments I don't need into molten slag.", -1)
$end_multi_text

$Name: station: yep
$Team: -1
$MessageNew:  XSTR("Understood. Give us two minutes and we'll have every firearm on the station safed and unloaded.", -1)
$end_multi_text

$Name: xo: sentry grid down
$Team: -1
$MessageNew:  XSTR("Admiral, looks like they just powered down the sentry grid.", -1)
$end_multi_text

$Name: serkr: lambda go
$Team: -1
$MessageNew:  XSTR("Lambda one, the battlespace has been cleared.", -1)
$end_multi_text

$Name: lambda 1: affirmative
$Team: -1
$MessageNew:  XSTR("Affirmative, admiral.", -1)
$end_multi_text

$Name: lambda 1: doing rendezvous
$Team: -1
$MessageNew:  XSTR("Matching velocities, initiating docking sequence.", -1)
$end_multi_text

$Name: lambda 1: headed in
$Team: -1
$MessageNew:  XSTR("System handshake is good. Marines are heading into the station now.", -1)
$end_multi_text

$Name: lambda 1: station is ours
$Team: -1
$MessageNew:  XSTR("Full sweep completed, admiral. The station is ours. All federation personnel aboard have been taken into custody.", -1)
$end_multi_text

$Name: station breakup
$Team: -1
$MessageNew:  XSTR("No...the station. It's breaking up.", -1)
$end_multi_text

$Name: station breakup 2
$Team: -1
$MessageNew:  XSTR("Dammit. So much for rebuilding our strikecraft compliment.", -1)
$end_multi_text

$Name: xo: bradbury be here
$Team: -1
$MessageNew:  XSTR("Sir! Mark-two Karuna on the threat plot. UEFG Bradbury. Someone must have vectored our subspace approach.", -1)
$end_multi_text

$Name: serkr: lets do it
$Team: -1
$MessageNew:  XSTR("Alright, let's do this! Every Karuna kill puts us one step closer to victory.", -1)
$end_multi_text

$Name: bradbury: pulling out, fail
$Team: -1
$MessageNew:  XSTR("Intercepted: That corvette must have splashed the convoy, and we're taking heavy damage. There is nothing more we can do.", -1)
$end_multi_text

$Name: bradbury: pulling out, success
$Team: -1
$MessageNew:  XSTR("Intercepted: The cargo is safe, but our armor is failing and we cannot hold our position against this corvette. We're pulling out.", -1)
$end_multi_text

$Name: bradbury: disabled
$Team: -1
$MessageNew:  XSTR("Mars command, our engines are shot to hell and are taking heavy damage from the Marcus Glaive. Advise SAR teams, we are not going to survive this sortie.", -1)
$end_multi_text

$Name: tac: bradbury is badass
$Team: -1
$MessageNew:  XSTR("Sir, the Bradbury has a whole rack of gauss cannons and mass drivers.", -1)
$end_multi_text

$Name: serkr: bradbury down!
$Team: -1
$MessageNew:  XSTR("Hell yeah! Bradbury reactor containment failure! Fantastic work, everyone! The station is now ours!", -1)
$end_multi_text

$Name: serkr: bradbury fleeing
$Team: -1
$MessageNew:  XSTR("Excellent work, everyone. The Bradbury is pulling out.", -1)
$end_multi_text

$Name: tac: transport lost
$Team: -1
$MessageNew:  XSTR("Sir, the transport is down.", -1)
$end_multi_text

$Name: serkr: transport lost 2
$Team: -1
$MessageNew:  XSTR("Fuck! So much for rebuilding our strikecraft compliment.", -1)
$end_multi_text

$Name: tac: light wpn dmg
$Team: -1
$MessageNew:  XSTR("Sir, our weapon systems are taking damage.", -1)
$end_multi_text

$Name: tac: med wpn dmg
$Team: -1
$MessageNew:  XSTR("They're hammering our main beams and fire control, sir. We may want to point those away from the enemy.", -1)
$end_multi_text

$Name: tac: hvy wpn dmg
$Team: -1
$MessageNew:  XSTR("We have sustained critical fire control damage. Repair teams can fix it, but it's not immediate.", -1)
$end_multi_text

$Name: tac: wpn down
$Team: -1
$MessageNew:  XSTR("Sir, main beams and fire control are down.", -1)
$end_multi_text

$Name: serkr: off course
$Team: -1
$MessageNew:  XSTR("We're off course, and our sprint drive is offline. Engineering, report?", -1)
$end_multi_text

$Name: eng: drive good
$Team: -1
$MessageNew:  XSTR("Sir, there's nothing wrong with the drive. It's an error 974, corrupt sensor data. ", -1)
$end_multi_text

$Name: astro: our bad
$Team: -1
$MessageNew:  XSTR("Damn, feedback from the drive caused enough interference to jam our sensors. Compensating for it should be a simple enough matter...", -1)
$end_multi_text

$Name: eng: its up
$Team: -1
$MessageNew:  XSTR("Drive control cluster is rebooted. Green lights across the board! We're ready to rock.", -1)
$end_multi_text

$Name: sprint drive tutorial
$Team: -1
$MessageNew:  XSTR("Press [1] to jump 7500 meters forward. Or target a large ship, hold it in your reticule, and press [1] to perform a distance-matching shock jump.", -1)
$end_multi_text

$Name: beam surge tutorial
$Team: -1
$MessageNew:  XSTR("Press [2] to rapidly recharge your weapon energy. Press [2] again to toggle off.", -1)
$end_multi_text

$Name: ecm tutorial
$Team: -1
$MessageNew:  XSTR("Press your countermeasure key to activate ECM and jam all incoming missile locks.", -1)
$end_multi_text

$Name: ecm recharge tutorial
$Team: -1
$MessageNew:  XSTR("Press [3] to recharge your ECM and restore countermeasures. Press [3] again to toggle recharge off.", -1)
$end_multi_text

$Name: active armor tutorial
$Team: -1
$MessageNew:  XSTR("Press [4] to restore hull integrity. Press [4] again to toggle regeneration off.", -1)
$end_multi_text

$Name: ETS weapon tutorial
$Team: -1
$MessageNew:  XSTR("Divert more power to $quoteweapons$quote to recharge beam energy faster.", -1)
$end_multi_text

$Name: ETS shield tutorial
$Team: -1
$MessageNew:  XSTR("Divert more power to $quoteshields$quote to harden active armor and reduce incoming damage.", -1)
$end_multi_text

$Name: antifighter tutorial
$Team: -1
$MessageNew:  XSTR("Divert more power to $quoteengines$quote to increase top speed and increase turret rate of fire. Use Jaeger AAA missiles for extra antifighter firepower.", -1)
$end_multi_text

$Name: jaeger tutorial
$Team: -1
$MessageNew:  XSTR("Use Jaeger AAA missiles to kill incoming fighters and bombers quickly.", -1)
$end_multi_text

$Name: heading tutorial
$Team: -1
$MessageNew:  XSTR("Your weapon subsystem is on the front of your ship. Turn away from heavy incoming fire to protect this critical system. Use GLIDE (F2 for keybinds) to fly in one direction while facing another.", -1)
$end_multi_text

$Name: ecm
$Team: -1
$MessageNew:  XSTR("Press the countermeasure key to activate ECM and flares, and jam all hostile missile locks. Careful, you only have three shots before it has to be recharged.", -1)
$end_multi_text

$Name: ecm recharge
$Team: -1
$MessageNew:  XSTR("Press [3] to recharge your ECM and refill your countermeasures. Press [3] again to turn this off. It will automatically stop if your countermeasures are fully recharged.", -1)
$end_multi_text

$Name: tac: transports!
$Team: -1
$MessageNew:  XSTR("Not our only problem. Those transports have mil-spec armor and drives. They won't need the intrasystem gate. Can't get a lock on their cargo either.", -1)
$end_multi_text

#Reinforcements		;! 0 total


#Background bitmaps		;! 0 total

$Num stars: 0
$Ambient light level: 7895160

$Bitmap List:
$Sun: SolMars
+Angles: 0.174533 0.000000 0.523599
+Scale: 1.000000
$Sun: EarthWhite
+Angles: 3.124139 0.000000 0.000000
+Scale: 1.000000
$Sun: EarthSpecular
+Angles: 3.124139 0.000000 0.000000
+Scale: 1.000000

#Asteroid Fields

#Music

$Event Music: None
$Briefing Music: Brief2
$Substitute Briefing Music: Brief2
$Fiction Viewer Music: Brief11

#End

