#Mission Info

$Version: 0.10
$Name:  XSTR("Dusk", -1)
$Author: IceFire
$Created: 08/28/99 at 12:11:58
$Modified: 11/17/11 at 22:13:19
$Notes:
This is a FRED created mission
$End Notes:

$Mission Desc:
 XSTR("Put mission description here. Antares.", -1)
$end_multi_text

+Game Type Flags: 1

+Flags: 66560
+Fog Near Mult: 1.000000

+Fog Far Mult: 1.000000


+Disallow Support: 0

+Hull Repair Ceiling: 100.000000

+Subsystem Repair Ceiling: 100.000000

+Player Entry Delay:
1.000000

+Viewer pos: 2182.757813, 3102.232910, 817.602661
+Viewer orient:
	-0.113623, -0.000000, 0.993524,
	-0.899573, 0.424481, -0.102878,
	-0.421732, -0.905437, -0.048231


$Skybox Model: starfield.pof

$AI Profile: FS1 RETAIL

#Command Briefing

#Briefing
$start_briefing
$num_stages: 0
$end_briefing

#Debriefing_info

$Num stages: 2

$Formula: ( is-previous-goal-true 
   "AftermathE2M5" 
   "Wreckage" 
)
$Multi text
    XSTR("Seems that there was little you could do, pilot.  Our crews out there are already going over the debris in hopes of finding any clues as to the attacker.

Excellent work in taking out the Hammer of Light destroyer as well.  Command is very impressed with your ability to neutralize large enemy assets.

We're heading to the Deneb system now.  Get some rest as it will take us several hours to reach our destination.

Dismissed.", -1)
$end_multi_text
$Voice: After_E2M5_DB01.ogg
$Recommendation text:
    XSTR("Keep an eye out for large capital ships in the area.  Something must have wiped these ships out.  Congratulations on completing Episode 2.", -1)
$end_multi_text

$Formula: ( is-goal-false-delay "Wreckage" 0 ) 
$Multi text
    XSTR("Follow your orders next time pilot.  If any hostiles had shown up, our salvage crews would be left in the dark.

Await your orders before returning to base.", -1)
$end_multi_text
$Voice: After_E2M5_DB02.ogg
$Recommendation text:
    XSTR("", -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
	"GTF Loki"	5
	"GTB Athena"	5
	"GTB Zeus"	5
	"GTB Medusa"	5
	"GTB Ursa"	5
)

+Weaponry Pool: (
	"Prometheus"	16
	"Interceptor"	40
	"Phoenix V"	28
	"Synaptic"	28
	"Stiletto"	72
	"Tsunami"	12
)

#Objects		;! 16 total

$Name: Alpha 1		;! Object #0
$Class: GTB Zeus
$Team: Friendly
$Location: 4.461532, -0.000007, -266.425903
$Orientation:
	0.759630, -0.649789, 0.027151,
	0.632268, 0.728082, -0.264829,
	0.152315, 0.218339, 0.963913
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Prometheus" "Prometheus" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "player-start" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 25

$Name: Alpha 2		;! Object #1
$Class: GTB Zeus
$Team: Friendly
$Location: 41.462425, -68.031616, -365.123688
$Orientation:
	0.759630, -0.649789, 0.027151,
	0.632268, 0.728081, -0.264829,
	0.152315, 0.218339, 0.963913
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Prometheus" "Prometheus" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 15

$Name: Alpha 3		;! Object #2
$Class: GTB Zeus
$Team: Friendly
$Location: -59.193535, 23.576632, -353.581543
$Orientation:
	0.759630, -0.649789, 0.027151,
	0.632268, 0.728081, -0.264829,
	0.152315, 0.218339, 0.963913
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Prometheus" "Prometheus" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 15

$Name: Alpha 4		;! Object #3
$Class: GTB Zeus
$Team: Friendly
$Location: -20.977200, -37.405266, -429.996185
$Orientation:
	0.759630, -0.649789, 0.027151,
	0.632268, 0.728081, -0.264829,
	0.152315, 0.218339, 0.963913
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Prometheus" "Prometheus" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 15

$Name: P'tekha		;! Object #4
$Class: PVD Typhon
$Team: Friendly
$Location: -25.211052, -0.000226, 1737.469849
$Orientation:
	0.448543, -0.523075, 0.724708,
	-0.651226, 0.364081, 0.665846,
	-0.612140, -0.770609, -0.177334
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 2
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Sbank Ammo: ( 0 )
+Subsystem: turret08
+Sbank Ammo: ( 0 )
+Subsystem: turret09
+Sbank Ammo: ( 0 )
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Sbank Ammo: ( 0 )
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: navigation
$Damage: 100
+Subsystem: weapons
$Damage: 100
+Subsystem: sensors
$Damage: 100
+Subsystem: engine
$Damage: 100
+Subsystem: communication
$Damage: 100
+Subsystem: fighterbay 1
$Damage: 100
+Subsystem: fighterbay 2
$Damage: 100
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
+Subsystem: turret25
+Subsystem: turret26
+Subsystem: turret27
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "invulnerable" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 2000

$Name: Thor		;! Object #5
$Class: GTC Leviathan
$Team: Friendly
$Location: -29.747114, -0.000086, 980.328613
$Orientation:
	0.885155, -0.445785, -0.133326,
	0.027043, -0.236767, 0.971190,
	-0.464509, -0.863260, -0.197520
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 4
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Primary Banks: ( "Avenger" )
+Subsystem: turret06
+Primary Banks: ( "Avenger" )
+Subsystem: turret07
+Primary Banks: ( "Avenger" )
+Subsystem: turret08
+Primary Banks: ( "Avenger" )
+Subsystem: turret09a-01-main
$Damage: 100
+Sbank Ammo: ( 0 )
+Subsystem: radar01a-dish
$Damage: 100
+Subsystem: sensors
$Damage: 100
+Subsystem: communication
$Damage: 100
+Subsystem: navigation
$Damage: 100
+Subsystem: weapons
$Damage: 100
+Subsystem: engine
$Damage: 100
$Arrival Location: Hyperspace
+Arrival Delay: 1
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "invulnerable" )
+Flags2: ( )
+Respawn priority: 0
+Destroy At: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Score: 80
$Texture Replace:
+old: nameplate
+new: GTCThor

$Name: Cap'rie		;! Object #6
$Class: PVC Aten
$Team: Friendly
$Location: 274.740662, -0.000042, 892.691956
$Orientation:
	-0.649493, -0.685506, 0.329000,
	0.121700, 0.333388, 0.934902,
	-0.750565, 0.647252, -0.133107
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 3
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: engine
$Damage: 100
+Subsystem: communications
$Damage: 100
+Subsystem: sensors
$Damage: 100
+Subsystem: navigation
$Damage: 100
+Subsystem: weapons
$Damage: 100
$Arrival Location: Hyperspace
+Arrival Delay: 1
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "invulnerable" )
+Flags2: ( )
+Respawn priority: 0
+Destroy At: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Score: 80

$Name: Escape 1		;! Object #7
$Class: GTEP Hermes
$Team: Friendly
$Location: -112.319366, 0.000296, 1246.617310
$Orientation:
	0.651692, 0.085828, 0.753612,
	-0.270875, 0.954393, 0.125546,
	-0.708467, -0.285952, 0.645218
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( has-time-elapsed 15 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-arrival-warp" "scannable" "guardian" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Escape 2		;! Object #8
$Class: GTEP Hermes
$Team: Friendly
$Location: -215.660583, 8.172970, 913.235840
$Orientation:
	0.651692, 0.085828, 0.753612,
	-0.270875, 0.954393, 0.125546,
	-0.708467, -0.285952, 0.645218
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( has-time-elapsed 15 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-arrival-warp" "scannable" "guardian" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Escape 3		;! Object #9
$Class: PVEP Ra
$Team: Friendly
$Location: 18.965710, 0.000288, 812.360718
$Orientation:
	0.788436, 0.554184, 0.266925,
	-0.460388, 0.243871, 0.853563,
	0.407936, -0.795869, 0.447416
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( has-time-elapsed 15 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-arrival-warp" "scannable" "guardian" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Escape 4		;! Object #10
$Class: PVEP Ra
$Team: Friendly
$Location: 346.899261, 0.000294, 1157.796143
$Orientation:
	0.425138, 0.036848, 0.904379,
	0.902739, -0.089819, -0.420707,
	0.065728, 0.995276, -0.071449
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( has-time-elapsed 15 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-arrival-warp" "scannable" "guardian" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Theta 1		;! Object #11
$Class: GTFr Poseidon
$Team: Friendly
$Location: 1707.800049, 120.014107, 1000.799988
$Orientation:
	0.264321, 0.000000, 0.964435,
	0.000000, 1.000000, 0.000000,
	-0.964435, 0.000000, 0.264321
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Primary Banks: ( "ML-16 Laser" )
+Subsystem: turret02
+Primary Banks: ( "ML-16 Laser" )
+Subsystem: turret03
+Primary Banks: ( "ML-16 Laser" )
+Subsystem: turret04
+Primary Banks: ( "ML-16 Laser" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 20

$Name: Theta 2		;! Object #12
$Class: GTT Elysium
$Team: Friendly
$Location: 1775.657227, 64.927559, 930.090759
$Orientation:
	0.217100, 0.000000, 0.976149,
	0.000000, 1.000000, 0.000000,
	-0.976149, 0.000000, 0.217100
$AI Behavior: None
$AI Goals: ( goals ( ai-dock "Thor" "topside docking" "Docking bay 1" 50 ) )
$Cargo 1:  XSTR("Salvage Crew", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Theta 3		;! Object #13
$Class: GTT Elysium
$Team: Friendly
$Location: 1774.930542, 80.556175, 1066.429077
$Orientation:
	0.290339, 0.000000, 0.956924,
	0.000000, 1.000000, 0.000000,
	-0.956924, 0.000000, 0.290339
$AI Behavior: None
$AI Goals: ( goals ( ai-dock "Cap'rie" "topside docking" "main dock" 50 ) )
$Cargo 1:  XSTR("Salvage Crew", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Escape 5		;! Object #14
$Class: PVEP Ra
$Team: Friendly
$Location: 177.753082, 0.000292, 1126.438477
$Orientation:
	-0.380531, -0.010067, 0.924714,
	-0.830530, -0.436055, -0.346520,
	0.406714, -0.899864, 0.157572
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( has-time-elapsed 15 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-arrival-warp" "scannable" "guardian" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: Wreck		;! Object #15
$Class: PVD Typhon
$Team: Friendly
$Location: -275.828461, 0.000111, 418.043549
$Orientation:
	0.650370, -0.535217, 0.539037,
	-0.621579, 0.032932, 0.782659,
	-0.436643, -0.844073, -0.311262
$AI Behavior: None
$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
+Sbank Ammo: ( 0 )
+Subsystem: turret08
+Sbank Ammo: ( 0 )
+Subsystem: turret09
+Sbank Ammo: ( 0 )
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+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
$Arrival Location: Hyperspace
+Arrival Delay: 1
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Destroy At: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 2000

#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: ( has-arrived-delay 7 "Theta" ) 
$Ships: (		;! 4 total
	"Alpha 1"
	"Alpha 2"
	"Alpha 3"
	"Alpha 4"
)
+Hotkey: 0
+Flags: ( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( or 
   ( has-time-elapsed 120 ) 
   ( is-cargo-known-delay 
      3 
      "Escape 1" 
      "Escape 2" 
      "Escape 3" 
      "Escape 4" 
      "Escape 5" 
   )
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Theta 1"
	"Theta 2"
	"Theta 3"
)
$AI Goals: ( goals ( ai-waypoints-once "Wreckage" 35 ) )
+Flags: ( )

#Events		;! 11 total

$Formula: ( when 
   ( has-time-elapsed 2 ) 
   ( send-message 
      "#Command" 
      "High" 
      "Not Much Left" 
   )
)
+Name: m1
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-time-elapsed 10 ) 
   ( send-message 
      "#Command" 
      "High" 
      "Est Time" 
   )
)
+Name: m2
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-time-elapsed 30 ) 
   ( send-message 
      "#Command" 
      "High" 
      "Wreckage Crews" 
   )
)
+Name: m3
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-time-elapsed 35 ) 
   ( send-message 
      "#Command" 
      "High" 
      "Escape Pods" 
   )
)
+Name: m4
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-cargo-known-delay 
      2 
      "Escape 1" 
      "Escape 2" 
      "Escape 3" 
      "Escape 4" 
      "Escape 5" 
   )
   ( send-message 
      "#Command" 
      "High" 
      "Negative Lifesigns" 
   )
)
+Name: m5
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-arrived-delay 3 "Theta" ) 
   ( send-message 
      "Theta 1" 
      "High" 
      "Theta" 
   )
)
+Name: m6
+Repeat Count: 1
+Interval: 1

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

$Formula: ( when 
   ( is-cargo-known-delay 
      0 
      "Escape 1" 
      "Escape 2" 
      "Escape 3" 
      "Escape 4" 
      "Escape 5" 
   )
   ( do-nothing ) 
)
+Name: d1
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Scan Escape Pods", -1)

$Formula: ( when 
   ( has-arrived-delay 0 "Theta" ) 
   ( do-nothing ) 
)
+Name: d2
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Patrol Area", -1)

$Formula: ( when 
   ( is-event-true-delay "m3" 5 ) 
   ( add-remove-escort "Escape 1" 5 ) 
   ( add-remove-escort "Escape 2" 4 ) 
   ( add-remove-escort "Escape 3" 3 ) 
   ( add-remove-escort "Escape 4" 2 ) 
   ( add-remove-escort "Escape 5" 1 ) 
)
+Name: MBS - Escort Pods
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time-argument 
   ( any-of 
      "Escape 1" 
      "Escape 2" 
      "Escape 3" 
      "Escape 4" 
      "Escape 5" 
   )
   ( is-cargo-known-delay 2 "<argument>" ) 
   ( add-remove-escort "<argument>" 0 ) 
   ( invalidate-argument "<argument>" ) 
)
+Name: MBS - Scan Manager
+Repeat Count: 1
+Interval: 1
+Team: 0

#Goals		;! 1 total

$Type: Primary
+Name: Wreckage
$MessageNew:  XSTR("Investigate the Wreckage", -1)
$end_multi_text
$Formula: ( has-arrived-delay 0 "Theta" ) 

#Waypoints		;! 1 lists total

$Name: Wreckage
$List: (		;! 1 points in list
	( -185.947906, -0.000027, 1114.337524 )
)

#Messages		;! 6 total


$Name: Not Much Left
$Team: -1
$MessageNew:  XSTR("There isn't much left....", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM1
+Wave Name: After_E2M5_M01.ogg

$Name: Est Time
$Team: -1
$MessageNew:  XSTR("Estimated time of destruction....less than 10 minutes ago.  Whatever hit them, hit them fast and hard.", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM1
+Wave Name: After_E2M5_M02.ogg

$Name: Wreckage Crews
$Team: -1
$MessageNew:  XSTR("We've got a wreckage crew on the way pilots.  Stay in the area until they arrive.", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM1
+Wave Name: After_E2M5_M03.ogg

$Name: Theta
$Team: -1
$MessageNew:  XSTR("Theta wing reporting Alpha wing.  We'll take it from here.", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: After_E2M5_M04.ogg

$Name: Escape Pods
$Team: -1
$MessageNew:  XSTR("I'm picking up 5 escape pods.  Two Terran, two Vasudan.  Nothing from the beacons.  Scan them pilot.", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM1
+Wave Name: After_E2M5_M05.ogg

$Name: Negative Lifesigns
$Team: -1
$MessageNew:  XSTR("Negative lifesigns...damn.", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM1
+Wave Name: After_E2M5_M06.ogg

#Reinforcements		;! 0 total


#Background bitmaps		;! 27 total

$Num stars: 0
$Ambient light level: 7895160

$Bitmap List:
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$Sun: SunAntaresB
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$Starbitmap: NebulA1-Main
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$Starbitmap: nebulA1-main
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$Starbitmap: nebulA7-whisp
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$Starbitmap: nebulA8-whisp
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$Starbitmap: nebulA4-whisp
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$Starbitmap: nebulA7-whisp
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$Starbitmap: planetb
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$Starbitmap: planetd
+Angles: 0.052360 3.141590 0.000000
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$Bitmap List:
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#Asteroid Fields

#Music

$Event Music: 5: Deuteronomy
$Substitute Event Music: FS1-5: Spook
$Briefing Music: None
$Substitute Briefing Music: Aftermath 1
$Debriefing Success Music: FS1-Success
$Debriefing Fail Music: FS1-Failure

#End

