#Mission Info

$Version: 0.10
$Name:  XSTR("Deneb Patrol", -1)
$Author: Silent Warrior
$Created: 11/16/99 at 19:21:09
$Modified: 04/14/00 at 10:38:43
$Notes:
This is an easy FRED created mission, I think.
$End Notes:

$Mission Desc:
 XSTR("You're going on a patrol. Intel hasn't recorded any activity here, so you'll be stuffed in a Ulysses to get the dust off of them. We don't know what's waiting here in Deneb, so be alert.", -1)
$end_multi_text

+Game Type Flags: 1

+Flags: 0

+Red Alert: 0

+Scramble: 0

+Disallow Support: 0

+Player Entry Delay:
1.000000

+Viewer pos: 0.000000, 150.000000, -200.000000
+Viewer orient:
	0.999977, -0.000000, -0.006794,
	0.003667, 0.841832, 0.539728,
	0.005719, -0.539740, 0.841812

#Plot Info

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

#Command Briefing

$Stage Text:
 XSTR("Sirius Campaign

Our operation in Sirius was a success! No recorded Shivan activity (except for our friends, of course, who by the way volunteered to help us out in our quest) left. We are now going to Deneb, place for one of the greatest battles of the Great War.", -1)
$end_multi_text
$Ani Filename: Intel_Great_War.ani
+Wave Filename: DENM1_CB1.wav

$Stage Text:
 XSTR("Probable high Shivan presence?

Shivan presence in this system is likely massive. When our sensors did a primary sweep, our sensor array collapsed. We're definitely in for some action here. Let's just hope a big enough part of what collapsed our sensors were friendly Shivans.", -1)
$end_multi_text
$Ani Filename: Intel_Shivans.ani
+Wave Filename: DENM1_CB2.wav

#Briefing
$start_briefing
$num_stages: 4
$start_stage
$multi_text
 XSTR("OK, pilots. We're now in Deneb, and we've seen an asteroid belt. We need to find out if there's anything hiding in it, so we're sending you out in our old Ulysses. These ships may be old, but they aren't old for nothing, pilots. These are agile fighters and should get you trough this without a scratch. Let's continue.", -1)
$end_multi_text
$voice: DENM1_B1.wav
$camera_pos: 0.000000, 150.000000, -200.000000
$camera_orient:
	0.999977, 0.000000, -0.006794,
	0.003667, 0.841832, 0.539728,
	0.005719, -0.539740, 0.841812
$camera_time: 500
$num_lines: 0
$num_icons: 1
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 23
$team: Friendly
$class: GTF Ulysses
$pos: 3.548576, -0.000008, 27.440655
$label: Alpha
+id: 1
$hlight: 1
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("If you find a hostile capital ship, then follow this procedure: If it's a cruiser, do your best to disarm it. If it is a rogue Aeolus, try to get to those beams and flak. If it is a corvette, engage and destroy. You should have enough firepower for that. If you encounter a destroyer, take the main beams and get out of there in anticipation for a strike. If it is any bigger, run. We need you alive out there. Slamming your head against a Sathanas won't do us much good.", -1)
$end_multi_text
$voice: DENM1_B2.wav
$camera_pos: 0.000000, 150.000000, -200.000000
$camera_orient:
	0.999977, 0.000000, -0.006794,
	0.003667, 0.841832, 0.539728,
	0.005719, -0.539740, 0.841812
$camera_time: 500
$num_lines: 0
$num_icons: 2
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 23
$team: Friendly
$class: GTF Ulysses
$pos: -23.809431, -0.000041, 81.781494
$label: Alpha
+id: 1
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 18
$team: Friendly
$class: GVC Aten
$pos: -69.197296, -0.000036, 152.858856
$label: ?
+id: 2
$hlight: 1
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("Intel is here for covert operations, so pay attention as to whom you shoot at. Intel has heavy fighters, and seeing something like that charging at you or into the frey you're in with hostile IFF can be confusing at best, so keep your minds prepared.", -1)
$end_multi_text
$voice: DENM1_B3.wav
$camera_pos: 0.000000, 150.000000, -200.000000
$camera_orient:
	0.999977, 0.000000, -0.006794,
	0.003667, 0.841832, 0.539728,
	0.005719, -0.539740, 0.841812
$camera_time: 500
$num_lines: 0
$num_icons: 2
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 23
$team: Friendly
$class: GTF Ulysses
$pos: -37.195835, -0.000050, 58.608208
$label: Alpha
+id: 1
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 0
$team: Hostile
$class: GTF Ares
$pos: 30.122950, -0.000003, 141.796417
$label: Covert ops
+id: 3
$hlight: 1
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("Your job is simple enough. Just get out there, see what there is to see, get back alive. If you encounter covert ops fighters, they will most likely appear as hostiles, but they will let you know if they're friendlies.", -1)
$end_multi_text
$voice: DENM1_B4.wav
$camera_pos: 0.000000, 150.000000, -200.000000
$camera_orient:
	0.999977, 0.000000, -0.006794,
	0.003667, 0.841832, 0.539728,
	0.005719, -0.539740, 0.841812
$camera_time: 500
$num_lines: 0
$num_icons: 3
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 23
$team: Friendly
$class: GTF Ulysses
$pos: -2.456116, -0.000043, 26.574451
$label: Alpha
+id: 1
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 18
$team: Friendly
$class: GVC Aten
$pos: -69.197296, -0.000036, 152.858856
$label: ?
+id: 2
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 0
$team: Hostile
$class: GTF Ares
$pos: 30.122950, -0.000003, 141.796417
$label: Covert ops
+id: 3
$hlight: 1
$multi_text
$end_multi_text
$end_icon
$end_stage
$end_briefing

#Debriefing_info

$Num stages: 3

$Formula: ( is-destroyed-delay 0 "GVC Mahler" ) 
$Multi text
    XSTR("That was wild. A cruiser in the asteroids, and you took it down, despite your fighters relatively poor armament. That was good!

We see that the rogue Vasudans work in Deneb too. We'll see what we can find out about this. A really high-up Vasudan says she recognize the name Mahler from a radical group that went on when she was young, but they vanished a while before the Great War.

Something tells me this is far from over, even when we clean out Deneb.", -1)
$end_multi_text
$Voice: DENM1_DB1.wav
$Recommendation text:
    XSTR("Superb! Taking a cruiser out in a Ulysses isn't the most simple job, even if it's turrets are down.", -1)
$end_multi_text

$Formula: ( is-disarmed-delay 0 "GVC Mahler" ) 
$Multi text
    XSTR("You disarmed that cruiser. That gives us the opportunity to take our Aeolus into combat once more. We would of course have wanted you to take the cruiser out and aid those covert ops guys.

A high-ranking Vasudan told us a story of a gang of radical Vasudans who vanished mysteriously a few years before the Great War. Perhaps those were the ones who tried to take out the Shivan delegation party. The Vasudan had no idea of what their goals were, but until further notice we'll just assume it is to kill everyone.

Since you were such a nice guy and took out the weapons, we'll send a boarding party over. They must undoubtedly have initiated the evacuation, so we must be quick.", -1)
$end_multi_text
$Voice: DENM1_DB2.wav
$Recommendation text:
    XSTR("Disarming a cruiser in an asteroid belt isn't bad, but destroying one would help us more.", -1)
$end_multi_text

$Formula: ( or 
   ( not 
      ( is-destroyed-delay 0 "GVC Mahler" ) 
   )
   ( is-destroyed-delay 
      0 
      "Aries 1" 
      "Aries 2" 
      "Aries 3" 
      "Aries 4" 
      "Aries 5" 
      "Aries 6" 
   )
)
$Multi text
    XSTR("Unbelievable! You let that cruiser be and went for the covert ops fighters! Despicable performance!", -1)
$end_multi_text
$Voice: DENM1_DB3.wav
$Recommendation text:
    XSTR("Jesus... DON'T attack the Ares' with anything bigger than Tornados! They ARE friendly, even if they pack a hell of a whallop. Just use primaries until they give themselves away.", -1)
$end_multi_text

#Players		;! 1 total

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

+Weaponry Pool: (
	"Subach HL-7"	20
	"Prometheus R"	4
	"Prometheus S"	16
	"Maxim"	16
	"Circe"	16
	"Lamprey"	16
	"Rockeye"	500
	"Tempest"	500
	"Tornado"	500
	"Harpoon"	164
	"Trebuchet"	500
	"Stiletto II"	500
	"EMP Adv."	500
)

#Objects		;! 14 total

$Name: Alpha 1		;! Object #0
$Class: GTF Ulysses
$Team: Friendly
$Location: 0.000000, 0.000000, 0.000000
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "player-start" )+Respawn priority: 0

+Group: 0
+Score: 8

$Name: Alpha 2		;! Object #1
$Class: GTF Ulysses
$Team: Friendly
$Location: -20.667353, 0.000001, -20.323803
$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
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 8

$Name: Alpha 3		;! Object #2
$Class: GTF Ulysses
$Team: Friendly
$Location: 20.144564, 0.000001, -20.044794
$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
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 8

$Name: Alpha 4		;! Object #3
$Class: GTF Ulysses
$Team: Friendly
$Location: -0.167934, -0.000003, -39.945087
$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
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 8

$Name: Aries 1		;! Object #4
$Class: GTF Ares
$Team: Hostile
$Location: -225.314743, 0.000002, 1246.232788
$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
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" )
+Secondary Banks: ( "Trebuchet" "Tornado D" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 15

$Name: Aries 2		;! Object #5
$Class: GTF Ares
$Team: Hostile
$Location: -256.368713, -0.000002, 1207.126831
$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
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" )
+Secondary Banks: ( "Trebuchet" "Tornado D" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 15

$Name: Aries 3		;! Object #6
$Class: GTF Ares
$Team: Hostile
$Location: -237.364960, -0.000001, 1452.678711
$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
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" )
+Secondary Banks: ( "Trebuchet" "Tornado D" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 15

$Name: Aries 4		;! Object #7
$Class: GTF Ares
$Team: Hostile
$Location: -290.955658, 0.000005, 1217.202759
$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
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" )
+Secondary Banks: ( "Trebuchet" "Tornado D" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 15

$Name: Aries 5		;! Object #8
$Class: GTF Ares
$Team: Hostile
$Location: -299.617920, -0.000003, 1585.215698
$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
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" )
+Secondary Banks: ( "Trebuchet" "Tornado D" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 15

$Name: Aries 6		;! Object #9
$Class: GTF Ares
$Team: Hostile
$Location: -291.946167, 0.000002, 1452.678711
$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
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" )
+Secondary Banks: ( "Trebuchet" "Tornado D" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 15

$Name: Rho 1		;! Object #10
$Class: GVF Serapis
$Team: Hostile
$Location: -37.673084, 0.000027, 1031.874634
$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: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" )
+Secondary Banks: ( "Trebuchet" "Trebuchet" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "reinforcement" )+Respawn priority: 0

+Group: 0
+Score: 12

$Name: Rho 2		;! Object #11
$Class: GVF Serapis
$Team: Hostile
$Location: -88.484940, 0.000035, 933.524353
$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: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" )
+Secondary Banks: ( "Trebuchet" "Trebuchet" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "reinforcement" )+Respawn priority: 0

+Group: 0
+Score: 12

$Name: Rho 3		;! Object #12
$Class: GVF Serapis
$Team: Hostile
$Location: -6.742851, 0.000037, 938.189819
$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: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" )
+Secondary Banks: ( "Trebuchet" "Trebuchet" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "reinforcement" )+Respawn priority: 0

+Group: 0
+Score: 12

$Name: GVC Mahler		;! Object #13
$Class: GVC Aten
$Team: Hostile
$Location: -394.827850, 0.000000, 1272.174561
$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
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0

+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Score: 90

#Wings		;! 3 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"
)
+Hotkey: 0
+Flags:( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( has-time-elapsed 10 ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-destroyed-delay 0 "GVC Mahler" ) 
$Ships: (		;! 6 total
	"Aries 1"
	"Aries 2"
	"Aries 3"
	"Aries 4"
	"Aries 5"
	"Aries 6"
)
+Flags:( )

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

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

#Events		;! 6 total

$Formula: ( when 
   ( has-time-elapsed 3 ) 
   ( beam-free-all "GVC Mahler" ) 
)
+Name: Mahler beams
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-time-elapsed 2 ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "Uh-oh!" 
   )
)
+Name: Arrival
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 3 "Aries" ) 
   ( send-message 
      "Alpha 4" 
      "High" 
      "SHIT!" 
   )
)
+Name: Mook!
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( or 
      ( shield-quad-low "Aries 1" 20 ) 
      ( shield-quad-low "Aries 2" 20 ) 
      ( shield-quad-low "Aries 3" 20 ) 
      ( shield-quad-low "Aries 4" 20 ) 
      ( shield-quad-low "Aries 5" 20 ) 
      ( shield-quad-low "Aries 6" 20 ) 
   )
   ( change-iff 
      "Friendly" 
      "Aries 1" 
      "Aries 2" 
      "Aries 3" 
      "Aries 4" 
      "Aries 5" 
      "Aries 6" 
   )
   ( send-message 
      "Aries 1" 
      "High" 
      "What the...!" 
   )
)
+Name: WTF?
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 0 "GVC Mahler" ) 
   ( send-message 
      "Alpha 2" 
      "High" 
      "He's down!" 
   )
)
+Name: Main thingy
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy GVC Mahler", -1)
+Team: 0

$Formula: ( when 
   ( key-pressed "Alt-J" ) 
   ( do-nothing ) 
)
+Name: RTB
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Return to base.", -1)
+Objective key:  XSTR("Alt-J", -1)
+Team: 0

#Goals		;! 1 total

$Type: Primary
+Name: Patrol duty.
$MessageNew:  XSTR("Patrol the area", -1)
$end_multi_text
$Formula: ( is-destroyed-delay 0 "GVC Mahler" ) 
+Score: 2000

#Waypoints		;! 0 lists total


#Messages		;! 211 total


$Name: Uh-oh!

$Team: -1
$MessageNew:  XSTR("Take a look at that! We're not alone out here! And... what the... THE PIRATES ARE FLYING ARES CLASS FIGHTERS! Where the hell did they get them from?", -1)
$end_multi_text
+Persona: Wingman 2
+AVI Name: Head-TP4

$Name: SHIT!

$Team: -1
$MessageNew:  XSTR("Oh SHIT! We're in trouble!", -1)
$end_multi_text
+Persona: Wingman 3
+AVI Name: Head-TP3

$Name: What the...!

$Team: -1
$MessageNew:  XSTR("Easy, pilots! We're from GTVI. We were also scoping this place. Seems we did the right thing. Let's go for the cruiser.", -1)
$end_multi_text
+Persona: Wingman 7
+AVI Name: Head-TP7
+Wave Name: DENM1_Letsgo.wav

$Name: He's down!

$Team: -1
$MessageNew:  XSTR("There goes the Mahler. Good thing we didn't get here sooner, or we'd probably be toasted by it's beams if it wasn't for Aries wing from Intel.", -1)
$end_multi_text
+Persona: Wingman 2
+AVI Name: Head-TP2
+Wave Name: DENM1_Mahlerdown.wav

#Reinforcements		;! 3 total

$Name: Rho 1
$Type: Attack/Protect
$Num times: 1
+Arrival Delay: 0
+No Messages: ( )
+Yes Messages: ( )

$Name: Rho 2
$Type: Attack/Protect
$Num times: 1
+Arrival Delay: 0
+No Messages: ( )
+Yes Messages: ( )

$Name: Rho 3
$Type: Attack/Protect
$Num times: 1
+Arrival Delay: 0
+No Messages: ( )
+Yes Messages: ( )

#Background bitmaps		;! 5 total

$Num stars: 1521
$Ambient light level: 0
$Sun: SunGold
+Angles: 0.244346 0.174533 0.052360
+Scale: 0.400000
$Starbitmap: dneb12
+Angles: 0.349066 0.314159 0.244346
+ScaleX: 8.000000
+ScaleY: 4.000000
+DivX: 4
+DivY: 3
$Starbitmap: planeth
+Angles: 0.628318 0.314159 1.308996
+ScaleX: 1.600000
+ScaleY: 1.600000
+DivX: 1
+DivY: 1
$Starbitmap: neb08
+Angles: 1.500982 1.623155 0.174533
+ScaleX: 4.000000
+ScaleY: 6.000000
+DivX: 2
+DivY: 4
$Starbitmap: neb13
+Angles: 0.034907 0.802851 0.052360
+ScaleX: 5.000000
+ScaleY: 7.000000
+DivX: 3
+DivY: 5
$Starbitmap: dneb03
+Angles: 0.052360 0.802851 0.122173
+ScaleX: 9.000000
+ScaleY: 5.000000
+DivX: 3
+DivY: 4

#Asteroid Fields

$Density: 200
+Field Type: 1
+Debris Genre: 0
+Field Debris Type: 0
+Field Debris Type: 1
+Field Debris Type: 2
$Average Speed: 20.000004
$Minimum: -10000.000000, -10000.000000, -10000.000000
$Maximum: 10000.000000, 10000.000000, 10000.000000

#Music

$Event Music: 1: Genesis
$Briefing Music: Brief3

#End

