@Variables
_@ \column{}\color{$0000FF}Rules \color{$00FF00} \color{$00A0FA}Rules

id_0
AmbientMusic _@ \column{}\color{$0000FF}AmbientMusic \color{$00FF00}   \color{$00A0FA}AmbientMusic NBAmbient.mp3
Rules        _@ \column{}\color{$0000FF}Rules \color{$00FF00} \color{$00A0FA}Rules Single (Single dm cop)
Load Map: Pos: _@ \column{}\color{$0000FF}Load Map: Pos: \color{$00FF00}  - \color{$00A0FA} Load0 Map:"loading/load01.tga" Pos:"256 128"
Slot Ship: Team: Con: PlayerOnly: _@ \column{}\color{$0000FF}Slot Ship: Team: Con: PlayerOnly: \color{$00FF00}  \color{$00A0FA}Slot00 Ship:"Kitten 1" Team:"pirat"
vid_near 1 _@ \column{}\color{$0000FF}vid_near\color{$00FF00} \color{$00A0FA}vid_near 64
Include    _@ \column{}\color{$0000FF}Include \color{$00FF00} \color{$00A0FA}Include0 survive_sigma3.MAP
StartFadedOut 1 _@ \column{}\color{$0000FF}StartFadedOut \color{$00FF00}??? \color{$00A0FA}
Single  _@ \column{}\color{$0000FF}Single\color{$00FF00}-
Arrived _@ \column{}\color{$0000FF}Arrived \color{$00FF00} 
Gone _@ \column{}\color{$0000FF}Gone \color{$00FF00} 
HullBelow _@ \column{}\color{$0000FF}HullBelow \color{$00FF00}  -  
HullBelowOrEqual _@ \column{}\color{$0000FF}HullBelowOrEqual \color{$00FF00}  -    
HullAbove _@ \column{}\color{$0000FF}HullAbove \color{$00FF00}  -  
HullAboveOrEqual _@ \column{}\color{$0000FF}HullAboveOrEqual \color{$00FF00}  -    
ShieldAbove _@ \column{}\color{$0000FF}ShieldAbove \color{$00FF00}  -  
ShieldAboveOrEqual _@ \column{}\color{$0000FF}ShieldAboveOrEqual \color{$00FF00}  -    
Scanned _@ \column{}\color{$0000FF}Scanned \color{$00FF00}  
Lastdamage _@ \column{}\color{$0000FF}Lastdamage \color{$00FF00}      "Object:"#"" 
NotInProgress _@ \column{}\color{$0000FF}NotInProgress \color{$00FF00}       
Facing _@ \column{}\color{$0000FF}Facing \color{$00FF00}True,   #1     #2
If: _@ \column{}\color{$0000FF}If \color{$00FF00}
OrderFrom _@ \column{}\color{$0000FF}OrderFrom \color{$00FF00}??? \color{$00A0FA}
Gunner _@ \column{}\color{$0000FF}Gunner\color{$00FF00}???
Commander _@ \column{}\color{$0000FF}Commander \color{$00FF00}???
SquadLeader _@ \column{}\color{$0000FF}SquadLeader \color{$00FF00}???
Configuration _@ \column{}\color{$0000FF}Configuration \color{$00FF00}??? \color{$00A0FA}Configuration Mis5_1
LoadLight _@ \column{}\color{$0000FF}LoadLight \color{$00FF00}??? \color{$00A0FA}
LoadDark _@ \column{}\color{$0000FF}LoadDark \color{$00FF00}??? \color{$00A0FA}
OrientTo _@ \column{}\color{$0000FF}OrientTo \color{$00FF00}??? \color{$00A0FA}
Disabled _@ \column{}\color{$0000FF}Disabled \color{$00FF00}??? \color{$00A0FA}
CallAlowed -1 _@ \column{}\color{$0000FF}CallAlowed \color{$00FF00}  \color{$00A0FA}
Template _@ \column{}\color{$0000FF}Template \color{$00FF00}???\color{$00A0FA}
Not: _@ \column{}\color{$0000FF}Not: \color{$00FF00}\color{$00A0FA}
Undocked 
Repaired
andinseq
equal
Auto
Manual
Assist
XCenter
YCenter
CenterMap
AlignTop
AlignBottom
AlignRight
AlignLeft
dm
cop
Friendly
Hostile
Neutral
Neutrals
Fighter
Bomber
Shuttle
Transport
Liner
Gunboat
Warship
Station
Platform
Missile
Mine
ServiceCraft
Container
Explorer
PlanetKiller
Jumpgate
Buoy
Protect
Depart
Ram
EnterHangar
Mode
EngageEMI
Row

Random
Xline
Yline
Zline
WEDGE
CIRCLE
Mass
Momentum
Skin
NotScanned
MinHull
Missiles
Beacon
From
Primary
Secondary
Tertiary
File
Fadein
Fadeout
Loop
LookAt Object: Transition: Releaseto:
LookAtCue
Script
Life
X
Y
Anim
Flags
Font file: size:
Spacing
LookAtReleaseCue
MotionBlur
Bonus
Channel
Lifespan
LocalRadius
Guns
Difficulties
NoMissileLock
FormationX 
FormationY
FormationZ
RandomRotation
Collision
TIGHT
EngageStealth
Dock
xor
Boom
Radius
AsteroidField
RandomRotation
FieldRadius
ParticleSystem
Parent
Action
MISSIONEND
Activatecue 
Ai 
Aigoal
Aitype 
Allegiance 
And
Arrivalcue 
Arrivalfrom 
Attack
Camera 
Cargo 
Chase
Class   
Cloaked
Color
Command 
Completed 
Count 
Cue 
Customcue 
Delay 
Departed
Description
Destroyed 
Dialog 
Disappear
Distance
Elite 
Endofdialog
Engagestealth
Environment 
Execute 
Fadeinfadeout 
Failed 
Failurecue 
False
Firedecoy 
Fireprimary
Firesecondary 
Followpath 
Formation 
Formationspacing
Friends 
Ghost 
Goaltype
Group
Holdposition
Hostiles 
Hull 
Inertialflight
Lastdamage
Load 
Loadback  
Loadnumber 
Message 
Missioncriticalcraft
Missiontime
Music 
Name 
None
Nopatrolarea 
Noship
Not
Object 
Objective  
Objectpos
Or
Orderfor
Overridecontrol 
Path  
Percent 
Pilot
Player
Point 
Position 
Priority  
Proceedto 
Properties
Proximity
Relativeto
Repeat 
Shieldaboveorequal
Shieldbelow 
Ship 
Shiptype  
Singleship
Sound
Speed
Startofdialog 
Subtitles 
Team 
Text 
Transition
Transport
True 
Type
Velocity
Viewer
0_id

@Templates

id_1
HEADER {
 Name 
 Description 
 Environment 
 AmbientMusic 
 Rules 
 LoadBack 
 LoadNumber 
 Load Map: Pos:
}
1_id

id_2
AIGOAL {
 Orderfor
 Cue 
 Aitype 
 Goaltype 
 Speed 
 Object
 Distance
 Allegiance
 ShipType
 Group
 Priority
 Repeat
} 
2_id

id_3
TEAM {
 Name
 Color
 Hostiles
 Friends
 Neutrals
}
3_id

id_4
Model {
 Name
 Class
 Position
 Row0
 Row1
 Row2
 Arrivalcue
 Count
 Formation
 FormationSpacing
 Velocity
 Mass
 Momentum
}
4_id

id_5
SHIP {
 Name
 Class
 Team
 Skin
 Count
 NoPatrolArea
 Cargo
 NotScanned
 NoMissileLock
 Hull
 MinHull
 MissionCriticalCraft
 ProceedTo
 Formation
 FormationSpacing
 AI
 Velocity
 Missiles
 Guns
 Position
 ArivalFrom
 ArrivalCue
 Row0
 Row1
 Row2
 Difficulties
}
5_id

id_6
SINGLESHIP {
 Group
 Name
 Class
 Team
 Skin
 NoPatrolArea
 Cargo
 NotScanned
 NoMissileLock
 Hull
 MinHull
 MissionCriticalCraft
 ProceedTo
 AI
 Velocity
 Missiles
 Guns
 Position
 ArivalFrom
 ArrivalCue
 Row0
 Row1
 Row2
 Difficulties
}
6_id

id_7
PATH {
 Name
 Cue
 Point
 Ghost
}
7_id

id_8
PATH {
 Cue
 Name
 Point
 Beacon
 LocalRadius
}
8_id

id_9
MESSAGE {
 From
 Text
 Sound
 Cue
 Channel
 Lifespan
}
9_id

id_10
Dialog {
 Channel
 Name
 Cue
 Message
 From: Sound: Text: Channel: Ghost: Delay:
}
10_id

id_11
Objective {
 Name
 Description
 Class
 Activatecue
 Cue
 Failurecue
}
11_id

id_12
Music {
 Cue
 File
 Fadein
 Fadeout
 Loop
} 
12_id

id_13
Execute {
 Cue
 Command
} 
13_id

id_14
Camera {
 Name
 Position
 Row0
 Row1
 Row2
 Relativeto
 Cue
 Velocity

 LookAt Object: Transition: Releaseto:
 LookAtCue
 LookAtReleaseCue
} 
14_id

id_15
Freecamera {
 Name
 Cue
 Script
 Loop
}
15_id

id_16
Viewer {
 Cue
 Viewer
} 
16_id

id_17
Objectpos {
 Cue
 Name
 Position
 Row0
 Row1
 Row2
 Velocity
}
17_id

id_18
Properties {
 Cue
 Object
 Group
 Name
 Team
 Cargo
 Hull
 Guns
 Missiles
 Minhull
}
18_id

id_19
Overridecontrol {
 Cue
 Object
 Action
}
19_id

id_20
Subtitles {
 Cue
 Life
 X
 Y
 Flags
 Color
 Text
 Font file: size:
 Spacing
 Fadein
 Fadeout
}
20_id

id_21
Animation {
 Cue
 Object
 Anim
} 
21_id

id_22
BOOM {
 Cue
 Boom
 Position
 Radius
 Velocity
}
22_id

id_23
ParticleSystem {
 Cue
 Name
 Class
 Position
 Row0
 Row1
 Row2
 Velocity
 Parent
}
23_id

id_24
CustomCue {
 Name
 Cue
} 
24_id

id_25
MISSIONEND {
Cue
}
25_id

id_26
AsteroidField {
Name Asteroid
Class tinyast_01.flm
Position   0 0 0
Row0   1.00   0.00   0.00
Row1   0.00   1.00   0.00
Row2   0.00   0.00   1.00
Cue true
Count 100

Formation Random

FormationX  1600
FormationY  1600
FormationZ  1600
RandomRotation  3

Collision ROUGH
Mass 780
Momentum 3433320
Radius 500
FieldRadius 75000
}
26_id

_nontemplates_
10

id_100
Disappear {      
Cue CustomCue:"LetsFly"
Object FakeHurricane
}
100_id

id_101
HyperCurrent {  
Cue Completed:"ReachKotok" Delay:"0"
Enable 0
}
101_id

id_102
SetAmbient { 
Cue MissionTime:""  Delay:"10"
Color 207 7 218
}
102_id

id_103
GlobalWhiteout { 
Cue Completed:"ReachV" Delay:"25"
Amount 1.0
Duration 20
Fadein 6
Fadeout 0
}
103_id

id_104
BlackenTheirSky { 
Cue MissionTime:""  Delay:"10"
}
104_id

id_105
UNIT {
Name   TacticalGroup
Level  Wing
Unit01 Name:"Snow-blast" Level:"Squadron"
Unit02 Name:"Purga"      Level:"Squadron"
Unit03 Name:"Typhoon"    Level:"Squadron"
}
105_id

id_106
TeamRelations {
Cue (MissionTime:"" Delay:"1") and (g_[Team]Violence == "1")
Team [Team]
Hostiles Troiden
}
106_id

id_107
FADEINFADEOUT {
Cue True
Fadein 1
}
107_id

id_108
targetspk {
Cue         MissionTime:"" Delay:"0"
Sound       Amb_bass02.wav
Near        20000
Position    0 0 0
Velocity    0 0 0
Loop        1
}
108_id


id_109
Model {
Name Asteroid
Class Mod_cm_asteroid05.flm
Position  0.00  4000.00  35000.00
Row0   1.00   0.00   0.00
Row1   0.00   1.00   0.00
Row2   0.00   0.00   1.00
Cue true
Count 10

FormationX  18000
FormationY   6000
FormationZ  20000
RandomRotation  5

Collision GOOD
Mass 7854000
Momentum 342757260000
}
109_id