level inspection
{
	start
	{
		skybox skybox4
		light_dir 0.0 0.0 1.0
		player_ship_selection
		{
			team human
			{
				cd raw
				name ship_human0
				name ship_human1
				name ship_human2
			}
		}
		obj PlayerShip
		{
			type player_ship
			position 0.0 0.0 5000.0
			invincible 0
		}
		obj Defender0
		{
			mesh ship_human0
			type fighter_ship
			position -300.0 0.0 6000.0
			orientation 0.0 0.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 1
			friendly 1
			behavior defensive
			health 100
		}
		obj Defender1
		{
			mesh ship_human0
			type fighter_ship
			position 300.0 0.0 6000.0
			orientation 0.0 0.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 1
			friendly 1
			behavior aggresive
			health 100
		}
		obj Defender2
		{
			mesh ship_human0
			type fighter_ship
			position 0.0 300.0 6000.0
			orientation 0.0 0.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 1
			friendly 1
			behavior aggresive
			health 100
		}
		obj Defender3
		{
			mesh ship_human0
			type fighter_ship
			position 0.0 -300.0 6000.0
			orientation 0.0 0.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 1
			friendly 1
			behavior aggresive
			health 100
		}
		obj Cargo0
		{
			mesh cargo
			type cargo
			position -200.0 0.0 -500.0
			orientation 0.0 1.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			friendly 0
			health 1000
			radius 500
		}
		obj Cargo1
		{
			mesh cargo
			type cargo
			position -250.0 50.0 -500.0
			orientation 0.0 1.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			friendly 0
			health 1000
			radius 500
		}
		obj Cargo2
		{
			mesh cargo
			type cargo
			position -200.0 100.0 -400.0
			orientation 0.0 1.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			friendly 0
			health 1000
			radius 500
		}
		obj Cargo3
		{
			mesh cargo
			type cargo
			position -2000.0 0.0 -500.0
			orientation 0.0 1.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			friendly 0
			health 1000
			radius 500
		}
		obj Cargo4
		{
			mesh cargo
			type cargo
			position -2070.0 -100.0 -505.0
			orientation 0.0 1.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			friendly 0
			health 1000
			radius 500
		}
		obj Cargo5
		{
			mesh cargo
			type cargo
			position -1950.0 0.0 -500.0
			orientation 0.0 1.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			friendly 0
			health 1000
			radius 500
		}
		obj Cargo6
		{
			mesh cargo
			type cargo
			position 8950.0 0.0 -800.0
			orientation 0.0 1.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			friendly 0
			health 1000
			radius 500
		}
		obj Cargo7
		{
			mesh cargo
			type cargo
			position 8900.0 0.0 -805.0
			orientation 0.0 1.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			friendly 0
			health 1000
			radius 500
		}
		obj Cargo8
		{
			mesh cargo
			type cargo
			position 8900.0 70.0 -810.0
			orientation 0.0 1.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			friendly 0
			health 1000
			radius 500
		}
	}
	event reach_cargo_point0
	{
		spawn
		{
			obj Beacon0
			{
				mesh flag_red
				type flag_red
				position -200.0 100.0 -350.0
				radius 250.0
			}
		}
		end_cond cargo_point
		{
			type win
			{
				cond win_cond0
				{
					type player_ship_destination_reached
					objs 1 Beacon0
				}
				cond win_cond1
				{
					type cargo_scanned
					objs 3 Cargo0 Cargo1 Cargo2
				}
			}
			type loss
			{
				cond loss_cond
				{
					type time_elapsed
					secs 1200
				}
			}
		}
	}
	event reach_cargo_point1
	{
		previous_end_cond
		{
			prev_conds 1 reach_cargo_point0
		}
		spawn
		{
			obj Beacon1
			{
				mesh flag_red
				type flag_red
				position -2000.0 50.0 -500.0
				radius 250.0
			}
		}
		end_cond cargo_point
		{
			type win
			{
				cond win_cond0
				{
					type player_ship_destination_reached
					objs 1 Beacon1
				}
				cond win_cond1
				{
					type cargo_scanned
					objs 3 Cargo3 Cargo4 Cargo5
				}
			}
			type loss
			{
				cond loss_cond
				{
					type time_elapsed
					secs 1200
				}
			}
		}
	}
	event reach_cargo_point2
	{
		previous_end_cond
		{
			prev_conds 1 reach_cargo_point1
		}
		spawn
		{
			obj Beacon2
			{
				mesh flag_red
				type flag_red
				position 8900.0 100.0 -800.0
				radius 250.0
			}
		}
		end_cond cargo_point
		{
			type win
			{
				cond win_cond0
				{
					type player_ship_destination_reached
					objs 1 Beacon2
				}
				cond win_cond1
				{
					type cargo_scanned
					objs 3 Cargo6 Cargo7 Cargo8
				}
			}
			type loss
			{
				cond loss_cond
				{
					type time_elapsed
					secs 1200
				}
			}
		}
	}
	event reach_end_point
	{
		previous_end_cond
		{
			prev_conds 1 reach_cargo_point2
		}
		spawn
		{
			obj Beacon3
			{
				mesh flag_red
				type flag_red
				position 0.0 0.0 2000.0
				radius 500.0
			}
		}
		end_cond cargo_point
		{
			type win
			{
				cond win_cond0
				{
					type player_ship_destination_reached
					objs 1 Beacon3
				}
				
			}
			type loss
			{
				cond loss_cond
				{
					type time_elapsed
					secs 600
				}
			}
		}
	}
	event invasion0
	{
		previous_end_cond
		{
			prev_conds 1 reach_cargo_point0
		}
		delay secs 5
		spawn
		{
			obj Attacker0
			{
				mesh ship_alien0
				type fighter_ship
				position -300.0 3000.0 -300.0
				orientation 0.0 0.0 0.0 0.0
				speed 0.0 0.0 0.0
				ai 1
				friendly 0
				behavior aggresive
				health 100
				prioritize 1 player_ship
			}
			obj Attacker1
			{
				mesh ship_alien0
				type fighter_ship
				position -300.0 4000.0 -300.0
				orientation 0.0 0.0 0.0 0.0
				speed 0.0 0.0 0.0
				ai 1
				friendly 0
				behavior aggresive
				health 100
				prioritize 1 player_ship
			}
			obj Attacker2
			{
				mesh ship_alien0
				type fighter_ship
				position -300.0 5000.0 -300.0
				orientation 0.0 0.0 0.0 0.0
				speed 0.0 0.0 0.0
				ai 1
				friendly 0
				behavior aggresive
				health 100
				prioritize 1 player_ship
			}
		}
		end_cond invasion0_end
		{
			type win
			{
				cond win_cond
				{
					type destroyed
					objs 3 Attacker0 Attacker1 Attacker2
				}
			}
			type loss
			{
				
				cond loss_cond1
				{
					type time_elapsed
					secs 600
				}
				
			}
		}
	}
	event invasion1
	{
		delay secs 200
		spawn
		{
			obj Attacker3
			{
				mesh ship_alien0
				type fighter_ship
				position -3000.0 300.0 -2000.0
				orientation 0.0 0.0 0.0 0.0
				speed 0.0 0.0 0.0
				ai 1
				friendly 0
				behavior aggresive
				health 100
				prioritize 1 player_ship
			}
			obj Attacker4
			{
				mesh ship_alien0
				type fighter_ship
				position -3000.0 0.0 -2000.0
				orientation 0.0 0.0 0.0 0.0
				speed 0.0 0.0 0.0
				ai 1
				friendly 0
				behavior aggresive
				health 100
				prioritize 1 player_ship
			}
			obj Attacker5
			{
				mesh ship_alien0
				type fighter_ship
				position -3000.0 -300.0 -2000.0
				orientation 0.0 0.0 0.0 0.0
				speed 0.0 0.0 0.0
				ai 1
				friendly 0
				behavior aggresive
				health 100
				prioritize 1 player_ship
			}
		}
		end_cond invasion1_end
		{
			type win
			{
				cond win_cond
				{
					type destroyed
					objs 3 Attacker3 Attacker4 Attacker5
				}
			}
			type loss
			{
				
				cond loss_cond1
				{
					type time_elapsed
					secs 600
				}
				
			}
		}
	}
	event invasion2
	{
		previous_end_cond
		{
			prev_conds 1 reach_cargo_point2
		}
		delay secs 5
		spawn
		{
			obj Attacker6
			{
				mesh ship_alien1
				type fighter_ship
				position 8000.0 300.0 -800.0
				orientation 0.0 0.0 0.0 0.0
				speed 0.0 0.0 0.0
				ai 1
				friendly 0
				behavior aggresive
				health 100
				prioritize 1 player_ship
			}
			obj Attacker7
			{
				mesh ship_alien1
				type fighter_ship
				position 8000.0 0.0 -800.0
				orientation 0.0 0.0 0.0 0.0
				speed 0.0 0.0 0.0
				ai 1
				friendly 0
				behavior aggresive
				health 100
				prioritize 1 player_ship
			}
			obj Attacker8
			{
				mesh ship_alien1
				type fighter_ship
				position 8000.0 -300.0 -800.0
				orientation 0.0 0.0 0.0 0.0
				speed 0.0 0.0 0.0
				ai 1
				friendly 0
				behavior aggresive
				health 100
				prioritize 1 player_ship
			}
		}
		end_cond invasion2_end
		{
			type win
			{
				cond win_cond
				{
					type destroyed
					objs 3 Attacker6 Attacker7 Attacker8
				}
			}
			type loss
			{
				
				cond loss_cond1
				{
					type time_elapsed
					secs 600
				}
				
			}
		}
	}
	end
	{
		events 4 reach_cargo_point0 reach_cargo_point1 reach_cargo_point2 reach_end_point
		comparator ( and reach_cargo_point0 reach_cargo_point1 reach_cargo_point2 reach_end_point )
		
	}
}
