level retribution
{
	start
	{
		skybox skybox1
		light_dir 0.0 0.0 1.0
		player_ship_selection
		{
			team human
			{
				cd raw
				name ship_human0
				name ship_human1
			}
		}
		obj PlayerShip
		{
			type player_ship
			position 0.0 0.0 0.0
			ai 0
			invincible 0
		}
		obj Defender0
		{
			mesh ship_human0
			type fighter_ship
			position -300.0 0.0 300.0
			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 -300.0
			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 -300.0 0.0 -300.0
			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 300.0 0.0 300.0
			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 Defender4
		{
			mesh ship_human0
			type fighter_ship
			position 300.0 -200.0 300.0
			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 Asteroid0
		{
			mesh asteroid2
			type asteroid
			position 0.0 200.0 -250.0
			orientation 0.0 0.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			health 50
		}
		obj Asteroid1
		{
			mesh asteroid3
			type asteroid
			position 1500.0 -200.0 -250.0
			orientation 0.0 0.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			health 50
		}
		obj Asteroid2
		{
			mesh asteroid2
			type asteroid
			position 300.0 500.0 -250.0
			orientation 0.0 0.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			health 50
		}
		obj Asteroid3
		{
			mesh asteroid0
			type asteroid
			position -100.0 -200.0 -1250.0
			orientation 0.0 0.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			health 50
		}
		obj Asteroid4
		{
			mesh asteroid3
			type asteroid
			position 1000.0 250.0 -250.0
			orientation 0.0 0.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			health 50
		}
		obj Asteroid5
		{
			mesh asteroid1
			type asteroid
			position 100.0 -500.0 -750.0
			orientation 0.0 0.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			health 50
		}
		obj Asteroid6
		{
			mesh asteroid2
			type asteroid
			position -250.0 -1500.0 -1250.0
			orientation 0.0 0.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			health 50
		}
		obj Asteroid7
		{
			mesh asteroid3
			type asteroid
			position 500.0 2000.0 -650.0
			orientation 0.0 0.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			health 50
		}
		obj Asteroid8
		{
			mesh asteroid4
			type asteroid
			position 5000.0 -400.0 -550.0
			orientation 0.0 0.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			health 50
		}
		obj Asteroid9
		{
			mesh asteroid0
			type asteroid
			position 0.0 200.0 -2050.0
			orientation 0.0 0.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			health 50
		}
		obj Asteroid10
		{
			mesh asteroid2
			type asteroid
			position 1000.0 2000.0 -250.0
			orientation 0.0 0.0 0.0 0.0
			speed 0.0 0.0 0.0
			ai 0
			health 50
		}
	}
	event invasion0
	{
		previous_end_cond
		{
			none
		}
		delay secs 5
		spawn
		{
			obj Attacker0
			{
				mesh ship_alien1
				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_alien2
				type fighter_ship
				position -300.0 3000.0 -500.0
				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 4000.0 -700.0
				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 Attacker3
			{
				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 Attacker4
			{
				mesh ship_alien0
				type fighter_ship
				position -300.0 -4000.0 -500.0
				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 -300.0 -4000.0 -700.0
				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 6 Attacker0 Attacker1 Attacker2 Attacker3 Attacker4 Attacker5
				}
			}
			type loss
			{
				cond loss_cond0
				{
					type time_elapsed
					secs 600
				}
			}
		}
	}
	event reinforcements0
	{
		previous_end_cond
		{
			none
		}
		delay secs 120
		spawn
		{
			obj Defender5
			{
				mesh ship_human1
				type fighter_ship
				position -300.0 400.0 300.0
				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 Defender6
			{
				mesh ship_human2
				type fighter_ship
				position 300.0 500.0 -300.0
				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 Defender7
			{
				mesh ship_human2
				type fighter_ship
				position -300.0 600.0 -300.0
				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 Defender8
			{
				mesh ship_human1
				type fighter_ship
				position 300.0 700.0 300.0
				orientation 0.0 0.0 0.0 0.0
				speed 0.0 0.0 0.0
				ai 1
				friendly 1
				behavior aggresive
				health 100
			}
		}
		end_cond reinforcements0_end
		{
			type win
			{
				cond win_cond
				{
					type destroyed
					objs 3 Attacker0 Attacker1 Attacker2 Attacker3 Attacker4 Attacker5
				}
			}
			type loss
			{
				cond loss_cond0
				{
					type time_elapsed
					secs 600
				}
			}
		}
	}
	event invasion1
	{
		previous_end_cond
		{
			prev_conds 1 invasion0
		}
		delay secs 5
		spawn
		{
			obj Attacker6
			{
				mesh ship_alien1
				type fighter_ship
				position -300.0 300.0 -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 Attacker7
			{
				mesh ship_alien2
				type fighter_ship
				position -300.0 400.0 -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 Attacker8
			{
				mesh ship_alien0
				type fighter_ship
				position -300.0 500.0 -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 Attacker9
			{
				mesh ship_alien0
				type fighter_ship
				position -300.0 -500.0 -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 Attacker10
			{
				mesh ship_alien0
				type fighter_ship
				position -300.0 -600.0 -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 Attacker11
			{
				mesh ship_alien0
				type fighter_ship
				position -300.0 -700.0 -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 invasion1_end
		{
			type win
			{
				cond win_cond
				{
					type destroyed
					objs 6 Attacker6 Attacker7 Attacker8 Attacker9 Attacker10 Attacker11
				}
			}
			type loss
			{
				cond loss_cond0
				{
					type time_elapsed
					secs 600
				}
			}
		}
	}
	event friendly_ship_exit
	{
		previous_end_cond
		{
			prev_conds 2 invasion0 invasion1
			comparator ( and invasion0 invasion1 )
		}
		delay secs 5
		exit
		{
			objs 9 Defender0 Defender1 Defender2 Defender3 Defender4 Defender5 Defender6 Defender7 Defender8
		}
		
		end_cond ship_exit
		{
			type win
			{
				cond win_cond0
				{
					type exited_or_destroyed
					objs 9 Defender0 Defender1 Defender2 Defender3 Defender4 Defender5 Defender6 Defender7 Defender8
				}
			}
			type loss
			{
				cond loss_cond0
				{
					type time_elapsed
					secs 600
				}
			}
		}
	}
	end
	{
		events 3 invasion0 invasion1 friendly_ship_exit
		comparator ( and invasion0 invasion1 friendly_ship_exit )
	}
}
