level asteroid_field
{
	start
	{
		skybox SkyboxWorkspace6
		light_dir -1.0 0.0 0.0
		light_type directional
		light_power_scale 1.0
		light_diffuse_color 0.8 0.4 0.2 1.0
		light_specular_color 0.8 0.4 0.2 1.0
		ambient_light_upperhemi_lowerhemi_dir 0.0225 0.0375 0.052 0.075 0.02925 0.0219375 0.014625 0.04875 -1.0 0.0 0.0
		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 3000.0
			orientation 0.0 0.0 0.0 0.0
			ai 0
			invincible 0
		}
		obj Defender0
		{
			mesh ship_human2
			type fighter_ship
			position -300.0 0.0 2000.0
			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 Defender1
		{
			mesh ship_human2
			type fighter_ship
			position -300.0 500.0 2000.0
			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 -300.0 200.0 2000.0
			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_human1
			type fighter_ship
			position -300.0 -200.0 2000.0
			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 2000.0
			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 1250.0
			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 500.0 -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 1050.0
			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 500.0 700.0 250.0
			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 15
		spawn
		{
			obj Attacker0
			{
				mesh ship_alien3
				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 cargo_ship
			}
			obj Attacker1
			{
				mesh ship_alien3
				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 cargo_ship
			}
			obj Attacker2
			{
				mesh ship_alien3
				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 cargo_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 1200
				}
			}
		}
	}
	event invasion1
	{
		previous_end_cond
		{
			prev_conds 1 invasion0
		}
		delay secs 5
		spawn
		{
			obj Attacker3
			{
				mesh ship_alien4
				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 cargo_ship
			}
			obj Attacker4
			{
				mesh ship_alien4
				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 cargo_ship
			}
			obj Attacker5
			{
				mesh ship_alien4
				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 cargo_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 1200
				}
			}
		}
	}
	event reach_end_point
	{
		spawn
		{
			obj Beacon0
			{
				mesh flag_red
				type flag_red
				position -3000.0 0.0 -2000.0
				radius 500.0
			}
		}
		end_cond end_point
		{
			type win
			{
				cond win_cond
				{
					type player_ship_destination_reached
					objs 1 Beacon0
				}
			}
			type loss
			{
				cond loss_cond
				{
					type time_elapsed
					secs 1200
				}
			}
		}
	}
	end
	{
		events 3 invasion0 invasion1 reach_end_point
		comparator ( and invasion0 invasion1 reach_end_point )
	}
}
