level escape
{
	start
	{
		skybox SkyboxWorkspace3
		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_human3
			}
		}
		obj PlayerShip
		{
			type player_ship
			position 0.0 0.0 9000.0
			orientation 0.0 1.0 0.0 45.0
			ai 0
			invincible 1
		}
	}
	event reach_end_point
	{
		spawn
		{
			obj Beacon0
			{
				mesh flag_red
				type flag_red
				position 0.0 0.0 -7500.0
				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 600
				}
			}
		}
	}
	event invasion0
	{
		delay secs 5
		spawn
		{
			obj Attacker0
			{
				mesh ship_alien1
				type fighter_ship
				position 0.0 0.0 5000.0
				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_alien1
				type fighter_ship
				position 0.0 0.0 5000.0
				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_alien1
				type fighter_ship
				position 0.0 0.0 5000.0
				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 30
		spawn
		{
			obj Attacker3
			{
				mesh ship_alien2
				type fighter_ship
				position 0.0 300.0 -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_alien2
				type fighter_ship
				position 0.0 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_alien2
				type fighter_ship
				position 0.0 -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
				}
				
			}
		}
	}
	end
	{
		events 1 reach_end_point
	}
}
