level tutorial
{
	start
	{
		skybox SkyboxWorkspace8
		light_dir -1.0 0.0 0.0
		light_type directional
		light_power_scale 3.14
		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 0.3 0.5 0.7 0.1 0.6 0.45 0.3 0.1 -1.0 0.0 0.0
	//	play_cutscene sl_level_patrol_begin
	//	use_skybox_data_from_level 1
		player_ship_selection
		{
			team alien
			{
			}
			team human
			{
				cd raw
				//file loader_ship_human0.txt
				//file loader_ship_human1.txt
				name ship_human0
				name ship_human1
			}
		}
		obj PlayerShip
		{
			type player_ship
			position 0.0 0.0 350.0
			orientation 0.0 1.0 0.0 0.0
			ai 0
			invincible 1
		}

	}

/*	event friendly_ship_exit
	{

		delay secs 5
		exit
		{
			objs 1 PlayerShip
		}

		end_cond ship_exit
		{
			type win
			{
				cond win_cond0
				{
					type exited_or_destroyed
					objs 1 PlayerShip
				}
			}
			type loss
			{
				cond loss_cond0
				{
					type time_elapsed
					secs 600
				}
			}
		}
	}*/

        event training_basic_movement
	{
		previous_end_cond
		{
			none
		}
		delay secs 1
		text
		{
			text "This training mission will teach basic movement"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_basic_movement_2
	{
		previous_end_cond
		{
			prev_conds 1 training_basic_movement
		}
		delay secs 1
		text
		{
			text "and combat skills needed for winning"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_radar_at_bottom
	{
		previous_end_cond
		{
			prev_conds 1 training_basic_movement_2
		}
		delay secs 1
		text
		{
			text "Notice the radar at the bottom center part of the screen"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_enemy_spawn
	{
		previous_end_cond
		{
			prev_conds 1 training_radar_at_bottom
		}
		delay secs 1
		text
		{
			text "An enemy ship will be spawned"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event invasion0
	{
		previous_end_cond
		{
			prev_conds 1 training_enemy_spawn
		}
		delay secs 1
		spawn
		{
			obj Attacker0
			{
				mesh ship_alien4
				type fighter_ship
				position 0.0 -100.0 -600.0
				orientation 0.0 1.0 0.0 180.0
				speed 0.0 0.0 5.0
				ai 0
				friendly 0
				behavior aggresive
				health 100
				prioritize 1 cargo_ship
			}

		}
		end_cond invasion0_end
		{
			type win
			{
				cond win_cond
				{
					type destroyed
					objs 1 Attacker0
				}
			}
			type loss
			{

				cond loss_cond0
				{
					type time_elapsed
					secs 6000
				}
			}
		}
	}

        event training_radar_red_dot
	{
		previous_end_cond
		{
			prev_conds 1 training_enemy_spawn
		}
		delay secs 1
		text
		{
			text "Notice the radar showing the ship as a red dot"
                        duration 4000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_enemy_friendly_dots
	{
		previous_end_cond
		{
			prev_conds 1 training_radar_red_dot
		}
		delay secs 1
		text
		{
			text "Red dots will be enemy ships and blue dots friendly ships"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_center_on_enemy
	{
		previous_end_cond
		{
			prev_conds 1 training_enemy_friendly_dots
		}
		delay secs 1
		text
		{
			text "Drag finger across the screen to center the crosshair on the ship"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_shoot_enemy
	{
		previous_end_cond
		{
			prev_conds 1 training_center_on_enemy
		}
		delay secs 1
		text
		{
			text "Now press fire in order to shoot your lasers at the ship"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_destroy_enemy
	{
		previous_end_cond
		{
			prev_conds 1 training_shoot_enemy
		}
		delay secs 1
		text
		{
			text "Keep shooting the ship until it has been destroyed"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_enemy_destroyed
	{
		previous_end_cond
		{
			prev_conds 1 invasion0
		}
		delay secs 1
		text
		{
			text "Great work!"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_learn_movement
	{
		previous_end_cond
		{
			prev_conds 1 training_enemy_destroyed
		}
		delay secs 2
		text
		{
			text "Now let's learn about movement"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_accelerate_max_speed
	{
		previous_end_cond
		{
			prev_conds 1 training_learn_movement
		}
		delay secs 1
		text
		{
			text "Drag the speed slider on the lower left of the screen upwards to accelerate"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
                                        custom_event SpeedPercentageValidator 100 equal
				}
			}
		}
	}

        event training_accelerate_look_around1
	{
		previous_end_cond
		{
			prev_conds 1 training_accelerate_max_speed
		}
		delay secs 1
		text
		{
			text "Now that you are moving combine this with looking around"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_accelerate_look_around2
	{
		previous_end_cond
		{
			prev_conds 1 training_accelerate_look_around1
		}
		delay secs 1
		text
		{
			text "in order to change direction"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_change_weapon
	{
		previous_end_cond
		{
			prev_conds 1 training_accelerate_look_around2
		}
		delay secs 1
		text
		{
			text "Cycle between weapons using the top right corner arrows"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_change_weapon_concussion_missile
	{
		previous_end_cond
		{
			prev_conds 1 training_change_weapon
		}
		delay secs 1
		text
		{
			text "Choose the concussion missile"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
                                        custom_event WeaponCycledValidator CONCUSSION
				}
			}
		}
	}

        event training_fire_concussion_missile
	{
		previous_end_cond
		{
			prev_conds 1 training_change_weapon_concussion_missile
		}
		delay secs 1
		text
		{
			text "Fire one missile"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
                                        custom_event WeaponUsedValidator CONCUSSION 1
				}
			}
		}
	}

        event training_decreased_num_concussion_missile
	{
		previous_end_cond
		{
			prev_conds 1 training_fire_concussion_missile
		}
		delay secs 1
		text
		{
			text "Notice how the current number of missiles has decreased"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_keep_high_num_concussion_missile
	{
		previous_end_cond
		{
			prev_conds 1 training_decreased_num_concussion_missile
		}
		delay secs 1
		text
		{
			text "It's important that you keep enough missiles stocked for battles"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_stop_ship
	{
		previous_end_cond
		{
			prev_conds 1 training_decreased_num_concussion_missile
		}
		delay secs 1
		text
		{
			text "Stop your ship by sliding the speed slider all the way down"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
                                        custom_event SpeedPercentageValidator 0 equal
				}
			}
		}
	}

        event training_call_reloader
	{
		previous_end_cond
		{
			prev_conds 1 training_stop_ship
		}
		delay secs 1
		text
		{
			text "Press the R button on the right side of the screen"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
                                        custom_event ReloaderButtonPressedValidator
				}
			}
		}
	}

        event training_reloader_called
	{
		previous_end_cond
		{
			prev_conds 1 training_call_reloader
		}
		delay secs 1
		text
		{
			text "This calls the reloader ship to reload your weapons"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_reloader_called_ship_stopped
	{
		previous_end_cond
		{
			prev_conds 1 training_reloader_called
		}
		delay secs 1
		text
		{
			text "You need to be stopped in order for your ship to get reloaded"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
                                        custom_event SpeedPercentageValidator 0 equal
				}
			}
		}
	}

        event training_reloader_called_avoid_enemies
	{
		previous_end_cond
		{
			prev_conds 1 training_reloader_called_ship_stopped
		}
		delay secs 1
		text
		{
			text "This of course makes you a sitting duck so try to avoid enemies when reloading"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
                                        custom_event SpeedPercentageValidator 0 equal
				}
			}
		}
	}

        event training_reloader_called_notice_increasing_missiles
	{
		previous_end_cond
		{
			prev_conds 1 training_reloader_called_avoid_enemies
		}
		delay secs 1
		text
		{
			text "Notice how the missile number is increasing as the ship gets reloaded"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
                                        custom_event WeaponLoadValidator
				}
			}
		}
	}

        event training_reloader_called_notice_full_weapons
	{
		previous_end_cond
		{
			prev_conds 1 training_reloader_called_notice_increasing_missiles
		}
		delay secs 1
		text
		{
			text "You are now fully stocked on weapons"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_avoid_enemies
	{
		previous_end_cond
		{
			prev_conds 1 training_reloader_called_notice_full_weapons
		}
		delay secs 1
		text
		{
			text "Now you must learn on how to avoid getting shot"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_avoid_enemies_moving_changing_directions
	{
		previous_end_cond
		{
			prev_conds 1 training_avoid_enemies
		}
		delay secs 1
		text
		{
			text "In general it's important to keep moving and changing directions"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_avoid_enemies_decrease_chance
	{
		previous_end_cond
		{
			prev_conds 1 training_avoid_enemies_moving_changing_directions
		}
		delay secs 1
		text
		{
			text "This way you decrease the chance of you movement pattern being discovered"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_avoid_enemies_anticipating
	{
		previous_end_cond
		{
			prev_conds 1 training_avoid_enemies_decrease_chance
		}
		delay secs 1
		text
		{
			text "and an enemy predicting where to shoot in order to hit you"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_avoid_enemies_getting_hit1
	{
		previous_end_cond
		{
			prev_conds 1 training_avoid_enemies_anticipating
		}
		delay secs 1
		text
		{
			text "If you do get hit you will have a red icon on screen showing the direction to"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_avoid_enemies_getting_hit2
	{
		previous_end_cond
		{
			prev_conds 1 training_avoid_enemies_getting_hit1
		}
		delay secs 1
		text
		{
			text "the ship from which the projectile that hit you was launched"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_avoid_enemies_full_speed
	{
		previous_end_cond
		{
			prev_conds 1 training_avoid_enemies_getting_hit2
		}
		delay secs 1
		text
		{
			text "Make sure you are moving at maximum speed"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
                                        custom_event SpeedPercentageValidator 100 equal
				}
			}
		}
	}

        event invasion1
	{
		previous_end_cond
		{
			prev_conds 1 training_avoid_enemies_full_speed
		}
		delay secs 1
		spawn
		{
			obj Attacker3
			{
				mesh ship_alien4
				type fighter_ship
				position -300.0 300.0 2300.0
				orientation 0.0 0.0 0.0 0.0
				speed 0.0 0.0 0.0
				ai 1
				friendly 0
				behavior aggresive
				health 100
			}
		}
		end_cond invasion1_end
		{
			type win
			{
				cond win_cond
				{
					type destroyed
					objs 1 Attacker3
				}
			}
			type loss
			{
				cond loss_cond1
				{
					type time_elapsed
					secs 6000
				}
			}
		}
	}

        event training_chased_beep
	{
		previous_end_cond
		{
			prev_conds 1 training_avoid_enemies_full_speed
		}
		delay secs 1
		text
		{
			text "When you hear beeps it means that you are being chased by a homing missile"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_homing_missile_following
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_beep
		}
		delay secs 1
		text
		{
			text "A homing missile will change direction to follow you until you get hit by it"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_decrease_chance
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_homing_missile_following
		}
		delay secs 1
		text
		{
			text "In order to decrease you chances of being hit"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_decrease_chance_afterburner_countermeasures
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_decrease_chance
		}
		delay secs 1
		text
		{
			text "you must learn how to use the afterburner and the countermeasures"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_decrease_chance_afterburner_use
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_decrease_chance_afterburner_countermeasures
		}
		delay secs 1
		text
		{
			text "Note the AB button on the right of the screen. This is the afterburner"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_decrease_chance_countermeasures_use
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_decrease_chance_afterburner_use
		}
		delay secs 1
		text
		{
			text "The CM button on the right is the countermeasures launch button"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_decrease_chance_afterburner_desc
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_decrease_chance_countermeasures_use
		}
		delay secs 1
		text
		{
			text "The afterburner gives you a temporary speed boost"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_decrease_chance_countermeasures_desc
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_decrease_chance_afterburner_desc
		}
		delay secs 1
		text
		{
			text "Countermeasures are used as a decoy in order to fool the incoming missile"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_decrease_chance_countermeasures_desc_2
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_decrease_chance_countermeasures_desc
		}
		delay secs 1
		text
		{
			text "into believing that they are the real target instead of your ship"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_general_evasion
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_decrease_chance_countermeasures_desc_2
		}
		delay secs 1
		text
		{
			text "In order to increase the chances of evading an incoming missile"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_general_evasion_2
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_general_evasion
		}
		delay secs 1
		text
		{
			text "you must engage the afterburner"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_general_evasion_3
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_general_evasion_2
		}
		delay secs 1
		text
		{
			text "and try to make erratic movements of the ship"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_general_evasion_4
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_general_evasion_3
		}
		delay secs 1
		text
		{
			text "and also launch countermeasures to try to trick the homing missile"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_general_evasion_conclusion1
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_general_evasion_4
		}
		delay secs 1
		text
		{
			text "This does not guarantee success"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_general_evasion_conclusion2
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_general_evasion_conclusion1
		}
		delay secs 1
		text
		{
			text "but it increases you chances of avoiding being hit"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_general_evasion_try_it
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_general_evasion_conclusion2
		}
		delay secs 1
		text
		{
			text "Try to evade one of the incoming missiles"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_general_evasion_try_it_invincible
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_general_evasion_try_it
		}
		delay secs 1
		text
		{
			text "Your ship is invincible for this tutorial"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
                                        custom_event MissileEvadedValidator 1
				}
			}
		}
	}

        event training_chased_general_evasion_missile_evaded
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_general_evasion_try_it_invincible
		}
		delay secs 1
		text
		{
			text "Very good! You have successfully evaded an incoming missile"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_general_evasion_select_enemy1
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_general_evasion_missile_evaded
		}
		delay secs 1
		text
		{
			text "Select the spawned enemy using the arrows above the Fire button"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_general_evasion_select_enemy2
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_general_evasion_select_enemy1
		}
		delay secs 1
		text
		{
			text "You can cycle between enemies using these arrows"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_general_evasion_select_enemy3
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_general_evasion_select_enemy2
		}
		delay secs 1
		text
		{
			text "Notice that when a selected enemy is outside of your screen you get a dot"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_general_evasion_select_enemy4
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_general_evasion_select_enemy3
		}
		delay secs 1
		text
		{
			text "around the center showing you to which direction to turn to face that enemy"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_general_evasion_select_enemy5
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_general_evasion_select_enemy4
		}
		delay secs 1
		text
		{
			text "Turn to face your enemy and try to keep him on screen to prepare for shooting"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_chased_general_evasion_select_enemy6
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_general_evasion_select_enemy5
		}
		delay secs 1
		text
		{
			text "him down"
                        duration 1000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_shooting_stuff
	{
		previous_end_cond
		{
			prev_conds 1 training_chased_general_evasion_select_enemy6
		}
		delay secs 1
		text
		{
			text "Now let's learn about shooting missiles!"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_shooting_stuff_dumb_missiles
	{
		previous_end_cond
		{
			prev_conds 1 training_shooting_stuff
		}
		delay secs 1
		text
		{
			text "If you are firing dumb projectiles like lasers you must shoot ahead of the"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_shooting_stuff_dumb_missiles_2
	{
		previous_end_cond
		{
			prev_conds 1 training_shooting_stuff_dumb_missiles
		}
		delay secs 1
		text
		{
			text "moving target if you want to hit it at the intersection point"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_shooting_stuff_dumb_missiles_target_ahead
	{
		previous_end_cond
		{
			prev_conds 1 training_shooting_stuff_dumb_missiles_2
		}
		delay secs 1
		text
		{
			text "When you look toward a target you will get a new crosshair"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_shooting_stuff_dumb_missiles_target_ahead_2
	{
		previous_end_cond
		{
			prev_conds 1 training_shooting_stuff_dumb_missiles_target_ahead
		}
		delay secs 1
		text
		{
			text "in the direction of the moving ship"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_shooting_stuff_dumb_missiles_target_ahead_3
	{
		previous_end_cond
		{
			prev_conds 1 training_shooting_stuff_dumb_missiles_target_ahead_2
		}
		delay secs 1
		text
		{
			text "You need to shoot at that crosshair in order to actually hit the ship"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_shooting_stuff_dumb_missiles_target_ahead_4
	{
		previous_end_cond
		{
			prev_conds 1 training_shooting_stuff_dumb_missiles_target_ahead_3
		}
		delay secs 1
		text
		{
			text "Of course, the ship can change direction and make you miss"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_shooting_stuff_homing_missiles
	{
		previous_end_cond
		{
			prev_conds 1 training_shooting_stuff_dumb_missiles_target_ahead_4
		}
		delay secs 1
		text
		{
			text "Now change the weapon to the homing missiles"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_shooting_stuff_homing_missiles_new_crosshair
	{
		previous_end_cond
		{
			prev_conds 1 training_shooting_stuff_homing_missiles
		}
		delay secs 1
		text
		{
			text "Notice how your crosshair has now changed"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_shooting_stuff_homing_missiles_new_crosshair_lock_in
	{
		previous_end_cond
		{
			prev_conds 1 training_shooting_stuff_homing_missiles_new_crosshair
		}
		delay secs 1
		text
		{
			text "In order to obtain lock-in so that the homing projectile will follow"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_shooting_stuff_homing_missiles_new_crosshair_lock_in_2
	{
		previous_end_cond
		{
			prev_conds 1 training_shooting_stuff_homing_missiles_new_crosshair_lock_in
		}
		delay secs 1
		text
		{
			text "the enemy you must keep the internal small crosshair on the enemy"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_shooting_stuff_homing_missiles_new_crosshair_lock_in_3
	{
		previous_end_cond
		{
			prev_conds 1 training_shooting_stuff_homing_missiles_new_crosshair_lock_in_2
		}
		delay secs 1
		text
		{
			text "When the outer crosshair changes to red you can launch the missile"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_shooting_stuff_homing_missiles_new_crosshair_lock_in_4
	{
		previous_end_cond
		{
			prev_conds 1 training_shooting_stuff_homing_missiles_new_crosshair_lock_in_3
		}
		delay secs 1
		text
		{
			text "and it will follow the enemy ship"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_shooting_stuff_homing_missiles_new_crosshair_lock_in_5
	{
		previous_end_cond
		{
			prev_conds 1 training_shooting_stuff_homing_missiles_new_crosshair_lock_in_4
		}
		delay secs 1
		text
		{
			text "Fire the weapon now and notice how the enemy ship uses evading maneuvers"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_shooting_stuff_homing_missiles_new_crosshair_lock_in_6
	{
		previous_end_cond
		{
			prev_conds 1 training_shooting_stuff_homing_missiles_new_crosshair_lock_in_5
		}
		delay secs 1
		text
		{
			text "in order to evade your missile"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_shooting_stuff_homing_missiles_destroy_enemy
	{
		previous_end_cond
		{
			prev_conds 1 training_shooting_stuff_homing_missiles_new_crosshair_lock_in_6
		}
		delay secs 1
		text
		{
			text "Destroy enemy ship using homing missiles"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_end
	{
		previous_end_cond
		{
			prev_conds 2 training_shooting_stuff_homing_missiles_destroy_enemy invasion1
		}
		delay secs 1
		text
		{
			text "Congratulations on completing the training course!"
                        duration 2000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

        event training_end_2
	{
		previous_end_cond
		{
			prev_conds 1 training_end
		}
		delay secs 1
		text
		{
			text "May the tales of your victories reach beyond our galaxies!"
                        duration 3000
		}
		end_cond basic_controls
		{
			type win
			{
				cond win_cond
				{
					type text_shown
				}
			}
		}
	}

	end
	{
		events 1 training_end_2
	}

}
