level war
{
	start
	{
		skybox SkyboxWorkspace7
		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 2000.0
			ai 0
			invincible 1
		}
		obj Defender0
		{
			mesh ship_human0
			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 defensive
			health 100
		}
		obj Defender1
		{
			mesh ship_human0
			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 Defender2
		{
			mesh ship_human0
			type fighter_ship
			position -300.0 -300.0 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_human0
			type fighter_ship
			position 300.0 300.0 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 Defender4
		{
			mesh ship_human0
			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 Attacker0
		{
			mesh ship_alien2
			type fighter_ship
			position -400.0 800.0 0.0
			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 -400.0 -600.0 0.0
			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_alien2
			type fighter_ship
			position 400.0 1000.0 0.0
			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
		}
	}
	event reach_destination
	{
		previous_end_cond
		{
			none
		}
		delay secs 60
		spawn
		{
			obj CargoShip0
			{
				mesh ship_alien_big1
				type cargo_ship
				position 6000.0 -3000.0 0.0
				orientation 0.0 0.0 0.0 0.0
				speed 0.0 0.0 -5.0
				ai 1
				friendly 0
				health 1000
				destination 6000.0 -3000.0 -6000.0
				reach_destination 1
				radius 50.0
			}
		}
		end_cond reach_destination_end
		{
			type win
			{
				cond win_cond
				{
					type destroyed
					objs 1 CargoShip0
					delay secs 20
				}
			}
			type loss
			{
				cond loss_cond0
				{
					type ship_destination_reached
					objs 1 CargoShip0
				}
				
			}
		}
	}
	event invasion0
	{
		previous_end_cond
		{
			none
		}
		delay secs 60
		spawn
		{
			obj Attacker3
			{
				mesh ship_alien3
				type fighter_ship
				position 3000.0 -1300.0 -1300.0
				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_alien3
				type fighter_ship
				position 3000.0 -1500.0 -1300.0
				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_alien3
				type fighter_ship
				position 3000.0 -1800.0 -1300.0
				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 Attacker3 Attacker4 Attacker5
				}
			}
			type loss
			{
				cond loss_cond1
				{
					type time_elapsed
					secs 1200
				}
			}
		}
	}
	event invasion1
	{
		previous_end_cond
		{
			none
		}
		delay secs 200
		spawn
		{
			obj Attacker6
			{
				mesh ship_alien4
				type fighter_ship
				position 8000.0 300.0 -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
				prioritize 1 cargo_ship
			}
			obj Attacker7
			{
				mesh ship_alien4
				type fighter_ship
				position 8000.0 400.0 -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
				prioritize 1 cargo_ship
			}
			obj Attacker8
			{
				mesh ship_alien4
				type fighter_ship
				position 8000.0 500.0 -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
				prioritize 1 cargo_ship
			}
		}
		end_cond invasion1_end
		{
			type win
			{
				cond win_cond
				{
					type destroyed
					objs 3 Attacker6 Attacker7 Attacker8
				}
			}

			type loss
			{
				cond loss_cond1
				{
					type time_elapsed
					secs 1200
				}
			}
			
		}
	}
	event invasion2
	{
		previous_end_cond
		{
			none
		}
		delay secs 200
		spawn
		{
			obj Attacker9
			{
				mesh ship_alien4
				type fighter_ship
				position 3000.0 300.0 -4000.0
				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 Attacker10
			{
				mesh ship_alien4
				type fighter_ship
				position 3000.0 -400.0 -4000.0
				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 Attacker11
			{
				mesh ship_alien4
				type fighter_ship
				position 3000.0 500.0 -4000.0
				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 invasion2_end
		{
			type win
			{
				cond win_cond
				{
					type destroyed
					objs 3 Attacker9 Attacker10 Attacker11
				}
			}
			type loss
			{
				cond loss_cond1
				{
					type time_elapsed
					secs 1200
				}
			}
		}
	}
	event reinforcements0
	{
		previous_end_cond
		{
			none
		}
		delay secs 120
		spawn
		{
			obj Defender5
			{
				mesh ship_human0
				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_human1
				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_human1
				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
			}
			obj Defender9
			{
				mesh ship_human0
				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 Defender10
			{
				mesh ship_human0
				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
			}
		}
		end_cond reinforcements0_end
		{
			
			type loss
			{
				cond loss_cond0
				{
					type time_elapsed
					secs 1200
				}
			}
		}
	}
	event cargo_ship_exit
	{
		previous_end_cond
		{
			prev_conds 1 reach_destination
		}
		delay secs 5
		exit
		{
			objs 1 CargoShip0
		}
		delay secs 3
		end_cond ship_exit
		{
			type loss
			{
				cond loss_cond0
				{
					type exited
					objs 1 CargoShip0
				}
			}
		}
	}
	end
	{
		events 1 reach_destination
		ignore_loss_events 1 reach_destination
	}
}
