Mission {

	missionName = Training;
	
	autoInfo = AUTO;

	bsp = data/bsp/training.bsp;
	
	music = music/Dark Club.s3m;
		
	fogColor = 0.0 0.0 0.0;
	
	fogMin = 1000;
	
	fogMax = 1500;
	
	fogDensity = 0.35;
	
	skySphere = textures/game/overcast.png;
	
	exitToMission = TITLE_SCREEN;
};

Objective {

	id = 0;
	priority = OBJ_PRIORITY_PRIMARY;
	description = Complete combat training;
	status = OBJ_INCOMPLETE;
	targetValue = 30;
	active = 1;
	
	completionTrigger = Enable Exit Trigger;

};

Objective {

	id = 1;
	priority = OBJ_PRIORITY_SECONDARY;
	description = Open door to lava passage;
	status = OBJ_INCOMPLETE;
	active = 1;

};

Objective {

	id = 2;
	priority = OBJ_PRIORITY_SECONDARY;
	description = Complete aiming training;
	status = OBJ_INCOMPLETE;
	targetValue = 10;
	active = 1;
	
	completionTrigger = Crate Trigger;

};

Objective {

	id = 3;
	priority = OBJ_PRIORITY_SECONDARY;
	description = Complete target training;
	status = OBJ_INCOMPLETE;
	targetValue = 10;
	active = 1;
	
	completionTrigger = Combat Room Key Trigger;

};

Objective {

	id = 4;
	priority = OBJ_PRIORITY_SECONDARY;
	description = Open door to combat training;
	status = OBJ_INCOMPLETE;
	active = 1;

};

Trigger {

	active = 1;
	
	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	name = enemySpawnSwitch;
	targetName = combatTrainingSpawner;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	name = combatTrainingSpawner;
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	objectiveId = 0;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = weaponAccessDoor;
	objectiveId = 1;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = trainingCrate;
	objectiveId = 2;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_ENTITY_KILLED;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = Stupid Blob;
	objectiveId = 3;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_UPDATE_OBJECTIVE;
	name = combatAccessDoor;
	objectiveId = 4;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	
	name = Enable Exit Trigger;
	targetName = trainingExit;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	objectiveId = 1;

};

Trigger {

	active = 1;

	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_ENABLE_FEATURE;
	objectiveId = 2;

};

Trigger {

	active = 1;
	
	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_TOGGLE_STRUCTURE;
	
	name = Crate Trigger;
	
	targetName = crateObjectiveDoor;

};

Trigger {

	active = 1;
	
	type = TRIGGER_TYPE_NONE;
	
	action = TRIGGER_ACTION_TOGGLE_STRUCTURE;
	
	name = Combat Room Key Trigger;
	
	targetName = combatRoomKey;

};

@END@
