#Mission Info $Version: 0.10 $Name: XSTR("Shadow Slaying Grounds Heavy", -1) $Author: FUBAR $Created: 01/25/08 at 00:58:19 $Modified: 03/03/08 at 14:59:13 $Notes: Send questions, comments, bug reports to fubar@fubar.org $End Notes: $Mission Desc: XSTR("Shadow Dogfight around Vidmaster's 2260 Shadow Base. Heavy Assault. ", -1) $end_multi_text +Game Type Flags: 34 +Flags: 144 +Num Players: 12 +Num Respawns: 99 +Disallow Support: 0 +Hull Repair Ceiling: 0.000000 +Subsystem Repair Ceiling: 100.000000 +Viewer pos: 2016.534058, 2192.782471, 59.783310 +Viewer orient: -0.052045, 0.000002, 0.998645, -0.705964, 0.707291, -0.036793, -0.706333, -0.706922, -0.036810 ;;FSO 3.6.0;; $Skybox Model: starfield.pof $AI Profile: TBP #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Shadow pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. ", -1) $end_multi_text $voice: FUBAR_MD05.wav $camera_pos: 1532.070801, 3718.776611, 4777.836426 $camera_orient: -0.999993, 0.000001, -0.003740, 0.002700, 0.692194, -0.721707, 0.002588, -0.721712, -0.692189 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 15 $team: Non Combatant $class: SH Carrier $pos: 1525.430542, -0.001781, 1211.302734 $label: Base +id: 1 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: SH Heavy Assault $pos: 150.295609, 681.206421, 1066.327637 $label: Hostile +id: 2 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: SH Heavy Assault $pos: 2790.282959, -77.470978, 1746.221558 $label: Hostile +id: 3 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: SH Heavy Assault $pos: 2258.684326, 295.299744, 480.511078 +id: 4 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: SH Heavy Assault $pos: 550.947510, -359.360535, 1586.639160 $label: Hostile +id: 5 $hlight: 0 $mirror: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "SH Heavy Assault" 12 ) +Weaponry Pool: ( "SH Quantum Bolt" 24 "SH Quantum Pulse" 24 "SH LightAAA" 24 "SH HeavyAAA" 24 "Nothing" 24 ) #Objects ;! 19 total $Name: Shadow Base ;! Object #0 $Class: SH Carrier $Team: Non Combatant $Location: 0.000000, -1.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a $Damage: 100 +Subsystem: turret02a $Damage: 100 +Subsystem: turret03a $Damage: 100 +Subsystem: turret04a $Damage: 100 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10000 $Name: Shadow Base Ü ;! Object #1 $Class: SH Carrier $Team: Non Combatant $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a $Damage: 100 +Subsystem: turret02a $Damage: 100 +Subsystem: turret03a $Damage: 100 +Subsystem: turret04a $Damage: 100 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10000 $Name: Guardian Alpha ;! Object #2 $Class: SH Guardian $Team: Non Combatant $Location: -6.400000, 0.000000, -3291.199951 $Orientation: 0.999998, 0.000000, -0.002218, 0.000000, 1.000000, 0.000000, 0.002218, 0.000000, 0.999998 $AI Behavior: None +AI Class: Perfect $AI Goals: ( goals ( ai-waypoints-once "Gate to hell" 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 8000 $Name: Inactive Battlecrab ;! Object #3 $Class: SH Battlecrab (L) $Team: Non Combatant $Location: -2142.072998, 1010.503174, -2085.985352 $Orientation: -0.131343, -0.099833, -0.986298, 0.978022, 0.149475, -0.145371, 0.161940, -0.983713, 0.078007 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10000 $Name: Battlecrab ;! Object #4 $Class: SH Battlecrab (L) $Team: Non Combatant $Location: 2685.702637, 2462.311523, 2010.440063 $Orientation: -0.999501, 0.031587, 0.000000, -0.015166, -0.479885, -0.877201, -0.027709, -0.876763, 0.480124 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10000 $Name: Inactive Battlecrab Ü ;! Object #5 $Class: SH Battlecrab (L) $Team: Non Combatant $Location: 6197.088379, 591.047180, -652.028809 $Orientation: 0.984933, -0.106005, -0.136636, 0.171689, 0.694061, 0.699144, 0.020721, -0.712069, 0.701804 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 10000 $Name: Guardian Zeta ;! Object #6 $Class: SH Guardian $Team: Non Combatant $Location: 6.400000, 0.000000, 3291.199951 $Orientation: -0.999998, 0.000000, 0.002218, 0.000000, 1.000000, 0.000000, -0.002218, 0.000000, -0.999998 $AI Behavior: None +AI Class: Perfect $AI Goals: ( goals ( ai-waypoints-once "Gate to hell2" 89 ) ) $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "no-dynamic" ) +Flags2: ( ) +Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 8000 $Name: Alpha 1 ;! Object #7 $Class: SH Heavy Assault $Team: Friendly $Location: 0.000000, 0.000000, -3750.000000 $Orientation: 0.999917, 0.000000, -0.012882, 0.000000, 1.000000, 0.000000, 0.012882, 0.000000, 0.999917 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 40 $Name: Alpha 2 ;! Object #8 $Class: SH Heavy Assault $Team: Friendly $Location: 0.000000, 0.000000, 3750.000000 $Orientation: -0.999945, 0.000000, -0.010471, 0.000000, 1.000000, 0.000000, 0.010471, 0.000000, -0.999945 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 40 $Name: Alpha 3 ;! Object #9 $Class: SH Heavy Assault $Team: Friendly $Location: -2750.000000, 0.000000, 125.000000 $Orientation: -0.013863, 0.000000, -0.999904, -0.000001, 1.000000, 0.000000, 0.999904, 0.000001, -0.013863 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 40 $Name: Alpha 4 ;! Object #10 $Class: SH Heavy Assault $Team: Friendly $Location: 2750.000000, 0.000000, -125.000000 $Orientation: 0.006285, 0.000000, 0.999980, 0.000000, 1.000000, 0.000000, -0.999980, 0.000000, 0.006285 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 40 $Name: Beta 1 ;! Object #11 $Class: SH Heavy Assault $Team: Hostile $Location: 1100.000000, -450.000000, 2400.000000 $Orientation: -0.836599, 0.000000, 0.547815, 0.171407, 0.949789, 0.261765, -0.520309, 0.312892, -0.794593 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 40 $Name: Beta 2 ;! Object #12 $Class: SH Heavy Assault $Team: Hostile $Location: -1100.000000, -450.000000, 2400.000000 $Orientation: -0.858596, 0.000000, -0.512652, -0.164195, 0.947321, 0.274995, 0.485646, 0.320285, -0.813367 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 40 $Name: Beta 3 ;! Object #13 $Class: SH Heavy Assault $Team: Hostile $Location: -1200.000000, -300.000000, -4300.000000 $Orientation: 0.828852, 0.000000, -0.559468, -0.175366, 0.949604, -0.259805, 0.531273, 0.313451, 0.787082 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 40 $Name: Beta 4 ;! Object #14 $Class: SH Heavy Assault $Team: Hostile $Location: -1200.000000, -425.000000, -2650.000000 $Orientation: 0.807058, 0.000000, 0.590473, 0.183203, 0.950650, -0.250401, -0.561333, 0.310264, 0.767230 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 40 $Name: Gamma 1 ;! Object #15 $Class: SH Heavy Assault $Team: Hostile $Location: 1100.000000, 650.000000, 2400.000000 $Orientation: -0.836599, 0.000000, 0.547815, -0.175282, 0.947429, -0.267683, -0.519016, -0.319965, -0.792619 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 40 $Name: Gamma 2 ;! Object #16 $Class: SH Heavy Assault $Team: Hostile $Location: -1100.000000, 650.000000, 2400.000000 $Orientation: -0.858596, 0.000000, -0.512652, 0.167886, 0.944856, -0.281178, 0.484383, -0.327486, -0.811250 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 40 $Name: Gamma 3 ;! Object #17 $Class: SH Heavy Assault $Team: Hostile $Location: -1200.000000, 450.000000, -4250.000000 $Orientation: 0.828852, 0.000000, -0.559468, 0.179329, 0.947237, 0.265676, 0.529948, -0.320535, 0.785119 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 40 $Name: Gamma 4 ;! Object #18 $Class: SH Heavy Assault $Team: Hostile $Location: 1200.465088, 450.000000, -2650.000000 $Orientation: 0.807057, 0.000000, 0.590473, -0.187352, 0.948328, 0.256073, -0.559962, -0.317292, 0.765355 $AI Behavior: None $Cargo 1: XSTR("Nothing", -1) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" ) +Flags2: ( ) +Respawn priority: 0 +Group: 0 +Score: 40 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( true ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 2 lists total $Name: Gate to hell $List: ( ;! 1 points in list ( 0.000000, 0.000000, -406.253052 ) ) $Name: Gate to hell2 $List: ( ;! 1 points in list ( 0.000000, 0.000000, 406.253052 ) ) #Messages ;! 0 total #Reinforcements ;! 0 total #Background bitmaps ;! 16 total $Num stars: 2000 $Ambient light level: 5403135 ;;FSO 3.6.9;; $Bitmap List: $Sun: SunRed +Angles: 4.799652 0.000000 1.134463 +Scale: 1.000000 $Sun: SunRed +Angles: 4.852012 0.000000 1.169370 +Scale: 0.400000 $Starbitmap: neb_red2 +Angles: 0.000000 0.000000 0.000000 +ScaleX: 4.000000 +ScaleY: 8.000000 +DivX: 2 +DivY: 3 $Starbitmap: neb_red1 +Angles: 1.570795 0.000000 0.872664 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb_red3 +Angles: 0.000000 0.000000 0.541052 +ScaleX: 6.000000 +ScaleY: 7.000000 +DivX: 3 +DivY: 3 $Starbitmap: neb_red4 +Angles: 0.000000 0.000000 0.331612 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb_red5 +Angles: 0.314159 0.000000 2.356193 +ScaleX: 7.000000 +ScaleY: 8.000000 +DivX: 3 +DivY: 3 $Starbitmap: neb_red6 +Angles: 0.000000 0.000000 0.087266 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb_red7 +Angles: 5.131264 0.000000 1.186823 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb_red7 +Angles: 0.000000 2.740165 0.000000 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb_red8 +Angles: 0.471239 2.617992 5.951568 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb_red13 +Angles: 0.925024 0.000000 0.191986 +ScaleX: 6.000000 +ScaleY: 7.000000 +DivX: 3 +DivY: 3 $Starbitmap: neb_red9 +Angles: 0.663225 3.333576 6.091194 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb_red13 +Angles: 6.195914 0.837757 5.043998 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb_red18 +Angles: 1.570795 0.000000 3.874628 +ScaleX: 3.000000 +ScaleY: 7.000000 +DivX: 2 +DivY: 3 $Starbitmap: neb_red15 +Angles: 2.268926 0.000000 5.393063 +ScaleX: 3.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb_red16 +Angles: 2.321286 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb_fire8 +Angles: 0.000000 0.000000 3.403389 +ScaleX: 5.000000 +ScaleY: 7.000000 +DivX: 2 +DivY: 3 #Asteroid Fields #Music $Event Music: None $Briefing Music: Success #End