
*** START OF EVENT ACTION AND EVENT TRIGGER FILE *** 

** Start of Mission Event Section **

-- Note: for better readability, try to put every action right after its correponding trigger(s)

-- Enter disruptor base (sci quarters)
* New event trigger *
Trigger at label="DisruptorShieldBaseAccess"
Action="teleport_into_the_disruptor_base"
* End of trigger *

* New event action *
Name="teleport_into_the_disruptor_base"
Teleport to="ScientistQuartersArrivalPoint"
* End of action *

-- Back from disruptor base (sci quarters)
* New event trigger *
Trigger at label="ScientistQuartersEscapePoint"
Action="teleport_back_from_scientist_quarters"
* End of trigger *

* New event action *
Name="teleport_back_from_scientist_quarters"
Teleport to="DisruptorShieldBaseReturn"
* End of action *

-- Teleport into Koan bunker
* New event trigger *
Trigger at label="ToBunker"
Action="teleport_to_bunker"
* End of trigger *

* New event action *
Name="teleport_to_bunker"
Teleport to="BunkerEntry"
* End of action *

-- Back from Koan bunker
* New event trigger *
Trigger at label="ExitBunker"
Action="teleport_from_bunker"
* End of trigger *

* New event action *
Name="teleport_from_bunker"
Teleport to="ExitFromBunker"
* End of action *

-- Enter second level of disruptor (lvV) from scientists quarters
* New event trigger *
Trigger at label="DisruptorLevelVAccess"
Action="teleport_into_disruptor_lvV"
* End of trigger *

* New event action *
Name="teleport_into_disruptor_lvV"
Teleport to="LvVInArr"
* End of action *

-- Back from lvV to scientists quarters
* New event trigger *
Trigger at label="LvVInExit"
Action="teleport_back_to_quarters"
* End of trigger *

* New event action *
Name="teleport_back_to_quarters"
Teleport to="DisruptorLevelVReturnPoint"
* End of action *

-- Go from disruptor lvV to disruption machine level
* New event trigger *
Trigger at label="LvVOutExit"
Action="teleport_into_disruptor_machine_level"
* End of trigger *

* New event action *
Name="teleport_into_disruptor_machine_level"
Teleport to="ArriveAtDisruptorMachineLevel"
* End of action *

-- Back from disruptor machine level to lvV
* New event trigger *
Trigger at label="DisruptorMachineLevelEscape"
Action="teleport_back_to_disruptor_lvV"
* End of trigger *

* New event action *
Name="teleport_back_to_disruptor_lvV"
Teleport to="LvVOutArr"
* End of action *

-- Teleport into the warehouse from temple wood
* New event trigger *
Trigger at label="TeleportIntoTheWarehouse"
Action="teleport_into_the_warehouse"
* End of trigger *

* New event action *
Name="teleport_into_the_warehouse"
Teleport to="ArrivePointInWarehouse"
* End of action *

-- Teleport back from warehouse lv1;
* New event trigger *
Trigger at label="TeleportFromWarehouseToWood"
Action="teleport_out_from_warehouse"
* End of trigger *

* New event action *
Name="teleport_out_from_warehouse"
Teleport to="ArrivePointBackFromWarehouse"
* End of action *

-- Teleport from warehouse lv1 to lv2
* New event trigger *
Trigger at label="TeleportToWarehouseSecondLevel"
Action="teleport_to_warehouse_second_lv"
* End of trigger *

* New event action *
Name="teleport_to_warehouse_second_lv"
Teleport to="ArriveFromWarehouseFirstLevel"
* End of action *

-- Teleport back from warehouse lv2 to lv1 
* New event trigger *
Trigger at label="TeleportBackToFirstCombatLevel"
Action="teleport_back_to_warehouse_first_lv"
* End of trigger *

* New event action *
Name="teleport_back_to_warehouse_first_lv"
Teleport to="ReturnFromWarehouseSecondLevel"
* End of action *

-- Unsure (from kevin station to kevin garden?)
* New event trigger *
Trigger at label="TeleportBackToSecondCombatLevel"
Action="teleport_back_to_kevin_garden"
* End of trigger *

* New event action *
Name="teleport_back_to_kevin_garden"
Teleport to="ReturnFromKevinsUndergroundStation"
* End of action *

-- Enter kevin underground station
* New event trigger *
Trigger at label="EntryToKevinsUndergroundStation"
Action="teleport_to_kevin_underground_station"
* End of trigger *

* New event action *
Name="teleport_to_kevin_underground_station"
Teleport to="ArriveAtKevinsUndergroundStation"
* End of action *

-- Teleport from kevin underground station to energy source
* New event trigger *
Trigger at label="TeleportToKevinsEnergyStation"
Action="teleport_to_kevins_energy_source"
* End of trigger *

* New event action *
Name="teleport_to_kevins_energy_source"
Teleport to="KevinEnergyArrivalPoint"
* End of action *

-- Teleport from kevin energy source to underground station
* New event trigger *
Trigger at label="KevinEnergyExitPoint"
Action="return_to_kevins_underground_station"
* End of trigger *

* New event action *
Name="return_to_kevins_underground_station"
Teleport to="ReturnToKevinUndergroundStation"
* End of action *

-- Teleport from town to maintenance tunnels
* New event trigger *
Trigger at label="NorthernMaintainanceTeleporter"
Action="teleport_from_camp_to_north_maintainance"
* End of trigger *

* New event action *
Name="teleport_from_camp_to_north_maintainance"
Teleport to="MaintainanceTunnelArrivalPoint"
* End of action *

-- Teleport back from maintenance tunnels
* New event trigger *
Trigger at label="FromMaintainanceTunnelToTown"
Action="teleport_from_north_maintainance_to_camp"
* End of trigger *

* New event action *
Name="teleport_from_north_maintainance_to_camp"
Teleport to="NorthernMaintainanceTeleporterReturn"
* End of action *

-- Teleport to novice arena
* New event trigger *
Trigger at label="NoviceArenaTeleporter"
Action="teleport_from_camp_to_novice_arena"
* End of trigger *

* New event action *
Name="teleport_from_camp_to_novice_arena"
Teleport to="NoviceArenaTeleportInPoint"
* End of action *

-- Teleport back from novice arena
* New event trigger *
Trigger at label="NoviceArenaTeleportOutPoint"
Action="teleport_from_novice_arena_to_camp"
* End of trigger *

* New event action *
Name="teleport_from_novice_arena_to_camp"
Teleport to="NoviceArenaTeleporterReturn"
* End of action *

-- Teleport to master arena
* New event trigger *
Trigger at label="MasterArenaTeleporter"
Action="teleport_from_camp_to_master_arena"
* End of trigger *

* New event action *
Name="teleport_from_camp_to_master_arena"
Teleport to="MasterArenaTeleportInPoint"
* End of action *

-- Teleport back from master arena
* New event trigger *
Trigger at label="MasterArenaTeleportOutPoint"
Action="teleport_from_master_arena_to_camp"
* End of trigger *

* New event action *
Name="teleport_from_master_arena_to_camp"
Teleport to="MasterArenaTeleporterReturn"
* End of action *

-- Teleport back from disruptor shield control to disruptor machine deck
* New event trigger *
Trigger at label="EscapeFromDisruptorShieldControl"
Action="teleport_back_from_disruptor_shield_control"
* End of trigger *

* New event action *
Name="teleport_back_from_disruptor_shield_control"
Teleport to="ArriveFromDisruptorShieldControl"
* End of action *

-- Teleport from disruption machine deck to disruptor shield (endgame)
* New event trigger *
Trigger at label="TeleportToDisruptorShieldControl"
Action="teleport_to_disruptor_shield_control"
* End of trigger *

* New event action *
Name="teleport_to_disruptor_shield_control"
Teleport to="ArriveAtDisruptorShieldControl"
* End of action *

-- Teleport from desert to secret research center
* New event trigger *
Trigger at label="EnterSecretResearchCenter"
Action="teleport_to_secret_research_center"
* End of trigger *

* New event action *
Name="teleport_to_secret_research_center"
Teleport to="SecretResearchCenterArrival"
* End of action *

-- Teleport back from secret research center to desert
* New event trigger *
Trigger at label="ExitFromSecretResearchCenter"
Action="teleport_back_from_secret_research_center"
* End of trigger *

* New event action *
Name="teleport_back_from_secret_research_center"
Teleport to="BackFromSecretResearchCenter"
* End of action *

-- Unplugged/unused/etc. triggers (SecretArea*)
* New event trigger *
Trigger at label="SecretAreaExit1"
Action="teleport_to_secret_area_collectors_1"
* End of trigger *

* New event trigger *
Trigger at label="SecretAreaExit2"
Action="teleport_to_secret_area_collectors_2"
* End of trigger *

* New event trigger *
Trigger at label="SecretAreaCollectorsExit1"
Action="teleport_from_secret_area_collectors_1"
* End of trigger *

* New event trigger *
Trigger at label="SecretAreaCollectorsExit2"
Action="teleport_from_secret_area_collectors_2"
* End of trigger *


-- Door unlocked by Kevin's guard
* New event action *
Name="unlock_kevins_door"
modify_obstacle_with_label="KevinsDoor"
modify_obstacle_to_type="opened"
* End of action *

-- Open citadel (unsure)
* New event action *
Name="unlock_guardhouse_door"
modify_obstacle_with_label="OldTownGuardHouseEntrance"
modify_obstacle_to_type="opened"
* End of action *

-- Open access to warehouse
* New event action *
Name="open_warehouse_access_door"
modify_obstacle_with_label="AccessDoorToWarehouse"
modify_obstacle_to_type="opened"
* End of action *

-- Open exit of novice arena
* New event action *
Name="open_novice_arena_exit_door"
modify_obstacle_with_label="NoviceArenaExitDoor"
modify_obstacle_to_type="opened"
* End of action *

-- Open exit of master arena
* New event action *
Name="open_master_arena_exit_door"
modify_obstacle_with_label="MasterArenaExitDoor"
modify_obstacle_to_type="opened"
* End of action *

-- Open maintenance tunnels
* New event action *
Name="unlock_northern_maintainance_door"
modify_obstacle_with_label="NorthernMaintainanceDoor"
modify_obstacle_to_type="opened"
* End of action *

-- Open east gate of town (crystal field)
* New event action *
Name="unlock_east_gate_of_town"
modify_obstacle_with_label="EastGateOfTown"
modify_obstacle_to_type="opened"
* End of action *

-- Open access to disruptor base
* New event action *
Name="unlock_disruptor_base_gate"
modify_obstacle_with_label="DisruptorShieldBaseGate"
modify_obstacle_to_type="opened"
* End of action *

-- Open access to desert
* New event action *
Name="unlock_desert"
modify_obstacle_with_label="DesertGate"
modify_obstacle_to_type="opened"
* End of action *

-- Open novice arena
* New event action *
Name="unlock_novice_arena_access_door"
modify_obstacle_with_label="NoviceArenaAccessDoor"
modify_obstacle_to_type="opened"
* End of action *

-- Open master arena
* New event action *
Name="unlock_master_arena_access_door"
modify_obstacle_with_label="MasterArenaAccessDoor"
modify_obstacle_to_type="opened"
* End of action *


-- Unplugged/unusued
* New event action *
Name="disable_sadd_gun1"
modify_obstacle_with_label="SADDGun1"
modify_obstacle_to_type="disabled"
* End of action *

* New event action *
Name="disable_sadd_gun2"
modify_obstacle_with_label="SADDGun2"
modify_obstacle_to_type="disabled"
* End of action *

* New event action *
Name="enable_sadd_gun1"
modify_obstacle_with_label="SADDGun1"
modify_obstacle_to_type="enabled"
* End of action *

* New event action *
Name="enable_sadd_gun2"
modify_obstacle_with_label="SADDGun2"
modify_obstacle_to_type="enabled"
* End of action *

* New event action *
Name="breake_wall_near_sadd_1"
modify_obstacle_with_label="BreakableWall1"
modify_obstacle_to_type="broken"
* End of action *

* New event action *
Name="breake_wall_near_sadd_2"
modify_obstacle_with_label="BreakableWall2"
modify_obstacle_to_type="broken"
* End of action *

* New event action *
Name="unlock_sadd_depot_door"
modify_obstacle_with_label="SADDDepotDoor"
modify_obstacle_to_type="opened"
* End of action *

* New event action *
Name="unlock_sadd_bio_door"
modify_obstacle_with_label="SADDBioDoor"
modify_obstacle_to_type="opened"
* End of action *

* New event action *
Name="teleport_to_secret_area_collectors_1"
Teleport to="SecretAreaCollectorsEnterance1"
* End of action *

* New event action *
Name="teleport_to_secret_area_collectors_2"
Teleport to="SecretAreaCollectorsEnterance2"
* End of action *

* New event action *
Name="teleport_from_secret_area_collectors_1"
Teleport to="SecretAreaEnterance1"
* End of action *

* New event action *
Name="teleport_from_secret_area_collectors_2"
Teleport to="SecretAreaEnterance2"
* End of action *

* New event action *
Name="stepped_cable_tunnels"
* End of action *

* New event trigger *
Trigger at label="wallEvent1Trigger"
Action="wall1Action"
Delete the event trigger after it has been triggered=1
* End of trigger *

* New event action *
Name="wall1Action"
modify_obstacle_with_label="wall1"
modify_obstacle_to_type="triggered"
* End of action *

* disabled event **
Trigger at label="MSOLobbyDeactivateSecurity"
Action="DeactivateIntruderDetectorsMSOLobby"
Delete the event trigger after it has been triggered=1
* End of trigger *

* New event action *
Name="DeactivateIntruderDetectorsMSOLobby"
modify_event_trigger_with_action_label="IntruderDetectorsMSOLobby"
modify_event_trigger_to=0
* End of action *

* disabled event **
Trigger at label="IntruderDetectorMSOLobby01"
Action="IntruderDetectorsMSOLobby"
Delete the event trigger after it has been triggered=1
* End of trigger *

* disabled event **
Trigger at label="IntruderDetectorMSOLobby02"
Action="IntruderDetectorsMSOLobby"
Delete the event trigger after it has been triggered=1
* End of trigger *

* New event action *
Name="IntruderDetectorsMSOLobby"
modify_obstacle_with_label="IntruderLaserTrapMSO02"
modify_obstacle_to_type="triggered"
Also execute action with label="IntruderDetectorsMSOLobby2"
* End of action *

* New event action *
Name="IntruderDetectorsMSOLobby2"
modify_obstacle_with_label="IntruderLaserTrapMSO01"
modify_obstacle_to_type="triggered"
* End of action *

* disabled event **
Trigger at label="SwitchOffLaserTrapMSOLobby"
Action="DisableIntruderDetectorsMSOLobby"
Delete the event trigger after it has been triggered=1
* End of trigger *

* New event action *
Name="DisableIntruderDetectorsMSOLobby"
modify_obstacle_with_label="IntruderLaserTrapMSO02"
modify_obstacle_to_type="default"
Also execute action with label="DisableIntruderDetectorsMSOLobby2"
* End of action *

* New event action *
Name="DisableIntruderDetectorsMSOLobby2"
modify_obstacle_with_label="IntruderLaserTrapMSO01"
modify_obstacle_to_type="default"
* End of action *

* disabled event **
Trigger at label="MSOPointOfNoReturn"
Action="MSOPointOfNoReturnTrg"
Delete the event trigger after it has been triggered=1
* End of trigger *

* New event action *
Name="MSOPointOfNoReturnTrg"
modify_obstacle_with_label="MSONoReturnDoor"
show_big_screen_message=_"Save the world or die! Do not look back!"
modify_obstacle_to_type="closed"
* End of action *

* disabled event **
Trigger at label="BreakingGlassWallTrapTrigger"
Action="BreakingGlassWallTrap"
Delete the event trigger after it has been triggered=1
* End of trigger *

* New event action *
Name="BreakingGlassWallTrap"
modify_obstacle_with_label="GlassWallLaserTrap01"
modify_obstacle_to_type="triggered"
Also execute action with label="BreakingGlassWallTrap2"
* End of action *

* New event action *
Name="BreakingGlassWallTrap2"
modify_obstacle_with_label="GlassWallLaserTrap02"
modify_obstacle_to_type="triggered"
Also execute action with label="BreakingGlassWallTrap3"
* End of action *

* New event action *
Name="BreakingGlassWallTrap3"
modify_obstacle_with_label="GlassWallLaserTrap03"
modify_obstacle_to_type="triggered"
Also execute action with label="BreakingGlassWallTrap4"
* End of action *

* New event action *
Name="BreakingGlassWallTrap4"
modify_obstacle_with_label="GlassWallLaserTrap04"
modify_obstacle_to_type="triggered"
Also execute action with label="BreakingGlassWallTrap5"
* End of action *

* New event action *
Name="BreakingGlassWallTrap5"
modify_obstacle_with_label="GlassWallLaserTrap05"
modify_obstacle_to_type="triggered"
* End of action *

* disabled event **
Trigger at label="SwitchOffGlassWallLaserTrap"
Action="DisableBreakingGlassWallTrap"
Delete the event trigger after it has been triggered=1
* End of trigger *

* New event action *
Name="DisableBreakingGlassWallTrap"
modify_obstacle_with_label="GlassWallLaserTrap01"
modify_obstacle_to_type="default"
Also execute action with label="DisableBreakingGlassWallTrap2"
* End of action *

* New event action *
Name="DisableBreakingGlassWallTrap2"
modify_obstacle_with_label="GlassWallLaserTrap02"
modify_obstacle_to_type="default"
Also execute action with label="DisableBreakingGlassWallTrap3"
* End of action *

* New event action *
Name="DisableBreakingGlassWallTrap3"
modify_obstacle_with_label="GlassWallLaserTrap03"
modify_obstacle_to_type="default"
Also execute action with label="DisableBreakingGlassWallTrap4"
* End of action *

* New event action *
Name="DisableBreakingGlassWallTrap4"
modify_obstacle_with_label="GlassWallLaserTrap04"
modify_obstacle_to_type="default"
Also execute action with label="DisableBreakingGlassWallTrap5"
* End of action *

* New event action *
Name="DisableBreakingGlassWallTrap5"
modify_obstacle_with_label="GlassWallLaserTrap05"
modify_obstacle_to_type="default"
* End of action *

* disabled event **
Trigger at label="MSOMillerEntranceUnlockCounter"
Action="MSOMillerEntranceUnlockCounter"
Delete the event trigger after it has been triggered=1
* End of trigger *

* New event action *
Name="MSOMillerEntranceUnlockCounter"
modify_obstacle_with_label="MSOMillerEntranceCounterDoor"
modify_obstacle_to_type="opened"
show_big_screen_message=_"Control room door opened!"
* End of action *

* disabled event **
Trigger at label="MSOMillerEntranceUnlocker"
Action="MSOMillerEntranceUnlock"
Delete the event trigger after it has been triggered=1
* End of trigger *

* New event action *
Name="MSOMillerEntranceUnlock"
modify_obstacle_with_label="MSOMillerEntrance01"
modify_obstacle_to_type="opened"
show_big_screen_message=_"Miller enterance unlocked!"
Also execute action with label="MSOMillerEntranceUnlock2"
* End of action *

* New event action *
Name="MSOMillerEntranceUnlock2"
modify_obstacle_with_label="MSOMillerEntrance02"
modify_obstacle_to_type="opened"
Also execute action with label="MSOMillerEntranceUnlock3"
* End of action *

* New event action *
Name="MSOMillerEntranceUnlock3"
modify_obstacle_with_label="MSOMillerEntrance03"
modify_obstacle_to_type="opened"
* End of action *

* disabled event **
Trigger at label="MSOHQUnlocker"
Action="MSOHQUnlock"
Delete the event trigger after it has been triggered=1
* End of trigger *

* New event action *
Name="MSOHQUnlock"
modify_obstacle_with_label="MSOHQDoor01"
modify_obstacle_to_type="opened"
show_big_screen_message=_"Head quaters doors unlocked!"
Also execute action with label="MSOHQUnlock2"
* End of action *

* New event action *
Name="MSOHQUnlock2"
modify_obstacle_with_label="MSOHQDoor02"
modify_obstacle_to_type="opened"
* End of action *

* disabled event **
Trigger at label="MSOHQExitSwitch"
Action="MSOUnlockExitDoor"
Delete the event trigger after it has been triggered=1
* End of trigger *

* New event action *
Name="MSOUnlockExitDoor"
modify_obstacle_with_label="MSOExitDoor00"
modify_obstacle_to_type="opened"
show_big_screen_message=_"Exit door unlocked!"
* End of action *

* New event action *
Name="unlock_ms_area_door"
modify_obstacle_with_label="MSAreaDoor"
modify_obstacle_to_type="opened"
* End of action *

** End of Mission Event Section **

*** End of Mission File ***

(leave the above termination text in the file or we might get a segfault/corrupt file termination)

*** END OF EVENT ACTION AND EVENT TRIGGER FILE *** LEAVE THIS TERMINATOR IN HERE ***

