Saturday, March 7, 2026

Yaw,Pitch,Roll,Coordinates

 This is our ship line at mission1 at 30FF7

5A= 90 degree

00 00 5A 00 > 90 degree right

B4= 180 degree

00 00 B4 00 > 90 degree right

00 00 00 00 28 01 00 00 53 20 31 CB D3 6F 55 C0 DE F2 30 4B 00 FF 00 00 02 00 01 00 53 20 31 CB D3 6F 55 C0 DE F2 30 4B 0C 00 07 00 5A 00 5A 00 FF FF FF FF FF FF FF FF 00 00 00 00 FF 00 00 00 FF FF FF FF FF FF FF FF 00 00 5a 00


Green line is roll 

Red line is yaw

Blue line is pitch


Coordinates;

53 20 31 CB D3 6F 55 C0 DE F2 30 4B

53 20 31 CB is y axis

D3 6F 55 C0 is z axis

DE F2 30 4B is x axis


00 <Object ID number

00 00 00 28 01 00 00 <unknown

53 20 31 CB D3 6F 55 C0 DE F2 30 4B <coordinates

00 <Flight Group

FF 00 00 02 00 01 00 <Ship type

53 20 31 CB D3 6F 55 C0 DE F2 30 4B <coordinates

0C 00 07 00 < 0C launch from ship- 07 launch gate

5A 00 5A 00  <yaw

FF FF FF FF FF FF FF FF

 00 00 00 00  <pitch

 FF 00 00 00 FF FF FF FF FF FF FF FF

 00 00 5a 00  <roll


In game invisible jump points and ship reach points also uses this yaw pitch roll coordinate system.



Friday, March 6, 2026

Triggers 2

Mission is not continue end of the segments. It just continue go to opcode or trigger state.

 Mission1:

2200start>jumptrigger>goto ofset jump trigger when active> trigger enemy destroy>decide success unsuccess> goto ofset end section.



In mission 1 offset  57bf7

00-00 03 00 00 01 00 00 00 

01-01 01 0D 00 00 00 00 00 

02-00 00 FF FF 00 00 00 00 

03-01 00 FF FF 00 00 00 00 

04-00 00 FF FF 00 00 00 00 

05-00 00 FF FF 00 00 00 00 

06-00 00 FF FF 00 00 00 00 

07-00 00 FF FF 00 00 00 00 

08-00 00 FF FF 00 00 00 00

09-00 00 FF FF 00 00 00 00 

0A-00 00 FF FF 00 00 00 00 

0B-01 00 FF FF 00 00 00 00 

0C-00 00 FF FF 00 00 00 00 

0D-01 00 FF FF 00 00 00 00 

0E-00 00 FF FF 00 00 00 00 

0F-00 03 13 00 00 00 00 00 < mammoth trigger 13 numaralı trigger

10-00 00 FF FF 00 00 00 00 

11-00 00 FF FF 00 00 00 00 

12-00 00 FF FF 00 00 00 00 

13-01 00 FF FF 00 00 00 00 

14-01 00 FF FF 00 00 00 00 

15-00 00 FF FF 00 00 00 00 

16-00 01 11 00 00 00 00 00 

16 cames from ship list 30ff7 it refers luneberg and 11 is trigger number attach to luneberg


mission1 triggers 3-2 3BBF7


00-08 01 00 00 00 00 FF FF 0B 00 94 19 0B 00 CF 16 20 18 00 00 01 FF 00 00 00 00 00 25 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

01-09 01 12 00 00 00 FF FF 0A 00 FE 79 0A 00 CF 16 88 1B 00 00 01 FF 00 00 00 00 00 0F FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF

02-01 00 24 00 00 00 FF FF 01 00 CE 05 01 00 7E 07 64 0E 00 00 01 FF 00 FF 00 00 00 88 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

03-06 00 52 00 01 00 00 00 01 00 10 00 01 00 CF 16 3C 00 00 00 01 FF 01 00 00 00 00 21 FF FF FF FF 01 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF 

04-04 00 52 00 01 00 2A 00 01 00 3A 00 01 00 CF 16 4E 00 00 00 01 FF 00 00 00 00 00 2C 0A 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

05-04 00 52 00 01 00 54 00 02 00 64 00 06 00 CF 16 62 00 00 00 01 FF 00 00 00 00 00 1A 05 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

06-04 00 52 00 01 00 00 01 01 00 10 01 02 00 CF 16 76 00 00 00 01 FF 00 00 00 00 00 2D 05 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

07-06 00 58 00 01 00 44 01 02 00 54 01 03 00 CF 16 8C 00 00 00 01 FF 00 00 00 00 00 2D FF FF FF FF 01 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF 

08-04 00 E6 00 00 00 FF FF 01 00 66 05 01 00 CF 16 5E 07 00 00 01 FF 00 00 00 00 00 30 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

09-04 00 FF FF 00 00 FF FF 00 00 FF FF 00 00 CF 16 02 0F 00 00 01 FF 00 00 00 00 00 30 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

0A-04 00 1C 01 00 00 FF FF 03 00 DA 03 05 00 CF 16 46 02 00 00 01 FF 00 00 00 00 00 29 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

0B-01 00 E0 00 00 00 FF FF 01 00 A0 0F 01 00 CF 16 C6 12 00 00 01 FF 00 FF 00 00 00 1D FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

0C-01 00 D4 00 00 00 FF FF 03 00 96 04 03 00 CF 16 68 06 00 00 01 FF 01 FF 00 00 00 1D FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

0D-02 01 28 00 01 00 A2 01 01 00 D0 37 05 00 C6 88 EC 00 00 00 01 FF 00 FF 00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

0E-04 00 88 00 00 00 FF FF 02 00 B2 01 07 00 C6 88 34 01 00 00 00 FF 00 FF 00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

0F-01 00 E6 00 01 00 78 02 07 00 88 02 0D 00 C6 88 FA 04 00 00 01 FF 01 FF 00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

10-00 00 0C 01 01 00 68 02 02 00 E4 04 05 00 C6 88 B8 04 00 00 01 FF 00 FF 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

11-01 00 96 00 00 00 FF FF 04 00 22 10 07 00 C6 88 FE 1C 00 00 01 FF 00 FF 00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF

11 is luneberg trigger number 

01 is destroy trigger from trigger list 

00 is continous or not

9600 is little endian adress when continue mission trigger triggered. 9600>0096*2=12C continue from 47bf7 offset.



This was one fighter trigger there is also flight group triggers in the 3a7f7 offset


00-01 00 00 00 7C 0B 00 00 00 06 00 00 00 00 00 00 FF FF 19 FF

01-03 00 00 00 C8 0E 00 00 FF 05 00 00 06 00 00 00 FF FF 19 FF 

02-0B 00 00 00 86 0B 00 00 FF 07 00 00 0B 00 00 00 FF FF 19 FF 

03-0D 00 00 00 9A 0B 00 00 FF 01 00 00 12 00 00 00 FF FF 19 FF 

04-13 00 00 00 AC 0B 00 00 FF 01 00 00 13 00 00 00 FF FF 19 FF 

05-14 00 00 00 BA 0B 00 00 FF 02 00 00 14 00 00 00 FF FF 19 FF 

06-18 00 00 00 CE 0B 00 00 FF 0E 00 00 16 00 00 00 FF FF 19 FF 

07-1B 00 00 00 DE 0B 00 00 FF 01 00 00 24 00 00 00 FF FF 19 FF 

08-20 00 00 00 EE 0B 00 00 FF 04 00 00 25 00 00 00 FF FF 19 FF 

09-27 00 00 00 FE 0B 00 00 FF 08 00 00 29 00 00 00 FF FF 19 FF 

0A-2E 00 00 00 12 0C 00 00 FF 01 00 00 31 00 00 00 FF FF 19 FF 

0B-32 00 00 00 1E 0C 00 00 FF 05 00 00 32 00 00 00 FF FF 19 FF 

0C-34 00 00 00 2E 0C 00 00 FF 09 00 00 37 00 00 00 FF FF 19 FF 

0D-37 00 00 00 40 0C 00 00 FF 02 00 00 40 00 00 00 FF FF 19 FF 

0E-47 00 00 00 4C 0C 00 00 FF 01 00 00 42 00 00 00 FF FF 19 FF 

0F-49 00 00 00 58 0C 00 00 FF 03 00 00 43 00 00 00 FF FF 19 FF 

10-50 00 00 00 6C 0C 00 00 FF 03 00 00 46 00 00 00 FF FF 19 FF 

11-54 00 00 00 80 0C 00 00 FF 01 00 00 49 00 00 00 FF FF 19 FF 

12-61 00 00 00 22 0F 00 00 FF 01 00 00 4A 00 00 00 FF FF 19 FF 

13-68 00 00 00 6E 11 00 00 FF 06 00 00 4B 00 00 00 FF FF 19 FF >flight group 13

14-7C 00 00 00 DA 12 00 00 FF 06 00 00 51 00 00 00 FF FF 19 FF 

15-89 00 00 00 7A 18 00 00 FF 10 00 00 57 00 00 00 FF FF 19 FF 

16-A8 00 00 00 20 20 00 00 FF 04 00 00 67 00 00 00 FF FF 19 FF


13 is flight group number

68 is flight group pointer on 57bf7


when we look at hex line 68 at 57bf7 

66-00 00 FF FF 00 00 00 00 

67-00 00 FF FF 00 00 00 00 

68-01 01 20 00 00 00 00 00 > flight group 13 is first 6 saber group in mission 1 attach to trigger 20

69-00 00 FF FF 00 00 00 00 

6A-00 00 FF FF 00 00 00 00 


when we look at trigger 20 in trigger list

20-01 00 CE 01 00 00 FF FF 04 00 3A 4C 07 00 76 07 18 21 00 00 01 FF 00 FF 00 00 00 88 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF

20 trigger hex list number

01 destroy trigger

ce01 continue this offset when trigger triggered ce01=1ce*2=39c from 47bf7


We have now solved most of the triggers.

Tuesday, March 3, 2026

Success Unsuccess if/else system

Each mission is marked as successful partially success or unsuccessful in the mission. This is also recorded into the save game.


Probably 

27 opcodes means read from memory

40 means write to memory

when ships dead in mission 1 opcode 40 writes 1 to memory then end of the mission 27 opcode read this value and decide success and unsuccess.

Mission 1 end section;

Normal Lines;

27 01 28 00 

8C 01 

2D 00 21 3A 

28 00 21 56 

22 1A 

2C 0A 32 00 2A 10 ms1_prl_001.ut 00 21 18 21 09 < request identification

28 01 21 05 

2C 05 32 00 2A 10 ms1_vip_011.ut 00 21 18 21 09 <sending callsign

28 01 21 05 



27 0A 28 02 02 23 00 89 <IF SUCCESS


2C 0A 32 00 2A 10 ms1_prl_002.ut 00 21 18 21 09 <you have been busy

2C 05 32 00 2A 10 ms1_vip_012.ut 00 21 18 21 09 <we trouble we couldnt handle

2C 0A 32 00 2A 10 ms1_prl_003.ut 00 21 18 21 09 <im imprest

28 01 21 05 

2C 08 32 00 2A 11 ms1_gull_008.ut 00 21 18 21 09 <you gotta fould us we owe you

28 01 21 05 

32 22 32 00 2A 11 ms1_sher_001.ut 00 21 19 21 09 <nice work 45 hold your position


27 0A 28 01 05 23 00 A5 <IF FAIL


2C 0A 32 00 2A 10 ms1_prl_004.ut 00 21 18 21 09 <confirm 45 what happend out there

2C 05 32 00 2A 10 ms1_vip_015.ut 00 21 18 21 09 < we ruined some trouble

28 01 21 05 

2C 0A 32 00 2A 10 ms1_prl_005.ut 00 21 18 21 09 <what i heard you didnt take care with it

2C 04 32 00 2A 10 ms1_ban_008.ut 00 21 18 21 09 < we gave best shoot

28 01 21 05 

2C 0A 32 00 2A 10 ms1_prl_006.ut 00 21 18 21 09 <guess your best wasnt good enought

28 01 21 05 

32 22 32 00 2A 11 ms1_sher_002.ut 00 21 19 21 09 <hold your position 45 

28 03 21 05 

22 1B 

32 01 43 

2A 10 6D 08 

00 00 00 01 

00 00 00 00 

00 00 00 02 

00 00 00

Wednesday, February 18, 2026

Triggers

Triggers are defined in starts at offset "3bbf7" in mission1.dte,



The green line is sabers destroy trigger. "01" means destroy trigger at the "trigger list" when we change it to "00"(shoot at trigger in trigger list) after we shoot to sabers in mission 1 trigger works and mission continues from offset "49003"


--
first line;
08 01 00 00 00 00 FF FF 0B 00 94 19 0B 00 CF 16 20 18 00 00 01 FF 00 00 00 00 00 25 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF

08>TT_PLAYER_READY_TO_JUMP
01>continous or not
00 00 >start this offset(from47bf7) after trigger triggered 


second line;
09 01 12 00 00 00 FF FF 0A 00 FE 79 0A 00 CF 16 88 1B 00 00 01 FF 00 00 00 00 00 0F FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

09>TT_JUMPED_IN
01>continous or not
1200>0012*2=0024 start(from47bf7)=47bf7+24=47C1B

--






-------------Mission 801.dte (modified)-----------

offset between 3b200-3b209
0B 00 3F 00 28 00 16 32 01 43<jump trigger

2EFF8-3
00 00 1E 00 00 00 FF FF 00 00 00 00 00 00 FA 00 00 00 00 00 00 FF 00 FF 00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF <shoot at
08 00 00 00 00 00 FF FF 02 00 FA 04 06 00 FA 89 68 03 00 00 01 FF 00 FF 6F 3A 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF <jump
00 00 1F 00 00 00 FF FF 01 00 8E 03 02 00 FA 89 DA 02 00 00 01 FF 00 FF 6F 3A 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF





5F1F8-9
08 00 00 00 00 00 00 00 FF 21 0C 2F <shoot at to who 08 comes from 28ff8 *
0A 00 00 00 00 00 00 00 FF 21 0C 2F 
0B 00 00 00 00 00 00 00 FF 21 0C 2F 
0C 00 00 00 00 00 00 00 FF 21 0C 2F 
0D 00 00 00 00 00 00 00 FF 21 0C 2F 
0E 00 00 00 00 00 00 00 FF 21 0C 2F 
0F 00 00 00 00 00 00 00 FF 21 0C 2F 
10 00 00 00 00 00 00 00 FF 21 0C 2F 
11 00 00 00 00 00 00 00 FF 21 0C 2F



*
ofset between 291c0 to 2920b
08 00 00 00 46 00 00 00 C4 3B C4 48 00 00 00 00 5B 4C 2C 47 03 FF 00 00 2B 00 00 00 C4 3B C4 48 00 00 00 00 5B 4C 2C 47 FF FF FF FF 00 00 00 00 FF FF FF FF FF FF FF FF 00 00 00 00 FF FF 00 00 FF FF FF FF 00 00 00 00 00 00 00 00 



Basic Trigger in game with executorai

0B 00 3F 00 28 00 16 32 01 43 00 01
16 00 2C 06 32 0B 28 00 21 0F 2C 00 32 14 28 00 2C 06 21 0B 32 01 43





























Tuesday, February 10, 2026

Mission 1 Diagram

Sections:

22 00: 6cc > 0x482c3

22 01: 78c > 0x48383

22 02: 82c > 0x48423

22 03: 928 > 0x4851f

22 04: a40 > 0x48637

22 05: b10 > 0x48707

22 06: c64 > 0x4885b

22 07: cec > 0x488e3

22 08: e30 > 0x48a27

22 09: f4c > 0x48b43

22 0A: 10a4 > 0x48c9b

22 0B: 128c > 0x48e83

22 0C: 12a8 > 0x48e9f

22 0D: 12f8 > 0x48eef

22 0E: 1360 > 0x48f57

22 0F: 140c > 0x49003

22 10: 149c > 0x49093

22 11: 14dc > 0x490d3

22 12: 154c > 0x49143

22 13: 1590 > 0x49187

22 14: 1698 > 0x4928f

22 15: 16b8 > 0x492af

22 16: 16f8 > 0x492ef

22 17: 1738 > 0x4932f

22 18: 1770 > 0x49367

22 19: 17f4 > 0x493eb

22 1A: 1990 > 0x49587

22 1B: 1a14 > 0x4960b

22 1C: 1ad0 > 0x496c7

22 1D: 1c64 > 0x4985b

22 1E: 1ccc > 0x498c3

22 1F: 1d64 > 0x4995b



---------------------------------------22 00---------------------------------------


A8 00 <data size


22 0E < go to 220E----------------------------------------------------------------------->go to 22 0E

[

9C 00 <data size

2D 01 21 03 <CreateFlightGroup

2D 0D 21 03 <CreateFlightGroup

2D 02 21 03 <CreateFlightGroup

2D 00 21 03 <CreateFlightGroup

2D 14 21 03 <CreateFlightGroup

2C 04 28 00 21 1A <SetInvulnerability

2C 05 28 00 21 1A <SetInvulnerability

2A 10 new_launch.wav 00 28 01 21 23 <playmusic

2D 14 32 0D 28 00 2C 06 21 0B <Object Attach

3F 1B 28 01 16 <?

40 0F 28 01 16 <?

40 0C 28 01 16 <?

40 00 28 01 16 <?

40 0B 28 01 16 <?

40 01 28 01 16 <?

40 02 28 01 16 <?

40 07 28 01 16 <?

40 03 28 01 16 <?

40 04 28 01 16 <?

40 08 28 01 16 <?

40 10 28 01 16 <?

40 06 28 01 16 <?

40 0D 28 01 16 <?

40 0A 28 01 16 <?

28 02 21 3C <SetEnvironmentFXNebula

21 38 <UpdateEnvironmentFXState

28 00 21 27 <DisableTaunts

32 01 43 <end line

01 16 40 01 <value

00 00 00 00 <value

00 00 00 06 <value

00 00 00 01 <value

]


2D 01 28 00 21 49 <SetShipAvoidance

28 01 28 02 28 02 21 44 <SetRescueProbabilities

2D 00 21 14 <StartLaunch

28 00 21 2E <DisableGenericComms

28 03 21 05 <wait

32 04 32 00 2A 10 ms1_moo_001.ut 00 21 19 21 09 <comms

2C 04 32 00 2A 10 ms1_ban_001.ut 00 21 18 21 09 <comms

2C 05 32 00 2A 10 ms1_vip_001.ut 00 21 18 21 09 <comms

2D 00 21 3A <WaitForJumpOrLaunch

2D 01 48 28 04 21 28 <ship point fly to

28 00 21 05 <wait

2A 1E new_searching mission 09.wav 00 28 02 21 23 <play music

28 02 28 05 21 43 <SetObjective


4D 1F <go to 221F----------------------------------------------------------------------->go to 22 1F

[

14 00 <data size

28 00 21 40 <OpenInstrument

28 01 21 05 <wait

28 00 21 41 <CloseInstrument

32 01 43 <endline

30 2C 2D 0A <value

00 00 00 05 <value

]


22 0B < go to 220B----------------------------------------------------------------------->go to 22 0B

[

14 00 <data size

28 00 21 56 <MultiplayerScriptSync

28 01 21 05 <wait

3F 00 28 00 16 <jump trigger

32 01 43 <endline

28 02 01 00 <value

00 00 00 00 <value

]

32 01 43 <end line

01 00 00 00 <value

64 00 00 00 <value

00 00 00 00 <value

03 00 00 00 <value

32 00 00 00 <value

02 00 00 00 <value



90 00 <data size


22 0C < go to 220C ----------------------------------------------------------------------->go to 22 0C

[


40 00 <data size

2D 07 21 03 <CreateFlightGroup

2D 05 21 03 <CreateFlightGroup

2D 03 21 03 <CreateFlightGroup

2D 06 21 03 <CreateFlightGroup

2D 0E 21 03 <CreateFlightGroup

2D 16 21 03 <CreateFlightGroup

2C 24 28 00 21 1A <SetInvulnerability

2D 12 21 03 <CreateFlightGroup

2D 13 21 03 <CreateFlightGroup

47 08 00 28 01 21 1A <SetInvulnerability

2C 35 28 01 21 1A <SetInvulnerability

2C 35 28 02 21 22 <SetTargetable

32 01 43 <endline

2D 07 02 <value

00 00 00 01 <value

00 00 00 00 <value

00 00 00 21 <value

03 2D 0E <value

]


2D 06 32 0D 28 00 2C 08 21 0B <Object Attach

2D 06 32 0D 28 00 2C 0B 21 0B <Object Attach

2D 06 32 0D 28 00 2C 0C 21 0B <Object Attach

2D 06 32 0D 28 00 2C 09 21 0B <Object Attach

44 03 48 28 01 21 28 <Ship Point to fly to

2C 09 48 28 01 21 28 <Ship Point to fly to

2C 24 48 28 01 21 28 <Ship Point to fly to

2C 35 48 28 01 21 28 <Ship Point to fly to

44 03 28 00 21 49 <SetShipAvoidance

2C 09 28 00 21 49 <SetShipAvoidance

2C 24 28 00 21 49 <SetShipAvoidance

2C 4A 32 0D 28 00 2C 24 21 0B <Object Attach

2D 16 32 0D 28 00 2C 24 21 0B <Object Attach

2C 4A 32 06 28 02 21 0F <fly

28 02 21 2E <DisableGenericComms

2C 35 32 10 28 00 48 21 0B <Toggle Cloak

2D 00 32 14 28 00 2C 07 21 0B <Jump Out

32 01 43 <endline

01 00 00 00 <value

28 00 00 00 <value

00 00 00 00 <value

2C 24 21 0B <value



DC 00 <data size

28 00 21 56 <MultiplayerScriptSync

2C 05 32 00 2A 10 ms1_vip_002.ut 00 21 18 <comms

2D 00 21 3A <WaitForJumpOrLaunch

2D 01 28 01 21 1C <DisableObject

2D 14 28 01 21 1C <DisableObject

2C 42 28 02 21 25 <SetActionCentre

44 03 28 03 21 46 <SetFlybackMarker

28 04 28 05 28 05 21 44 <SetRescueProbabilities

2C 08 21 39 <SetPrimaryTarget

2C 00 2C 42 21 31 <SetEscortPoint

2C 01 2C 44 21 31 <SetEscortPoint

2C 02 2C 43 21 31 <SetEscortPoint

2C 03 2C 45 21 31 <SetEscortPoint

2C 00 2C 09 21 21 <SetEscortPoint

2C 01 2C 09 21 21 <SetEscortPoint

2C 02 2C 0C 21 21 <SetEscortPoint

2C 03 2C 0B 21 21 <SetEscortPoint

21 09 <WaitForMovie

28 01 28 00 21 43 <SetObjective

28 05 28 05 21 43 <SetObjective

2C 08 32 00 2A 11 ms1_gull_001.ut 00 21 18 <comms

2D 00 21 0C <ClearAI


22 10 <go to 2210 ----------------------------------------------------------------------->go to 22 10

[

38 00 <data size

2C 05 32 09 28 00 2C 0E 21 0B <Escort

2C 01 32 09 28 00 2C 44 21 0B <Escort

2C 02 32 09 28 00 2C 43 21 0B <Escort

2C 03 32 09 28 00 2C 45 21 0B <Escort

2C 04 32 09 28 00 2C 0D 21 0B <Escort

32 01 43 <endline

00 01 00 <value

00 00 38 <value

00 2C 05 <value

]


21 09 <WaitForMovie

2C 05 32 00 2A 10 ms1_vip_003.ut 00 21 18 <comms



22 1F < go to 221F----------------------------------------------------------------------->go to 22 1F

[

14 00 <data size

28 00 21 40 <OpenInstrument

28 01 21 05 <wait

28 00 21 41 <CloseInstrument

32 01 43 <endline

30 2C 2D 0A <value

00 00 00 05 <value

]


21 09 <WaitForMovie

44 07 28 01 21 2F <DisableGuns

28 06 21 05 <wait

40 0E 28 01 16 28 00 32 1D 28 00 28 05 21 01 <CreateTimer

32 01 43 <endline

00 00 02 <value

00 00 00 01 <value

00 00 00 C0 <value

45 04 00 70 <value

82 03 00 64 <value

00 00 00 00 <value

00 00 00 01 <value


??????????????????


21 09 <WaitForMovie

44 07 00 01 28 00 21 27 <DisableTaunts

2C 24 2C 24 21 3E <SnapToPoint

2C 35 2C 4A 21 3E <SnapToPoint

28 01 21 56 <MultiplayerScriptSync

49 00 2C 24 28 02 2C 24 2D 00 21 10 <StartDirectorCam

2C 4A 32 06 28 00 21 0F <Fly

26 0F 28 00 02 23 00 08 44 0A 28 00 21 2F <DisableGuns

2C 35 28 00 21 22 <SetTargetable

28 03 21 05 <wait

2C 35 48 28 04 21 28 <Ship fly to point

2D 00 48 21 31 <SetEscortPoint

2C 42 32 06 28 05 21 0F <SetTriggerState

2C 43 32 06 28 05 21 0F <SetTriggerState

2C 44 32 06 28 05 21 0F <SetTriggerState

2C 45 32 06 28 05 21 0F <SetTriggerState

21 09 2A 13 new_mission09.wav 00 28 00 21 23 <play music

2C 35 32 00 2A 10 ms1_rus_001.ut 00 21 18 <comms

2C 35 32 10 28 00 48 21 0B <Toggle Cloak

21 09 2C 24 32 00 2A 11 ms1_rtwo_002.ut 00 21 18 <comms

28 00 21 05 <wait

2C 35 32 02 28 00 2C 24 21 0B <Launch Missile

28 00 21 05 <wait

2C 4A 32 06 28 05 21 0F <SetTriggerState

2C 35 32 06 28 00 2C 49 21 0B <Fly

28 00 21 05 <wait

26 0F 28 00 02 23 00 08 <?

44 0A 28 05 21 2F <DisableGuns


22 04 < go to 2204----------------------------------------------------------------------->go to 22 04

[

C0 00 <data size

2C 00 2C 35 21 21 <SetPlayerTarget

2C 01 2C 35 21 21 <SetPlayerTarget

2C 02 2C 35 21 21 <SetPlayerTarget

2C 03 2C 35 21 21 <SetPlayerTarget

21 09 2C 04 32 00 2A 10 ms1_ban_002.ut 00 21 18 21 09 <comms

32 04 32 00 2A 10 ms1_moo_002.ut 00 21 19 21 09 <comms

28 00 21 05 <wait

2C 35 32 10 28 00 48 21 0B <toggle cloak

27 0B 28 01 02 23 00 1B <?

2C 05 32 00 2A 10 ms1_vip_004.ut 00 21 18 21 09 <comms

44 07 28 01 21 2F <DisableGuns

2C 05 32 0A 28 00 2C 35 21 0B <Find New Target

2C 04 32 0A 28 00 2C 35 21 0B <Find New Target

28 02 21 05 <wait

27 0B 28 01 02 23 00 1B <?

2C 35 32 00 2A 10 ms1_rus_002.ut 00 21 18 21 09 <comms

32 01 43 <endline

2C 05 01 <value

00 00 00 <value

00 00 00 00 <value

0A 00 00 00 <value

28 00 2C 35 2C <value


]


32 01 43 <endline

18 28 00 01 <value



01 28 00 <data size

21 27 <DisableTaunts

21 09 <WaitForMovie

2D 13 32 06 28 01 48 21 0B <fly

2D 13 32 13 28 01 2C 40 21 0B <jump in

28 02 28 00 28 03 21 44 <SetRescueProbabilities

28 01 32 14 28 04 28 01 21 01 <CreateTimer

28 05 21 56 <MultiplayerScriptSync

27 0B 28 01 02 23 00 0D <?

2C 41 2C 3C 28 06 48 2D 00 21 10 <StartDirectorCam

2D 13 21 3A <WaitForJumpOrLaunch

2C 00 2C 3A 21 21 <SetPlayerTarget

2C 01 2C 3B 21 21 <SetPlayerTarget

2C 02 2C 3C 21 21 <SetPlayerTarget

2C 03 2C 3D 21 21 <SetPlayerTarget

2D 00 32 0A 28 01 2D 13 21 0B <Find New Target

2C 04 32 0A 28 01 2C 3E 21 0B <Find New Target

2C 05 32 0A 28 01 2C 3F 21 0B <Find New Target

28 07 21 05 <wait

2D 13 32 0A 28 01 44 00 21 0B <Find New Target


4D 12 <go to 2212----------------------------------------------------------------------->go to 22 12


[

3C 00 <data size

2C 04 32 02 28 00 2C 3E 21 0B <Launch Missile

28 01 21 05 <wait

2C 04 32 02 28 00 2C 3E 21 0B <Launch Missile

28 01 21 05 <wait

2C 04 32 02 28 00 2C 3E 21 0B <Launch Missile

28 01 21 05 <wait

2C 04 32 02 28 00 2C 3E 21 0B <Launch Missile

32 01 43 <endline

74 00 21 01 <value

00 00 00 03 <value

00 00 00 00 <value

]

28 08 21 05 <wait

27 0B 28 00 02 23 00 90 <?

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2C 35 21 3A <WaitForJumpOrLaunch

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27 0D 28 00 02 23 00 28 <?

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21 09 <WaitForMovie

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78 00 <data size

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2D 09 28 00 21 1A <SetInvulnerability

2D 09 32 0B 28 00 48 21 0B <Explode

2C 16 32 0A 28 00 47 08 01 21 0B <Find New Target

2C 17 32 0A 28 00 47 08 13 21 0B <Find New Target

2C 18 32 0A 28 00 2C 0B 21 0B <Find New Target

2C 19 32 0A 28 00 2C 0C 21 0B <Find New Target

2C 16 2C 15 28 01 21 13 <SetupLaunch

2C 17 2C 15 28 00 21 13 <SetupLaunch

2C 18 2C 15 28 02 21 13 <SetupLaunch

2C 19 2C 15 28 03 21 13 <SetupLaunch

2D 08 21 03 <CreateFlightGroup

2D 08 28 00 21 1A <SetInvulnerability


22 1E <goto 22 1e----------------------------------------------------------------------->goto 221e

[

88 00 <data size

26 0F 28 00 04 23 00 0C <?

2D 0F 21 03 <CreateFlightGroup

2D 0F 28 00 21 1A <SetInvulnerability

26 0F 28 01 04 23 00 0C <?

2D 10 21 03 <CreateFlightGroup

2D 10 28 00 21 1A <SetInvulnerability

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2D 11 21 03 <CreateFlightGroup

2C 2E 32 0A 28 00 47 08 19 21 0B <Find New Target

2C 2F 32 0A 28 00 47 08 0D 21 0B <Find New Target

2C 30 32 0A 28 00 2C 0B 21 0B <Find New Target

2C 31 32 0A 28 00 2C 0C 21 0B <Find New Target

2C 2E 2C 2D 28 03 21 13 <SetupLaunch

2C 2F 2C 2D 28 00 21 13 <SetupLaunch

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2C 31 2C 2D 28 02 21 13 <SetupLaunch

2D 11 28 00 21 1A <SetInvulnerability

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]



32 01 43 <endline

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2C 01 <data size

2D 08 32 06 28 00 48 21 0B <Fly

2D 08 32 13 28 00 2C 10 21 0B <Jump In

2D 0A 32 06 28 00 48 21 0B <Fly

2C 15 32 13 28 00 2C 28 21 0B <Jump In

44 09 21 0C <ClearAI

26 0F 28 01 02 23 00 15 <?

2D 0F 32 06 28 00 48 21 0B <Fly

2D 0F 32 13 28 00 2C 29 21 0B <Jump In

26 0F 28 02 05 23 00 28 <?

2D 0F 32 06 28 00 48 21 0B <Fly

2D 0F 32 13 28 00 2C 29 21 0B <Jump In

2D 10 32 06 28 00 48 21 0B <Fly

2D 10 32 13 28 00 2C 32 21 0B <Jump In

26 0F 28 03 02 23 00 15 <?

2D 11 32 06 28 00 48 21 0B <Fly

2C 2D 32 13 28 00 2C 33 21 0B <Jump In

28 04 21 56 <MultiplayerScriptSync

2A 13 new_mission06.wav 00 28 00 21 23 <playmusic

2C 1F 2C 15 28 03 48 2D 00 21 10 <StartDirectorCam

2C 15 2B 08 deploy 00 21 11 <StartShipAnimation

26 0F 28 03 02 23 00 0F <?

2C 2D 2B 08 deploy 00 21 11 <StartShipAnimation

2C 15 21 39 <SetPrimaryTarget

2C 00 2C 15 21 21 <SetPlayerTarget

2C 01 2C 15 21 21 <SetPlayerTarget

2C 02 2C 12 21 21 <SetPlayerTarget

2C 03 2C 14 21 21 <SetPlayerTarget

28 03 21 05 <wait

26 0F 28 00 04 23 00 0C <?

2D 00 32 0A 28 00 2D 0F 21 0B <Find New Target

26 0F 28 01 04 23 00 0C <?

2D 00 32 0A 28 00 2D 10 21 0B <Find New Target

2D 00 32 0A 28 00 44 02 21 0B <Find New Target

32 01 43 <endline

21 2C 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 06 00 00 00 0A 28 00 2D



FC 00 

2C 08 32 00 2A 11 ms1_gull_002.ut 00 21 18 21 09 <comms

2C 05 32 00 2A 10 ms1_vip_006.ut 00 21 18 21 09 <comms


22 07 <goto 2207----------------------------------------------------------------------->go to 22 07

[

2C 01 2D 08 32 06 28 00 48 21 0B <Fly

2D 08 32 13 28 00 2C 10 21 0B <Jump In

2D 0A 32 06 28 00 48 21 0B <Fly

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44 09 21 0C 26 0F 28 01 02 23 00 15 <?

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2D 0F 32 13 28 00 2C 29 21 0B <Jump In

26 0F 28 02 05 23 00 28 <?

2D 0F 32 06 28 00 48 21 0B <Fly

2D 0F 32 13 28 00 2C 29 21 0B <Jump In

2D 10 32 06 28 00 48 21 0B <Fly

2D 10 32 13 28 00 2C 32 21 0B <Jump In

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2D 11 32 06 28 00 48 21 0B <Fly

2C 2D 32 13 28 00 2C 33 21 0B <Jump In

28 04 21 56 <wait

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2C 1F 2C 15 28 03 48 2D 00 21 10 <StartDirectorCam

2C 15 2B 08 deploy 00 21 11 <StartShipAnimation

26 0F 28 03 02 23 00 0F <?

2C 2D 2B 08 deploy 00 21 11 <StartShipAnimation

2C 15 21 39 <SetPrimaryTarget

2C 00 2C 15 21 21 <SetPlayerTarget

2C 01 2C 15 21 21 <SetPlayerTarget

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2C 03 2C 14 21 21 <SetPlayerTarget

28 03 21 05 <wait

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21 2C 01 <value

00 00 00 02 <value

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]


26 0F 28 00 02 23 00 16 <?

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2D 0F 28 02 21 1A <SetInvulnerability

26 0F 28 03 05 23 00 2A <?

2D 0F 21 3A <WaitForJumpOrLaunch

2D 10 21 3A <WaitForJumpOrLaunch

2D 0F 32 0A 28 01 2D 00 21 0B <Ripper attach cargo pod to Mammoth

2D 10 32 0A 28 01 2D 00 21 0B <Ripper attach cargo pod to Mammoth

2D 0F 28 02 21 1A <SetInvulnerability

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2D 0A 21 3A <WaitForJumpOrLaunch

2D 08 21 3A <WaitForJumpOrLaunch

2D 0A 2C 4A 28 05 21 28 <Ship fly to point

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28 05 28 02 28 06 21 44 <SetRescueProbabilities

21 09 <

28 01 21 05 <wait

2D 0A 28 02 21 1A <SetInvulnerability

2D 09 28 02 21 1A <SetInvulnerability

2D 08 28 02 21 1A <SetInvulnerability


4D 13 <go to 22 13----------------------------------------------------------------------->go to 22 13

[

3C 00<size 

2C 04 32 02 28 00 2C 3E 21 0B <Launch Missile

28 01 21 05 <wait

2C 04 32 02 28 00 2C 3E 21 0B <Launch Missile

28 01 21 05 <wait

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]


28 07 21 05 <wait


22 09 <go to 2209----------------------------------------------------------------------->go to 2209

[

38 01 <size

26 0F 28 00 02 23 00 0E <?

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2C 19 28 03 21 1A 

28 02 21 05 <wait

21 09 <WaitForMovie

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28 04 21 05 <wait

26 0F 28 00 02 23 00 0E <?

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2C 2F 21 14 <StartLaunch

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28 02 21 05 <wait

21 09 <WaitForMovie

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28 05 21 05 <wait

26 0F 28 00 02 23 00 0E <?

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21 09 <WaitForMovie

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28 07 21 05 <wait

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]


32 01 43 <endline

6D 73 31 02<value


D0 01 <size

28 00 28 01 28 01 21 44 <SetRescueProbabilities

2D 00 21 0C <ClearAI

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22 10 <go to 2210----------------------------------------------------------------------->go to 2210


[

38 00 <size

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32 01 43 <endline

00 01 00 00 00 38

]



22 11 <go to 2211----------------------------------------------------------------------->go to 2211


[

60 00 <size

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27 0A 28 02 02 23 00 17 <?

2A 10 new_defeat.wav 00 28 00 21 23 <PlayMusic

32 01 43 <endline

00 00 00 00 

02 00 00 00 

03 00 00 00

]


28 03 21 05 <wait

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28 02 21 05 <wait

2C 09 32 00 2A 10 ms1_nan_001.ut 00 21 18 21 09 <comms

28 02 21 05 <wait

32 04 32 00 2A 10 ms1_moo_009.ut 00 21 19 21 09 <comms

2C 05 32 00 2A 10 ms1_vip_008.ut 00 21 18 21 09 <comms

27 0A 28 02 05 23 00 76 <?

27 00 28 01 02 23 00 6E <?

2C 08 32 00 2A 11 ms1_gull_007.ut 00 21 18 21 09 <comms

2C 0B 32 00 2A 10 ms1_lun_003.ut 00 21 18 21 09 <comms

28 02 21 05 <wait

2C 0C 32 00 2A 13 ms1_luntwo_003.ut 00 21 18 21 09 <comms

2C 05 32 00 2A 10 ms1_vip_010.ut 00 21 18 21 09 <comms

27 0A 28 01 02 23 00 39 

2C 08 32 00 2A 11 ms1_gull_006.ut 00 21 18 21 09 <comms

28 04 21 05 <wait

2C 05 32 00 2A 10 ms1_vip_009.ut 00 21 18 21 09 <comms

28 01 21 2E <DisableGenericComms

44 03 28 04 21 1A <SetInvulnerability

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2D 0B 21 03 <CreateFlightGroup

2D 15 21 03 <CreateFlightGroup

2D 0C 21 03 <CreateFlightGroup

2D 04 21 03 <CreateFlightGroup

2D 04 28 02 21 49 <SetShipAvoidance

44 03 21 0C 2C 09 21 0C <ClearAI

44 08 28 02 21 1C <DisableObject

2C 70 28 02 21 1A <SetInvulnerability

2C 70 32 0C 28 02 2C 58 21 0B <Ripper grabs target object

21 47 <ResetFlybackMarker

27 04 28 01 02 23 00 0F <?

2C 08 32 14 28 02 48 21 0B <Jump Out

28 04 21 05 <wait

27 01 28 01 02 23 00 0F <?

2C 0B 32 14 28 02 48 21 0B <Jump Out

28 02 21 05 <wait

27 02 28 01 02 23 00 0F <?

2C 0C 32 14 28 02 48 21 0B <Jump Out 

28 04 21 05 <wait

2C 09 32 14 28 02 48 21 0B <Jump Out

21 47 <ResetFlybackMarker

28 04 21 05 <wait


22 0B < go to 220B----------------------------------------------------------------------->go to 22 0B

[

14 00 <data size

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28 01 21 05 <wait

3F 00 28 00 16 <jump trigger

32 01 43 <endline

28 02 01 00 <value

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]


32 01 43 <endline

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