RewardAvailableResourceID=YourEntity
--- "Reward Available Resource" - Awards an Object for the Dungeon.
// America
// East Coast
EastCoast_Success
EastCoast_Fail
// North America
MidWest_Success
MidWest_Fail
// Japan
Japan_Success
Japan_Fail
// West Coast
WestCoast_Success
WestCoast_Fail
// China
// Central Asia
HongKong_Success
HongKong_Fail
// North Asia
NthChina_Success
NthChina_Fail
// Polynesia
Polynesia_Success
Polynesia_Fail
// South Asia
EastChina_Success
EastChina_Fail
// Europe
// Australia
AustralAsia_Success
AustralAsia_Fail
// Western Europe
Europe_Success
Europe_Fail
// South Africa
SthAfrica_Success
SthAfrica_Fail
// India
India_Success
India_Fail
// Russia
// Central Military District
CentralRussia_Success
CentralRussia_Fail
// Cuba
Cuba_Success
Cuba_Fail
// Eastern Europe
EasternBloc_Success
EasternBloc_Fail
// Siberia
Siberia_Success
Siberia_Fail
// United Nations
// Antarctica
Antarctic_Success
Antarctic_Fail
// Middle East
Mid_East_Success
Mid_East_Fail
// North Africa
NthAfrica_Success
NthAfrica_Fail
// South America
SouthAmerica_Success
SouthAmerica_Fail
ObjType = ActOfInfamy
---
ObjName = SAME_NAME
TextDescription = SAME_NAME // Instructions: How to Change a Mission's Title.
---
Filename = Loot_Satellite_A.gr2
// Sets the 3D Model, Used for the Flag
// Type the File Name of GR2 or LOC, Data Files // 3D Models Location: ResourcePAK\Resource\Geometry\
---
Lighting = MISSIONGAME
---
RewardSound = Dialogue-News-Desired_Value // See News Values.
FailSound = Dialogue-News-Siberia_fail-Desired_Value // See News Values.
---
BlipStyle = Objective // Changes the Mission Light, In the World Map TO SOMETHING BIG and BRIGHT
---
MissionBriefingText = SAME_NAME // Instructions: How to Change a Mission's Description.
---
MinionRequired = < 100 - 112 >, HowManyToSpawn// MinionRequired = EntityDescription, HowMany
---
RewardActualResourceID = EntityDescriptionID, HowManyToSpawn // Spawn an Object, Spawn a Character
---
RewardAvailableResourceID = EntityDescriptionID // Unlock a Room, Unlock an Object
---
Duration = 1 // How Long, The Mission Takes to Complete, In Seconds
DelayBetweenAttempts = 1 // How Long, The Missions Takes to Reset, After Failing It, In Seconds
---
MaxNumberOfCompletions = 1 // 0 = Can Be Repeatead Forever, 1 = Can Only Be Completed Once
NumberOfPerishChecks = < 0 - 9 > // Difficulty Level (Called Risk in the World Map)
---
HenchmanSkillPointsReward = 0 // Experience to Award, If Henchmen, Are In The Same Region, When a Mission is Completed
CashReward = 0 // How Much Money, To Spawn, Once the Mission is Completed
---
HeatIncrease = 0 // How Much Heat, To Increase, Once the Mission is Completed - Heat Controls, The Agent Danger Level
NotorietyIncrease = 0 // How Much Notoriety, To Award, Once the Mission is Completed
---
PlotThreshold = 0 // How Much Time, The Player Must Wait, When Plotting, Before the Mission is Revealed
NotorietyThreshold = 0 // How Much Notoriety, The Player Must Have, Before the Mission is Revealed
---
RegionID = < 0 - 19 > // Instructions: Set a Mission's Region in the World Map.
// Which Region, The Mission is Tied To
Position = 0.0, 0.0 // Instructions: Set a Mission's Position in the World Map.
// Where the Mission is Located on the World Map - First Value: +Up or -Down, Second Value: -Left or +Right
---
BaseGeometry = < *.gr2, *.col, *.x >
// 3D Model, Under the Mission Flag - Set to an Empty Value to Remove the Pedestal
---