<?xml version="1.0" encoding="utf-8"?>
<RtsMissionData>
  <MissionRtsData>
    <Group Name="Mission">
      <Subgroup Name="Sim">
        <Value Default="1" Name="DangerHordeWeight">
          <NameText Flags="" Notes="" Text="" />
        </Value>
        <Value Default="2" Name="DangerInfestationWeight">
          <NameText Flags="" Notes="" Text="" />
        </Value>
        <Value Default="100" Name="DangerInfestationNearbyDist">
          <NameText Flags="" Notes="" Text="" />
        </Value>
        <Value Default="10" Name="DangerInfestationNearbyWeight">
          <NameText Flags="" Notes="" Text="" />
        </Value>
        <Value Default="1" Name="DangerMissionEscalationWeight">
          <NameText Flags="" Notes="" Text="" />
        </Value>
      </Subgroup>
      <Subgroup Name="Reward">
        <Value Default="5" Name="AmmoMultiplier">
          <NameText Flags="" Notes="" Text="" />
        </Value>
        <Value Default="8" Name="FoodMultiplier">
          <NameText Flags="" Notes="" Text="" />
        </Value>
        <Value Default="5" Name="FuelMultiplier">
          <NameText Flags="" Notes="" Text="" />
        </Value>
        <Value Default="15" Name="MaterialsMultiplier">
          <NameText Flags="" Notes="" Text="" />
        </Value>
        <Value Default="8" Name="MedicineMultiplier">
          <NameText Flags="" Notes="" Text="" />
        </Value>
      </Subgroup>
    </Group>
  </MissionRtsData>
  <MissionFrameworkBucket FragmentFile="Missions_Tanner" Label="Tanner Arc (ch00)">
    <MissionFramework ActivateType="OnAdd" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="" Label="ta10Buddies" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Under Attack" OpportunityTimeout="0.0" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="RestoreMissionOnFail" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="ta10Buddies_Setup" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="-1" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Buddy" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_RangerStation" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <TagPoint ActorName="RTSPoint_taBuddies_Ambush2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_taBuddies_Ambush1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TannerMeadow" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_taBuddiesCarnage1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_taBuddiesCarnage2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_taBuddiesCarnage3" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_taBuddiesCarnage4" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TannerLandingPath" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Zeds" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Zombie.Spawn GoalPosActorIndex="0" SpawnCount="1" SpawnFlags="Path, Force" SpawnPosActorIndex="3" />
              <Zombie.Spawn GoalPosActorIndex="0" SpawnCount="2" SpawnFlags="Path, Force" SpawnPosActorIndex="4" />
              <Zombie.Spawn GoalPosActorIndex="0" SpawnCount="2" SpawnFlags="Force" SpawnPosActorIndex="6" />
              <Zombie.FreakSpawn FreakHash="Zombie.Eatter" SpawnPosActorIndex="6" TrackPlayer="" />
              <Zombie.FreakSpawn FreakHash="Zombie.Eatter" SpawnPosActorIndex="7" TrackPlayer="" />
              <Zombie.FreakSpawn FreakHash="Zombie.Eatter" SpawnPosActorIndex="8" TrackPlayer="" />
              <Zombie.FreakSpawn FreakHash="Zombie.Eatter" SpawnPosActorIndex="9" TrackPlayer="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetUpBaseNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_SceneSetup Scene="ta10Buddies_NearStation" />
              <Mission_ActorSetContextTag ActorIndex="11" OutputAmount="true" Text="IsNonCombatant" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="DisableHints" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Hint_Enable HintId="Sprint" SetEnabled="false" />
              <Hint_Enable HintId="Attack" SetEnabled="false" />
              <Hint_Enable HintId="QuickKill" SetEnabled="false" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="11" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="11" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="FollowPlayer" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Chain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.NoSave" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="SaveEd">
          <Objectives>
            <Objective AbortRadius="10000" AbortRadiusIfNoVehicleNearby="" ActivationScene="ta10Buddies_Start" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="0" CompletionScene="ta10Buddies_EdSaved" FindVehicleText="" Flags="ActivateBeforeScene" HeadlineText="UNDER ATTACK" IgnoreNonAggroZombies="True" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Survive!" RequireVehicle="" SelectionFlags="" TargetLocationOverride="4" Type="ClearArea">
              <Location ActorLocation="4" InBuilding="" Radius="45" ZombieCount="3" />
              <LocationEvents>
                <LocationEvent ActorIndex="5" Flags="" Radius="46">
                  <Action ActionFlags="" ActionId="EndObjective" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_CompleteObjective />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="10" Flags="" Radius="46">
                  <Action ActionFlags="" ActionId="EndObjective" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_CompleteObjective />
                    </Outputs>
                  </Action>
                </LocationEvent>
              </LocationEvents>
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="DelayOutputs" ActionId="EnableHints" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="5s" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Hint_Enable HintId="Attack" SetEnabled="true" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Actor_ApplyBlood ActorIndex="0" Amount="Small" />
                      <Mission_ActorSetContextTag ActorIndex="11" OutputAmount="false" Text="IsNonCombatant" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="2" Radius="30" />
        <SpawnExclusion Actor="4" Radius="50" />
        <SpawnExclusion Actor="5" Radius="45" />
      </SpawnExclusions>
      <SpawnGuarantees>
        <SpawnGuarantee Actor="9" Density="3" InBuilding="" Radius="10" />
      </SpawnGuarantees>
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="OnAdd" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="" Label="ta15Go" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Find Help" OpportunityTimeout="0.0" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="RestoreMissionOnFail" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="-1" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Buddy" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_RangerStation" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <TagPoint ActorName="RTSPoint_taBuddies_Ambush2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_taBuddies_Ambush1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TannerMeadow" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_taBuddiesCarnage1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_taBuddiesCarnage2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_taBuddiesCarnage3" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_taBuddiesCarnage4" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.TannerSurvivor" FunctionTags="Female" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.TannerSurvivor" FunctionTags="Male" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.PaZombie" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="SetUpBaseNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_SceneSetup Scene="ta10Buddies_NearStation" />
              <Mission_ActorSetCoreNpc ActorIndex="11" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="12" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="13" IsCoreNpc="false" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Loaded">
          <Action ActionFlags="" ActionId="SetUp Actors" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiTeleportTo ActorIndex="0" TargetActorIndex="4" />
              <Zombie.FreakSpawn FreakHash="Zombie.Eatter" SpawnPosActorIndex="6" TrackPlayer="" />
              <Zombie.FreakSpawn FreakHash="Zombie.Eatter" SpawnPosActorIndex="7" TrackPlayer="" />
              <Zombie.FreakSpawn FreakHash="Zombie.Eatter" SpawnPosActorIndex="8" TrackPlayer="" />
              <Zombie.FreakSpawn FreakHash="Zombie.Eatter" SpawnPosActorIndex="9" TrackPlayer="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="HomeDiscovered_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Find Help" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Where the hell did these nutjobs come from? And why are they so... bitey? - %1$s" />
                    <SummaryText Flags="" Notes="" Text="It's not safe out here." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Wants to get to the Ranger Station." />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="10" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Determined to survive." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="Rewards" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryTA.ReachedRangerStation" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="FollowPlayer" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="1s" OutputDelayTime="" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="MUSIC" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Music_PlayBucket MusicBucket="Tutorial - StartStinger" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Achievement" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Achievement>
                <Achievement Title="PROGRESS_RANGER_STATION" Id="3" />
              </Achievement>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Under Attack" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Made it to the ranger station, but it looks like we're not out of the woods yet. Heh. Ed will be sad he missed making that pun. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Safe... for now." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="10" Value="0">
                    <DescriptionText Flags="" Notes="" Text="WTF is going on?" />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Worst. Vacation. Ever." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Travel">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="ta10Buddies_Progress" ClearAreaCompletionText="" CompletionScene="ta10Buddies_Tom" FinalStretchDist="0" FinalStretchScene="" FindVehicleText="" Flags="ActivateBeforeScene" HeadlineText="FIND HELP" LeadNpcsFlags="CompleteOnEnterBuilding, CompleteOnPlayerReachTarget" MusicBucket="Tutorial - Start" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="Find Ed" NpcsInDangerText="Protect Ed" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Go to the Ranger Station" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="10000" WaitScene="actLead_Split">
              <LocationEvents>
                <LocationEvent ActorIndex="2" Flags="" Radius="20">
                  <Action ActionFlags="" ActionId="PlayScene" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ta10Buddies_NearStation" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="2" Flags="" Radius="110">
                  <Action ActionFlags="" ActionId="PlayScene" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ta10Buddies_SneakHint" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </LocationEvent>
              </LocationEvents>
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="EnableHints" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0s" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Hint_Enable HintId="QuickKill" SetEnabled="true" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="EnableSprintHint" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Hint_Enable HintId="Sprint" SetEnabled="true" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="Incoming_Zombies_Left" ReplacementID="Incoming_Zombies_Left_Tutorial" />
                <OverrideScene DefaultID="Incoming_Zombies_Right" ReplacementID="Incoming_Zombies_Right_Tutorial" />
                <OverrideScene DefaultID="Incoming_Zombies_Front" ReplacementID="Incoming_Zombies_Front_Tutorial" />
                <OverrideScene DefaultID="Sighting_Front" ReplacementID="ta10Buddies_MoreZombies" />
              </OverrideScenes>
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="2" Radius="30" />
        <SpawnExclusion Actor="5" Radius="45" />
      </SpawnExclusions>
      <SpawnGuarantees>
        <SpawnGuarantee Actor="9" Density="3" InBuilding="" Radius="10" />
      </SpawnGuarantees>
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="90" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Investigate the source of the gunshots." Label="ta20Gunshots" MinStartDist="125" MissionOpIcon="AMMO_FRIENDLY" OnTaggedScene="" OpportunityScene="ta20Gunshots_NewOpp" OpportunityText="Distant Gunshots" OpportunityTimeout="0.0" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="ta20Gunshots_OppRemind" RevealDist="0.0" SetupFlags="NpcsCastOnActivate, DontAutoWaypointOnAdd, RestoreMissionOnFail" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="5" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="2" MissionOpIconId="3">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Buddy" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_HuntingPath" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.StarterFemale" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_00Hunting_Zombies" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Player HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_TutorialMissionLoadSpawn_Player" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TutorialMissionLoadSpawn_Ed" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ch00Return_EdApproach" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ta20Gunshots_Zombies" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList>
        <PreloadAudio File="wpn_rfl_308_npc" />
      </PreloadAudioList>
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="SetUp Npc" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="3" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.AlwaysAway" />
              <Mission_ActorAiTeleportTo ActorIndex="3" TargetActorIndex="5" />
              <Actor_GiveMatchingAmmo ActorIndex="3" AmmoScale="3" />
              <Actor_GiveTrait ActorIndex="3" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Status.NotInJournal" />
              <Mission_ActorAiDefend ActorIndex="3" AllowShooting="True" TargetActorIndex="3" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="SetUp Npc" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiTeleportTo ActorIndex="3" TargetActorIndex="5" />
              <Mission_ActorSetCoreNpc ActorIndex="3" IsCoreNpc="false" />
              <Actor_GiveMatchingAmmo ActorIndex="3" AmmoScale="3" />
              <Mission_ActorAiDefend ActorIndex="3" AllowShooting="True" TargetActorIndex="3" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="MUSIC" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Music_PlayBucket MusicBucket="Manual - Drone" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="Rewards" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_JoinEnclave ActorIndex="3" EnclaveIndex="4" />
              <Actor_GiveTrait ActorIndex="3" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.NotPlayableYet" />
              <Actor_GiveTrait ActorIndex="3" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.NeverAway" />
              <Actor_AddToFamily ActorIndex="3" />
              <Mission_Create CreatedEventTrigger="" KeepTrying="" Mission="ta30Return" RtsDataAbort="" RtsDataDecline="" RtsDataSuccess="" TargetEnclave="" UseEnclaveStats="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryTA.MetStarterFemale" PauseWhenOffline="" />
              <Actor_GiveTrait ActorIndex="6" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
              <Actor_GiveTrait ActorIndex="3" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
              <Enclave_Give AmmoPercentage="100" Count="0" EnclaveIndex="4" GiveFlags="" Name="Food" />
              <Enclave_Give AmmoPercentage="100" Count="10" EnclaveIndex="4" GiveFlags="" Name="AmmoBullet22cal" />
              <Enclave_Give AmmoPercentage="100" Count="12" EnclaveIndex="4" GiveFlags="" Name="AmmoBullet45cal" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Distant Gunshots" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, I'm sure as hell not gonna object to having a trained soldier on our side. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Rescued Maya." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="3" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Armed and dangerous." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Loaded">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_TeleportTo ActorIndex="0" TargetIndex="8" />
              <Actor_TeleportTo ActorIndex="6" TargetIndex="7" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Travel">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="ta20Gunshots_Approach" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="DISTANT GUNSHOTS" LeadNpcsFlags="CompleteOnPlayerReachTarget" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="Find Ed" NpcsInDangerText="Protect Ed" NumZombiesInPathMax="5" NumZombiesInPathMin="1" ObjectiveText="Head Toward the Gunshots" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="5" Type="LeadNpcs" WaitDist="10000" WaitScene="">
              <LocationEvents>
                <LocationEvent ActorIndex="5" Flags="" Radius="45">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ta20Gunshots_Near" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="5" Flags="" Radius="30">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_CompleteObjective />
                    </Outputs>
                  </Action>
                </LocationEvent>
              </LocationEvents>
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Zombie.Spawn GoalPosActorIndex="5" SpawnCount="4" SpawnFlags="Force" SpawnPosActorIndex="5" />
                      <Zombie.Spawn GoalPosActorIndex="10" SpawnCount="10" SpawnFlags="Force" SpawnPosActorIndex="10" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Help">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="30.0" CompletionScene="ta20Gunshots_ClearOut_Done" FindVehicleText="" Flags="CompleteBeforeScene" HeadlineText="DISTANT GUNSHOTS" IgnoreNonAggroZombies="False" MusicBucket="Tutorial - HelpStranger" MusicBucketDelay="0" ObjectiveText="Help the Stranger" RequireVehicle="" SelectionFlags="" TargetLocationOverride="5" Type="ClearArea">
              <Location ActorLocation="5" InBuilding="" Radius="30" ZombieCount="0" />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Actors" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="3" IsCoreNpc="true" />
                      <Mission_ActorAiDefend ActorIndex="3" AllowShooting="True" TargetActorIndex="3" />
                      <Zombie_ChangeGoalPos GoalPosActorIndex="5" Lust="True" MaxAffected="10" Radius="15" SourcePosActorIndex="10" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Check the cabins for survivors and supplies." Label="ta20Forest" MinStartDist="0" MissionOpIcon="UNKNOWN_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Ridge Cabins" OpportunityTimeout="0.0" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsCastOnActivate, DontAutoWaypointOnAdd, RestoreMissionOnFail" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="6" TestCommand="rts_tutorial fadeIn; rts_set Status.Cheat.taMountain 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="10" MissionOpIconId="38">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Buddy" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_TannerCabins" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.StarterMale, Trait.Behavior.FollowPlayer" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.StarterFemale, Trait.Behavior.FollowPlayer" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_TannerCabins_Eater" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Zombie ActorName="Zombie.Eatter" HideWarnings="" NearActorIdx="4" Optional="" />
          <Building ActorFlags="Closest" ActorName="" BuildingFlagsMask="Searched" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="300.0" SearchRangeMin="0.0" SiteTag="CabinAlt" />
          <TagPoint ActorName="RTSPoint_TutorialMissionLoadSpawn_Player" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TutorialMissionLoadSpawn_Ed" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="PreventCombat" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Meta.CannotDie" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="SetBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryTA.ReadyForGunshots" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryTA.SearchedCabins" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Ridge Cabins" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Found some stuff that might be useful, but nobody else alive. This is so fucked up. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="No survivors." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Loaded">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_TeleportTo ActorIndex="0" TargetIndex="8" />
              <Actor_TeleportTo ActorIndex="9" TargetIndex="7" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Search">
          <Objectives>
            <Objective AbortRadius="150" ActivationScene="" ClearAreaCompletionText="" CompletionScene="ta20Forest_Done" Flags="" HeadlineText="RIDGE CABINS" InBuildingObjectiveText="Search this Location" MaxCount="2" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Search the Cabins" Radius="75" SelectionFlags="" TargetLocationOverride="6" Type="SearchBuilding">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="SearchBuildingFinishFirst">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ta20Lakeside_LastTequila" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SearchBuildingFinishNext">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_CompleteObjective />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Com_Give ActorIndex="0" AmmoPercentage="100" Count="1" GiveFlags="" Name="Crowbar" />
                      <Hint_Enable HintId="Sprint" SetEnabled="true" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Check the cabins for survivors and supplies." Label="ta20Lakeside" MinStartDist="0" MissionOpIcon="BASE_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Tanner Lake" OpportunityTimeout="0.0" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsCastOnActivate, DontAutoWaypointOnAdd, RestoreMissionOnFail" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="1" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="1" MissionOpIconId="6">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Buddy" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_TannerLakeside" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.StarterMale, Trait.Behavior.FollowPlayer" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.StarterFemale, Trait.Behavior.FollowPlayer" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_FakeDeath_RidgeCabin" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_FakeDeath_LakesideCabin" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_FakeDeath_TannerWarehouse" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="PreventCombat" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Meta.CannotDie" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="SetBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryTA.ReadyForGunshots" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AvatarAward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <AvatarAsset>
                <AvatarAsset Name="ZOMBIEMASK" Id="6" />
              </AvatarAsset>
              <Console_Command Command="LOG: ZOMBIEMASK avatar award" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Tanner Lake" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Jesus. This is like walking through a war zone. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="No survivors." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Search">
          <Objectives>
            <Objective AbortRadius="150" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="TANNER LAKE" InBuildingObjectiveText="Search this Location" MaxCount="3" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Search the Cabins" Radius="50" SelectionFlags="" TargetLocationOverride="1" Type="SearchBuilding">
              <LocationEvents>
                <LocationEvent ActorIndex="4" Flags="" Radius="15">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ta20FakeDeath_RidgeCabin" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="5" Flags="" Radius="15">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ta20FakeDeath_LakesideCabin" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="6" Flags="" Radius="15">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ta20FakeDeath_TannerWarehouse" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </LocationEvent>
              </LocationEvents>
              <ObjectiveEvents>
                <ObjectiveEvent Id="SearchBuildingFinishFirst">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_CompleteObjective />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="10" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Climb the water tower and look around." Label="ta20Tower" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Water Tower" OpportunityTimeout="0.0" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsCastOnActivate, DontAutoWaypointOnAdd, RestoreMissionOnFail" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="4" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Buddy" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_chStation_Magazines" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.StarterMale, Trait.Behavior.FollowPlayer" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.StarterFemale, Trait.Behavior.FollowPlayer" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <SurveyGroup ActorFlags="" ActorName="tanner_watertower" HideWarnings="" NearActorIdx="-1" Optional="" SearchRangeMax="500.0" SearchRangeMin="0.0" />
          <Building ActorFlags="AllowOwned, Closest" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <TagPoint ActorName="RTSPoint_TannerTents" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Building ActorFlags="AllowOwned, Closest" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="6" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <Player HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_TutorialMissionLoadSpawn_Player" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TutorialMissionLoadSpawn_Ed" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_FakeDeath_RidgeCabin" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_FakeDeath_LakesideCabin" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_FakeDeath_TannerWarehouse" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Loaded">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_TeleportTo ActorIndex="0" TargetIndex="10" />
              <Actor_TeleportTo ActorIndex="8" TargetIndex="9" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Water Tower" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="This kind of surveying could be useful - I'll have to mark likely spots on my map. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Survey complete." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryTA.ReadyForGunshots" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="">
          <Objectives>
            <Objective AbortRadius="20.0" ActivationScene="Survey_Approach" ClearAreaCompletionText="" CompletionScene="actSurvey_Done" Flags="AbortRadiusNoWarning" GetToLookoutText="Climb the Water Tower" HeadlineText="Water Tower" MinSurveyTime="5.0" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Survey the Area" SelectionFlags="" SurveyAreaText="Look for Places to Search" SurveyRequirements="" TargetLocationOverride="4" Type="Survey">
              <LocationEvents>
                <LocationEvent ActorIndex="11" Flags="" Radius="15">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ta20FakeDeath_RidgeCabin" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="12" Flags="" Radius="15">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ta20FakeDeath_LakesideCabin" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="13" Flags="" Radius="15">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ta20FakeDeath_TannerWarehouse" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </LocationEvent>
              </LocationEvents>
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="20" ApproachScene="ta30Return_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Rejoin the other survivors." Label="ta30Return" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Ranger Station" OpportunityTimeout="0.0" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsCastOnActivate, DontAutoWaypointOnAdd, ApproachReqInBuilding, RestoreMissionOnFail" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="2" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Buddy" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_RangerStation" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.StarterFemale" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.PaZombie" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.StarterMale" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.TannerSurvivor" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.TannerSurvivor" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_RangerStation" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ta10Buddies_Ed" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ch00Return_EdApproach" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ta10Buddies_Tom" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TutorialMissionLoadSpawn_Player" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TutorialMissionLoadSpawn_Ed" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TutorialMissionLoadSpawn_Maya" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="SetupScene" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_SceneSetup Scene="ta30Return_PaZombieSetup" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="Actors" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="4" IsCoreNpc="false" />
              <Scene_SceneSetup Scene="ta30Return_PaZombieSetup" />
              <Mission_ActorSetCoreNpc ActorIndex="6" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="7" IsCoreNpc="false" />
              <Actor_InventoryWipe ActorIndex="4" />
              <Actor_ApplyBlood ActorIndex="4" Amount="Large" />
              <Actor_Dismember ActorIndex="4" FXEnabled="false" Locations="Torso" Random="false" />
              <Actor_Kill ActorIndex="6" Silent="True" />
              <Actor_Kill ActorIndex="7" Silent="True" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="5s" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="MUSIC" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Music_PlayBucket MusicBucket="Tutorial - ThomasDead" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="Rewards" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryTA.FirstBaseSlaughtered" PauseWhenOffline="" />
              <RTS_DestroyProp DestroyablePropId="UL_Destroyable_tanner_rock" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Ranger Station" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Holy shit! We were only gone a few minutes, what the hell happened? - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Everybody's dead!" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Rewards" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryTA.FirstBaseSlaughtered" PauseWhenOffline="" />
              <Actor_Kill ActorIndex="6" Silent="True" />
              <Actor_Kill ActorIndex="7" Silent="True" />
              <RTS_DestroyProp DestroyablePropId="UL_Destroyable_tanner_rock" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Loaded">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_TeleportTo ActorIndex="0" TargetIndex="14" />
              <Actor_TeleportTo ActorIndex="3" TargetIndex="15" />
              <Actor_TeleportTo ActorIndex="5" TargetIndex="15" />
              <Actor_TeleportTo ActorIndex="8" TargetIndex="13" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
              <Actor_GiveTrait ActorIndex="3" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
              <Actor_GiveTrait ActorIndex="5" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
              <Actor_GiveTrait ActorIndex="8" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="01Radio_PaZombie">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ta30Return_CheckPaZombie" ClearAreaCompletionText="" CompletionScene="" Flags="LocationMfTargetPos" HeadlineText="RANGER STATION" MusicBucket="" MusicBucketDelay="2" NpcHelpDelay="10" ObjectiveText="Save Ed" SelectionFlags="" TargetActorIndex="4" TargetLocationOverride="2" Type="KillActor">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Actor_ApplyBlood ActorIndex="0" Amount="Large" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Hurt_Mauled" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryTA.FirstBaseSlaughtered" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="01Radio_Zombies">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ta30Return_EdRescued" ClearAreaCompletionText="Survive!" CompletionScene="ta30Return_Victory" Flags="ActivateBeforeScene" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" SelectionFlags="" TargetLocationOverride="-1" Type="Wait" WaitRadius="0.0" WaitTime="0" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="295" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Mt. Tanner is fucked. It's time to leave." Label="ta40Bridge" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Escape" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsCastOnActivate, RestoreMissionOnFail" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="11" TestCommand="rts_tutorial fadeIn; rts_set Status.Cheat.taEscape 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Buddy" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_TannerBridge" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.StarterMale" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.StarterFemale" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_taCrossing_Zed1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_taCrossing_Zed2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_taCrossing_Zed3" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Player HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_TutorialMissionLoadSpawn_Player" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TutorialMissionLoadSpawn_Ed" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TutorialMissionLoadSpawn_Maya" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_taCrossing_Goal" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_RiverClimbTop" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_RiverEntry_South" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_RiverClimbBase" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Zombie ActorName="zombie.feral" HideWarnings="" NearActorIdx="12" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Loaded">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_TeleportTo ActorIndex="0" TargetIndex="9" />
              <Actor_TeleportTo ActorIndex="2" TargetIndex="10" />
              <Actor_TeleportTo ActorIndex="3" TargetIndex="10" />
              <Actor_TeleportTo ActorIndex="7" TargetIndex="8" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
              <Actor_GiveTrait ActorIndex="2" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
              <Actor_GiveTrait ActorIndex="3" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
              <Actor_GiveTrait ActorIndex="7" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
              <Actor_ApplyBlood ActorIndex="0" Amount="Large" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Set DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Zombies.FreshZombie.Percentage" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="Rewards" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryTA.CrossedTannerRiver" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Escape" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Next stop, Spencer's Mill. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Head into town." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Travel">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="ta40Bridge_Progress_Lily" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="ActivateBeforeScene" HeadlineText="ESCAPE" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="Go Back for Your Friend" NpcsInDangerText="Protect Your Friend" NumZombiesInPathMax="5" NumZombiesInPathMin="1" ObjectiveText="Leave Mt. Tanner" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="11" Type="LeadNpcs" WaitDist="50" WaitScene="actLead_Split">
              <LocationEvents>
                <LocationEvent ActorIndex="1" Flags="NotInVehicle" Radius="10">
                  <Action ActionFlags="" ActionId="Scene" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ta40Bridge_Victory" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="13" Flags="" Radius="20">
                  <Action ActionFlags="" ActionId="Scene" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ta40Crossing_Start" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="14" Flags="" Radius="20">
                  <Action ActionFlags="" ActionId="Scene" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ta40Crossing_ClimbHint" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="12" Flags="" Radius="10">
                  <Action ActionFlags="" ActionId="AltVictory" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_CompleteObjective />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="11" Flags="" Radius="23">
                  <Action ActionFlags="" ActionId="AltVictory" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_CompleteObjective />
                    </Outputs>
                  </Action>
                </LocationEvent>
              </LocationEvents>
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees>
        <SpawnGuarantee Actor="4" Density="4" InBuilding="" Radius="15" />
        <SpawnGuarantee Actor="5" Density="2" InBuilding="" Radius="15" />
        <SpawnGuarantee Actor="6" Density="3" InBuilding="" Radius="15" />
      </SpawnGuarantees>
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="Missions_Army" Label="Army Arc (ar)">
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Get help from the Army." Label="ar01Request" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="ar01Request_NewOpp" OpportunityText="Army Sighting" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="5" RdCount="" ReminderScene="ar01Request_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, GreetOnApproach, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="3" TestCommand="rts_sandbox; rts_set status.cheat.arRequest 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ArmyMaverick" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="" ActorName="Enclave.Army" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_ArmyRequest" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Building ActorFlags="AllowOwned, Closest, Evict" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.TrumbullCampaign" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.TrumbullCampaign" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_ArmyRequest1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ArmyRequest2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Story_ar02_Quarantine_Approach_setup" ShowWeapon="True" TargetActorIndex="3" />
              <Mission_ActorAiAnimateAtPoint ActorIndex="6" Animation="Story_ar02_Quarantine_Approach_setup" ShowWeapon="True" TargetActorIndex="8" />
              <Mission_ActorAiAnimateAtPoint ActorIndex="7" Animation="Story_ar02_Quarantine_Approach_setup" ShowWeapon="True" TargetActorIndex="9" />
              <Mission_ActorAiSendSignal ActorIndex="0" Signal="ModeRangedAttacker" />
              <Mission_ActorAiSendSignal ActorIndex="6" Signal="ModeRangedAttacker" />
              <Mission_ActorAiSendSignal ActorIndex="7" Signal="ModeRangedAttacker" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Army Sighting" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Maybe they can get us out of here. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="What are they up to?" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryAR.MetArmy" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Army Sighting" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="If the Army isn't here to get us out, what the hell are they doing here? -%1$s" />
                    <SummaryText Flags="" Notes="" Text="So much for that." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Leave">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ar01Request_Approach" ClearAreaCompletionText="" CompletionScene="ar01Request_Aftermath" Flags="CompleteBeforeScene" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Leave the Area" Radius="100" SelectionFlags="" TargetLocationOverride="3" Type="LeaveArea">
              <LocationEvents>
                <LocationEvent ActorIndex="4" Flags="OnEnterBuilding, Repeats" Radius="30">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ar01Request_GTFO" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </LocationEvent>
              </LocationEvents>
              <ObjectiveEvents>
                <ObjectiveEvent Id="Setup">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="false" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Story_ar02_Quarantine_Approach_setup" ShowWeapon="True" TargetActorIndex="3" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="6" Animation="Story_ar02_Quarantine_Approach_setup" ShowWeapon="True" TargetActorIndex="8" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="7" Animation="Story_ar02_Quarantine_Approach_setup" ShowWeapon="True" TargetActorIndex="9" />
                      <Mission_ActorAiSendSignal ActorIndex="0" Signal="ModeRangedAttacker" />
                      <Mission_ActorAiSendSignal ActorIndex="6" Signal="ModeRangedAttacker" />
                      <Mission_ActorAiSendSignal ActorIndex="7" Signal="ModeRangedAttacker" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="4" Radius="80" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Look into the strange transmission." Label="ar02Quarantine" MinStartDist="150" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="ar02Quarantine_NewOpp" OpportunityText="Army Activity" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="5" RdCount="" ReminderScene="ar02Quarantine_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, HideOpDuringMission" SetupMusicBucket="Manual - DroneCue" SetupMusicBucketDelay="0" SetupScene="ar02Quarantine_Approach" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="2" TestCommand="rts_sandbox; rts_set status.cheat.arQuarantine 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ArmyMaverick" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Army" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_ar02Quarantine_Scene" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar02Quarantine_Escape" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned, Closest, Evict" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.QuarantineLooter" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.QuarantineLooter" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.TrumbullCampaign" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.TrumbullCampaign" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ArmyTaskmaster" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_Limbo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Player HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outdoor, Tiny" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="75" SearchRangeMin="0.0" SiteTag="">
            <Building ActorFlags="AllowOwned, Closest, Evict" ActorName="" BuildingFlagsMask="Outdoor, Tiny" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="75" SearchRangeMin="0.0" SiteTag="" />
          </Building>
          <TagPoint ActorName="RTSPoint_ar02Quarantine_ErikStart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar02Quarantine_Soldier01Start" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar02Quarantine_Soldier02Start" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Army Activity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like the Army is stepping things up.... -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Evictions?" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetBool_Broadcast" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryAR.QuarantineBroadcast" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="6" Amount="-6000" />
              <Actor_StaminaTankModify ActorIndex="7" Amount="-6000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_Savior" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="&lt;1" InputFlags="" InputId="Mission.Temp.Casualties" />
            </Inputs>
            <Outputs>
              <EventAddEffect Icon="1 Savior" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="Saved the day." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Savior)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Actors" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_AddTrust ActorIndex="6" DisableBonus="false" Trust="100" />
              <Actor_AddTrust ActorIndex="7" DisableBonus="false" Trust="100" />
              <Actor_JoinEnclave ActorIndex="6" EnclaveIndex="5" />
              <Actor_JoinEnclave ActorIndex="7" EnclaveIndex="5" />
              <Actor_EvolveTraits ActorIndex="6" Event="REMOVE_CONTENT_RESTRICTIONS" EventLogOutput="None" />
              <Actor_EvolveTraits ActorIndex="7" Event="REMOVE_CONTENT_RESTRICTIONS" EventLogOutput="None" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryAR.NoticedByErik" PauseWhenOffline="" />
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Army Activity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Close call for those two, looks like the Army isn't here to protect and serve. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Survivors rescued." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Showed mercy." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="ScoutRescue">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" Flags="LocationMfTargetPos" HeadlineText="" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find the Survivors" RescueActorIndex="6" RescueActorIndex2="7" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="13" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents>
                <LocationEvent ActorIndex="4" Flags="OnEnterBuilding, Repeats" Radius="30">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ar02Quarantine_GTFO" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </LocationEvent>
              </LocationEvents>
              <ObjectiveEvents>
                <ObjectiveEvent Id="Setup">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="false" />
                      <Mission_ActorSetCoreNpc ActorIndex="8" IsCoreNpc="false" />
                      <Mission_ActorSetCoreNpc ActorIndex="9" IsCoreNpc="false" />
                      <Mission_ActorSetCoreNpc ActorIndex="10" IsCoreNpc="false" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Story_ar02_Quarantine_Approach_setup" ShowWeapon="True" TargetActorIndex="-1" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="8" Animation="Story_ar02_Quarantine_Approach_setup" ShowWeapon="True" TargetActorIndex="-1" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="9" Animation="Story_ar02_Quarantine_Approach_setup" ShowWeapon="True" TargetActorIndex="-1" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiTeleportTo ActorIndex="0" TargetActorIndex="11" />
                      <Mission_ActorAiTeleportTo ActorIndex="8" TargetActorIndex="11" />
                      <Mission_ActorAiTeleportTo ActorIndex="9" TargetActorIndex="11" />
                      <Mission_ActorAiTeleportTo ActorIndex="10" TargetActorIndex="11" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="ClearArea">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="ar02Quarantine_ClearStart" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="0" CompletionScene="" FindVehicleText="" Flags="ActivateBeforeScene, LocationClosestBuildingToNpcs" HeadlineText="" IgnoreNonAggroZombies="true" MusicBucket="Manual - Escort" MusicBucketDelay="0" ObjectiveText="Secure the Area" RequireVehicle="" SelectionFlags="" TargetLocationOverride="" Type="ClearArea">
              <Location ActorLocation="-1" InBuilding="" Radius="25" ZombieCount="0" />
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="LeadHome">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="ar02Quarantine_Rescue_Start" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="ar02Quarantine_FinalStretch" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Bring the Survivors Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="5" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="20" Scene="ar02Quarantine_Progress" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="2" Radius="60" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="ar03Mayday_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Join Sgt. Tan." Label="ar03Mayday" MinStartDist="150" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="ar03Mayday_NewOpp" OpportunityText="Insubordination" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="5" RdCount="" ReminderScene="ar03Mayday_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="ar03Mayday_Approach" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="6" TestCommand="rts_sandbox; rts_set status.cheat.arMayday 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ArmyMaverick" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.TrumbullCampaign, Trait.Voice.HRO" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Army" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_ar03_ErikStart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar03Mayday_Victory_Survivor1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Player HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_Limbo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.TrumbullCampaign, Trait.Voice.ALN" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_ar03_Soldier01Start" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar03_Soldier02Start" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned, Closest, Evict" ActorName="" BuildingFlagsMask="Outdoor, Tiny" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="7" Optional="" SearchRangeMax="0" SearchRangeMin="0" SiteTag="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.MissionSpawned" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="" HideWarnings="" NearActorIdx="13" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="NPCSpawn" />
          <TagPoint ActorName="" HideWarnings="" NearActorIdx="13" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="NPCSpawn" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Npcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="2" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
              <Actor_GiveTrait ActorIndex="3" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
              <Mission_ActorSetCoreNpc ActorIndex="2" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="3" IsCoreNpc="false" />
              <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="11" />
              <Mission_ActorAiTeleportTo ActorIndex="10" TargetActorIndex="12" />
              <Mission_ActorAiTeleportTo ActorIndex="2" TargetActorIndex="9" />
              <Mission_ActorAiTeleportTo ActorIndex="3" TargetActorIndex="9" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NewEnclave" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_ClaimSite EnclaveIndex="14" SiteIndex="13" />
              <Actor_JoinEnclave ActorIndex="2" EnclaveIndex="14" />
              <Actor_JoinEnclave ActorIndex="3" EnclaveIndex="14" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Insubordination" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like the Army's &quot;non-interference&quot; policy is coming from higher up. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Orders are orders." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetBool_Broadcast" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryAR.MaydayBroadcast" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="2" Amount="-6000" />
              <Actor_StaminaTankModify ActorIndex="3" Amount="-6000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_Savior" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="&lt;1" InputFlags="" InputId="Mission.Temp.Casualties" />
            </Inputs>
            <Outputs>
              <EventAddEffect Icon="1 Savior" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="Saved the day." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Savior)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NewEnclave" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="14" OutputAmount="true" OutputDuration="" OutputStat="MissionArrive_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryAR.WorkedWithErik" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.Radio_UnlockAirstrike_Army" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="MeetUp">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="ar03Mayday_Start" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="activity_Start_Group" FindVehicleText="" Flags="" HeadlineText="Head to the Survivors" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Head to the Survivors" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="13" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiTeleportTo ActorIndex="2" TargetActorIndex="15" />
                      <Mission_ActorAiTeleportTo ActorIndex="3" TargetActorIndex="16" />
                      <Mission_ActorAiDefend ActorIndex="2" AllowShooting="" TargetActorIndex="15" />
                      <Mission_ActorAiDefend ActorIndex="3" AllowShooting="" TargetActorIndex="16" />
                      <Mission_ActorSetContextTag ActorIndex="2" OutputAmount="true" Text="IsNonCombatant" />
                      <Mission_ActorSetContextTag ActorIndex="3" OutputAmount="true" Text="IsNonCombatant" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <DistAwayThreshold Distance="45">
                <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Scene_ScenePlay Scene="ar03Mayday_ApproachSurvivors" SceneReason="MissionActive" />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <DistAwayThreshold Distance="35">
                <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Mission_CompleteObjective />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Rescue">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="20" CompletionScene="ar03Mayday_Victory" FindVehicleText="" Flags="CompleteBeforeScene" HeadlineText="" IgnoreNonAggroZombies="false" MusicBucket="Manual - Combat" MusicBucketDelay="0" ObjectiveText="Rescue the Survivors" RequireVehicle="" SelectionFlags="" TargetLocationOverride="13" Type="ClearArea">
              <Location ActorLocation="13" InBuilding="True" Radius="20" ZombieCount="12" />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="2" IsCoreNpc="true" />
                      <Mission_ActorSetCoreNpc ActorIndex="3" IsCoreNpc="true" />
                      <Mission_ActorAiDefend ActorIndex="2" AllowShooting="" TargetActorIndex="13" />
                      <Mission_ActorAiDefend ActorIndex="3" AllowShooting="" TargetActorIndex="13" />
                      <Mission_ActorSetContextTag ActorIndex="2" OutputAmount="false" Text="IsNonCombatant" />
                      <Mission_ActorSetContextTag ActorIndex="3" OutputAmount="false" Text="IsNonCombatant" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="6" Radius="20" />
      </SpawnExclusions>
      <SpawnGuarantees>
        <SpawnGuarantee Actor="13" Density="12" InBuilding="True" Radius="20" />
      </SpawnGuarantees>
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="15" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Find out what's happening at the bridge." Label="ar04Bridges" MinStartDist="150" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="ar04Bridges_NewOpp" OpportunityText="Sgt. Erik Tan" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="ar04Bridges_OppRemind" RevealDist="0.0" SetupFlags="HideOpDuringMission" SetupMusicBucket="Manual - Drone" SetupMusicBucketDelay="0" SetupScene="ar04Bridges_Approach" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="2" TestCommand="rts_sandbox; rts_set status.cheat.arBridges 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ArmyMaverick" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.TrumbullCampaign, Trait.Voice.ED" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_BridgeBarricades" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_bldg_Fairgrounds" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_FairgroundsEntrance_South" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_FairgroundsEntrance_North" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TestTour_ch_3" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TestTour_ch_4" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TestTour_ch_5" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.TrumbullCampaign" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_ar04Bridges_ZombieSpawn" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar04Bridges_ZombieSpawn1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar04Bridge_SetCharge" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar04Bridge_SetCharge2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList>
        <PreloadAudio File="mis_ar04Bridges" />
      </PreloadAudioList>
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Sgt. Erik Tan" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like Sgt. Tan's having trouble with his superiors. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Disturbance at the bridges." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_Slaughter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="15" InputFlags="" InputId="Game.Mission.NumPlayerKills" />
            </Inputs>
            <Outputs>
              <EventAddEffect Icon="2 Slaughter" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="2">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="Saved the day." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Slaughter)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetRTSBools" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryAR.BridgesOpened" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Sgt. Erik Tan" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, we're not stuck on this side of the river any more. Wonder what's happening over there. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Barricades down." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="-1">
                    <DescriptionText Flags="" Notes="" Text="Has developed a suspicious cough." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Defend">
          <Objectives>
            <Objective AbortRadius="75.0" ActivationScene="" BarricadeObjectiveText="" BarricadeSetupTime="0.0" BreachActorIndex="-1" ClearAreaCompletionText="" CompletionScene="" Flags="ActivateBeforeScene" HeadlineText="" MusicBucket="Manual - Approach" MusicBucketDelay="4" ObjectiveText="Hold the Bridge" OutsideSiege="" SelectionFlags="" SpawnableFreaksOnly="" TargetLocationOverride="2" Type="Siege" WatchtowerActorIndex="-1" WatchtowerSetupTime="0.0" WatchtowerTpFlags="" WatchtowerTpType="">
              <Activities />
              <Freaks />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiAnimateAtPoint ActorIndex="1" Animation="Interact_search_ground_loop" ShowWeapon="" TargetActorIndex="14" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="11" Animation="Interact_search_ground_loop" ShowWeapon="" TargetActorIndex="15" />
                      <Mission_ActorAiWatchtower ActorIndex="0" UseGroupA="true" UseGroupB="false" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveNext">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveLast">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
              <Waves>
                <Wave ActivityDelay="" MaxZombies="16" MinZombies="8" SpawnActorIdx="12" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                  <Threshold Scene="" Timeout="40" Value="10" />
                </Wave>
                <Wave ActivityDelay="" MaxZombies="16" MinZombies="8" SpawnActorIdx="13" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                  <Threshold Scene="" Timeout="40" Value="6" />
                </Wave>
              </Waves>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Get Clear">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ar04Bridges_ChargesSet" ClearAreaCompletionText="" CompletionScene="ar04Bridges_Kaboom" Flags="" HeadlineText="" MusicBucket="Manual - Approach" MusicBucketDelay="0" ObjectiveText="Clear the Blast Radius" Radius="15" SelectionFlags="" TargetLocationOverride="2" Type="LeaveArea">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="">
          <Objectives>
            <Objective AbortRadius="2000" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" SelectionFlags="" TargetLocationOverride="-1" Type="Wait" WaitRadius="2000" WaitTime="2" WaitTimeMax="2">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="2" Radius="60" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="OnAdd" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="" Label="ar04Fairgrounds" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Something's Missing" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="activity_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="2" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ArmyMaverick" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.TrumbullCampaign" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_BridgeBarricades" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar04Bridges_Victory_PlayerStart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_FairgroundsEntrance_South" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_FairgroundsEntrance_North" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TestTour_ch_3" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TestTour_ch_4" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TestTour_ch_5" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.TrumbullCampaign" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Something's Missing" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Okay, this is starting to get seriously creepy. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Ghost town." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="-1">
                    <DescriptionText Flags="" Notes="" Text="Will look around for any survivors." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Advance">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="ar04Fairgrounds_Start" ClearAreaCompletionText="" CompletionScene="ar04Bridges_Victory" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="Go Back for the Others" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Check out the Fairgrounds" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="3" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="2" Radius="60" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Meet up with Sgt. Tan." Label="ar05Water" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="ar05Water_NewOpp" OpportunityText="Lone Soldier" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="ar05Water_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, ApproachReqInBuilding, ApproachReqNpcLos, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="ar05Water_Approach" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="2" TestCommand="rts_sandbox; rts_set status.cheat.arWater 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ArmyMaverick" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Army" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_LastArmySurvivor" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ReservoirOverlook" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ReservoirTour1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ReservoirTour2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ReservoirTour3" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.WaterSickGuy" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_ReservoirTour0" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList>
        <PreloadAudio File="wpn_ar_556_npc" />
      </PreloadAudioList>
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Lone Soldier" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sgt. Tan found something, he wants to meet and it doesn't sound good. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="New developments." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Approached">
          <Action ActionFlags="" ActionId="SetCoreNpcs" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="8" IsCoreNpc="false" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionDone" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryAR.BadWaterFound" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Lone Soldier" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, now we know where the black fever came from. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Don't drink the water." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="MercyKill">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="ar05Water_Bang" Flags="" HeadlineText="Leave the House" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" Radius="20" SelectionFlags="" TargetLocationOverride="2" Type="LeaveArea">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="false" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="GoToReservoir">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="ar05Water_OfferYes" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - Exploration" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Head to the Reservoir" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="3" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="true" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="50" Scene="ar05Water_Drive" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="CheckItOut">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ar05Water_Reservoir" ClearAreaCompletionText="" CompletionScene="ar05Water_Victory" Flags="ActivateBeforeScene" HeadlineText="" KeepSafe="True" LeaderActorIndex="0" MusicBucket="Manual - DroneCue" MusicBucketDelay="6" ObjectiveText="Walk with Sgt. Tan" SelectionFlags="" TargetLocationOverride="3" Type="Tour" WaitDist="15" WaitObjectiveText="">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <Points>
                <Point ActorIndex="9" Flags="" Scene="" Speed="1" />
                <Point ActorIndex="4" Flags="" Scene="" Speed="1" />
                <Point ActorIndex="4" Flags="ContinueAfterScene" Scene="ar05Water_Suspicions" Speed="1" />
                <Point ActorIndex="5" Flags="" Scene="" Speed="1" />
              </Points>
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="2" Radius="60" />
        <SpawnExclusion Actor="4" Radius="60" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Rendezvous with Sgt. Tan." Label="ar06Obstacles" MinStartDist="150" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="ar06Obstacles_NewOpp" OpportunityText="Exit Strategy" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="ar06Obstacles_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, StartWhenSafe, HideOpDuringMission" SetupMusicBucket="Manual - Exploration" SetupMusicBucketDelay="0" SetupScene="ar06Obstacles_Approach" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="1" TestCommand="rts_sandbox; rts_set Status.Cheat.arObstacles 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.ArmyMaverick" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_PassApproach" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Exit Strategy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Only one way out and it's walled off. Options are limited, get through it or die. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Problems getting out." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryAR.ObstaclesDefined" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Exit Strategy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The military has a term for this...FUBAR. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Good to go." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" SelectionFlags="" TargetLocationOverride="-1" Type="Wait" WaitRadius="0.0" WaitTime="1" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="10" ApproachScene="ar06Explosives_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Collect explosives from the armory." Label="ar06Explosives" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="ar06Explosives_NewOpp" OpportunityText="The Armory" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="ar06Explosives_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, RestoreMissionOnFail, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="ar06Explosives_Approach" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="5" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="ar06Explosives_ApproachWarehouse" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ArmyMaverick" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Army" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_ar06Explosives_Building" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar06Explosives_Maze" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Infestation ActorFlags="Spawn, Evict, IgnoreSafeAreas" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" />
          <TagPoint ActorName="RTSPoint_ExplosivesBuilding_Erik" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.TrumbullCampaign, Trait.Voice.ED" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.TrumbullCampaign" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_ar06Explosives_WarehouseAmbush" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar06Explosives_MazeAmbush" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar06Explosives_CenterBuilding" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar06Explosives_SideBuilding" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar06Explosives_Tents1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar06Explosives_Tents2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar06Explosives_SwitchbackArena" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar06Explosives_WarehouseArena" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. This could get pretty intense." AcceptText="Yes." DeclineDescText="" DeclineText="" DoNothingDescText="Delay. Sgt. Tan will wait for you." DoNothingText="Not yet." OfferNpc="0" OfferScene="ar06Explosives_Offer" OfferSceneDecline="" OfferSceneDoNothing="ar06Explosives_OfferNo" OfferText="Go get the explosives?" />
      <PreloadAudioList>
        <PreloadAudio File="veh_engines" />
      </PreloadAudioList>
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: The Armory" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're going to need some pretty hefty firepower to blow this barricade. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Collect explosives." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="Npcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="6" IsCoreNpc="true" />
              <Mission_ActorSetCoreNpc ActorIndex="7" IsCoreNpc="true" />
              <BuildingDiscover ActorIndex="4" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SecondWave" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Zombie.Spawn GoalPosActorIndex="5" SpawnCount="5" SpawnFlags="TrackPlayer, Path, Force, Lusted" SpawnPosActorIndex="3" />
              <Zombie.FreakSpawn FreakHash="Zombie.Screamer" SpawnPosActorIndex="3" TrackPlayer="" />
              <Console_Command Command="LOG: MazeAmbush (near Maze) -- 2nd Wave" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_Slaughter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="15" InputFlags="" InputId="Game.Mission.NumPlayerKills" />
            </Inputs>
            <Outputs>
              <EventAddEffect Icon="2 Slaughter" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="2">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="Saved the day." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Slaughter)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Story.ExplosivesGathered" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: The Armory" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs />
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Oh, military-grade explosives. Is there any problem you can't solve?" />
                    <SummaryText Flags="" Notes="" Text="Explosives acquired." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="ApproachInfestation">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="ar06Explosives_OfferYes" ClearAreaCompletionText="" CompletionScene="ar06Explosives_EnterWarehouse" FinalStretchDist="" FinalStretchScene="" FindVehicleText="" Flags="ActivateBeforeScene" HeadlineText="" LeadNpcsFlags="CompleteOnEnterBuilding" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Head to the Warehouse" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="4" Type="LeadNpcs" WaitDist="10000" WaitScene="">
              <LocationEvents>
                <LocationEvent ActorIndex="3" Flags="" Radius="22">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Zombie.FreakSpawn FreakHash="Zombie.Feral" SpawnPosActorIndex="9" TrackPlayer="" />
                      <Console_Command Command="LOG: MazeAmbush (near Maze)" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="12" Flags="" Radius="33">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Zombie.Spawn GoalPosActorIndex="12" SpawnCount="8" SpawnFlags="TrackPlayer, Path, Force, Lusted" SpawnPosActorIndex="11" />
                      <Console_Command Command="LOG: SideBuilding (near Tents1)" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="11" Flags="" Radius="25">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Zombie.Spawn GoalPosActorIndex="3" SpawnCount="8" SpawnFlags="TrackPlayer, Path, Force, Lusted" SpawnPosActorIndex="10" />
                      <Zombie.FreakSpawn FreakHash="Zombie.Bloater" SpawnPosActorIndex="10" TrackPlayer="" />
                      <Console_Command Command="LOG: CenterBuilding (near SideBuilding)" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="8" Flags="" Radius="17">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Zombie.FreakSpawn FreakHash="Zombie.Juggernaut" SpawnPosActorIndex="8" TrackPlayer="" />
                      <Zombie.Spawn GoalPosActorIndex="15" SpawnCount="3" SpawnFlags="TrackPlayer, Path, Force, Lusted" SpawnPosActorIndex="8" />
                      <Zombie.FreakSpawn FreakHash="Zombie.Bloater" SpawnPosActorIndex="2" TrackPlayer="" />
                      <Zombie.FreakSpawn FreakHash="Zombie.Screamer" SpawnPosActorIndex="15" TrackPlayer="" />
                      <Console_Command Command="LOG: Switchback Juggernaut (near Switchback Ambush)" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="2" Flags="" Radius="5">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Zombie.FreakSpawn FreakHash="Zombie.Feral" SpawnPosActorIndex="8" TrackPlayer="" />
                      <Console_Command Command="LOG: Switchback Feral (near Building)" />
                    </Outputs>
                  </Action>
                </LocationEvent>
              </LocationEvents>
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="ClearInfestation">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="ar06Explosives_Victory" Flags="CompleteBeforeScene" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear  the Warehouse" SelectionFlags="" TargetActorIndex="4" TargetLocationOverride="4" Type="ClearInfestation">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="true" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="Ambush spawn" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Zombie.FreakSpawn FreakHash="Zombie.Feral" SpawnPosActorIndex="14" TrackPlayer="" />
                      <Console_Command Command="LOG: WarehouseAmbush (near Maze)" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Game.Player.Base</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees>
        <SpawnGuarantee Actor="14" Density="6" InBuilding="True" Radius="10" />
        <SpawnGuarantee Actor="12" Density="6" InBuilding="True" Radius="15" />
        <SpawnGuarantee Actor="13" Density="10" InBuilding="True" Radius="15" />
        <SpawnGuarantee Actor="10" Density="8" InBuilding="True" Radius="10" />
        <SpawnGuarantee Actor="11" Density="8" InBuilding="" Radius="15" />
      </SpawnGuarantees>
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
        <TempRtsBool RtsBool="!Game.RTS.NoRandomMissionFreaks" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Leave Trumbull Valley." Label="ar07Barrier" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="ar07Finale_OppRemind" OpportunityText="The Wall" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, RestoreMissionOnFail, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="11" TestCommand="rts_sandbox; rts_set Status.Cheat.arFinale 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ArmyMaverick" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent" FunctionTags="Home, Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent" FunctionTags="Home, Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <TagPoint ActorName="RTSPoint_Pass" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_PassApproach" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar07Finale_Defender_1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar07Finale_Defender_2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_ar07Finale_WaveSpawn1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar07Finale_WaveSpawn2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar07Finale_WaveSpawn4" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar06Obstacles_ErikStart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar06FinaleBoG_PlayerStart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar07Finale_Suicide_LilyStart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_Limbo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START FINAL MISSION. Be sure all your old business is complete first." AcceptText="Yes." DeclineDescText="" DeclineText="" DoNothingDescText="Delay. Sgt. Tan will wait around for you." DoNothingText="Not yet." OfferNpc="0" OfferScene="ar07Finale_Offer" OfferSceneDecline="" OfferSceneDoNothing="ar07Finale_OfferNo" OfferText="Blow Up the Barrier?" />
      <PreloadAudioList>
        <PreloadAudio File="mis_ar07Finale" />
      </PreloadAudioList>
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="2" IsCoreNpc="false" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: The Wall" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="All that's left is to blow this barricade and get out of here. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Endgame." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="Award_Slaughter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="15" InputFlags="" InputId="Game.Mission.NumPlayerKills" />
            </Inputs>
            <Outputs>
              <EventAddEffect Icon="2 Slaughter" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="2">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="Saved the day." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Slaughter)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: The Wall" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="To Be Continued.... -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Oh, shit." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="1" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.CannotDie" />
              <Actor_GiveTrait ActorIndex="2" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.CannotDie" />
              <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Story.LastMission" />
              <Actor_GiveTrait ActorIndex="2" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Story.LastMission" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Finale" PauseWhenOffline="" />
              <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="true" />
              <Mission_ActorSetCoreNpc ActorIndex="2" IsCoreNpc="true" />
              <Mission_ActorSetCoreNpc ActorIndex="15" IsCoreNpc="false" />
              <Actor_TeleportTo ActorIndex="15" TargetIndex="14" />
              <Mission_ActorAiSendSignal ActorIndex="15" Signal="TO_IDLE" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Finale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Set Charges Setup">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ar07Finale_ChargesStart" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="THE WALL" MusicBucket="Ending - Battle" MusicBucketDelay="10" ObjectiveText="Protect Sgt. Tan" SelectionFlags="" TargetLocationOverride="3" Type="Wait" WaitRadius="0.0" WaitTime="8" WaitTimeMax="8">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Interact_search_ground_loop" ShowWeapon="" TargetActorIndex="4" />
                      <Mission_ActorSetContextTag ActorIndex="0" OutputAmount="true" Text="IsNonCombatant" />
                      <Mission_ActorAiDefend ActorIndex="1" AllowShooting="True" TargetActorIndex="5" />
                      <Mission_ActorAiDefend ActorIndex="2" AllowShooting="True" TargetActorIndex="6" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Set Charges">
          <Objectives>
            <Objective AbortRadius="75.0" ActivationScene="" BarricadeObjectiveText="" BarricadeSetupTime="0.0" BreachActorIndex="-1" ClearAreaCompletionText="" CompletionScene="ar07Finale_ChargesSet" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Protect Sgt. Tan" OutsideSiege="" SelectionFlags="" SpawnableFreaksOnly="" TargetLocationOverride="4" Type="Siege" WatchtowerActorIndex="-1" WatchtowerSetupTime="0.0" WatchtowerTpFlags="" WatchtowerTpType="">
              <Activities />
              <Freaks />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Interact_search_ground_loop" ShowWeapon="" TargetActorIndex="4" />
                      <Mission_ActorAiDefend ActorIndex="1" AllowShooting="True" TargetActorIndex="5" />
                      <Mission_ActorAiDefend ActorIndex="2" AllowShooting="True" TargetActorIndex="6" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveNext">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Zombie.FreakSpawn FreakHash="Zombie.Juggernaut" SpawnPosActorIndex="9" TrackPlayer="True" />
                      <Zombie.FreakSpawn FreakHash="Zombie.Feral" SpawnPosActorIndex="10" TrackPlayer="True" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveLast">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="SpawnFreak" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="Feral" AltOdds="50" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Zombie.FreakSpawn FreakHash="Zombie.Juggernaut" SpawnPosActorIndex="9" TrackPlayer="True" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="Feral" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Zombie.FreakSpawn FreakHash="Zombie.Feral" SpawnPosActorIndex="8" TrackPlayer="True" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
              <Waves>
                <Wave ActivityDelay="" MaxZombies="12" MinZombies="8" SpawnActorIdx="10" SpawnActorIdx2="8" SpawnActorIdx3="-1">
                  <Threshold Scene="" Timeout="1" Value="3" />
                </Wave>
                <Wave ActivityDelay="" MaxZombies="14" MinZombies="12" SpawnActorIdx="10" SpawnActorIdx2="9" SpawnActorIdx3="-1">
                  <Threshold Scene="ar07Finale_Charges01" Timeout="90" Value="10" />
                  <Threshold Scene="ar07Finale_Charges02" Timeout="1" Value="3" />
                </Wave>
                <Wave ActivityDelay="" MaxZombies="14" MinZombies="12" SpawnActorIdx="8" SpawnActorIdx2="9" SpawnActorIdx3="10">
                  <Threshold Scene="ar07Finale_Charges03" Timeout="300" Value="5" />
                </Wave>
              </Waves>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Clear Out">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="THE WALL" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear the Blast Radius" Radius="25" SelectionFlags="" TargetLocationOverride="3" Type="LeaveArea">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiFollow ActorIndex="0" AllowShooting="" />
                      <Mission_ActorAiFollow ActorIndex="1" AllowShooting="" />
                      <Mission_ActorAiFollow ActorIndex="2" AllowShooting="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Music_PlayBucket MusicBucket="Ending - Problem" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Problems Setup">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ar07Finale_Progress_Problem" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="THE FINAL COUNTDOWN" MusicBucket="Ending - Problem" MusicBucketDelay="0" ObjectiveText="Protect Sgt. Tan" SelectionFlags="" TargetLocationOverride="3" Type="Wait" WaitRadius="0.0" WaitTime="5" WaitTimeMax="5">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Interact_search_ground_loop" ShowWeapon="" TargetActorIndex="4" />
                      <Mission_ActorSetContextTag ActorIndex="0" OutputAmount="true" Text="IsNonCombatant" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Problems">
          <Objectives>
            <Objective AbortRadius="75.0" ActivationScene="" BarricadeObjectiveText="" BarricadeSetupTime="0.0" BreachActorIndex="-1" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="" MusicBucket="Ending - Problem" MusicBucketDelay="0" ObjectiveText="Protect Sgt. Tan" OutsideSiege="" SelectionFlags="" SpawnableFreaksOnly="" TargetLocationOverride="4" Type="Siege" WatchtowerActorIndex="-1" WatchtowerSetupTime="0.0" WatchtowerTpFlags="" WatchtowerTpType="">
              <Activities />
              <Freaks />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Interact_search_ground_loop" ShowWeapon="" TargetActorIndex="4" />
                      <Mission_ActorAiDefend ActorIndex="1" AllowShooting="True" TargetActorIndex="5" />
                      <Mission_ActorAiDefend ActorIndex="2" AllowShooting="True" TargetActorIndex="6" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveFirst">
                  <Action ActionFlags="" ActionId="SpawnFreak" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="Feral" AltOdds="50" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Zombie.FreakSpawn FreakHash="Zombie.Juggernaut" SpawnPosActorIndex="9" TrackPlayer="True" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="Feral" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Zombie.FreakSpawn FreakHash="Zombie.Feral" SpawnPosActorIndex="10" TrackPlayer="True" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
              <Waves>
                <Wave ActivityDelay="" MaxZombies="14" MinZombies="12" SpawnActorIdx="8" SpawnActorIdx2="9" SpawnActorIdx3="10">
                  <Threshold Scene="" Timeout="1" Value="5" />
                </Wave>
                <Wave ActivityDelay="" MaxZombies="8" MinZombies="6" SpawnActorIdx="8" SpawnActorIdx2="9" SpawnActorIdx3="-1" />
              </Waves>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Stay Clear">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ar07Finale_BoG" ClearAreaCompletionText="" CompletionScene="ar07Finale_Suicide" Flags="" HeadlineText="THE FINAL COUNTDOWN" MusicBucket="Ending - Cue" MusicBucketDelay="0" ObjectiveText="Stay out of the Blast Radius" Radius="20" SelectionFlags="" TargetLocationOverride="3" Type="LeaveArea">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Interact_search_ground_loop" ShowWeapon="" TargetActorIndex="4" />
                      <Mission_ActorAiFollow ActorIndex="1" AllowShooting="" />
                      <Mission_ActorAiFollow ActorIndex="2" AllowShooting="" />
                      <Mission_ActorAiFollow ActorIndex="15" AllowShooting="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="GTFO">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="ar07Finale_Victory" Flags="" HeadlineText="THE FINAL COUNTDOWN" MusicBucket="Ending - Cue" MusicBucketDelay="0" ObjectiveText="Leave Trumbull Valley" SelectionFlags="" TargetLocationOverride="3" Type="Wait" WaitRadius="150" WaitTime="3" WaitTimeMax="3">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiMoveTo ActorIndex="1" Fast="true" TargetActorIndex="3" />
                      <Mission_ActorAiMoveTo ActorIndex="2" Fast="true" TargetActorIndex="3" />
                      <Mission_ActorAiMoveTo ActorIndex="15" Fast="true" TargetActorIndex="3" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="3" Radius="150" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="OnAdd" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="" Label="ar07Finale" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="The Wall" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="11" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ArmyMaverick" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.LastMission" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.LastMission" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <TagPoint ActorName="RTSPoint_Pass" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_PassApproach" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_PassExit" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_ar07Finale_WaveSpawn1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar07Finale_WaveSpawn2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar07Finale_WaveSpawn4" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar06Obstacles_ErikStart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar06FinaleBoG_PlayerStart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar07Finale_Suicide_LilyStart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_Limbo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar07Finale_Defender_1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ar07Finale_Defender_2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList>
        <PreloadAudio File="mis_ar07Finale" />
      </PreloadAudioList>
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="3" IsCoreNpc="false" />
              <Actor_GiveTrait ActorIndex="1" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.CannotDie" />
              <Actor_GiveTrait ActorIndex="2" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.CannotDie" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_TeleportTo ActorIndex="3" TargetIndex="14" />
              <Mission_ActorAiSendSignal ActorIndex="3" Signal="TO_IDLE" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: The Wall" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="To Be Continued.... -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Oh, shit." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Finale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Problems Setup">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ar07Finale_Progress_Problem" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="THE FINAL COUNTDOWN" MusicBucket="Ending - Problem" MusicBucketDelay="0" ObjectiveText="Protect Sgt. Tan" SelectionFlags="" TargetLocationOverride="4" Type="Wait" WaitRadius="0.0" WaitTime="5" WaitTimeMax="5">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Interact_search_ground_loop" ShowWeapon="" TargetActorIndex="5" />
                      <Mission_ActorSetContextTag ActorIndex="0" OutputAmount="true" Text="IsNonCombatant" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Problems">
          <Objectives>
            <Objective AbortRadius="75.0" ActivationScene="" BarricadeObjectiveText="" BarricadeSetupTime="0.0" BreachActorIndex="-1" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="" MusicBucket="Ending - Problem" MusicBucketDelay="0" ObjectiveText="Protect Sgt. Tan" OutsideSiege="" SelectionFlags="" SpawnableFreaksOnly="" TargetLocationOverride="5" Type="Siege" WatchtowerActorIndex="-1" WatchtowerSetupTime="0.0" WatchtowerTpFlags="" WatchtowerTpType="">
              <Activities />
              <Freaks />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Interact_search_ground_loop" ShowWeapon="" TargetActorIndex="5" />
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
                      <Mission_ActorSetCoreNpc ActorIndex="2" IsCoreNpc="false" />
                      <Mission_ActorAiDefend ActorIndex="1" AllowShooting="True" TargetActorIndex="15" />
                      <Mission_ActorAiDefend ActorIndex="2" AllowShooting="True" TargetActorIndex="16" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveFirst">
                  <Action ActionFlags="" ActionId="SpawnFreak" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="Feral" AltOdds="50" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Zombie.FreakSpawn FreakHash="Zombie.Juggernaut" SpawnPosActorIndex="9" TrackPlayer="True" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="Feral" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Zombie.FreakSpawn FreakHash="Zombie.Feral" SpawnPosActorIndex="10" TrackPlayer="True" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
              <Waves>
                <Wave ActivityDelay="" MaxZombies="14" MinZombies="12" SpawnActorIdx="8" SpawnActorIdx2="9" SpawnActorIdx3="10">
                  <Threshold Scene="" Timeout="1" Value="5" />
                </Wave>
                <Wave ActivityDelay="" MaxZombies="8" MinZombies="6" SpawnActorIdx="8" SpawnActorIdx2="9" SpawnActorIdx3="-1" />
              </Waves>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Stay Clear">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ar07Finale_BoG" ClearAreaCompletionText="" CompletionScene="ar07Finale_Suicide" Flags="" HeadlineText="THE FINAL COUNTDOWN" MusicBucket="Ending - Cue" MusicBucketDelay="0" ObjectiveText="Stay out of the Blast Radius" Radius="20" SelectionFlags="" TargetLocationOverride="4" Type="LeaveArea">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Interact_search_ground_loop" ShowWeapon="" TargetActorIndex="5" />
                      <Mission_ActorAiFollow ActorIndex="1" AllowShooting="" />
                      <Mission_ActorAiFollow ActorIndex="2" AllowShooting="" />
                      <Mission_ActorAiFollow ActorIndex="3" AllowShooting="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="GTFO">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="ar07Finale_Victory" Flags="" HeadlineText="THE FINAL COUNTDOWN" MusicBucket="Ending - Cue" MusicBucketDelay="0" ObjectiveText="Leave Trumbull Valley" SelectionFlags="" TargetLocationOverride="-1" Type="Wait" WaitRadius="0.0" WaitTime="1" WaitTimeMax="1">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiMoveTo ActorIndex="1" Fast="true" TargetActorIndex="6" />
                      <Mission_ActorAiMoveTo ActorIndex="2" Fast="true" TargetActorIndex="6" />
                      <Mission_ActorAiMoveTo ActorIndex="3" Fast="true" TargetActorIndex="6" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="4" Radius="150" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Spot zombies for the Army's artillery." Label="arR1Spotter" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="arR1Spotter_NewOpp" OpportunityText="Eyes In the Sky" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="5" RdCount="" ReminderScene="activity_OppRemind" RevealDist="0.0" SetupFlags="ApproachReqNotInVehicle" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="1" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <SurveyGroup ActorFlags="" ActorName="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="500.0" SearchRangeMin="0.0" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="2" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionDiscovered_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Eyes In the Sky" />
                <TutorialText Flags="" Notes="" Text="Start by climbing the designated Survey location." />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sgt. Tan wants someone to call out horde locations for his artillery buddies. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Artillery spotting." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed" />
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="arR1Spotter_Approach" ClearAreaCompletionText="" CompletionScene="" Flags="" GetToLookoutText="" HeadlineText="" MinSurveyTime="5.0" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Look for Zombie Hordes" SelectionFlags="" SurveyAreaText="Look for Zombie Hordes" SurveyRequirements="Hordes" TargetLocationOverride="1" Type="Survey">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="SurveySpotHorde">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_AirstrikeLastSurveyedHack />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="Survey_ReachTop" ReplacementID="arR1Spotter_Start" />
              </OverrideScenes>
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>Game.StoryAR.UnlockSpotter</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="Missions_Church" Label="Church Arc (ch)">
    <MissionFramework ActivateType="OnAdd" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Get to the church." Label="ch01Home" MinStartDist="100" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="The Voice On the Radio" OpportunityTimeout="0.0" OpportunityTypeText="" Priority="10" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="RestoreMissionOnFail" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="-1" TestCommand="rts_test; com_addWeapon 12; com_addGun 1; cm_addMission ch01Home home" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Buddy" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_01Home_Car" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_01Home_Arrival" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.StarterMale" FunctionTags="Npc, NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.StarterFemale" FunctionTags="Npc, NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_01Home_Player" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_01Home_Ed" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_01Home_Arrival_ChurchCenter" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.ChurchPastor" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.ChurchBully" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="9" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="10" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="11" IsCoreNpc="false" />
              <Actor_GiveTrait ActorIndex="3" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Meta.CannotDie" />
              <Actor_GiveTrait ActorIndex="4" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Meta.CannotDie" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: The Voice On the Radio" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I'm not sure how much I trust these people, but at least they're not trying to kill us on sight. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Survivors at the church." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Loaded">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_TeleportTo ActorIndex="0" TargetIndex="6" />
              <Actor_TeleportTo ActorIndex="3" TargetIndex="1" />
              <Actor_TeleportTo ActorIndex="4" TargetIndex="1" />
              <Actor_TeleportTo ActorIndex="5" TargetIndex="7" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
              <Actor_GiveTrait ActorIndex="3" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
              <Actor_GiveTrait ActorIndex="4" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.FollowPlayer" />
              <Actor_ApplyBlood ActorIndex="0" Amount="Large" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="MissionStarted" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Hurt_Mauled" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="25" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="25" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_SocialNetwork" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffect Icon="10 Socal Net" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="10">
                <DescriptionText Flags="" Notes="" Text="Meeting new allies has earned you Fame." />
                <NameText Flags="" Notes="" Text="New Allies" />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="100" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Social Network)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Rewards" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.ReachedChurch" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Zombies.Hordes" PauseWhenOffline="" />
              <Fate_EnableDeck DeckEnabled="true" DeckName="Default" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.FollowPlayer" />
              <Actor_GiveTrait ActorIndex="3" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.FollowPlayer" />
              <Actor_GiveTrait ActorIndex="4" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.FollowPlayer" />
              <Actor_GiveTrait ActorIndex="4" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.NeverAway" />
              <Actor_GiveTrait ActorIndex="5" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.NeverAway" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: The Voice On the Radio" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, looks like we're not evicted, yet. Keeping an eye on Alan though. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="An uneasy truce." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTask ActorIndex="9" OutputDuration="" PauseWhenOffline="" Task="Task.INF_TendPatient" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="01Home_Drive">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="ch01Home_Drive" ClearAreaCompletionText="" CompletionScene="ch01Home_Arrival" FinalStretchDist="0" FinalStretchScene="" FindVehicleText="" Flags="ActivateBeforeScene" HeadlineText="" LeadNpcsFlags="NoMorale" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Go To The Church" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents>
                <LocationEvent ActorIndex="8" Flags="" Radius="380">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ch01Home_Frequency" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="8" Flags="" Radius="30">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_CompleteObjective />
                    </Outputs>
                  </Action>
                </LocationEvent>
              </LocationEvents>
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="2" Radius="75" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="OnAdd" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Get a tour of the church." Label="ch02Tour" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Home Sweet Home" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, AllowNpcsInSight, ApproachReqNotInVehicle" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="12" TestCommand="rts_demo" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_01Home_Arrival_CommandStart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_02Tour_Resupply" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_02Tour_Bedroom" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_02Tour_Outside" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_02Tour_Gate" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_02Tour_BackCorner" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_02Tour_Kitchen" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.ChurchSmartass" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_02Tour_ResupplySmartass" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_NavChurch_RampBottom1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Get a quick tour and earn a little Trust with Lily." AcceptText="Yeah" DeclineDescText="DECLINE MISSION. Lily may still have a little something to say to you." DeclineText="No, thanks." DoNothingDescText="" DoNothingText="" OfferNpc="0" OfferScene="ch02Tour_Offer" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="Get a quick tour of the church?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="9" IsCoreNpc="false" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Home Sweet Home" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Lily wants to show me around the church. I guess that's a good move. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="The grand tour." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Seems friendlier than the others." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Loaded">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_TeleportTo ActorIndex="8" TargetIndex="2" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="25" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="25" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="10" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="10" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="10" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateGameSettings" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Zombies.Hordes" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoEnclaveMissions" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoRunners" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoFateEvents" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoSurvey" PauseWhenOffline="" />
              <Hint_Enable HintId="Container.Influence" SetEnabled="false" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Enemy.Unlock_Screamer" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="LogInventoryTip" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
                <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Supply Locker" />
                <TutorialText Flags="" Notes="" Text="Taking things from the supply locker costs Influence." />
                <DescArgs />
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="There's a supply locker back at home where I can load up on emergency supplies." />
                    <SummaryText Flags="" Notes="" Text="Resupply at Home" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
                <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Weight" />
                <TutorialText Flags="" Notes="" Text="Eat a snack for a temporary energy boost." />
                <DescArgs />
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I'm realizing more and more that stamina is the key to survival. And the more stuff I carry, the less stamina I have." />
                    <SummaryText Flags="" Notes="" Text="Weight affects stamina." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.TouredChurch" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoSupplyRuns" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Home Sweet Home" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Gotta say, it seems like these people have a pretty good setup here. Maybe we should stick around. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="A good setup." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="Rewards" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Zombies.Hordes" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoEnclaveMissions" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoRunners" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoFateEvents" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoSurvey" PauseWhenOffline="" />
              <Hint_Enable HintId="Container.Influence" SetEnabled="false" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Enemy.Unlock_Screamer" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.TouredChurch" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoSupplyRuns" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="LogInventoryTip" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Books" IconId="28">
                <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Supply Locker" />
                <TutorialText Flags="" Notes="" Text="Taking things from the supply locker costs Influence." />
                <DescArgs />
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="There's a supply locker back at home where I can load up on emergency supplies." />
                    <SummaryText Flags="" Notes="" Text="Resupply at Home" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Books" IconId="28">
                <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Weight" />
                <TutorialText Flags="" Notes="" Text="Eat a snack for a temporary energy boost." />
                <DescArgs />
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I'm realizing more and more that stamina is the key to survival. And the more stuff I carry, the less stamina I have." />
                    <SummaryText Flags="" Notes="" Text="Weight affects stamina." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="DECLINED: Home Sweet Home" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I skipped the tour, but Lily still had something to say: I need to score some antibiotics for Ed or he's going to die. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Warned about Ed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="FarewellScene" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="ch02Tour_Decline" SceneReason="MissionActive" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Rewards" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Zombies.Hordes" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoEnclaveMissions" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoRunners" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoFateEvents" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoSurvey" PauseWhenOffline="" />
              <Hint_Enable HintId="Container.Influence" SetEnabled="false" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Enemy.Unlock_Screamer" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.TouredChurch" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoSupplyRuns" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="LogInventoryTip" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Books" IconId="28">
                <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Supply Locker" />
                <TutorialText Flags="" Notes="" Text="Taking things from the supply locker costs Influence." />
                <DescArgs />
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="There's a supply locker back at home where I can load up on emergency supplies." />
                    <SummaryText Flags="" Notes="" Text="Resupply at Home" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Books" IconId="28">
                <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Weight" />
                <TutorialText Flags="" Notes="" Text="Eat a snack for a temporary energy boost." />
                <DescArgs />
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I'm realizing more and more that stamina is the key to survival. And the more stuff I carry, the less stamina I have." />
                    <SummaryText Flags="" Notes="" Text="Weight affects stamina." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="DECLINED: Home Sweet Home" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I skipped the tour, but Lily still had something to say: I need to score some antibiotics for Ed or he's going to die. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Warned about Ed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="FarewellScene" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="ch02Tour_Decline" SceneReason="MissionActive" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="02Tour">
          <Objectives>
            <Objective AbortRadius="25" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="" KeepSafe="True" LeaderActorIndex="0" MusicBucket="Tutorial - Tour" MusicBucketDelay="0" ObjectiveText="Walk with Lily" SelectionFlags="" TargetLocationOverride="-1" Type="Tour" WaitDist="8" WaitObjectiveText="">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <Points>
                <Point ActorIndex="2" Flags="DisableShortcutting" Scene="" Speed="1" />
                <Point ActorIndex="2" Flags="ContinueAfterScene, DisableShortcutting" Scene="ch02Tour_Center" Speed="1" />
                <Point ActorIndex="7" Flags="DisableShortcutting" Scene="" Speed="1" />
                <Point ActorIndex="7" Flags="ContinueAfterScene, DisableShortcutting" Scene="ch02Tour_Kitchen" Speed="1" />
                <Point ActorIndex="3" Flags="DisableShortcutting" Scene="" Speed="1" />
                <Point ActorIndex="3" Flags="ContinueAfterScene, DisableShortcutting" Scene="ch02Tour_Bedroom" Speed="1" />
                <Point ActorIndex="4" Flags="DisableShortcutting" Scene="chWC_Treatment" Speed="1" />
              </Points>
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="02Tour_B">
          <Objectives>
            <Objective AbortRadius="25" ActivationScene="" ClearAreaCompletionText="" CompletionScene="ch02Tour_Resupply" Flags="" HeadlineText="" KeepSafe="True" LeaderActorIndex="0" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Walk with Lily" SelectionFlags="" TargetLocationOverride="-1" Type="Tour" WaitDist="8" WaitObjectiveText="Follow Lily">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Setup">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiMoveTo ActorIndex="9" Fast="false" TargetActorIndex="10" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <Points>
                <Point ActorIndex="5" Flags="DisableShortcutting" Scene="" Speed="1" />
                <Point ActorIndex="5" Flags="ContinueAfterScene, DisableShortcutting" Scene="ch02Tour_Warning" Speed="1" />
                <Point ActorIndex="6" Flags="DisableShortcutting" Scene="ch02Tour_Request" Speed="1" />
                <Point ActorIndex="2" Flags="" Scene="" Speed="1" />
              </Points>
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="10" ApproachScene="Survey_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Look for a place to find medicine." Label="ch03Survey" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="ch03Survey_NewOpp" OpportunityText="Lay of the Land" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="RestoreMissionOnFail" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="0" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="ch03Survey_WhyChurch" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <SurveyGroup ActorFlags="" ActorName="spencer_celltower" HideWarnings="" NearActorIdx="-1" Optional="" SearchRangeMax="500.0" SearchRangeMin="0.0" />
          <TagPoint ActorName="RTSPoint_03Supply" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned, Closest, Evict" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <Building ActorFlags="Closest" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <Player HideWarnings="" Optional="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Lay of the Land" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Lily wants me to go climb a cell tower in town and see if I can see any place to find medicine. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Look for medicine." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="!Game.StoryCH.SurvivalTactics" Invert="" />
            </Inputs>
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
                <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Surveying" />
                <TutorialText Flags="" Notes="" Text="I'll mark survey locations on my map with BINOCULARS." />
                <DescArgs>
                  <EventDescArg Param="" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Rather than charging in blindly, Lily suggests using elevated survey locations to spot areas of heavy zombie activity and scope out places that are likely to have useful stuff. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="We can scope things out in advance." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.SurvivalTactics" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="25" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Rewards" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.VetClinicSpotted" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Lay of the Land" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Spotted a vet clinic that looks fairly untouched. We're going to go see what we can find. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Found a lead." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-25" OutputDuration="" OutputId="Family.Influence" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="03Survey">
          <Objectives>
            <Objective AbortRadius="100" ActivationScene="" ClearAreaCompletionText="" CompletionScene="ch03Survey_Victory" Flags="AbortRadiusNoWarning, CompleteBeforeScene" GetToLookoutText="Climb the Cell Tower" HeadlineText="LAY OF THE LAND" MinSurveyTime="5.0" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Climb the Cell Tower" SelectionFlags="" SurveyAreaText="Look for a Medical Facility" SurveyRequirements="" TargetLocationOverride="0" Type="Survey">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <Site SiteActorIndex="2" />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Get antibiotics." Label="ch03Meds" MinStartDist="50" MissionOpIcon="HEALTH_FRIENDLY" OnTaggedScene="" OpportunityScene="ch03Meds_NewOpp" OpportunityText="The Vet Clinic" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="ch03Meds_Setup" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="4" TestCommand="rts_demo; rts_set status.cheat.chExploration 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="ch03Meds_Travel" Type="Story" MissionOpSurveyIconId="6" MissionOpIconId="21">
      <MissionActors>
        <Actors>
          <TagPoint ActorName="RTSPoint_03Supply" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.ChurchBully" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.ChurchSmartass" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_03Supply" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_03Supply_Meet" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned, Closest, Evict" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="500.0" SearchRangeMin="0.0" SiteTag="" />
          <TagPoint ActorName="ScenePoint_ChurchHome_Speaker" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: The Vet Clinic" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sam and Alan are waiting at the clinic. I'll put up with Alan if it means getting the meds. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Collect medicine." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="2" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Headed to the Vet Clinic." />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Headed to the Vet Clinic." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="1" Amount="-6000" />
              <Actor_StaminaTankModify ActorIndex="2" Amount="-6000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="25" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_Flawless" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Temp.Event_GatheringInterrupted" Invert="True" />
            </Inputs>
            <Outputs>
              <EventAddEffect Icon="6 Flawless" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="6">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="Not one perimeter breach." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Flawless)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Rewards" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="16" OutputId="Stockpile.Medicine" RewardList="Mission" IconId="5">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.MedsAcquired" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoSupplyRuns" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoRunners" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Immune.NonStoryContent" />
              <Actor_GiveTrait ActorIndex="2" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Immune.NonStoryContent" />
              <Mission_ActorSetRucksack ActorIndex="1" Rucksack="false" />
              <Mission_ActorSetRucksack ActorIndex="2" Rucksack="false" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: The Vet Clinic" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Note to self: punch Alan right in his goddamn face. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Gathered medicine." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="2" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Did her part, despite adversity." />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Wanker." />
                  </EventNpcEffect>
                  <EventEffect Icon="8 Health" Type="FacilityBonus" Value="-1" IconId="8">
                    <DescriptionText Flags="" Notes="" Text="Lily needs special medication or she will die." />
                    <NameText Flags="" Notes="" Text="Chronic Condition" />
                  </EventEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="1" Amount="-6000" />
              <Actor_StaminaTankModify ActorIndex="2" Amount="-6000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Immune.NonStoryContent" />
              <Actor_GiveTrait ActorIndex="2" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Immune.NonStoryContent" />
              <Actor_EvolveTraits ActorIndex="1" Event="PRIDE" EventLogOutput="Mission" />
              <Actor_EvolveTraits ActorIndex="2" Event="DISCORD" EventLogOutput="Mission" />
              <Mission_ActorSetRucksack ActorIndex="1" Rucksack="false" />
              <Mission_ActorSetRucksack ActorIndex="2" Rucksack="false" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-25" OutputDuration="" OutputId="Family.Influence" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.FledFromVetClinic" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.Radio_UnlockRunners" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionAborted_EventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="SCRAPPED: The Vet Clinic" />
                <TutorialText Flags="" Notes="" Text="I should return home." />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Met up with Sam and Alan, but things didn't go all that well. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="That didn't go so well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Disaster" />
                <TutorialText Flags="" Notes="" Text="I really missed an opportunity here, but life goes on." />
                <DescArgs>
                  <EventDescArg Param="6" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Everything went to hell at the Vet Clinic. I think Alan still made it out with the medicine, but no one here's gonna trust me for a long time, I think. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Failure at the Vet Clinic." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="03Supply_Enter">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="ch03Meds_Enter" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="THE VET CLINIC" LeadNpcsFlags="CompleteOnEnterBuilding, NoVehicle" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Break In" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="0" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="true" />
                      <Mission_ActorSetCoreNpc ActorIndex="2" IsCoreNpc="true" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="GiveSuppressor" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Give_Suppressor" />
                      <Scene_ScenePlay Scene="Breather_Resupply" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="LeadNpcsEnterVehicle">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ch03Meds_FootworkEnterCar" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="LeadNpcsExitVehicle">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ch03Meds_FootworkExitCar" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="LeadNpcsEnterVehicleFirst">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ch03Meds_FootworkEnterCar" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="AbortMission" ReplacementID="03Supply_Abort" />
              </OverrideScenes>
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="03Supply_Gather">
          <Objectives>
            <Objective AbortRadius="120.0" ActivationScene="ch03Meds_Gather" BuildingBreachedScene="Siege_Inside" BuildingBreachedText="Clear the Building!" BuildingClearedScene="" ClearAreaCompletionText="" CompletionScene="" Flags="ActivateBeforeScene, LocationClosestBuildingToNpcs" GatherProgressScene="" GatherTime="110" GatherTimeMax="120.0" GatherTimeMin="80" HeadlineText="THE VET CLINIC" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Guard the Perimeter" SelectionFlags="" SetMissionResource="False" TargetLocationOverride="0" Type="Gather">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate" />
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Gathering Complete)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="GatherBuildingBreached">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.Event_GatheringInterrupted" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="AbortMission" ReplacementID="03Supply_Abort" />
                <OverrideScene DefaultID="Incoming_Zombies_Front" ReplacementID="" />
              </OverrideScenes>
              <ProgressScenes>
                <ProgressScene PercentComplete="50" Scene="ch03Meds_GatherBag" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="03Supply_Footwork">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="ch03Meds_Footwork" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="0" FinalStretchScene="" FindVehicleText="" Flags="ActivateBeforeScene, LocationHome" HeadlineText="THE VET CLINIC" LeadNpcsFlags="NoVehicle" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Lead the Runners Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="-1" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="LeadNpcsEnterVehicle">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ch03Meds_FootworkEnterCar" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="LeadNpcsExitVehicle">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ch03Meds_FootworkExitCar" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="LeadNpcsEnterVehicleFirst">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ch03Meds_FootworkEnterCar" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="AbortMission" ReplacementID="03Supply_Abort" />
              </OverrideScenes>
              <ProgressScenes>
                <ProgressScene PercentComplete="5" Scene="ch03Meds_FootworkBanter" />
              </ProgressScenes>
              <DistAwayThreshold Distance="250">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Mission_CompleteObjective />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="03Supply_Wait">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ch03Meds_Car" ClearAreaCompletionText="" CompletionScene="" Flags="ActivateBeforeScene" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Hold Up" SelectionFlags="" TargetLocationOverride="2" Type="Wait" WaitRadius="0.0" WaitTime="10" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="03Supply_Drive">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="" ClearAreaCompletionText="" CompletionScene="ch03Meds_Victory" FinalStretchDist="50" FinalStretchScene="ch03Meds_FinalStretch" FindVehicleText="Get a Vehicle" Flags="" HeadlineText="THE VET CLINIC" LeadNpcsFlags="RequireVehicle" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Drive Sam Home" PickupNpcsText="Pick Sam Up" SelectionFlags="" TargetLocationOverride="8" Type="LeadNpcs" WaitDist="30.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="LeadNpcsEnterVehicleFirst">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ch03Meds_Drive" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
                      <Mission_ActorAiMoveTo ActorIndex="1" Fast="true" TargetActorIndex="5" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="5" Scene="ch03Meds_DriveBanter" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="4" Radius="40" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="100" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Rescue Lily's brother." Label="ch04Brother" MinStartDist="200.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="ch04Brother_NewOpp" OpportunityText="Jacob Ritter" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, ZombiesAtStart, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="3" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="ch04Brother_Travel" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="" ActorName="Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ChurchOutsider" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksDying" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="Enclave.Hicks" />
          <TagPoint ActorName="RTSPoint_ch04Brother_Start" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ch04Brother_Distraction1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ch04Brother_Distraction02" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Player HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_ch04Brother_Eli1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ch04Brother_Eli2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ch04Brother_EliStart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Hurt_Leg" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.ch04Brother" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Lily's Brother" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Lily's brother is in trouble. Maybe if I bail him out it'll earn us some points. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Family troubles." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Needs help." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="1" Amount="-6000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="25" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_Slaughter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="15" InputFlags="" InputId="Game.Mission.NumPlayerKills" />
            </Inputs>
            <Outputs>
              <EventAddEffect Icon="2 Slaughter" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="2">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="Saved the day." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Slaughter)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Rewards" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.AlwaysAway" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="StoryBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.MetJacob" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="UpdateEventLogNoDistraction" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Lily's Brother" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I got Lily's brother home safe. Hopefully his boyfriend made it too. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Rescued Jacob." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Back at the Church." />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="2" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Headed off to join the other Wilkersons." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="UpdateEventLogNoDistraction" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Game.StoryCH.ch04BrotherNoDistraction" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_AddTrust ActorIndex="2" DisableBonus="false" Trust="-10" />
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Lily's Brother" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I got Lily's brother home safe. Hopefully his boyfriend made it too. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Rescued Jacob." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Back at the Church. Worried about Eli." />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="2" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Headed off to join the other Wilkersons. We didn't create a distraction for him." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="JacobsInjury" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="14h" PauseWhenOffline="" Trait="Trait.Immune.AutoHeal" />
              <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Hurt_Leg" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EliCleanup" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Flee ActorIndex="2" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="True" />
              <Actor_ReturnFromFlee ActorIndex="2" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-25" OutputDuration="" OutputId="Family.Influence" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="StoryBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.MetJacob" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EliCleanup" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Flee ActorIndex="2" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="True" />
              <Actor_ReturnFromFlee ActorIndex="2" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionAborted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="MissionAborted_EventLog_Survived" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Kill ActorIndex="1" Silent="" />
              <EventLog DisplayType="FateCard" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="SCRAPPED: Lily's Brother" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I saw that Lily's brother was in trouble, but couldn't help. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Jacob was left to his fate." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Did not make it." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="MissionAborted_EventLog_Survived" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="5" InputFlags="" InputId="Game.Mission.NumPlayerKills" />
            </Inputs>
            <Outputs>
              <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="14h" PauseWhenOffline="" Trait="Trait.Immune.AutoHeal" />
              <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Hurt_Leg" />
              <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Immune.NonStoryContent" />
              <EventLog DisplayType="FateCard" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="SCRAPPED: Lily's Brother" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I saw that Lily's brother was in trouble, but couldn't help. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Jacob was left to his fate." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="May make it home on his own." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="PlayerKilled" />
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Arrive">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="ch04Brother_Approach" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="5.0" CompletionScene="ch04Brother_Rescue" FindVehicleText="" Flags="" HeadlineText="LILY'S BROTHER" IgnoreNonAggroZombies="True" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Protect Jacob" RequireVehicle="" SelectionFlags="" TargetLocationOverride="3" Type="ClearArea">
              <Location ActorLocation="3" InBuilding="" Radius="25" ZombieCount="5" />
              <LocationEvents>
                <LocationEvent ActorIndex="3" Flags="OnEnterBuilding" Radius="10.0">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ch04Brother_Start" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </LocationEvent>
              </LocationEvents>
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Target Found)" Type="Reward" />
                      <EventTrigger Event="fsEvent.TrustGain_RescuedByPlayer" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="true" />
                      <Mission_ActorSetCoreNpc ActorIndex="2" IsCoreNpc="false" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
                      <Mission_ActorSetCoreNpc ActorIndex="2" IsCoreNpc="false" />
                      <Mission_ActorAiSet ActorIndex="1" Behavior="Vigilant" />
                      <Mission_ActorAiSet ActorIndex="2" Behavior="Vigilant" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="First Distraction">
          <Objectives>
            <Objective AbortRadius="150" ActivationScene="ch04Brother_Distraction_01" ClearAreaCompletionText="" CompletionScene="" DistractionLocActorIndex="4" DistractionLocRadius="150" Flags="" HeadlineText="LILY'S BROTHER" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Create A Distraction For Eli" ObjectiveTextTooClose="" ObjectiveTextTooFar="" Radius="30.0" SelectionFlags="" TargetLocationOverride="4" Type="Distraction">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Actor_Flee ActorIndex="2" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="ProgressReward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs>
                      <CheckBool InputFlags="" InputId="Game.StoryCH.ch04BrotherNoDistraction" Invert="True" />
                    </Inputs>
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Rapid Completion)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Give_Firecracker" />
                      <Mission_ActorAiMoveTo ActorIndex="2" Fast="true" TargetActorIndex="9" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="DistractionCreatedTooClose">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="actDistraction_TooClose" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="DistractionCreated">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiMoveTo ActorIndex="2" Fast="true" TargetActorIndex="8" />
                      <Actor_Flee ActorIndex="2" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="DistractionLeftArea">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.ch04BrotherNoDistraction" PauseWhenOffline="" />
                      <Mission_CompleteObjective />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Go Home">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="ch04Brother_Distraction_02" ClearAreaCompletionText="" CompletionScene="ch04Brother_Victory" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="CompleteBeforeScene" HeadlineText="LILY'S BROTHER" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Return Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="0" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="10" Scene="ch04Brother_Return_Progress" />
                <ProgressScene PercentComplete="66" Scene="ch04Brother_Return_Injury" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="3" Radius="60" />
      </SpawnExclusions>
      <SpawnGuarantees>
        <SpawnGuarantee Actor="3" Density="10" InBuilding="True" Radius="15" />
      </SpawnGuarantees>
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
        <TempRtsBool RtsBool="Status.SceneCH.BlockLocScenes" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="20" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Talk about the living situation." Label="ch05Siblings" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="ch05Sites_NewOpp" OpportunityText="Home Away From Home" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="ApproachReqInBuilding" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="ch05Siblings_Setup" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="2" TestCommand="rts_demo; rts_set status.cheat.chSites 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ChurchOutsider" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="MISSION: Family Drama" />
                <TutorialText Flags="" Notes="" Text="Talk to Jacob to start looking for home sites." />
                <DescArgs />
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Jacob's right. It might be time to start looking elsewhere." />
                    <SummaryText Flags="" Notes="" Text="Argument between Jacob and Lily." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Ready to look for home sites." />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Could use some time to cool off." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Scene">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ch05Sites_Approach" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Talk to Jacob" SelectionFlags="" TargetLocationOverride="2" Type="Wait" WaitRadius="0.0" WaitTime="1" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
        <TempRtsBool RtsBool="Status.SceneCH.BlockLocScenes" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="8" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Go scout for a larger place to call home." Label="ch05Sites" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Home Away From Home" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, ApproachReqInBuilding, ApproachReqNpcLos, AllowNpcsInSight" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="15" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ChurchOutsider" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_Home_Riverside" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_Home_Alamo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_Home_Warehouse" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_Home_Farm" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.SitesSickGuy" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_ch05Sites_SickGuyStart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned, Closest, Evict" ActorName="" BuildingFlagsMask="Outdoor, Tiny" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <TagPoint ActorName="RTSPoint_ch05Sites_SickGuyEnd" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned" ActorName="Alamo" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned" ActorName="Warehouse" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="4" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned" ActorName="DanielFarm" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="5" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <TagPoint ActorName="RTSPoint_Home_BigJohn" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned" ActorName="BigJohn" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="13" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <TagPoint ActorName="RTSPoint_ch05Sites_JacobStart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_ch05sites_VictoryJacob" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Go on a road trip with Jacob." AcceptText="Yes." DeclineDescText="" DeclineText="" DoNothingDescText="Delay the mission." DoNothingText="Maybe later." OfferNpc="0" OfferScene="ch05Sites_Offer" OfferSceneDecline="" OfferSceneDoNothing="activity_OfferDelay" OfferText="Look for home sites?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="6" IsCoreNpc="false" />
              <Mission_ActorAiTeleportTo ActorIndex="6" TargetActorIndex="7" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Home Away From Home" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Things are getting pretty crowded. Might be time to start looking for a new place to stay. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="House hunting." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-6000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.Note_HomeRelocation" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="10m" PauseWhenOffline="" Trait="Trait.Behavior.SayGoodbyeBeforeLeaving" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UnlockJacob" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="REMOVE_CONTENT_RESTRICTIONS" EventLogOutput="None" />
              <Actor_AddToFamily ActorIndex="0" />
              <Display_Text Flags="" Notes="" Text="FRIENDSHIP EARNED: Jacob Ritter" Type="Reward" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Home Away From Home" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I think we've got bigger problems than overcrowding now. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Black Fever?" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Scouted home sites." />
                  </EventNpcEffect>
                  <EventEffect Icon="76 char_killed" Type="FacilityBonus" Value="-1" IconId="76">
                    <DescriptionText Flags="" Notes="" Text="That was no disease we've ever seen before." />
                    <NameText Flags="" Notes="" Text="Black Fever" />
                  </EventEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Note" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.Note_HomeRelocation" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.Note_HomeRelocation" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Marshall">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="ch05Sites_OfferYes" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="ActivateBeforeScene" HeadlineText="HOME AWAY FROM HOME" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Look for New Home Sites" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="1" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents>
                <LocationEvent ActorIndex="3" Flags="" Radius="30">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Rapid Completion)" Type="Reward" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ch05Sites_Alamo" SceneReason="MissionActive" />
                      <BuildingDiscover ActorIndex="10" />
                      <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.MultipleSitesChecked" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="CheckAll" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs>
                      <Check InputAmount="4" InputFlags="" InputId="Mission.Temp.MultipleSitesChecked" />
                    </Inputs>
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.AllSitesChecked" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="RewardWitsXP" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.RewardXP_Wits_Standard" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="4" Flags="" Radius="50">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Rapid Completion)" Type="Reward" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ch05Sites_Warehouse" SceneReason="MissionActive" />
                      <BuildingDiscover ActorIndex="11" />
                      <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.MultipleSitesChecked" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="CheckAll" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs>
                      <Check InputAmount="4" InputFlags="" InputId="Mission.Temp.MultipleSitesChecked" />
                    </Inputs>
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.AllSitesChecked" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="RewardWitsXP" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.RewardXP_Wits_Standard" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="5" Flags="" Radius="35">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Rapid Completion)" Type="Reward" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ch05Sites_Farm" SceneReason="MissionActive" />
                      <BuildingDiscover ActorIndex="12" />
                      <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.MultipleSitesChecked" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="CheckAll" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs>
                      <Check InputAmount="4" InputFlags="" InputId="Mission.Temp.MultipleSitesChecked" />
                    </Inputs>
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.AllSitesChecked" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="RewardWitsXP" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.RewardXP_Wits_Standard" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="14" Flags="" Radius="50">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Rapid Completion)" Type="Reward" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="ch05Sites_Generic" SceneReason="MissionActive" />
                      <BuildingDiscover ActorIndex="14" />
                      <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.MultipleSitesChecked" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="CheckAll" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs>
                      <Check InputAmount="4" InputFlags="" InputId="Mission.Temp.MultipleSitesChecked" />
                    </Inputs>
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.AllSitesChecked" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="RewardWitsXP" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.RewardXP_Wits_Standard" />
                    </Outputs>
                  </Action>
                </LocationEvent>
              </LocationEvents>
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="15" Scene="ch05Sites_Travel" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Riverside">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="Clear the Area" CompletionScene="ch05Sites_SickGuy" Flags="" HeadlineText="HOME AWAY FROM HOME" KeepSafe="True" LeaderActorIndex="0" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Follow Jacob" SelectionFlags="" TargetLocationOverride="2" Type="Tour" WaitDist="15" WaitObjectiveText="">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <Points>
                <Point ActorIndex="1" Flags="ContinueAfterScene" Scene="ch05Sites_Riverside" Speed="0" />
              </Points>
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="MercyShot">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="ch05Sites_SickGuyAftermath" Flags="" HeadlineText="HOME AWAY FROM HOME" MusicBucket="" MusicBucketDelay="0" NpcHelpDelay="5" ObjectiveText="Shoot the Sick Guy" SelectionFlags="" TargetActorIndex="6" TargetLocationOverride="1" Type="KillActor">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiAnimateAtPoint ActorIndex="6" Animation="Emote_zombie_01" ShowWeapon="" TargetActorIndex="9" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Leave">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="" ClearAreaCompletionText="" CompletionScene="ch05Sites_Victory" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="HOME AWAY FROM HOME" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="0" NumZombiesInPathMin="0" ObjectiveText="Leave the Area" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="16" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Note_HomeRelocation" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="16" Radius="75" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
        <TempRtsBool RtsBool="Status.SceneCH.BlockLocScenes" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Find out what happened." Label="ch06Pastor" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="ch06Pastor_NewOpp" OpportunityText="Scene of the Crime" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, StartPosInBuilding, NoZombiesAtTarget" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="6" TestCommand="rts_sandbox; rts_set status.cheat.chPastor 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ChurchBully" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ChurchSmartass" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ChurchOutsider" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ChurchPastor" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="" HideWarnings="" NearActorIdx="2" Optional="" PickRandom="" SearchRange="150" TagPointFlag="" TagPointType="HomeScene1" />
          <TagPoint ActorName="" HideWarnings="" NearActorIdx="2" Optional="" PickRandom="" SearchRange="150" TagPointFlag="" TagPointType="HomeScene2" />
          <TagPoint ActorName="" HideWarnings="" NearActorIdx="2" Optional="" PickRandom="" SearchRange="150" TagPointFlag="" TagPointType="HomeScene3" />
          <TagPoint ActorName="" HideWarnings="" NearActorIdx="2" Optional="" PickRandom="" SearchRange="150" TagPointFlag="" TagPointType="HomeScene4" />
          <TagPoint ActorName="" HideWarnings="" NearActorIdx="2" Optional="" PickRandom="" SearchRange="150" TagPointFlag="" TagPointType="HomeScene5" />
          <TagPoint ActorName="" HideWarnings="" NearActorIdx="2" Optional="" PickRandom="" SearchRange="150" TagPointFlag="" TagPointType="HomeScene6" />
          <TagPoint ActorName="RTSPoint_Limbo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiTeleportTo ActorIndex="0" TargetActorIndex="6" />
              <Mission_ActorAiTeleportTo ActorIndex="4" TargetActorIndex="7" />
              <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="8" />
              <Mission_ActorAiTeleportTo ActorIndex="3" TargetActorIndex="10" />
              <Mission_ActorAiTeleportTo ActorIndex="5" TargetActorIndex="12" />
              <Mission_ActorAiSendSignal ActorIndex="0" Signal="TO_IDLE" />
              <Mission_ActorAiSendSignal ActorIndex="4" Signal="TO_IDLE" />
              <Mission_ActorAiSendSignal ActorIndex="1" Signal="TO_IDLE" />
              <Mission_ActorAiSendSignal ActorIndex="3" Signal="TO_IDLE" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="DisablePastorOnRadio" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="5" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Status.NotInJournal" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoEnergyHelp_ChurchPastor" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.AlanShotPastorWill" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.PastorIsDead" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Scene of the Crime" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Goddammit, Alan.... - %1$s" />
                    <SummaryText Flags="" Notes="" Text="&quot;Mercy&quot; killing." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="5" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Killed by Alan Gunderson." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiTeleportTo ActorIndex="5" TargetActorIndex="11" />
              <Actor_InventoryWipe ActorIndex="5" />
              <Actor_Kill ActorIndex="5" Silent="True" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.AlanShotPastorWill" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoEnergyHelp_ChurchPastor" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.PastorIsDead" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Scene of the Crime" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I think everybody's going to be sleeping with one eye open from now on. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Unresolved issues." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="No remorse." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="WatchScene">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ch06Pastor_Start" ClearAreaCompletionText="" CompletionScene="ch06Pastor_Cleanup" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" SelectionFlags="" TargetLocationOverride="6" Type="Wait" WaitRadius="0.0" WaitTime="0" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="6" Radius="100" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
        <TempRtsBool RtsBool="Status.SceneCH.BlockLocScenes" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="Manual - DroneCue" ApproachMusicBucketDelay="2" ApproachRadius="25" ApproachScene="chX1Suicide_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Look for Alan Gunderson" Label="chX1Suicide" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="chX1Suicide_NewOpp" OpportunityText="Fork In the Road" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="activity_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="chX1Suicide_SetUp" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="1" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.ChurchBully" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_bldg_Diner" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Hear what Alan has to say." AcceptText="Yes." DeclineDescText="DECLINE MISSION. Who cares what this asshole says?" DeclineText="Maybe Later." DoNothingDescText="" DoNothingText="" OfferNpc="0" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="Talk to Alan?" />
      <PreloadAudioList>
        <PreloadAudio File="wpn_rev_357_v2_npc" />
      </PreloadAudioList>
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Fork in the Road" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="What the hell is Alan up to? - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Chicken-fried steak?" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Kill ActorIndex="0" Silent="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Fork In the Road" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Never would have expected that from Alan... maybe I was wrong about him. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Sacrifice." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="LeaveArea">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="chX1Suicide_Start" ClearAreaCompletionText="" CompletionScene="chX1Suicide_Gunshot" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Give Alan some space" Radius="30.0" SelectionFlags="" TargetLocationOverride="1" Type="LeaveArea">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Setup">
                  <Action ActionFlags="" ActionId="Action" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="false" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="1" Radius="60" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="Missions_Hicks" Label="Hicks Arc (wi)">
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Get Doc Hanson." Label="wi00Siege" MinStartDist="250.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="wi00Siege_NewOpp" OpportunityText="The Old Farmhouse" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="wi00Siege_OppRemind" RevealDist="0.0" SetupFlags="RestoreMissionOnFail" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="wi00Siege_Greeting" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="-1" TestCommand="rts_demo; rts_set status.cheat.chExploration 1; rts_set Status.Cheat.wiSiege 1" TravelMusicBucket="Farmhouse - Enabled" TravelMusicBucketDelay="3" TravelScene="wi00Siege_Travel" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksSchemer" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksHothead" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksDead" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.OldDoctor" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="horde_spawn_7" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="pos_pre_setup" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="pos_breach_defend" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Enclave ActorFlags="" ActorName="Enclave.Hicks" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="WCPoint_OldFarm_MedicalStaff" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="pos_breach_defend_overwatch" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="WCPoint_Scene_M04_JobLean" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="WCPoint_Scene_M04_MickeyStart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="CoreNpcs" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="3" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="2" IsCoreNpc="false" />
              <Mission_ActorAiTeleportTo ActorIndex="3" TargetActorIndex="8" />
              <Mission_ActorAiAnimateAtPoint ActorIndex="3" Animation="Scenes_cot_treatinjured_idle01" ShowWeapon="" TargetActorIndex="8" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryWI.created_wi00Siege" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: The Old Farmhouse" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Doc Hanson's with the Wilkersons. From everything I've heard, these people are dangerous. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Fetch Doc Hanson." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="3" Value="0">
                    <DescriptionText Flags="" Notes="" Text="With the Wilkersons." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryWI.SiegeInProgress" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="35" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="35" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="35" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="35" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="35" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_Slaughter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="15" InputFlags="" InputId="Game.Mission.NumPlayerKills" />
            </Inputs>
            <Outputs>
              <EventAddEffect Icon="2 Slaughter" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="2">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="Saved the day." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Slaughter)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryWI.EliDied" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.GotDoc" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.StoryWI.SiegeInProgress" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: The Old Farmhouse" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Mickey and Job are in mourning for their brother Eli. Best to give them some space. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Doc will meet you at home later." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="3" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Will swing by the Church later." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.StoryWI.SiegeInProgress" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="PreSetup">
          <Objectives>
            <Objective AbortRadius="100" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="THE OLD FARMHOUSE" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Follow Job inside" SelectionFlags="" TargetLocationOverride="5" Type="Wait" WaitRadius="5" WaitTime="3" WaitTimeMax="120">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetContextTag ActorIndex="2" OutputAmount="true" Text="IsNonCombatant" />
                      <Mission_ActorEquipGun ActorIndex="1" Text="Rifle_700Huntsman" />
                      <Mission_ActorAiWatchtower ActorIndex="1" UseGroupA="true" UseGroupB="false" />
                      <Mission_ActorEquipGun ActorIndex="0" Text="Pistol_bz75" />
                      <Scene_SceneSetup Scene="WC_Farm_MedicalTreatment" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Setup">
          <Objectives>
            <Objective AbortRadius="100" ActivationScene="wi00Siege_Prep_00" ClearAreaCompletionText="" CompletionScene="" Flags="ShowBarricades" HeadlineText="" MusicBucket="Farmhouse - Approach" MusicBucketDelay="0" ObjectiveText="Fortify the Farmhouse" SelectionFlags="" TargetLocationOverride="6" Type="Wait" WaitRadius="0.0" WaitTime="45" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetContextTag ActorIndex="2" OutputAmount="true" Text="IsNonCombatant" />
                      <Mission_ActorAiBarricade ActorIndex="0" />
                      <Mission_ActorAiWatchtower ActorIndex="1" UseGroupA="true" UseGroupB="false" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="15" Scene="wi00Siege_JobPrep_01" />
                <ProgressScene PercentComplete="35" Scene="wi00Siege_JobPrep_02" />
                <ProgressScene PercentComplete="57" Scene="wi00Siege_Job_Prep_03" />
                <ProgressScene PercentComplete="75" Scene="wi00Siege_Mickey_Prep_01" />
                <ProgressScene PercentComplete="86" Scene="wi00Siege_Job_Prep_04" />
              </ProgressScenes>
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Siege">
          <Objectives>
            <Objective AbortRadius="100" ActivationScene="wi00Siege_Mickey_Prep_02" BarricadeObjectiveText="" BarricadeSetupTime="0.0" BreachActorIndex="-1" ClearAreaCompletionText="Clear out the Zombies" CompletionScene="" Flags="ShowBarricades" HeadlineText="" MusicBucket="Farmhouse - Combat" MusicBucketDelay="3" ObjectiveText="Defend the Farmhouse" OutsideSiege="" SelectionFlags="" SpawnableFreaksOnly="" TargetLocationOverride="6" Type="Siege" WatchtowerActorIndex="1" WatchtowerSetupTime="1" WatchtowerTpFlags="GroupA" WatchtowerTpType="Watchtower">
              <Activities />
              <Freaks>
                <Freak Type="Zombie.Juggernaut" />
              </Freaks>
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="SiegeWaveFirst">
                  <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="wi00Siege_Mickey_Prep_04" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="10s" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Music_PlayBucket MusicBucket="Farmhouse - Combat" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveNext">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveLast">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetContextTag ActorIndex="2" OutputAmount="true" Text="IsNonCombatant" />
                      <Mission_ActorAiBarricade ActorIndex="0" />
                      <Mission_ActorAiWatchtower ActorIndex="1" UseGroupA="true" UseGroupB="false" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeSpotJuggernaut">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="wi00Siege_Battle_Juggernaut" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiSendSignal ActorIndex="1" Signal="TO_IDLE" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="Combat_Mobbed_Gunfire_Group" ReplacementID="" />
                <OverrideScene DefaultID="Combat_Mobbed_Gunfire" ReplacementID="" />
              </OverrideScenes>
              <ProgressScenes />
              <TimedEvents />
              <Waves>
                <Wave ActivityDelay="" MaxZombies="10" MinZombies="8" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                  <Threshold Scene="WC_Battle_Doc_01" Timeout="120" Value="5" />
                  <Threshold Scene="wi00Siege_Battle_Wave_Done" Timeout="20" Value="1" />
                </Wave>
                <Wave ActivityDelay="" MaxZombies="10" MinZombies="8" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                  <Threshold Scene="WC_Battle_Doc_02" Timeout="120" Value="5" />
                  <Threshold Scene="wi00Siege_Battle_Wave_Done" Timeout="20" Value="1" />
                </Wave>
                <Wave ActivityDelay="" MaxZombies="10" MinZombies="8" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                  <Threshold Scene="WC_Battle_Doc_03" Timeout="120" Value="5" />
                  <Threshold Scene="wi00Siege_Battle_Wave_Done" Timeout="20" Value="1" />
                </Wave>
                <Wave ActivityDelay="" MaxZombies="14" MinZombies="10" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                  <Threshold Scene="WC_Battle_Doc_04" Timeout="500" Value="5" />
                </Wave>
              </Waves>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="CheckEli">
          <Objectives>
            <Objective AbortRadius="100" ActivationScene="wi00Siege_Victory" ClearAreaCompletionText="" CompletionScene="wi00Siege_CheckEli" Flags="" HeadlineText="" MusicBucket="Farmhouse - Aftermath" MusicBucketDelay="0" ObjectiveText="Check on Eli" SelectionFlags="" TargetLocationOverride="6" Type="Wait" WaitRadius="25" WaitTime=".25" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_SceneSetup Scene="WC_Farm_MedicalTreatment" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="KillEli">
          <Objectives>
            <Objective AbortRadius="100" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="BLOOD TIES" MusicBucket="Farmhouse - Aftermath" MusicBucketDelay="0" NpcHelpDelay="" ObjectiveText="Take Care of Eli" SelectionFlags="" TargetActorIndex="2" TargetLocationOverride="6" Type="KillActor">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Actor" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Actor_InventoryWipe ActorIndex="2" />
                      <Mission_ActorAiDefend ActorIndex="0" AllowShooting="" TargetActorIndex="10" />
                      <Mission_ActorAiDefend ActorIndex="1" AllowShooting="" TargetActorIndex="11" />
                      <Mission_ActorAiDefend ActorIndex="3" AllowShooting="" TargetActorIndex="5" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="NoteFromDoc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mail" IconId="105">
                        <NameText Flags="" Notes="" Text="NOTE: Making the Rounds" />
                        <TutorialText Flags="" Notes="" Text="" />
                        <DescArgs>
                          <EventDescArg Param="3" Type="ActorName" />
                        </DescArgs>
                        <Descriptions>
                          <EventLogDesc>
                            <DescriptionText Flags="" Notes="" Text="I have other patients to see, but I will come visit the church and check on this friend of yours soon as I can. - %1$s" />
                            <SummaryText Flags="" Notes="" Text="You will see me later." />
                          </EventLogDesc>
                        </Descriptions>
                        <NpcEffects />
                      </EventLog>
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="7" Radius="130" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Ask about the raids." Label="wi01Denial" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="wi01Denial_NewOpp" OpportunityText="Accusations" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="5" RdCount="" ReminderScene="wi01Denial_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="2" TestCommand="rts_sandbox; rts_set Status.Cheat.wiDenial 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksSchemer" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksHothead" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_wiDenial_Tour2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_wiDenial_Tour3" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_wiDenial_Tour4" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TestTour_wi_3" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TestTour_wi_4" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TestTour_wi_5" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_TestTour_wi_6" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Enclave ActorFlags="" ActorName="Enclave.Hicks" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="" ActorName="Home" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_Barrett_Still" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. The Wilkersons probably won't take kindly to your questions." AcceptText="I have some questions for you." DeclineDescText="DECLINE MISSION. Are you willing to turn a blind eye to what's happening?" DeclineText="Never mind. I'm just here to trade." DoNothingDescText="Delay your decision." DoNothingText="Maybe later." OfferNpc="0" OfferScene="wi01Denial_Offer" OfferSceneDecline="activity_OfferIgnore_Goodbye" OfferSceneDoNothing="activity_OfferIgnore_Goodbye" OfferText="Was there something else?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
              <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="11" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Accusations" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Somebody's been attacking survivors, stealing their stuff, and generally being assholes. Time to talk to the Wilkersons. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Time to confront the Wilkersons." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Lily says to talk with him, not Mickey." />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Known for his temper." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-50" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="10" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="10" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryWI.AccusationsSkipped" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddReward Count="10" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%d Trust with the Wilkersons" />
              </EventAddReward>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="DECLINED: Accusations" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Decided not to question the Wilkersons about whether or not they've been robbing people. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Just trying to be practical." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="-15" DisableBonus="false" EnclaveNpcTrust="-15" />
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-15" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-15" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Accusations" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Job says he doesn't know anything about raids. Yeah, right. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Denial." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Played it cool." />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Didn't blow up." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="-15" DisableBonus="false" EnclaveNpcTrust="-15" />
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-15" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-15" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="ABORTED: Accusations" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Job says he doesn't know anything about raids. Yeah, right. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Denial." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Played it cool." />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Didn't blow up." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Tour">
          <Objectives>
            <Objective AbortRadius="25" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="ACCUSATIONS" KeepSafe="True" LeaderActorIndex="0" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Walk with Job" SelectionFlags="" TargetLocationOverride="2" Type="Tour" WaitDist="8" WaitObjectiveText="">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <Points>
                <Point ActorIndex="2" Flags="" Scene="wi01Denial_Start" Speed="1" />
                <Point ActorIndex="2" Flags="" Scene="wi01Denial_PreExcuses" Speed="1" />
                <Point ActorIndex="3" Flags="" Scene="" Speed="1" />
                <Point ActorIndex="3" Flags="ContinueAfterScene" Scene="wi01Denial_Excuses" Speed="1" />
                <Point ActorIndex="4" Flags="" Scene="wi01Denial_AskMickey" Speed="1" />
                <Point ActorIndex="4" Flags="ContinueAfterScene" Scene="wi01Denial_Mickey" Speed="1" />
              </Points>
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Return">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="wi01Denial_Victory" Flags="" HeadlineText="ACCUSATIONS" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Leave the Area" Radius="250" SelectionFlags="" TargetLocationOverride="0" Type="LeaveArea">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Setup">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="false" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="9" Radius="130" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="15" ApproachScene="wi02Cargo_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Help with a &quot;delivery.&quot;" Label="wi02Cargo" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="wi02Cargo_NewOpp" OpportunityText="A Helping Hand" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="5" RdCount="" ReminderScene="wi02Cargo_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="4" TestCommand="rts_sandbox; rts_set Status.Cheat.wiCargo 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Hicks" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksSchemer" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksHothead" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksVictim" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_wi02Cargo_Start" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_wi02Cargo_Goal" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksMatron" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned, Closest, Evict" ActorName="" BuildingFlagsMask="Outdoor, Tiny" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="5" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.MissionSpawned" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Seems like a harmless way to earn a little goodwill." AcceptText="Yes." DeclineDescText="DECLINE MISSION. This is not how you make friends." DeclineText="I won't be a part of this." DoNothingDescText="Delay your decision. They may find another ride for him in the meantime." DoNothingText="Maybe later." OfferNpc="1" OfferScene="wi02Cargo_Offer" OfferSceneDecline="wi02Cargo_OfferNo" OfferSceneDoNothing="activity_OfferDelay" OfferText="Give the man a ride?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="6" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="2" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="3" IsCoreNpc="false" />
              <Actor_ApplyBlood ActorIndex="3" Amount="Large" />
              <Actor_GiveTrait ActorIndex="3" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Hurt_CrackedRibs" />
              <Scene_SceneSetup Scene="wi02Cargo_Approach" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NewEnclave" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_ClaimSite EnclaveIndex="8" SiteIndex="7" />
              <Actor_JoinEnclave ActorIndex="3" EnclaveIndex="8" />
              <Actor_JoinEnclave ActorIndex="6" EnclaveIndex="8" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: A Helping Hand" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Mickey Wilkerson's got a &quot;job&quot; for interested takers. I'm not sure I want to know. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Find out what Mickey wants." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="2" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Has a job for someone." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="-30" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-30" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-30" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-30" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-30" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddReward Count="-30" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%d Trust with the Wilkersons" />
              </EventAddReward>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="DECLINED: A Helping Hand" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I'm not playing errand boy for the Wilkersons. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="The Wilkersons are bad news." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="3" IsCoreNpc="true" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NewEnclave" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="8" OutputAmount="true" OutputDuration="" OutputStat="MissionArrive_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-25" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-25" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-25" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryWI.CargoDone" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: A Helping Hand" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="So, Mickey beats the shit out of a guy, then has him escorted home? Weird. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="An errand of mercy." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="3" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Took a beating for late payments to the Wilkersons." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Drive">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="wi02Cargo_OfferYes" ClearAreaCompletionText="" CompletionScene="wi02Cargo_Thanks" FinalStretchDist="40.0" FinalStretchScene="" FindVehicleText="Find a Vehicle" Flags="" HeadlineText="A HELPING HAND" LeadNpcsFlags="RequireVehicle" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Drive Sam Home" PickupNpcsText="Pick Sam Up" SelectionFlags="" TargetLocationOverride="5" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Setup">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
                      <Mission_ActorSetCoreNpc ActorIndex="2" IsCoreNpc="false" />
                      <Mission_ActorSetCoreNpc ActorIndex="6" IsCoreNpc="false" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="LeadNpcsEnterVehicleFirst">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="act_NeedRide_EnterCar" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="LeadNpcsEnterVehicle">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="act_NeedRide_EnterCar" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="LeadNpcsExitVehicle">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="act_NeedRide_ExitCar" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="5" Scene="wi02Cargo_Transit" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="0" Radius="130" />
        <SpawnExclusion Actor="5" Radius="130" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="Manual - Drone" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="wiX1Samaritan_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Help the less fortunate." Label="wiX1Samaritan" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="wiX1Samaritan_NewOpp" OpportunityText="Nervous Survivor" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="5" RdCount="" ReminderScene="wiX1Samaritan_OppReminder" RevealDist="0.0" SetupFlags="NpcsAtStart, ApproachReqInBuilding, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="7" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Hicks" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksVictimX" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_wi02Samaritan_Start" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_wi02Samaritan_Goal" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksMessenger" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.Thug" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned, Closest, Evict" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <TagPoint ActorName="RTSPoint_wi02Samaritan_Goal" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_wi02Samaritan_Mickey" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksHothead" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksSchemer" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.MissionSpawned" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionRestrictions>
        <Action ActionFlags="" ActionId="Mission Restriction" ActionName="" ActionType="Action.Background" ExecuteTimeStandard="0.0" WantDelay="0">
          <Inputs>
            <Check InputAmount="6" InputFlags="" InputId="Stockpile.Ammo" />
          </Inputs>
        </Action>
      </MissionRestrictions>
      <MissionOfferChoices AcceptDescText="START MISSION. Give up 5 Cases of Ammo to help a stranger." AcceptText="Yes." DeclineDescText="DECLINE MISSION. Leave the stranger to fend for himself." DeclineText="No." DoNothingDescText="Delay your decision. What could possibly happen in the meantime?" DoNothingText="Maybe later." OfferNpc="1" OfferScene="wiX1Samaritan_Offer" OfferSceneDecline="activity_OfferIgnore_Goodbye" OfferSceneDoNothing="activity_OfferIgnore_Goodbye" OfferText="Pay the stranger's debt?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="6" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Voice.CRL" />
              <Mission_ActorSetCoreNpc ActorIndex="10" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="11" IsCoreNpc="false" />
              <Actor_TeleportTo ActorIndex="10" TargetIndex="9" />
              <Actor_TeleportTo ActorIndex="11" TargetIndex="8" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NewEnclave" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_ClaimSite EnclaveIndex="12" SiteIndex="7" />
              <Actor_JoinEnclave ActorIndex="1" EnclaveIndex="12" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="SetupScene" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_SceneSetup Scene="wiX1Samaritan_Approach" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Nervous Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Note to self: deals with Job Wilkerson are bad news. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Find out what spooked the poor guy." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Owes the Wilkersons some AMMO. Doesn't have it." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="VoiceCleanup" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="6" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Voice.CRL" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetBool_Resolved" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryWI.StrangersDebtResolved" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-50" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="VoiceCleanup" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="6" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Voice.CRL" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="DECLINED: Nervous Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Met a man in debt to the Wilkersons. I thought about helping, but we can't spare the ammo. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="We have our own problems." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetBool_Resolved" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryWI.StrangersDebtResolved" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="CheckCosts" ActionType="Action.Background" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Pay" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_NotEnoughResources" PauseWhenOffline="" />
              <Mission_AbortMission />
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION SCRAPPED: Nervous Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I wanted to help the stranger out, but we don't have what he needs. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="We don't have the resources." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Console_Command Command="LOG: Trade Mission - Aborting; Not Enough Resources" />
              <Scene_ScenePlay Scene="sig_MissionFailure_Solo" SceneReason="MissionActive" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="Pay" ActionType="Action.Passive" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="5" InputFlags="" InputId="Stockpile.Ammo" />
            </Inputs>
            <Outputs>
              <Console_Command Command="LOG: Trade Mission - Spending Resources For Mission" />
              <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="-5" OutputId="Stockpile.Ammo" RewardList="Mission" IconId="2">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ThugLeaves" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="5" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="6" IsCoreNpc="false" />
              <Actor_Flee ActorIndex="5" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="" />
              <Actor_Flee ActorIndex="6" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="35" />
              <RTSStat_Add DurationCancellable="" OutputAmount="50" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="10" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="10" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="50" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="50" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NewEnclave" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="12" OutputAmount="true" OutputDuration="" OutputStat="MissionArrive_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryWI.PaidStrangersDebt" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.Radio_UnlockSniper_Hothead" />
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="VoiceCleanup" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="6" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Voice.CRL" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Nervous Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Nobody deserves to be in debt to the Wilkersons. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Debts repaid." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Would be dead without our help." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ThugReturn" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_ReturnFromFlee ActorIndex="5" />
              <Actor_ReturnFromFlee ActorIndex="6" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetBool_Resolved" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryWI.StrangersDebtResolved" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Approached">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="5" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="6" IsCoreNpc="false" />
              <Actor_Flee ActorIndex="5" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="" />
              <Actor_Flee ActorIndex="6" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="" />
              <Mission_ActorAiDefend ActorIndex="1" AllowShooting="" TargetActorIndex="1" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="VoiceCleanup" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="6" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Voice.CRL" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ThugReturn" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_ReturnFromFlee ActorIndex="5" />
              <Actor_ReturnFromFlee ActorIndex="6" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetBool_Resolved" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryWI.StrangersDebtResolved" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="PayCosts">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" SelectionFlags="" TargetLocationOverride="7" Type="Wait" WaitRadius="0.0" WaitTime="1" WaitTimeMax="1">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Go Home">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="wiX1Samaritan_OfferYes" ClearAreaCompletionText="" CompletionScene="wiX1Samaritan_Cargo" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="CompleteBeforeScene" HeadlineText="AN ACT OF GENEROSITY" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Head Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="3" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Go to Hicks">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="" ClearAreaCompletionText="" CompletionScene="wiX1Samaritan_Delivery" FinalStretchDist="10" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="AN ACT OF GENEROSITY" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Deliver the Ammo" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="4" Type="LeadNpcs" WaitDist="100" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetRucksack ActorIndex="1" Rucksack="true" />
                      <Actor_TeleportTo ActorIndex="10" TargetIndex="9" />
                      <Actor_TeleportTo ActorIndex="11" TargetIndex="8" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetRucksack ActorIndex="1" Rucksack="false" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="2" Radius="50" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="wi03Pitch_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Find out what the Wilkersons want." Label="wi03Pitch" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="wi03Pitch_NewOpp" OpportunityText="Unwelcome Guest" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="5" RdCount="" ReminderScene="wi03Pitch_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, ApproachReqNpcLos, GreetOnApproach, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="1" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Hicks" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksSchemer" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksHothead" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="" HideWarnings="" NearActorIdx="1" Optional="" PickRandom="" SearchRange="20" TagPointFlag="" TagPointType="NPCSpawn" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksMessenger" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksMessenger" FunctionTags="Missing" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ExchangeSpeaker" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ExchangeWoman" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ExchangeWoman" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_Limbo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="ADD MISSION. Earn a little more goodwill with the Wilkersons." AcceptText="Yes." DeclineDescText="DECLINE MISSION. Piss off the Wilkersons but avoid any more entanglements." DeclineText="Go to hell." DoNothingDescText="Delay your decision. They might be willing to wait a while." DoNothingText="Maybe later." OfferNpc="5" OfferScene="wi03Pitch_Offer" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="wi03Pitch_OfferNo" OfferText="Broker the Exchange?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetupActors" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="2" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="3" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="6" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="7" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="8" IsCoreNpc="false" />
              <Mission_ActorAiTeleportTo ActorIndex="2" TargetActorIndex="0" />
              <Mission_ActorAiTeleportTo ActorIndex="3" TargetActorIndex="0" />
              <Mission_ActorAiTeleportTo ActorIndex="6" TargetActorIndex="9" />
              <Mission_ActorAiTeleportTo ActorIndex="7" TargetActorIndex="9" />
              <Mission_ActorAiTeleportTo ActorIndex="8" TargetActorIndex="9" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Unwelcome Guest" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="One of the Wilkersons' gun thugs is waiting to talk to me. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="A mysterious offer." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="5" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Waiting for you at home." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryWI.FinalFavorAsked" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="-30" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-30" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-30" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-30" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-30" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddReward Count="-30" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%d Trust with the Wilkersons" />
              </EventAddReward>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="DECLINED: Unwelcome Guest" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Might have been a foolish move, but I turned down an offer from the Wilkersons. At least Lily'll be proud of me. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="The Wilkersons won't be happy." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="The Deal">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="wi03Pitch_OfferYes" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" SelectionFlags="" TargetLocationOverride="-1" Type="Wait" WaitRadius="0.0" WaitTime="1" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="30" ApproachScene="activity_Approach_Offer" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Oversee the trade." Label="wi03Exchange" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Neutral Observer" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="5" RdCount="" ReminderScene="activity_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, StartPosInBuilding, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="7" TestCommand="rts_sandbox; rts_set Status.Cheat.wiExchange 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="wi03Exchange_Travel" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Hicks" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksSchemer" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksHothead" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ExchangeSpeaker" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ExchangeWoman" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.ExchangeWoman" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_wi03Exchange_Hicks" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_wi03Exchange_Rubes" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_wi03Exchange_Meet" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.MissionSpawned" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned, Closest, Evict" ActorName="" BuildingFlagsMask="Outdoor, Tiny" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="7" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Do what you said you were going to do." AcceptText="Yes." DeclineDescText="DECLINE MISSION. Try to talk them out of meeting with the Wilkersons." DeclineText="This is a bad idea." DoNothingDescText="Delay your decision." DoNothingText="Not just yet." OfferNpc="3" OfferScene="wi03Exchange_Offer" OfferSceneDecline="" OfferSceneDoNothing="activity_OfferDelay" OfferText="Ready to get going?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetupActors" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="2" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="4" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="5" IsCoreNpc="false" />
              <Mission_ActorAiTeleportTo ActorIndex="2" TargetActorIndex="0" />
              <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="0" />
              <Mission_ActorSetRucksack ActorIndex="3" Rucksack="true" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NewEnclave" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_ClaimSite EnclaveIndex="9" SiteIndex="10" />
              <Actor_JoinEnclave ActorIndex="3" EnclaveIndex="9" />
              <Actor_JoinEnclave ActorIndex="4" EnclaveIndex="9" />
              <Actor_JoinEnclave ActorIndex="5" EnclaveIndex="9" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Neutral Observer" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Mickey and Job have some kind of deal going down, and they want me as a neutral observer. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="The exchange." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="3" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Wants an escort to the exchange site." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryWI.ExchangeDone" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NewEnclave" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_Destroy EnclaveIndex="9" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Neutral Observer" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Business as usual for the Wilkersons. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Something fishy here." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="3" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Delivered to the Wilkersons." />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="4" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Delivered to the Wilkersons." />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="5" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Delivered to the Wilkersons." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="NewEnclave" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="9" OutputAmount="true" OutputDuration="" OutputStat="MissionArrive_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Neutral Observer" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Suspecting something isn't quite right, you decide not to take the survivors to meet the Wilkersons." />
                    <SummaryText Flags="" Notes="" Text="Something is not quite right here." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="3" Value="0">
                    <DescriptionText Flags="" Notes="" Text="" />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="4" Value="0">
                    <DescriptionText Flags="" Notes="" Text="" />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="5" Value="0">
                    <DescriptionText Flags="" Notes="" Text="" />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Bring Traders">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="wi03Exchange_OfferYes" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="ActivateBeforeScene" HeadlineText="NEUTRAL OBSERVER" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="8" NumZombiesInPathMin="4" ObjectiveText="Escort the Survivors" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="8" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="4" IsCoreNpc="true" />
                      <Mission_ActorSetCoreNpc ActorIndex="5" IsCoreNpc="true" />
                      <Mission_ActorAiTeleportTo ActorIndex="2" TargetActorIndex="8" />
                      <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="6" />
                      <Scene_SceneSetup Scene="wi03Exchange_MeetingSetup" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Return">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="wi03Exchange_Meeting" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="NEUTRAL OBSERVER" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Head Home" Radius="100" SelectionFlags="" TargetLocationOverride="8" Type="LeaveArea">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Setup">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="3" IsCoreNpc="false" />
                      <Mission_ActorSetCoreNpc ActorIndex="4" IsCoreNpc="false" />
                      <Mission_ActorSetCoreNpc ActorIndex="5" IsCoreNpc="false" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Actor_Kill ActorIndex="3" Silent="" />
                      <Actor_Kill ActorIndex="4" Silent="" />
                      <Actor_Kill ActorIndex="5" Silent="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetRucksack ActorIndex="3" Rucksack="false" />
                      <Mission_DropResourceRucksack ActorIndex="3" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="7" Radius="60" />
        <SpawnExclusion Actor="8" Radius="100" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="Missions_Police" Label="Police Arc (pd)">
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Meet Judge Lawton." Label="pd01Curfew" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="pd01Curfew_NewOpp" OpportunityText="The Law" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="pd01Curfew_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, StartWhenSafe, ApproachReqInBuilding, ApproachReqNpcLos" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="pd01Curfew_Approach" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="-1" TestCommand="rts_sandbox; rts_set Status.Cheat.pdCurfew 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceJudge" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceCop" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_pdCurfew_Tour1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_pdCurfew_Tour2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_pdCurfew_Tour3" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_pdCurfew_Tour4" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_pdCurfew_Tour5" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_pdCurfew_Tour6" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_pdCurfew_Tour7" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Enclave ActorFlags="" ActorName="Enclave.Police" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_pdCurfew_Tour8" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceSWAT" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceSWAT" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceSWAT" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceSWAT" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_pd01Curfew_SWAT1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_pd01Curfew_SWAT2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_pd01Curfew_SWAT3" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_pd01Curfew_SWAT4" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: The Law" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like  there's some vestige of civilization hanging on at the courthouse in Marshall. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Here comes the judge...." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Claims to have things under control." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="11" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="12" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="13" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="14" IsCoreNpc="false" />
              <Mission_ActorAiMoveTo ActorIndex="1" Fast="false" TargetActorIndex="10" />
              <Actor_TeleportTo ActorIndex="11" TargetIndex="15" />
              <Actor_TeleportTo ActorIndex="12" TargetIndex="16" />
              <Actor_TeleportTo ActorIndex="13" TargetIndex="17" />
              <Actor_TeleportTo ActorIndex="14" TargetIndex="18" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="false" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryPD.MetJudge" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: The Law" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Or not. She's crazy. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="...and there I go." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="false" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryPD.MetJudge" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="ABORTED: The Law" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Or not. She's crazy. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="...and there I go." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="JudgesSpeech">
          <Objectives>
            <Objective AbortRadius="25" ActivationScene="pd01Curfew_Start" ClearAreaCompletionText="" CompletionScene="pd01Curfew_Tour04" Flags="" HeadlineText="THE LAW" KeepSafe="True" LeaderActorIndex="0" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Walk with Judge Lawton" SelectionFlags="" TargetLocationOverride="2" Type="Tour" WaitDist="6" WaitObjectiveText="Follow the Judge">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiAnimateAtPoint ActorIndex="11" Animation="Story_ar02_Quarantine_Approach_setup" ShowWeapon="True" TargetActorIndex="15" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="12" Animation="Story_ar02_Quarantine_Approach_setup" ShowWeapon="True" TargetActorIndex="16" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="13" Animation="Story_ar02_Quarantine_Approach_setup" ShowWeapon="True" TargetActorIndex="17" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="14" Animation="Story_ar02_Quarantine_Approach_setup" ShowWeapon="True" TargetActorIndex="18" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="1" Animation="Interact_stand_wall_loop" ShowWeapon="True" TargetActorIndex="10" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <Points>
                <Point ActorIndex="2" Flags="DisableShortcutting" Scene="pd01Curfew_Tour01" Speed="1" />
                <Point ActorIndex="3" Flags="DisableShortcutting" Scene="" Speed="1" />
                <Point ActorIndex="3" Flags="DisableShortcutting" Scene="pd01Curfew_Tour02" Speed="1" />
                <Point ActorIndex="4" Flags="DisableShortcutting" Scene="" Speed="1" />
                <Point ActorIndex="5" Flags="DisableShortcutting" Scene="" Speed="1" />
                <Point ActorIndex="6" Flags="DisableShortcutting" Scene="" Speed="1" />
                <Point ActorIndex="7" Flags="DisableShortcutting" Scene="" Speed="1" />
                <Point ActorIndex="8" Flags="DisableShortcutting" Scene="" Speed="1" />
              </Points>
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="CarlsOffer">
          <Objectives>
            <Objective AbortRadius="25" ActivationScene="" ClearAreaCompletionText="" CompletionScene="pd01Curfew_Victory" Flags="" HeadlineText="THE LAW" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Listen to Sheriff Parsons" SelectionFlags="" TargetLocationOverride="8" Type="Wait" WaitRadius="0.0" WaitTime="5" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiAnimateAtPoint ActorIndex="11" Animation="Story_ar02_Quarantine_Approach_setup" ShowWeapon="True" TargetActorIndex="15" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="12" Animation="Story_ar02_Quarantine_Approach_setup" ShowWeapon="True" TargetActorIndex="16" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="13" Animation="Story_ar02_Quarantine_Approach_setup" ShowWeapon="True" TargetActorIndex="17" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="14" Animation="Story_ar02_Quarantine_Approach_setup" ShowWeapon="True" TargetActorIndex="18" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="1" Animation="Interact_stand_wall_loop" ShowWeapon="True" TargetActorIndex="10" />
                      <Mission_ActorAiMoveTo ActorIndex="0" Fast="false" TargetActorIndex="2" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="2" Radius="45" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="" Label="pd01Purge" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Civic Duty" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="10" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="StartWhenSafe, AllowNpcsInSight" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="2" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceLoyal" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceCop" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Police" EnclaveStat="" HideWarnings="" Optional="" />
          <Infestation ActorFlags="FindOrSpawn" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="300.0" SearchRangeMin="100" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="300" SearchRangeMin="150" SiteTag="" />
          <Infestation ActorFlags="FindOrSpawn" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="300" SearchRangeMin="150" />
          <Infestation ActorFlags="FindOrSpawn" HideWarnings="" NearActorIdx="4" Optional="" SearchRangeMax="500" SearchRangeMin="300" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.PurgeSOS" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. It might be useful to earn the respect of the local Sheriff." AcceptText="Yes." DeclineDescText="DECLINE MISSION. Do they really expect you to risk your neck for them?" DeclineText="That's not my problem." DoNothingDescText="Delay your decision." DoNothingText="Maybe later." OfferNpc="1" OfferScene="pd01Purge_Offer" OfferSceneDecline="activity_OfferNo_Dislike" OfferSceneDoNothing="activity_OfferDelay" OfferText="Help the Sheriff out?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Flee ActorIndex="7" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="True" />
              <Mission_ActorSetCoreNpc ActorIndex="7" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="false" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="7" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Civic Duty" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The Sheriff wants some help clearing infestations. Guess I've been deputized. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Clear the infestations with Sheriff Carl." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Could use some help." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="-30" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-100" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-30" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-30" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-30" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-30" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-100" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-100" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Npcs" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="7" Event="REMOVE_CONTENT_RESTRICTIONS" EventLogOutput="None" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddReward Count="-30" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%d Trust with the Courthouse" />
              </EventAddReward>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="DECLINED: Civic Duty" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The Sheriff in Marshall asked me for some help, and I refused. I wonder if that was a mistake. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="I'm not making friends today." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="true" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_Slaughter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="15" InputFlags="" InputId="Game.Mission.NumPlayerKills" />
            </Inputs>
            <Outputs>
              <EventAddEffect Icon="2 Slaughter" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="2">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="Saved the day." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Slaughter)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.Radio_UnlockSWAT" />
              <Actor_EvolveTraits ActorIndex="7" Event="REMOVE_CONTENT_RESTRICTIONS" EventLogOutput="None" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Civic Duty" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Cleared some infestations but Marshall's Police are barely hanging on. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Infestations cleared." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Values people over orders." />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="7" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Rescued." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Move">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="pd01Purge_OfferYes" ClearAreaCompletionText="" CompletionScene="activity_Done_Secure" FinalStretchDist="0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="CIVIC DUTY" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Head to the Infestation" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="3" Type="LeadNpcs" WaitDist="1000" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="3" Scene="pd01Purge_Breather01" />
              </ProgressScenes>
              <DistAwayThreshold Distance="40">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Mission_CompleteObjective />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Infestation01">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_Infestation" ClearAreaCompletionText="" CompletionScene="activity_Progress_First" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear out the Infestation" SelectionFlags="" TargetActorIndex="3" TargetLocationOverride="3" Type="ClearInfestation">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Move">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="ActivateBeforeScene" HeadlineText="CIVIC DUTY" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Head to the Next Infestation" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="5" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="3" Scene="pd01Purge_Breather02" />
                <ProgressScene PercentComplete="50" Scene="pd01Purge_Breather03" />
              </ProgressScenes>
              <DistAwayThreshold Distance="60">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Mission_CompleteObjective />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Rescue">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="pd01Purge_Twist" ClearAreaCompletionText="Secure the Area" CompletionScene="activity_Done_Rescue" Flags="" HeadlineText="NEW PLAN" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find the Survivor" RescueActorIndex="7" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="4" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="7" IsCoreNpc="true" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Defend">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="pd01Purge_Victory" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" SelectionFlags="" TargetLocationOverride="4" Type="Wait" WaitRadius="0.0" WaitTime="1" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees>
        <SpawnGuarantee Actor="4" Density="10" InBuilding="" Radius="25" />
      </SpawnGuarantees>
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="pd02Vision_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Meet Ray Santos." Label="pd02Vision" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="pd02Vision_NewOpp" OpportunityText="An Elevated Perspective" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="5" RdCount="" ReminderScene="pd02Vision_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, RestoreMissionOnFail, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="2" TestCommand="rts_sandbox; rts_set Status.Cheat.pdVision 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="pd02Vision_Travel" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Police" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceSlick" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_CentralRooftop" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: An Elevated Perspective" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I was contacted by a local bigshot, he wants to meet in Marshall. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="An open invitation." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Wants to talk." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="10" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: An Elevated Perspective" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Ray shared his philosophy with me. Seems like a decent enough guy. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Shared vision." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Might be a good friend to have. Might be full of shit." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryPD.MetRay" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Rooftop">
          <Objectives>
            <Objective AbortRadius="150.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="" InteractNpcFlags="CompleteOnSpotted" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Meet Ray On The Rooftop" SelectionFlags="" TargetActorIndex="1" TargetLocationOverride="2" Type="InteractNpc">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Listen">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="pd02Vision_Start" Flags="" HeadlineText="AN ELEVATED PERSPECTIVE" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Listen to Ray" SelectionFlags="" TargetLocationOverride="2" Type="Wait" WaitRadius="0.0" WaitTime="1" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="20" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Meet Ray Santos." Label="pd02Drive" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="pd02Drive_NewOpp" OpportunityText="Sweet Ride" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="5" RdCount="" ReminderScene="pd02Drive_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, ApproachReqInBuilding, ApproachReqNpcLos, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="8" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Police" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceSlick" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_pd02Drive_Start" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_pd02Drive_Car" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_pd02Drive_Goal" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_pd02Drive_Zombies" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_pd02Drive_Zombies2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.DriveDelivery" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Building ActorFlags="AllowOwned, Closest, Evict" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="7" IsCoreNpc="false" />
              <Mission_ActorAiTeleportTo ActorIndex="7" TargetActorIndex="4" />
              <Mission_ActorSetRucksack ActorIndex="1" Rucksack="true" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Sweet Ride" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Ray says he's got something for me. Wonder what it is. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Ray's offering a gift." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Has a gift, as promised." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="DECLINED: Sweet Ride" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Ray Santos tried to bribe me with a car. Screw him. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="No more free cars for me." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <VM_SpawnVehicleAtTagPoint TagPointActorIndex="3" VehicleClass="muscle_car_new_variant" />
              <RTSStat_Set DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Status.Enemy.Unlock_Juggernaut" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.UpdateZombiePercentages" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetRucksack ActorIndex="1" Rucksack="false" />
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Bonus" IconId="27">
                <NameText Flags="" Notes="" Text="CONTACT: Vehicle Delivery" />
                <TutorialText Flags="" Notes="" Text="[DDown] (D-pad) to use the radio." />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Collecting cars appear to be one of Santos' big interests. If we stay on his good side, it looks like he can provide working vehicles for us. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Ray says he can get us cars when we need 'em." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <EventTrigger Event="fsEvent.Radio_UnlockVehicle_Police" />
              <RTSStat_Set DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Status.Enemy.Unlock_Juggernaut" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.UpdateZombiePercentages" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Sweet Ride" />
                <TutorialText Flags="" Notes="" Text="We'll hear more from him later, I'm sure." />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, that was pretty awesome. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="A BRAND NEW CAR!" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Set DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Status.Enemy.Unlock_Juggernaut" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.UpdateZombiePercentages" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Start Delivery">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="50" ActivationScene="pd02Drive_Approach" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="40.0" FinalStretchScene="" FindVehicleText="Get in Ray's Car" Flags="" HeadlineText="SWEET RIDE" LeadNpcsFlags="RequireVehicle" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Deliver the Goods" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="6" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="5" Scene="pd02Drive_Delivery" />
              </ProgressScenes>
              <DistAwayThreshold Distance="175">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Mission_CompleteObjective />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Hit and Run">
          <Objectives>
            <Objective AbortRadius="400" AbortRadiusIfNoVehicleNearby="50" ActivationScene="pd02Drive_TwistZombies" ClearAreaCompletionText="" CompleteThreshold="2" CompleteThresholdTimer="30.0" CompletionScene="" FindVehicleText="Find a Vehicle" Flags="ActivateBeforeScene" HeadlineText="" IgnoreNonAggroZombies="False" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" RequireVehicle="True" SelectionFlags="" TargetLocationOverride="6" Type="ClearArea">
              <Location ActorLocation="5" InBuilding="" Radius="50" ZombieCount="0" />
              <Location ActorLocation="6" InBuilding="" Radius="50" ZombieCount="0" />
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="10" Scene="pd02Drive_Zombies_More" />
                <ProgressScene PercentComplete="60" Scene="pd02Drive_Zombies_More" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Resume Delivery">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="50" ActivationScene="pd02Drive_ZombiesCleared" ClearAreaCompletionText="" CompletionScene="pd02Drive_Victory" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="RequireVehicle" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Finish the Delivery" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="4" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Rapid Completion)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="2" Radius="30" />
        <SpawnExclusion Actor="4" Radius="50" />
        <SpawnExclusion Actor="6" Radius="150" />
      </SpawnExclusions>
      <SpawnGuarantees>
        <SpawnGuarantee Actor="5" Density="3" InBuilding="" Radius="40" />
        <SpawnGuarantee Actor="6" Density="3" InBuilding="" Radius="40" />
      </SpawnGuarantees>
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Help Ray with a delivery." Label="pdR1Business" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="pdR1Business_NewOpp" OpportunityText="Special Delivery" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="0" RdCount="" ReminderScene="activity_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="1" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="400" SearchRangeMin="150" SiteTag="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceSlick" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned, Closest" ActorName="" BuildingFlagsMask="Enclave" BuildingFlagsQuery="Enclave" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="0" SearchRangeMin="0" SiteTag="" />
          <Player HideWarnings="" Optional="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned, Closest" ActorName="" BuildingFlagsMask="Enclave" BuildingFlagsQuery="Enclave" HideWarnings="" NearActorIdx="5" Optional="" SearchRangeMax="0" SearchRangeMin="0" SiteTag="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned" ActorName="" BuildingFlagsMask="Enclave" BuildingFlagsQuery="Enclave" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="600" SearchRangeMin="300" SiteTag="">
            <Building ActorFlags="AllowMissionOp, AllowOwned" ActorName="" BuildingFlagsMask="Enclave" BuildingFlagsQuery="Enclave" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="1500" SearchRangeMin="0.0" SiteTag="" />
          </Building>
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Earn 3 Cases of Ammo with a simple (?) delivery mission." AcceptText="I'll do it." DeclineDescText="DECLINE MISSION. Skip out this." DeclineText="I don't have time." DoNothingDescText="Delay your decision." DoNothingText="Not right now." OfferNpc="2" OfferScene="GreetingTalk" OfferSceneDecline="activity_OfferNo" OfferSceneDoNothing="activity_OfferDelay" OfferText="I need someone to make a delivery." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="DECLINED: Special Delivery" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="That guy's a little too slick for me. I'm not interested in getting tangled up with him. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Passed on a job from Ray Santos." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Special Delivery" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We've been asked to help Ray out with some deliveries. He says he'll make it worth our while. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Moving goods around." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="2" IsCoreNpc="false" />
              <Mission_ActorSetRucksack ActorIndex="4" Rucksack="true" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Special Delivery" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="4" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Signed, sealed, and delivered. Now we'll see if Ray comes through with payment. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Delivery made." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="25" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="15" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Rucksack" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetRucksack ActorIndex="4" Rucksack="false" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Rewards" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryPD.BusinessDone_PaymentOwed" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionSupplies_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Special Delivery" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Signed, sealed, and delivered. Now we'll see if Ray comes through with payment. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Delivery made." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="SupplyRunNpcLead">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start" ClearAreaCompletionText="" CompletionScene="activity_Done" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="4" NoVehicleText="" NpcGrabbedScene="Combat_Grabbed_Group" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Deliver the Supplies" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="7" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Rapid Completion)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="33" Scene="pdR1Business_Progress" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="300">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Game.StoryPD.BusinessDone_PaymentOwed</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="Manual - Enabled" ApproachMusicBucketDelay="0" ApproachRadius="30" ApproachScene="activity_Approach_FakeCombat" AreaClearScene="activity_Trouble_Growing" AreaNotSafeScene="" DescriptionText="Check out the Courthouse." Label="pd03Destruction" MinStartDist="100.0" MissionOpIcon="SURVIVOR_FRIENDLY" OnTaggedScene="" OpportunityScene="pd03Destruction_NewOpp" OpportunityText="Trouble at the Courthouse" OpportunityTimeout="1800" OpportunityTypeText="MISSION" Priority="0" RdCount="" ReminderScene="wiX1Samaritan_OppReminder" RevealDist="0.0" SetupFlags="NpcsAtStart, StartPosInBuilding, ZombiesAtStart, DontAutoWaypointOnAdd" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="0" TestCommand="rts_sandbox; rts_set status.cheat.pdDestruction 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="Story" MissionOpSurveyIconId="8" MissionOpIconId="24">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Story.PoliceJudge" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Story.PoliceJudge" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Story.PoliceJudge" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceJudge" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceCop" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_pd04jailbreak_carlstart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_pd04jailbreak_raystart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiSendSignal ActorIndex="1" Signal="ModeVigilantStart" />
              <Mission_ActorAiSendSignal ActorIndex="2" Signal="ModeVigilantStart" />
              <Mission_ActorAiSendSignal ActorIndex="3" Signal="ModeVigilantStart" />
              <Mission_ActorSetCoreNpc ActorIndex="5" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="6" IsCoreNpc="false" />
              <Mission_ActorAiTeleportTo ActorIndex="5" TargetActorIndex="7" />
              <Mission_ActorAiTeleportTo ActorIndex="6" TargetActorIndex="8" />
              <Mission_ActorAiAnimateAtPoint ActorIndex="5" Animation="death_dead_face_up" ShowWeapon="" TargetActorIndex="7" />
              <Mission_ActorAiAnimateAtPoint ActorIndex="6" Animation="death_dead_face_up_02" ShowWeapon="" TargetActorIndex="8" />
              <Mission_ActorSetContextTag ActorIndex="5" OutputAmount="true" Text="IsNonCombatant" />
              <Mission_ActorSetContextTag ActorIndex="6" OutputAmount="true" Text="IsNonCombatant" />
              <BuildingGore ActorIndex="0" Enable="true" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="DisableRadioOption" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoSWAT" PauseWhenOffline="" />
              <Console_Command Command="LOG: SWAT Backup Disabled" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <BuildingGore ActorIndex="0" Enable="true" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryPD.JudgeKilled" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionDiscovered_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Trouble at the Courthouse" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Something doesn't feel right about this one.... - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Find out what's going on." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="0" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-50" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="SCRAPPED: Trouble at the Courthouse" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Without our help, there's no way anyone survived. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Let God sort 'em out." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Approached" />
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_InventoryWipe ActorIndex="5" />
              <Actor_InventoryWipe ActorIndex="6" />
              <Actor_ApplyBlood ActorIndex="5" Amount="Large" />
              <Actor_ApplyBlood ActorIndex="6" Amount="Large" />
              <Actor_Dismember ActorIndex="5" FXEnabled="false" Locations="Head, Torso" Random="false" />
              <Actor_Dismember ActorIndex="6" FXEnabled="false" Locations="Head, Torso" Random="false" />
              <Actor_Kill ActorIndex="5" Silent="" />
              <Actor_Kill ActorIndex="6" Silent="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_Slaughter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="15" InputFlags="" InputId="Game.Mission.NumPlayerKills" />
            </Inputs>
            <Outputs>
              <EventAddEffect Icon="2 Slaughter" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="2">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="Saved the day." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Slaughter)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionSiege_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Trouble at the Courthouse" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Jesus, what a waste. Marshall may be lost. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="The Judge and the Sheriff are dead." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="5" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Fell in the initial attack." />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="6" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Fell in the initial assault." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SurvivorsFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <Actor_Flee ActorIndex="2" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <Actor_Flee ActorIndex="3" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Discord" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Despair" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionSiege_Fail" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Fate" IconId="92">
                <NameText Flags="" Notes="" Text="ALLIES FLED" />
                <TutorialText Flags="" Notes="" Text="After one died, the others ran away. - %2$s" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="4" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Tried to help %1$s and failed." />
                    <SummaryText Flags="" Notes="" Text="Tried to help %1$s and failed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="0" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-50" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="General" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="General" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="EXPIRED: Trouble at the Courthouse" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Without our help, there's no way anyone survived. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Death and destruction." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Save">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Defend" ClearAreaCompletionText="" CompleteThreshold="3" CompleteThresholdTimer="30.0" CompletionScene="activity_Done_Rescue" FindVehicleText="" Flags="CompleteBeforeScene" HeadlineText="THE COURTHOUSE" IgnoreNonAggroZombies="False" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Rescue the Survivors" RequireVehicle="" SelectionFlags="" TargetLocationOverride="0" Type="ClearArea">
              <Location ActorLocation="0" InBuilding="" Radius="25" ZombieCount="15" />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiDefend ActorIndex="1" AllowShooting="" TargetActorIndex="0" />
                      <Mission_ActorAiDefend ActorIndex="2" AllowShooting="True" TargetActorIndex="0" />
                      <Mission_ActorAiDefend ActorIndex="3" AllowShooting="" TargetActorIndex="0" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees>
        <SpawnGuarantee Actor="0" Density="25" InBuilding="True" Radius="35" />
      </SpawnGuarantees>
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="Missions_Grocery" Label="Grocery Arc (gr)">
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="15" ApproachScene="gr01Rescue_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Help find the missing survivor." Label="gr01Rescue" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="gr01Rescue_NewOpp" OpportunityText="Stranger in Trouble" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="5" RdCount="" ReminderScene="gr01Rescue_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, TargetPosInBuildingNear, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="4" TestCommand="rts_sandbox; rts_set Status.Cheat.grRescue 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.GroceryIdealist" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.GroceryMissing" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Grocery" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_MarshallEast" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="250" SearchRangeMin="50" SiteTag="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="4" Optional="" SearchRangeMax="0" SearchRangeMin="75" SiteTag="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.GroceryComplainer" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_Limbo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. There probably isn't much in it for you other than earning some goodwill." AcceptText="I'll help you look." DeclineDescText="DECLINE MISSION. Tell the strangers to fend for themselves. This isn't how we make friends." DeclineText="This isn't my problem." DoNothingDescText="Delay your decision. Quentin won't hang around waiting forever." DoNothingText="Maybe later." OfferNpc="0" OfferScene="gr01Rescue_Offer" OfferSceneDecline="activity_OfferNo" OfferSceneDoNothing="activity_OfferMaybe" OfferText="Help find missing friend?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_TeleportTo ActorIndex="1" TargetIndex="7" />
              <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.Leader" />
              <Actor_GiveTrait ActorIndex="1" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Stranger in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like somebody lost one of their people. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Missing persons." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Trying to find someone named Jack." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Approached">
          <Action ActionFlags="" ActionId="ForceMissionStartNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="6" IsCoreNpc="false" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="-30" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-50" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-30" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-30" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-30" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-30" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryGR.RescuedJack" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddReward Count="10" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%d Trust with the Grange folks" />
              </EventAddReward>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="DECLINED: Stranger in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Ran into some people who really needed my help to find their friend Jack. Whatever. I don't know Jack. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Just trying to be practical." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="ForceMissionStartNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="true" />
              <Mission_ActorSetCoreNpc ActorIndex="6" IsCoreNpc="true" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="8" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="8" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="35" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryGR.RescuedJack" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Stranger in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Met some folks holed up in the grange outside Marshall. Decent folks, just hanging on. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Rescued Jack." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Led the Search" />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Rescued" />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="6" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Was ready to abandon the search." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="NeighborRescue">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="gr01Rescue_OfferYes" ClearAreaCompletionText="" CompletionScene="gr01Rescue_Find" Flags="" HeadlineText="STRANGER IN TROUBLE" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Missing Survivor" RescueActorIndex="1" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="5" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes>
                <OverrideScene DefaultID="Scout_Clear" ReplacementID="gr01Rescue_BuildingClear" />
              </OverrideScenes>
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="LeadBack">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="gr01Rescue_Victory" FinalStretchDist="30.0" FinalStretchScene="gr01Rescue_Return_FinalStretch" FindVehicleText="" Flags="LocationHome" HeadlineText="STRANGER IN TROUBLE" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="4" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Escort the Survivors" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="-1" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="1" Scene="gr01Rescue_Return_Progress" />
                <ProgressScene PercentComplete="25" Scene="gr01Rescue_Return_Progress02" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="4" Radius="45" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Help with the fortifications." Label="gr02Fortifications" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="gr02Fortifications_NewOpp" OpportunityText="Indefensible" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="5" RdCount="" ReminderScene="gr02Fortifications_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="2" TestCommand="rts_sandbox; rts_set Status.Cheat.grFortifications 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.GroceryRealist" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.GroceryIdealist" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Grocery" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_GrangeTower_Worker" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_GrangeShed" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_GrangeStockpiles" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.GroceryComplainer" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_Limbo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Meta.Story" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_GrangeTower_Worker2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_GrangeTower" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceCop" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="Enclave.Police" />
          <TagPoint ActorName="RTSPoint_GrangeTower_Worker3" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Player HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_gr02Fortifications_Shed1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_gr02Fortifications_Shed2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_gr02Fortifications_WaveSpawn1" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_gr02Fortifications_WaveSpawn2" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_gr02Fortifications_WaveSpawn3" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Another potential act of charity." AcceptText="Yes." DeclineDescText="DECLINE MISSION. Nobody'll blame you for not helping. (Except the people at the Grange.)" DeclineText="That's your problem" DoNothingDescText="Delay your decision. Becca won't wait forever before trying it without you, though." DoNothingText="Maybe later." OfferNpc="0" OfferScene="gr02Fortifications_Travel" OfferSceneDecline="activity_OfferNo_Dislike" OfferSceneDoNothing="activity_OfferDelay" OfferText="Help us set up defenses?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="11" IsCoreNpc="false" />
              <Mission_ActorAiTeleportTo ActorIndex="11" TargetActorIndex="7" />
              <Mission_ActorAiSet ActorIndex="0" Behavior="Vigilant" />
              <Mission_ActorAiSet ActorIndex="6" Behavior="Vigilant" />
              <Mission_ActorSetCoreNpc ActorIndex="6" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
              <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="7" />
              <Mission_ActorSetCoreNpc ActorIndex="8" IsCoreNpc="false" />
              <Mission_ActorAiTeleportTo ActorIndex="8" TargetActorIndex="15" />
              <Facility_SimpleCreate Name="gr02Watchtower" TargetActorIndex="10" Type="Watchtower" Variant="UnderConstruction" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Indefensible" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like the folks at the grange could use some help with their defenses. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="The Grange needs fortifications." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Might need your help." />
                  </EventNpcEffect>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Has always offered to help you." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="-50" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-50" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-50" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-50" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="DECLINED: Indefensible" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The folks at the Grange needed my help. Sucks to be them. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="The Grange survivors are kinda pissed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="true" />
              <Mission_ActorSetCoreNpc ActorIndex="6" IsCoreNpc="true" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="-15" DisableBonus="false" EnclaveNpcTrust="0" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-15" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-15" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="FAILED: Indefensible" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The folks at the Grange needed more help than I could give them. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="The Grange survivors are kinda pissed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="13" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="13" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_Slaughter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="15" InputFlags="" InputId="Game.Mission.NumPlayerKills" />
            </Inputs>
            <Outputs>
              <EventAddEffect Icon="2 Slaughter" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="2">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="Saved the day." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Slaughter)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryGR.FortificationsBuilt" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="MissionUnimpressive_EventLog" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_GoodActs" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Indefensible" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="That should last Becca a while. Also: TMI. Seriously. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Home improvement." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="MissionUnimpressive_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="5" InputFlags="" InputId="!Game.Mission.NumPlayerKills" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-30" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust." />
              </EventAddReward>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-25" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Indefensible" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Apparently, I didn't pull my weight. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="They weren't that impressed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Setup">
          <Objectives>
            <Objective AbortRadius="150" ActivationScene="gr02Fortifications_Start" ClearAreaCompletionText="" CompletionScene="gr02Fortifications_Progress01" Flags="ActivateBeforeScene" HeadlineText="BUILDING TENSION" MusicBucket="Manual - Enabled" MusicBucketDelay="0" ObjectiveText="Defend the Workers" SelectionFlags="" TargetLocationOverride="10" Type="Wait" WaitRadius="0.0" WaitTime="1" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Com_Give ActorIndex="0" AmmoPercentage="100" Count="1" GiveFlags="Replace" Name="Hammer" />
                      <Com_Give ActorIndex="6" AmmoPercentage="100" Count="1" GiveFlags="Replace" Name="Hammer" />
                      <Com_Give ActorIndex="8" AmmoPercentage="100" Count="1" GiveFlags="Replace" Name="Hammer" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="6" Animation="Environmental_barricade_hammer_stand" ShowWeapon="True" TargetActorIndex="3" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Environmental_barricade_hammer_stand" ShowWeapon="True" TargetActorIndex="9" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="8" Animation="Interact_search_ground_loop" ShowWeapon="" TargetActorIndex="15" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Siege">
          <Objectives>
            <Objective AbortRadius="150" ActivationScene="actDefend_Worker_Start" BarricadeObjectiveText="" BarricadeSetupTime="0.0" BreachActorIndex="-1" ClearAreaCompletionText="" CompletionScene="" Flags="ShowBarricades" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Defend the Workers" OutsideSiege="True" SelectionFlags="" SpawnableFreaksOnly="" TargetLocationOverride="12" Type="Siege" WatchtowerActorIndex="-1" WatchtowerSetupTime="0.0" WatchtowerTpFlags="" WatchtowerTpType="">
              <Activities>
                <Activity ActivationScene="gr02Fortifications_TwistEscort01" CompletionScene="" LocationActorIdx="4" Radius="20" Text="Protect the Workers" Type="ClearArea">
                  <ActivationAction>
                    <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                      <RTSActionIcon Name="" Id="" />
                      <NameText Flags="" Notes="" Text="" />
                      <Actors />
                      <Alts />
                      <Effects />
                      <Inputs />
                      <Outputs>
                        <Mission_ActorAiDefend ActorIndex="0" AllowShooting="True" TargetActorIndex="4" />
                        <Mission_ActorAiDefend ActorIndex="6" AllowShooting="True" TargetActorIndex="4" />
                      </Outputs>
                    </Action>
                  </ActivationAction>
                  <CompletionAction>
                    <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                      <RTSActionIcon Name="" Id="" />
                      <NameText Flags="" Notes="" Text="" />
                      <Actors />
                      <Alts />
                      <Effects />
                      <Inputs />
                      <Outputs>
                        <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Environmental_barricade_hammer_stand" ShowWeapon="True" TargetActorIndex="9" />
                        <Mission_ActorAiAnimateAtPoint ActorIndex="6" Animation="Environmental_barricade_hammer_stand" ShowWeapon="True" TargetActorIndex="3" />
                      </Outputs>
                    </Action>
                  </CompletionAction>
                </Activity>
              </Activities>
              <Freaks>
                <Freak Type="Zombie.Juggernaut" />
                <Freak Type="Zombie.Feral" />
              </Freaks>
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Environmental_barricade_hammer_stand" ShowWeapon="True" TargetActorIndex="9" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="6" Animation="Environmental_barricade_hammer_stand" ShowWeapon="True" TargetActorIndex="3" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="8" Animation="Interact_search_ground_loop" ShowWeapon="" TargetActorIndex="15" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveNext">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveLast">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="Combat_Mobbed_Gunfire" ReplacementID="" />
                <OverrideScene DefaultID="Combat_Mobbed_Gunfire_Group" ReplacementID="" />
              </OverrideScenes>
              <ProgressScenes />
              <TimedEvents />
              <Waves>
                <Wave ActivityDelay="30" MaxZombies="12" MinZombies="10" SpawnActorIdx="16" SpawnActorIdx2="17" SpawnActorIdx3="-1" />
              </Waves>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Wait">
          <Objectives>
            <Objective AbortRadius="150" ActivationScene="gr02Fortifications_Progress02" ClearAreaCompletionText="" CompletionScene="" Flags="ActivateBeforeScene" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Defend the Workers" SelectionFlags="" TargetLocationOverride="12" Type="Wait" WaitRadius="0.0" WaitTime="1" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Environmental_barricade_hammer_stand" ShowWeapon="True" TargetActorIndex="9" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="6" Animation="Environmental_barricade_hammer_stand" ShowWeapon="True" TargetActorIndex="3" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="8" Animation="Interact_search_ground_loop" ShowWeapon="" TargetActorIndex="15" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="EscortTwist">
          <Objectives>
            <Objective AbortRadius="150" ActivationScene="" BarricadeObjectiveText="" BarricadeSetupTime="0.0" BreachActorIndex="-1" ClearAreaCompletionText="" CompletionScene="gr02Fortifications_Progress03" Flags="CompleteBeforeScene, ShowBarricades" HeadlineText="" MusicBucket="Manual - Approach" MusicBucketDelay="0" ObjectiveText="Defend the Workers" OutsideSiege="True" SelectionFlags="" SpawnableFreaksOnly="" TargetLocationOverride="12" Type="Siege" WatchtowerActorIndex="-1" WatchtowerSetupTime="0.0" WatchtowerTpFlags="" WatchtowerTpType="">
              <Activities>
                <Activity ActivationScene="gr02Fortifications_TwistEscort02" CompletionScene="" LocationActorIdx="4" Radius="20" Text="Protect the Supplies" Type="ClearArea">
                  <ActivationAction>
                    <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                      <RTSActionIcon Name="" Id="" />
                      <NameText Flags="" Notes="" Text="" />
                      <Actors />
                      <Alts />
                      <Effects />
                      <Inputs />
                      <Outputs>
                        <Mission_ActorSetRucksack ActorIndex="8" Rucksack="true" />
                        <Mission_ActorAiDefend ActorIndex="0" AllowShooting="True" TargetActorIndex="4" />
                        <Mission_ActorAiDefend ActorIndex="6" AllowShooting="True" TargetActorIndex="4" />
                      </Outputs>
                    </Action>
                  </ActivationAction>
                  <CompletionAction>
                    <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                      <RTSActionIcon Name="" Id="" />
                      <NameText Flags="" Notes="" Text="" />
                      <Actors />
                      <Alts />
                      <Effects />
                      <Inputs />
                      <Outputs>
                        <Mission_ActorSetCoreNpc ActorIndex="8" IsCoreNpc="true" />
                        <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Environmental_barricade_hammer_stand" ShowWeapon="True" TargetActorIndex="9" />
                        <Mission_ActorAiAnimateAtPoint ActorIndex="6" Animation="Environmental_barricade_hammer_stand" ShowWeapon="True" TargetActorIndex="3" />
                        <Mission_ActorAiDefend ActorIndex="8" AllowShooting="True" TargetActorIndex="12" />
                      </Outputs>
                    </Action>
                  </CompletionAction>
                </Activity>
              </Activities>
              <Freaks />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="2" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Environmental_barricade_hammer_stand" ShowWeapon="True" TargetActorIndex="9" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="6" Animation="Environmental_barricade_hammer_stand" ShowWeapon="True" TargetActorIndex="3" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveNext">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveLast">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="Combat_Mobbed_Gunfire" ReplacementID="" />
                <OverrideScene DefaultID="Combat_Mobbed_Gunfire_Group" ReplacementID="" />
              </OverrideScenes>
              <ProgressScenes />
              <TimedEvents />
              <Waves>
                <Wave ActivityDelay="5" MaxZombies="8" MinZombies="6" SpawnActorIdx="18" SpawnActorIdx2="17" SpawnActorIdx3="-1" />
              </Waves>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Siege">
          <Objectives>
            <Objective AbortRadius="150" ActivationScene="actDefend_Worker_Progress_Half" BarricadeObjectiveText="" BarricadeSetupTime="0.0" BreachActorIndex="-1" ClearAreaCompletionText="" CompletionScene="gr02Fortifications_Victory" Flags="ShowBarricades" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Defend the Workers" OutsideSiege="True" SelectionFlags="" SpawnableFreaksOnly="" TargetLocationOverride="12" Type="Siege" WatchtowerActorIndex="-1" WatchtowerSetupTime="0.0" WatchtowerTpFlags="" WatchtowerTpType="">
              <Activities />
              <Freaks>
                <Freak Type="Zombie.Juggernaut" />
                <Freak Type="Zombie.Feral" />
              </Freaks>
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetRucksack ActorIndex="8" Rucksack="false" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="0" Animation="Environmental_barricade_hammer_stand" ShowWeapon="True" TargetActorIndex="9" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="6" Animation="Environmental_barricade_hammer_stand" ShowWeapon="True" TargetActorIndex="3" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="8" Animation="Environmental_barricade_hammer_stand" ShowWeapon="True" TargetActorIndex="12" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="2" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveNext">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveLast">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="Combat_Mobbed_Gunfire" ReplacementID="" />
                <OverrideScene DefaultID="Combat_Mobbed_Gunfire_Group" ReplacementID="" />
              </OverrideScenes>
              <ProgressScenes />
              <TimedEvents />
              <Waves>
                <Wave ActivityDelay="" MaxZombies="12" MinZombies="8" SpawnActorIdx="16" SpawnActorIdx2="17" SpawnActorIdx3="18">
                  <Threshold Scene="actDefend_Worker_Progress_Close" Timeout="300" Value="8" />
                </Wave>
              </Waves>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="3" Radius="150" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="gr03Question_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Find out what Quentin wants." Label="gr03Question" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="gr03Question_NewOpp" OpportunityText="A Discreet Request" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="5" RdCount="" ReminderScene="gr03Question_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="2" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.GroceryIdealist" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Grocery" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_gr03Answer_QuentinStart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="ADD MISSION. You'll gain a little Trust with Quentin, no doubt." AcceptText="Sure." DeclineDescText="DECLINE MISSION. Quentin probably won't appreciate that." DeclineText="It's not a good idea." DoNothingDescText="Delay your decision. Quentin probably won't wait forever." DoNothingText="Let me think about it." OfferNpc="-1" OfferScene="gr03Question_Offer" OfferSceneDecline="gr03Question_OfferNo" OfferSceneDoNothing="" OfferText="Investigate Becca's Background?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: A Discreet Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Wonder what he needs? - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Quentin has a question." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Wants a private conversation." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="DECLINED: A Discreet Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Quentin wanted me to snoop into Becca/Alex's background. I didn't think it was a good idea. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Some questions are better left unasked." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryGR.RefusedQuentin" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryGR.AlexQuestionResolved" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: A Discreet Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Quentin wants me to find out about Becca's past. Sheriff Parsons seemed to know something; maybe I should start with him. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Find Carl." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryGR.RefusedQuentin" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryGR.AlexQuestionResolved" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Inquiry">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="gr03Question_OfferYes" ClearAreaCompletionText="" CompletionScene="" Flags="ActivateBeforeScene" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" SelectionFlags="" TargetLocationOverride="-1" Type="Wait" WaitRadius="0.0" WaitTime="1" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Ask around." Label="gr03Background" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Ask the Sheriff" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="5" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, GreetOnApproach" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="gr03Background_Setup" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="6" TestCommand="rts_sandbox; rts_set Status.Cheat.grBackground 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceCop" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="Enclave.Police" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceLoyal" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="Enclave.Police" />
          <Enclave ActorFlags="" ActorName="Enclave.Police" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_MarshallEast" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="300" SearchRangeMin="0.0" SiteTag="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="4" Optional="" SearchRangeMax="150.0" SearchRangeMin="0.0" SiteTag="" />
          <TagPoint ActorName="RTSPoint_gr03Background_Start" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="ADD MISSION. Find out where Carl is." AcceptText="Yes" DeclineDescText="" DeclineText="" DoNothingDescText="Wait until later to ask." DoNothingText="Not now." OfferNpc="-1" OfferScene="GreetingTalk" OfferSceneDecline="" OfferSceneDoNothing="activity_OfferIgnore_Goodbye" OfferText="Ask about Carl?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Ask the Sheriff" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Huh. No wonder Becca wanted to keep her past hidden. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Discovered the truth." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Ask the Sheriff" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Best place to start is probably the Courthouse. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Find Sheriff Carl Parsons." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Knows something about Becca." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="false" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="FindCarl">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="gr03Background_Start" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="ASK THE SHERIFF" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Carl" RescueActorIndex="0" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="4" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Setup">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
                      <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="true" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="HuntFeral">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="gr03Background_FindCarl" ClearAreaCompletionText="" CompletionScene="gr03Background_Victory" ExtraFreakHash="" ExtraZombieCount="0" FindText="Find the Feral Zombie" Flags="" FreakName="Feral" FreakType="Zombie.Feral" HeadlineText="ASK THE SHERIFF" KillText="Destroy the Feral Zombie" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find the Feral Zombie" SelectionFlags="" TargetLocationOverride="5" Type="Assassinate">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes>
                <OverrideScene DefaultID="activity_Progress_FoeSpotted" ReplacementID="gr03Background_TargetSpotted" />
              </OverrideScenes>
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="gr03Answer_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Tell Quentin... or not." Label="gr03Answer" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Bad Tidings" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="5" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, GreetOnApproach" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="2" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.GroceryIdealist" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Grocery" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_gr03Answer_QuentinStart" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="Tell Quentin everything you heard." AcceptText="Yes" DeclineDescText="Advise him to let the past go." DeclineText="No" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="gr03Answer_Offer" OfferSceneDecline="gr03Answer_OfferNo" OfferSceneDoNothing="" OfferText="Tell Quentin what you learned?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Bad Tidings" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Guess I've got to decide what to tell Quentin. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Tell Quentin?" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Doesn't suspect the truth." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="DECLINED: Bad Tidings" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I advised Quentin to let the whole &quot;Alex&quot; thing drop. We've all gotta learn to leave the past behind us. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Some questions are better left unasked." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Will need to talk to Becca directly." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryGR.AdvisedQuentin" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryGR.AlexQuestionResolved" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Cheevo" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Achievement>
                <Achievement Title="ENCLAVE_GROCERY" Id="10" />
              </Achievement>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryGR.ToldQuentin" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryGR.AlexQuestionResolved" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Bad Tidings" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, we'll see how Qentin deals with it now.... - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Told Quentin the truth." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Knows the truth now." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryGR.AdvisedQuentin" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryGR.AlexQuestionResolved" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Answer">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="gr03Answer_OfferYes" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" SelectionFlags="" TargetLocationOverride="-1" Type="Wait" WaitRadius="0.0" WaitTime="1" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Scout" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Find Quentin Barnes." Label="gr04Fury" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="gr04Fury_NewOpp" OpportunityText="Quentin Barnes?" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="5" RdCount="" ReminderScene="gr04Fury_OppRemind" RevealDist="0.0" SetupFlags="ApproachReqInBuilding, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="4" TestCommand="rts_sandbox; rts_set Status.Cheat.grFury 1" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.GroceryRealist" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.GroceryIdealist" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.GroceryIdealist" FunctionTags="Missing" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
          <Enclave ActorFlags="" ActorName="Enclave.Grocery" EnclaveStat="" HideWarnings="" Optional="" />
          <TagPoint ActorName="RTSPoint_TestGoal_gr" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="500" SearchRangeMin="0.0" SiteTag="" />
          <TagPoint ActorName="RTSPoint_Limbo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="4" Optional="" SearchRangeMax="0" SearchRangeMin="25" SiteTag="" />
          <TagPoint ActorName="RTSPoint_gr04Fury_BeccaDead" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="RTSPoint_gr04Fury_QuentinMourn" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="Accept" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="Mission?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="BlackoutStoryOp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_StoryOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Banish" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="false" />
              <Actor_TeleportTo ActorIndex="1" TargetIndex="5" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="Banish" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryGR.QuentinsMissing" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Quentin Barnes?" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="5" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, I guess I better go find him. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Find Quentin." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutStoryMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.BlackoutContent" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Story" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Achievement>
                <Achievement Title="ENCLAVE_GROCERY" Id="10" />
              </Achievement>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionCompleted_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Quentin Barnes?" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Jesus... like we don't have enough trouble with the walking dead? - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Tragedy." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="CharCleanUp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Kill ActorIndex="0" Silent="True" />
              <Enclave_Destroy EnclaveIndex="2" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Find Quentin">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="SEARCH AND RESCUE" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Quentin" RescueActorIndex="1" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="6" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="false" />
                      <Mission_ActorAiSet ActorIndex="1" Behavior="Search" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Return to the Grange">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="gr04Fury_Quentin" ClearAreaCompletionText="" CompletionScene="gr04Fury_Victory" FinalStretchDist="60" FinalStretchScene="gr04Fury_Approach" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Head to the Grange" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="7" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents>
                <LocationEvent ActorIndex="0" Flags="" Radius="80">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Actor_TeleportTo ActorIndex="0" TargetIndex="7" />
                      <Actor_InventoryWipe ActorIndex="0" />
                    </Outputs>
                  </Action>
                </LocationEvent>
                <LocationEvent ActorIndex="0" Flags="" Radius="75">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Actor_Kill ActorIndex="0" Silent="" />
                    </Outputs>
                  </Action>
                </LocationEvent>
              </LocationEvents>
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="25" Scene="gr04Fury_Progress" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Give Quentin Some Space">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Give Quentin Some Space" Radius="150" SelectionFlags="" TargetLocationOverride="7" Type="LeaveArea">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
                      <Mission_ActorAiAnimateAtPoint ActorIndex="1" Animation="Interact_search_ground_loop" ShowWeapon="" TargetActorIndex="-1" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="7" Radius="150" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools>
        <TempRtsBool RtsBool="Game.Player.StoryMission" />
      </TempRtsBools>
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="Missions_Baggage" Label="Baggage">
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="60" ApproachScene="" AreaClearScene="bagLily_AreaClear" AreaNotSafeScene="bagLily_NotSafe" DescriptionText="" Label="bagLily" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="bagLily_NewOpp" OpportunityText="Memento" OpportunityTimeout="0.0" OpportunityTypeText="" Priority="5" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="StartPosInBuilding, DontAutoWaypointOnAdd, StartWhenSafe, RestoreMissionOnFail" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="0" TestCommand="rts_test initmissiontest; cm_addmission bagLily" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="bagLily_Travel" Type="comAway" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <TagPoint ActorName="RTSPoint_RangerStation" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Player HideWarnings="" Optional="" />
          <Infestation ActorFlags="Spawn, Evict, IgnoreSafeAreas" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.BagLilyCreated" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="JOURNAL: The Ranger Station" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I made it to the Ranger Station, and I'm starting to wonder if this was a good idea. It looks like things have gotten worse since last time anyone came here." />
                    <SummaryText Flags="" Notes="" Text="Things have gone from bad to worse up here." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.GotWatchForLily" PauseWhenOffline="" />
              <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.History.CH_GotWatchForLily" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="JOURNAL: Memento" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I can't believe it. Lily's dad was actually wearing that watch that she gave him as a kid. Maybe this trip to the Ranger Station was worth it after all." />
                    <SummaryText Flags="" Notes="" Text="I found that watch Lily was talking about ..." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.StoryCH.BagLilyCreated" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Approach_Scout" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="MEMENTO" LeadNpcsFlags="CompleteOnEnterBuilding" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Look for the Watch" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="0" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes>
                <OverrideScene DefaultID="Scout_Done_Secure" ReplacementID="" />
                <OverrideScene DefaultID="activity_Done_Secure" ReplacementID="" />
              </OverrideScenes>
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Approach_Scout" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="30.0" CompletionScene="bagLily_Progress" FindVehicleText="" Flags="" HeadlineText="MEMENTO" IgnoreNonAggroZombies="False" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Secure the Area" RequireVehicle="" SelectionFlags="" TargetLocationOverride="0" Type="ClearArea">
              <Location ActorLocation="0" InBuilding="True" Radius="15" ZombieCount="0" />
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes>
                <OverrideScene DefaultID="Scout_Done_Secure" ReplacementID="" />
                <OverrideScene DefaultID="activity_Done_Secure" ReplacementID="" />
              </OverrideScenes>
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Status.RecentMission.Baggage</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Game.Player.Base</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Game.StoryCH.GotWatchForLily</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>Game.StoryCH.MetJacob</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>Status.SceneCH.LilyAsksAboutHerDad</Value>
        </Restriction>
        <Restriction>
          <Amount>30</Amount>
          <Value>Status.Enemy.ChallengeLevel</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Game.StoryCH.BagLilyCreated</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Come help him out before it's too late." Label="bagDoc" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="bagDoc_NewOpp" OpportunityText="Help Doc Hanson" OpportunityTimeout="0.0" OpportunityTypeText="" Priority="5" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, ZombiesAtStart, DontAutoWaypointOnAdd, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="1" TestCommand="rts_test initmissiontest; cm_addmission bagDoc hicks" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.OldDoctor" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="Enclave.Hicks" />
          <TagPoint ActorName="RTSPoint_DocCemetery" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Player HideWarnings="" Optional="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RTSBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryWI.RescuedDocAtCemetary" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.Radio_UnlockHeal_Doc" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Rewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="25" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <Actor_GiveTrait ActorIndex="2" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.History.RescuedDoc" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="MISSION COMPLETE: Help Doc Hanson" />
                <TutorialText Flags="" Notes="" Text="Look for the &quot;Medical Advice&quot; option in your radio." />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Got Doc Hanson out of a jam at the cemetery. He's offered to provide medical advice to me and my friends. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="New Radio Option Gained" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="MUSIC" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Music_PlayBucket MusicBucket="Manual - Aftermath" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryWI.BagDocCreated" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Help Doc Hanson" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Better go help Doc Hanson, we can't afford to lose his expertise. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Doc's In Trouble" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.CannotDie" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryWI.DocDied" PauseWhenOffline="" />
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION FAILED: Doc Hanson" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Doc Hanson ran into trouble. I wasn't able to help. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Doc didn't make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="SaveDoc">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="bagDoc_Approach" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="30.0" CompletionScene="bagDoc_Victory" FindVehicleText="" Flags="CompleteBeforeScene" HeadlineText="DOC HANSON" IgnoreNonAggroZombies="True" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Protect the Doctor" RequireVehicle="" SelectionFlags="" TargetLocationOverride="1" Type="ClearArea">
              <Location ActorLocation="1" InBuilding="" Radius="20" ZombieCount="5" />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiDefend ActorIndex="0" AllowShooting="" TargetActorIndex="1" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Game.StoryWI.RescuedDocAtCemetary</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Game.StoryWI.BagDocCreated</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>Game.StoryCH.EdsMaulingResolved</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees>
        <SpawnGuarantee Actor="1" Density="5" InBuilding="" Radius="20" />
      </SpawnGuarantees>
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="bagSam_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="See what Sam's been up to." Label="bagSam" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp" OpportunityText="Sam Hoffman" OpportunityTimeout="0.0" OpportunityTypeText="" Priority="5" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, HideOpDuringMission" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="2" TestCommand="rts_test initmissiontest; rts_set Game.StoryCH.MedsAcquired 1; cm_addmission bagSam" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="comAway" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.ChurchSmartass, !Trait.Behavior.NotPlayableYet" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_SpencersMill" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="200.0" SearchRangeMin="0.0" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          </Building>
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="FindOrSpawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.BagSamTarget" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. She plays it cool, but Sam would probably appreciate the help." AcceptText="Yes." DeclineDescText="DECLINE MISSION. Sam isn't the type to hold a grudge, is she?" DeclineText="No." DoNothingDescText="Delay your decision. Sam won't wait around forever." DoNothingText="Maybe later." OfferNpc="0" OfferScene="bagSam_Offer" OfferSceneDecline="bagSam_OfferNo" OfferSceneDoNothing="activity_OfferDelay" OfferText="Help Sam find Andy Pimms?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiSet ActorIndex="0" Behavior="Vigilant" />
              <Actor_Flee ActorIndex="5" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="True" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.Leader" />
              <Actor_GiveTrait ActorIndex="5" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExclusionBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.BagSamCreated" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Sam Hoffman" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Never would have figured Sam had such a soft side. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Andy Pimms" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined" />
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-3000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UnlockSam" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.HelpedSamWithAnOldFriend" PauseWhenOffline="" />
              <Actor_EvolveTraits ActorIndex="0" Event="REMOVE_CONTENT_RESTRICTIONS" EventLogOutput="None" />
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
              <Actor_AddToFamily ActorIndex="0" />
              <Display_Text Flags="" Notes="" Text="FRIENDSHIP EARNED: Sam Hoffman" Type="Reward" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Sam Hoffman" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="That's pretty much how I expected this to end. Still sucks. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="RIP Andy" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Search">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="bagSam_OfferYes" ClearAreaCompletionText="" CompletionScene="bagSam_TargetSpotted" Flags="ActivateBeforeScene, CompleteBeforeScene" HeadlineText="" InBuildingObjectiveText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" RescueActorIndex="5" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="3" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_SceneSetup Scene="bagSam_Andy" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="18">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="bagSam_Travel" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </TimedEvent>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Destroy">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="bagSam_Victory" Flags="" HeadlineText="SAM HOFFMAN" MusicBucket="" MusicBucketDelay="0" NpcHelpDelay="5" ObjectiveText="Put Andy Pimms to Rest" SelectionFlags="" TargetActorIndex="5" TargetLocationOverride="-1" Type="KillActor">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Actor_InventoryWipe ActorIndex="5" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Status.RecentMission.Baggage</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Game.StoryCH.HelpedSamWithAnOldFriend</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>Game.StoryCH.MedsAcquired</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Game.StoryCH.BagSamCreated</Value>
        </Restriction>
        <Restriction>
          <Amount>30</Amount>
          <Value>Status.Enemy.ChallengeLevel</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="" Label="SupplyRun">
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="The supply run will complete on its own. Or you could provide an escort." Label="SupplyRunBasic" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Supply Run" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="DontAutoWaypointOnAdd, AllowNpcsInSight" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="-1" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="ImpromptuSupplyRun" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Provide an escort for the supply run." AcceptText="Let's go." DeclineDescText="" DeclineText="" DoNothingDescText="The supply run can be completed without you." DoNothingText="Not right now." OfferNpc="-1" OfferScene="actGather_Ready" OfferSceneDecline="" OfferSceneDoNothing="activity_OfferDelay" OfferText="I could use help getting this stuff home." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Supply Run" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s can probably handle it solo, but I could provide an escort if I wanted. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%3$s probably has it covered." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Taking a look around now." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-6000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="25" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="15" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Supply Run" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Helped %3$s on a supply run. Provided a safe escort home. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="Stockpiles increased." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s was out gathering supplies for the community. I offered to provide an escort home, but things went to shit. I failed. - %2$s " />
                    <SummaryText Flags="" Notes="" Text="%1$s died." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="-1">
                    <DescriptionText Flags="" Notes="" Text="Died." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="SupplyRunNpcGather">
          <Objectives>
            <Objective AbortRadius="120.0" ActivationScene="actGather_Start" BuildingBreachedScene="" BuildingBreachedText="Kill The Zombies In The Building" BuildingClearedScene="" ClearAreaCompletionText="" CompletionScene="" Flags="RequiresNpcs" GatherProgressScene="" GatherTime="70.0" GatherTimeMax="120.0" GatherTimeMin="30.0" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Guard the Perimeter" SelectionFlags="" SetMissionResource="True" TargetLocationOverride="-1" Type="Gather">
              <InterruptObjective>
                <Objective AbortRadius="75.0" ActivationScene="actGather_Start" BarricadeObjectiveText="" BarricadeSetupTime="0.0" BreachActorIndex="-1" ClearAreaCompletionText="" CompletionScene="" Flags="RequiresNpcs" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Guard the Perimeter" OutsideSiege="" SelectionFlags="Twist" SpawnableFreaksOnly="" TargetLocationOverride="-1" Type="Siege" WatchtowerActorIndex="-1" WatchtowerSetupTime="0.0" WatchtowerTpFlags="" WatchtowerTpType="">
                  <Activities />
                  <Freaks />
                  <LocationEvents />
                  <ObjectiveEvents>
                    <ObjectiveEvent Id="SiegeWaveNext">
                      <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                          <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                        </Outputs>
                      </Action>
                    </ObjectiveEvent>
                    <ObjectiveEvent Id="SiegeWaveLast">
                      <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                          <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                        </Outputs>
                      </Action>
                    </ObjectiveEvent>
                  </ObjectiveEvents>
                  <OverrideScenes>
                    <OverrideScene DefaultID="Combat_Mobbed_Gunfire" ReplacementID="" />
                    <OverrideScene DefaultID="Combat_Mobbed_Gunfire_Group" ReplacementID="" />
                    <OverrideScene DefaultID="Incoming_Zombies_Front" ReplacementID="" />
                  </OverrideScenes>
                  <ProgressScenes />
                  <TimedEvents />
                  <Waves>
                    <Wave ActivityDelay="" MaxZombies="10" MinZombies="4" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                      <Threshold Scene="" Timeout="120" Value="20" />
                      <Threshold Scene="" Timeout="60" Value="10" />
                      <Threshold Scene="" Timeout="30" Value="7" />
                      <Threshold Scene="actGatherTwist_DigIn_Progress" Timeout="5" Value="4" />
                    </Wave>
                    <Wave ActivityDelay="" MaxZombies="12" MinZombies="6" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                      <Threshold Scene="" Timeout="120" Value="20" />
                      <Threshold Scene="" Timeout="60" Value="10" />
                      <Threshold Scene="" Timeout="30" Value="7" />
                      <Threshold Scene="actGatherTwist_DigIn_Done_Clear" Timeout="1" Value="0" />
                    </Wave>
                  </Waves>
                </Objective>
              </InterruptObjective>
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Gathering Complete)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="Incoming_Zombies_Front" ReplacementID="" />
              </OverrideScenes>
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="SupplyRunNpcLead">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="activity_Done" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="RequiresNpcs, LocationHome" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="Combat_Grabbed_Group" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Lead the Runners Back to Base" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="-1" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="" Label="SupplyRunRescue">
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Help them out before it's too late." Label="SupplyRunRescue" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Trapped_Ally" OpportunityText="Runners In Trouble" OpportunityTimeout="0.0" OpportunityTypeText="MISSION" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, StartPosInBuilding, ZombiesAtStart, DontAutoWaypointOnAdd, ApproachReqNpcLos, AllowNpcsInSight" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="-1" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="ImpromptuSupplyRunRescue" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="Accept" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="Mission?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Runner in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s is in danger. I should go help before it's too late. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="%3$s needs help!" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="In trouble." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="25" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="25" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s radioed home to report trouble with some zombies. I headed over to help out, but couldn't get it done. - %2$s " />
                    <SummaryText Flags="" Notes="" Text="%1$s died." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="-1">
                    <DescriptionText Flags="" Notes="" Text="Died." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="SupplyRunRescue">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="genRescueTwist_Siege" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="30.0" CompletionScene="sig_MissionSuccess" FindVehicleText="" Flags="RequiresNpcs, LocationClosestBuildingToNpcs" HeadlineText="Rescue the Runners" IgnoreNonAggroZombies="True" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Secure the Area" RequireVehicle="" SelectionFlags="" TargetLocationOverride="-1" Type="ClearArea">
              <Location ActorLocation="-1" InBuilding="" Radius="25" ZombieCount="0" />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiDefend ActorIndex="0" AllowShooting="" TargetActorIndex="-1" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardTrust_Standard" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="50" Scene="activity_Progress_Danger" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="" Label="encInfestation">
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Let's clear them out." Label="encInfestation" MinStartDist="100.0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_EncInfestation" OpportunityText="Zombie Infestation" OpportunityTimeout="1800" OpportunityTypeText="" Priority="0" RdCount="EnclaveRandom" ReminderScene="activity_OppRemind" RevealDist="0.0" SetupFlags="DontAutoWaypointOnAdd, NpcsAtStart, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="100" StartLocationOverride="5" TestCommand="rts_reset initmissiontest; cm_addMission encInfestation test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="encInfestation" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Infestation ActorFlags="FindOrSpawn" HideWarnings="" NearActorIdx="-1" Optional="" SearchRangeMax="250.0" SearchRangeMin="0.0" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
          <Building ActorFlags="Closest" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="0" SearchRangeMin="50" SiteTag="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Earn Trust for helping clear the infestation." AcceptText="That's what neighbors are for." DeclineDescText="DECLINE MISSION. Let them handle their own problems." DeclineText="Deal with it." DoNothingDescText="Delay your decision. They probably won't wait forever." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Plea_Infestation" OfferSceneDecline="activity_OfferNo_Surprised" OfferSceneDoNothing="activity_OfferMaybe" OfferText="We need help clearing out an infestation!" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Zombie Infestation" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Other survivors are having problems with zombie infestations. We should consider helping them out. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Neighbors need our help." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Ready to take out an Infestation." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="3" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="ShowInfestations" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Zombie Infestation" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="-999" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="That should thin the zombies out for a while. Makes things safer for all of us. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Site cleared." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ReviewAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="3" OutputAmount="true" OutputDuration="" OutputStat="MissionInfestation_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SayGoodbye" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="10m" PauseWhenOffline="" Trait="Trait.Behavior.SayGoodbyeBeforeLeaving" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I turned down a mission. Maybe I could have been more tactful. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SurvivorsFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Discord" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Despair" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="4" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="After one died, the others ran away. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Tried to help %1$s and failed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
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          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s took care of that infestation without us. Go team! - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Much as I'd love it if we could claim credit for wiping out that infestation, it sounds like that was all %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, that's one less infestation for us to worry about. Remind me to send %1$s a fruit basket. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Look like that infestation was worse than we thought. %1$s couldn't even make a dent. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s didn't have enough support to clear out that infestation. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, that was a total disaster. %1$s and the team got their butts kicked by that infestation. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Clearing infestations is rough work. Just ask %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, the infestation's dealt with, but %1$s had a pretty nasty time of it. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like clearing out that infestation got pretty hairy. %1$s barely made it out with the team. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="1" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s will be remembered as a hero. Without this sacrifice we would not have triumphed. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Move">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_EncInfestation" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="ZOMBIE INFESTATION" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Head to the Infestation" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="1000" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <DistAwayThreshold Distance="40">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Mission_CompleteObjective />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Clear Infestation">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_Infestation" ClearAreaCompletionText="" CompletionScene="activity_Done_Secure" Flags="CompleteBeforeScene, RequiresNpcs" HeadlineText="ZOMBIE INFESTATION" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear The Infestation" SelectionFlags="" TargetActorIndex="2" TargetLocationOverride="2" Type="ClearInfestation">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
              <ZombieCountThreshold Count="3">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Scene_ScenePlay Scene="activity_Progress_Danger" SceneReason="MissionActive" />
                  </Outputs>
                </Action>
              </ZombieCountThreshold>
              <ZombieCountThreshold Count="8">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Scene_ScenePlay Scene="Train_AllyKill" SceneReason="MissionActive" />
                  </Outputs>
                </Action>
              </ZombieCountThreshold>
              <ZombieCountThreshold Count="12">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Scene_ScenePlay Scene="Combat_Mobbed" SceneReason="MissionActive" />
                  </Outputs>
                </Action>
              </ZombieCountThreshold>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>6</Amount>
          <Value>!Count.Infestations</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Let's clear them out." Label="encInfestation_Threatened" MinStartDist="100.0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Trouble" OpportunityText="Zombie Infestation" OpportunityTimeout="1800" OpportunityTypeText="" Priority="0" RdCount="EnclaveRandom" ReminderScene="activity_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, GreetOnApproach, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="100" StartLocationOverride="-1" TestCommand="rts_reset initmissiontest; cm_addMission encInfestation_Threatened test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="encInfestation" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Infestation ActorFlags="FindOrSpawn" HideWarnings="" NearActorIdx="-1" Optional="" SearchRangeMax="250.0" SearchRangeMin="0.0" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Earn Trust for helping clear the infestation." AcceptText="That's what neighbors are for." DeclineDescText="DECLINE MISSION. Let them handle their own problems." DeclineText="Deal with it." DoNothingDescText="Delay your decision. They probably won't wait forever." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Plea_Infestation" OfferSceneDecline="activity_OfferNo_Surprised" OfferSceneDoNothing="activity_OfferMaybe" OfferText="We need help clearing out an infestation!" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="3" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Zombie Infestation" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Other survivors are having problems with zombie infestations. We should consider helping them out. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Neighbors need our help." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Ready to take out an Infestation." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="ShowInfestations" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Zombie Infestation" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="-999" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="That should thin the zombies out for a while. Makes things safer for all of us. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Site cleared." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ReviewAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="3" OutputAmount="true" OutputDuration="" OutputStat="MissionInfestation_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SayGoodbye" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="10m" PauseWhenOffline="" Trait="Trait.Behavior.SayGoodbyeBeforeLeaving" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Help Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s took care of that infestation without us. Go team! - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Help Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Much as I'd love it if we could claim credit for wiping out that infestation, it sounds like that was all %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Help Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, that's one less infestation for us to worry about. Remind me to send %1$s a fruit basket. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Help Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Look like that infestation was worse than we thought. %1$s couldn't even make a dent. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Help Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s didn't have enough support to clear out that infestation. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Help Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, that was a total disaster. %1$s and the team got their butts kicked by that infestation. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Help Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Clearing infestations is rough work. Just ask %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Help Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, the infestation's dealt with, but %1$s had a pretty nasty time of it. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Help Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like clearing out that infestation got pretty hairy. %1$s barely made it out with the team. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="1" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s will be remembered as a hero. Without this sacrifice we would not have triumphed. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I turned down a mission. Maybe I could have been more tactful. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Clear Infestation">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_Infestation" ClearAreaCompletionText="" CompletionScene="activity_Done_Secure" Flags="CompleteBeforeScene, RequiresNpcs" HeadlineText="ZOMBIE INFESTATION" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear The Infestation" SelectionFlags="" TargetActorIndex="2" TargetLocationOverride="2" Type="ClearInfestation">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
              <ZombieCountThreshold Count="3">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Scene_ScenePlay Scene="activity_Progress_Danger" SceneReason="MissionActive" />
                  </Outputs>
                </Action>
              </ZombieCountThreshold>
              <ZombieCountThreshold Count="8">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Scene_ScenePlay Scene="Train_AllyKill" SceneReason="MissionActive" />
                  </Outputs>
                </Action>
              </ZombieCountThreshold>
              <ZombieCountThreshold Count="12">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Scene_ScenePlay Scene="Combat_Mobbed" SceneReason="MissionActive" />
                  </Outputs>
                </Action>
              </ZombieCountThreshold>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>6</Amount>
          <Value>!Count.Infestations</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Let's clear them out." Label="encInfestation_MissingFriend" MinStartDist="100.0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Trouble" OpportunityText="Zombie Infestation" OpportunityTimeout="1800" OpportunityTypeText="" Priority="0" RdCount="EnclaveRandom" ReminderScene="activity_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, GreetOnApproach, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="100" StartLocationOverride="-1" TestCommand="rts_reset initmissiontest; cm_addMission encInfestation_MissingFriend test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="encInfestation" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Infestation ActorFlags="FindOrSpawn" HideWarnings="" NearActorIdx="-1" Optional="" SearchRangeMax="250.0" SearchRangeMin="0.0" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Earn Trust for helping clear the infestation." AcceptText="That's what neighbors are for." DeclineDescText="DECLINE MISSION. Let them handle their own problems." DeclineText="Deal with it." DoNothingDescText="Delay your decision. They probably won't wait forever." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Plea_Infestation" OfferSceneDecline="activity_OfferNo_Surprised" OfferSceneDoNothing="activity_OfferMaybe" OfferText="We need help clearing out an infestation!" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Friend In Danger" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%2$s is stuck in the middle of an infestation. Without help, I don't like the odds. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Trapped in an infested site." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Ready to take out an Infestation." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="3" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="ShowInfestations" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Friend In Danger" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We got %3$s out of there. Could have gone a lot worse. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Safely extracted." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ReviewAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="3" OutputAmount="true" OutputDuration="" OutputStat="MissionInfestation_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SayGoodbye" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="10m" PauseWhenOffline="" Trait="Trait.Behavior.SayGoodbyeBeforeLeaving" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s took care of that infestation without us. Go team! - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Much as I'd love it if we could claim credit for wiping out that infestation, it sounds like that was all %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, that's one less infestation for us to worry about. Remind me to send %1$s a fruit basket. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Look like that infestation was worse than we thought. %1$s couldn't even make a dent. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s didn't have enough support to clear out that infestation. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, that was a total disaster. %1$s and the team got their butts kicked by that infestation. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Clearing infestations is rough work. Just ask %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, the infestation's dealt with, but %1$s had a pretty nasty time of it. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like clearing out that infestation got pretty hairy. %1$s barely made it out with the team. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="1" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s will be remembered as a hero. Without this sacrifice we would not have triumphed. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I turned down a mission. Maybe I could have been more tactful. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Clear Infestation">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_Infestation" ClearAreaCompletionText="" CompletionScene="activity_Done_Secure" Flags="CompleteBeforeScene, RequiresNpcs" HeadlineText="ZOMBIE INFESTATION" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear The Infestation" SelectionFlags="" TargetActorIndex="2" TargetLocationOverride="2" Type="ClearInfestation">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
              <ZombieCountThreshold Count="3">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Scene_ScenePlay Scene="activity_Progress_Danger" SceneReason="MissionActive" />
                  </Outputs>
                </Action>
              </ZombieCountThreshold>
              <ZombieCountThreshold Count="8">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Scene_ScenePlay Scene="Train_AllyKill" SceneReason="MissionActive" />
                  </Outputs>
                </Action>
              </ZombieCountThreshold>
              <ZombieCountThreshold Count="12">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Scene_ScenePlay Scene="Combat_Mobbed" SceneReason="MissionActive" />
                  </Outputs>
                </Action>
              </ZombieCountThreshold>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>6</Amount>
          <Value>!Count.Infestations</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="" Label="encJoinEscort">
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="recruit_Approach" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="" Label="encJoinEscort" MinStartDist="0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="recruit_NewOpp" OpportunityText="Friendly Survivors" OpportunityTimeout="0" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="recruit_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="-1" TestCommand="rts_reset initmissiontest; cm_addMission encJoinEscort test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="encJoinEscort" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="RECRUIT SURVIVORS. Escort this entire group home to join your community." AcceptText="You should join us." DeclineDescText="REFUSE SURVIVORS. Let them know they're on their own." DeclineText="I have no use for you." DoNothingDescText="Delay your decision. Maybe they'll survive long enough for you to reconsider." DoNothingText="That's nice of you to say..." OfferNpc="-1" OfferScene="recruit_Offer" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="activity_OfferMaybe_Please" OfferText="You really know what you're doing." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="0" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="2" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventAddEffectNpc ActorIndex="3" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventAddEffectNpc ActorIndex="4" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Friendly Survivors" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="A group of survivors is interested in joining our community. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="They'd like to join us." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I refused a group who wanted to join us. I do not think they will forgive us soon. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetEnclaveBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionJoin_Done" PauseWhenOffline="" />
              <Achievement>
                <Achievement Title="HOME_MERGE_ENCLAVE" Id="22" />
              </Achievement>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AddCommunityMembers_Event" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.AddMissionNpcsToCommunity" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_SocialNetwork" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffect Icon="10 Socal Net" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="10">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="New community members." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Social Network)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Friendly Survivors" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Some new survivors have thrown their lot in with us. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="New faces." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1d" OutputId="Status.Recent.EncJoin" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.SurvivorsJoined" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="0" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <ExecuteAction ActionId="SetEnclaveBool" />
              <ExecuteAction ActionId="AddCommunityMembers_Event" />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="2" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I will be forever grateful. Without %1$s's sacrifice, I would not be here today. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="New community members." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="SetEnclaveBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionJoin_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="AddCommunityMembers_Event" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.AddMissionNpcsToCommunity" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Gather">
          <Objectives>
            <Objective AbortRadius="120.0" ActivationScene="actGather_Belongings" BuildingBreachedScene="" BuildingBreachedText="" BuildingClearedScene="" ClearAreaCompletionText="" CompletionScene="activity_Done_Recruit" Flags="ActivateBeforeScene, RequiresNpcs" GatherProgressScene="" GatherTime="20" GatherTimeMax="120.0" GatherTimeMin="30.0" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Guard the Perimeter" SelectionFlags="" SetMissionResource="False" TargetLocationOverride="-1" Type="Gather">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Gathering Complete)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="Incoming_Zombies_Front" ReplacementID="" />
              </OverrideScenes>
              <ProgressScenes>
                <ProgressScene PercentComplete="50" Scene="actGather_Progress" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="LeadHome">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="activity_Done_Recruit" FinalStretchDist="45" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="CompleteBeforeScene, RequiresNpcs" HeadlineText="FRIENDLY SURVIVORS" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="4" NoVehicleText="" NpcGrabbedScene="Combat_Grabbed_Group" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Take The Survivors Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="1" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Actor_AddExpertisePoints ActorIndex="5" Expertise="Leadership" Points="50" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="recruit_Approach" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="They would like to come join us." Label="encJoinEscort_First" MinStartDist="0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="recruit_NewOpp" OpportunityText="Not Alone" OpportunityTimeout="300" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="recruit_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="-1" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="encJoinEscort" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="RECRUIT SURVIVORS. Escort this entire group home to join your community." AcceptText="You should join us." DeclineDescText="REFUSE SURVIVORS. Let them know they're on their own." DeclineText="I have no use for you." DoNothingDescText="Delay your decision. Maybe they'll survive long enough for you to reconsider." DoNothingText="That's nice of you to say..." OfferNpc="-1" OfferScene="recruit_Offer" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="activity_OfferMaybe_Please" OfferText="You really know what you're doing." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="0" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="2" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventAddEffectNpc ActorIndex="3" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventAddEffectNpc ActorIndex="4" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Not Alone" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're not the only ones who made it! Some other survivors want to join us. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Other people survived!" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I refused a group who wanted to join us. I do not think they will forgive us soon. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="AddCommunityMembers" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionJoin_Done" PauseWhenOffline="" />
              <Actor_JoinEnclave ActorIndex="2" EnclaveIndex="1" />
              <Actor_JoinEnclave ActorIndex="3" EnclaveIndex="1" />
              <Actor_JoinEnclave ActorIndex="4" EnclaveIndex="1" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1d" OutputId="Status.Recent.EncJoin" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryTA.FirstEnclave" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="COMMUNITY: New Members" />
                <TutorialText Flags="" Notes="" Text="Mission opportunities don't stick around forever." />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="3" Type="ActorName" />
                  <EventDescArg Param="4" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sam went out and rescued a group of survivors who needed our help. They are now a part of our community. " />
                    <SummaryText Flags="" Notes="" Text="Sam rescued them." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetEnclaveBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionJoin_Done" PauseWhenOffline="" />
              <Achievement>
                <Achievement Title="HOME_MERGE_ENCLAVE" Id="22" />
              </Achievement>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AddCommunityMembers_Event" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.AddMissionNpcsToCommunity" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_SocialNetwork" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffect Icon="10 Socal Net" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="10">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="New community members." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Social Network)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Not Alone" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="More hands are always a good thing. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Our community is growing." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1d" OutputId="Status.Recent.EncJoin" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryTA.FirstEnclave" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.SurvivorsJoined" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="0" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <ExecuteAction ActionId="SetEnclaveBool" />
              <ExecuteAction ActionId="AddCommunityMembers_Event" />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="2" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I will be forever grateful. Without %1$s's sacrifice, I would not be here today. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="New community members." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="SetEnclaveBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionJoin_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="AddCommunityMembers_Event" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.AddMissionNpcsToCommunity" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Gather">
          <Objectives>
            <Objective AbortRadius="120.0" ActivationScene="actGather_Belongings" BuildingBreachedScene="" BuildingBreachedText="" BuildingClearedScene="" ClearAreaCompletionText="" CompletionScene="activity_Done_Recruit" Flags="ActivateBeforeScene, RequiresNpcs" GatherProgressScene="" GatherTime="20" GatherTimeMax="120.0" GatherTimeMin="30.0" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Guard the Perimeter" SelectionFlags="" SetMissionResource="False" TargetLocationOverride="-1" Type="Gather">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Gathering Complete)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="Incoming_Zombies_Front" ReplacementID="" />
              </OverrideScenes>
              <ProgressScenes>
                <ProgressScene PercentComplete="50" Scene="actGather_Progress" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="LeadHome">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="activity_Done_Recruit" FinalStretchDist="45" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="CompleteBeforeScene, RequiresNpcs" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="4" NoVehicleText="" NpcGrabbedScene="Combat_Grabbed_Group" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Take The Survivors Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="1" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="recruit_Approach" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="" Label="encJoinEscort_Now" MinStartDist="0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="recruit_NewOpp" OpportunityText="Friendly Survivors" OpportunityTimeout="0" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="recruit_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="-1" TestCommand="rts_reset initmissiontest; cm_addMission encJoinEscort_Now test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="encJoinEscort" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="RECRUIT SURVIVORS. Escort this entire group home to join your community." AcceptText="You should join us." DeclineDescText="REFUSE SURVIVORS. Let them know they're on their own." DeclineText="I have no use for you." DoNothingDescText="Delay your decision. Maybe they'll survive long enough for you to reconsider." DoNothingText="That's nice of you to say..." OfferNpc="-1" OfferScene="recruit_Offer" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="activity_OfferMaybe_Please" OfferText="You really know what you're doing." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="0" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="2" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventAddEffectNpc ActorIndex="3" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventAddEffectNpc ActorIndex="4" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Friendly Survivors" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="A group of survivors is interested in joining our community. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="They'd like to join us." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I refused a group who wanted to join us. I do not think they will forgive us soon. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetEnclaveBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionJoin_Done" PauseWhenOffline="" />
              <Achievement>
                <Achievement Title="HOME_MERGE_ENCLAVE" Id="22" />
              </Achievement>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AddCommunityMembers_Event" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.AddMissionNpcsToCommunity" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_SocialNetwork" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffect Icon="10 Socal Net" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="10">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="New community members." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Social Network)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Friendly Survivors" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Some new survivors have thrown their lot in with us. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="New faces." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1d" OutputId="Status.Recent.EncJoin" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.SurvivorsJoined" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="0" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <ExecuteAction ActionId="SetEnclaveBool" />
              <ExecuteAction ActionId="AddCommunityMembers_Event" />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="2" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I will be forever grateful. Without %1$s's sacrifice, I would not be here today. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="New community members." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="SetEnclaveBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionJoin_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="AddCommunityMembers_Event" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.AddMissionNpcsToCommunity" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="SupplyRunNpcLead">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="activity_Done_Recruit" FinalStretchDist="45" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="CompleteBeforeScene, RequiresNpcs" HeadlineText="RECRUITMENT MISSION" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="1" NoVehicleText="" NpcGrabbedScene="Combat_Grabbed_Group" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Take The Survivors Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="1" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="recruit_Approach" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="" Label="encJoinEscort_MissingFriend" MinStartDist="0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="recruit_NewOpp" OpportunityText="Friendly Survivors" OpportunityTimeout="0" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="recruit_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="-1" TestCommand="rts_reset initmissiontest; cm_addMission encJoinEscort_MissingFriend test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="encJoinEscort" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, Enclosed, Outdoor, MissionOp" BuildingFlagsQuery="Enclosed" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="300" SearchRangeMin="100" SiteTag="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="RECRUIT SURVIVORS. Escort this entire group home to join your community." AcceptText="You should join us." DeclineDescText="REFUSE SURVIVORS. Let them know they're on their own." DeclineText="I have no use for you." DoNothingDescText="Delay your decision. Maybe they'll survive long enough for you to reconsider." DoNothingText="That's nice of you to say..." OfferNpc="-1" OfferScene="recruit_Offer" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="activity_OfferMaybe_Please" OfferText="You really know what you're doing." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Flee ActorIndex="2" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="True" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="0" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="2" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventAddEffectNpc ActorIndex="3" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventAddEffectNpc ActorIndex="4" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Friendly Survivors" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="A group of survivors is interested in joining our community. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="They'd like to join us." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I refused a group who wanted to join us. I do not think they will forgive us soon. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetEnclaveBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionJoin_Done" PauseWhenOffline="" />
              <Achievement>
                <Achievement Title="HOME_MERGE_ENCLAVE" Id="22" />
              </Achievement>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AddCommunityMembers_Event" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.AddMissionNpcsToCommunity" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_SocialNetwork" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffect Icon="10 Socal Net" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="10">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="New community members." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Social Network)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Friendly Survivors" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Some new survivors have thrown their lot in with us. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="New faces." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1d" OutputId="Status.Recent.EncJoin" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.SurvivorsJoined" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="1" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <ExecuteAction ActionId="SetEnclaveBool" />
              <ExecuteAction ActionId="AddCommunityMembers_Event" />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="2" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I will be forever grateful. Without %1$s's sacrifice, I would not be here today. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="New community members." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="SetEnclaveBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionJoin_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="AddCommunityMembers_Event" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.AddMissionNpcsToCommunity" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="NeighborRescue">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_Group" ClearAreaCompletionText="" CompletionScene="gen_RescueHiding" Flags="LocationMfTargetPos" HeadlineText="Find Missing Survivor" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Missing Survivor" RescueActorIndex="2" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="5" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Target Found)" Type="Reward" />
                      <EventTrigger Event="fsEvent.TrustGain_RescuedByPlayer" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="SupplyRunNpcLead">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="activity_Done_Recruit" FinalStretchDist="45" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="CompleteBeforeScene, RequiresNpcs" HeadlineText="" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="Combat_Grabbed_Group" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Take The Survivors Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="1" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="recruit_Approach" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="" Label="encJoinEscort_AlternateBuilding" MinStartDist="0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="recruit_NewOpp" OpportunityText="Friendly Survivors" OpportunityTimeout="0" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="recruit_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="-1" TestCommand="rts_reset initmissiontest; cm_addMission encJoinEscort_AlternateBuilding test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="encJoinEscort" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Enclosed, Outdoor, MissionOp" BuildingFlagsQuery="Enclosed" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="300" SearchRangeMin="100" SiteTag="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="RECRUIT SURVIVORS. Escort this entire group home to join your community." AcceptText="You should join us." DeclineDescText="REFUSE SURVIVORS. Let them know they're on their own." DeclineText="I have no use for you." DoNothingDescText="Delay your decision. Maybe they'll survive long enough for you to reconsider." DoNothingText="That's nice of you to say..." OfferNpc="-1" OfferScene="recruit_Offer" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="activity_OfferMaybe_Please" OfferText="You really know what you're doing." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="0" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="2" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventAddEffectNpc ActorIndex="3" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventAddEffectNpc ActorIndex="4" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Friendly Survivors" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="A group of survivors is interested in joining our community. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="They'd like to join us." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I refused a group who wanted to join us. I do not think they will forgive us soon. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetEnclaveBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionJoin_Done" PauseWhenOffline="" />
              <Achievement>
                <Achievement Title="HOME_MERGE_ENCLAVE" Id="22" />
              </Achievement>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AddCommunityMembers_Event" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.AddMissionNpcsToCommunity" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_SocialNetwork" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffect Icon="10 Socal Net" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="10">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="New community members." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Social Network)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Friendly Survivors" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Some new survivors have thrown their lot in with us. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="New faces." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1d" OutputId="Status.Recent.EncJoin" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.SurvivorsJoined" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="0" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <ExecuteAction ActionId="SetEnclaveBool" />
              <ExecuteAction ActionId="AddCommunityMembers_Event" />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="2" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I will be forever grateful. Without %1$s's sacrifice, I would not be here today. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="New community members." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="SetEnclaveBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionJoin_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="AddCommunityMembers_Event" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.AddMissionNpcsToCommunity" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="SupplyRunNpcLead">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="45" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="RequiresNpcs" HeadlineText="RECRUITMENT MISSION" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="Combat_Grabbed_Group" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Head to the Survivors' Stash" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="5" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="SupplyRunNpcGather">
          <Objectives>
            <Objective AbortRadius="120.0" ActivationScene="actGather_Belongings" BuildingBreachedScene="" BuildingBreachedText="" BuildingClearedScene="" ClearAreaCompletionText="" CompletionScene="activity_Done_Recruit" Flags="ActivateBeforeScene, RequiresNpcs" GatherProgressScene="" GatherTime="20" GatherTimeMax="120.0" GatherTimeMin="30.0" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Guard the Perimeter" SelectionFlags="" SetMissionResource="False" TargetLocationOverride="5" Type="Gather">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Gathering Complete)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="Incoming_Zombies_Front" ReplacementID="" />
              </OverrideScenes>
              <ProgressScenes>
                <ProgressScene PercentComplete="50" Scene="actGather_Progress" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="SupplyRunNpcLead">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="activity_Done_Recruit" FinalStretchDist="45" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="CompleteBeforeScene, RequiresNpcs" HeadlineText="" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="Combat_Grabbed_Group" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Take The Survivors Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="1" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="recruit_Approach" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="" Label="encJoinEscort_MeetLaterSetup" MinStartDist="0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="recruit_NewOpp" OpportunityText="Friendly Survivors" OpportunityTimeout="0" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="recruit_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="-1" TestCommand="rts_reset initmissiontest; cm_addMission encJoinEscort_MeetLaterSetup test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="encJoinEscort" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="RECRUIT SURVIVORS. Escort this entire group home to join your community." AcceptText="You should join us." DeclineDescText="REFUSE SURVIVORS. Let them know they're on their own." DeclineText="I have no use for you." DoNothingDescText="Delay your decision. Maybe they'll survive long enough for you to reconsider." DoNothingText="That's nice of you to say..." OfferNpc="-1" OfferScene="recruit_Offer" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="activity_OfferMaybe_Please" OfferText="You really know what you're doing." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="3" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="2" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventAddEffectNpc ActorIndex="3" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventAddEffectNpc ActorIndex="4" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Friendly Survivors" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="A group of survivors is interested in joining our community. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="They'd like to join us." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I refused a group who wanted to join us. I do not think they will forgive us soon. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_SocialNetwork" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffect Icon="10 Socal Net" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="10">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="New community members." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Social Network)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Friendly Survivors" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Our friends are willing to join us, but they need someone to escort them safely home. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Escort needed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetTrust" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="3" OutputAmount="true" OutputDuration="" OutputStat="MissionJoinSetup_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SetBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1d" OutputId="Status.Recent.EncJoin" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.SurvivorsJoined" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" SelectionFlags="" TargetLocationOverride="-1" Type="Wait" WaitRadius="0.0" WaitTime="5" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_FakeCombat" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="" Label="encJoinEscort_MeetLater" MinStartDist="0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Trapped_Neighbor" OpportunityText="Escort" OpportunityTimeout="0" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="activity_OppRemind_Trapped" RevealDist="0.0" SetupFlags="NpcsAtStart, ZombiesAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="5" TestCommand="rts_reset initmissiontest; cm_addMission encJoinEscort_MeetLater test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="actMove_ToSurvivors" Type="encJoinEscort" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Enclosed" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="300" SearchRangeMin="100" SiteTag="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="RECRUIT SURVIVORS. Escort this entire group home to join your community." AcceptText="You should join us." DeclineDescText="REFUSE SURVIVORS. Let them know they're on their own." DeclineText="I have no use for you." DoNothingDescText="Delay your decision. Maybe they'll survive long enough for you to reconsider." DoNothingText="That's nice of you to say..." OfferNpc="-1" OfferScene="recruit_Offer" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="activity_OfferMaybe_Please" OfferText="You really know what you're doing." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetRucksack ActorIndex="2" Rucksack="true" />
              <Mission_ActorSetRucksack ActorIndex="3" Rucksack="true" />
              <Mission_ActorSetRucksack ActorIndex="4" Rucksack="true" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="0" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="2" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventAddEffectNpc ActorIndex="3" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventAddEffectNpc ActorIndex="4" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Escort" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Those folks need someone to help them get down here. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Bring our new friends home." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetEnclaveBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionJoin_Done" PauseWhenOffline="" />
              <Achievement>
                <Achievement Title="HOME_MERGE_ENCLAVE" Id="22" />
              </Achievement>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AddCommunityMembers_Event" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.AddMissionNpcsToCommunity" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_SocialNetwork" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffect Icon="10 Socal Net" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="10">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="New community members." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Social Network)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Friendly Survivors" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Some new survivors have thrown their lot in with us. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="New faces." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetRucksack ActorIndex="2" Rucksack="false" />
              <Mission_ActorSetRucksack ActorIndex="3" Rucksack="false" />
              <Mission_ActorSetRucksack ActorIndex="4" Rucksack="false" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1d" OutputId="Status.Recent.EncJoin" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.SurvivorsJoined" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I refused a group who wanted to join us. I do not think they will forgive us soon. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="0" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <ExecuteAction ActionId="SetEnclaveBool" />
              <ExecuteAction ActionId="AddCommunityMembers_Event" />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="2" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I will be forever grateful. Without %1$s's sacrifice, I would not be here today. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="New community members." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="SetEnclaveBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionJoin_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="AddCommunityMembers_Event" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.AddMissionNpcsToCommunity" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Rescue">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Trouble_Growing" ClearAreaCompletionText="" CompleteThreshold="3" CompleteThresholdTimer="30.0" CompletionScene="activity_Done_Move" FindVehicleText="" Flags="" HeadlineText="" IgnoreNonAggroZombies="True" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear Out the Zombies" RequireVehicle="" SelectionFlags="" TargetLocationOverride="5" Type="ClearArea">
              <Location ActorLocation="5" InBuilding="" Radius="20" ZombieCount="12" />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiDefend ActorIndex="2" AllowShooting="" TargetActorIndex="-1" />
                      <Mission_ActorAiDefend ActorIndex="3" AllowShooting="" TargetActorIndex="-1" />
                      <Mission_ActorAiDefend ActorIndex="4" AllowShooting="" TargetActorIndex="-1" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardTrust_Standard" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="SupplyRunNpcLead">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="activity_Done_Recruit" FinalStretchDist="45" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="CompleteBeforeScene, RequiresNpcs" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="Combat_Grabbed_Group" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Take The Survivors Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="1" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="" Label="encJoinEscort_Rescue" MinStartDist="0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Neighbor" OpportunityText="Friendly Survivors" OpportunityTimeout="0" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="DontAutoWaypointOnAdd, ApproachReqInBuilding" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="4" TestCommand="rts_reset initmissiontest; cm_addMission encJoinEscort_Rescue test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="encJoinEscort" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="200" SearchRangeMin="50" SiteTag="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="4" Optional="" SearchRangeMax="175" SearchRangeMin="25" SiteTag="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="Not right now." OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Flee ActorIndex="2" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="True" />
              <Actor_Flee ActorIndex="2" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="True" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="0" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="2" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventAddEffectNpc ActorIndex="3" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventAddEffectNpc ActorIndex="4" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Wants to join us." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Friendly Survivors" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="A group of survivors is interested in joining our community. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="They'd like to join us." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetEnclaveBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionJoin_Done" PauseWhenOffline="" />
              <Achievement>
                <Achievement Title="HOME_MERGE_ENCLAVE" Id="22" />
              </Achievement>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AddCommunityMembers_Event" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.AddMissionNpcsToCommunity" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Award_SocialNetwork" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffect Icon="10 Socal Net" RewardList="Mission" Type="MissionMedal" Value="-1" IconId="10">
                <DescriptionText Flags="" Notes="" Text="Your heroics have earned you Fame." />
                <NameText Flags="" Notes="" Text="New community members." />
              </EventAddEffect>
              <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="%+d Community Fame (Social Network)" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Friendly Survivors" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Some new survivors have thrown their lot in with us. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="New faces." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1d" OutputId="Status.Recent.EncJoin" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.SurvivorsJoined" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="0" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <ExecuteAction ActionId="SetEnclaveBool" />
              <ExecuteAction ActionId="AddCommunityMembers_Event" />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="2" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I will be forever grateful. Without %1$s's sacrifice, I would not be here today. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="New community members." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="SetEnclaveBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionJoin_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="AddCommunityMembers_Event" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.AddMissionNpcsToCommunity" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Search">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ScoutRescue_Enter" ClearAreaCompletionText="" CompletionScene="gen_RescueHiding" Flags="" HeadlineText="Find Missing Survivors" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Missing Survivors" RescueActorIndex="2" RescueActorIndex2="3" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="4" Type="RescueNpc" ZombiesInRescueBuilding="2">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="LeadHome">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="gen_AssistReady" ClearAreaCompletionText="" CompletionScene="activity_Done_Rescue" FinalStretchDist="30.0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="CompleteBeforeScene" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="4" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Escort the Survivor" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="1" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="" Label="encRescue">
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Investigate the signs of survivor activity." Label="encRescue" MinStartDist="100.0" MissionOpIcon="SURVIVOR_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Survivors" OpportunityText="Missing Survivor" OpportunityTimeout="3600" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="DontAutoWaypointOnAdd, NpcsAtStart, TargetPosInBuildingNear, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="3" TestCommand="rts_reset initmissiontest; cm_addMission encRescue test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="encRescue" MissionOpSurveyIconId="8" MissionOpIconId="24">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Meta.Missing, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Meta.Missing, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="50" SiteTag="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="75" SearchRangeMin="25" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          </Building>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. An act of kindness. There probably isn't much reward in this for you." AcceptText="Stay calm, let's look around." DeclineDescText="DECLINE MISSION. Let them know the futility of their actions." DeclineText="You're probably too late already." DoNothingDescText="Delay your decision." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Offer_ScoutRescue" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="activity_OfferMaybe_Please" OfferText="I can't find my friend." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiSet ActorIndex="1" Behavior="Vigilant" />
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="True" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="1" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.Leader" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="2" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could be in a jam." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="NextDay">
          <Action ActionFlags="" ActionId="AbortMission (ActorDoesNotHaveTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="DoNothing (ActorHasTrait)" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="DoNothing (ActorHasTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="0" Trait="Trait.Meta.Missing" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I managed to find %3$s and get them home safe and sound." />
                    <SummaryText Flags="" Notes="" Text="Brought %3$s home." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="2" OutputAmount="true" OutputDuration="" OutputStat="MissionRescue_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="1" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I will be forever grateful. Without %1$s's sacrifice, I would not be here today. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%2$s rescued." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SurvivorsFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Discord" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Despair" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="6" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="After one died, the others ran away. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Tried to help %1$s and failed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Good news! %1$s found %3$s, and everybody made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. %3$s just made it home, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s must have an angel on their shoulder, because%1$s found them and got them home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Still no word from %3$s. %1$s really could have used a hand out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The search party couldn't even find %3$s. All in all, could have gone a lot better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice on the search for %3$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, %3$s made it home. %1$s found 'em, but things could have gone better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Ready for some good news/bad news? Good news: %3$s is back home. Bad news: the search party ran into some trouble. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s could have used a hand, but at least the search party got %3$s home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I turned down a mission. Maybe I could have been more tactful. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Search">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_ScoutRescue" ClearAreaCompletionText="" CompletionScene="activity_Rescue_Find" Flags="CompleteBeforeScene" HeadlineText="SEARCH AND RESCUE" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Missing Survivor" RescueActorIndex="0" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="4" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="LeadHome">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="gen_AssistReady" ClearAreaCompletionText="" CompletionScene="activity_Done_Rescue" FinalStretchDist="30.0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Escort the Survivor" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Investigate the signs of survivor activity." Label="encRescue_PanickedTarget" MinStartDist="100.0" MissionOpIcon="SURVIVOR_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Survivors" OpportunityText="Missing Survivor" OpportunityTimeout="3600" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, TargetPosInBuildingNear, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="3" TestCommand="rts_reset initmissiontest; cm_addMission encRescue_PanickedTarget test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="encRescue" MissionOpSurveyIconId="8" MissionOpIconId="24">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="50" SiteTag="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="75" SearchRangeMin="25" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          </Building>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. An act of kindness. There probably isn't much reward in this for you." AcceptText="Stay calm, let's look around." DeclineDescText="DECLINE MISSION. Let them know the futility of their actions." DeclineText="You're probably too late already." DoNothingDescText="Delay your decision." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Offer_ScoutRescue" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="activity_OfferMaybe_Please" OfferText="I can't find my friend." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiSet ActorIndex="1" Behavior="Vigilant" />
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="True" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="1" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.Leader" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="2" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could be in a jam." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="NextDay">
          <Action ActionFlags="" ActionId="AbortMission (ActorDoesNotHaveTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="DoNothing (ActorHasTrait)" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="DoNothing (ActorHasTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="0" Trait="Trait.Meta.Missing" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I managed to find %3$s and get them home safe and sound." />
                    <SummaryText Flags="" Notes="" Text="Brought %3$s home." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="2" OutputAmount="true" OutputDuration="" OutputStat="MissionRescue_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SurvivorsFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Discord" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Despair" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="6" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="After one died, the others ran away. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Tried to help %1$s and failed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Good news! %1$s found %3$s, and everybody made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. %3$s just made it home, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s must have an angel on their shoulder, because%1$s found them and got them home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Still no word from %3$s. %1$s really could have used a hand out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The search party couldn't even find %3$s. All in all, could have gone a lot better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice on the search for %3$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, %3$s made it home. %1$s found 'em, but things could have gone better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Ready for some good news/bad news? Good news: %3$s is back home. Bad news: the search party ran into some trouble. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s could have used a hand, but at least the search party got %3$s home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I turned down a mission. Maybe I could have been more tactful. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="1" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I will be forever grateful. Without %1$s's sacrifice, I would not be here today. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%2$s rescued." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="NeighborRescue">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_ScoutRescue" ClearAreaCompletionText="" CompletionScene="activity_Rescue_Find" Flags="CompleteBeforeScene, LocationMfTargetPos" HeadlineText="SEARCH AND RESCUE" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Missing Survivor" RescueActorIndex="0" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="4" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Siege">
          <Objectives>
            <Objective AbortRadius="75.0" ActivationScene="activity_Plea_Terrified" BarricadeObjectiveText="" BarricadeSetupTime="0.0" BreachActorIndex="-1" ClearAreaCompletionText="Kill Stragglers" CompletionScene="emote_Cheer" Flags="RequiresNpcs, LocationClosestBuildingToNpcs, ShowBarricades" HeadlineText="" MusicBucket="Manual - Defend" MusicBucketDelay="3" ObjectiveText="Defend the Survivors" OutsideSiege="" SelectionFlags="" SpawnableFreaksOnly="" TargetLocationOverride="" Type="Siege" WatchtowerActorIndex="-1" WatchtowerSetupTime="0.0" WatchtowerTpFlags="" WatchtowerTpType="">
              <Activities />
              <Freaks />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiBarricade ActorIndex="1" />
                      <Mission_ActorAiDefend ActorIndex="0" AllowShooting="" TargetActorIndex="-1" />
                      <Mission_ActorSetContextTag ActorIndex="0" OutputAmount="true" Text="CombatCower" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Mission" IconId="93">
                        <NameText Flags="" Notes="" Text="Enclave in trouble!" />
                        <TutorialText Flags="" Notes="" Text="" />
                        <DescArgs />
                        <Descriptions>
                          <EventLogDesc>
                            <DescriptionText Flags="" Notes="" Text="An Enclave sent out a radio request for assistance against a large crowd of encroaching zombies, we were more than happy to oblige." />
                            <SummaryText Flags="" Notes="" Text="Defended the Enclave" />
                          </EventLogDesc>
                        </Descriptions>
                        <NpcEffects />
                      </EventLog>
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveNext">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="activity_Plea_Terrified" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveLast">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="activity_Plea_Terrified" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="Combat_Mobbed_Gunfire" ReplacementID="" />
                <OverrideScene DefaultID="Combat_Mobbed_Gunfire_Group" ReplacementID="" />
              </OverrideScenes>
              <ProgressScenes />
              <TimedEvents />
              <Waves>
                <Wave ActivityDelay="" MaxZombies="6" MinZombies="4" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                  <Threshold Scene="Siege_WaveProgress" Timeout="120" Value="4" />
                  <Threshold Scene="activity_Progress_Danger" Timeout="1" Value="2" />
                </Wave>
                <Wave ActivityDelay="" MaxZombies="8" MinZombies="4" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                  <Threshold Scene="Siege_WaveProgress" Timeout="300" Value="3" />
                </Wave>
              </Waves>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Investigate the signs of survivor activity." Label="encRescue_AttackedTarget" MinStartDist="100.0" MissionOpIcon="SURVIVOR_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Survivors" OpportunityText="Missing Survivor" OpportunityTimeout="3600" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, TargetPosInBuildingNear, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="3" TestCommand="rts_reset initmissiontest; cm_addMission encRescue_AttackedTarget test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="encRescue" MissionOpSurveyIconId="8" MissionOpIconId="24">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Meta.Missing, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Meta.Missing, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="50" SiteTag="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="75" SearchRangeMin="25" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          </Building>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. An act of kindness. There probably isn't much reward in this for you." AcceptText="Stay calm, let's look around." DeclineDescText="DECLINE MISSION. Let them know the futility of their actions." DeclineText="You're probably too late already." DoNothingDescText="Delay your decision." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Offer_ScoutRescue" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="activity_OfferMaybe_Please" OfferText="I can't find my friend." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiSet ActorIndex="1" Behavior="Vigilant" />
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="True" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="1" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.Leader" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="2" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could be in a jam." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I managed to find %3$s and get them home safe and sound." />
                    <SummaryText Flags="" Notes="" Text="Brought %3$s home." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="2" OutputAmount="true" OutputDuration="" OutputStat="MissionRescue_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SurvivorsFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Discord" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Despair" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="6" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="After one died, the others ran away. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Tried to help %1$s and failed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Good news! %1$s found %3$s, and everybody made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. %3$s just made it home, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s must have an angel on their shoulder, because%1$s found them and got them home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Still no word from %3$s. %1$s really could have used a hand out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The search party couldn't even find %3$s. All in all, could have gone a lot better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice on the search for %3$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, %3$s made it home. %1$s found 'em, but things could have gone better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Ready for some good news/bad news? Good news: %3$s is back home. Bad news: the search party ran into some trouble. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s could have used a hand, but at least the search party got %3$s home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I turned down a mission. Maybe I could have been more tactful. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="1" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I will be forever grateful. Without %1$s's sacrifice, I would not be here today. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%2$s rescued." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="NextDay">
          <Action ActionFlags="" ActionId="AbortMission (ActorDoesNotHaveTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="DoNothing (ActorHasTrait)" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="DoNothing (ActorHasTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="0" Trait="Trait.Meta.Missing" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="NeighborRescue">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_ScoutRescue" ClearAreaCompletionText="" CompletionScene="gen_RescueHiding" Flags="LocationMfTargetPos" HeadlineText="SEARCH AND RESCUE" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Missing Survivor" RescueActorIndex="0" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="4" Type="RescueNpc" ZombiesInRescueBuilding="5">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="ClearArea">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Trouble_Urgent" ClearAreaCompletionText="" CompleteThreshold="3" CompleteThresholdTimer="30.0" CompletionScene="actMove_AfterCombat" FindVehicleText="" Flags="LocationClosestBuildingToNpcs" HeadlineText="" IgnoreNonAggroZombies="True" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear out the Zombies" RequireVehicle="" SelectionFlags="" TargetLocationOverride="" Type="ClearArea">
              <Location ActorLocation="-1" InBuilding="" Radius="20" ZombieCount="0" />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiDefend ActorIndex="0" AllowShooting="" TargetActorIndex="-1" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardTrust_Standard" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="LeadHome">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="gen_AssistReady" ClearAreaCompletionText="" CompletionScene="activity_Done_Rescue" FinalStretchDist="30.0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Escort the Survivor" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Investigate the signs of survivor activity." Label="encRescue_SearchingTarget" MinStartDist="100.0" MissionOpIcon="SURVIVOR_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Survivors" OpportunityText="Missing Survivor" OpportunityTimeout="3600" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, TargetPosInBuildingNear, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="3" TestCommand="rts_reset initmissiontest; cm_addMission encRescue_SearchingTarget test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="encRescue" MissionOpSurveyIconId="8" MissionOpIconId="24">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Meta.Missing" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Meta.Missing, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="50" SiteTag="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="75" SearchRangeMin="25" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          </Building>
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="4" Optional="" SearchRangeMax="175" SearchRangeMin="25" SiteTag="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. An act of kindness. There probably isn't much reward in this for you." AcceptText="Stay calm, let's look around." DeclineDescText="DECLINE MISSION. Let them know the futility of their actions." DeclineText="You're probably too late already." DoNothingDescText="Delay your decision." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Offer_ScoutRescue" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="activity_OfferMaybe_Please" OfferText="I can't find my friend." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiSet ActorIndex="1" Behavior="Vigilant" />
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="True" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="1" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.Leader" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="2" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could be in a jam." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="NextDay">
          <Action ActionFlags="" ActionId="AbortMission (ActorDoesNotHaveTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="DoNothing (ActorHasTrait)" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="DoNothing (ActorHasTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="0" Trait="Trait.Meta.Missing" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I managed to find %3$s and get them home safe and sound." />
                    <SummaryText Flags="" Notes="" Text="Brought %3$s home." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="2" OutputAmount="true" OutputDuration="" OutputStat="MissionRescue_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SurvivorsFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Discord" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Despair" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="6" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="After one died, the others ran away. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Tried to help %1$s and failed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Good news! %1$s found %3$s, and everybody made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. %3$s just made it home, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s must have an angel on their shoulder, because%1$s found them and got them home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Still no word from %3$s. %1$s really could have used a hand out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The search party couldn't even find %3$s. All in all, could have gone a lot better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice on the search for %3$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, %3$s made it home. %1$s found 'em, but things could have gone better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Ready for some good news/bad news? Good news: %3$s is back home. Bad news: the search party ran into some trouble. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s could have used a hand, but at least the search party got %3$s home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I turned down a mission. Maybe I could have been more tactful. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="1" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I will be forever grateful. Without %1$s's sacrifice, I would not be here today. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%2$s rescued." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="NeighborRescue">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_ScoutRescue" ClearAreaCompletionText="" CompletionScene="activity_Offer_SupplySplit" Flags="LocationMfTargetPos" HeadlineText="SEARCH AND RESCUE" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Missing Survivor" RescueActorIndex="0" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="4" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Search">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="gen_SearchWithNPC" ClearAreaCompletionText="Clear the Building" CompletionScene="sig_MissionSuccess" Flags="LocationClosestBuildingToNpcs" HeadlineText="" InBuildingObjectiveText="Search this Location" MaxCount="1" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Help Search the Building" Radius="0.0" SelectionFlags="" TargetLocationOverride="" Type="SearchBuilding">
              <FollowupObjective>
                <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
                  <LocationEvents />
                  <ObjectiveEvents />
                  <OverrideScenes />
                  <ProgressScenes />
                  <TimedEvents>
                    <TimedEvent Timer="180">
                      <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                        </Outputs>
                      </Action>
                    </TimedEvent>
                  </TimedEvents>
                </Objective>
              </FollowupObjective>
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Investigate the signs of survivor activity." Label="encRescue_InjuredTarget" MinStartDist="100.0" MissionOpIcon="SURVIVOR_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Survivors" OpportunityText="Missing Survivor" OpportunityTimeout="3600" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, TargetPosInBuildingNear, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="3" TestCommand="rts_reset initmissiontest; cm_addMission encRescue_InjuredTarget test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="encRescue" MissionOpSurveyIconId="8" MissionOpIconId="24">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Meta.Missing, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Meta.Missing, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="50" SiteTag="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="75" SearchRangeMin="25" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          </Building>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. An act of kindness. There probably isn't much reward in this for you." AcceptText="Stay calm, let's look around." DeclineDescText="DECLINE MISSION. Let them know the futility of their actions." DeclineText="You're probably too late already." DoNothingDescText="Delay your decision." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Offer_ScoutRescue" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="activity_OfferMaybe_Please" OfferText="I can't find my friend." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="ChooseInjury" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="None" />
              <Actor_ApplyBlood ActorIndex="0" Amount="Medium" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiSet ActorIndex="1" Behavior="Vigilant" />
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="True" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="1" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.Leader" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="2" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could be in a jam." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="NextDay">
          <Action ActionFlags="" ActionId="AbortMission (ActorDoesNotHaveTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="DoNothing (ActorHasTrait)" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="DoNothing (ActorHasTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="0" Trait="Trait.Meta.Missing" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I managed to find %3$s and get them home safe and sound." />
                    <SummaryText Flags="" Notes="" Text="Brought %3$s home." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="2" OutputAmount="true" OutputDuration="" OutputStat="MissionRescue_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SurvivorsFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Discord" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Despair" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="6" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="After one died, the others ran away. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Tried to help %1$s and failed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Good news! %1$s found %3$s, and everybody made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. %3$s just made it home, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s must have an angel on their shoulder, because%1$s found them and got them home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Still no word from %3$s. %1$s really could have used a hand out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The search party couldn't even find %3$s. All in all, could have gone a lot better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice on the search for %3$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, %3$s made it home. %1$s found 'em, but things could have gone better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Ready for some good news/bad news? Good news: %3$s is back home. Bad news: the search party ran into some trouble. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s could have used a hand, but at least the search party got %3$s home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I turned down a mission. Maybe I could have been more tactful. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="1" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I will be forever grateful. Without %1$s's sacrifice, I would not be here today. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%2$s rescued." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="NeighborRescue">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_ScoutRescue" ClearAreaCompletionText="" CompletionScene="activity_Rescue_Find" Flags="CompleteBeforeScene, LocationMfTargetPos" HeadlineText="SEARCH AND RESCUE" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Missing Survivor" RescueActorIndex="0" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="4" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="LeadHome">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="gen_AssistReady" ClearAreaCompletionText="" CompletionScene="activity_Start_LeadInjured" FinalStretchDist="30.0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="1" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Escort the Survivor" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Investigate the signs of survivor activity." Label="encRescue_SuicideTwist" MinStartDist="100.0" MissionOpIcon="SURVIVOR_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Survivors" OpportunityText="Missing Survivor" OpportunityTimeout="3600" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, TargetPosInBuildingNear, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="3" TestCommand="rts_reset initmissiontest; cm_addMission encRescue_SuicideTwist test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="encRescue" MissionOpSurveyIconId="8" MissionOpIconId="24">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="50" SiteTag="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="75" SearchRangeMin="25" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          </Building>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. An act of kindness. There probably isn't much reward in this for you." AcceptText="Stay calm, let's look around." DeclineDescText="DECLINE MISSION. Let them know the futility of their actions." DeclineText="You're probably too late already." DoNothingDescText="Delay your decision." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Offer_ScoutRescue" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="activity_OfferMaybe_Please" OfferText="I can't find my friend." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="ChooseInjury" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Fever" />
              <Actor_ApplyBlood ActorIndex="0" Amount="Medium" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiSet ActorIndex="1" Behavior="Vigilant" />
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="True" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="1" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.Leader" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="2" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could be in a jam." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="NextDay">
          <Action ActionFlags="" ActionId="AbortMission (ActorDoesNotHaveTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="DoNothing (ActorHasTrait)" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="DoNothing (ActorHasTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="0" Trait="Trait.Meta.Missing" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I found %3$s, but it was too late. I did what I had to. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="RIP" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Cleanup" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="2" OutputAmount="true" OutputDuration="" OutputStat="MissionRescue_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Cleanup" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Cleanup" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SurvivorsFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ActorIsDead ActorIndex="1" Invert="" />
              <Mission_ObjectiveBucketIndex BucketIndex="0" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Discord" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Despair" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ActorIsDead ActorIndex="1" Invert="" />
              <Mission_ObjectiveBucketIndex BucketIndex="0" />
            </Inputs>
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ActorIsDead ActorIndex="1" Invert="" />
              <Mission_ObjectiveBucketIndex BucketIndex="0" />
            </Inputs>
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="6" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="After one died, the others ran away. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Tried to help %1$s and failed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Good news! %1$s found %3$s, and everybody made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. %3$s just made it home, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s must have an angel on their shoulder, because%1$s found them and got them home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Still no word from %3$s. %1$s really could have used a hand out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The search party couldn't even find %3$s. All in all, could have gone a lot better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice on the search for %3$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, %3$s made it home. %1$s found 'em, but things could have gone better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Ready for some good news/bad news? Good news: %3$s is back home. Bad news: the search party ran into some trouble. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s could have used a hand, but at least the search party got %3$s home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I turned down a mission. Maybe I could have been more tactful. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="999" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s will be remembered as a hero. Without this sacrifice we would not have triumphed. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s made the ultimate sacrifice." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="NeighborRescue">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_ScoutRescue" ClearAreaCompletionText="" CompletionScene="activity_Rescue_Find_Suicide" Flags="CompleteBeforeScene, LocationMfTargetPos" HeadlineText="SEARCH AND RESCUE" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Missing Survivor" RescueActorIndex="0" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="4" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="AssistedSuicide">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" Flags="LocationMfTargetPos" HeadlineText="" MusicBucket="" MusicBucketDelay="0" NpcHelpDelay="" ObjectiveText="Kill the Survivor" SelectionFlags="" TargetActorIndex="0" TargetLocationOverride="4" Type="KillActor">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Actor" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Actor_InventoryWipe ActorIndex="0" />
                      <Mission_ActorAiSet ActorIndex="0" Behavior="Suicide" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="" Label="encSave">
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="" Label="encSave" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Trapped_Neighbor" OpportunityText="Stranger in Trouble" OpportunityTimeout="600" OpportunityTypeText="" Priority="0" RdCount="EnclaveRandom" ReminderScene="activity_OppRemind_Trapped" RevealDist="0.0" SetupFlags="NpcsAtStart, TargetPosInBuildingNear, ZombiesAtStart, DontAutoWaypointOnAdd, ApproachReqNpcLos" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission encSave test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="encSave" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="500" SearchRangeMin="200" SiteTag="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="1" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Needs help ASAP." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Stranger in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like %3$s is in danger. Maybe we should help. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could use our help." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Stranger in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Thank you, %1$s. You were a real life-saver back there. - %3$s" />
                    <SummaryText Flags="" Notes="" Text="Recovered %3$s." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Safe and sound now." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="1" OutputAmount="true" OutputDuration="" OutputStat="MissionSave_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="3" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s radioed home to report trouble with some zombies. I headed over to help out, but couldn't get it done. - %2$s " />
                    <SummaryText Flags="" Notes="" Text="%1$s died." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="-1">
                    <DescriptionText Flags="" Notes="" Text="Died." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="ClearPredictions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFail" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFlee" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFail" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFlee" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PredictionFixUp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Game.RTS.SimTough" Invert="" />
            </Inputs>
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just got a call on the radio. %1$s made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. I just heard %1$s just made it home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Don't worry about looking for %1$s; just got word from their people they made it home safe. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s found their way home, but from what I'm hearing, it was a rough trip. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just got a call from %1$s's people. They got home, but without our backup, it went pretty bad. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like %1$s' people aren't too happy with us. I guess %1$s really needed that escort home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s's people are still searching, but it's not looking good. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I don't think %1$s is going to make it home. Guess they just couldn't hold out any longer. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No sign of %1$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Save">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Defend" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="5" CompletionScene="" FindVehicleText="" Flags="" HeadlineText="" IgnoreNonAggroZombies="False" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Save The Survivor" RequireVehicle="" SelectionFlags="" TargetLocationOverride="2" Type="ClearArea">
              <Location ActorLocation="2" InBuilding="" Radius="25" ZombieCount="5" />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiDefend ActorIndex="0" AllowShooting="True" TargetActorIndex="2" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardTrust_Standard" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees>
        <SpawnGuarantee Actor="2" Density="5" InBuilding="True" Radius="15" />
      </SpawnGuarantees>
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="" Label="encSave_Deny" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Trapped_Neighbor" OpportunityText="Stranger in Trouble" OpportunityTimeout="600" OpportunityTypeText="" Priority="0" RdCount="EnclaveRandom" ReminderScene="activity_OppRemind_Trapped" RevealDist="0.0" SetupFlags="NpcsAtStart, TargetPosInBuildingNear, ZombiesAtStart, DontAutoWaypointOnAdd, ApproachReqNpcLos" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission encSave_Deny test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="encSave" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="500" SearchRangeMin="200" SiteTag="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="1" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Needs help ASAP." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Stranger in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like %3$s is in danger. Maybe we should help. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could use our help." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Stranger in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Thank you, %1$s. You were a real life-saver back there. - %3$s" />
                    <SummaryText Flags="" Notes="" Text="Recovered %3$s." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Safe and sound now." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="1" OutputAmount="true" OutputDuration="" OutputStat="MissionSave_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="3" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s radioed home to report trouble with some zombies. I headed over to help out, but couldn't get it done. - %2$s " />
                    <SummaryText Flags="" Notes="" Text="%1$s died." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="-1">
                    <DescriptionText Flags="" Notes="" Text="Died." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="ClearPredictions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFail" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFlee" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFail" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFlee" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PredictionFixUp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Game.RTS.SimTough" Invert="" />
            </Inputs>
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just got a call on the radio. %1$s made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. I just heard %1$s just made it home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Don't worry about looking for %1$s; just got word from their people they made it home safe. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s found their way home, but from what I'm hearing, it was a rough trip. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just got a call from %1$s's people. They got home, but without our backup, it went pretty bad. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like %1$s' people aren't too happy with us. I guess %1$s really needed that escort home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s's people are still searching, but it's not looking good. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I don't think %1$s is going to make it home. Guess they just couldn't hold out any longer. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No sign of %1$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Save">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Defend" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="5" CompletionScene="activity_Done_Rescue" FindVehicleText="" Flags="" HeadlineText="" IgnoreNonAggroZombies="False" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Save The Survivor" RequireVehicle="" SelectionFlags="" TargetLocationOverride="2" Type="ClearArea">
              <Location ActorLocation="2" InBuilding="" Radius="25" ZombieCount="10" />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiDefend ActorIndex="0" AllowShooting="" TargetActorIndex="2" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees>
        <SpawnGuarantee Actor="2" Density="5" InBuilding="True" Radius="15" />
      </SpawnGuarantees>
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="" Label="encSave_Escort" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Trapped_Neighbor" OpportunityText="Stranger in Trouble" OpportunityTimeout="600" OpportunityTypeText="" Priority="0" RdCount="EnclaveRandom" ReminderScene="activity_OppRemind_Trapped" RevealDist="0.0" SetupFlags="NpcsAtStart, TargetPosInBuildingNear, ZombiesAtStart, DontAutoWaypointOnAdd, ApproachReqNpcLos" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission encSave_Escort test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="encSave" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="500" SearchRangeMin="200" SiteTag="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="1" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Needs help ASAP." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Stranger in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like %3$s is in danger. Maybe we should help. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could use our help." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Stranger in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Thank you, %1$s. You were a real life-saver back there. - %3$s" />
                    <SummaryText Flags="" Notes="" Text="Recovered %3$s." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Safe and sound now." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="1" OutputAmount="true" OutputDuration="" OutputStat="MissionSave_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="3" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s radioed home to report trouble with some zombies. I headed over to help out, but couldn't get it done. - %2$s " />
                    <SummaryText Flags="" Notes="" Text="%1$s died." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="-1">
                    <DescriptionText Flags="" Notes="" Text="Died." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="ClearPredictions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFail" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFlee" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFail" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFlee" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PredictionFixUp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Game.RTS.SimTough" Invert="" />
            </Inputs>
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just got a call on the radio. %1$s made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. I just heard %1$s just made it home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Don't worry about looking for %1$s; just got word from their people they made it home safe. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s found their way home, but from what I'm hearing, it was a rough trip. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just got a call from %1$s's people. They got home, but without our backup, it went pretty bad. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like %1$s' people aren't too happy with us. I guess %1$s really needed that escort home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s's people are still searching, but it's not looking good. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I don't think %1$s is going to make it home. Guess they just couldn't hold out any longer. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No sign of %1$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Save">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Defend" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="5" CompletionScene="activity_Done_Move" FindVehicleText="" Flags="" HeadlineText="" IgnoreNonAggroZombies="False" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Save The Survivor" RequireVehicle="" SelectionFlags="" TargetLocationOverride="2" Type="ClearArea">
              <Location ActorLocation="2" InBuilding="" Radius="25" ZombieCount="10" />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiDefend ActorIndex="0" AllowShooting="" TargetActorIndex="2" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardTrust_Standard" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="LeadHome">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="gen_AssistReady" ClearAreaCompletionText="" CompletionScene="activity_Done_Rescue" FinalStretchDist="30.0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="1" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Escort the Survivor" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="1" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees>
        <SpawnGuarantee Actor="2" Density="5" InBuilding="True" Radius="15" />
      </SpawnGuarantees>
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="" Label="encSave_Escort" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Trapped_Neighbor" OpportunityText="Stranger in Trouble" OpportunityTimeout="600" OpportunityTypeText="" Priority="0" RdCount="EnclaveRandom" ReminderScene="activity_OppRemind_Trapped" RevealDist="0.0" SetupFlags="NpcsAtStart, TargetPosInBuildingNear, ZombiesAtStart, DontAutoWaypointOnAdd, ApproachReqNpcLos" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission encSave_Escort test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="ImpromptuRescue" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="500" SearchRangeMin="200" SiteTag="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Stranger in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Thank you, %1$s. You were a real life-saver back there. - %3$s" />
                    <SummaryText Flags="" Notes="" Text="Recovered %3$s." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Safe and sound now." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="1" OutputAmount="true" OutputDuration="" OutputStat="MissionSave_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="1" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Needs help ASAP." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Stranger in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like %3$s is in danger. Maybe we should help. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could use our help." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Activated" />
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="3" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s radioed home to report trouble with some zombies. I headed over to help out, but couldn't get it done. - %2$s " />
                    <SummaryText Flags="" Notes="" Text="%1$s died." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="-1">
                    <DescriptionText Flags="" Notes="" Text="Died." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="ClearPredictions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFail" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFlee" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFail" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFlee" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PredictionFixUp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Game.RTS.SimTough" Invert="" />
            </Inputs>
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just got a call on the radio. %1$s made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. I just heard %1$s just made it home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Don't worry about looking for %1$s; just got word from their people they made it home safe. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s found their way home, but from what I'm hearing, it was a rough trip. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just got a call from %1$s's people. They got home, but without our backup, it went pretty bad. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like %1$s' people aren't too happy with us. I guess %1$s really needed that escort home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s's people are still searching, but it's not looking good. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I don't think %1$s is going to make it home. Guess they just couldn't hold out any longer. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No sign of %1$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Save">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Defend" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="5" CompletionScene="activity_Done_Move" FindVehicleText="" Flags="" HeadlineText="" IgnoreNonAggroZombies="False" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Save The Survivor" RequireVehicle="" SelectionFlags="" TargetLocationOverride="2" Type="ClearArea">
              <Location ActorLocation="2" InBuilding="" Radius="25" ZombieCount="10" />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiDefend ActorIndex="0" AllowShooting="" TargetActorIndex="2" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardTrust_Standard" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="LeadHome">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="gen_AssistReady" ClearAreaCompletionText="" CompletionScene="activity_Done_Rescue" FinalStretchDist="30.0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="1" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Escort the Survivor" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="1" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees>
        <SpawnGuarantee Actor="2" Density="5" InBuilding="True" Radius="15" />
      </SpawnGuarantees>
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="" Label="encSiege">
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="Manual - Enabled" ApproachMusicBucketDelay="0" ApproachRadius="30" ApproachScene="activity_Approach_FakeCombat" AreaClearScene="activity_Trouble_Growing" AreaNotSafeScene="" DescriptionText="" Label="encSiege" MinStartDist="100.0" MissionOpIcon="SURVIVOR_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Trouble" OpportunityText="Besieged" OpportunityTimeout="1800" OpportunityTypeText="" Priority="0" RdCount="EnclaveRandom" ReminderScene="wiX1Samaritan_OppReminder" RevealDist="0.0" SetupFlags="NpcsAtStart, ZombiesAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="-1" TestCommand="rts_reset initmissiontest; cm_addMission encSiege test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="NeighborSiege" MissionOpSurveyIconId="8" MissionOpIconId="24">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Help defend the survivors." AcceptText="I'll help you barricade." DeclineDescText="" DeclineText="" DoNothingDescText="Delay your decision. They might survive for a bit, right?" DoNothingText="I don't have time for this." OfferNpc="-1" OfferScene="activity_Offer_Tense" OfferSceneDecline="" OfferSceneDoNothing="activity_OfferDelay" OfferText="Dammit. We can't keep the bastards out." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiSendSignal ActorIndex="1" Signal="ModeVigilantStart" />
              <Mission_ActorAiSendSignal ActorIndex="2" Signal="ModeVigilantStart" />
              <Mission_ActorAiSendSignal ActorIndex="3" Signal="ModeVigilantStart" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="0" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Besieged" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The radio calls sound pretty urgent. I don't think there's any way they're getting out of there without help. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Survivors trapped by zombies." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="Music" ActionType="Action.Passive" ExecuteTimeStandard="7s" OutputDelayTime="" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Music_PlayBucket MusicBucket="Manual - Approach" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Besieged" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Hope we don't see another attack like that any time soon. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Lifted the siege." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionSiege_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SurvivorsFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <Actor_Flee ActorIndex="2" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <Actor_Flee ActorIndex="3" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Discord" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Despair" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionSiege_Fail" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="trait_shaken" IconId="81">
                <NameText Flags="" Notes="" Text="ALLIES FLED" />
                <TutorialText Flags="" Notes="" Text="After one died, the others ran away. - %2$s" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="4" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Tried to help %1$s and failed." />
                    <SummaryText Flags="" Notes="" Text="Tried to help %1$s and failed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zombie Activity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Woohoo! %1$s and some other folks fought off that siege. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zombie Activity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Good news--%1$s and their crew broke the siege. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zombie Activity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Got an update on that siege for you--%1$s took care of it. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zombie Activity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="That was a pretty bad attack, but %1$s managed to fight them off. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zombie Activity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s really could have used your help with that attack. They took care of it, but it was a close call. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zombie Activity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s and Co. barely made it though that last attack. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zombie Activity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I've got some really bad news about %1$s and that last attack... - Lily" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zombie Activity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried to fight off that attack themselves. It... didn't go well. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zombie Activity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="That last attack... well... look, you need to know about %1$s." />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Siege">
          <Objectives>
            <Objective AbortRadius="75.0" ActivationScene="activity_Start_Group" BarricadeObjectiveText="Barricade the Windows" BarricadeSetupTime="20" BreachActorIndex="-1" ClearAreaCompletionText="Eliminate Stragglers" CompletionScene="activity_Done_Secure" Flags="CompleteBeforeScene, RequiresNpcs, ShowBarricades" HeadlineText="UNDER SIEGE" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Defend the Perimeter" OutsideSiege="" SelectionFlags="" SpawnableFreaksOnly="" TargetLocationOverride="-1" Type="Siege" WatchtowerActorIndex="-1" WatchtowerSetupTime="15" WatchtowerTpFlags="GroupA" WatchtowerTpType="Watchtower">
              <Activities />
              <Freaks>
                <Freak Type="Zombie.Juggernaut" />
                <Freak Type="Zombie.Feral" />
              </Freaks>
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Mission" IconId="93">
                        <NameText Flags="" Notes="" Text="Enclave in trouble!" />
                        <TutorialText Flags="" Notes="" Text="" />
                        <DescArgs />
                        <Descriptions>
                          <EventLogDesc>
                            <DescriptionText Flags="" Notes="" Text="An Enclave sent out a radio request for assistance against a large crowd of encroaching zombies, we were more than happy to oblige." />
                            <SummaryText Flags="" Notes="" Text="Defended the Enclave" />
                          </EventLogDesc>
                        </Descriptions>
                        <NpcEffects />
                      </EventLog>
                      <Music_PlayBucket MusicBucket="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeSpotJuggernaut">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="Sighting_Juggernaut" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeSpotFeral">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="Sighting_Feral" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveFirst">
                  <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="Incoming_General" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="Music" ActionType="Action.Passive" ExecuteTimeStandard="14s" OutputDelayTime="" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Music_PlayBucket MusicBucket="Manual - Combat" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveNext">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="Siege_WaveStart_Next" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveLast">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="Siege_WaveStart_Last" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="Music" ActionType="Action.Passive" ExecuteTimeStandard="9s" OutputDelayTime="" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Music_PlayBucket MusicBucket="Manual - Climax" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWatchtower">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="Siege_Watchtower_Staff" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeBarricade">
                  <Action ActionFlags="" ActionId="Activate Scene" ActionType="Action.Background" ExecuteTimeStandard="1s" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="activity_Start_Barricade" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="Banter Scene" ActionType="Action.Background" ExecuteTimeStandard="7s" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="banter_Building" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="Combat_Mobbed_Gunfire" ReplacementID="" />
                <OverrideScene DefaultID="Combat_Mobbed_Gunfire_Group" ReplacementID="" />
              </OverrideScenes>
              <ProgressScenes />
              <TimedEvents />
              <Waves>
                <Wave ActivityDelay="" MaxZombies="16" MinZombies="8" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                  <Threshold Scene="Siege_WaveProgress" Timeout="120" Value="10" />
                  <Threshold Scene="activity_Progress_Danger" Timeout="20" Value="1" />
                </Wave>
                <Wave ActivityDelay="" MaxZombies="16" MinZombies="8" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                  <Threshold Scene="Siege_WaveProgress" Timeout="60" Value="6" />
                  <Threshold Scene="" Timeout="60" Value="4" />
                  <Threshold Scene="" Timeout="60" Value="1" />
                </Wave>
              </Waves>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="" Label="encSupplies">
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Investigate the signs of survivor activity." Label="encSupplies" MinStartDist="100.0" MissionOpIcon="SURVIVOR_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_EncSupplies" OpportunityText="Scavenger?" OpportunityTimeout="1800" OpportunityTypeText="" Priority="0" RdCount="EnclaveRandom" ReminderScene="activity_OppRemind" RevealDist="0.0" SetupFlags="DontAutoWaypointOnAdd, NpcsAtStart, ApproachReqInBuilding, ApproachReqNpcLos" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="1" TestCommand="rts_reset initmissiontest; cm_addMission encSupplies test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="encSupplies" MissionOpSurveyIconId="8" MissionOpIconId="24">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="700.0" SearchRangeMin="250" SiteTag="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. You'll be given half the goods after you provide an escort." AcceptText="Let's go." DeclineDescText="DECLINE MISSION. It's a cold-hearted move, but once these resources are gone, they're gone for good." DeclineText="Get out of here! This stuff is mine." DoNothingDescText="Delay your decision." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Offer_SupplySplit" OfferSceneDecline="activity_OfferNo_Rude" OfferSceneDoNothing="activity_OfferMaybe" OfferText="I could use help getting this stuff home." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Actor" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="0" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Scavenger?" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like someone's been scavenging around here. We should look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Signs of survivor activity." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="25" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="15" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Scavenger?" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="-999" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Helped some folks with a supply run. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Helped our fellow survivors." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Rucksack" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_DropResourceRucksack ActorIndex="2" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionSupplies_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="EventLogHicks" AltOdds="100.0" />
              <Alt AltId="EventLogPolice" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="EventLogHicks" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Temp.EnclaveHicks" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="EventLogPolice" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Temp.EnclavePolice" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="3" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Came across someone gathering supplies, and we agreed to work together. %1$s would carry the supplies; I'd provide protection. I don't know what to say. I couldn't hold up my end of the bargain. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Failed to protect %1$s." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="2" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="2" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="2" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Word on the wireless is %1$s made it home with those supplies. Seemed kinda miffed about not getting any help, though. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="2" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The supplies made it home safe, but %1$s isn't too happy about having to do it alone. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="2" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="You can scratch that supply run out of your day planner... and expect some harsh words from %1$s. Something about being hung out to dry? - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="2" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled02" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s got home with the supplies, but it was a close call. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s ran into some trouble, but at least they got the supplies home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s ran into some trouble on the way home from a scavenging run. Probably could have used our help. - %2$s." />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s's supply run shouldn't have taken this long. Their people are freaking out. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s got atacked on that supply run. Tried to fight them off, but without backup.... - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Nobody's been able to raise %1$s on the radio. Supply runs shouldn't take this long... right? - %2$s." />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I turned down a mission. Maybe I could have been more tactful. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="SupplyRunNpcGather">
          <Objectives>
            <Objective AbortRadius="120.0" ActivationScene="actGather_Start" BuildingBreachedScene="Siege_Inside" BuildingBreachedText="Clear Out the Zombies" BuildingClearedScene="" ClearAreaCompletionText="" CompletionScene="activity_Done_Gather" Flags="RequiresNpcs" GatherProgressScene="" GatherTime="45.0" GatherTimeMax="120.0" GatherTimeMin="30.0" HeadlineText="SHARED SUPPLY RUN" MusicBucket="Manual - Defend" MusicBucketDelay="3" ObjectiveText="Guard the Perimeter" SelectionFlags="" SetMissionResource="True" TargetLocationOverride="1" Type="Gather">
              <InterruptObjective>
                <Objective AbortRadius="75.0" ActivationScene="actGatherTwist_DigIn" BarricadeObjectiveText="" BarricadeSetupTime="0.0" BreachActorIndex="-1" ClearAreaCompletionText="Eliminate Stragglers" CompletionScene="" Flags="CompleteBeforeScene, RequiresNpcs" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Defend the Perimeter" OutsideSiege="" SelectionFlags="Twist" SpawnableFreaksOnly="" TargetLocationOverride="1" Type="Siege" WatchtowerActorIndex="-1" WatchtowerSetupTime="0.0" WatchtowerTpFlags="" WatchtowerTpType="">
                  <Activities />
                  <Freaks />
                  <LocationEvents />
                  <ObjectiveEvents>
                    <ObjectiveEvent Id="SiegeWaveFirst">
                      <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <Scene_ScenePlay Scene="activity_Start_Group" SceneReason="MissionActive" />
                        </Outputs>
                      </Action>
                    </ObjectiveEvent>
                    <ObjectiveEvent Id="SiegeWaveNext">
                      <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                          <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                        </Outputs>
                      </Action>
                      <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <Scene_ScenePlay Scene="Siege_WaveStart_Next" SceneReason="MissionActive" />
                        </Outputs>
                      </Action>
                    </ObjectiveEvent>
                    <ObjectiveEvent Id="SiegeWaveLast">
                      <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                          <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                        </Outputs>
                      </Action>
                      <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <Scene_ScenePlay Scene="Siege_WaveStart_Last" SceneReason="MissionActive" />
                        </Outputs>
                      </Action>
                    </ObjectiveEvent>
                  </ObjectiveEvents>
                  <OverrideScenes>
                    <OverrideScene DefaultID="Combat_Mobbed_Gunfire" ReplacementID="" />
                    <OverrideScene DefaultID="Combat_Mobbed_Gunfire_Group" ReplacementID="" />
                  </OverrideScenes>
                  <ProgressScenes />
                  <TimedEvents />
                  <Waves>
                    <Wave ActivityDelay="" MaxZombies="8" MinZombies="4" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                      <Threshold Scene="actGatherTwist_DigIn_Progress" Timeout="5" Value="4" />
                    </Wave>
                    <Wave ActivityDelay="" MaxZombies="8" MinZombies="4" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                      <Threshold Scene="actGatherTwist_DigIn_Done_Clear" Timeout="1" Value="0" />
                    </Wave>
                  </Waves>
                </Objective>
              </InterruptObjective>
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Gathering Complete)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="Incoming_Zombies_Front" ReplacementID="" />
              </OverrideScenes>
              <ProgressScenes>
                <ProgressScene PercentComplete="50" Scene="actGather_Progress" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="SupplyRunNpcLead">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="activity_Done_Payment" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="RequiresNpcs, LocationHome" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - Escort" MusicBucketDelay="3" NoVehicleText="" NpcGrabbedScene="Combat_Grabbed_Group" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Deliver the Supplies" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="0" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Investigate the signs of survivor activity." Label="encSupplies_Wiped" MinStartDist="100.0" MissionOpIcon="SURVIVOR_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Survivors" OpportunityText="Scavenger?" OpportunityTimeout="1800" OpportunityTypeText="" Priority="0" RdCount="EnclaveRandom" ReminderScene="activity_OppRemind" RevealDist="0.0" SetupFlags="DontAutoWaypointOnAdd, NpcsAtStart, ApproachReqInBuilding, ApproachReqNpcLos" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="1" TestCommand="rts_reset initmissiontest; cm_addMission encSupplies_Wiped test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="encSupplies" MissionOpSurveyIconId="8" MissionOpIconId="24">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="700.0" SearchRangeMin="250" SiteTag="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <TagPoint ActorName="RTSPoint_Limbo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
          <TagPoint ActorName="" HideWarnings="" NearActorIdx="0" Optional="" PickRandom="True" SearchRange="20" TagPointFlag="" TagPointType="NPCSpawn" />
          <TagPoint ActorName="" HideWarnings="" NearActorIdx="0" Optional="" PickRandom="True" SearchRange="20" TagPointFlag="" TagPointType="NPCSpawn" />
          <TagPoint ActorName="" HideWarnings="" NearActorIdx="0" Optional="" PickRandom="True" SearchRange="20" TagPointFlag="" TagPointType="NPCSpawn" />
        </Actors>
      </MissionActors>
      <MissionRestrictions>
        <Action ActionFlags="" ActionId="Mission Restriction" ActionName="" ActionType="Action.Background" ExecuteTimeStandard="0.0" WantDelay="0">
          <Inputs>
            <Enclave_CheckBool EnclaveIndex="" InputFlags="" InputId="Story" Invert="True" UseMissionEnclave="" />
          </Inputs>
        </Action>
      </MissionRestrictions>
      <MissionOfferChoices AcceptDescText="START MISSION. You'll be given half the goods after you provide an escort." AcceptText="Let's go." DeclineDescText="DECLINE MISSION. It's a cold-hearted move, but once these resources are gone, they're gone for good." DeclineText="Get out of here! This stuff is mine." DoNothingDescText="Delay your decision." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Offer_SupplySplit" OfferSceneDecline="activity_OfferNo_Rude" OfferSceneDoNothing="activity_OfferMaybe" OfferText="I could use help getting this stuff home." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Actor" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiTeleportTo ActorIndex="5" TargetActorIndex="8" />
              <Mission_ActorAiTeleportTo ActorIndex="6" TargetActorIndex="8" />
              <Mission_ActorAiTeleportTo ActorIndex="7" TargetActorIndex="8" />
              <Mission_ActorSetCoreNpc ActorIndex="5" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="6" IsCoreNpc="false" />
              <Mission_ActorSetCoreNpc ActorIndex="7" IsCoreNpc="false" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="0" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Scavenger?" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like someone's been scavenging around here. We should look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Signs of survivor activity." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Gore" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <BuildingGore ActorIndex="0" Enable="true" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Scavenger?" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="2" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s is coming to stay with us now. Goddamn zombies. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Displaced persons." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionJoin_Done" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.AddMissionNpcsToCommunity" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="4" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Came across someone gathering supplies, and we agreed to work together. %1$s would carry the supplies; I'd provide protection. I don't know what to say. I couldn't hold up my end of the bargain. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Failed to protect %1$s." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="2" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="2" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="2" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Word on the wireless is %1$s made it home with those supplies. Seemed kinda miffed about not getting any help, though. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="2" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The supplies made it home safe, but %1$s isn't too happy about having to do it alone. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="2" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="You can scratch that supply run out of your day planner... and expect some harsh words from %1$s. Something about being hung out to dry? - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="2" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled02" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s got home with the supplies, but it was a close call. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s ran into some trouble, but at least they got the supplies home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s ran into some trouble on the way home from a scavenging run. Probably could have used our help. - %2$s." />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s's supply run shouldn't have taken this long. Their people are freaking out. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s got atacked on that supply run. Tried to fight them off, but without backup.... - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Nobody's been able to raise %1$s on the radio. Supply runs shouldn't take this long... right? - %2$s." />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="0" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I turned down a mission. Maybe I could have been more tactful. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="SupplyRunNpcGather">
          <Objectives>
            <Objective AbortRadius="120.0" ActivationScene="actGather_Start" BuildingBreachedScene="Siege_Inside" BuildingBreachedText="Clear Out the Zombies" BuildingClearedScene="" ClearAreaCompletionText="" CompletionScene="activity_Done_Gather" Flags="RequiresNpcs" GatherProgressScene="" GatherTime="45.0" GatherTimeMax="120.0" GatherTimeMin="30.0" HeadlineText="SHARED SUPPLY RUN" MusicBucket="Manual - Defend" MusicBucketDelay="3" ObjectiveText="Guard the Perimeter" SelectionFlags="" SetMissionResource="True" TargetLocationOverride="1" Type="Gather">
              <InterruptObjective>
                <Objective AbortRadius="75.0" ActivationScene="actGatherTwist_DigIn" BarricadeObjectiveText="" BarricadeSetupTime="0.0" BreachActorIndex="-1" ClearAreaCompletionText="Eliminate Stragglers" CompletionScene="" Flags="CompleteBeforeScene, RequiresNpcs" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Defend the Perimeter" OutsideSiege="" SelectionFlags="Twist" SpawnableFreaksOnly="" TargetLocationOverride="1" Type="Siege" WatchtowerActorIndex="-1" WatchtowerSetupTime="0.0" WatchtowerTpFlags="" WatchtowerTpType="">
                  <Activities />
                  <Freaks />
                  <LocationEvents />
                  <ObjectiveEvents>
                    <ObjectiveEvent Id="SiegeWaveFirst">
                      <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <Scene_ScenePlay Scene="activity_Start_Group" SceneReason="MissionActive" />
                        </Outputs>
                      </Action>
                    </ObjectiveEvent>
                    <ObjectiveEvent Id="SiegeWaveNext">
                      <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                          <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                        </Outputs>
                      </Action>
                      <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <Scene_ScenePlay Scene="Siege_WaveStart_Next" SceneReason="MissionActive" />
                        </Outputs>
                      </Action>
                    </ObjectiveEvent>
                    <ObjectiveEvent Id="SiegeWaveLast">
                      <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                          <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                        </Outputs>
                      </Action>
                      <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <Scene_ScenePlay Scene="Siege_WaveStart_Last" SceneReason="MissionActive" />
                        </Outputs>
                      </Action>
                    </ObjectiveEvent>
                  </ObjectiveEvents>
                  <OverrideScenes>
                    <OverrideScene DefaultID="Combat_Mobbed_Gunfire" ReplacementID="" />
                    <OverrideScene DefaultID="Combat_Mobbed_Gunfire_Group" ReplacementID="" />
                  </OverrideScenes>
                  <ProgressScenes />
                  <TimedEvents />
                  <Waves>
                    <Wave ActivityDelay="" MaxZombies="8" MinZombies="4" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                      <Threshold Scene="actGatherTwist_DigIn_Progress" Timeout="5" Value="4" />
                    </Wave>
                    <Wave ActivityDelay="" MaxZombies="8" MinZombies="4" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                      <Threshold Scene="actGatherTwist_DigIn_Done_Clear" Timeout="1" Value="0" />
                    </Wave>
                  </Waves>
                </Objective>
              </InterruptObjective>
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Gathering Complete)" Type="Reward" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="Incoming_Zombies_Front" ReplacementID="" />
              </OverrideScenes>
              <ProgressScenes>
                <ProgressScene PercentComplete="50" Scene="actGather_Progress" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="SupplyRunNpcLead">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="activity_Approach_DeadFriends" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="RequiresNpcs, LocationHome" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - Escort" MusicBucketDelay="4" NoVehicleText="" NpcGrabbedScene="Combat_Grabbed_Group" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Deliver the Supplies" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="0" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <DistAwayThreshold Distance="75">
                <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Actor_GiveTrait ActorIndex="5" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.KillMe" />
                    <Actor_GiveTrait ActorIndex="6" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.KillMe" />
                    <Actor_GiveTrait ActorIndex="7" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.KillMe" />
                    <Mission_ActorAiTeleportTo ActorIndex="5" TargetActorIndex="9" />
                    <Mission_ActorAiTeleportTo ActorIndex="6" TargetActorIndex="10" />
                    <Mission_ActorAiTeleportTo ActorIndex="7" TargetActorIndex="11" />
                    <Actor_ApplyBlood ActorIndex="5" Amount="Large" />
                    <Actor_ApplyBlood ActorIndex="6" Amount="Large" />
                    <Actor_ApplyBlood ActorIndex="7" Amount="Large" />
                    <Scene_ScenePlay Scene="encSupplies_WipedDeath" SceneReason="MissionActive" />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <DistAwayThreshold Distance="50">
                <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Actor_Kill ActorIndex="5" Silent="True" />
                    <Actor_Kill ActorIndex="6" Silent="True" />
                    <Actor_Kill ActorIndex="7" Silent="True" />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="ClearArea">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activityTwist_Bad" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="0" CompletionScene="sig_MissionFailure" FindVehicleText="" Flags="" HeadlineText="" IgnoreNonAggroZombies="False" MusicBucket="Manual - Approach" MusicBucketDelay="1.5" ObjectiveText="Clear the Area" RequireVehicle="" SelectionFlags="" TargetLocationOverride="-1" Type="ClearArea">
              <Location ActorLocation="0" InBuilding="" Radius="20" ZombieCount="5" />
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="SupplyRunNpcLead">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Rescue_Find" ClearAreaCompletionText="" CompletionScene="activity_Done_Recruit" FinalStretchDist="45" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="RequiresNpcs" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - Escort" MusicBucketDelay="7" NoVehicleText="" NpcGrabbedScene="Combat_Grabbed_Group" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Take The Survivors Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="3" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees>
        <SpawnGuarantee Actor="0" Density="6" InBuilding="True" Radius="20" />
      </SpawnGuarantees>
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="" Label="encTrade">
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Trade 1 Case of Ammunition for 5 Daily Rations of Food." Label="encTradeAmmoForFood" MinStartDist="3" MissionOpIcon="FOOD_FRIENDLY" OnTaggedScene="" OpportunityScene="genTrade_NewOpp" OpportunityText="Trade Opportunity (Food)" OpportunityTimeout="1800" OpportunityTypeText="" Priority="3" RdCount="EnclaveRandom" ReminderScene="activity_OppRemind" RevealDist="20" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission encTradeAmmoForFood test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="encTrade" MissionOpSurveyIconId="3" MissionOpIconId="12">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="1000.0" SearchRangeMin="300.0" SiteTag="" />
          <TagPoint ActorName="RTSPoint_Limbo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionRestrictions>
        <Action ActionFlags="" ActionId="Mission Restriction" ActionName="" ActionType="Action.Background" ExecuteTimeStandard="0.0" WantDelay="0">
          <Inputs>
            <Enclave_CheckBool EnclaveIndex="" InputFlags="" InputId="HasFood" Invert="" UseMissionEnclave="" />
          </Inputs>
        </Action>
      </MissionRestrictions>
      <MissionOfferChoices AcceptDescText="START MISSION. Trade 1 Case of Ammunition for 5 Daily Rations of Food." AcceptText="Sounds good. I'll escort you." DeclineDescText="DECLINE MISSION. Prevent the trade from happening. This'll cost you some Influence." DeclineText="That's a bad idea." DoNothingDescText="Delay your decision. The trade might happen without you." DoNothingText="Maybe later." OfferNpc="-1" OfferScene="activity_Offer_Trade" OfferSceneDecline="activity_OfferNo_Surprised" OfferSceneDoNothing="activity_OfferDelay" OfferText="Trade our Ammo for some Food?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="InitMission" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
              <Mission_ActorSetRucksack ActorIndex="3" Rucksack="true" />
              <Mission_ActorSetRucksack ActorIndex="1" Rucksack="true" />
              <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="5" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="0" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="3" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Is loaded up and ready to go." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Trade Opportunity (Food)" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We've gotten word that another group of survivors wants to trade some of their Food for some of our Ammunition. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="1 Case of Ammunition for 5 Daily Rations of Food." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="CheckCosts" ActionType="Action.Background" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Pay" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_NotEnoughResources" PauseWhenOffline="" />
              <Mission_AbortMission />
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION SCRAPPED: Trade" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We had a trade set up with another group of survivors, but we realize that we don't actually have our end of the deal. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="We don't have the resources." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Console_Command Command="LOG: Trade Mission - Aborting; Not Enough Resources" />
              <Scene_ScenePlay Scene="sig_MissionFailure_Solo" SceneReason="MissionActive" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="Pay" ActionType="Action.Passive" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="1" InputFlags="" InputId="Stockpile.Ammo" />
            </Inputs>
            <Outputs>
              <Console_Command Command="LOG: Trade Mission - Spending Resources For Mission" />
              <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="-1" OutputId="Stockpile.Ammo" RewardList="Mission" IconId="2">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
              </EventRewardStat>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="10" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="5" OutputId="Stockpile.Food" RewardList="Mission" IconId="3">
                <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="This trade should benefit everybody. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Traded supplies." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="3" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Delivered the goods." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Delivery" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetRucksack ActorIndex="3" Rucksack="false" />
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionTrade_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_AddTrust DisableBonus="false" EnclaveIndex="0" Trust="-15" />
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d friendship with everyone." />
              </EventAddReward>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-15" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Attempted a trade run for an exchange with %2$s. I was providing escort. %1$s was carrying the goods. Things did not work out." />
                    <SummaryText Flags="" Notes="" Text="Let %1$s down." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="False" OutputDuration="" OutputId="Game.RTS.AttemptedMission" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Prediction_Fixup" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors>
              <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Bully" FunctionTags="MissionOp" HideWarnings="" Optional="" TargetEnclave="" />
            </Actors>
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="True" OutputDuration="" OutputId="Game.RTS.AttemptedMission" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HurtOrFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt" AltOdds="100.0" />
              <Alt AltId="SimFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SimExpire" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt" AltOdds="100.0" />
              <Alt AltId="SimFled" AltOdds="100.0" />
              <Alt AltId="SimFail" AltOdds="100.0" />
              <Alt AltId="SimExpire02" AltOdds="33.3" />
              <Alt AltId="SimExpire03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Okay, so, guess you didn't think that was worthwhile. Fair enough. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimExpire02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, so much for that trade op. I'll let you know if I hear about any more. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimExpire03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s called in - said the guy who was willing to trade with us backed out. Guess we shoulda been a little quicker on the draw, - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt02" AltOdds="33.3" />
              <Alt AltId="SimHurt03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Hey, I told you I saw an opportunity, so I took it. Just... expected it to go a little better, is all. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Hey, we don't have time to wait around on you all the time. I took initiative. How was I supposed to know it'd go to shit? - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried to make that trade on their own. Guess it didn't go so well, though. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFled02" AltOdds="33.3" />
              <Alt AltId="SimFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="So... %1$s decided to try and make that trade run on their own, and I haven't heard from them since. I'm getting worried. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Has anybody seen %1$s? They haven't checked in since they headed out on that trade run... oops. I wasn't supposed to mention that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I tried to tell %1$s not to go for that trade mission, but would they listen? - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="-25" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I turned down a mission. Maybe I could have been more tactful. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Meet">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="" ClearAreaCompletionText="Clear the Area" CompletionScene="genTrade_Exchange" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="RequiresNpcs" HeadlineText="TRADE RUN" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="Return to the Runner" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Head to the Exchange Site" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="4" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="4" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Trade">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="genTrade_Exchange" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" SelectionFlags="" TargetLocationOverride="4" Type="Wait" WaitRadius="0.0" WaitTime="0" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="true" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Return">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="RequiresNpcs" HeadlineText="" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Return Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Game.RTS.NoTradeMissions</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>Stockpile.Ammo</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Trade 1 Case of Ammunition for 10 Pallets of Building Materials." Label="encTradeAmmoForMaterials" MinStartDist="3" MissionOpIcon="MATERIALS_FRIENDLY" OnTaggedScene="" OpportunityScene="genTrade_NewOpp" OpportunityText="Trade Opportunity (Materials)" OpportunityTimeout="1800" OpportunityTypeText="" Priority="3" RdCount="EnclaveRandom" ReminderScene="activity_OppRemind" RevealDist="20" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission encTradeAmmoForMaterials test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="encTrade" MissionOpSurveyIconId="5" MissionOpIconId="18">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="1000.0" SearchRangeMin="300.0" SiteTag="" />
          <TagPoint ActorName="RTSPoint_Limbo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionRestrictions>
        <Action ActionFlags="" ActionId="Mission Restriction" ActionName="" ActionType="Action.Background" ExecuteTimeStandard="0.0" WantDelay="0">
          <Inputs>
            <Enclave_CheckBool EnclaveIndex="" InputFlags="" InputId="HasMaterials" Invert="" UseMissionEnclave="" />
          </Inputs>
        </Action>
      </MissionRestrictions>
      <MissionOfferChoices AcceptDescText="START MISSION. Trade 1 Case of Ammunition for 10 Pallets of Materials." AcceptText="Sounds good. I'll escort you." DeclineDescText="DECLINE MISSION. Prevent the trade from happening. This'll cost you some Influence." DeclineText="That's a bad idea." DoNothingDescText="Delay your decision. The trade might happen without you." DoNothingText="Maybe later." OfferNpc="-1" OfferScene="activity_Offer_Trade" OfferSceneDecline="activity_OfferNo_Surprised" OfferSceneDoNothing="activity_OfferDelay" OfferText="Trade our Ammo for some Materials?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="InitMission" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
              <Mission_ActorSetRucksack ActorIndex="3" Rucksack="true" />
              <Mission_ActorSetRucksack ActorIndex="1" Rucksack="true" />
              <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="5" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="0" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="3" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Is loaded up and ready to go." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Trade Opportunity (Materials)" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We've gotten word that another group of survivors wants to trade some of their Building Materials for some of our Ammunition. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="1 Case of Ammunition for 10 Pallets of Building Materials." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="CheckCosts" ActionType="Action.Background" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Pay" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_NotEnoughResources" PauseWhenOffline="" />
              <Mission_AbortMission />
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION SCRAPPED: Trade" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We had a trade set up with another group of survivors, but we realize that we don't actually have our end of the deal. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="We don't have the resources." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Console_Command Command="LOG: Trade Mission - Aborting; Not Enough Resources" />
              <Scene_ScenePlay Scene="sig_MissionFailure_Solo" SceneReason="MissionActive" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="Pay" ActionType="Action.Passive" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="1" InputFlags="" InputId="Stockpile.Ammo" />
            </Inputs>
            <Outputs>
              <Console_Command Command="LOG: Trade Mission - Spending Resources For Mission" />
              <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="-1" OutputId="Stockpile.Ammo" RewardList="Mission" IconId="2">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
              </EventRewardStat>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="10" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Building" OutputAmount="10" OutputId="Stockpile.Materials" RewardList="Mission" IconId="6">
                <DescriptionText Flags="" Notes="" Text="%+d Construction Materials" />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="This trade should benefit everybody. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Traded supplies." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="3" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Delivered the goods." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Delivery" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetRucksack ActorIndex="3" Rucksack="false" />
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionTrade_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_AddTrust DisableBonus="false" EnclaveIndex="0" Trust="-15" />
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d friendship with everyone." />
              </EventAddReward>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-15" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Attempted a trade run for an exchange with %2$s. I was providing escort. %1$s was carrying the goods. Things did not work out." />
                    <SummaryText Flags="" Notes="" Text="Let %1$s down." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="False" OutputDuration="" OutputId="Game.RTS.AttemptedMission" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Prediction_Fixup" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors>
              <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Bully" FunctionTags="MissionOp" HideWarnings="" Optional="" TargetEnclave="" />
            </Actors>
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="True" OutputDuration="" OutputId="Game.RTS.AttemptedMission" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HurtOrFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt" AltOdds="100.0" />
              <Alt AltId="SimFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SimExpire" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt" AltOdds="100.0" />
              <Alt AltId="SimFled" AltOdds="100.0" />
              <Alt AltId="SimFail" AltOdds="100.0" />
              <Alt AltId="SimExpire02" AltOdds="33.3" />
              <Alt AltId="SimExpire03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Okay, so, guess you didn't think that was worthwhile. Fair enough. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimExpire02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, so much for that trade op. I'll let you know if I hear about any more. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimExpire03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s called in - said the guy who was willing to trade with us backed out. Guess we shoulda been a little quicker on the draw, - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt02" AltOdds="33.3" />
              <Alt AltId="SimHurt03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Hey, I told you I saw an opportunity, so I took it. Just... expected it to go a little better, is all. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Hey, we don't have time to wait around on you all the time. I took initiative. How was I supposed to know it'd go to shit? - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried to make that trade on their own. Guess it didn't go so well, though. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFled02" AltOdds="33.3" />
              <Alt AltId="SimFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="So... %1$s decided to try and make that trade run on their own, and I haven't heard from them since. I'm getting worried. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Has anybody seen %1$s? They haven't checked in since they headed out on that trade run... oops. I wasn't supposed to mention that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I tried to tell %1$s not to go for that trade mission, but would they listen? - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="-25" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I turned down a mission. Maybe I could have been more tactful. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Meet">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="" ClearAreaCompletionText="Clear the Area" CompletionScene="genTrade_Exchange" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="RequiresNpcs" HeadlineText="TRADE RUN" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="Return to the Runner" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Head to the Exchange Site" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="4" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="4" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Trade">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="genTrade_Exchange" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" SelectionFlags="" TargetLocationOverride="4" Type="Wait" WaitRadius="0.0" WaitTime="0" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="true" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Return">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="RequiresNpcs" HeadlineText="" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Return Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Game.RTS.NoTradeMissions</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>Stockpile.Ammo</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Trade 1 Case of Ammunition for 5 Cases of Medicine." Label="encTradeAmmoForMedicine" MinStartDist="3" MissionOpIcon="HEALTH_FRIENDLY" OnTaggedScene="" OpportunityScene="genTrade_NewOpp" OpportunityText="Trade Opportunity (Medicine)" OpportunityTimeout="1800" OpportunityTypeText="" Priority="3" RdCount="EnclaveRandom" ReminderScene="activity_OppRemind" RevealDist="20" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission encTradeAmmoForMedicine test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="encTrade" MissionOpSurveyIconId="6" MissionOpIconId="21">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="1000.0" SearchRangeMin="300.0" SiteTag="" />
          <TagPoint ActorName="RTSPoint_Limbo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionRestrictions>
        <Action ActionFlags="" ActionId="Mission Restriction" ActionName="" ActionType="Action.Background" ExecuteTimeStandard="0.0" WantDelay="0">
          <Inputs>
            <Enclave_CheckBool EnclaveIndex="" InputFlags="" InputId="HasMedicine" Invert="" UseMissionEnclave="" />
          </Inputs>
        </Action>
      </MissionRestrictions>
      <MissionOfferChoices AcceptDescText="START MISSION. Trade 1 Case of Ammunition for 5 Cases of Medicine." AcceptText="Sounds good. I'll escort you." DeclineDescText="DECLINE MISSION. Prevent the trade from happening. This'll cost you some Influence." DeclineText="That's a bad idea." DoNothingDescText="Delay your decision. The trade might happen without you." DoNothingText="Maybe later." OfferNpc="-1" OfferScene="activity_Offer_Trade" OfferSceneDecline="activity_OfferNo_Surprised" OfferSceneDoNothing="activity_OfferDelay" OfferText="Trade our Ammo for some Medicine?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="InitMission" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
              <Mission_ActorSetRucksack ActorIndex="3" Rucksack="true" />
              <Mission_ActorSetRucksack ActorIndex="1" Rucksack="true" />
              <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="5" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="0" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="3" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Is loaded up and ready to go." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Trade Opportunity (Medicine)" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We've gotten word that another group of survivors wants to trade some of their Medicine for some of our Ammunition. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="1 Case of Ammunition for 5 Cases of Medicine." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="CheckCosts" ActionType="Action.Background" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Pay" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_NotEnoughResources" PauseWhenOffline="" />
              <Mission_AbortMission />
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION SCRAPPED: Trade" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We had a trade set up with another group of survivors, but we realize that we don't actually have our end of the deal. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="We don't have the resources." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Console_Command Command="LOG: Trade Mission - Aborting; Not Enough Resources" />
              <Scene_ScenePlay Scene="sig_MissionFailure_Solo" SceneReason="MissionActive" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="Pay" ActionType="Action.Passive" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="1" InputFlags="" InputId="Stockpile.Ammo" />
            </Inputs>
            <Outputs>
              <Console_Command Command="LOG: Trade Mission - Spending Resources For Mission" />
              <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="-1" OutputId="Stockpile.Ammo" RewardList="Mission" IconId="2">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
              </EventRewardStat>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="10" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="5" OutputId="Stockpile.Medicine" RewardList="Mission" IconId="5">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="This trade should benefit everybody. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Traded supplies." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="3" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Delivered the goods." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Delivery" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetRucksack ActorIndex="3" Rucksack="false" />
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionTrade_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_AddTrust DisableBonus="false" EnclaveIndex="0" Trust="-15" />
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d friendship with everyone." />
              </EventAddReward>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-15" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Attempted a trade run for an exchange with %2$s. I was providing escort. %1$s was carrying the goods. Things did not work out." />
                    <SummaryText Flags="" Notes="" Text="Let %1$s down." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="False" OutputDuration="" OutputId="Game.RTS.AttemptedMission" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Prediction_Fixup" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors>
              <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Bully" FunctionTags="MissionOp" HideWarnings="" Optional="" TargetEnclave="" />
            </Actors>
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="True" OutputDuration="" OutputId="Game.RTS.AttemptedMission" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HurtOrFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt" AltOdds="100.0" />
              <Alt AltId="SimFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SimExpire" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt" AltOdds="100.0" />
              <Alt AltId="SimFled" AltOdds="100.0" />
              <Alt AltId="SimFail" AltOdds="100.0" />
              <Alt AltId="SimExpire02" AltOdds="33.3" />
              <Alt AltId="SimExpire03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Okay, so, guess you didn't think that was worthwhile. Fair enough. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimExpire02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, so much for that trade op. I'll let you know if I hear about any more. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimExpire03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s called in - said the guy who was willing to trade with us backed out. Guess we shoulda been a little quicker on the draw, - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt02" AltOdds="33.3" />
              <Alt AltId="SimHurt03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Hey, I told you I saw an opportunity, so I took it. Just... expected it to go a little better, is all. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Hey, we don't have time to wait around on you all the time. I took initiative. How was I supposed to know it'd go to shit? - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried to make that trade on their own. Guess it didn't go so well, though. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFled02" AltOdds="33.3" />
              <Alt AltId="SimFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="So... %1$s decided to try and make that trade run on their own, and I haven't heard from them since. I'm getting worried. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Has anybody seen %1$s? They haven't checked in since they headed out on that trade run... oops. I wasn't supposed to mention that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I tried to tell %1$s not to go for that trade mission, but would they listen? - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="-25" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I turned down a mission. Maybe I could have been more tactful. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Meet">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="" ClearAreaCompletionText="Clear the Area" CompletionScene="genTrade_Exchange" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="RequiresNpcs" HeadlineText="TRADE RUN" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="Return to the Runner" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Head to the Exchange Site" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="4" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="4" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Trade">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="genTrade_Exchange" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" SelectionFlags="" TargetLocationOverride="4" Type="Wait" WaitRadius="0.0" WaitTime="0" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="true" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Return">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="RequiresNpcs" HeadlineText="" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Return Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Game.RTS.NoTradeMissions</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>Stockpile.Ammo</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Trade 1 Case of Ammunition for 5 Barrels of Fuel." Label="encTradeAmmoForFuel" MinStartDist="3" MissionOpIcon="FUEL_FRIENDLY" OnTaggedScene="" OpportunityScene="genTrade_NewOpp" OpportunityText="Trade Opportunity (Fuel)" OpportunityTimeout="1800" OpportunityTypeText="" Priority="3" RdCount="EnclaveRandom" ReminderScene="activity_OppRemind" RevealDist="20" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission encTradeAmmoForFuel test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="encTrade" MissionOpSurveyIconId="4" MissionOpIconId="15">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="1000.0" SearchRangeMin="300.0" SiteTag="" />
          <TagPoint ActorName="RTSPoint_Limbo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionRestrictions>
        <Action ActionFlags="" ActionId="Mission Restriction" ActionName="" ActionType="Action.Background" ExecuteTimeStandard="0.0" WantDelay="0">
          <Inputs>
            <Enclave_CheckBool EnclaveIndex="" InputFlags="" InputId="HasFuel" Invert="" UseMissionEnclave="" />
          </Inputs>
        </Action>
      </MissionRestrictions>
      <MissionOfferChoices AcceptDescText="START MISSION. Trade 1 Case of Ammunition for 5 Barrels of Fuel." AcceptText="Sounds good. I'll escort you." DeclineDescText="DECLINE MISSION. Prevent the trade from happening. This'll cost you some Influence." DeclineText="That's a bad idea." DoNothingDescText="Delay your decision. The trade might happen without you." DoNothingText="Maybe later." OfferNpc="-1" OfferScene="activity_Offer_Trade" OfferSceneDecline="activity_OfferNo_Surprised" OfferSceneDoNothing="activity_OfferDelay" OfferText="Trade our Ammo for some Fuel?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="InitMission" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
              <Mission_ActorSetRucksack ActorIndex="3" Rucksack="true" />
              <Mission_ActorSetRucksack ActorIndex="1" Rucksack="true" />
              <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="5" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="0" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="3" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Is loaded up and ready to go." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Trade Opportunity (Fuel)" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We've gotten word that another group of survivors wants to trade some of their Fuel for some of our Ammunition. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="1 Case of Ammunition for 5 Barrels of Fuel." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="CheckCosts" ActionType="Action.Background" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Pay" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_NotEnoughResources" PauseWhenOffline="" />
              <Mission_AbortMission />
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION SCRAPPED: Trade" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We had a trade set up with another group of survivors, but we realize that we don't actually have our end of the deal. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="We don't have the resources." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Console_Command Command="LOG: Trade Mission - Aborting; Not Enough Resources" />
              <Scene_ScenePlay Scene="sig_MissionFailure_Solo" SceneReason="MissionActive" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="Pay" ActionType="Action.Passive" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="1" InputFlags="" InputId="Stockpile.Ammo" />
            </Inputs>
            <Outputs>
              <Console_Command Command="LOG: Trade Mission - Spending Resources For Mission" />
              <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="-1" OutputId="Stockpile.Ammo" RewardList="Mission" IconId="2">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
              </EventRewardStat>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="10" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Fuel" OutputAmount="5" OutputId="Stockpile.Fuel" RewardList="Mission" IconId="7">
                <DescriptionText Flags="" Notes="" Text="%+d Barrels of Fuel" />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="This trade should benefit everybody. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Traded supplies." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="3" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Delivered the goods." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Delivery" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetRucksack ActorIndex="3" Rucksack="false" />
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionTrade_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_AddTrust DisableBonus="false" EnclaveIndex="0" Trust="-15" />
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d friendship with everyone." />
              </EventAddReward>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-15" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Attempted a trade run for an exchange with %2$s. I was providing escort. %1$s was carrying the goods. Things did not work out." />
                    <SummaryText Flags="" Notes="" Text="Let %1$s down." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="False" OutputDuration="" OutputId="Game.RTS.AttemptedMission" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Prediction_Fixup" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors>
              <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Bully" FunctionTags="MissionOp" HideWarnings="" Optional="" TargetEnclave="" />
            </Actors>
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="True" OutputDuration="" OutputId="Game.RTS.AttemptedMission" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HurtOrFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt" AltOdds="100.0" />
              <Alt AltId="SimFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SimExpire" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt" AltOdds="100.0" />
              <Alt AltId="SimFled" AltOdds="100.0" />
              <Alt AltId="SimFail" AltOdds="100.0" />
              <Alt AltId="SimExpire02" AltOdds="33.3" />
              <Alt AltId="SimExpire03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Okay, so, guess you didn't think that was worthwhile. Fair enough. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimExpire02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, so much for that trade op. I'll let you know if I hear about any more. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimExpire03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s called in - said the guy who was willing to trade with us backed out. Guess we shoulda been a little quicker on the draw, - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt02" AltOdds="33.3" />
              <Alt AltId="SimHurt03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Hey, I told you I saw an opportunity, so I took it. Just... expected it to go a little better, is all. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Hey, we don't have time to wait around on you all the time. I took initiative. How was I supposed to know it'd go to shit? - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried to make that trade on their own. Guess it didn't go so well, though. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFled02" AltOdds="33.3" />
              <Alt AltId="SimFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="So... %1$s decided to try and make that trade run on their own, and I haven't heard from them since. I'm getting worried. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Has anybody seen %1$s? They haven't checked in since they headed out on that trade run... oops. I wasn't supposed to mention that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I tried to tell %1$s not to go for that trade mission, but would they listen? - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="-25" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I turned down a mission. Maybe I could have been more tactful. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Meet">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="" ClearAreaCompletionText="Clear the Area" CompletionScene="genTrade_Exchange" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="RequiresNpcs" HeadlineText="TRADE RUN" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="Return to the Runner" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Head to the Exchange Site" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="4" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="4" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Trade">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="genTrade_Exchange" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" SelectionFlags="" TargetLocationOverride="4" Type="Wait" WaitRadius="0.0" WaitTime="0" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="true" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Return">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="RequiresNpcs" HeadlineText="" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Return Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Game.RTS.NoTradeMissions</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>Stockpile.Ammo</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Trade 15 Daily Rations of Food for 3 Cases of Ammunition." Label="encTradeFoodForAmmo" MinStartDist="3" MissionOpIcon="AMMO_FRIENDLY" OnTaggedScene="" OpportunityScene="genTrade_NewOpp" OpportunityText="Trade Opportunity (Ammo)" OpportunityTimeout="1800" OpportunityTypeText="" Priority="3" RdCount="EnclaveRandom" ReminderScene="activity_OppRemind" RevealDist="20" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="10" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission encTradeFoodForAmmo test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="encTrade" MissionOpSurveyIconId="2" MissionOpIconId="3">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="1000.0" SearchRangeMin="300.0" SiteTag="" />
          <TagPoint ActorName="RTSPoint_Limbo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionRestrictions>
        <Action ActionFlags="" ActionId="Mission Restriction" ActionName="" ActionType="Action.Background" ExecuteTimeStandard="0.0" WantDelay="0">
          <Inputs>
            <Enclave_CheckBool EnclaveIndex="" InputFlags="" InputId="HasAmmo" Invert="" UseMissionEnclave="" />
          </Inputs>
        </Action>
      </MissionRestrictions>
      <MissionOfferChoices AcceptDescText="START MISSION. Trade 15 Daily Rations of Food for 3 Cases of Ammo." AcceptText="Sounds good. I'll escort you." DeclineDescText="DECLINE MISSION. Prevent the trade from happening. This'll cost you some Influence." DeclineText="That's a bad idea." DoNothingDescText="Delay your decision. The trade might happen without you." DoNothingText="Maybe later." OfferNpc="-1" OfferScene="activity_Offer_Trade" OfferSceneDecline="activity_OfferNo_Surprised" OfferSceneDoNothing="activity_OfferDelay" OfferText="Trade our Ammo for some Food?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="InitMission" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
              <Mission_ActorSetRucksack ActorIndex="3" Rucksack="true" />
              <Mission_ActorSetRucksack ActorIndex="1" Rucksack="true" />
              <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="5" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="AddToMissionOpCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatAdd DurationCancellable="" EnclaveIndex="0" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="3" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Is loaded up and ready to go." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Trade Opportunity (Ammo)" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We've gotten word that another group of survivors wants to trade some of their Ammunition for some of our Food. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="10 Daily Rations of Food for 2 Cases of Ammunition." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated">
          <Action ActionFlags="" ActionId="CheckCosts" ActionType="Action.Background" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Pay" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_NotEnoughResources" PauseWhenOffline="" />
              <Mission_AbortMission />
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION SCRAPPED: Trade" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We had a trade set up with another group of survivors, but we realize that we don't actually have our end of the deal. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="We don't have the resources." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Console_Command Command="LOG: Trade Mission - Aborting; Not Enough Resources" />
              <Scene_ScenePlay Scene="sig_MissionFailure_Solo" SceneReason="MissionActive" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="Pay" ActionType="Action.Passive" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="15" InputFlags="" InputId="Stockpile.Food" />
            </Inputs>
            <Outputs>
              <Console_Command Command="LOG: Trade Mission - Spending Resources For Mission" />
              <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-15" OutputId="Stockpile.Food" RewardList="Mission" IconId="3">
                <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
              </EventRewardStat>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="10" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="3" OutputId="Stockpile.Ammo" RewardList="Mission" IconId="2">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="This trade should benefit everybody. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Traded supplies." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="3" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Delivered the goods." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Delivery" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetRucksack ActorIndex="3" Rucksack="false" />
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionTrade_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_AddTrust DisableBonus="false" EnclaveIndex="0" Trust="-15" />
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d friendship with everyone." />
              </EventAddReward>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-15" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Attempted a trade run for an exchange with %2$s. I was providing escort. %1$s was carrying the goods. Things did not work out." />
                    <SummaryText Flags="" Notes="" Text="Let %1$s down." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="False" OutputDuration="" OutputId="Game.RTS.AttemptedMission" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Prediction_Fixup" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors>
              <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Bully" FunctionTags="MissionOp" HideWarnings="" Optional="" TargetEnclave="" />
            </Actors>
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="True" OutputDuration="" OutputId="Game.RTS.AttemptedMission" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HurtOrFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt" AltOdds="100.0" />
              <Alt AltId="SimFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SimExpire" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt" AltOdds="100.0" />
              <Alt AltId="SimFled" AltOdds="100.0" />
              <Alt AltId="SimFail" AltOdds="100.0" />
              <Alt AltId="SimExpire02" AltOdds="33.3" />
              <Alt AltId="SimExpire03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Okay, so, guess you didn't think that was worthwhile. Fair enough. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimExpire02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, so much for that trade op. I'll let you know if I hear about any more. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimExpire03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s called in - said the guy who was willing to trade with us backed out. Guess we shoulda been a little quicker on the draw, - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt02" AltOdds="33.3" />
              <Alt AltId="SimHurt03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Hey, I told you I saw an opportunity, so I took it. Just... expected it to go a little better, is all. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Hey, we don't have time to wait around on you all the time. I took initiative. How was I supposed to know it'd go to shit? - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried to make that trade on their own. Guess it didn't go so well, though. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFled02" AltOdds="33.3" />
              <Alt AltId="SimFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="So... %1$s decided to try and make that trade run on their own, and I haven't heard from them since. I'm getting worried. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Has anybody seen %1$s? They haven't checked in since they headed out on that trade run... oops. I wasn't supposed to mention that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Trade Opportunity" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I tried to tell %1$s not to go for that trade mission, but would they listen? - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurt" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Game.RTS.AttemptedMission" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="LoseInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="-25" OutputId="Family.Influence" RewardList="General" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION DECLINED" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I turned down a mission. Maybe I could have been more tactful. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="This isn't how we make friends." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Meet">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="" ClearAreaCompletionText="Clear the Area" CompletionScene="genTrade_Exchange" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="RequiresNpcs" HeadlineText="TRADE RUN" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="Return to the Runner" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Head to the Exchange Site" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="4" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiTeleportTo ActorIndex="1" TargetActorIndex="4" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Trade">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="genTrade_Exchange" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" SelectionFlags="" TargetLocationOverride="4" Type="Wait" WaitRadius="0.0" WaitTime="0" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="true" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="1" IsCoreNpc="false" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Return">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="RequiresNpcs" HeadlineText="" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Return Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>Stockpile.Food</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Game.RTS.NoTradeMissions</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="" Label="comRecover">
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="75" ApproachScene="" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Investigate the signs of survivor activity." Label="comRecover" MinStartDist="100.0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp" OpportunityText="Missing Survivor" OpportunityTimeout="3600" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="3" TestCommand="rts_reset initmissiontest; cm_addMission comRecover test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="comRecover" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Mood.Fled_Expelled" FunctionTags="Npc, Missing" HideWarnings="True" Optional="" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Enclosed, Outdoor" BuildingFlagsQuery="Enclosed" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="50" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Enclosed, Outdoor" BuildingFlagsQuery="Enclosed" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="500.0" SearchRangeMin="50" SiteTag="" />
          </Building>
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Try to find a lost community member." AcceptText="Of course. I'll help you look." DeclineDescText="DECLINE MISSION. Let them know the futility of their actions." DeclineText="We're probably too late already." DoNothingDescText="Delay your decision." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Offer_ScoutRescue" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="We're missing someone! Help me search!" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="RUMOR: Missing Person" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We've had a sighting of one of our missing persons. We might have a line on %1$s's whereabouts." />
                    <SummaryText Flags="" Notes="" Text="We could check it out." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="-1">
                    <DescriptionText Flags="" Notes="" Text="Currently MIA." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
              <Actor_Flee ActorIndex="0" FleeReasonTrait="" InstantMissing="True" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could be in a jam." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="NextDay">
          <Action ActionFlags="" ActionId="AbortMission (ActorDoesNotHaveTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="DoNothing (ActorHasTrait)" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="DoNothing (ActorHasTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="0" Trait="Trait.Meta.Missing" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-6000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="35" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could be in a jam." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="2" OutputAmount="true" OutputDuration="" OutputStat="MissionRescue_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Good news! %1$s found %3$s, and everybody made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. %3$s just made it home, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s must have an angel on their shoulder, because%1$s found them and got them home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Still no word from %3$s. %1$s really could have used a hand out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The search party couldn't even find %3$s. All in all, could have gone a lot better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice on the search for %3$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, %3$s made it home. %1$s found 'em, but things could have gone better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Ready for some good news/bad news? Good news: %3$s is back home. Bad news: the search party ran into some trouble. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s could have used a hand, but at least the search party got %3$s home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Search">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ScoutRescue_Enter" ClearAreaCompletionText="" CompletionScene="activity_Done_Rescue" Flags="" HeadlineText="Find Missing Survivor" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Missing Survivor" RescueActorIndex="0" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="3" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Actor_EvolveTraits ActorIndex="0" Event="RESETMOOD" EventLogOutput="None" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="LeadHome">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="gen_AssistReady" ClearAreaCompletionText="" CompletionScene="activity_Done_Rescue" FinalStretchDist="30.0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Escort the Survivor" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="75" ApproachScene="activity_Approach_Scout" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Investigate the signs of survivor activity." Label="comRecover_PanickedTarget" MinStartDist="100.0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Neighbor" OpportunityText="Missing Survivor" OpportunityTimeout="3600" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="3" TestCommand="rts_reset initmissiontest; cm_addMission comRecover_PanickedTarget test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="comRecover" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Mood.Fled_Expelled" FunctionTags="Npc, Missing" HideWarnings="True" Optional="" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Enclosed, Outdoor" BuildingFlagsQuery="Enclosed" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="50" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Enclosed, Outdoor" BuildingFlagsQuery="Enclosed" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="500.0" SearchRangeMin="50" SiteTag="" />
          </Building>
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Try to find a lost community member." AcceptText="Of course. I'll help you look." DeclineDescText="DECLINE MISSION. Let them know the futility of their actions." DeclineText="We're probably too late already." DoNothingDescText="Delay your decision." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Offer_ScoutRescue" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="We're missing someone! Help me search!" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="RUMOR: Missing Person" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We've had a sighting of one of our missing persons. We might have a line on %1$s's whereabouts." />
                    <SummaryText Flags="" Notes="" Text="We could check it out." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="-1">
                    <DescriptionText Flags="" Notes="" Text="Currently MIA." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
              <Actor_Flee ActorIndex="0" FleeReasonTrait="" InstantMissing="True" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could be in a jam." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="NextDay">
          <Action ActionFlags="" ActionId="AbortMission (ActorDoesNotHaveTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="DoNothing (ActorHasTrait)" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="DoNothing (ActorHasTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="0" Trait="Trait.Meta.Missing" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-6000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="35" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could be in a jam." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="2" OutputAmount="true" OutputDuration="" OutputStat="MissionRescue_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Good news! %1$s found %3$s, and everybody made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. %3$s just made it home, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s must have an angel on their shoulder, because%1$s found them and got them home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Still no word from %3$s. %1$s really could have used a hand out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The search party couldn't even find %3$s. All in all, could have gone a lot better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice on the search for %3$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, %3$s made it home. %1$s found 'em, but things could have gone better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Ready for some good news/bad news? Good news: %3$s is back home. Bad news: the search party ran into some trouble. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s could have used a hand, but at least the search party got %3$s home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="NeighborRescue">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ScoutRescue_Enter" ClearAreaCompletionText="" CompletionScene="" Flags="LocationMfTargetPos" HeadlineText="Find Missing Survivor" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Missing Survivor" RescueActorIndex="0" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="3" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Actor_EvolveTraits ActorIndex="0" Event="RESETMOOD" EventLogOutput="None" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Siege">
          <Objectives>
            <Objective AbortRadius="75.0" ActivationScene="activity_Plea_Terrified" BarricadeObjectiveText="" BarricadeSetupTime="0.0" BreachActorIndex="-1" ClearAreaCompletionText="Kill Stragglers" CompletionScene="emote_Cheer" Flags="RequiresNpcs, LocationClosestBuildingToNpcs, ShowBarricades" HeadlineText="" MusicBucket="Manual - Defend" MusicBucketDelay="5" ObjectiveText="Defend the Survivor" OutsideSiege="" SelectionFlags="" SpawnableFreaksOnly="" TargetLocationOverride="" Type="Siege" WatchtowerActorIndex="-1" WatchtowerSetupTime="0.0" WatchtowerTpFlags="" WatchtowerTpType="">
              <Activities />
              <Freaks />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetContextTag ActorIndex="0" OutputAmount="true" Text="CombatCower" />
                      <Mission_ActorAiDefend ActorIndex="0" AllowShooting="" TargetActorIndex="-1" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Mission" IconId="93">
                        <NameText Flags="" Notes="" Text="Enclave in trouble!" />
                        <TutorialText Flags="" Notes="" Text="" />
                        <DescArgs />
                        <Descriptions>
                          <EventLogDesc>
                            <DescriptionText Flags="" Notes="" Text="An Enclave sent out a radio request for assistance against a large crowd of encroaching zombies, we were more than happy to oblige." />
                            <SummaryText Flags="" Notes="" Text="Defended the Enclave" />
                          </EventLogDesc>
                        </Descriptions>
                        <NpcEffects />
                      </EventLog>
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveNext">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="activity_Plea_Terrified" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="SiegeWaveLast">
                  <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                      <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="activity_Plea_Terrified" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes>
                <OverrideScene DefaultID="Combat_Mobbed_Gunfire" ReplacementID="" />
                <OverrideScene DefaultID="Combat_Mobbed_Gunfire_Group" ReplacementID="" />
              </OverrideScenes>
              <ProgressScenes />
              <TimedEvents />
              <Waves>
                <Wave ActivityDelay="" MaxZombies="4" MinZombies="4" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                  <Threshold Scene="Siege_WaveProgress" Timeout="10" Value="3" />
                  <Threshold Scene="" Timeout="1" Value="2" />
                </Wave>
                <Wave ActivityDelay="" MaxZombies="5" MinZombies="5" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                  <Threshold Scene="activity_Progress_Danger" Timeout="120" Value="3" />
                </Wave>
              </Waves>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Victory">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="activity_Done_Rescue" Flags="LocationClosestBuildingToNpcs" HeadlineText="" InteractNpcFlags="CompleteOnSpotted" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Check on survivor" SelectionFlags="" TargetActorIndex="0" TargetLocationOverride="-1" Type="InteractNpc">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="75" ApproachScene="activity_Approach_Scout" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Investigate the signs of survivor activity." Label="comRecover_AttackedTarget" MinStartDist="100.0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Neighbor" OpportunityText="Missing Survivor" OpportunityTimeout="3600" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="3" TestCommand="rts_reset initmissiontest; cm_addMission comRecover_AttackedTarget test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="comRecover" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Mood.Fled_Expelled" FunctionTags="Npc, Missing" HideWarnings="True" Optional="" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Enclosed, Outdoor" BuildingFlagsQuery="Enclosed" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="50" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Enclosed, Outdoor" BuildingFlagsQuery="Enclosed" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="500.0" SearchRangeMin="50" SiteTag="" />
          </Building>
          <Building ActorFlags="Closest" ActorName="" BuildingFlagsMask="Enclosed, Outdoor" BuildingFlagsQuery="Enclosed" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="0" SearchRangeMin="" SiteTag="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Try to find a lost community member." AcceptText="Of course. I'll help you look." DeclineDescText="DECLINE MISSION. Let them know the futility of their actions." DeclineText="We're probably too late already." DoNothingDescText="Delay your decision." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Offer_ScoutRescue" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="We're missing someone! Help me search!" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="RUMOR: Missing Person" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We've had a sighting of one of our missing persons. We might have a line on %1$s's whereabouts." />
                    <SummaryText Flags="" Notes="" Text="We could check it out." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="-1">
                    <DescriptionText Flags="" Notes="" Text="Currently MIA." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
              <Actor_Flee ActorIndex="0" FleeReasonTrait="" InstantMissing="True" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could be in a jam." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="NextDay">
          <Action ActionFlags="" ActionId="AbortMission (ActorDoesNotHaveTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="DoNothing (ActorHasTrait)" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="DoNothing (ActorHasTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="0" Trait="Trait.Meta.Missing" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-6000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="35" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could be in a jam." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="2" OutputAmount="true" OutputDuration="" OutputStat="MissionRescue_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Good news! %1$s found %3$s, and everybody made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. %3$s just made it home, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s must have an angel on their shoulder, because%1$s found them and got them home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Still no word from %3$s. %1$s really could have used a hand out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The search party couldn't even find %3$s. All in all, could have gone a lot better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice on the search for %3$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, %3$s made it home. %1$s found 'em, but things could have gone better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Ready for some good news/bad news? Good news: %3$s is back home. Bad news: the search party ran into some trouble. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s could have used a hand, but at least the search party got %3$s home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="NeighborRescue">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ScoutRescue_Enter" ClearAreaCompletionText="" CompletionScene="activity_Done_Rescue" Flags="" HeadlineText="Find Missing Survivor" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Missing Survivor" RescueActorIndex="0" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="3" Type="RescueNpc" ZombiesInRescueBuilding="4">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Actor_EvolveTraits ActorIndex="0" Event="RESETMOOD" EventLogOutput="None" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="ClearArea">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Trouble_Urgent" ClearAreaCompletionText="" CompleteThreshold="3" CompleteThresholdTimer="30.0" CompletionScene="actMove_AfterCombat" FindVehicleText="" Flags="LocationClosestBuildingToNpcs" HeadlineText="" IgnoreNonAggroZombies="True" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear out the Zombies" RequireVehicle="" SelectionFlags="" TargetLocationOverride="" Type="ClearArea">
              <Location ActorLocation="-1" InBuilding="" Radius="15" ZombieCount="0" />
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="LeadHome">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="gen_AssistReady" ClearAreaCompletionText="" CompletionScene="activity_Done_Rescue" FinalStretchDist="30.0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Escort the Survivor" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees>
        <SpawnGuarantee Actor="3" Density="4" InBuilding="True" Radius="10" />
      </SpawnGuarantees>
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="75" ApproachScene="activity_Approach_Scout" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Investigate the signs of survivor activity." Label="comRecover_SearchingTarget" MinStartDist="100.0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Neighbor" OpportunityText="Missing Survivor" OpportunityTimeout="3600" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="3" TestCommand="rts_reset initmissiontest; cm_addMission comRecover_SearchingTarget test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="comRecover" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Mood.Fled_Expelled" FunctionTags="Npc, Missing" HideWarnings="True" Optional="" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Enclosed, Outdoor" BuildingFlagsQuery="Enclosed" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="50" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Enclosed, Outdoor" BuildingFlagsQuery="Enclosed" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="500.0" SearchRangeMin="50" SiteTag="" />
          </Building>
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="275" SearchRangeMin="25" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="500.0" SearchRangeMin="25" SiteTag="" />
          </Building>
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="4" Optional="" SearchRangeMax="275" SearchRangeMin="25" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="4" Optional="" SearchRangeMax="500.0" SearchRangeMin="25" SiteTag="" />
          </Building>
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Try to find a lost community member." AcceptText="Of course. I'll help you look." DeclineDescText="DECLINE MISSION. Let them know the futility of their actions." DeclineText="We're probably too late already." DoNothingDescText="Delay your decision." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Offer_ScoutRescue" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="We're missing someone! Help me search!" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="RUMOR: Missing Person" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We've had a sighting of one of our missing persons. We might have a line on %1$s's whereabouts." />
                    <SummaryText Flags="" Notes="" Text="We could check it out." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="-1">
                    <DescriptionText Flags="" Notes="" Text="Currently MIA." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
              <Actor_Flee ActorIndex="0" FleeReasonTrait="" InstantMissing="True" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could be in a jam." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="NextDay">
          <Action ActionFlags="" ActionId="AbortMission (ActorDoesNotHaveTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="DoNothing (ActorHasTrait)" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="DoNothing (ActorHasTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="0" Trait="Trait.Meta.Missing" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-6000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="35" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could be in a jam." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="2" OutputAmount="true" OutputDuration="" OutputStat="MissionRescue_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Good news! %1$s found %3$s, and everybody made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. %3$s just made it home, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s must have an angel on their shoulder, because%1$s found them and got them home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Still no word from %3$s. %1$s really could have used a hand out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The search party couldn't even find %3$s. All in all, could have gone a lot better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice on the search for %3$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, %3$s made it home. %1$s found 'em, but things could have gone better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Ready for some good news/bad news? Good news: %3$s is back home. Bad news: the search party ran into some trouble. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s could have used a hand, but at least the search party got %3$s home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="NeighborRescue">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ScoutRescue_Enter" ClearAreaCompletionText="" CompletionScene="gen_RescueHiding" Flags="LocationMfTargetPos" HeadlineText="Find Missing Survivor" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Missing Survivor" RescueActorIndex="0" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="3" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Actor_EvolveTraits ActorIndex="0" Event="RESETMOOD" EventLogOutput="None" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Search">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="gen_SearchWithNPC" ClearAreaCompletionText="Clear the Building" CompletionScene="sig_MissionSuccess" Flags="LocationClosestBuildingToNpcs" HeadlineText="" InBuildingObjectiveText="Search this Location" MaxCount="1" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Help Search the Building" Radius="0.0" SelectionFlags="" TargetLocationOverride="" Type="SearchBuilding">
              <FollowupObjective>
                <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
                  <LocationEvents />
                  <ObjectiveEvents />
                  <OverrideScenes />
                  <ProgressScenes />
                  <TimedEvents>
                    <TimedEvent Timer="180">
                      <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                        </Outputs>
                      </Action>
                    </TimedEvent>
                  </TimedEvents>
                </Objective>
              </FollowupObjective>
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="75" ApproachScene="activity_Approach_Scout" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Investigate the signs of survivor activity." Label="comRecover_InjuredTarget" MinStartDist="100.0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Trapped_Ally" OpportunityText="Missing Survivor" OpportunityTimeout="3600" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, TargetPosInBuildingClose, DontAutoWaypointOnAdd, ApproachReqInBuilding" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="3" TestCommand="rts_reset initmissiontest; cm_addMission comRecover_InjuredTarget" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="comRecover" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, , !Trait.Mood.Fled_Expelled, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="True" Optional="" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Enclosed, Outdoor" BuildingFlagsQuery="Enclosed" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="50" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Enclosed, Outdoor" BuildingFlagsQuery="Enclosed" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="500.0" SearchRangeMin="50" SiteTag="" />
          </Building>
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Try to find a lost community member." AcceptText="Of course. I'll help you look." DeclineDescText="DECLINE MISSION. Let them know the futility of their actions." DeclineText="We're probably too late already." DoNothingDescText="Delay your decision." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Offer_ScoutRescue" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="We're missing someone! Help me search!" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="RUMOR: Missing Person" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We've had a sighting of one of our missing persons. We might have a line on %1$s's whereabouts." />
                    <SummaryText Flags="" Notes="" Text="We could check it out." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="-1">
                    <DescriptionText Flags="" Notes="" Text="Currently MIA." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
              <Actor_ApplyBlood ActorIndex="0" Amount="Large" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Hurt_BloodLoss" />
              <Actor_Flee ActorIndex="0" FleeReasonTrait="" InstantMissing="True" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could be in a jam." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="NextDay">
          <Action ActionFlags="" ActionId="AbortMission (ActorDoesNotHaveTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="DoNothing (ActorHasTrait)" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="DoNothing (ActorHasTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="0" Trait="Trait.Meta.Missing" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-6000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="35" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could be in a jam." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="2" OutputAmount="true" OutputDuration="" OutputStat="MissionRescue_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Good news! %1$s found %3$s, and everybody made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. %3$s just made it home, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s must have an angel on their shoulder, because%1$s found them and got them home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Still no word from %3$s. %1$s really could have used a hand out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The search party couldn't even find %3$s. All in all, could have gone a lot better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice on the search for %3$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, %3$s made it home. %1$s found 'em, but things could have gone better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Ready for some good news/bad news? Good news: %3$s is back home. Bad news: the search party ran into some trouble. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s could have used a hand, but at least the search party got %3$s home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="NeighborRescue">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ScoutRescue_Enter" ClearAreaCompletionText="" CompletionScene="activity_Done_Rescue" Flags="" HeadlineText="Find Missing Survivor" InBuildingObjectiveText="Search the Location Thoroughly" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Missing Survivor" RescueActorIndex="0" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="3" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="LeadHome">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_LeadInjured" ClearAreaCompletionText="" CompletionScene="activity_Done_Rescue" FinalStretchDist="50.0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="Get a Vehicle" Flags="LocationHome" HeadlineText="" LeadNpcsFlags="RequireVehicle" MusicBucket="Manual - EscortLead" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Escort the Survivor" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="75" ApproachScene="activity_Approach_Scout" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Investigate the signs of survivor activity." Label="comRecover_SuicideTwist" MinStartDist="100.0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Neighbor" OpportunityText="Missing Survivor" OpportunityTimeout="3600" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="3" TestCommand="rts_reset initmissiontest; cm_addMission comRecover_SuicideTwist test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="comRecover" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, , !Trait.Mood.Fled_Expelled, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="True" Optional="" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Enclosed, Outdoor" BuildingFlagsQuery="Enclosed" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="50" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Enclosed, Outdoor" BuildingFlagsQuery="Enclosed" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="500.0" SearchRangeMin="50" SiteTag="" />
          </Building>
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Try to find a lost community member." AcceptText="Of course. I'll help you look." DeclineDescText="DECLINE MISSION. Let them know the futility of their actions." DeclineText="We're probably too late already." DoNothingDescText="Delay your decision." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Offer_ScoutRescue" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="We're missing someone! Help me search!" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="RUMOR: Missing Person" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We've had a sighting of one of our missing persons. We might have a line on %1$s's whereabouts." />
                    <SummaryText Flags="" Notes="" Text="We could check it out." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="-1">
                    <DescriptionText Flags="" Notes="" Text="Currently MIA." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ChooseInjury" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Fever" />
              <Actor_ApplyBlood ActorIndex="0" Amount="Medium" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
              <Actor_Flee ActorIndex="0" FleeReasonTrait="" InstantMissing="True" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Could be in a jam." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="NextDay">
          <Action ActionFlags="" ActionId="AbortMission (ActorDoesNotHaveTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="DoNothing (ActorHasTrait)" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="DoNothing (ActorHasTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="0" Trait="Trait.Meta.Missing" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-6000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="0" DisableBonus="false" EnclaveNpcTrust="35" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="0" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Missing Survivor" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I found %3$s, but it was too late. I did what I had to. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="RIP" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionTraitCleanup" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="2" OutputAmount="true" OutputDuration="" OutputStat="MissionRescue_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Cleanup" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Good news! %1$s found %3$s, and everybody made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. %3$s just made it home, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s must have an angel on their shoulder, because%1$s found them and got them home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Still no word from %3$s. %1$s really could have used a hand out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The search party couldn't even find %3$s. All in all, could have gone a lot better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice on the search for %3$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, %3$s made it home. %1$s found 'em, but things could have gone better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Ready for some good news/bad news? Good news: %3$s is back home. Bad news: the search party ran into some trouble. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s could have used a hand, but at least the search party got %3$s home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="NeighborRescue">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="ScoutRescue_Enter" ClearAreaCompletionText="" CompletionScene="activity_Rescue_Find_Suicide" Flags="LocationMfTargetPos" HeadlineText="Find Missing Survivor" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Missing Survivor" RescueActorIndex="0" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="3" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="AssistedSuicide">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" Flags="LocationMfTargetPos" HeadlineText="" MusicBucket="Manual - DroneCue" MusicBucketDelay="0" NpcHelpDelay="" ObjectiveText="Kill the Survivor" SelectionFlags="" TargetActorIndex="0" TargetLocationOverride="3" Type="KillActor">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Actor_InventoryWipe ActorIndex="0" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="Missions_ComAway" Label="comAway">
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Help clear an infestation." Label="awayInfestation" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Infestation" OpportunityText="Seek and Destroy" OpportunityTimeout="1800" OpportunityTypeText="" Priority="0" RdCount="GlobalRandom" ReminderScene="activity_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach, AllowFollowerNPCs" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="3" TestCommand="rts_reset initmissiontest; cm_addMission awayInfestation" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="comAway" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Status.Away, !Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Infestation ActorFlags="FindOrSpawn" HideWarnings="" NearActorIdx="-1" Optional="" SearchRangeMax="250.0" SearchRangeMin="0.0" />
          <Player HideWarnings="" Optional="" />
          <Building ActorFlags="Closest" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="0" SearchRangeMin="50" SiteTag="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Earn Trust and Influence." AcceptText="We're in this together." DeclineDescText="CANCEL MISSION. Spend Influence to prevent the attempt. It's safer to just leave it, right?" DeclineText="Leave it alone." DoNothingDescText="Delay your decision. An attempt might be made without you." DoNothingText="Not right now." OfferNpc="-1" OfferScene="activity_Plea_Infestation" OfferSceneDecline="" OfferSceneDoNothing="activity_OfferDelay" OfferText="Want to help clear an infestation?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="2" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="2" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="2" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-3000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="That's one less infestation we've got to worry about. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation cleared." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ReviewAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SayGoodbye" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="10m" PauseWhenOffline="" Trait="Trait.Behavior.SayGoodbyeBeforeLeaving" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s found an infestation and needs some help clearing it out. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Help clear an infestation." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Ready to take out an Infestation." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s took care of that infestation without us. Go team! - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Much as I'd love it if we could claim credit for wiping out that infestation, it sounds like that was all %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, that's one less infestation for us to worry about. Remind me to send %1$s a fruit basket. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Look like that infestation was worse than we thought. %1$s couldn't even make a dent. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s didn't have enough support to clear out that infestation. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, that was a total disaster. %1$s and the team got their butts kicked by that infestation. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Clearing infestations is rough work. Just ask %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, the infestation's dealt with, but %1$s had a pretty nasty time of it. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like clearing out that infestation got pretty hairy. %1$s barely made it out with the team. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="1" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s will be remembered as a hero. Without this sacrifice we would not have triumphed. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Move">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="ZOMBIE INFESTATION" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Head to the Infestation" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="1" Type="LeadNpcs" WaitDist="1000" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <DistAwayThreshold Distance="40">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Mission_CompleteObjective />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Clear Infestation">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_Infestation" ClearAreaCompletionText="" CompletionScene="activity_Done_Secure" Flags="CompleteBeforeScene, RequiresNpcs" HeadlineText="ZOMBIE INFESTATION" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear The Infestation" SelectionFlags="" TargetActorIndex="1" TargetLocationOverride="1" Type="ClearInfestation">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
              <ZombieCountThreshold Count="3">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Scene_ScenePlay Scene="activity_Progress_Danger" SceneReason="MissionActive" />
                  </Outputs>
                </Action>
              </ZombieCountThreshold>
              <ZombieCountThreshold Count="8">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Scene_ScenePlay Scene="Train_AllyKill" SceneReason="MissionActive" />
                  </Outputs>
                </Action>
              </ZombieCountThreshold>
              <ZombieCountThreshold Count="12">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Scene_ScenePlay Scene="Combat_Mobbed" SceneReason="MissionActive" />
                  </Outputs>
                </Action>
              </ZombieCountThreshold>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>6</Amount>
          <Value>!Count.Infestations</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="A friend in trouble." Label="awayRescue_Wounded" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_MissingAlly" OpportunityText="Search and Rescue" OpportunityTimeout="1200" OpportunityTypeText="" Priority="0" RdCount="GlobalRandom" ReminderScene="activity_OppRemind" RevealDist="0.0" SetupFlags="TargetPosInBuildingNear, DontAutoWaypointOnAdd, AllowFollowerNPCs" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission awayRescue_Wounded" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="comAway" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Status.Away, !Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outdoor" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="500" SearchRangeMin="200" SiteTag="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="ChooseInjury" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="None" />
              <Actor_ApplyBlood ActorIndex="0" Amount="Medium" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Mission" InstantMissing="True" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Nobody has any idea where %3$s is. If we don't find them soon, we might not find them at all. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="A friend in trouble." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-3000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s is a little banged up, but it's better than the alternative. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Found %3$s." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Rewards" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="10m" OutputId="Status.RecentMission.Away" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="StatusBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1h" OutputId="Status.Recent.ComRescue" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SurvivorsFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Discord" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Despair" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="ClearPredictions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFail" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFlee" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFail" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFlee" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PredictionFixUp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Game.RTS.SimTough" Invert="" />
            </Inputs>
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just got a call on the radio. %1$s made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. I just heard %1$s just made it home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Don't worry about looking for %1$s; just got word from their people they made it home safe. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s found their way home, but from what I'm hearing, it was a rough trip. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just got a call from %1$s's people. They got home, but without our backup, it went pretty bad. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like %1$s' people aren't too happy with us. I guess %1$s really needed that escort home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s's people are still searching, but it's not looking good. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I don't think %1$s is going to make it home. Guess they just couldn't hold out any longer. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No sign of %1$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Rescue">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="activity_Rescue_Find" Flags="LocationMfTargetPos" HeadlineText="Search and Rescue" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Missing Survivor" RescueActorIndex="0" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="2" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="LeadHome">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="gen_AssistReady" ClearAreaCompletionText="" CompletionScene="activity_Done_Rescue" FinalStretchDist="30.0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="1" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Escort the Survivor" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="1" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="20" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="A friend in trouble." Label="awaySave_Escort" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Trapped_Ally" OpportunityText="Ally in Trouble" OpportunityTimeout="600" OpportunityTypeText="" Priority="0" RdCount="GlobalRandom" ReminderScene="activity_OppRemind_Trapped" RevealDist="0.0" SetupFlags="NpcsAtStart, TargetPosInBuildingNear, ZombiesAtStart, DontAutoWaypointOnAdd, AllowFollowerNPCs" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission awaySave_Escort" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="comAway" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Status.Away, !Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="500" SearchRangeMin="200" SiteTag="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Needs help ASAP." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like %3$s is in a tight spot. Could use a hand getting home. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Needs an escort home." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="ClearPredictions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFail" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFlee" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFail" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFlee" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PredictionFixUp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Game.RTS.SimTough" Invert="" />
            </Inputs>
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just got a call on the radio. %1$s made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. I just heard %1$s just made it home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Don't worry about looking for %1$s; just got word from their people they made it home safe. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s found their way home, but from what I'm hearing, it was a rough trip. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just got a call from %1$s's people. They got home, but without our backup, it went pretty bad. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like %1$s' people aren't too happy with us. I guess %1$s really needed that escort home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s's people are still searching, but it's not looking good. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I don't think %1$s is going to make it home. Guess they just couldn't hold out any longer. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No sign of %1$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-3000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Hopefully next time %3$s will pay a little more attention to what's going on. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Recovered %3$s." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Safe and sound now." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="StatusBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1h" OutputId="Status.Recent.ComRescue" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Save">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Approach_Rescue" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="30.0" CompletionScene="activity_Done_Move" FindVehicleText="" Flags="" HeadlineText="" IgnoreNonAggroZombies="False" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Save The Survivor" RequireVehicle="" SelectionFlags="" TargetLocationOverride="2" Type="ClearArea">
              <Location ActorLocation="2" InBuilding="" Radius="25" ZombieCount="5" />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiDefend ActorIndex="0" AllowShooting="" TargetActorIndex="2" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardTrust_Standard" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="LeadHome">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="gen_AssistReady" ClearAreaCompletionText="" CompletionScene="activity_Done_Rescue" FinalStretchDist="30.0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="1" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Escort the Survivor" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="1" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="20" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="A friend in trouble." Label="awaySave" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Trapped_Ally" OpportunityText="Ally in Trouble" OpportunityTimeout="600" OpportunityTypeText="" Priority="0" RdCount="GlobalRandom" ReminderScene="activity_OppRemind_Trapped" RevealDist="0.0" SetupFlags="NpcsAtStart, TargetPosInBuildingNear, ZombiesAtStart, DontAutoWaypointOnAdd, AllowFollowerNPCs" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission awaySave" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="comAway" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Status.Away, !Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="500" SearchRangeMin="200" SiteTag="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
                <DescriptionText Flags="" Notes="" Text="Needs help ASAP." />
              </EventAddEffectNpc>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like %3$s is in a tight spot. Could use a hand getting home. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Needs an escort home." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="ClearPredictions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFail" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFlee" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFail" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimFlee" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PredictionFixUp" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Game.RTS.SimTough" Invert="" />
            </Inputs>
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.SimHurt" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just got a call on the radio. %1$s made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. I just heard %1$s just made it home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Don't worry about looking for %1$s; just got word from their people they made it home safe. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s found their way home, but from what I'm hearing, it was a rough trip. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just got a call from %1$s's people. They got home, but without our backup, it went pretty bad. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like %1$s' people aren't too happy with us. I guess %1$s really needed that escort home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s's people are still searching, but it's not looking good. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I don't think %1$s is going to make it home. Guess they just couldn't hold out any longer. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No sign of %1$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-3000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="20" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="20" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="20" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="0" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Ally in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Hopefully next time %3$s will pay a little more attention to what's going on. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Recovered %3$s." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Safe and sound now." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="StatusBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1h" OutputId="Status.Recent.ComRescue" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Save">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Approach_Rescue" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="30.0" CompletionScene="activity_Done_Clear" FindVehicleText="" Flags="CompleteBeforeScene" HeadlineText="" IgnoreNonAggroZombies="False" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Save The Survivor" RequireVehicle="" SelectionFlags="" TargetLocationOverride="2" Type="ClearArea">
              <Location ActorLocation="2" InBuilding="" Radius="25" ZombieCount="5" />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorAiDefend ActorIndex="0" AllowShooting="" TargetActorIndex="2" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <EventTrigger Event="fsEvent.Mission_RewardTrust_Standard" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Use noise to lure in the zed." Label="awayDiversion" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Diversion" OpportunityText="Diversion Request" OpportunityTimeout="600" OpportunityTypeText="" Priority="0" RdCount="GlobalRandom" ReminderScene="activity_OppRemind_Diversion" RevealDist="0.0" SetupFlags="DontAutoWaypointOnAdd, AllowFollowerNPCs" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission awayDiversion" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="comAway" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Status.Away, !Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="500" SearchRangeMin="200" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="700" SearchRangeMin="50" SiteTag="" />
          </Building>
          <Player HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="0" SearchRangeMin="0" SiteTag="" />
          <TagPoint ActorName="RTSPoint_Limbo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Actor" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiTeleportTo ActorIndex="0" TargetActorIndex="5" />
              <Mission_ActorAiSet ActorIndex="0" Behavior="Hide" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Diversion Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s needs somebody to create a distraction for them. Got any noisemakers? -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Create a distraction to lure off the zeds." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Could use a diversion." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-3000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Diversion Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Zombies fell for it hook, line, and sinker. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Not too bright, are they?" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Appreciated your help." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Cleanup" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiTeleportTo ActorIndex="0" TargetActorIndex="4" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Cheevo" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Achievement>
                <Achievement Title="ACTIVITY_DISTRACTION" Id="15" />
              </Achievement>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Cleanup" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiTeleportTo ActorIndex="0" TargetActorIndex="4" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Rewards" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <Actor_AddTrust ActorIndex="0" DisableBonus="false" Trust="-5" />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Diversion Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Missed my chance to help out %1$s. I hope everything went alright. - %2$s." />
                    <SummaryText Flags="" Notes="" Text="The opportunity has passed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-5 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Save">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="activity_Done_Diversion" DistractionLocActorIndex="2" DistractionLocRadius="50" Flags="CompleteBeforeScene" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Create a Distraction" ObjectiveTextTooClose="Create a Distraction (Farther)" ObjectiveTextTooFar="Create a Distraction (Closer)" Radius="30.0" SelectionFlags="" TargetLocationOverride="2" Type="Distraction">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="DistractionCreatedTooClose">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Scene_ScenePlay Scene="actDistraction_TooClose" SceneReason="MissionActive" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="15" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Climb up and look for danger." Label="awaySurvey" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Survey" OpportunityText="Survey Request" OpportunityTimeout="600" OpportunityTypeText="" Priority="0" RdCount="GlobalRandom" ReminderScene="activity_OppRemind" RevealDist="0.0" SetupFlags="DontAutoWaypointOnAdd, AllowFollowerNPCs" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission awaySurvey test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="comAway" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Status.Away, !Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <SurveyGroup ActorFlags="" ActorName="" HideWarnings="" NearActorIdx="-1" Optional="" SearchRangeMax="500.0" SearchRangeMin="0.0" />
          <Player HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="500" SearchRangeMin="0" SiteTag="" />
          <TagPoint ActorName="RTSPoint_Limbo" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Actor" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiTeleportTo ActorIndex="0" TargetActorIndex="5" />
              <Mission_ActorAiSet ActorIndex="0" Behavior="Hide" />
              <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="false" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Survey Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We need to get a better sense of what's going on around us. A quick survey would do us a lot of good. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Climb up and scout for danger." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-3000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Survey Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="That should give us a better sense of where we stand. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="All mapped out." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Rewards" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <Actor_AddTrust ActorIndex="0" DisableBonus="false" Trust="-5" />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Diversion Request" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Missed my chance to help out %1$s. I hope everything went alright. - %2$s." />
                    <SummaryText Flags="" Notes="" Text="The opportunity has passed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-5 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Look">
          <Objectives>
            <Objective AbortRadius="150" ActivationScene="" ClearAreaCompletionText="" CompletionScene="activity_Done" Flags="" GetToLookoutText="Head to the survey point." HeadlineText="" MinSurveyTime="10" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" SelectionFlags="" SurveyAreaText="Look for hordes and infestations." SurveyRequirements="Hordes, Infestations" TargetLocationOverride="2" Type="Survey">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="SurveySiteSpotted">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_CompleteObjective />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Callover_Hush" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Help destroy an armored zed." Label="awaySlaySwatZombie" MinStartDist="100.0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Slay" OpportunityText="Zed Hunt (Armored)" OpportunityTimeout="1200" OpportunityTypeText="" Priority="5" RdCount="GlobalRandom" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach, AllowFollowerNPCs" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission awaySlaySwatZombie" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="comAway" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Status.Away, !Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="500" SearchRangeMin="200" SiteTag="" />
          <Player HideWarnings="" Optional="" />
          <Building ActorFlags="Closest" ActorName="" BuildingFlagsMask="Outpost, Enclave, MissionOp, Entered" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="150" SearchRangeMin="25" SiteTag="" />
          <Zombie ActorName="Zombie.SwatZombie" HideWarnings="" NearActorIdx="4" Optional="" />
          <Zombie ActorName="Zombie.SwatZombie" HideWarnings="" NearActorIdx="4" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Work together. Earn Trust. Make things safer." AcceptText="Yes, let's do it." DeclineDescText="CANCEL MISSION. Spend Influence to prevent the attempt. Let the community handle it later." DeclineText="Leave it be." DoNothingDescText="Delay your decision. An attempt might be made without you." DoNothingText="Not now." OfferNpc="-1" OfferScene="activity_Offer_SlaySwat" OfferSceneDecline="activity_OfferNo_Surprised" OfferSceneDoNothing="activity_OfferDelay" OfferText="Help hunt the Armored Zed?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="SetMissionCooldown" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="25m" OutputId="Status.RecentMission.comSlay" PauseWhenOffline="True" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Zed Hunt (Armored)" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We've got sightings of one of those zombies with body armor. Better take it out quick. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Hunt down an Armored zombie." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Spotted a freak." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AddWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.Danger_SwatZombie" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AddFreaks" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="40" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
            </Inputs>
            <Outputs>
              <Zombie.FreakSpawn FreakHash="Zombie.Feral" SpawnPosActorIndex="4" TrackPlayer="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s took care of that freak on their own. Bonus! - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Remember that freak %1$s was having trouble with? Well, no problem any more. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="That's one less freak for the rest of us to worry about, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="So, %1$s went after that freak on their own. It's taken care of, but it was a close call. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried their hand at hunting the most dangerous game. What? No, not people. Freaks. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, the freak's dead, but sounds like %1$s bit off more than they could chew. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s never did take down that freak.... - Lily" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice with that freak. Sorry. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried to take care of that freak, but they just weren't up to it solo. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_SwatZombie" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_SwatZombie" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Game.Recent.ComSlayMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1h" OutputId="Game.Recent.ComSlayMission" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-3000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just doing our part to keep the streets safe. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Scratch one freak." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_SwatZombie" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_SwatZombie" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Hunt">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="activity_Done_Assassinate" ExtraFreakHash="" ExtraZombieCount="0" FindText="Search for the Armored Zombies" Flags="" FreakName="Swat Zombie" FreakType="Zombie.SwatZombie" HeadlineText="" KillText="Destroy the Armored Zombies" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Destroy the Armored Zombies" SelectionFlags="" TargetLocationOverride="4" Type="Assassinate">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Status.RecentMission.comSlay</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>Status.Enemy.Unlock_SwatZombie</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Callover_Hush" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Help destroy a feral zed." Label="awaySlayFeral" MinStartDist="100.0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Slay" OpportunityText="Zed Hunt (Feral)" OpportunityTimeout="1200" OpportunityTypeText="" Priority="5" RdCount="GlobalRandom" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach, AllowFollowerNPCs" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission awaySlayFeral" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="comAway" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Status.Away, !Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="500" SearchRangeMin="200" SiteTag="" />
          <Player HideWarnings="" Optional="" />
          <Building ActorFlags="Closest" ActorName="" BuildingFlagsMask="Outpost, Enclave, MissionOp, Entered" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="150" SearchRangeMin="25" SiteTag="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Work together. Earn Trust. Make things safer." AcceptText="Yes, let's do it." DeclineDescText="CANCEL MISSION. Spend Influence to prevent the attempt. Let the community handle it later." DeclineText="Leave it be." DoNothingDescText="Delay your decision. An attempt might be made without you." DoNothingText="Not now." OfferNpc="-1" OfferScene="activity_Offer_SlayFreak" OfferSceneDecline="" OfferSceneDoNothing="activity_OfferDelay" OfferText="Help hunt the Feral Zombie?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="SetMissionCooldown" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="25m" OutputId="Status.RecentMission.comSlay" PauseWhenOffline="True" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Zed Hunt (Feral)" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="One of those creepy, fast bastards was spotted. We need to end this fucker now! -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Hunt down a Feral zombie." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Spotted a freak." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AddWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.Danger_Feral" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s took care of that freak on their own. Bonus! - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Remember that freak %1$s was having trouble with? Well, no problem any more. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="That's one less freak for the rest of us to worry about, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="So, %1$s went after that freak on their own. It's taken care of, but it was a close call. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried their hand at hunting the most dangerous game. What? No, not people. Freaks. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, the freak's dead, but sounds like %1$s bit off more than they could chew. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s never did take down that freak.... - Lily" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice with that freak. Sorry. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried to take care of that freak, but they just weren't up to it solo. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_Feral" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_Feral" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Game.Recent.ComSlayMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1h" OutputId="Game.Recent.ComSlayMission" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-3000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just doing our part to keep the streets safe. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Scratch one freak." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_Feral" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_Feral" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Hunt">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="activity_Done_Assassinate" ExtraFreakHash="" ExtraZombieCount="0" FindText="Search for the Feral Zombie" Flags="" FreakName="Feral" FreakType="Zombie.Feral" HeadlineText="" KillText="Destroy the Feral Zombie" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Destroy the Feral Zombie" SelectionFlags="" TargetLocationOverride="4" Type="Assassinate">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Status.RecentMission.comSlay</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>Status.Enemy.Unlock_Feral</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Callover_Hush" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Help destroy an army zed." Label="awaySlayArmyZombie" MinStartDist="100.0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Slay" OpportunityText="Zed Hunt (Armored)" OpportunityTimeout="1200" OpportunityTypeText="" Priority="5" RdCount="GlobalRandom" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach, AllowFollowerNPCs" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission awaySlayArmyZombie" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="comAway" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Status.Away, !Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="500" SearchRangeMin="200" SiteTag="" />
          <Player HideWarnings="" Optional="" />
          <Building ActorFlags="Closest" ActorName="" BuildingFlagsMask="Outpost, Enclave, MissionOp, Entered" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="150" SearchRangeMin="25" SiteTag="" />
          <Zombie ActorName="Zombie.ArmyZombie" HideWarnings="" NearActorIdx="4" Optional="" />
          <Zombie ActorName="Zombie.ArmyZombie" HideWarnings="" NearActorIdx="4" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Work together. Earn Trust. Make things safer." AcceptText="Yes, let's do it." DeclineDescText="CANCEL MISSION. Spend Influence to prevent the attempt. Let the community handle it later." DeclineText="Leave it be." DoNothingDescText="Delay your decision. An attempt might be made without you." DoNothingText="Not now." OfferNpc="-1" OfferScene="activity_Offer_SlayFreak" OfferSceneDecline="" OfferSceneDoNothing="activity_OfferDelay" OfferText="Help hunt the Army Zed?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="SetMissionCooldown" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="25m" OutputId="Status.RecentMission.comSlay" PauseWhenOffline="True" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Zed Hunt (Armored)" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Someone spotted an army zombie with body armor. We need to take it out. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Hunt down an Armored zombie." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Spotted a freak." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AddWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.Danger_ArmyZombie" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s took care of that freak on their own. Bonus! - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Remember that freak %1$s was having trouble with? Well, no problem any more. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="That's one less freak for the rest of us to worry about, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="So, %1$s went after that freak on their own. It's taken care of, but it was a close call. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried their hand at hunting the most dangerous game. What? No, not people. Freaks. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, the freak's dead, but sounds like %1$s bit off more than they could chew. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s never did take down that freak.... - Lily" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice with that freak. Sorry. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried to take care of that freak, but they just weren't up to it solo. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_ArmyZombie" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_ArmyZombie" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Game.Recent.ComSlayMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1h" OutputId="Game.Recent.ComSlayMission" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-3000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just doing our part to keep the streets safe. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Scratch one freak." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_ArmyZombie" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_ArmyZombie" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Hunt">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="activity_Done_Assassinate" ExtraFreakHash="" ExtraZombieCount="0" FindText="Search for the Army Zombies" Flags="" FreakName="Army Zeds" FreakType="Zombie.ArmyZombie" HeadlineText="" KillText="Destroy the Army Zombies" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Destroy the Army Zombies" SelectionFlags="" TargetLocationOverride="4" Type="Assassinate">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Status.RecentMission.comSlay</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>Status.Enemy.Unlock_ArmyZombie</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Callover_Hush" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Help destroy a Big Bastard" Label="awaySlayJuggernaut" MinStartDist="100.0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Slay" OpportunityText="Zed Hunt (Big Un)" OpportunityTimeout="1200" OpportunityTypeText="" Priority="5" RdCount="GlobalRandom" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach, AllowFollowerNPCs" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="4" TestCommand="rts_reset initmissiontest; cm_addMission awaySlayJuggernaut" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="comAway" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Status.Away, !Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outdoor" BuildingFlagsQuery="Outdoor" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="600" SearchRangeMin="200" SiteTag="" />
          <Player HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Outdoor, MissionOp, Entered" BuildingFlagsQuery="Outdoor" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="150" SearchRangeMin="25" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Outdoor, MissionOp, Entered" BuildingFlagsQuery="Outdoor" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="250" SearchRangeMin="25" SiteTag="" />
          </Building>
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Work together. Earn Trust. Make things safer." AcceptText="Yes, let's do it." DeclineDescText="CANCEL MISSION. Spend Influence to prevent the attempt. Let the community handle it later." DeclineText="Leave it be." DoNothingDescText="Delay your decision. An attempt might be made without you." DoNothingText="Not now." OfferNpc="-1" OfferScene="activity_Offer_SlayFreak" OfferSceneDecline="" OfferSceneDoNothing="activity_OfferDelay" OfferText="Help hunt the Big Bastard?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="SetMissionCooldown" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="25m" OutputId="Status.RecentMission.comSlay" PauseWhenOffline="True" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Zed Hunt (Big Un)" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="One of the Miller boys was spotted, load up for bear. They can do some serious damage. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Hunt down a Big Bastard zombie." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Spotted a freak." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AddWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.Danger_Juggernaut" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s took care of that freak on their own. Bonus! - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Remember that freak %1$s was having trouble with? Well, no problem any more. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="That's one less freak for the rest of us to worry about, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="So, %1$s went after that freak on their own. It's taken care of, but it was a close call. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried their hand at hunting the most dangerous game. What? No, not people. Freaks. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, the freak's dead, but sounds like %1$s bit off more than they could chew. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s never did take down that freak.... - Lily" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice with that freak. Sorry. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried to take care of that freak, but they just weren't up to it solo. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_Juggernaut" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_Juggernaut" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Game.Recent.ComSlayMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1h" OutputId="Game.Recent.ComSlayMission" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-3000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just doing our part to keep the streets safe. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Scratch one freak." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_Juggernaut" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_Juggernaut" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Hunt">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="activity_Done_Assassinate" ExtraFreakHash="" ExtraZombieCount="0" FindText="Search for the Big Un" Flags="" FreakName="Juggernaut" FreakType="Zombie.Juggernaut" HeadlineText="" KillText="Destroy the Big Un" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Destroy the Big Un" SelectionFlags="" TargetLocationOverride="2" Type="Assassinate">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Status.RecentMission.comSlay</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>Status.Enemy.Unlock_Juggernaut</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Callover_Hush" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Help destroy a bloated zed." Label="awaySlayBloater" MinStartDist="100.0" MissionOpIcon="NPC_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Slay" OpportunityText="Zed Hunt (Rotter)" OpportunityTimeout="1200" OpportunityTypeText="" Priority="5" RdCount="GlobalRandom" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, GreetOnApproach, AllowFollowerNPCs" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission awaySlayBloater" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="comAway" MissionOpSurveyIconId="7" MissionOpIconId="27">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Status.Away, !Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="500" SearchRangeMin="200" SiteTag="" />
          <Player HideWarnings="" Optional="" />
          <Building ActorFlags="Closest" ActorName="" BuildingFlagsMask="Outpost, Enclave, MissionOp, Entered" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="150" SearchRangeMin="25" SiteTag="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Work together. Earn Trust. Make things safer." AcceptText="Yes, let's do it." DeclineDescText="CANCEL MISSION. Spend Influence to prevent the attempt. Let the community handle it later." DeclineText="Leave it be." DoNothingDescText="Delay your decision. An attempt might be made without you." DoNothingText="Not now." OfferNpc="-1" OfferScene="activity_Offer_SlayFreak" OfferSceneDecline="" OfferSceneDoNothing="activity_OfferDelay" OfferText="Help hunt the Bloated Zed?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="SetMissionCooldown" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="25m" OutputId="Status.RecentMission.comSlay" PauseWhenOffline="True" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Zed Hunt (Rotter)" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Report came in on one of those bloated gasbags, we need to kill this one quick. Keep your distance. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Hunt down a Rotter zombie." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Spotted a freak." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AddWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.Danger_Bloater" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s took care of that freak on their own. Bonus! - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Remember that freak %1$s was having trouble with? Well, no problem any more. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="That's one less freak for the rest of us to worry about, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="So, %1$s went after that freak on their own. It's taken care of, but it was a close call. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried their hand at hunting the most dangerous game. What? No, not people. Freaks. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, the freak's dead, but sounds like %1$s bit off more than they could chew. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s never did take down that freak.... - Lily" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice with that freak. Sorry. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried to take care of that freak, but they just weren't up to it solo. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_Bloater" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_Bloater" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="NpcMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NpcMood_Gratitude" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NpcMood_Gratitude" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="5" />
              <EventAddReward Count="5" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Friendship with Everyone at Home" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Game.Recent.ComSlayMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1h" OutputId="Game.Recent.ComSlayMission" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-3000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Just doing our part to keep the streets safe. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Scratch one freak." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_Bloater" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="ClearWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_Bloater" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.ReviewAdvice" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Hunt">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="activity_Done_Assassinate" ExtraFreakHash="" ExtraZombieCount="0" FindText="Search for the Bloated Zombie" Flags="" FreakName="Bloater" FreakType="Zombie.Bloater" HeadlineText="" KillText="Destroy the Bloated Zombie" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Destroy the Bloated Zombie" SelectionFlags="" TargetLocationOverride="4" Type="Assassinate">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Status.RecentMission.comSlay</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>Status.Enemy.Unlock_Bloater</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="10" ApproachScene="genTraining_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="" Label="comTrainCombat" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="genTraining_NewOpp" OpportunityText="Combat Training" OpportunityTimeout="0.0" OpportunityTypeText="TRAINING MISSION" Priority="0" RdCount="GlobalRandom" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, RelocateOnHomeMoved, AllowFollowerNPCs" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="1" TestCommand="rts_reset initmissiontest; cm_addMission comTrainCombat test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="comAway" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.WantsTraining, !Trait.Status.Injury, !Trait.Immune.NonStoryContent" FunctionTags="Home, Npc, NotBusy" HideWarnings="True" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="200" SearchRangeMin="100" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="300.0" SearchRangeMin="100" SiteTag="" />
          </Building>
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, Outdoor, MissionOp" BuildingFlagsQuery="Outdoor" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="0.0" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200.0" SearchRangeMin="0.0" SiteTag="" />
          </Building>
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Go on a training run. Gain Trust." AcceptText="I can teach you a few things." DeclineDescText="DECLINE MISSION. This might not go over so well." DeclineText="You're not." DoNothingDescText="Delay your decision. Maybe if you pretend not to understand, you won't have to do anything." DoNothingText="Thank you." OfferNpc="-1" OfferScene="activity_Offer" OfferSceneDecline="activity_OfferNo_Snark" OfferSceneDoNothing="activity_OfferIgnore_Happy" OfferText="You're pretty good at killing zeds." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Combat Training" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Some of our people could use some pointers on how to kick zed butt. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Teach %3$s a trick or two." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Interested in combat training." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-3000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Combat Training" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s learned a few things." />
                    <SummaryText Flags="" Notes="" Text="%3$s learned a few things." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.WantsTraining" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="DebounceMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1h" OutputId="Status.RecentMission.comTraining" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Move to Melee">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="Train_StealthStart" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="COMBAT TRAINING" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="0" NumZombiesInPathMin="0" ObjectiveText="Lead the Way" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <DistAwayThreshold Distance="45">
                <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Mission_CompleteObjective />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Melee Training">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="Train_MeleeStart" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="30.0" CompletionScene="Train_Hunting" FindVehicleText="" Flags="" HeadlineText="LESSON 1" IgnoreNonAggroZombies="False" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear the Area" RequireVehicle="" SelectionFlags="" TargetLocationOverride="2" Type="ClearArea">
              <Location ActorLocation="2" InBuilding="" Radius="25" ZombieCount="0" />
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Move to Shooting">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="Train_Sneaking" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="LESSON 2" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="0" NumZombiesInPathMin="0" ObjectiveText="Sneak to the Next Location" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="3" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes>
                <OverrideScene DefaultID="actSurvey_Spot_Horde" ReplacementID="Train_SeeHorde" />
              </OverrideScenes>
              <ProgressScenes />
              <DistAwayThreshold Distance="35">
                <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Mission_CompleteObjective />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Shooting Training">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="Train_ShootingStart" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="30.0" CompletionScene="genTraining_Done_Good" FindVehicleText="" Flags="CompleteBeforeScene" HeadlineText="LESSON 3" IgnoreNonAggroZombies="False" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear the Area" RequireVehicle="" SelectionFlags="" TargetLocationOverride="3" Type="ClearArea">
              <Location ActorLocation="3" InBuilding="" Radius="35" ZombieCount="0" />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorEquipGun ActorIndex="0" Text="Pistol_bz75" />
                      <Mission_ActorAiFollow ActorIndex="0" AllowShooting="True" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="50" Scene="Train_Reload" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Status.RecentMission.comTraining</Value>
        </Restriction>
        <Restriction>
          <Amount>500</Amount>
          <Value>Family.Renown</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions>
        <SpawnExclusion Actor="2" Radius="40" />
        <SpawnExclusion Actor="3" Radius="50" />
      </SpawnExclusions>
      <SpawnGuarantees>
        <SpawnGuarantee Actor="2" Density="5" InBuilding="True" Radius="10" />
        <SpawnGuarantee Actor="3" Density="6" InBuilding="True" Radius="25" />
      </SpawnGuarantees>
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="10" ApproachScene="genTraining_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Someone needs a talking to." Label="bagDiscord" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Trouble" OpportunityText="Anger Management" OpportunityTimeout="0.0" OpportunityTypeText="MORALE MISSION" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, RelocateOnHomeMoved, AllowFollowerNPCs" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="1" TestCommand="rts_reset initmissiontest; cm_addMission bagDiscord test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="comAway" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord, Trait.Voice.Playable, !Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Home, Npc, NotBusy" HideWarnings="True" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="200" SearchRangeMin="100" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="300.0" SearchRangeMin="100" SiteTag="" />
          </Building>
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="0.0" SiteTag="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Destroy a few zeds and chat a bit." AcceptText="Let's go for a walk." DeclineDescText="EXPEL FROM COMMUNITY. Or at least try to." DeclineText="You need to leave." DoNothingDescText="Delay your decision. Ignoring the problem will make it go away, won't it?" DoNothingText="Nothing." OfferNpc="-1" OfferScene="GreetingTalk" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="activity_OfferIgnore_Goodbye" OfferText="What do you want?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Anger Management" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s has been on edge lately. Better do something about that before it gets out of hand -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Someone needs a talking to." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Discord" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="NextDay">
          <Action ActionFlags="" ActionId="AbortMission (ActorDoesNotHaveTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="DoNothing (ActorHasTrait)" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="DoNothing (ActorHasTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="0" Trait="Trait.MoodType.Discord" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-3000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Anger Management" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s seems to have calmed down a lot. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Crisis averted." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GainLeadershipXP" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_AddExpertisePoints ActorIndex="4" Expertise="Leadership" Points="50" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Discord" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="DebounceMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1h" OutputId="Status.RecentMission.bagDiscord" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="FailOnDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION FAILED: Anger Management" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I was out with %2$s when things turned south. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%2$s died." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="-15" DisableBonus="false" EnclaveNpcTrust="-50" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-50" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-15" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-15" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="General" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="General" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustMorale" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TryToExpel" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Refuse_NoLeadership" AltOdds="50" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_AddTrust ActorIndex="0" DisableBonus="false" Trust="-100" />
              <Actor_EvolveTraits ActorIndex="4" Event="GUILT" EventLogOutput="General" />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="House" IconId="10">
                <NameText Flags="" Notes="" Text="HOME: Expulsion" />
                <TutorialText Flags="" Notes="" Text="Explusion always lowers your community reputation." />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We just couldn't take the risk anymore. I asked %1$s to leave the community. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s is no longer in the community." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Expelled" />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Fled_Expelled" />
              <EventTrigger Event="fsEvent.ForceMemberOut" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Refuse_NoLeadership" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="4" Trait="!Trait.Progression.Leadership" />
            </Inputs>
            <Outputs>
              <ExecuteAction ActionId="Refuse" />
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="Refuse" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_AddTrust ActorIndex="0" DisableBonus="false" Trust="-50" />
              <Actor_EvolveTraits ActorIndex="4" Event="DISCORD" EventLogOutput="General" />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="House" IconId="10">
                <NameText Flags="" Notes="" Text="HOME: Failed Expulsion" />
                <TutorialText Flags="" Notes="" Text="Unless you have LEADERSHIP, expulsions may be refused." />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I tried asking %1$s to leave for the good of the community. That didn't go over so well. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s isn't going anywhere." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Did not appreciate that." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Discord" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Discord" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Move to Zombies">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="PepTalk_Angry_Start" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="COMBAT TRAINING" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Lead the Way" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="10" Scene="PepTalk_Angry_Intro" />
              </ProgressScenes>
              <DistAwayThreshold Distance="45">
                <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Mission_CompleteObjective />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Kill Zombies In Area">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="Train_MeleeStart" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="30.0" CompletionScene="PepTalk_Angry_Bridge" FindVehicleText="" Flags="" HeadlineText="LESSON 1" IgnoreNonAggroZombies="False" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear the Area" RequireVehicle="" SelectionFlags="" TargetLocationOverride="2" Type="ClearArea">
              <Location ActorLocation="2" InBuilding="" Radius="15" ZombieCount="0" />
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Move to Home">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="PepTalk_FinalStretch" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Return Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="1" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes>
                <OverrideScene DefaultID="actSurvey_Spot_Horde" ReplacementID="Train_SeeHorde" />
              </OverrideScenes>
              <ProgressScenes>
                <ProgressScene PercentComplete="10" Scene="PepTalk_Angry_Conclusion" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Status.Warning.MoraleIssue_Discord</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Status.RecentMission.bagDiscord</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees>
        <SpawnGuarantee Actor="2" Density="6" InBuilding="True" Radius="10" />
      </SpawnGuarantees>
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="10" ApproachScene="genTraining_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Someone needs a talking to." Label="bagFear" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Trouble" OpportunityText="Fear Itself" OpportunityTimeout="0.0" OpportunityTypeText="MORALE MISSION" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="1" TestCommand="rts_reset initmissiontest; cm_addMission bagFear test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="comAway" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, Trait.Voice.Playable, !Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Home, Npc, NotBusy" HideWarnings="True" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="200" SearchRangeMin="100" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="300.0" SearchRangeMin="100" SiteTag="" />
          </Building>
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="0.0" SiteTag="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Destroy a few zeds and chat a bit." AcceptText="Let's go for a walk." DeclineDescText="EXPEL FROM COMMUNITY. Or at least try to." DeclineText="You need to leave." DoNothingDescText="Delay your decision. Ignoring the problem will make it go away, won't it?" DoNothingText="Nothing." OfferNpc="-1" OfferScene="GreetingTalk" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="activity_OfferIgnore_Goodbye" OfferText="What do you want?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Fear Itself" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s has been jumping at shadows lately. We need to do something about that. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Someone needs a talking to." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Fear" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="NextDay">
          <Action ActionFlags="" ActionId="AbortMission (ActorDoesNotHaveTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="DoNothing (ActorHasTrait)" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="DoNothing (ActorHasTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="0" Trait="Trait.MoodType.Fear" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-3000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Fear Itself" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s seems to have gotten it together. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Crisis averted." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GainLeadershipXP" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_AddExpertisePoints ActorIndex="4" Expertise="Leadership" Points="50" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Fear" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="DebounceMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1h" OutputId="Status.RecentMission.bagFear" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="FailOnDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION FAILED: Fear Itself" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I was out with %2$s when things turned south. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%2$s died." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="-15" DisableBonus="false" EnclaveNpcTrust="-50" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-50" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-15" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-15" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="General" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="General" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustMorale" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TryToExpel" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Refuse_NoLeadership" AltOdds="50" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_AddTrust ActorIndex="0" DisableBonus="false" Trust="-100" />
              <Actor_EvolveTraits ActorIndex="4" Event="GUILT" EventLogOutput="General" />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="House" IconId="10">
                <NameText Flags="" Notes="" Text="HOME: Expulsion" />
                <TutorialText Flags="" Notes="" Text="Explusion always lowers your community reputation." />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We just couldn't take the risk anymore. I asked %1$s to leave the community. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s is no longer in the community." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Expelled" />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Fled_Expelled" />
              <EventTrigger Event="fsEvent.ForceMemberOut" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Refuse_NoLeadership" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="4" Trait="!Trait.Progression.Leadership" />
            </Inputs>
            <Outputs>
              <ExecuteAction ActionId="Refuse" />
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="Refuse" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_AddTrust ActorIndex="0" DisableBonus="false" Trust="-50" />
              <Actor_EvolveTraits ActorIndex="4" Event="DISCORD" EventLogOutput="General" />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="House" IconId="10">
                <NameText Flags="" Notes="" Text="HOME: Failed Expulsion" />
                <TutorialText Flags="" Notes="" Text="Unless you have LEADERSHIP, expulsions may be refused." />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I tried asking %1$s to leave for the good of the community. That didn't go over so well. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s isn't going anywhere." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Did not appreciate that." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Fear" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Fear" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="PepTalk_Afraid_Start" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="COMBAT TRAINING" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Lead the Way" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="10" Scene="PepTalk_Afraid_Intro" />
              </ProgressScenes>
              <DistAwayThreshold Distance="45">
                <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Mission_CompleteObjective />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="Train_MeleeStart" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="30.0" CompletionScene="PepTalk_Afraid_Bridge" FindVehicleText="" Flags="" HeadlineText="LESSON 1" IgnoreNonAggroZombies="False" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear the Area" RequireVehicle="" SelectionFlags="" TargetLocationOverride="2" Type="ClearArea">
              <Location ActorLocation="2" InBuilding="" Radius="15" ZombieCount="0" />
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="PepTalk_FinalStretch" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Return Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="1" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes>
                <OverrideScene DefaultID="actSurvey_Spot_Horde" ReplacementID="Train_SeeHorde" />
              </OverrideScenes>
              <ProgressScenes>
                <ProgressScene PercentComplete="10" Scene="PepTalk_Afraid_Conclusion" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Status.Warning.MoraleIssue_Fear</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Status.RecentMission.bagFear</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees>
        <SpawnGuarantee Actor="2" Density="6" InBuilding="True" Radius="10" />
      </SpawnGuarantees>
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="10" ApproachScene="genTraining_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Someone needs a talking to." Label="bagDespair" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Trouble" OpportunityText="Melancholy" OpportunityTimeout="0.0" OpportunityTypeText="MORALE MISSION" Priority="0" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="1" TestCommand="rts_reset initmissiontest; cm_addMission bagDespair  test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="comAway" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair, Trait.Voice.Playable, !Trait.Immune.NonStoryContent, !Trait.Status.Injury" FunctionTags="Home, Npc, NotBusy" HideWarnings="True" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="200" SearchRangeMin="100" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="300.0" SearchRangeMin="100" SiteTag="" />
          </Building>
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="0.0" SiteTag="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Destroy a few zeds and chat a bit." AcceptText="Let's go for a walk." DeclineDescText="EXPEL FROM COMMUNITY. Or at least try to." DeclineText="You need to leave." DoNothingDescText="Delay your decision. Ignoring the problem will make it go away, won't it?" DoNothingText="Nothing." OfferNpc="-1" OfferScene="GreetingTalk" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="activity_OfferIgnore_Goodbye" OfferText="What do you want?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created" />
        <MissionEvent Id="NextDay">
          <Action ActionFlags="" ActionId="AbortMission (ActorDoesNotHaveTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="DoNothing (ActorHasTrait)" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="DoNothing (ActorHasTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="0" Trait="Trait.MoodType.Despair" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Melancholy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s has been really depressed lately. Better do something about that. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Someone needs a talking to." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Despair" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-3000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Melancholy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s seems to have cheered up a lot. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Crisis averted." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GainLeadershipXP" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_AddExpertisePoints ActorIndex="4" Expertise="Leadership" Points="50" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Despair" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="DebounceMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1h" OutputId="Status.RecentMission.bagDespair" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="FailOnDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="MISSION FAILED: Melancholy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I was out with %2$s when things turned south. - %1$s" />
                    <SummaryText Flags="" Notes="" Text="%2$s died." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="-15" DisableBonus="false" EnclaveNpcTrust="-50" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-50" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-15" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-15" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="General" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="General" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustMorale" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TryToExpel" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Refuse_NoLeadership" AltOdds="50" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_AddTrust ActorIndex="0" DisableBonus="false" Trust="-100" />
              <Actor_EvolveTraits ActorIndex="4" Event="GUILT" EventLogOutput="General" />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="House" IconId="10">
                <NameText Flags="" Notes="" Text="HOME: Expulsion" />
                <TutorialText Flags="" Notes="" Text="Explusion always lowers your community reputation." />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We just couldn't take the risk anymore. I asked %1$s to leave the community. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s is no longer in the community." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Expelled" />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Fled_Expelled" />
              <EventTrigger Event="fsEvent.ForceMemberOut" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Refuse_NoLeadership" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="4" Trait="!Trait.Progression.Leadership" />
            </Inputs>
            <Outputs>
              <ExecuteAction ActionId="Refuse" />
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="Refuse" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_AddTrust ActorIndex="0" DisableBonus="false" Trust="-50" />
              <Actor_EvolveTraits ActorIndex="4" Event="DISCORD" EventLogOutput="General" />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="House" IconId="10">
                <NameText Flags="" Notes="" Text="HOME: Failed Expulsion" />
                <TutorialText Flags="" Notes="" Text="Unless you have LEADERSHIP, expulsions may be refused." />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I tried asking %1$s to leave for the good of the community. That didn't go over so well. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s isn't going anywhere." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Did not appreciate that." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Despair" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Despair" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="PepTalk_Sad_Start" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="COMBAT TRAINING" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Lead the Way" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="10" Scene="PepTalk_Sad_Intro" />
              </ProgressScenes>
              <DistAwayThreshold Distance="45">
                <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Mission_CompleteObjective />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="Train_MeleeStart" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="30.0" CompletionScene="PepTalk_Sad_Bridge" FindVehicleText="" Flags="" HeadlineText="LESSON 1" IgnoreNonAggroZombies="False" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear the Area" RequireVehicle="" SelectionFlags="" TargetLocationOverride="2" Type="ClearArea">
              <Location ActorLocation="2" InBuilding="" Radius="15" ZombieCount="5" />
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="PepTalk_FinalStretch" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Return Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="1" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes>
                <OverrideScene DefaultID="actSurvey_Spot_Horde" ReplacementID="Train_SeeHorde" />
              </OverrideScenes>
              <ProgressScenes>
                <ProgressScene PercentComplete="10" Scene="PepTalk_Sad_Complete" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Status.Warning.MoraleIssue_Despair</Value>
        </Restriction>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Status.RecentMission.bagDespair</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees>
        <SpawnGuarantee Actor="2" Density="6" InBuilding="True" Radius="10" />
      </SpawnGuarantees>
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="Missions_EncFavor" Label="encFavor">
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Possible trade opportunity." Label="encRescue_Favor" MinStartDist="100.0" MissionOpIcon="OUTPOST_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Rescue" OpportunityTimeout="3600" OpportunityTypeText="WORK FOR HIRE" Priority="0" RdCount="EnclaveFavor" ReminderScene="" RevealDist="15" SetupFlags="DontAutoWaypointOnAdd, NpcsAtStart, TargetPosInBuildingNear, ApproachReqInBuilding, ApproachReqNpcLos" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="2" TestCommand="rts_reset initmissiontest; cm_addMission encRescue_Favor test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="encFavor" MissionOpSurveyIconId="" MissionOpIconId="35">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="50" SiteTag="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="75" SearchRangeMin="25" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="3" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="" />
          </Building>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Help out in exchange for their most plentiful resource." AcceptText="That's what neighbors are for." DeclineDescText="DECLINE MISSION. They might have something else for you tomorrow." DeclineText="I can't help you." DoNothingDescText="Delay your decision." DoNothingText="Don't give up hope!" OfferNpc="-1" OfferScene="activity_Offer_ScoutRescue" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="activity_OfferMaybe_Please" OfferText="One of our people's been gone a while." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorAiSet ActorIndex="1" Behavior="Vigilant" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionTraits" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="1" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.Leader" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mission.RescueTarget" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="ResourcePayment" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Food" AltOdds="100.0" />
              <Alt AltId="Medicine" AltOdds="100.0" />
              <Alt AltId="Ammo" AltOdds="100.0" />
              <Alt AltId="Medicine" AltOdds="100.0" />
              <Alt AltId="Fuel" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Food" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="2" InputFlags="" InputId="HasFood" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="5" OutputId="Stockpile.Food" RewardList="Mission" IconId="3">
                <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Medicine" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="2" InputFlags="" InputId="HasMedicine" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="5" OutputId="Stockpile.Medicine" RewardList="Mission" IconId="5">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Ammo" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="2" InputFlags="" InputId="HasAmmo" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Ammo" RewardList="Mission" IconId="2">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Materials" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="2" InputFlags="" InputId="HasMaterials" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="5" OutputId="Stockpile.Materials" RewardList="Mission" IconId="3">
                <DescriptionText Flags="" Notes="" Text="%+d Construction Materials" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fuel" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="2" InputFlags="" InputId="HasFuel" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Fuel" OutputAmount="5" OutputId="Stockpile.Fuel" RewardList="Mission" IconId="7">
                <DescriptionText Flags="" Notes="" Text="%+d Barrels of Fuel" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="6" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Helped %3$s find one of their missing people. Got a nice little bonus out of it, too. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Paid for our trouble." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="2" OutputAmount="true" OutputDuration="" OutputStat="MissionRescue_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SurvivorsFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Discord" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Despair" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="6" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="After one died, the others ran away. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Tried to help %1$s and failed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Good news! %1$s found %3$s, and everybody made it home safe and sound. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, you can cancel that missing persons report. %3$s just made it home, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%3$s must have an angel on their shoulder, because%1$s found them and got them home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="1" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Still no word from %3$s. %1$s really could have used a hand out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The search party couldn't even find %3$s. All in all, could have gone a lot better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice on the search for %3$s. Sounds like things got pretty hairy out there. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, %3$s made it home. %1$s found 'em, but things could have gone better. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Ready for some good news/bad news? Good news: %3$s is back home. Bad news: the search party ran into some trouble. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Search and Rescue" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="1" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s could have used a hand, but at least the search party got %3$s home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Search">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_ScoutRescue" ClearAreaCompletionText="" CompletionScene="activity_Rescue_Find" Flags="LocationMfTargetPos" HeadlineText="Find Missing Survivor" InBuildingObjectiveText="Fully Explore this Location" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Find Missing Survivor" RescueActorIndex="0" RescueActorIndex2="-1" RescueActorIndex3="-1" RescueBannerText="%s Found!" SelectionFlags="" TargetLocationOverride="4" Type="RescueNpc" ZombiesInRescueBuilding="0">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="LeadHome">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="gen_AssistReady" ClearAreaCompletionText="" CompletionScene="activity_Done_Rescue" FinalStretchDist="30.0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - EscortLead" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Escort the Survivor" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Possible trade opportunity." Label="encSupplies_Favor" MinStartDist="100.0" MissionOpIcon="OUTPOST_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Supply Run" OpportunityTimeout="1800" OpportunityTypeText="WORK FOR HIRE" Priority="0" RdCount="EnclaveFavor" ReminderScene="" RevealDist="15" SetupFlags="DontAutoWaypointOnAdd, NpcsAtStart, ApproachReqInBuilding, ApproachReqNpcLos" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="0" TestCommand="rts_reset initmissiontest; cm_addMission encSupplies_Favor test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="encFavor" MissionOpSurveyIconId="" MissionOpIconId="35">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="700.0" SearchRangeMin="250" SiteTag="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Help out in exchange for their most plentiful resource." AcceptText="I can provide an escort." DeclineDescText="DECLINE MISSION. They might have something else for you tomorrow." DeclineText="I can't help you." DoNothingDescText="Delay your decision." DoNothingText="Good for you." OfferNpc="-1" OfferScene="activity_Offer_SupplySplit" OfferSceneDecline="" OfferSceneDoNothing="activity_OfferMaybe" OfferText="We've got someone out scavenging." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Actor" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ActorSetCoreNpc ActorIndex="2" IsCoreNpc="false" />
              <Mission_ActorAiTeleportTo ActorIndex="2" TargetActorIndex="1" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="ResourcePayment" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Food" AltOdds="100.0" />
              <Alt AltId="Medicine" AltOdds="100.0" />
              <Alt AltId="Ammo" AltOdds="100.0" />
              <Alt AltId="Medicine" AltOdds="100.0" />
              <Alt AltId="Fuel" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Food" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="0" InputFlags="" InputId="HasFood" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="5" OutputId="Stockpile.Food" RewardList="Mission" IconId="3">
                <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Medicine" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="0" InputFlags="" InputId="HasMedicine" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="5" OutputId="Stockpile.Medicine" RewardList="Mission" IconId="5">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Ammo" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="0" InputFlags="" InputId="HasAmmo" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Ammo" RewardList="Mission" IconId="2">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Materials" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="0" InputFlags="" InputId="HasMaterials" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="5" OutputId="Stockpile.Materials" RewardList="Mission" IconId="3">
                <DescriptionText Flags="" Notes="" Text="%+d Construction Materials" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fuel" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="0" InputFlags="" InputId="HasFuel" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Fuel" OutputAmount="5" OutputId="Stockpile.Fuel" RewardList="Mission" IconId="7">
                <DescriptionText Flags="" Notes="" Text="%+d Barrels of Fuel" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="RewardMoraleAndInfluence" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="25" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="15" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Supply Run" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="2" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Helped %3$s with a supply run. They were glad for the help, so they cut us in. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Paid for our trouble." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Rucksack" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_DropResourceRucksack ActorIndex="2" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="" OutputStat="MissionSupplies_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ActorIsDead ActorIndex="2" Invert="True" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="2" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="2" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="2" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Word on the wireless is %1$s made it home with those supplies. Seemed kinda miffed about not getting any help, though. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="2" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="The supplies made it home safe, but %1$s isn't too happy about having to do it alone. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="2" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="You can scratch that supply run out of your day planner... and expect some harsh words from %1$s. Something about being hung out to dry? - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="2" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled02" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s got home with the supplies, but it was a close call. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s ran into some trouble, but at least they got the supplies home. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s ran into some trouble on the way home from a scavenging run. Probably could have used our help. - %2$s." />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s's supply run shouldn't have taken this long. Their people are freaking out. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s got atacked on that supply run. Tried to fight them off, but without backup.... - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Scavengers" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Nobody's been able to raise %1$s on the radio. Supply runs shouldn't take this long... right? - %2$s." />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="FindNpc">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="" HeadlineText="" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="1" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Complete">
                  <Action ActionFlags="" ActionId="Actor" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="2" IsCoreNpc="true" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="SupplyRunNpcGather">
          <Objectives>
            <Objective AbortRadius="120.0" ActivationScene="actGather_Start" BuildingBreachedScene="Siege_Inside" BuildingBreachedText="Clear Out the Zombies" BuildingClearedScene="" ClearAreaCompletionText="" CompletionScene="activity_Done_Gather" Flags="RequiresNpcs" GatherProgressScene="" GatherTime="45.0" GatherTimeMax="120.0" GatherTimeMin="30.0" HeadlineText="SHARED SUPPLY RUN" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Guard the Perimeter" SelectionFlags="" SetMissionResource="True" TargetLocationOverride="1" Type="Gather">
              <InterruptObjective>
                <Objective AbortRadius="75.0" ActivationScene="actGatherTwist_DigIn" BarricadeObjectiveText="" BarricadeSetupTime="0.0" BreachActorIndex="-1" ClearAreaCompletionText="Eliminate Stragglers" CompletionScene="" Flags="CompleteBeforeScene, RequiresNpcs" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Defend the Perimeter" OutsideSiege="" SelectionFlags="Twist" SpawnableFreaksOnly="" TargetLocationOverride="1" Type="Siege" WatchtowerActorIndex="-1" WatchtowerSetupTime="0.0" WatchtowerTpFlags="" WatchtowerTpType="">
                  <Activities />
                  <Freaks />
                  <LocationEvents />
                  <ObjectiveEvents>
                    <ObjectiveEvent Id="SiegeWaveFirst">
                      <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <Scene_ScenePlay Scene="activity_Start_Group" SceneReason="MissionActive" />
                        </Outputs>
                      </Action>
                    </ObjectiveEvent>
                    <ObjectiveEvent Id="SiegeWaveNext">
                      <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                          <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                        </Outputs>
                      </Action>
                      <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <Scene_ScenePlay Scene="Siege_WaveStart_Next" SceneReason="MissionActive" />
                        </Outputs>
                      </Action>
                    </ObjectiveEvent>
                    <ObjectiveEvent Id="SiegeWaveLast">
                      <Action ActionFlags="" ActionId="Progress_Reward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <EventTrigger Event="fsEvent.Mission_RewardInfluence_Low" />
                          <Display_Text Flags="" Notes="" Text="INFLUENCE GAINED (Mission Progress)" Type="Reward" />
                        </Outputs>
                      </Action>
                      <Action ActionFlags="" ActionId="LineSet Choreography" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                        <RTSActionIcon Name="" Id="" />
                        <NameText Flags="" Notes="" Text="" />
                        <Actors />
                        <Alts />
                        <Effects />
                        <Inputs />
                        <Outputs>
                          <Scene_ScenePlay Scene="Siege_WaveStart_Last" SceneReason="MissionActive" />
                        </Outputs>
                      </Action>
                    </ObjectiveEvent>
                  </ObjectiveEvents>
                  <OverrideScenes>
                    <OverrideScene DefaultID="Combat_Mobbed_Gunfire" ReplacementID="" />
                    <OverrideScene DefaultID="Combat_Mobbed_Gunfire_Group" ReplacementID="" />
                  </OverrideScenes>
                  <ProgressScenes />
                  <TimedEvents />
                  <Waves>
                    <Wave ActivityDelay="" MaxZombies="16" MinZombies="8" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                      <Threshold Scene="actGatherTwist_DigIn_Progress" Timeout="5" Value="4" />
                    </Wave>
                    <Wave ActivityDelay="" MaxZombies="16" MinZombies="8" SpawnActorIdx="-1" SpawnActorIdx2="-1" SpawnActorIdx3="-1">
                      <Threshold Scene="actGatherTwist_DigIn_Done_Clear" Timeout="1" Value="0" />
                    </Wave>
                  </Waves>
                </Objective>
              </InterruptObjective>
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes>
                <OverrideScene DefaultID="Incoming_Zombies_Front" ReplacementID="" />
              </OverrideScenes>
              <ProgressScenes>
                <ProgressScene PercentComplete="50" Scene="actGather_Progress" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="SupplyRunNpcLead">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="activity_Done_Payment" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="RequiresNpcs, LocationHome" HeadlineText="" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="Combat_Grabbed_Group" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Deliver the Supplies" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="0" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="Possible trade opportunity." Label="encInfestation_Favor" MinStartDist="100.0" MissionOpIcon="OUTPOST_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Clear Infestation" OpportunityTimeout="1800" OpportunityTypeText="WORK FOR HIRE" Priority="0" RdCount="EnclaveFavor" ReminderScene="" RevealDist="15" SetupFlags="DontAutoWaypointOnAdd, NpcsAtStart, ApproachReqInBuilding, ApproachReqNpcLos" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="100" StartLocationOverride="4" TestCommand="rts_reset initmissiontest; cm_addMission encInfestation_Favor test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="encFavor" MissionOpSurveyIconId="" MissionOpIconId="35">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Infestation ActorFlags="FindOrSpawn" HideWarnings="" NearActorIdx="-1" Optional="" SearchRangeMax="250.0" SearchRangeMin="0.0" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
          <Building ActorFlags="Closest" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="0" SearchRangeMin="50" SiteTag="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Help out in exchange for their most plentiful resource." AcceptText="That's what neighbors are for." DeclineDescText="DECLINE MISSION. They might have something else for you tomorrow." DeclineText="I can't help you." DoNothingDescText="Delay your decision." DoNothingText="Don't give up hope!" OfferNpc="-1" OfferScene="activity_Plea_Infestation" OfferSceneDecline="activity_OfferNo_Surprised" OfferSceneDoNothing="activity_OfferMaybe" OfferText="We need help clearing out an infestation!" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="ResourcePayment" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Food" AltOdds="100.0" />
              <Alt AltId="Medicine" AltOdds="100.0" />
              <Alt AltId="Ammo" AltOdds="100.0" />
              <Alt AltId="Medicine" AltOdds="100.0" />
              <Alt AltId="Fuel" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Food" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="3" InputFlags="" InputId="HasFood" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="5" OutputId="Stockpile.Food" RewardList="Mission" IconId="3">
                <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Medicine" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="3" InputFlags="" InputId="HasMedicine" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="5" OutputId="Stockpile.Medicine" RewardList="Mission" IconId="5">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Ammo" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="3" InputFlags="" InputId="HasAmmo" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Ammo" RewardList="Mission" IconId="2">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Materials" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="3" InputFlags="" InputId="HasMaterials" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="5" OutputId="Stockpile.Materials" RewardList="Mission" IconId="3">
                <DescriptionText Flags="" Notes="" Text="%+d Construction Materials" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fuel" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="3" InputFlags="" InputId="HasFuel" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Fuel" OutputAmount="5" OutputId="Stockpile.Fuel" RewardList="Mission" IconId="7">
                <DescriptionText Flags="" Notes="" Text="%+d Barrels of Fuel" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="4" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Helped %3$s clear out an infestation. In return, they hooked us up with a little something from their stocks. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Paid for our trouble." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SetMissionBool" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="3" OutputAmount="true" OutputDuration="" OutputStat="MissionInfestation_Done" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Music" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Music_PlayBucket MusicBucket="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="SurvivorsFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Discord" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Fate.Despair" PauseWhenOffline="" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="4" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="After one died, the others ran away. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Tried to help %1$s and failed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s took care of that infestation without us. Go team! - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Much as I'd love it if we could claim credit for wiping out that infestation, it sounds like that was all %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, that's one less infestation for us to worry about. Remind me to send %1$s a fruit basket. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Look like that infestation was worse than we thought. %1$s couldn't even make a dent. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s didn't have enough support to clear out that infestation. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, that was a total disaster. %1$s and the team got their butts kicked by that infestation. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Clearing infestations is rough work. Just ask %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, the infestation's dealt with, but %1$s had a pretty nasty time of it. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Seek and Destroy" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Sounds like clearing out that infestation got pretty hairy. %1$s barely made it out with the team. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="BlazeOfGlory">
          <Action ActionFlags="" ActionId="SetFailReason" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_BoG" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fail" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Helpful" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Even in defeat, we can fight back. %1$s understood that. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s did not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Helpful" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ObjectiveBucketIndex BucketIndex="1" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
                <NameText Flags="" Notes="" Text="BLAZE OF GLORY: %1$s" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="-1" Type="PlayerName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s will be remembered as a hero. Without this sacrifice we would not have triumphed. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Move">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="ZOMBIE INFESTATION" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Head to the Infestation" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="1000" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <DistAwayThreshold Distance="40">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Mission_CompleteObjective />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Clear Infestation">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_Infestation" ClearAreaCompletionText="" CompletionScene="activity_Done_Secure" Flags="CompleteBeforeScene, RequiresNpcs" HeadlineText="ZOMBIE INFESTATION" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear The Infestation" SelectionFlags="" TargetActorIndex="2" TargetLocationOverride="2" Type="ClearInfestation">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
              <ZombieCountThreshold Count="3">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Scene_ScenePlay Scene="activity_Progress_Danger" SceneReason="MissionActive" />
                  </Outputs>
                </Action>
              </ZombieCountThreshold>
              <ZombieCountThreshold Count="8">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Scene_ScenePlay Scene="Train_AllyKill" SceneReason="MissionActive" />
                  </Outputs>
                </Action>
              </ZombieCountThreshold>
              <ZombieCountThreshold Count="12">
                <Action ActionFlags="" ActionId="Objective Actions" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Scene_ScenePlay Scene="Combat_Mobbed" SceneReason="MissionActive" />
                  </Outputs>
                </Action>
              </ZombieCountThreshold>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>6</Amount>
          <Value>!Count.Infestations</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Possible trade opportunity." Label="encSlaySwat_Favor" MinStartDist="100.0" MissionOpIcon="OUTPOST_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Zed Hunt" OpportunityTimeout="1200" OpportunityTypeText="WORK FOR HIRE" Priority="5" RdCount="EnclaveFavor" ReminderScene="" RevealDist="15" SetupFlags="DontAutoWaypointOnAdd, NpcsAtStart, ApproachReqInBuilding, ApproachReqNpcLos" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="1" TestCommand="rts_reset initmissiontest; cm_addMission encSlaySwat_Favor test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="encFavor" MissionOpSurveyIconId="" MissionOpIconId="35">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="500" SearchRangeMin="200" SiteTag="" />
          <Player HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="0" SearchRangeMin="0" SiteTag="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Help out in exchange for their most plentiful resource." AcceptText="That's what neighbors are for." DeclineDescText="DECLINE MISSION. They might have something else for you tomorrow." DeclineText="I can't help you." DoNothingDescText="Delay your decision." DoNothingText="Not now." OfferNpc="-1" OfferScene="activity_Offer_SlaySwat" OfferSceneDecline="activity_OfferNo_Surprised" OfferSceneDoNothing="activity_OfferMaybe" OfferText="Help destroy some armored zombies?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="ResourcePayment" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Food" AltOdds="100.0" />
              <Alt AltId="Medicine" AltOdds="100.0" />
              <Alt AltId="Ammo" AltOdds="100.0" />
              <Alt AltId="Medicine" AltOdds="100.0" />
              <Alt AltId="Fuel" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Food" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="1" InputFlags="" InputId="HasFood" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="5" OutputId="Stockpile.Food" RewardList="Mission" IconId="3">
                <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Medicine" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="1" InputFlags="" InputId="HasMedicine" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="5" OutputId="Stockpile.Medicine" RewardList="Mission" IconId="5">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Ammo" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="1" InputFlags="" InputId="HasAmmo" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Ammo" RewardList="Mission" IconId="2">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Materials" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="1" InputFlags="" InputId="HasMaterials" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="5" OutputId="Stockpile.Materials" RewardList="Mission" IconId="3">
                <DescriptionText Flags="" Notes="" Text="%+d Construction Materials" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fuel" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="1" InputFlags="" InputId="HasFuel" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Fuel" OutputAmount="5" OutputId="Stockpile.Fuel" RewardList="Mission" IconId="7">
                <DescriptionText Flags="" Notes="" Text="%+d Barrels of Fuel" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Zed Hunt (Armored)" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Helped %3$s take out an Armored zombie. They said thanks with some supply stockpiles. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="Paid for our trouble." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Activated" />
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s took care of that freak on their own. Bonus! - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Remember that freak %1$s was having trouble with? Well, no problem any more. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="That's one less freak for the rest of us to worry about, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="So, %1$s went after that freak on their own. It's taken care of, but it was a close call. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried their hand at hunting the most dangerous game. What? No, not people. Freaks. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, the freak's dead, but sounds like %1$s bit off more than they could chew. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s never did take down that freak.... - Lily" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice with that freak. Sorry. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried to take care of that freak, but they just weren't up to it solo. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Hunt">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="activity_Done_Assassinate" ExtraFreakHash="" ExtraZombieCount="0" FindText="Search for the Armored Zombies" Flags="" FreakName="Swat Zombie" FreakType="Zombie.SwatZombie" HeadlineText="" KillText="Destroy the Armored Zombies" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Destroy the Armored Zombies" SelectionFlags="" TargetLocationOverride="4" Type="Assassinate">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="Possible trade opportunity." Label="encSlayFeral_Favor" MinStartDist="100.0" MissionOpIcon="OUTPOST_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="Zed Hunt" OpportunityTimeout="1200" OpportunityTypeText="WORK FOR HIRE" Priority="5" RdCount="EnclaveFavor" ReminderScene="" RevealDist="15" SetupFlags="DontAutoWaypointOnAdd, NpcsAtStart, ApproachReqInBuilding, ApproachReqNpcLos" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="1" TestCommand="rts_reset initmissiontest; cm_addMission encSlayFeral_Favor test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Investigate" Type="encFavor" MissionOpSurveyIconId="" MissionOpIconId="35">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="500" SearchRangeMin="200" SiteTag="" />
          <Player HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="0" SearchRangeMin="0" SiteTag="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Help out in exchange for their most plentiful resource." AcceptText="That's what neighbors are for." DeclineDescText="DECLINE MISSION. They might have something else for you tomorrow." DeclineText="I can't help you." DoNothingDescText="Delay your decision." DoNothingText="Not now." OfferNpc="-1" OfferScene="activity_Offer_SlayFeral" OfferSceneDecline="activity_OfferNo_Surprised" OfferSceneDoNothing="activity_OfferMaybe" OfferText="Help destroy a feral zombie?" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="ResourcePayment" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Food" AltOdds="100.0" />
              <Alt AltId="Medicine" AltOdds="100.0" />
              <Alt AltId="Ammo" AltOdds="100.0" />
              <Alt AltId="Medicine" AltOdds="100.0" />
              <Alt AltId="Fuel" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Food" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="1" InputFlags="" InputId="HasFood" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="5" OutputId="Stockpile.Food" RewardList="Mission" IconId="3">
                <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Medicine" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="1" InputFlags="" InputId="HasMedicine" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="5" OutputId="Stockpile.Medicine" RewardList="Mission" IconId="5">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Ammo" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="1" InputFlags="" InputId="HasAmmo" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Ammo" RewardList="Mission" IconId="2">
                <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Materials" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="1" InputFlags="" InputId="HasMaterials" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="5" OutputId="Stockpile.Materials" RewardList="Mission" IconId="3">
                <DescriptionText Flags="" Notes="" Text="%+d Construction Materials" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Fuel" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Enclave_CheckBool EnclaveIndex="1" InputFlags="" InputId="HasFuel" Invert="" UseMissionEnclave="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Fuel" OutputAmount="5" OutputId="Stockpile.Fuel" RewardList="Mission" IconId="7">
                <DescriptionText Flags="" Notes="" Text="%+d Barrels of Fuel" />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="PlayerMood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="PlayerMood_Pride" AltOdds="20.0" />
              <Alt AltId="PlayerMood_Hope" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="GRATITUDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="PRIDE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="PlayerMood_Hope" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="3" Event="HOPE" EventLogOutput="Mission" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="HomeRewards" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="5" OutputId="Family.Influence" RewardList="Mission" IconId="15">
                <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
              </EventRewardStat>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="Mission" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Created" />
        <MissionEvent Id="Activated" />
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Prediction" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_ExecuteSim />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="ExecuteFlee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
            </Inputs>
            <Outputs>
              <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Timeout" InstantMissing="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Empty" RewardList="General" IconId="1">
                <DescriptionText Flags="" Notes="" Text="Dude is now missing." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail" AltOdds="100" />
              <Alt AltId="SimHurt" AltOdds="100" />
              <Alt AltId="SimFled" AltOdds="100" />
              <Alt AltId="SimComplete02" AltOdds="33.3" />
              <Alt AltId="SimComplete03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s took care of that freak on their own. Bonus! - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Remember that freak %1$s was having trouble with? Well, no problem any more. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="SimComplete03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="That's one less freak for the rest of us to worry about, courtesy of %1$s. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s survived." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="-10 Friendship." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled02" AltOdds="33.3" />
              <Alt AltId="SimHurtFled03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="So, %1$s went after that freak on their own. It's taken care of, but it was a close call. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried their hand at hunting the most dangerous game. What? No, not people. Freaks. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurtFled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Well, the freak's dead, but sounds like %1$s bit off more than they could chew. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Infestation destroyed" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimFail02" AltOdds="33.3" />
              <Alt AltId="SimFail03" AltOdds="50.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s never did take down that freak.... - Lily" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="No dice with that freak. Sorry. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFail03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Zed Hunt" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="%1$s tried to take care of that freak, but they just weren't up to it solo. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="Things didn't go well." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="SimHurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Hurt" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="SimFled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="SimHurtFled" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="Mission.Sim.Flee" Invert="" />
              <CheckBool InputFlags="" InputId="!Mission.Sim.Fail" Invert="" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="Abort" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Hunt">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="activity_Start_Lead" ClearAreaCompletionText="" CompletionScene="activity_Done_Assassinate" ExtraFreakHash="" ExtraZombieCount="0" FindText="Search for the Feral Zombie" Flags="" FreakName="Feral" FreakType="Zombie.Feral" HeadlineText="" KillText="Destroy the Feral Zombies" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Destroy the Feral Zombie" SelectionFlags="" TargetLocationOverride="4" Type="Assassinate">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="" Label="encTraining">
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="10" ApproachScene="genTraining_Approach" AreaClearScene="" AreaNotSafeScene="" DescriptionText="" Label="encTrainCombat" MinStartDist="100.0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Neighbor" OpportunityText="Combat Training" OpportunityTimeout="0.0" OpportunityTypeText="TRAINING MISSION" Priority="0" RdCount="EnclaveRandom" ReminderScene="" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="1" TestCommand="rts_reset initmissiontest; cm_addMission comTrainCombat test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="encTraining" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent" FunctionTags="NotBusy" HideWarnings="True" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="200" SearchRangeMin="100" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="300.0" SearchRangeMin="100" SiteTag="" />
          </Building>
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, Outdoor, MissionOp" BuildingFlagsQuery="Outdoor" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200" SearchRangeMin="0.0" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="200.0" SearchRangeMin="0.0" SiteTag="" />
          </Building>
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Go on a training run. Gain Trust." AcceptText="I can teach you a few things." DeclineDescText="DECLINE MISSION. This might not go over so well." DeclineText="You're not." DoNothingDescText="Delay your decision. Maybe if you pretend not to understand, you won't have to do anything." DoNothingText="Thank you." OfferNpc="-1" OfferScene="activity_Offer" OfferSceneDecline="activity_OfferNo_Snark" OfferSceneDoNothing="activity_OfferIgnore_Happy" OfferText="You're pretty good at killing zeds." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Combat Training" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Some of our people could use some pointers on how to kick zed butt. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="Teach %3$s a trick or two." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Interested in combat training." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Activated" />
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GiveFatigueToCoreNpcs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_StaminaTankModify ActorIndex="0" Amount="-3000" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="10" DisableBonus="false" EnclaveNpcTrust="20" />
              <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="10" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="10" ExludeFromSummary="false" Icon="Friendship" RewardList="Mission" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="10" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="Mission" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Combat Training" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Showed %3$s and their people some survival tips. They were happy to trade some supplies for the information. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="%3$s learned a few things." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="Mission" />
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.WantsTraining" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="DebounceMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1h" OutputId="Status.RecentMission.comTraining" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Move to Melee">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="Train_StealthStart" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="COMBAT TRAINING" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="0" NumZombiesInPathMin="0" ObjectiveText="Lead the Way" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="2" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <DistAwayThreshold Distance="45">
                <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Mission_CompleteObjective />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Melee Training">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="Train_MeleeStart" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="30.0" CompletionScene="Train_Hunting" FindVehicleText="" Flags="" HeadlineText="LESSON 1" IgnoreNonAggroZombies="False" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear the Area" RequireVehicle="" SelectionFlags="" TargetLocationOverride="2" Type="ClearArea">
              <Location ActorLocation="2" InBuilding="" Radius="25" ZombieCount="0" />
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Move to Shooting">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="Train_Sneaking" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="LESSON 2" LeadNpcsFlags="" MusicBucket="" MusicBucketDelay="0" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="0" NumZombiesInPathMin="0" ObjectiveText="Sneak to the Next Location" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="3" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes>
                <OverrideScene DefaultID="actSurvey_Spot_Horde" ReplacementID="Train_SeeHorde" />
              </OverrideScenes>
              <ProgressScenes />
              <DistAwayThreshold Distance="35">
                <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                  <RTSActionIcon Name="" Id="" />
                  <NameText Flags="" Notes="" Text="" />
                  <Actors />
                  <Alts />
                  <Effects />
                  <Inputs />
                  <Outputs>
                    <Mission_CompleteObjective />
                  </Outputs>
                </Action>
              </DistAwayThreshold>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="Shooting Training">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="Train_ShootingStart" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="30.0" CompletionScene="genTraining_Done_Good" FindVehicleText="" Flags="CompleteBeforeScene" HeadlineText="LESSON 3" IgnoreNonAggroZombies="False" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Clear the Area" RequireVehicle="" SelectionFlags="" TargetLocationOverride="3" Type="ClearArea">
              <Location ActorLocation="3" InBuilding="" Radius="35" ZombieCount="0" />
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorEquipGun ActorIndex="0" Text="Pistol_bz75" />
                      <Mission_ActorAiFollow ActorIndex="0" AllowShooting="True" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes>
                <ProgressScene PercentComplete="50" Scene="Train_Reload" />
              </ProgressScenes>
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions>
        <Restriction>
          <Amount>1</Amount>
          <Value>!Status.RecentMission.comTraining</Value>
        </Restriction>
        <Restriction>
          <Amount>500</Amount>
          <Value>Family.Renown</Value>
        </Restriction>
      </Restrictions>
      <SpawnExclusions>
        <SpawnExclusion Actor="2" Radius="40" />
        <SpawnExclusion Actor="3" Radius="50" />
      </SpawnExclusions>
      <SpawnGuarantees>
        <SpawnGuarantee Actor="2" Density="5" InBuilding="True" Radius="10" />
        <SpawnGuarantee Actor="3" Density="6" InBuilding="True" Radius="25" />
      </SpawnGuarantees>
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="" Label="comMember">
    <MissionFramework ActivateType="InteractNpc" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="An unplanned death is a danger to everyone." Label="comMercyShot" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp" OpportunityText="Mercy Shot" OpportunityTimeout="0.0" OpportunityTypeText="DECISION" Priority="0" RdCount="" ReminderScene="activity_OppRemind" RevealDist="0.0" SetupFlags="NpcsAtStart, DontAutoWaypointOnAdd, RelocateOnHomeMoved" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="1" TestCommand="rts_reset initmissiontest; cm_addMission comMercyShot test" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="comMember" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.PotentialMercyShot, Trait.Voice.Playable, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie, !Trait.Status.Family" FunctionTags="NotBusy" HideWarnings="True" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Enclosed" BuildingFlagsQuery="Enclosed" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="100" SearchRangeMin="50" SiteTag="">
            <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="500.0" SearchRangeMin="50" SiteTag="" />
          </Building>
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="START MISSION. Kill this community member before it's too late." AcceptText="We can't take that risk." DeclineDescText="EXPEL FROM COMMUNITY. Or at least try to." DeclineText="You can't stay here." DoNothingDescText="Delay your decision." DoNothingText="Don't give up hope!" OfferNpc="-1" OfferScene="activity_Offer_Sad" OfferSceneDecline="activity_OfferNo_Insult" OfferSceneDoNothing="" OfferText="I know I might not make it." />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="MISSION: Mercy Shot" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="It's an ugly choice, but we have to consider the risks to the entire community. -%2$s" />
                    <SummaryText Flags="" Notes="" Text="%3$s might not make it." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="In bad shape. Might turn and attack us in our sleep." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="NextDay">
          <Action ActionFlags="" ActionId="AbortMission (ActorDoesNotHaveTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="DoNothing (ActorHasTrait)" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="DoNothing (ActorHasTrait)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="0" Trait="Trait.Status.PotentialMercyShot" />
            </Inputs>
            <Outputs />
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutComMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.RecentMission_Away" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Mercy Shot" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="PlayerName" />
                  <EventDescArg Param="0" Type="CommandName" />
                  <EventDescArg Param="0" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Goddamn I'm tired of having to make the hard choice. We won't forget you. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="In Pace Requiescat" />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <ExecuteAction ActionId="ReputationDecrease" />
              <Achievement>
                <Achievement Title="HOME_MERCY_SHOT" Id="21" />
              </Achievement>
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="ReputationDecrease" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="NegativeRep" AltOdds="25" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="NegativeRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <CheckBool InputFlags="" InputId="!Status.Reputation.Weak" Invert="" />
            </Inputs>
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Good" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Reputation.Bad" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Weak" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Neutral" PauseWhenOffline="" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Declined">
          <Action ActionFlags="" ActionId="AdjustTrustAndRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_RewardTrust CoreNpcTrust="-15" DisableBonus="false" EnclaveNpcTrust="-50" />
              <RTSStat_Add DurationCancellable="" OutputAmount="-50" OutputDuration="" OutputId="Stat.Reputation_Points" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TrustGainOrLoss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="TrustGainOrLoss_Loss" AltOdds="100" />
              <Alt AltId="TrustGainOrLoss_Gain" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-15" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="TrustGainOrLoss_Loss" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-15" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <EventAddReward Count="-15" ExludeFromSummary="false" Icon="Friendship" RewardList="General" IconId="17">
                <DescriptionText Flags="" Notes="" Text="%+d Trust with these survivors." />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="GoodOrEvilActs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="GoodOrEvilActs_Evil" AltOdds="100" />
              <Alt AltId="GoodOrEvilActs_Good" AltOdds="100" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs />
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Evil" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="Game.RTS.AlwaysNegative" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
              <EventAddReward Count="-1" ExludeFromSummary="false" Icon="Reknown" RewardList="General" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Worsened" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="GoodOrEvilActs_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Check InputAmount="-50" InputFlags="" InputId="!Game.RTS.AlwaysFalse" />
            </Inputs>
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.Reputation_BadActs" PauseWhenOffline="" />
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
              <EventAddReward Count="1" ExludeFromSummary="true" Icon="Reknown" RewardList="General" IconId="16">
                <DescriptionText Flags="" Notes="" Text="Community Reputation Improved" />
              </EventAddReward>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.UpdateReputation" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AdjustMorale" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="TryToExpel" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="Refuse_NoLeadership" AltOdds="50" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_AddTrust ActorIndex="0" DisableBonus="false" Trust="-100" />
              <Actor_EvolveTraits ActorIndex="2" Event="GUILT" EventLogOutput="General" />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="House" IconId="10">
                <NameText Flags="" Notes="" Text="HOME: Expulsion" />
                <TutorialText Flags="" Notes="" Text="Explusion always lowers your community reputation." />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We just couldn't take the risk anymore. I asked %1$s to leave the community. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s is no longer in the community." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Expelled" />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Fled_Expelled" />
              <EventTrigger Event="fsEvent.ForceMemberOut" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Refuse_NoLeadership" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Actor_HasTrait ActorIndex="2" Trait="!Trait.Progression.Leadership" />
            </Inputs>
            <Outputs>
              <ExecuteAction ActionId="Refuse" />
            </Outputs>
          </Action>
          <Action ActionFlags="Subaction" ActionId="Refuse" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_AddTrust ActorIndex="0" DisableBonus="false" Trust="-50" />
              <Actor_EvolveTraits ActorIndex="2" Event="DISCORD" EventLogOutput="General" />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="House" IconId="10">
                <NameText Flags="" Notes="" Text="HOME: Failed Expulsion" />
                <TutorialText Flags="" Notes="" Text="Unless you have LEADERSHIP, expulsions may be refused." />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="0" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I tried asking %1$s to leave for the good of the community. That didn't go over so well. - %2$s" />
                    <SummaryText Flags="" Notes="" Text="%1$s isn't going anywhere." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Did not appreciate that." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="IncrementMissionCasualtyCounter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Mission.Temp.Casualties" PauseWhenOffline="" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Check_AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts>
              <Alt AltId="AbortOnCoreNpcDeath" AltOdds="0" />
              <Alt AltId="NoAbort_FailOnDeathNpc" AltOdds="100.0" />
            </Alts>
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_KeyNpcDied" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="AbortOnCoreNpcDeath" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.FailReason_FledAfterDeath" PauseWhenOffline="" />
              <Mission_AbortMission />
            </Outputs>
          </Action>
          <Action ActionFlags="Alt" ActionId="NoAbort_FailOnDeathNpc" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_ActorIsDead ActorIndex="0" Invert="True" />
            </Inputs>
            <Outputs />
          </Action>
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="FAILED: Mercy Shot" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="ActorName" />
                  <EventDescArg Param="" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="I was trying to give %1$s a dignified end. I failed. - %2$s " />
                    <SummaryText Flags="" Notes="" Text="%1$s killed by zeds." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="0" Value="-1">
                    <DescriptionText Flags="" Notes="" Text="Died." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="AbortMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Status.MercyShot" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" FinalStretchDist="30.0" FinalStretchScene="" FindVehicleText="" Flags="" HeadlineText="MERCY SHOT" LeadNpcsFlags="CompleteOnEnterBuilding" MusicBucket="Manual - DroneCue" MusicBucketDelay="5" NoVehicleText="" NpcGrabbedScene="" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="" NumZombiesInPathMin="" ObjectiveText="Go Somewhere Isolated" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="3" Type="LeadNpcs" WaitDist="50.0" WaitScene="">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetContextTag ActorIndex="0" OutputAmount="true" Text="CombatCower" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="MERCY SHOT" MusicBucket="" MusicBucketDelay="0" NpcHelpDelay="" ObjectiveText="Kill your friend." SelectionFlags="" TargetActorIndex="0" TargetLocationOverride="-1" Type="KillActor">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="Actor" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <Mission_ActorSetCoreNpc ActorIndex="0" IsCoreNpc="false" />
                      <Actor_InventoryWipe ActorIndex="0" />
                      <Mission_ActorAiSet ActorIndex="0" Behavior="Suicide" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions>
        <SpawnExclusion Actor="3" Radius="30" />
      </SpawnExclusions>
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="" Label="Obsolete" />
  <MissionFrameworkBucket FragmentFile="Missions_Eulogy" Label="Eulogy">
    <MissionFramework ActivateType="OnAdd" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="" Label="genEulogy" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="" OpportunityTimeout="0.0" OpportunityTypeText="" Priority="10" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="DontAutoWaypointOnAdd" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors />
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents />
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Eulogy">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="genEulogy" ClearAreaCompletionText="" CompletionScene="" Flags="ActivateBeforeScene" HeadlineText="" MusicBucket="Cue - Eulogy" MusicBucketDelay="3" ObjectiveText="" SelectionFlags="" TargetLocationOverride="-1" Type="Wait" WaitRadius="0.0" WaitTime="1" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="OnAdd" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="" Label="genEulogyNewCharacter" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="" OpportunityTimeout="0.0" OpportunityTypeText="" Priority="10" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="DontAutoWaypointOnAdd" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors />
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="ResetCommunity" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.ResetCommunity" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Eulogy">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="genEulogy_Last" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="" SelectionFlags="" TargetLocationOverride="-1" Type="Wait" WaitRadius="0.0" WaitTime="1" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
    <MissionFramework ActivateType="OnAdd" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="" AreaClearScene="" AreaNotSafeScene="" DescriptionText="" Label="genFaint" MinStartDist="0" MissionOpIcon="MISSION_FRIENDLY" OnTaggedScene="" OpportunityScene="" OpportunityText="" OpportunityTimeout="0.0" OpportunityTypeText="" Priority="10" RdCount="" ReminderScene="" RevealDist="0.0" SetupFlags="DontAutoWaypointOnAdd" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="0.0" SimBaseDifficulty="0.0" StartLocationOverride="" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="" Type="Story" MissionOpSurveyIconId="26" MissionOpIconId="61">
      <MissionActors>
        <Actors />
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents />
      <ObjectiveBuckets>
        <ObjectiveBucket Label="Eulogy">
          <Objectives>
            <Objective AbortRadius="0.0" ActivationScene="genFaint" ClearAreaCompletionText="" CompletionScene="" Flags="" HeadlineText="" MusicBucket="" MusicBucketDelay="0" ObjectiveText="Welcome Back" SelectionFlags="" TargetLocationOverride="-1" Type="Wait" WaitRadius="0.0" WaitTime="1" WaitTimeMax="0">
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents />
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees />
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
  <MissionFrameworkBucket FragmentFile="" Label="comRescue">
    <MissionFramework ActivateType="EnterArea" ApproachMusicBucket="" ApproachMusicBucketDelay="0" ApproachRadius="25" ApproachScene="activity_Approach_Offer" AreaClearScene="activity_Done_Secure" AreaNotSafeScene="" DescriptionText="" Label="comRescue" MinStartDist="100.0" MissionOpIcon="SURVIVOR_FRIENDLY" OnTaggedScene="" OpportunityScene="activity_NewOpp_Trapped_Stranger" OpportunityText="Stranger in Trouble" OpportunityTimeout="1800" OpportunityTypeText="" Priority="0" RdCount="" ReminderScene="activity_OppRemind_Trapped" RevealDist="0.0" SetupFlags="NpcsAtStart, ZombiesAtStart, DontAutoWaypointOnAdd, ApproachReqInBuilding, ApproachReqNpcLos, AllowNpcsInSight, AllowNpcsInSightIfAtStart" SetupMusicBucket="" SetupMusicBucketDelay="0" SetupScene="" SimBaseDanger="50" SimBaseDifficulty="50" StartLocationOverride="1" TestCommand="" TravelMusicBucket="" TravelMusicBucketDelay="0" TravelScene="activity_Travel_Neighbors" Type="comRescue" MissionOpSurveyIconId="8" MissionOpIconId="24">
      <MissionActors>
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="" ActorName="" BuildingFlagsMask="Enclosed" BuildingFlagsQuery="Enclosed" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="1000" SearchRangeMin="200" SiteTag="" />
          <Character ActorFlags="Spawn" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="Spawn" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
      </MissionActors>
      <MissionOfferChoices AcceptDescText="" AcceptText="" DeclineDescText="" DeclineText="" DoNothingDescText="" DoNothingText="" OfferNpc="-1" OfferScene="" OfferSceneDecline="" OfferSceneDoNothing="" OfferText="" />
      <PreloadAudioList />
      <MissionEvents>
        <MissionEvent Id="Created">
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Actor_GiveTrait ActorIndex="2" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Status.NotInJournal" />
              <Actor_GiveTrait ActorIndex="4" DuringMission="True" OutputDuration="" PauseWhenOffline="" Trait="Trait.Status.NotInJournal" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Discovered">
          <Action ActionFlags="" ActionId="Gore" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <BuildingGore ActorIndex="1" Enable="true" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
                <NameText Flags="" Notes="" Text="Command Center: Survivors Located" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs />
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="We've gotten a request for some help. Could go check it out." />
                    <SummaryText Flags="" Notes="" Text="Contacted a new group of survivors." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Completed">
          <Action ActionFlags="" ActionId="BlackoutNeighborMissions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
              <EventTrigger Event="fsEvent.RecentMission_Any" />
              <EventTrigger Event="fsEvent.BlackoutContent" />
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="MissionOpEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventLog DisplayType="EventBanner" EventFlags="Mission" Icon="Checkmark" IconId="162">
                <NameText Flags="" Notes="" Text="COMPLETED: Friendly Survivors" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="0" Type="CommandName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Some new survivors have thrown their lot in with us. -%1$s" />
                    <SummaryText Flags="" Notes="" Text="New faces." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
            </Outputs>
          </Action>
          <Action ActionFlags="" ActionId="Join" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventTrigger Event="fsEvent.AddMissionNpcsToCommunity" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="CoreNpcKilled">
          <Action ActionFlags="" ActionId="UpdateEventLog" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs>
              <Mission_CoreNpcsAlive Count="!1" />
            </Inputs>
            <Outputs>
              <EventLog DisplayType="MissionBanner" EventFlags="Mission" Icon="Disarray" IconId="33">
                <NameText Flags="" Notes="" Text="Failure" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="4" Type="ActorName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Failed to protect %1$s." />
                    <SummaryText Flags="" Notes="" Text="Failed to protect %1$s." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects />
              </EventLog>
              <Mission_AbortMission />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="Aborted">
          <Action ActionFlags="" ActionId="Failure" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
              <Actor_Kill ActorIndex="2" Silent="True" />
              <Actor_Kill ActorIndex="4" Silent="True" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeout">
          <Action ActionFlags="" ActionId="Fail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
                <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
              </EventRewardStat>
              <Scene_ScenePlay Scene="activity_Timeout_MissionOp" SceneReason="MissionOp" />
              <Mission_AbortMission />
              <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Delete" IconId="6">
                <NameText Flags="" Notes="" Text="EXPIRED: Survivor in Trouble" />
                <TutorialText Flags="" Notes="" Text="" />
                <DescArgs>
                  <EventDescArg Param="2" Type="ActorName" />
                  <EventDescArg Param="3" Type="PlayerName" />
                </DescArgs>
                <Descriptions>
                  <EventLogDesc>
                    <DescriptionText Flags="" Notes="" Text="Missed my chance to help out %1$s. Maybe next time. - %2$s." />
                    <SummaryText Flags="" Notes="" Text="%1$s died." />
                  </EventLogDesc>
                </Descriptions>
                <NpcEffects>
                  <EventNpcEffect ActorIndex="2" Value="0">
                    <DescriptionText Flags="" Notes="" Text="Did not survive." />
                  </EventNpcEffect>
                </NpcEffects>
              </EventLog>
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningFirst">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningSecond">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
        <MissionEvent Id="OpTimeoutWarningLast">
          <Action ActionFlags="" ActionId="Warning" ActionType="" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
            <RTSActionIcon Name="" Id="" />
            <NameText Flags="" Notes="" Text="" />
            <Actors />
            <Alts />
            <Effects />
            <Inputs />
            <Outputs>
              <Scene_ScenePlay Scene="activity_OppRemind_TimeShort" SceneReason="MissionOp" />
            </Outputs>
          </Action>
        </MissionEvent>
      </MissionEvents>
      <ObjectiveBuckets>
        <ObjectiveBucket Label="ClearArea">
          <Objectives>
            <Objective AbortRadius="150.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="activityTwist_Bad" ClearAreaCompletionText="" CompleteThreshold="0" CompleteThresholdTimer="0" CompletionScene="sig_MissionFailure" FindVehicleText="" Flags="" HeadlineText="" IgnoreNonAggroZombies="False" MusicBucket="Manual - Approach" MusicBucketDelay="1.5" ObjectiveText="Clear the Area" RequireVehicle="" SelectionFlags="" TargetLocationOverride="1" Type="ClearArea">
              <Location ActorLocation="1" InBuilding="True" Radius="20" ZombieCount="8" />
              <LocationEvents />
              <ObjectiveEvents />
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
        <ObjectiveBucket Label="SupplyRunNpcLead">
          <Objectives>
            <Objective AbortRadius="0.0" AbortRadiusIfNoVehicleNearby="" ActivationScene="comRescue_Approach" ClearAreaCompletionText="" CompletionScene="activity_Done_Recruit" FinalStretchDist="45" FinalStretchScene="actLead_FinalStretch" FindVehicleText="" Flags="RequiresNpcs" HeadlineText="" LeadNpcsFlags="" MusicBucket="Manual - Escort" MusicBucketDelay="7" NoVehicleText="" NpcGrabbedScene="Combat_Grabbed_Group" NpcsAbandondedText="" NpcsInDangerText="" NumZombiesInPathMax="6" NumZombiesInPathMin="2" ObjectiveText="Take The Survivors Home" PickupNpcsText="" SelectionFlags="" TargetLocationOverride="0" Type="LeadNpcs" WaitDist="50.0" WaitScene="actLead_Split">
              <LocationEvents />
              <ObjectiveEvents>
                <ObjectiveEvent Id="Activate">
                  <Action ActionFlags="" ActionId="ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts>
                      <Alt AltId="DoNot_ClearActionTypeBools" AltOdds="100" />
                    </Alts>
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionHome" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionRescue" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionResources" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTraining" PauseWhenOffline="" />
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Mission.Temp.ActionTravel" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                  <Action ActionFlags="Alt" ActionId="DoNot_ClearActionTypeBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs />
                  </Action>
                  <Action ActionFlags="" ActionId="SetActionTypeBool" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.ActionDanger" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </ObjectiveEvent>
              </ObjectiveEvents>
              <OverrideScenes />
              <ProgressScenes />
              <TimedEvents>
                <TimedEvent Timer="180">
                  <Action ActionFlags="" ActionId="Set_Mission_Temp_NotPrompt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Mission.Temp.NotPrompt" PauseWhenOffline="" />
                    </Outputs>
                  </Action>
                </TimedEvent>
              </TimedEvents>
            </Objective>
          </Objectives>
        </ObjectiveBucket>
      </ObjectiveBuckets>
      <Restrictions />
      <SpawnExclusions />
      <SpawnGuarantees>
        <SpawnGuarantee Actor="1" Density="6" InBuilding="True" Radius="20" />
      </SpawnGuarantees>
      <TempRtsBools />
    </MissionFramework>
  </MissionFrameworkBucket>
</RtsMissionData>
