Sure Mularac...
heres the top section of the .mission file....
MISSION 11
Name "The Atlantis"
DefLocation "ASTFLD_ARCTURUS IID" ((
this is part of a custom system i made, one of three, the other two are Ouroboros and Nexor, after the games name, Nexus ))
OBJECTIVES
1
2
END
RULES
RULE event sceneInit
:action
SetSceneRadius(100000);
SetRelation(#race_player, #race_raptor, 2);
SetRelation(#race_raptor, #race_player, 2);
PShip.0 := GetSceneObj("Darkstar");
PShip.1 := GetSceneObj("Vanguard");
PShip.2 := GetSceneObj("Eringuard");
PShip.3 := GetSceneObj("Kings Arch");
EShip.0 := GetSceneObj("Highlander");
EShip.1 := GetSceneObj("Skirmisher");
EShip.2 := GetSceneObj("Stingray");
EShip.3 := GetSceneObj("Hellstorm");
Playmusic(21);
GetMachine("Director"):ChangeState(IntroMovie, 0);
GetMachine("Objectives"):ChangeState(monitor,0);
GetMachine("AI"):ChangeState(battle,0);
GetMachine("ATLANTIS_AI"):ChangeState(idle,0);
:end
END
MACHINE "Director"
STATE IntroMovie
RULE event In
:action
:end
END
END
END
#include "11_default_obj.mach"
#include "11_default_ai.mach" #include "11_atlantis_ai.mach"
#include "11_inner_ai.mach" END
I let the explorer (the program used to look into files on your computer) order them all alphebetically in the missions file of the Skirmisher SP settings, here it is in a list... (exactly as it is in the folder)
11_atlantis_ai.mach (this AI controls the single vardrag explorer in the scene)
11_default_obj.mach (this is what the Skirmisher put in)
11_inner_ai.mach (The area activated AI that you suggested)
11_The Atlantis.mission (the file partly shown above)
Does that help you?