/* INDUSTRIAL ZONE - Game name "POWERSTATION" */ /* ------------- SETUP INFO ------------------*/ PLAY_TIME 4800 SKIP_MINI_GAMES // Arena LANDSCAPE powermesh.obe 0 0 0 ACTOR_DONT_STATIC_LIGHT ACTOR_DONT_FOG // Periphery BACKGROUND power_periphery.obe 0 0 0 ACTOR_DONT_LIGHT // Mist ADD_SLIDDING_TEXTURE_MODEL power_mist.obe 0 0 0 -0.002 -0.002 1 ADD_SLIDDING_TEXTURE_MODEL power_mist.obe 0 -20 0 -0.001 -0.001 1 // Turn players forward PLAYER_ROT 5.5 RESPAWN_POINT -300 8000 -700 RESPAWN_POINT -100 8000 500 RESPAWN_POINT 700 8000 300 RESPAWN_POINT -500 8000 100 GLOBAL_VENT_DROP_BALL_LIMIT 20 /* --------------------- CAMERA -----------------------*/ CAMERA_ROT -0.45 CAMERA_ORIGIN -2500 0 2500 INTRO_CAM power1.lom INTRO_CAM_LOW_DETAIL INTRO_CAM power2.lom INTRO_CAM power3.lom INTRO_CAM power4.lom INTRO_CAM power5.lom WINNER_CAM //campos 1580 180 -1210 //Winners 950 0 -740 770 0 -880 1000 0 -560 720 0 -1080 //Losers 300 200 -490 660 200 -270 270 200 -720 /* ------------------------ FOG ---------------------*/ // lilac FOG 1000 30000 183 164 244 /*--------------- SCENE LIGHTING --------------------*/ AMBIENTLIGHT 147 177 144 DIRECTIONAL_LIGHT 230 250 230 -0.4 2 // xRot yRot zRot SHADOW DIRECTIONAL 0.7 5.5 0 /*------------------------ SFX -----------------------*/ #define SFX_JET_LONG_LOW 1 #define SFX_JET_SHORT_HIGH 2 #define SFX_BUBBLES_RUMBLE 3 #define SFX_BUBBLES_FAST 4 #define SFX_REACTOR_HUM 5 #define SFX_BUBBLES_FADE 6 #define SFX_REACTOR_UP 7 #define SFX_REACTOR_DOWN 8 #define SFX_FIRE_SOFT_FADES 9 #define SFX_FIRE_JET_STEAM_LONG 10 #define SFX_BUTTON_HAZARD 11 SAMPLE power_01a.wav SFX_JET_LONG_LOW SAMPLE power_01d.wav SFX_JET_SHORT_HIGH SAMPLE power_02c.wav SFX_BUBBLES_RUMBLE SAMPLE power_03a.wav SFX_BUBBLES_FAST SAMPLE power_04a.wav SFX_REACTOR_HUM SAMPLE power_03b.wav SFX_BUBBLES_FADE SAMPLE power_06a.wav SFX_REACTOR_UP SAMPLE power_07a.wav SFX_REACTOR_DOWN SAMPLE power_08b.wav SFX_FIRE_SOFT_FADES SAMPLE power_08e.wav SFX_FIRE_JET_STEAM_LONG SAMPLE hazard.wav SFX_BUTTON_HAZARD #define TEMP_VOL 255 #define CORE_VOL 200 #define CORE_VOL_2 100 PUZZLE START_OF_FIRST_HALF ACTION PLAY_SAMPLE SFX_BUBBLES_RUMBLE 170 0 0 ACTION PLAY_SAMPLE SFX_REACTOR_HUM 170 0 0 ACTION PLAY_SAMPLE SFX_FIRE_JET_STEAM_LONG TEMP_VOL 0 0 /* ------------------------------------ GAME ----------------------------------*/ /* ------------------ GOAL ------------------*/ #define GOAL_EFFECT_1 1 #define GOAL_EFFECT_2 2 PLATFORM goalbase.obe -400 20 -1000 TEXTURE_ANIM activegoalanim.gif 1 GOAL ACTOR_DONT_LIGHT PLATFORM goalbase.obe 1000 20 400 TEXTURE_ANIM activegoalanim.gif 1 GOAL ACTOR_DONT_LIGHT PLATFORM_BACKGROUND goaleffect.obe -400 -20 -1000 TAG GOAL_EFFECT_1 TEXTURE_ANIM goalsign_anim.gif 1 ACTOR_DONT_LIGHT PLATFORM_BACKGROUND goaleffect.obe 1000 -20 400 TAG GOAL_EFFECT_2 TEXTURE_ANIM goalsign_anim.gif 1 ACTOR_DONT_LIGHT PUZZLE START_OF_FIRST_HALF ACTION ANIMATE_PLATFORM GOAL_EFFECT_1 active 1 0 0.5 0.1 0 ACTION ANIMATE_PLATFORM GOAL_EFFECT_2 active 1 0 0.5 0.1 0 ACTION SET_TEXTURE_ANIM_SPEED GOAL_EFFECT_1 1 0 0 ACTION SET_TEXTURE_ANIM_SPEED GOAL_EFFECT_2 1 0 0 /* -------------------- BUTTON ----------------------*/ #define BUTTON 101 #define BUBBLE_VOL 255 #define RIPPLES_ON 3 #define RIPPLES_ON_PLAT 4 PLATFORM brb.obe -100 200 100 BIGREDBUTTON AUTOMATIC 125 3.2 0 TAG BUTTON ACTOR_DONT_STATIC_LIGHT // Only activate button after 5 seconds PUZZLE AFTER_TIME 1 NUMTIMES 1 ACTION ACTIVATE_BRB BUTTON 1 300 ACTION SPRITE_ONOFF SPRITE_BUTTON 1 300 PUZZLE BRB_JUST_DOWN BUTTON 0 // Warning ACTION PLAY_SAMPLE SFX_BUTTON_HAZARD TEMP_VOL 0 0 // Water ACTION SET_WATER_LEVEL TOXIC_WATER 180 3 0 ACTION SET_WATER_LEVEL TOXIC_WATER -200 2 200 // Ripples ACTION SET_VAR RIPPLES_ON 1 NO_FLAGS 0 ACTION SET_VAR RIPPLES_ON 0 NO_FLAGS 340 ACTION SET_VAR RIPPLES_ON_PLAT 1 NO_FLAGS 30 ACTION SET_VAR RIPPLES_ON_PLAT 0 NO_FLAGS 90 ACTION SET_VAR RIPPLES_ON_PLAT 1 NO_FLAGS 240 ACTION SET_VAR RIPPLES_ON_PLAT 0 NO_FLAGS 320 // Foam /* ACTION SET_EMITTER_RATE 54 0.1 0 ACTION SET_EMITTER_RATE 55 0.02 0 ACTION SET_EMITTER_RATE 55 0.02 240 ACTION SET_EMITTER_RATE 52 0 340 ACTION SET_EMITTER_RATE 54 0 340 ACTION SET_EMITTER_RATE 55 0 20 ACTION SET_EMITTER_RATE 55 0 320 */ // SFX ACTION PLAY_SAMPLE SFX_BUBBLES_FAST BUBBLE_VOL 0 0 ACTION PLAY_SAMPLE SFX_BUBBLES_FAST BUBBLE_VOL 0 120 ACTION PLAY_SAMPLE SFX_BUBBLES_FADE BUBBLE_VOL 0 260 // Button ACTION ACTIVATE_BRB BUTTON 0 0 ACTION SPRITE_ONOFF SPRITE_BUTTON 0 0 ACTION ACTIVATE_BRB BUTTON 1 900 ACTION SPRITE_ONOFF SPRITE_BUTTON 1 900 // Puzzle to loop waves at arena edges PUZZLE ( VAR_EQUAL RIPPLES_ON 1 ) & ( REPEAT ) // Ripples ACTION SET_EMITTER_RATE 46 30 60 ACTION SET_EMITTER_RATE 47 25 65 ACTION SET_EMITTER_RATE 48 25 70 ACTION SET_EMITTER_RATE 49 30 80 // Puzzle to loop waves at platform edges PUZZLE ( VAR_EQUAL RIPPLES_ON_PLAT 1 ) & ( REPEAT ) ACTION SET_EMITTER_RATE 56 30 0 ACTION SET_EMITTER_RATE 56 10 40 // Turn button off 8 seconds from the end PUZZLE AFTER_TIME 4320 & REPEAT ACTION ACTIVATE_BRB BUTTON 0 0 ACTION SPRITE_ONOFF SPRITE_BUTTON 0 0 /*--------------------------- WATER --------------------------*/ // Water level rises and falls to flood the goal area when the button is pressed. #define TOXIC_WATER 100 #define BUBBLE_HEIGHT -100 #define FOAM_HEIGHT 25 WATER -1200 -200 -1700 30 30 2950 3000 TOXIC_WATER // floaters_right // X Z time randtime strength size STATIC_RIPPLE 1362 -293 120 120 10 30 STATIC_RIPPLE 1446 38 150 150 7 23 STATIC_RIPPLE 1624 100 180 180 5 15 // floaters_left STATIC_RIPPLE 93 -1393 120 120 10 30 STATIC_RIPPLE 375 -1438 150 150 7 23 STATIC_RIPPLE 581 -1449 180 180 5 15 STATIC_RIPPLE 646 -1622 180 180 5 15 // floaters_left_left STATIC_RIPPLE -728 -1400 120 120 10 30 //Water effect dropsPerFrame strengthOf Drops AGITATE 1 0.2 // Ripples when water rises // Inner edges RIPPLE_EMITTER -1200 -800 400 -800 30.0 0.0 46 NOFLAGS RIPPLE_EMITTER 400 -800 400 -400 30.0 0.0 47 NOFLAGS RIPPLE_EMITTER 800 -400 800 1200 30.0 0.0 48 NOFLAGS RIPPLE_EMITTER 400 -400 800 -400 30.0 0.0 49 NOFLAGS // Platform edges RIPPLE_EMITTER -1100 -1100 1100 -1100 30.0 0.0 56 NOFLAGS RIPPLE_EMITTER 1100 1100 1100 -1100 30.0 0.0 56 NOFLAGS // Foamy stuff when water rises // Inner edges DEBRIS_EMITTER BUBBLE 0 0 0 -1200 BUBBLE_HEIGHT -850 400 BUBBLE_HEIGHT -850 0 52 ON_WATER DEBRIS_EMITTER BLEND_SMOKE 50 200 90 -1200 FOAM_HEIGHT -850 400 FOAM_HEIGHT -850 0 54 ON_WATER DEBRIS_EMITTER BUBBLE 0 0 0 450 BUBBLE_HEIGHT -850 450 BUBBLE_HEIGHT -450 0 52 ON_WATER DEBRIS_EMITTER BLEND_SMOKE 50 200 90 450 FOAM_HEIGHT -850 450 FOAM_HEIGHT -450 0 54 ON_WATER DEBRIS_EMITTER BUBBLE 0 0 0 850 BUBBLE_HEIGHT -450 850 BUBBLE_HEIGHT 1200 0 52 ON_WATER DEBRIS_EMITTER BLEND_SMOKE 50 200 90 850 FOAM_HEIGHT -450 850 FOAM_HEIGHT 1200 0 54 ON_WATER DEBRIS_EMITTER BUBBLE 0 0 0 450 BUBBLE_HEIGHT -450 850 BUBBLE_HEIGHT -450 0 52 ON_WATER DEBRIS_EMITTER BLEND_SMOKE 50 200 90 450 FOAM_HEIGHT -450 850 FOAM_HEIGHT -450 0 54 ON_WATER // Small egdes DEBRIS_EMITTER BUBBLE 0 0 0 -1150 BUBBLE_HEIGHT -850 -1150 BUBBLE_HEIGHT -1650 0 52 ON_WATER DEBRIS_EMITTER STEAM2 10 40 20 -1150 FOAM_HEIGHT -850 -1150 FOAM_HEIGHT -1650 0 54 ON_WATER DEBRIS_EMITTER BUBBLE 0 0 0 850 BUBBLE_HEIGHT 1150 1700 BUBBLE_HEIGHT 1150 0 52 ON_WATER DEBRIS_EMITTER STEAM2 10 40 20 850 FOAM_HEIGHT 1150 1700 FOAM_HEIGHT 1150 0 54 ON_WATER // Edges of platform DEBRIS_EMITTER BUBBLE 0 0 0 -1200 BUBBLE_HEIGHT -1250 1200 BUBBLE_HEIGHT -1250 0 55 ON_WATER DEBRIS_EMITTER BUBBLE 0 0 0 1250 BUBBLE_HEIGHT 1200 1200 BUBBLE_HEIGHT -1250 0 55 ON_WATER WATER_COLOUR 5 255 70 PLATFORM_BACKGROUND floaters_right.obe 1212 -180 -388 ANIMATE bob 1 0 0.7 0.1 FLOATER ACTOR_DONT_LIGHT PLATFORM_BACKGROUND floaters_left.obe 6 -180 -1200 ANIMATE bob 1 0 0.5 0.1 FLOATER ACTOR_DONT_LIGHT PLATFORM_BACKGROUND floaters_left_left.obe -816 -180 -1205 ANIMATE bob 1 0 0.3 0.1 FLOATER ACTOR_DONT_LIGHT // Left-hand portion with floaters ----------------------------- WATER -3800 -100 -1700 20 20 2600 1600 101 //floaters_scenic_1 STATIC_RIPPLE -1794 -1448 120 120 10 30 STATIC_RIPPLE -1793 -1177 150 150 7 23 STATIC_RIPPLE -1648 -1304 180 180 5 15 //floaters_scenic_2 STATIC_RIPPLE -2000 -536 120 120 10 30 STATIC_RIPPLE -1853 -756 150 150 7 23 STATIC_RIPPLE -1870 -356 180 180 5 15 //floaters_scenic_3 STATIC_RIPPLE -3446 -170 120 120 10 30 STATIC_RIPPLE -3657 -459 150 150 7 23 STATIC_RIPPLE -3111 -34 180 180 5 15 //Water effect dropsPerFrame strengthOf Drops AGITATE 3 0.1 PLATFORM_BACKGROUND floaters_scenic_1.obe -2156 -100 -1535 ANIMATE bob 1 0 0.1 0.1 ACTOR_DONT_LIGHT PLATFORM_BACKGROUND floaters_scenic_2.obe -2160 -100 -620 ANIMATE bob 1 0 0.5 0.1 ACTOR_DONT_LIGHT PLATFORM_BACKGROUND floaters_scenic_3.obe -3446 -100 -170 ANIMATE bob 1 0 0.3 0.1 ACTOR_DONT_LIGHT // Back areas -------------------------------------------------- ADD_SLIDDING_TEXTURE_MODEL power_water.obe 0 50 0 0.001 0.001 ADD_SLIDDING_TEXTURE_MODEL power_water.obe 0 20 0 -0.0006 -0.0006 /* --------------------- REACTOR ------------------------*/ #define REACTOR_1_1 31 #define REACTOR_1_2 32 #define REACTOR_1_3 33 #define REACTOR_1_4 34 #define REACTOR_1_1_GLOW 35 #define REACTOR_1_2_GLOW 36 #define REACTOR_1_3_GLOW 37 #define REACTOR_1_4_GLOW 38 #define CORE_GLOW_1 39 #define CORE_GLOW_2 40 #define CORE_GLOW_3 41 #define CORE_GLOW_4 42 #define REACTOR_PUSHER 43 // Main reactor -------------------------------- PLATFORM_BACKGROUND reactor.obe -1179 2600 1174 TAG REACTOR_1_1 MOVEKEY -1113 2600 1108 0 MOVEKEY -1113 2600 1108 300 MOVEKEY -1113 3000 1108 420 MOVEKEY -1113 3000 1108 480 MOVEKEY -1113 2000 1108 500 MOVEKEY -1113 2000 1108 640 MOVEKEY -1113 2600 1108 1200 BEHAVIOUR LOOP SPEED 0 ACTOR_DONT_STATIC_LIGHT ANIMATE burn 1 0 1 0.1 // Pink warning glow PLATFORM_BACKGROUND reactor_glow.obe -1179 2600 1174 TAG REACTOR_1_1_GLOW MOVEKEY -1113 2600 1108 0 MOVEKEY -1113 2600 1108 300 MOVEKEY -1113 3000 1108 420 MOVEKEY -1113 3000 1108 480 MOVEKEY -1113 2000 1108 500 MOVEKEY -1113 2000 1108 640 MOVEKEY -1113 2600 1108 1200 BEHAVIOUR LOOP SPEED 0 ACTOR_DONT_LIGHT // Underneath glow PLATFORM_BACKGROUND core_glow.obe -1104 700 1104 TAG CORE_GLOW_1 ACTOR_DONT_LIGHT // Right reactor -------------------------------- PLATFORM_BACKGROUND reactor.obe -1368 2300 4026 TAG REACTOR_1_2 MOVEKEY -1368 2300 4026 0 MOVEKEY -1368 2300 4026 300 MOVEKEY -1368 2700 4026 420 MOVEKEY -1368 2700 4026 480 MOVEKEY -1368 1700 4026 500 MOVEKEY -1368 1700 4026 640 MOVEKEY -1368 2300 4026 1200 BEHAVIOUR LOOP SPEED 0 ACTOR_DONT_LIGHT ANIMATE burn 1 0 1 0.1 // Pink warning glow PLATFORM_BACKGROUND reactor_glow.obe -1368 2300 4026 TAG REACTOR_1_2_GLOW MOVEKEY -1368 2300 4026 0 MOVEKEY -1368 2300 4026 300 MOVEKEY -1368 2700 4026 420 MOVEKEY -1368 2700 4026 480 MOVEKEY -1368 1700 4026 500 MOVEKEY -1368 1700 4026 640 MOVEKEY -1368 2300 4026 1200 BEHAVIOUR LOOP SPEED 0 ACTOR_DONT_LIGHT // Underneath glow PLATFORM_BACKGROUND core_glow.obe -1383 100 4055 TAG CORE_GLOW_2 ACTOR_DONT_LIGHT // Back reactor -------------------------------- PLATFORM_BACKGROUND reactor.obe -6375 2400 3307 TAG REACTOR_1_3 MOVEKEY -6375 2400 3307 0 MOVEKEY -6375 2400 3307 300 MOVEKEY -6375 2800 3307 420 MOVEKEY -6375 2800 3307 480 MOVEKEY -6375 1800 3307 500 MOVEKEY -6375 1800 3307 640 MOVEKEY -6375 2400 3307 1200 BEHAVIOUR LOOP SPEED 0 ACTOR_DONT_LIGHT ANIMATE burn 1 0 1 0.1 // Pink warning glow PLATFORM_BACKGROUND reactor_glow.obe -6375 2400 3307 TAG REACTOR_1_3_GLOW MOVEKEY -6375 2400 3307 0 MOVEKEY -6375 2400 3307 300 MOVEKEY -6375 2800 3307 420 MOVEKEY -6375 2800 3307 480 MOVEKEY -6375 1800 3307 500 MOVEKEY -6375 1800 3307 640 MOVEKEY -6375 2400 3307 1200 BEHAVIOUR LOOP SPEED 0 ACTOR_DONT_LIGHT // Underneath glow PLATFORM_BACKGROUND core_glow.obe -6409 188 3332 TAG CORE_GLOW_3 ACTOR_DONT_LIGHT // Left reactor -------------------------------- PLATFORM_BACKGROUND reactor.obe -4635 2300 -621 TAG REACTOR_1_4 MOVEKEY -4635 2300 -621 0 MOVEKEY -4635 2300 -621 300 MOVEKEY -4635 2700 -621 420 MOVEKEY -4635 2700 -621 480 MOVEKEY -4635 1700 -621 500 MOVEKEY -4635 1700 -621 640 MOVEKEY -4635 2300 -621 1200 BEHAVIOUR LOOP SPEED 0 ACTOR_DONT_LIGHT ANIMATE burn 1 0 1 0.1 // Pink warning glow PLATFORM_BACKGROUND reactor_glow.obe -4635 2300 -621 TAG REACTOR_1_4_GLOW MOVEKEY -4635 2300 -621 0 MOVEKEY -4635 2300 -621 300 MOVEKEY -4635 2700 -621 420 MOVEKEY -4635 2700 -621 480 MOVEKEY -4635 1700 -621 500 MOVEKEY -4635 1700 -621 640 MOVEKEY -4635 2300 -621 1200 BEHAVIOUR LOOP SPEED 0 ACTOR_DONT_LIGHT // Underneath glow PLATFORM_BACKGROUND core_glow.obe -4679 80 -583 TAG CORE_GLOW_4 ACTOR_DONT_LIGHT // Invisible pusher that pushes forward as the steam vents blow out PLATFORM reactor_pusher.obe -1600 800 1600 TAG REACTOR_PUSHER MOVEKEY -1600 800 1600 0 MOVEKEY -1600 800 1600 480 MOVEKEY -1200 800 1200 500 MOVEKEY -1200 800 1200 640 MOVEKEY -1600 800 1600 660 MOVEKEY -1600 800 1600 1200 BEHAVIOUR LOOP SPEED 0 PUSHER 0 0 0 1.3 ACTOR_DONT_LIGHT // Setup reactors --------------------------------------- // Main reactor PUZZLE AFTER_TIME 1000 NUMTIMES 1 ACTION SET_PLATFORM_SPEED REACTOR_1_1 1 NO_FLAGS 0 ACTION SET_PLATFORM_SPEED REACTOR_1_1_GLOW 1 NO_FLAGS 0 ACTION SET_PLATFORM_SPEED REACTOR_PUSHER 1 NO_FLAGS 0 ACTION MAKE_HURTY REACTOR_PUSHER 1 0 // Background reactors PUZZLE AFTER_TIME 1 NUMTIMES 1 ACTION SET_PLATFORM_SPEED REACTOR_1_2 1 NO_FLAGS 300 ACTION SET_PLATFORM_SPEED REACTOR_1_2_GLOW 1 NO_FLAGS 300 ACTION SET_PLATFORM_SPEED REACTOR_1_3 1 NO_FLAGS 400 ACTION SET_PLATFORM_SPEED REACTOR_1_3_GLOW 1 NO_FLAGS 400 ACTION SET_PLATFORM_SPEED REACTOR_1_4 1 NO_FLAGS 700 ACTION SET_PLATFORM_SPEED REACTOR_1_4_GLOW 1 NO_FLAGS 700 /* Set alpha of front reactor's underneath glow to be less than others as it is too bright otherwise */ PUZZLE START_OF_FIRST_HALF ACTION SET_PLATFORM_ALPHA CORE_GLOW_1 100 0 #define END_CORE_LOOP 19 // Main reactor loop ------------------------------------------ PUZZLE AFTER_TIME 1000 & REPEAT // Generate super orb ACTION CREATE_RANDOM_TILE_GROUP 1 SUPER 12 1 240 ACTION DESTROY_TILE_GROUP 12 660 // SFX for reactor rising ACTION PLAY_SAMPLE SFX_REACTOR_UP TEMP_VOL 0 300 ACTION PLAY_SAMPLE SFX_REACTOR_DOWN TEMP_VOL 0 480 // Red then green light ACTION CREATE_LIGHT_EFFECT 0 1000 0 10000 330 127 0 0 240 ACTION CREATE_LIGHT_EFFECT 0 1000 0 8000 180 0 127 0 500 // Pulsing glow ACTION ANIMATE_PLATFORM REACTOR_1_1_GLOW glow 1 0 0.3 0.1 240 ACTION ANIMATE_PLATFORM REACTOR_1_1_GLOW glow 1 1 0.6 0.1 300 ACTION ANIMATE_PLATFORM REACTOR_1_1_GLOW glow 1 1 1 0.1 420 ACTION ANIMATE_PLATFORM REACTOR_1_1_GLOW idle 0 0 1 0.1 500 // Glow alpha fading ACTION SET_PLATFORM_ALPHA REACTOR_1_1_GLOW 0 0 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_1_GLOW 255 5 240 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_1_GLOW 50 5 320 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_1_GLOW 255 5 400 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_1_GLOW 50 5 480 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_1_GLOW 255 5 540 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_1 255 5 240 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_1 50 5 320 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_1 255 5 400 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_1 50 5 480 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_1 255 5 540 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_1 100 5 600 // Activate vents /* ACTION ACTIVATE_VENT LEFT_VENT 500 ACTION ACTIVATE_VENT MIDLEFT_VENT 500 ACTION ACTIVATE_VENT MIDDLE_VENT 500 ACTION ACTIVATE_VENT MIDRIGHT_VENT 500 ACTION ACTIVATE_VENT RIGHT_VENT 500 */ // Floaty additional smoke //ACTION CREATE_EXPLOSION_SMOKE -1620 TOP_LEVEL 1027 8 250 32 250 RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 500 //ACTION CREATE_EXPLOSION_SMOKE -1027 TOP_LEVEL 1620 8 250 32 250 RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 500 // Smoke ring // axisVel // perpVel // axisRand // name num rgb posX Y Z axisX Y Z radius perpRand Delay ACTION CREATE_DEBRIS_RING WOOD_SMOKE_NOGRAV 100 150 200 190 -1104 900 1104 0 1 0 900 2 23 2 10 500 // Jet sfx ACTION PLAY_SAMPLE SFX_FIRE_JET_STEAM_LONG TEMP_VOL 0 500 ACTION PLAY_SAMPLE SFX_JET_LONG_LOW TEMP_VOL 0 510 ACTION PLAY_SAMPLE SFX_JET_SHORT_HIGH TEMP_VOL 0 520 ACTION PLAY_SAMPLE SFX_FIRE_SOFT_FADES TEMP_VOL 0 530 // Deactivate vents ACTION DEACTIVATE_VENT LEFT_VENT 600 ACTION DEACTIVATE_VENT MIDLEFT_VENT 580 ACTION DEACTIVATE_VENT MIDDLE_VENT 560 ACTION DEACTIVATE_VENT MIDRIGHT_VENT 580 ACTION DEACTIVATE_VENT RIGHT_VENT 600 // End loop ACTION SET_VAR END_CORE_LOOP 1 NO_FLAGS 1200 /*------------------------- ORB HANDLING -------------------------*/ #define GOLDEN PERSONALISED PUZZLE START_OF_FIRST_HALF ACTION SET_TILE_DEAL_DELAY 0 0 ACTION ACTIVATE_TILE_GROUP 1 0 #define TILE_GENERATION_LOOP 21 // Normal orbs PUZZLE AFTER_TIME 1 & REPEAT ACTION CREATE_RANDOM_TILE_GROUP 1 GOLDEN 1 1 0 ACTION SET_VAR TILE_GENERATION_LOOP 1 NO_FLAGS 60 /* ------------------------- POWER UPS ---------------------------*/ PUZZLE AFTER_TIME 1 NUMTIMES 1 ACTION CREATE_COLLECTABLE SPEEDUP -1100 500 -100 600 ACTION CREATE_COLLECTABLE SPEEDUP -500 200 -500 1200 ACTION CREATE_COLLECTABLE SPEEDUP 500 200 300 1800 ACTION CREATE_COLLECTABLE SPEEDUP 700 0 1100 2400 ACTION CREATE_COLLECTABLE SUPER_ATTACK 100 500 1100 1500 ACTION CREATE_COLLECTABLE INVINCIBILITY 300 200 -300 2600 /* ----------------------- ORB POSITIONS -------------------------*/ // //TILE_POSITION -1000 0 -1000 10 SUPER //TILE_POSITION 1000 0 1000 10 SUPER TILE_POSITION -900 800 300 12 SUPER TILE_POSITION -1100 800 300 12 SUPER TILE_POSITION -1100 800 500 12 SUPER TILE_POSITION -900 800 500 12 SUPER TILE_POSITION -300 800 900 12 SUPER TILE_POSITION -500 800 900 12 SUPER TILE_POSITION -500 800 1100 12 SUPER TILE_POSITION -300 800 1100 12 SUPER TILE_POSITION -700 800 500 12 SUPER TILE_POSITION -500 800 700 12 SUPER TILE_POSITION -500 800 500 12 SUPER TILE_POSITION -700 800 300 12 SUPER TILE_POSITION -300 800 700 12 SUPER TILE_POSITION 500 0 -500 1 GOLDEN TILE_POSITION -900 500 100 1 GOLDEN TILE_POSITION -1100 500 -300 1 GOLDEN //TILE_POSITION -1100 500 -100 1 GOLDEN TILE_POSITION -1100 500 100 1 GOLDEN TILE_POSITION 300 500 900 1 GOLDEN TILE_POSITION 300 500 1100 1 GOLDEN TILE_POSITION 100 500 900 1 GOLDEN //TILE_POSITION 100 500 1100 1 GOLDEN TILE_POSITION -100 500 900 1 GOLDEN TILE_POSITION -100 500 1100 1 GOLDEN TILE_POSITION 700 0 -500 1 GOLDEN TILE_POSITION 900 0 -500 1 GOLDEN TILE_POSITION 1100 0 -500 1 GOLDEN TILE_POSITION 500 0 -1100 1 GOLDEN TILE_POSITION 700 0 -1100 1 GOLDEN TILE_POSITION 900 0 -1100 1 GOLDEN TILE_POSITION 1100 0 -1100 1 GOLDEN TILE_POSITION 500 0 -900 1 GOLDEN TILE_POSITION 500 0 -700 1 GOLDEN TILE_POSITION 1100 0 -900 1 GOLDEN TILE_POSITION 1100 0 -700 1 GOLDEN TILE_POSITION -900 500 -300 1 GOLDEN TILE_POSITION -900 500 -100 1 GOLDEN TILE_POSITION -1100 200 -500 1 GOLDEN TILE_POSITION -1100 200 -700 1 GOLDEN TILE_POSITION -900 200 -500 1 GOLDEN TILE_POSITION -900 200 -700 1 GOLDEN TILE_POSITION -700 200 -500 1 GOLDEN TILE_POSITION -700 200 -700 1 GOLDEN //TILE_POSITION -500 200 -500 1 GOLDEN //TILE_POSITION -500 200 -700 1 GOLDEN TILE_POSITION -100 200 -700 1 GOLDEN TILE_POSITION -100 200 -500 1 GOLDEN TILE_POSITION -300 200 -500 1 GOLDEN TILE_POSITION 100 200 -500 1 GOLDEN TILE_POSITION 100 200 -700 1 GOLDEN TILE_POSITION 300 200 -500 1 GOLDEN TILE_POSITION 300 200 -700 1 GOLDEN //TILE_POSITION 300 200 -300 1 GOLDEN TILE_POSITION 100 200 -100 1 GOLDEN TILE_POSITION -100 200 -100 1 GOLDEN TILE_POSITION -100 200 -300 1 GOLDEN TILE_POSITION -300 200 -300 1 GOLDEN TILE_POSITION 100 200 -300 1 GOLDEN TILE_POSITION -500 200 -100 1 GOLDEN TILE_POSITION -500 200 -300 1 GOLDEN TILE_POSITION -700 200 -300 1 GOLDEN TILE_POSITION -700 200 -100 1 GOLDEN TILE_POSITION 300 200 100 1 GOLDEN TILE_POSITION 100 200 100 1 GOLDEN TILE_POSITION -300 200 300 1 GOLDEN TILE_POSITION -300 200 100 1 GOLDEN TILE_POSITION -300 200 -100 1 GOLDEN TILE_POSITION -700 200 100 1 GOLDEN TILE_POSITION -100 200 300 1 GOLDEN TILE_POSITION 300 200 -100 1 GOLDEN TILE_POSITION 300 200 300 1 GOLDEN TILE_POSITION 100 200 500 1 GOLDEN TILE_POSITION 100 200 300 1 GOLDEN TILE_POSITION 300 200 700 1 GOLDEN TILE_POSITION 100 200 700 1 GOLDEN TILE_POSITION -100 200 700 1 GOLDEN TILE_POSITION 700 200 -300 1 GOLDEN TILE_POSITION 500 200 -300 1 GOLDEN TILE_POSITION 700 200 -100 1 GOLDEN TILE_POSITION 500 200 -100 1 GOLDEN TILE_POSITION 700 200 100 1 GOLDEN TILE_POSITION 500 200 100 1 GOLDEN //TILE_POSITION 500 200 300 1 GOLDEN //TILE_POSITION 700 200 500 1 GOLDEN TILE_POSITION 500 200 500 1 GOLDEN TILE_POSITION 500 200 700 1 GOLDEN TILE_POSITION 700 200 700 1 GOLDEN TILE_POSITION 700 200 900 1 GOLDEN TILE_POSITION 500 200 900 1 GOLDEN TILE_POSITION 700 200 1100 1 GOLDEN TILE_POSITION 500 200 1100 1 GOLDEN TILE_POSITION 900 0 -900 1 GOLDEN TILE_POSITION 700 0 -900 1 GOLDEN TILE_POSITION 900 0 -700 1 GOLDEN TILE_POSITION 700 0 -700 1 GOLDEN // Ledges TILE_POSITION 300 0 -1100 1 GOLDEN TILE_POSITION 100 0 -1100 1 GOLDEN //TILE_POSITION -100 0 -1100 1 GOLDEN //TILE_POSITION -300 0 -1100 1 GOLDEN //TILE_POSITION -500 0 -1100 1 GOLDEN //TILE_POSITION -700 0 -1100 1 GOLDEN TILE_POSITION 300 0 -900 1 GOLDEN TILE_POSITION 100 0 -900 1 GOLDEN //TILE_POSITION -100 0 -900 1 GOLDEN //TILE_POSITION -300 0 -900 1 GOLDEN //TILE_POSITION -500 0 -900 1 GOLDEN //TILE_POSITION -700 0 -900 1 GOLDEN TILE_POSITION 1100 0 -300 1 GOLDEN TILE_POSITION 1100 0 -100 1 GOLDEN //TILE_POSITION 1100 0 100 1 GOLDEN //TILE_POSITION 1100 0 300 1 GOLDEN //TILE_POSITION 1100 0 500 1 GOLDEN //TILE_POSITION 1100 0 700 1 GOLDEN TILE_POSITION 900 0 -300 1 GOLDEN TILE_POSITION 900 0 -100 1 GOLDEN //TILE_POSITION 900 0 100 1 GOLDEN //TILE_POSITION 900 0 300 1 GOLDEN //TILE_POSITION 900 0 500 1 GOLDEN //TILE_POSITION 900 0 700 1 GOLDEN TILE_POSITION -900 0 -1100 1 GOLDEN TILE_POSITION -1100 0 -1100 1 GOLDEN TILE_POSITION -900 0 -900 1 GOLDEN TILE_POSITION -1100 0 -900 1 GOLDEN TILE_POSITION 1100 0 900 1 GOLDEN TILE_POSITION 1100 0 1100 1 GOLDEN TILE_POSITION 900 0 900 1 GOLDEN TILE_POSITION 900 0 1100 1 GOLDEN /* ----------------------- SCENIC OBJECTS -----------------------*/ /*------------- VENTS ------------------*/ // Blast from top of central core. // // Multiply vector values by 1000, then divide by 60 for VENT_VEL entries // Common parameters #define DEBRIS_CYL_RADIUS 50 // 50 #define DEBRIS_CYL_HEIGHT 200 // 150 #define DEBRIS_RANDOMX 0 // 3 #define DEBRIS_RANDOMY 0 // 3 // 50 #define EFFECT_RADIUS 100 #define EFFECT_LENGTH 400 #define EFFECT_STRENGTH 60 //15 // Speaker patterns - first half #define VENTS_ON 60 #define VENTS_OFF 1 #define TOP_LEVEL 800 #define LEFT_VENT 120 #define MIDLEFT_VENT 121 #define MIDDLE_VENT 122 #define MIDRIGHT_VENT 123 #define RIGHT_VENT 124 /* VENT_VELS: was now 16.6 30 4.14 7.48 12.5 22.6 8.3 15 */ //#define REACTOR_JET_DENSITY 0.5 //#define REACTOR_JET_DENSITY_2 1 #define REACTOR_JET_DENSITY 0.25 #define REACTOR_JET_DENSITY_2 0.5 /* #define RED1 40 #define GREEN1 255 #define BLUE1 90 */ #define RED1 10 #define GREEN1 70 #define BLUE1 30 #define RED2 50 #define GREEN2 70 #define BLUE2 50 #define RED3 10 //20 #define GREEN3 20 //50 #define BLUE3 10 //70 NEW_VENT STEAM4 RED2 GREEN2 BLUE2 LEFT_VENT 0 REACTOR_JET_DENSITY_2 VENT_DEBRIS STEAM1 RED3 GREEN3 BLUE3 REACTOR_JET_DENSITY VENT_DEBRIS STREAK3 0 255 0 REACTOR_JET_DENSITY_2 VENT_POS -1100 TOP_LEVEL 615 DEBRIS_CYL_RADIUS DEBRIS_CYL_HEIGHT VENT_PATTERN VENTS_OFF VENTS_ON VENT_VEL 0 0 -15 0 0 // VENT_VEL 0 0 -30 0 0 // VENT_VEL 0 0 -60 0 0 NEW_VENT STEAM4 RED1 GREEN1 BLUE1 MIDLEFT_VENT 0 REACTOR_JET_DENSITY_2 VENT_DEBRIS STEAM1 RED3 GREEN3 BLUE3 REACTOR_JET_DENSITY VENT_DEBRIS STREAK3 0 255 0 REACTOR_JET_DENSITY_2 VENT_POS -900 TOP_LEVEL 649 DEBRIS_CYL_RADIUS DEBRIS_CYL_HEIGHT VENT_PATTERN VENTS_OFF VENTS_ON VENT_VEL 5.7 0 -13.8 0 0 // VENT_VEL 11.4 0 -27.6 0 0 // VENT_VEL 22.8 0 -55.2 0 0 NEW_VENT STEAM4 RED1 GREEN1 BLUE1 MIDDLE_VENT 0 REACTOR_JET_DENSITY_2 VENT_DEBRIS STEAM1 RED3 GREEN3 BLUE3 REACTOR_JET_DENSITY VENT_DEBRIS STREAK3 0 255 0 REACTOR_JET_DENSITY_2 VENT_POS -734 TOP_LEVEL 734 DEBRIS_CYL_RADIUS DEBRIS_CYL_HEIGHT VENT_PATTERN VENTS_OFF VENTS_ON VENT_VEL 10.6 0 -10.6 0 0 // VENT_VEL 21.3 0 -21.3 0 0 // VENT_VEL 42.6 0 -42.6 0 0 NEW_VENT STEAM4 RED1 GREEN1 BLUE1 MIDRIGHT_VENT 0 REACTOR_JET_DENSITY_2 VENT_DEBRIS STEAM1 RED3 GREEN3 BLUE3 REACTOR_JET_DENSITY VENT_DEBRIS STREAK3 0 255 0 REACTOR_JET_DENSITY_2 VENT_POS -649 TOP_LEVEL 900 DEBRIS_CYL_RADIUS DEBRIS_CYL_HEIGHT VENT_PATTERN VENTS_OFF VENTS_ON VENT_VEL 13.8 0 -5.7 0 0 // VENT_VEL 27.6 0 -11.4 0 0 // VENT_VEL 55.2 0 -22.8 0 0 NEW_VENT STEAM4 RED2 GREEN2 BLUE2 RIGHT_VENT 0 REACTOR_JET_DENSITY_2 VENT_DEBRIS STEAM1 RED3 GREEN3 BLUE3 REACTOR_JET_DENSITY VENT_DEBRIS STREAK3 0 255 0 REACTOR_JET_DENSITY_2 VENT_POS -615 TOP_LEVEL 1100 DEBRIS_CYL_RADIUS DEBRIS_CYL_HEIGHT VENT_PATTERN VENTS_OFF VENTS_ON VENT_VEL 15 0 0 0 0 // VENT_VEL 30 0 0 0 0 // VENT_VEL 60 0 0 0 0 /* ----------------- SCENIC REACTORS ---------------------*/ // ------------- Activate scenic vents ------------------- #define RED_BACK_VENT 150 #define GREEN_BACK_VENT 255 #define BLUE_BACK_VENT 150 //Sounds and vents for scenic reactors PUZZLE AFTER_TIME 300 & REPEAT // Right-hand reactor //ACTION CREATE_EXPLOSION_SMOKE -1012 500 3685 8 250 32 250 RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 500 //ACTION CREATE_EXPLOSION_SMOKE -1745 500 3685 8 250 32 250 RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 500 //ACTION CREATE_EXPLOSION_SMOKE -1003 500 4427 8 250 32 250 RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 500 // Smoke ring // axisVel // perpVel // axisRand // name num rgb posX Y Z axisX Y Z radius perpRand Delay ACTION CREATE_DEBRIS_RING WOOD_SMOKE_NOGRAV 100 150 200 190 -1383 500 4055 0 1 0 900 4 15 2 10 490 // Pulsing glow ACTION ANIMATE_PLATFORM REACTOR_1_2_GLOW glow 1 0 0.3 0.1 240 ACTION ANIMATE_PLATFORM REACTOR_1_2_GLOW glow 1 1 0.6 0.1 300 ACTION ANIMATE_PLATFORM REACTOR_1_2_GLOW glow 1 1 1 0.1 420 ACTION ANIMATE_PLATFORM REACTOR_1_2_GLOW idle 0 0 1 0.1 500 // Glow alpha fading ACTION SET_PLATFORM_ALPHA REACTOR_1_2_GLOW 0 0 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_2_GLOW 255 5 240 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_2_GLOW 50 5 320 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_2_GLOW 255 5 400 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_2_GLOW 50 5 480 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_2_GLOW 255 5 540 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_2 255 5 240 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_2 50 5 320 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_2 255 5 400 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_2 50 5 480 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_2 255 5 540 // Back middle reactor //ACTION CREATE_EXPLOSION_SMOKE -6086 500 2982 8 250 32 250 RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 600 //ACTION CREATE_EXPLOSION_SMOKE -6819 500 2982 8 250 32 250 RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 600 //ACTION CREATE_EXPLOSION_SMOKE -6077 500 3724 8 250 32 250 RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 600 // Smoke ring // axisVel // perpVel // axisRand // name num rgb posX Y Z axisX Y Z radius perpRand Delay ACTION CREATE_DEBRIS_RING WOOD_SMOKE_NOGRAV 100 150 200 190 -6409 588 3332 0 1 0 900 4 15 2 10 590 // Pulsing glow ACTION ANIMATE_PLATFORM REACTOR_1_3_GLOW glow 1 0 0.3 0.1 340 ACTION ANIMATE_PLATFORM REACTOR_1_3_GLOW glow 1 1 0.6 0.1 400 ACTION ANIMATE_PLATFORM REACTOR_1_3_GLOW glow 1 1 1 0.1 520 ACTION ANIMATE_PLATFORM REACTOR_1_3_GLOW idle 0 0 1 0.1 600 // Glow alpha fading ACTION SET_PLATFORM_ALPHA REACTOR_1_3_GLOW 0 100 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_3_GLOW 255 5 340 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_3_GLOW 50 5 420 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_3_GLOW 255 5 500 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_3_GLOW 50 5 580 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_3_GLOW 255 5 640 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_3 255 5 340 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_3 50 5 420 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_3 255 5 500 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_3 50 5 580 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_3 255 5 640 // Left-hand reactor //ACTION CREATE_EXPLOSION_SMOKE -4317 500 -958 8 250 32 250 RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 900 //ACTION CREATE_EXPLOSION_SMOKE -4174 500 -500 8 250 32 250 RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 900 //ACTION CREATE_EXPLOSION_SMOKE -4448 500 -122 8 250 32 250 RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 900 // Smoke ring // axisVel // perpVel // axisRand // name num rgb posX Y Z axisX Y Z radius perpRand Delay ACTION CREATE_DEBRIS_RING WOOD_SMOKE_NOGRAV 100 150 200 190 -4679 480 -583 0 1 0 900 4 15 2 10 890 // Pulsing glow ACTION ANIMATE_PLATFORM REACTOR_1_4_GLOW glow 1 0 0.3 0.1 640 ACTION ANIMATE_PLATFORM REACTOR_1_4_GLOW glow 1 1 0.6 0.1 700 ACTION ANIMATE_PLATFORM REACTOR_1_4_GLOW glow 1 1 1 0.1 820 ACTION ANIMATE_PLATFORM REACTOR_1_4_GLOW idle 0 0 1 0.1 900 // Glow alpha fading ACTION SET_PLATFORM_ALPHA REACTOR_1_4_GLOW 0 400 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_4_GLOW 255 5 640 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_4_GLOW 50 5 720 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_4_GLOW 255 5 800 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_4_GLOW 50 5 880 ACTION SET_PLATFORM_TARGET_ALPHA REACTOR_1_4_GLOW 255 5 940 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_4 255 5 640 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_4 50 5 720 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_4 255 5 800 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_4 50 5 880 ACTION SET_PLATFORM_TARGET_ALPHA CORE_GLOW_4 255 5 940 // End loop ACTION SET_VAR END_CORE_LOOP 1 NO_FLAGS 1200 /* ---------------------- SPRITES -----------------------*/ //CAMERA_ALIGNED_SPRITE x y z xSize ySize texture name r g b a distance CAMERA_ALIGNED_SPRITE -1016 657 190 300 300 ai_light_glow_5.bmp 50 120 90 90 110 1 CAMERA_ALIGNED_SPRITE -632 660 298 400 400 ai_light_glow_5.bmp 50 120 90 90 90 1 CAMERA_ALIGNED_SPRITE -290 660 640 400 400 ai_light_glow_5.bmp 50 120 90 90 90 1 CAMERA_ALIGNED_SPRITE -180 660 1111 300 300 ai_light_glow_5.bmp 50 120 90 90 110 1 // On button when active #define SPRITE_BUTTON 10 CAMERA_ALIGNED_SPRITE -100 240 100 275 240 ai_light_glow_2.bmp 127 90 30 90 250 0 TAG SPRITE_BUTTON