/* STADIUM - Game name "COLISEUM" */ /* -------------------- SETUP INFO -------------------------*/ PLAY_TIME 4800 SKIP_MINI_GAMES // Arena LANDSCAPE stadiummesh.obe 0 0 0 ACTOR_DONT_STATIC_LIGHT ACTOR_DONT_FOG // Back wall of arena PLATFORM_BACKGROUND stadium_wall.obe 0 0 0 ACTOR_DONT_LIGHT // Periphery BACKGROUND stadsurrndlit.obe 0 0 0 ACTOR_DONT_LIGHT // Sky PLATFORM_BACKGROUND stad_sky.obe 0 -600 0 ACTOR_DONT_FOG ACTOR_DONT_LIGHT // Mist ADD_SLIDDING_TEXTURE_MODEL stad_mist.obe 0 400 0 0 0.003 1 ADD_SLIDDING_TEXTURE_MODEL stad_mist.obe 0 0 0 0 0.002 1 // Turn players to face camera PLAYER_ROT 4.7 RESPAWN_POINT 500 8000 -700 RESPAWN_POINT 500 8000 700 RESPAWN_POINT 900 8000 500 RESPAWN_POINT 900 8000 -500 GLOBAL_VENT_DROP_BALL_LIMIT 50 /* ----------------------- CAMERA ----------------------------*/ CAMERA_ORIGIN -3000 0 0 CAMERA_ROT -0.4 INTRO_CAM stad1.lom INTRO_CAM_LOW_DETAIL INTRO_CAM stad2.lom INTRO_CAM stad3.lom INTRO_CAM stad4.lom INTRO_CAM stad5.lom WINNER_CAM //campos 2340 320 -320 //Winners 1610 0 -60 1630 0 160 1640 0 -250 1720 0 340 //Losers 1460 0 590 1270 0 210 1300 0 450 /* --------------------------- FOG ----------------------------*/ FOG 1000 30000 70 40 70 /* ------------------------ SCENE LIGHTING --------------------*/ AMBIENTLIGHT 170 170 140 DIRECTIONAL_LIGHT 250 250 254 -0.4 1.5 // xRot yRot zRot SHADOW DIRECTIONAL 0.7 4.5 0 /* -------------------------- SFX ----------------------------*/ #define SFX_CONVY_LOOP 1 #define SFX_CROWD_CHEER 2 #define SFX_AMB_CROWD 3 #define SFX_PUSHER_PUNCH 4 #define SFX_MACHINERY 5 #define SFX_CROWD_CLAP 6 #define SFX_CROWD_CLAP_2 7 #define SFX_CROWD_CLAP_3 8 #define SFX_FANS_LOOP 9 #define SFX_FANS_CHANGE 10 #define SFX_BUTTON_HAZARD 11 SAMPLE stadium_01b.wav SFX_CONVY_LOOP SAMPLE stadium_03b.wav SFX_CROWD_CHEER SAMPLE stadium_04a.wav SFX_AMB_CROWD SAMPLE stadium_06a.wav SFX_PUSHER_PUNCH SAMPLE stadium_10b.wav SFX_MACHINERY SAMPLE stadium_12a.wav SFX_CROWD_CLAP SAMPLE nightclub_04a.wav SFX_CROWD_CLAP_2 SAMPLE nightclub_04b.wav SFX_CROWD_CLAP_3 SAMPLE stadium_08a.wav SFX_FANS_LOOP SAMPLE stadium_02a.wav SFX_FANS_CHANGE SAMPLE hazard.wav SFX_BUTTON_HAZARD #define TEMP_VOL 255 #define AMB_VOL 127 PUZZLE START_OF_FIRST_HALF ACTION PLAY_SAMPLE SFX_AMB_CROWD TEMP_VOL 0 0 ACTION PLAY_SAMPLE SFX_MACHINERY AMB_VOL 0 0 ACTION PLAY_SAMPLE SFX_FANS_LOOP TEMP_VOL 0 0 ACTION PLAY_SAMPLE SFX_CROWD_CHEER TEMP_VOL 0 0 PUZZLE AFTER_TIME 1 & REPEAT ACTION PLAY_SAMPLE SFX_CROWD_CLAP_2 AMB_VOL 0 300 ACTION PLAY_SAMPLE SFX_CROWD_CLAP AMB_VOL 0 900 ACTION PLAY_SAMPLE SFX_CROWD_CLAP 150 0 960 //1020 ACTION PLAY_SAMPLE SFX_CROWD_CLAP AMB_VOL 0 1020 //1140 ACTION PLAY_SAMPLE SFX_CROWD_CLAP 90 0 1080 //1260 ACTION PLAY_SAMPLE SFX_CROWD_CLAP_3 AMB_VOL 0 1320 ACTION PLAY_SAMPLE SFX_CROWD_CHEER AMB_VOL 0 1600 /* ------------------------------------- GAME --------------------------------------*/ /* --------------------------- GOAL ---------------------------*/ #define GOAL_EFFECT_1 1 #define GOAL_EFFECT_2 2 // Right PLATFORM goalbase.obe -200 420 1000 TEXTURE_ANIM activegoalanim.gif 1 GOAL ACTOR_DONT_LIGHT // Left PLATFORM goalbase.obe -200 420 -1000 TEXTURE_ANIM activegoalanim.gif 1 GOAL ACTOR_DONT_LIGHT PLATFORM_BACKGROUND goaleffect.obe -200 380 1000 TAG GOAL_EFFECT_1 TEXTURE_ANIM goalsign_anim.gif 1 ACTOR_DONT_LIGHT PLATFORM_BACKGROUND goaleffect.obe -200 380 -1000 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 30 PLATFORM brb.obe 600 100 0 BIGREDBUTTON AUTOMATIC 125 3.2 0 TAG BUTTON ACTOR_DONT_STATIC_LIGHT PUZZLE AFTER_TIME 300 NUMTIMES 1 ACTION ACTIVATE_BRB BUTTON 1 0 ACTION SPRITE_ONOFF SPRITE_BUTTON 1 0 // Animating textures on button stand #define BUTTON_STAND_1 590 #define BUTTON_STAND_2 591 #define BUTTON_STAND_3 592 #define BUTTON_STAND_4 593 PLATFORM_BACKGROUND button_rise.obe 600 0 0 TAG BUTTON_STAND_1 TEXTURE_ANIM flashaarrow.gif 1 ACTOR_DONT_STATIC_LIGHT PLATFORM_BACKGROUND button_rise.obe 600 0 0 TAG BUTTON_STAND_2 ROTATEKEY 0 0 0 0 ROTATEKEY 0 90 0 1 BEHAVIOUR STOP SPEED 1 TEXTURE_ANIM flashaarrow.gif 1 ACTOR_DONT_STATIC_LIGHT PLATFORM_BACKGROUND button_rise.obe 600 0 0 TAG BUTTON_STAND_3 ROTATEKEY 0 0 0 0 ROTATEKEY 0 180 0 1 BEHAVIOUR STOP SPEED 1 TEXTURE_ANIM flashaarrow.gif 1 ACTOR_DONT_STATIC_LIGHT PLATFORM_BACKGROUND button_rise.obe 600 0 0 TAG BUTTON_STAND_4 ROTATEKEY 0 0 0 0 ROTATEKEY 0 270 0 1 BEHAVIOUR STOP SPEED 1 TEXTURE_ANIM flashaarrow.gif 1 ACTOR_DONT_STATIC_LIGHT PUZZLE START_OF_FIRST_HALF ACTION SET_TEXTURE_ANIM_SPEED BUTTON_STAND_1 1 0 0 ACTION SET_TEXTURE_ANIM_SPEED BUTTON_STAND_2 1 0 10 ACTION SET_TEXTURE_ANIM_SPEED BUTTON_STAND_3 1 0 20 ACTION SET_TEXTURE_ANIM_SPEED BUTTON_STAND_4 1 0 30 /* ------------------------- WALL PUSHERS -----------------------*/ #define PUSHER_1 301 #define PUSHER_2 302 PLATFORM pusher.obe -450 600 -1000 TAG PUSHER_1 BEHAVIOUR LOOP SPEED 0 PUSHER 1 0 0 1.5 MOVEKEY -450 600 -1000 0 MOVEKEY -50 600 -1000 10 MOVEKEY -50 600 -1000 65 MOVEKEY -450 600 -1000 70 ACTOR_DONT_STATIC_LIGHT PLATFORM pusher.obe -450 600 1000 TAG PUSHER_2 BEHAVIOUR LOOP SPEED 0 PUSHER 1 0 0 1.5 MOVEKEY -450 600 1000 0 MOVEKEY -50 600 1000 10 MOVEKEY -50 600 1000 65 MOVEKEY -450 600 1000 70 ACTOR_DONT_STATIC_LIGHT // Move pushers ------------------------------------- PUZZLE BRB_JUST_DOWN BUTTON 0 ACTION PLAY_SAMPLE SFX_BUTTON_HAZARD TEMP_VOL 0 0 ACTION MAKE_HURTY PUSHER_1 1 60 ACTION MAKE_HURTY PUSHER_2 1 60 ACTION SET_PLATFORM_SPEED PUSHER_1 1 ONE_CYCLE 60 ACTION SET_PLATFORM_SPEED PUSHER_2 1 ONE_CYCLE 60 ACTION ANIMATE_PLATFORM PUSHER_1 glow 0 0 0.9 0.1 0 ACTION ANIMATE_PLATFORM PUSHER_2 glow 0 0 0.9 0.1 0 ACTION SPRITE_ONOFF SPRITE_EYE_1_1 1 0 ACTION SPRITE_ONOFF SPRITE_EYE_1_2 1 0 ACTION SPRITE_ONOFF SPRITE_EYE_2_1 1 0 ACTION SPRITE_ONOFF SPRITE_EYE_2_2 1 0 ACTION SPRITE_ONOFF SPRITE_EYE_1_1 0 120 ACTION SPRITE_ONOFF SPRITE_EYE_1_2 0 120 ACTION SPRITE_ONOFF SPRITE_EYE_2_1 0 120 ACTION SPRITE_ONOFF SPRITE_EYE_2_2 0 120 ACTION PLAY_SAMPLE SFX_PUSHER_PUNCH TEMP_VOL 0 70 ACTION PLAY_SAMPLE SFX_PUSHER_PUNCH TEMP_VOL 0 75 ACTION MAKE_HURTY PUSHER_1 0 130 ACTION MAKE_HURTY PUSHER_2 0 130 ACTION ACTIVATE_BRB BUTTON 0 0 ACTION SPRITE_ONOFF SPRITE_BUTTON 0 0 ACTION ACTIVATE_BRB BUTTON 1 600 ACTION SPRITE_ONOFF SPRITE_BUTTON 1 600 // axisVel // perpVel // axisRand // name num rgb posX Y Z axisX Y Z radius perpRand Delay // Out ACTION CREATE_DEBRIS_RING BLEND_SMOKE_NOGRAV 100 100 40 20 -800 600 -1000 1 0 0 600 10 2 11 2 40 ACTION CREATE_DEBRIS_RING BLEND_SMOKE_NOGRAV 100 100 40 20 -800 600 1000 1 0 0 600 10 2 11 2 40 // In ACTION CREATE_DEBRIS_RING BLEND_SMOKE_NOGRAV 70 100 40 20 -1200 600 -1000 1 0 0 600 15 2 11 2 110 ACTION CREATE_DEBRIS_RING BLEND_SMOKE_NOGRAV 70 100 40 20 -1200 600 1000 1 0 0 600 15 2 11 2 110 /*------------------------------ CONVEYORS ------------------------ */ #define CONV_ANIM_SPEED 0.1 // Actual conveyors ------------------------------ PLATFORM conv_up.obe 700 200 -1000 BEHAVIOUR STOP SPEED 1 CONVEYOR -1 -1 0 10 ROTATEKEY 0 0 0 0 ROTATEKEY 0 0 33.7 1 ACTOR_DONT_LIGHT PLATFORM conv_up.obe 700 200 1000 BEHAVIOUR STOP SPEED 1 CONVEYOR -1 -1 0 10 ROTATEKEY 0 0 0 0 ROTATEKEY 0 0 33.7 1 ACTOR_DONT_LIGHT PLATFORM conv_up.obe -500 600 0 BEHAVIOUR STOP SPEED 1 CONVEYOR -1 -1 0 10 ROTATEKEY 0 0 0 0 ROTATEKEY 0 0 33.7 1 ACTOR_DONT_LIGHT // Graphical conveyors---------------------------- PLATFORM_BACKGROUND conv_mesh.obe 700 200 -1000 ANIMATE default 1 0 0.9 0.1 ACTOR_DONT_LIGHT PLATFORM_BACKGROUND conv_mesh.obe 700 200 1000 ANIMATE default 1 0 0.9 0.1 ACTOR_DONT_LIGHT PLATFORM_BACKGROUND conv_mesh.obe -500 600 0 ANIMATE default 1 0 0.9 0.1 ACTOR_DONT_LIGHT /*------------------------------- FANS ---------------------------*/ /* Fans turns themselves on and off. Super orbs are generated underneath them. */ // effect #define LEFT_FAN_1 100 #define RIGHT_FAN_1 101 // model #define LEFT_FAN 104 #define RIGHT_FAN 105 #define RIBBONS_LEFT 106 #define RIBBONS_RIGHT 107 #define LEFT_SPOT 108 #define RIGHT_SPOT 109 // Fan objects ---------------------------------- PLATFORM_BACKGROUND fan.obe -1240 1200 920 TAG RIGHT_FAN ACTOR_DONT_STATIC_LIGHT PLATFORM_BACKGROUND fan.obe -1240 1200 -890 TAG LEFT_FAN ACTOR_DONT_STATIC_LIGHT // Fluttering ribbons --------------------------- PLATFORM_BACKGROUND ribbons.obe -1240 1200 920 TAG RIBBONS_RIGHT ACTOR_DONT_LIGHT PLATFORM_BACKGROUND ribbons.obe -1240 1200 -890 TAG RIBBONS_LEFT ANIMATE idle 0 0 FAN_ANIMSPEED 0.1 ACTOR_DONT_LIGHT // Spot lights --------------------------------- PLATFORM_BACKGROUND stadium_spot.obe -900 3700 1500 TAG RIGHT_SPOT ACTOR_DONT_LIGHT ACTOR_DONT_FOG ROTATEKEY 0 0 0 0 ROTATEKEY -12 12 0 1 BEHAVIOUR STOP SPEED 1 PLATFORM_BACKGROUND stadium_spot.obe -900 3700 -1500 TAG LEFT_SPOT ACTOR_DONT_LIGHT ACTOR_DONT_FOG ROTATEKEY 0 0 0 0 ROTATEKEY 12 12 0 1 BEHAVIOUR STOP SPEED 1 // Common parameters ---------------------------- #define YPOS 1000 #define FAN_DEBRIS_CYL_RADIUS 300 #define FAN_DEBRIS_CYL_HEIGHT 200 #define FAN_SPEEDX 30 #define FAN_DEBRIS_RANDOMX 3 #define FAN_DEBRIS_RANDOMY 3 #define FAN_DEBRIS_1 20 #define FAN_DEBRIS_2 5 #define FAN_EFFECT_RADIUS 170 #define FAN_EFFECT_LENGTH 500 #define FAN_STRENGTH 15 #define FAN_LOOP 1 #define FAN_QUEUE 0 #define FAN_ANIMSPEED 1 #define FAN_BLEND 0.1 // Fan debris ------------------------------------ NEW_VENT PAPER 0 0 0 LEFT_FAN_1 0 0.5 VENT_POS -1200 1000 -900 300 200 VENT_PATTERN 0 20 VENT_VEL 30 0 0 3 3 VENT_FAN 1 0 0 170 500 15 HURT_ALWAYS NEW_VENT PAPER 0 0 0 RIGHT_FAN_1 0 0.5 VENT_POS -1200 1000 900 300 200 VENT_PATTERN 0 20 VENT_VEL 30 0 0 3 3 VENT_FAN 1 0 0 170 500 15 HURT_ALWAYS // Alternate between left and right fans --------------------------------------- PUZZLE START_OF_FIRST_HALF ACTION ACTIVATE_VENT RIGHT_FAN_1 0 ACTION ANIMATE_PLATFORM RIGHT_FAN spin 1 0 FAN_ANIMSPEED FAN_BLEND 0 ACTION ANIMATE_PLATFORM RIBBONS_RIGHT flap 1 0 FAN_ANIMSPEED FAN_BLEND 0 ACTION SET_PLATFORM_ALPHA LEFT_SPOT 0 0 ACTION SET_PLATFORM_ALPHA RIGHT_SPOT 0 0 // Switch from right to left fan ------------------------ PUZZLE AFTER_TIME 900 NUMTIMES 1 ACTION ANIMATE_PLATFORM RIGHT_FAN slowdown 0 FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 0 ACTION ANIMATE_PLATFORM RIBBONS_RIGHT slowdown 0 0 FAN_ANIMSPEED FAN_BLEND 0 ACTION ANIMATE_PLATFORM LEFT_FAN speedup 0 FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 0 ACTION ANIMATE_PLATFORM LEFT_FAN spin FAN_LOOP FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 30 ACTION ANIMATE_PLATFORM RIBBONS_LEFT speedup 0 0 FAN_ANIMSPEED FAN_BLEND 0 ACTION ANIMATE_PLATFORM RIBBONS_LEFT flap 1 0 FAN_ANIMSPEED FAN_BLEND 30 ACTION CREATE_COLLECTABLE SUPER_ATTACK -1100 900 -900 0 ACTION SET_PLATFORM_TARGET_ALPHA LEFT_SPOT 200 10 0 // x y z strength life r g b delay //ACTION CREATE_LIGHT_EFFECT -700 1300 -700 3000 900 127 127 127 0 ACTION ACTIVATE_VENT LEFT_FAN_1 0 ACTION DEACTIVATE_VENT RIGHT_FAN_1 0 ACTION ACTIVATE_VENT 50 0 ACTION DEACTIVATE_VENT 51 0 ACTION PLAY_SAMPLE SFX_FANS_CHANGE TEMP_VOL 0 0 // Switch from left to right fan ------------------------ PUZZLE AFTER_TIME 1800 NUMTIMES 1 ACTION ANIMATE_PLATFORM LEFT_FAN slowdown 0 FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 0 ACTION ANIMATE_PLATFORM RIBBONS_LEFT slowdown 0 0 FAN_ANIMSPEED FAN_BLEND 0 ACTION ANIMATE_PLATFORM RIGHT_FAN speedup 0 FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 0 ACTION ANIMATE_PLATFORM RIGHT_FAN spin FAN_LOOP FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 30 ACTION ANIMATE_PLATFORM RIBBONS_RIGHT speedup 0 0 FAN_ANIMSPEED FAN_BLEND 0 ACTION ANIMATE_PLATFORM RIBBONS_RIGHT flap 1 0 FAN_ANIMSPEED FAN_BLEND 30 ACTION ACTIVATE_VENT RIGHT_FAN_1 0 ACTION DEACTIVATE_VENT LEFT_FAN_1 0 ACTION ACTIVATE_VENT 51 0 ACTION DEACTIVATE_VENT 50 0 ACTION SET_PLATFORM_TARGET_ALPHA LEFT_SPOT 0 10 0 ACTION SET_PLATFORM_TARGET_ALPHA RIGHT_SPOT 200 10 0 // x y z strength life r g b delay //ACTION CREATE_LIGHT_EFFECT -700 1300 700 3000 900 127 127 127 0 ACTION PLAY_SAMPLE SFX_FANS_CHANGE TEMP_VOL 0 0 ACTION CREATE_RANDOM_TILE_GROUP 1 SUPER 11 1 0 // Switch from right to left fan ------------------------ PUZZLE AFTER_TIME 2700 NUMTIMES 1 ACTION ANIMATE_PLATFORM RIGHT_FAN slowdown 0 FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 0 ACTION ANIMATE_PLATFORM RIBBONS_RIGHT slowdown 0 0 FAN_ANIMSPEED FAN_BLEND 0 ACTION ANIMATE_PLATFORM LEFT_FAN speedup 0 FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 0 ACTION ANIMATE_PLATFORM LEFT_FAN spin FAN_LOOP FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 30 ACTION ANIMATE_PLATFORM RIBBONS_LEFT speedup 0 0 FAN_ANIMSPEED FAN_BLEND 0 ACTION ANIMATE_PLATFORM RIBBONS_LEFT flap 1 0 FAN_ANIMSPEED FAN_BLEND 30 ACTION ACTIVATE_VENT LEFT_FAN_1 0 ACTION DEACTIVATE_VENT RIGHT_FAN_1 0 ACTION ACTIVATE_VENT 50 0 ACTION DEACTIVATE_VENT 51 0 ACTION SET_PLATFORM_TARGET_ALPHA RIGHT_SPOT 0 10 0 ACTION SET_PLATFORM_TARGET_ALPHA LEFT_SPOT 200 10 0 // x y z strength life r g b delay //ACTION CREATE_LIGHT_EFFECT -700 1300 -700 3000 900 127 127 127 0 ACTION PLAY_SAMPLE SFX_FANS_CHANGE TEMP_VOL 0 0 ACTION DESTROY_TILE_GROUP 11 120 ACTION CREATE_RANDOM_TILE_GROUP 1 SUPER 10 1 300 // Switch from left to right fan ------------------------ PUZZLE AFTER_TIME 3600 NUMTIMES 1 ACTION ANIMATE_PLATFORM LEFT_FAN slowdown 0 FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 0 ACTION ANIMATE_PLATFORM RIBBONS_LEFT slowdown 0 0 FAN_ANIMSPEED FAN_BLEND 0 ACTION ANIMATE_PLATFORM RIGHT_FAN speedup 0 FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 0 ACTION ANIMATE_PLATFORM RIGHT_FAN spin FAN_LOOP FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 30 ACTION ANIMATE_PLATFORM RIBBONS_RIGHT speedup 0 0 FAN_ANIMSPEED FAN_BLEND 0 ACTION ANIMATE_PLATFORM RIBBONS_RIGHT flap 1 0 FAN_ANIMSPEED FAN_BLEND 30 ACTION ACTIVATE_VENT RIGHT_FAN_1 0 ACTION DEACTIVATE_VENT LEFT_FAN_1 0 ACTION ACTIVATE_VENT 51 0 ACTION DEACTIVATE_VENT 50 0 ACTION SET_PLATFORM_TARGET_ALPHA LEFT_SPOT 0 10 0 ACTION SET_PLATFORM_TARGET_ALPHA RIGHT_SPOT 200 10 0 // x y z strength life r g b delay //ACTION CREATE_LIGHT_EFFECT -700 1300 700 3000 900 127 127 127 0 ACTION PLAY_SAMPLE SFX_FANS_CHANGE TEMP_VOL 0 0 ACTION DESTROY_TILE_GROUP 10 120 ACTION CREATE_RANDOM_TILE_GROUP 1 SUPER 11 1 600 /* --------------------------- WATER --------------------------*/ /* WATER -1500 -200 -2300 50 50 4600 4600 1 //Water effect dropsPerFrame strengthOf Drops AGITATE 6 0.7 WATER_COLOUR 200 50 20 */ /*-------------------------- 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 300 400 -1100 600 ACTION CREATE_COLLECTABLE SPEEDUP 900 0 -500 1200 ACTION CREATE_COLLECTABLE SPEEDUP -700 800 500 2400 ACTION CREATE_COLLECTABLE SUPER_ATTACK 1100 0 1100 1500 ACTION CREATE_COLLECTABLE INVINCIBILITY -1100 850 -500 2600 /* --------------------- ORB POSITIONS -------------------------*/ // Under left fan TILE_POSITION -700 900 -1100 10 SUPER TILE_POSITION -700 900 -900 10 SUPER TILE_POSITION -700 900 -700 10 SUPER TILE_POSITION -900 900 -1100 10 SUPER TILE_POSITION -900 900 -900 10 SUPER TILE_POSITION -900 900 -700 10 SUPER TILE_POSITION -1100 900 -1100 10 SUPER //TILE_POSITION -1100 900 -900 10 SUPER p TILE_POSITION -1100 900 -700 10 SUPER // Under right fan TILE_POSITION -700 900 1100 11 SUPER TILE_POSITION -700 900 900 11 SUPER TILE_POSITION -700 900 700 11 SUPER TILE_POSITION -900 900 1100 11 SUPER TILE_POSITION -900 900 900 11 SUPER TILE_POSITION -900 900 700 11 SUPER TILE_POSITION -1100 900 1100 11 SUPER //TILE_POSITION -1100 900 900 11 SUPER p TILE_POSITION -1100 900 700 11 SUPER TILE_POSITION 1100 0 -1100 1 GOLDEN TILE_POSITION 1100 0 -900 1 GOLDEN TILE_POSITION 1100 0 -700 1 GOLDEN TILE_POSITION 1100 0 -500 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 1100 0 900 1 GOLDEN //TILE_POSITION 1100 0 1100 1 GOLDEN p TILE_POSITION 900 0 -700 1 GOLDEN TILE_POSITION 900 0 -300 1 GOLDEN TILE_POSITION 900 0 300 1 GOLDEN TILE_POSITION 900 0 700 1 GOLDEN TILE_POSITION 700 0 -700 1 GOLDEN TILE_POSITION 700 0 -500 1 GOLDEN TILE_POSITION 700 0 500 1 GOLDEN TILE_POSITION 700 0 700 1 GOLDEN TILE_POSITION 500 0 -500 1 GOLDEN TILE_POSITION 500 0 500 1 GOLDEN TILE_POSITION 300 0 -500 1 GOLDEN TILE_POSITION 300 0 -300 1 GOLDEN TILE_POSITION 300 0 300 1 GOLDEN TILE_POSITION 300 0 500 1 GOLDEN TILE_POSITION 100 0 -300 1 GOLDEN TILE_POSITION 100 0 -100 1 GOLDEN TILE_POSITION 100 0 100 1 GOLDEN TILE_POSITION 100 0 300 1 GOLDEN //TILE_POSITION 300 400 -1100 1 GOLDEN p TILE_POSITION 300 400 -900 1 GOLDEN TILE_POSITION 300 400 900 1 GOLDEN TILE_POSITION 300 400 1100 1 GOLDEN //TILE_POSITION 100 400 -1100 1 GOLDEN g //TILE_POSITION 100 400 -900 1 GOLDEN g //TILE_POSITION 100 400 -700 1 GOLDEN g //TILE_POSITION 100 400 700 1 GOLDEN g //TILE_POSITION 100 400 900 1 GOLDEN g //TILE_POSITION 100 400 1100 1 GOLDEN g //TILE_POSITION -100 400 -1100 1 GOLDEN g //TILE_POSITION -100 400 -700 1 GOLDEN g TILE_POSITION -100 400 -500 1 GOLDEN TILE_POSITION -100 400 -300 1 GOLDEN TILE_POSITION -100 400 -100 1 GOLDEN TILE_POSITION -100 400 100 1 GOLDEN TILE_POSITION -100 400 300 1 GOLDEN TILE_POSITION -100 400 500 1 GOLDEN //TILE_POSITION -100 400 700 1 GOLDEN g TILE_POSITION -700 800 -500 1 GOLDEN TILE_POSITION -700 800 -300 1 GOLDEN TILE_POSITION -900 800 -300 1 GOLDEN TILE_POSITION -1100 800 -300 1 GOLDEN //TILE_POSITION -100 400 1100 1 GOLDEN g //TILE_POSITION -300 400 700 1 GOLDEN g //TILE_POSITION -300 400 900 1 GOLDEN g //TILE_POSITION -300 400 1100 1 GOLDEN g TILE_POSITION -700 800 300 1 GOLDEN //TILE_POSITION -700 900 700 1 GOLDEN //TILE_POSITION -700 900 900 1 GOLDEN //TILE_POSITION -700 900 1100 1 GOLDEN TILE_POSITION -900 800 -100 1 GOLDEN TILE_POSITION -900 800 100 1 GOLDEN TILE_POSITION -900 800 300 1 GOLDEN //TILE_POSITION -900 900 700 1 GOLDEN //TILE_POSITION -900 900 1100 1 GOLDEN TILE_POSITION -1100 800 -100 1 GOLDEN TILE_POSITION -1100 800 100 1 GOLDEN TILE_POSITION -1100 800 300 1 GOLDEN //TILE_POSITION -1100 900 700 1 GOLDEN //TILE_POSITION -1100 900 900 1 GOLDEN //TILE_POSITION -1100 900 1100 1 GOLDEN //TILE_POSITION -700 800 500 1 GOLDEN p //TILE_POSITION -300 400 -1100 1 GOLDEN g //TILE_POSITION -300 400 -900 1 GOLDEN g //TILE_POSITION -300 400 -700 1 GOLDEN g TILE_POSITION -500 400 -300 1 GOLDEN TILE_POSITION -500 400 -500 1 GOLDEN TILE_POSITION -500 400 300 1 GOLDEN TILE_POSITION -500 400 500 1 GOLDEN TILE_POSITION -300 400 -300 1 GOLDEN TILE_POSITION -300 400 -500 1 GOLDEN TILE_POSITION -300 400 300 1 GOLDEN TILE_POSITION -300 400 500 1 GOLDEN //TILE_POSITION -100 400 900 1 GOLDEN g /* --------------------- SCENIC OBJECTS ------------------------------*/ /* ------------------ Foor lights --------------*/ #define SMALL_SHAFT_1 310 // Left side -------------------------------- PLATFORM_BACKGROUND large_shaft.obe 280 0 -1840 ACTOR_DONT_LIGHT PLATFORM_BACKGROUND small_shaft.obe 70 0 -1790 TAG SMALL_SHAFT_1 ACTOR_DONT_LIGHT PLATFORM_BACKGROUND small_shaft.obe 470 0 -1735 TAG SMALL_SHAFT_1 ACTOR_DONT_LIGHT // Right side -------------------------------- PLATFORM_BACKGROUND large_shaft.obe 280 0 1840 ACTOR_DONT_LIGHT PLATFORM_BACKGROUND small_shaft.obe 70 0 1790 TAG SMALL_SHAFT_1 ACTOR_DONT_LIGHT PLATFORM_BACKGROUND small_shaft.obe 470 0 1735 TAG SMALL_SHAFT_1 ACTOR_DONT_LIGHT PUZZLE START_OF_FIRST_HALF ACTION SET_PLATFORM_ALPHA SMALL_SHAFT_1 200 0 /* ---------------- GIANT LIGHT BULB TUBE THINGS ------------*/ #define RIGHT_FILAMENT 601 #define LEFT_FILAMENT 602 #define RIGHT_GEN_FILAMENT 603 #define LEFT_GEN_FILAMENT 604 PLATFORM_BACKGROUND filament.obe 0 0 0 TAG RIGHT_FILAMENT ANIMATE burn 1 0 1 0.1 ACTOR_DONT_LIGHT PLATFORM_BACKGROUND filament_left.obe 0 0 0 TAG LEFT_FILAMENT ANIMATE burn 1 0 1 0.1 ACTOR_DONT_LIGHT PLATFORM_BACKGROUND filament_gen_right.obe 0 0 0 TAG RIGHT_GEN_FILAMENT ANIMATE burn 1 0 1 0.1 ACTOR_DONT_LIGHT PLATFORM_BACKGROUND filament_gen_left.obe 0 0 0 TAG LEFT_GEN_FILAMENT ANIMATE burn 1 0 1 0.1 ACTOR_DONT_LIGHT PUZZLE START_OF_FIRST_HALF ACTION SET_PLATFORM_ALPHA RIGHT_FILAMENT 150 0 ACTION SET_PLATFORM_ALPHA LEFT_FILAMENT 150 0 ACTION SET_PLATFORM_ALPHA RIGHT_GEN_FILAMENT 150 0 ACTION SET_PLATFORM_ALPHA LEFT_GEN_FILAMENT 150 0 /* ------------------- SMOKE FROM "PIT" --------------------*/ /* #define PIT_R 200 #define PIT_G 50 #define PIT_B 20 #define UP_SPEED 1.5 #define SMOKE_DENSITY 0.1 // Left -------------------------------- NEW_VENT BLEND_SMOKE_BIG PIT_R PIT_G PIT_B 49 1 SMOKE_DENSITY VENT_POS -280 -300 -1915 60 200 VENT_PATTERN 0 10 VENT_VEL 0 UP_SPEED 0 0 0 NEW_VENT BLEND_SMOKE_BIG PIT_R PIT_G PIT_B 49 1 SMOKE_DENSITY VENT_POS 800 -300 -1680 60 200 VENT_PATTERN 0 10 VENT_VEL 0 UP_SPEED 0 0 0 NEW_VENT BLEND_SMOKE_BIG PIT_R PIT_G PIT_B 49 1 SMOKE_DENSITY VENT_POS 1550 -300 -885 60 200 VENT_PATTERN 0 10 VENT_VEL 0 UP_SPEED 0 0 0 // Right -------------------------------- NEW_VENT BLEND_SMOKE_BIG PIT_R PIT_G PIT_B 49 1 SMOKE_DENSITY VENT_POS -280 -300 1915 60 200 VENT_PATTERN 0 10 VENT_VEL 0 UP_SPEED 0 0 0 NEW_VENT BLEND_SMOKE_BIG PIT_R PIT_G PIT_B 49 1 SMOKE_DENSITY VENT_POS 800 -300 1680 60 200 VENT_PATTERN 0 10 VENT_VEL 0 UP_SPEED 0 0 0 NEW_VENT BLEND_SMOKE_BIG PIT_R PIT_G PIT_B 49 1 SMOKE_DENSITY VENT_POS 1550 -300 885 60 200 VENT_PATTERN 0 10 VENT_VEL 0 UP_SPEED 0 0 0 */ // Steam from large pipes at top ---------- NEW_VENT STEAM2 100 100 100 50 0 1 VENT_POS -1025 680 1220 60 200 VENT_PATTERN 0 10 VENT_VEL 0 30 0 0 0 // VENT_DEBRIS STEAM1 20 20 20 0.5 NEW_VENT STEAM2 100 100 100 51 1 1 VENT_POS -1025 680 1220 60 200 VENT_PATTERN 0 10 VENT_VEL 50 20 5 0 0 /* ---------------------------- SPRITES -----------------------------*/ // 3 floor lights at front of arena // x y z xSize ySize texture name r g b a distance on/off CAMERA_ALIGNED_SPRITE 1800 0 -250 200 90 ai_light_glow_2.bmp 40 40 5 90 50 1 CAMERA_ALIGNED_SPRITE 1800 0 0 200 90 ai_light_glow_2.bmp 40 40 5 90 50 1 CAMERA_ALIGNED_SPRITE 1800 0 250 200 90 ai_light_glow_2.bmp 40 40 5 90 50 1 // front edge of arena CAMERA_ALIGNED_SPRITE 1250 10 -700 150 60 ai_light_glow_2.bmp 50 100 90 90 100 1 CAMERA_ALIGNED_SPRITE 1250 10 -450 150 60 ai_light_glow_2.bmp 50 100 90 90 100 1 CAMERA_ALIGNED_SPRITE 1250 10 -150 150 60 ai_light_glow_2.bmp 50 100 90 90 100 1 CAMERA_ALIGNED_SPRITE 1250 10 150 150 60 ai_light_glow_2.bmp 50 100 90 90 100 1 CAMERA_ALIGNED_SPRITE 1250 10 450 150 60 ai_light_glow_2.bmp 50 100 90 90 100 1 CAMERA_ALIGNED_SPRITE 1250 10 700 150 60 ai_light_glow_2.bmp 50 100 90 90 100 1 // on pusher eyes #define SPRITE_EYE_1_1 10 #define SPRITE_EYE_1_2 11 #define SPRITE_EYE_2_1 12 #define SPRITE_EYE_2_2 13 CAMERA_ALIGNED_SPRITE 0 0 0 200 200 ai_light_glow_2.bmp 127 100 30 90 50 0 TAG SPRITE_EYE_1_1 CAMERA_ALIGNED_SPRITE 0 0 0 200 200 ai_light_glow_2.bmp 127 100 30 90 50 0 TAG SPRITE_EYE_1_2 CAMERA_ALIGNED_SPRITE 0 0 0 200 200 ai_light_glow_2.bmp 127 100 30 90 50 0 TAG SPRITE_EYE_2_1 CAMERA_ALIGNED_SPRITE 0 0 0 200 200 ai_light_glow_2.bmp 127 100 30 90 50 0 TAG SPRITE_EYE_2_2 PUZZLE BRB_JUST_DOWN BUTTON 1 NUMTIMES 1 ACTION ATTACH_SPRITE_TO_NODE SPRITE_EYE_1_1 PUSHER_1 stad_pusherskull 0 20 -92 0 ACTION ATTACH_SPRITE_TO_NODE SPRITE_EYE_1_2 PUSHER_1 stad_pusherskull 0 20 82 0 ACTION ATTACH_SPRITE_TO_NODE SPRITE_EYE_2_1 PUSHER_2 stad_pusherskull 0 20 -92 0 ACTION ATTACH_SPRITE_TO_NODE SPRITE_EYE_2_2 PUSHER_2 stad_pusherskull 0 20 82 0 // On button when active #define SPRITE_BUTTON 14 CAMERA_ALIGNED_SPRITE 600 130 0 275 250 ai_light_glow_2.bmp 127 90 30 90 150 0 TAG SPRITE_BUTTON