Building { NumInteriorNetworks=3; NumBuildingAnimations=2; NumComponents = 1; MaxCapacity=16; CowerCapacity=5; // For 2x2 footprint, double resolution ObstructionMask = { 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0 }; // Delayed throughput adding DelayedThroughput=1; NumExits=2; NumPlacementExits=8; // Normal exits Exit[ 0 ] { PosX=0; PosY=2; } Exit[ 1 ] { PosX=1; PosY=2; } // Up arrows Exit[ 2 ] { PosX=0; PosY=-1; Type=ArrowUp; } Exit[ 3 ] { PosX=1; PosY=-1; Type=ArrowUp; } // Left arrows Exit[ 4 ] { PosX=-1; PosY=0; Type=ArrowLeft; } Exit[ 5 ] { PosX=-1; PosY=1; Type=ArrowLeft; } // Right arrows Exit[ 6 ] { PosX=2; PosY=0; Type=ArrowRight; } Exit[ 7 ] { PosX=2; PosY=1; Type=ArrowRight; } Network[ 0 ] { NumPaths=11; Name=Vis; Path[ 0 ] { FromExit=0; ToPath=1; //OnGround=1; ExitEmergency=1; SmoothStart=1; } Path[ 1 ] { ToPath=2; Type=AInteriorSpecialPath; Component=AVisViewingComponent; PathCode=StartViewing; Anim=0; AnimCode=AtLower; Flags=2; } // Lift up section Path[ 2 ] { Type=AInteriorSpecialPath; ToPath=3; Anim=0; AnimCode=ToUpper; Flags=34; SpacedDelta=0.0; // Transform from locked position TransformEuler={0,0,90}; TransformMove={0.5,0.5,0}; RandTransformOffset=1; // Use random [0..offset] for above NoShadow=1; } Path[ 3 ] { ToPath=4; NoShadow=1; } Path[ 4 ] { ToPath=5; Type=AInteriorAnimatingPath; Component=AVisViewingComponent; PathCode=WaitViewing; AnimatingFlags=1; AnimationHead { Anim[0] { StartAnim=obj_bnc_st; EndAnimGood=obj_bnc_hap_ed; EndAnimGeneral=obj_bnc_hap_ed; EndAnimBad=obj_bnc_sad_ed; Weight=100; PlayGeneral=1; PlayGood=1; PlayBad=1; } } StartDelayPeriod=0.3; EndDelayPeriod=0.3; UserEndSnapDist=0.0; HeadAnimChance=1.0; AnimStartFacing={0,1,0}; AnimEndFacing={0,1,0}; AnimFinishFacing={1,0,0}; HeadAnimTurnRate=1.0; QueuedAnimTurnRate=0.6; NoShadow=1; } Path[ 5 ] { ToPath=6; Type=AInteriorAnimatingPath; Component=AVisViewingComponent; PathCode=WaitViewing; AnimatingFlags=1; AnimationHead { Anim[0] { StartAnim=obj_bnc_st; EndAnimGood=obj_bnc_hap_ed; EndAnimGeneral=obj_bnc_hap_ed; EndAnimBad=obj_bnc_sad_ed; Weight=100; PlayGeneral=1; PlayGood=1; PlayBad=1; } } StartDelayPeriod=0.3; EndDelayPeriod=0.3; UserEndSnapDist=0.0; HeadAnimChance=1.0; AnimStartFacing={1,0,0}; AnimEndFacing={1,0,0}; AnimFinishFacing={0,-1,0}; HeadAnimTurnRate=1.0; QueuedAnimTurnRate=0.6; NoShadow=1; } Path[ 6 ] { ToPath=7; Type=AInteriorAnimatingPath; Component=AVisViewingComponent; PathCode=WaitViewing; AnimatingFlags=1; AnimationHead { Anim[0] { StartAnim=obj_bnc_st; EndAnimGood=obj_bnc_hap_ed; EndAnimGeneral=obj_bnc_hap_ed; EndAnimBad=obj_bnc_sad_ed; Weight=100; PlayGeneral=1; PlayGood=1; PlayBad=1; } } StartDelayPeriod=0.3; EndDelayPeriod=0.3; UserEndSnapDist=0.0; HeadAnimChance=1.0; AnimStartFacing={0,-1,0}; AnimEndFacing={0,-1,0}; AnimFinishFacing={-1,0,0}; HeadAnimTurnRate=1.0; QueuedAnimTurnRate=0.6; NoShadow=1; } Path[ 7 ] { ToPath=8; Type=AInteriorSpecialPath; Component=AVisViewingComponent; PathCode=EndViewing; NoShadow=1; } Path[ 8 ] { ToPath=9; Anim=0; AnimCode=AtUpper; Flags=2; SpacedDelta=0.0; NoShadow=1; } // Lift down section Path[ 9 ] { Type=AInteriorSpecialPath; ToPath=10; Anim=0; AnimCode=ToLower; Flags=34; // Transform from locked position TransformEuler={0,0,270}; TransformMove={-0.5,-0.5,0}; RandTransformOffset=1; // Use random [0..offset] for above NoShadow=1; } Path[ 10 ] { ToExit=1; //OnGround=1; SmoothEnd=1; } } Network[ 2 ] { NumPaths=11; Name=Dino; Path[ 0 ] { FromExit=0; ToPath=1; //OnGround=1; SmoothStart=1; Name=Path_Vis1; } Path[ 1 ] { ToPath=2; Type=AInteriorSpecialPath; Component=AVisViewingComponent; PathCode=StartViewing; Anim=0; AnimCode=AtLower; Flags=2; Name=Path_Vis2; } Path[ 2 ] { ToPath=3; Anim=0; AnimCode=ToUpper; Flags=34; SpacedDelta=0.0; Name=Path_Vis3; NoShadow=1; } Path[ 3 ] { ToPath=4; Name=Path_Vis4; NoShadow=1; } Path[ 4 ] { ToPath=5; /* Type=AInteriorAnimatingPath; Component=AVisViewingComponent; PathCode=WaitViewing; AnimatingFlags=1; AnimationHead { Anim[0] { StartAnim=obj_bnc_st; EndAnimGood=obj_bnc_hap_ed; EndAnimGeneral=obj_bnc_hap_ed; EndAnimBad=obj_bnc_sad_ed; Weight=100; PlayGeneral=1; PlayGood=1; PlayBad=1; } } StartDelayPeriod=0.3; EndDelayPeriod=0.3; UserEndSnapDist=0.0; HeadAnimChance=1.0; AnimStartFacing={0,1,0}; AnimEndFacing={0,1,0}; AnimFinishFacing={1,0,0}; HeadAnimTurnRate=1.0; QueuedAnimTurnRate=0.6; */ Name=Path_Vis5; NoShadow=1; } Path[ 5 ] { ToPath=6; /* Type=AInteriorAnimatingPath; Component=AVisViewingComponent; PathCode=WaitViewing; AnimatingFlags=1; AnimationHead { Anim[0] { StartAnim=obj_bnc_st; EndAnimGood=obj_bnc_hap_ed; EndAnimGeneral=obj_bnc_hap_ed; EndAnimBad=obj_bnc_sad_ed; Weight=100; PlayGeneral=1; PlayGood=1; PlayBad=1; } } StartDelayPeriod=0.3; EndDelayPeriod=0.3; UserEndSnapDist=0.0; HeadAnimChance=1.0; AnimStartFacing={1,0,0}; AnimEndFacing={1,0,0}; AnimFinishFacing={0,-1,0}; HeadAnimTurnRate=1.0; QueuedAnimTurnRate=0.6; */ Name=Path_Vis6; NoShadow=1; } Path[ 6 ] { ToPath=7; /* Type=AInteriorAnimatingPath; Component=AVisViewingComponent; PathCode=WaitViewing; AnimatingFlags=1; AnimationHead { Anim[0] { StartAnim=obj_bnc_st; EndAnimGood=obj_bnc_hap_ed; EndAnimGeneral=obj_bnc_hap_ed; EndAnimBad=obj_bnc_sad_ed; Weight=100; PlayGeneral=1; PlayGood=1; PlayBad=1; } } StartDelayPeriod=0.3; EndDelayPeriod=0.3; UserEndSnapDist=0.0; HeadAnimChance=1.0; AnimStartFacing={0,-1,0}; AnimEndFacing={0,-1,0}; AnimFinishFacing={-1,0,0}; HeadAnimTurnRate=1.0; QueuedAnimTurnRate=0.6; */ Name=Path_Vis7; NoShadow=1; } Path[ 7 ] { ToPath=8; Type=AInteriorSpecialPath; Component=AVisViewingComponent; PathCode=EndViewing; Name=Path_Vis8; NoShadow=1; } Path[ 8 ] { ToPath=9; Anim=0; AnimCode=AtUpper; Flags=2; SpacedDelta=0.0; Name=Path_Vis9; NoShadow=1; } Path[ 9 ] { ToPath=10; Anim=0; AnimCode=ToLower; Flags=34; Name=Path_Vis10; NoShadow=1; } Path[ 10 ] { ToExit=1; //OnGround=1; SmoothEnd=1; Name=Path_Vis11; } } Anim[ 0 ] { Type=ALiftAnimation; LiftCloseTime=1; LiftMoveTime=3; LiftArrivalDelay=3.5; // Needs to be long enough for all visitors to leave lift MaxLiftUsers=3; Locator=bld_loc1; } Anim[ 1 ] { Type=ASeparateAnimation; Object=flagjp; Animation=bld_flags_lp; Locator=bld_wind1; StartPlaying=1; LinkToWind=1; } Network[ 1 ] { NumPaths=2; Name=Cln; Path[ 0 ] { FromExit=0; ToPath=1; //OnGround=1; Name=Path_Vis1; Type=AInteriorSpecialPath; Code=0; Component=ACommonBuildingComponent; } Path[ 1 ] { ToExit=1; //OnGround=1; Name=Path_Vis11; } } Component[0] { Type=AVisViewingComponent; PerceptionRange=110; MinVisitorFee=0; MaxVisitorFee=100; InitialVisitorFee=20; ExpectedVisitorFee=100; VisitorFeeStep=5; Capacity=10; DegTimeRate=0.0; DegVisRate=0.01; BaseQuality=0.5; RangeQuality=0.5; BaseDuration=2.0; RangeDuration=6.0; NamedAttraction=1; } } Dialog { Field[Status] { type = ADialogCycleField; } Field[PerUseFee] { type = ADialogCycleField; format = $FieldFormat_Money; } Field[Duration] { type = ADialogSliderField; minval = 0.0; maxval = 1.0; step = 0.1; } /* Field["Duration#Description"] { type = ADialogLabelField; transform = TranslateDurationDescription; } */ Field[ViolentExperience] { type = ADialogSliderField; minval = 0.0; maxval = 1.0; step = 0.1; } Field[NonviolentExperience] { type = ADialogSliderField; minval = 0.0; maxval = 1.0; step = 0.1; } Field[EnvironmentExperience] { type = ADialogSliderField; minval = 0.0; maxval = 1.0; step = 0.1; } Field[ExperienceScore] { type = ADialogLabelField; format = $FieldFormat_NumberPercent; } Field[VisibleDinosaurs] { type = ADialogVisibleDinosField; } Field[View] { type = ADialogCommandField; } Field[AttractionName] { type = ADialogCycleField; } Field[LastDinoEvent] { type = ADialogLabelField; } } Particles { NumLocators=1; Locator[0]{ Name="D_Smoke01"; NumEffects=1; Effect[0]{ DamageStart=80; DamageEnd=0; Setting="LargeSmoke"; } } } PreviewScene { CamPosition = {0, -25, -20}; CamAngle = 40; Model { Model = ViewPlat; Position = {0, 0, 0}; } Model { Model = GrndPW; Position = {0, 0.12, 0}; } } Breakpoints { BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_LIFT_up; Time = 10.0; Volume = 0.4; Pitch = 2.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_LIFT_up; Time = 23.0; Volume = 0.4; Pitch = 2.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_LIFT_up; Time = 36.0; Volume = 0.4; Pitch = 2.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_LIFT_up; Time = 49.0; Volume = 0.4; Pitch = 2.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_LIFT_dn; Time = 15.0; Volume = 0.4; Pitch = 2.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_LIFT_dn; Time = 28.0; Volume = 0.4; Pitch = 2.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_LIFT_dn; Time = 41.0; Volume = 0.4; Pitch = 2.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_LIFT_dn; Time = 56.0; Volume = 0.4; Pitch = 2.0; } } // WARNING: Do not place anything below these lines. //Anything past this point is destroyed on exporting bounding information BoundingGeometry { Geom_Max["Box01"] { Position = {6.000000, 0.000000, 3.500000}; Rotation = {0.000000, 0.000000, 0.000000, 1.000000}; PrimType = ePrimBox; Sides = { 9.000000, 4.000000, 3.000000 }; } Geom_Max["Box02"] { Position = {0.361954, 0.000000, 0.061399}; Rotation = {0.000000, 0.000000, 0.000000, 1.000000}; PrimType = ePrimBox; Sides = { 8.999999, 7.276092, 4.000000 }; } Geom_Max["Box03"] { Position = {0.000000, 4.017323, 0.000000}; Rotation = {0.000000, 0.000000, 0.000000, 1.000000}; PrimType = ePrimBox; Sides = { 4.500000, 4.500000, 4.500000 }; } Geom_Max["Sphere01"] { Position = {0.000000, 12.889386, 0.000000}; Rotation = {0.000000, 0.000000, 0.000000, 1.000000}; PrimType = ePrimSphere; Radius = 5.199999; } }