other_level="negotiations_a" mipmapmode=3 metal fix_strobing_anims default_sfx_start sfx_default="LegoForm" sfx_default_form="LegoForm" sfx_default_switch="NegB_ServoArm" sfx_default_null default_sfx_end blobshadow_alpha=80 // alpha value of blob shadow in level (0-255, 255 = darkest) blobshadow_fadenear=5 // distance blob shadow starts fading out blobshadow_fadefar=10 // distance blob shadow finishes fading out forcesfx_start forcename="head1" processsfx="NegB_GasHose" completesfx="none" returnsfx="None" forcename="head2" processsfx="NegB_GasHose" completesfx="none" returnsfx="None" forcename="head3" processsfx="NegB_GasHose" completesfx="none" returnsfx="None" forcename="trolley" processsfx="NegB_LegoTruck" completesfx="None" returnsfx="None" forcename="droid_a" processsfx-"NegB_MiniShip" completesfx="none" returnsfx="None" forcename="droid_b" processsfx="LegoForm" completesfx="LegoClicks" returnsfx="None" forcename="vent" processsfx="None" completesfx="ForceObjVBig" returnsfx="None" forcename="spanner1" processsfx="None" completesfx="LegoClicks" returnsfx="None" forcename="spanner" processsfx="None" completesfx="LegoClicks" returnsfx="None" forcename="cog" processsfx="None" completesfx="ForceObjSmall" returnsfx="None" forcesfx_end rippleeffects_start texture_name="ripple2" effect_type="FORCEFIELD" start_colour_r=00 start_colour_g=10 start_colour_b=20 start_colour_a=255 end_colour_r=00 end_colour_g=00 end_colour_b=20 end_colour_a=0 life=0.2 start_radius=0.0 end_radius=0.5 rippleeffects_end settings_start=1 farclip=218 nearclip=0.021 fognear=1 fogfar=217 fogr=49 fogg=63 fogb=81 foga=0 hazer=0 hazeg=0 hazeb=0 hazea=0 backr=0 backg=0 backb=0 fogr_x=0 fogg_x=99 fogb_x=150 foga_x=0 hazer_x=0 hazeg_x=0 hazeb_x=0 hazea_x=0 backr_x=0 backg_x=0 backb_x=0 fogdensity=0.110 fognear_gc=1 fogfar_gc=23 fogr_gc=0 fogg_gc=71 fogb_gc=95 foga_gc=127 hazer_gc=0 hazeg_gc=39 hazeb_gc=63 settings_y=-1.9 settings_end ////////////////////////////////////////////// sock_start=00 campos_seek=5 cam_blend_time=1.0 cam_y_offset=0.8 offset_blend_y_ratio=1 y_limits cam_pullback_ratio=0.1 sock_end sock_start=01 campos_seek=5 cam_blend_time=1.0 cam_y_offset=0.8 offset_blend_y_ratio=1 cam_z_offset=-2.5 offset_blend_z_ratio=1 y_limits cam_pullback_ratio=0.5 sock_end sock_start=02 campos_seek=5 cam_blend_time=1.0 cam_pullback_ratio=0.3 sock_end sock_start=03 campos_seek=5 cam_blend_time=1.0 cam_y_offset=0.8 offset_blend_y_ratio=0.2 y_limits cam_pullback_ratio=0.0 sock_end sock_start=04 campos_seek=5 cam_blend_time=1.0 cam_y_offset=0.8 offset_blend_y_ratio=0.2 y_limits cam_pullback_ratio=0.0 sock_end //////////////////////////////////////// obstacle_start name="R2_pan1" type=door obj="r2_static2" obj="r2_pic2" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="R2_door_01" type=door lock_spline="r2_door_lineup1" lock=interface locked obj="force_field_a" obj="force_field_move_a" obj="red_light_on1",no_collision obj="green_light_on1",no_collision obj="red_light_on2",no_collision obj="green_light_on2",no_collision range=1.2 sfx="FFieldOff" obstacle_end obstacle_start type=gadget chain=3,1 obj="force_field_move_a" obstacle_end obstacle_start type=gadget chain=3,2 obstacle_end //////////////////////////////////////////////////// //////////////driod fighter////////////////////////////////////// obstacle_start type=gadget chain=1,1 obj="droid_a" obj="droid_b" obj="droid_c" obj="droid_d" obj="droid_e" obstacle_end obstacle_start type=gadget chain=1,2 obj="droid_ride",shove,cam_follow auto_start sfx_animating="NegB_MiniShip" camera_spline="droid_cam" cam_start_time=0.0 cam_end_time=3.5 cam_blend_in_time=0.0 cam_blend_out_time=0.0 obstacle_end ////// obstacle_start type=gadget chain=2,1 obj="gas" sfx_animating="LegoShakeLp" obstacle_end obstacle_start type=gadget chain=2,2,1 obj="gas1" auto_start obstacle_end ///////things that go pop////////////// blowup_start force_name="blowup_barrel_a4" deb_name="EXPLO_01" obj="blowup_barrel_b" obj="blowup_barrel_b" obj="blowup_barrel_c" sfx="Explode1" blowup_end blowup_start force_name="blowup_barrel_b4" deb_name="EXPLO_01" obj="blowup_barrel_b" obj="blowup_barrel_b" sfx="Explode1" blowup_end blowup_start force_name="blowup_barrel_c4" deb_name="EXPLO_03" obj="blowup_barrel_a" obj="blowup_barrel_a" obj="blowup_barrel_b" obj="blowup_barrel_d" sfx="Explode1" blowup_end blowup_start force_name="blowup_barrel_d4" deb_name="EXPLO_03" obj="blowup_barrel_a" obj="blowup_barrel_b" obj="blowup_barrel_b" obj="blowup_barrel_d" sfx="Explode1" blowup_end /////// door_start spline="door_to_jar_vent" level="negotiations_b" door_end door_start spline="door_from_jar_vent" level="negotiations_b" door_end door_start spline="door_to_room4" level="negotiations_b" door_end door_start spline="door_from_room4" level="negotiations_a" door_end door_start spline="door_to_main" level="negotiations_b" door_end door_start spline="door_from_main" level="negotiations_b" door_end