mipmapmode=3 metal 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 use_fog_xb forcesfx_start forcename="pot_shot2" processsfx="Ep1_7_SlidPistMech" completesfx="None" returnsfx="None" forcename="pot_shot1" processsfx="Ep1_7_SlidPistMech" completesfx="None" returnsfx="None" forcename="pot_shot3" processsfx="Ep1_7_SlidPistMech" completesfx="None" returnsfx="None" forcename="target_a3" processsfx="None" completesfx="ForceObjSmall" returnsfx="ForceObjSmall" forcename="target_a4" processsfx="HitTarget" completesfx="None" returnsfx="None" forcesfx_end rippleeffects_start texture_name="ripple2" effect_type="FORCEFIELD" start_colour_r=20 start_colour_g=10 start_colour_b=00 start_colour_a=255 end_colour_r=20 end_colour_g=00 end_colour_b=00 end_colour_a=0 life=0.2 start_radius=0.0 end_radius=0.5 rippleeffects_end settings_start=1 farclip=500 nearclip=0.021 fognear=30 fogfar=1200 fogr=94 fogg=47 fogb=56 foga=0xxx115 hazer=128 hazeg=50 hazeb=50 hazea=2 backr_top=50 backg_top=0 backb_top=0 backr_bottom=70 backg_bottom=0 backb_bottom=20 fogr_x=50 fogg_x=0 fogb_x=0 foga_x=128 hazer_x=0 hazeg_x=0 hazeb_x=0 hazea_x=0 backr_x=70 backg_x=0 backb_x=20 fogdensity=0.07 settings_end ///////////doors////////////////////////////// ///// door_start spline="door_3out" level="Factory_b" door_end door_start spline="door_3in" level="Factory_d" door_end ///// door_start spline="door_4out" level="Factory_d" door_end door_start spline="door_4in" level="Factory_d" door_end ///// door_start spline="door_5out" level="Factory_d" door_end door_start spline="door_5in" level="Factory_e" door_end obstacle_start name="door_1" obj="entrance_door2" type=door range=0.85 obstacle_end ////////////////cameras/////////////////////////// sock_start=01 campos_seek=5 cam_blend_time=1.5 cam_y_offset=2.0 offset_blend_y_ratio=1.0 cam_dist_ratio=0.5 cam_pullback_ratio=0.5 sock_end sock_start=02 campos_seek=5 cam_blend_time=1.5 cam_y_offset=1.0 offset_blend_y_ratio=1.0 cam_pullback_ratio=0.3 sock_end ///////////////zipups//////// zipup_start spline="zipup_1" zipup_end zipup_start spline="zipup_2" zipup_end zipup_start spline="zipup_3" zipup_end zipup_start spline="zipup_4" zipup_end zipup_start spline="zipup_5" zipup_end //////////////big pot///////////// obstacle_start type=gadget obj="target_a1",trigger obj="pot_shot1" obj="pot_shot1_red" obj="pot_shot1_green" obj="pot_a" camera_spline="shot1_cam" cam_start_time=0.4 cam_end_time=3.5 cam_blend_in_time=1.0 cam_blend_out_time=1.5 sfx_MIKEopen="Fac_BucketGearUD" obstacle_end ///// obstacle_start type=gadget obj="target_a2",trigger obj="pot_shot2" obj="pot_shot2_red" obj="pot_shot2_green" obj="pot_a" camera_spline="shot2_cam" cam_start_time=0.4 cam_end_time=3.5 cam_blend_in_time=1.0 cam_blend_out_time=1.5 sfxMIKE_open="Fac_BucketGearUD" obstacle_end obstacle_start type=gadget chain=1,1 obj="pot_a" obstacle_end obstacle_start type=gadget chain=1,2 obj="pot_shot1",anim_trigger obj="pot_shot2",anim_trigger obj="pot_b" obj="pot_frame_b" obj="pot_flap1_b" obj="pot_flap2_b" obj="pot_b_top" obstacle_end //// obstacle_start type=gadget chain=2,1 obj="pot_shot1",anim_trigger obj="pot_shot2",anim_trigger obj="pot_fall1" obstacle_end obstacle_start type=gadget chain=2,2 obj="pot_fall2" obstacle_end obstacle_start type=gadget chain=2,3,1 obj="pot_fall3" auto_start obstacle_end blowup_start force_name="pot_fall2" obj="dark_grey_flat_1x1" obj="dark_grey_brick_1x1" obj="dark_grey_flat_1x1" obj="dark_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" magnitude=1.0 blowup_end //////////updown///////////// obstacle_start type=gadget chain=3,1 obj="target_a3" obstacle_end obstacle_start type=gadget chain=3,2 obj="target_a5" obstacle_end obstacle_start type=gadget obj="target_a5",trigger obj="pot_shot3" obj="pot_shot3_red" obj="pot_shot3_green" obj="pot_a3" obj="pot_a4" sfx_MIKEanimating="Fac_BucketGearUD" obstacle_end //////////////////////r2door///// obstacle_start name="r2_pan2" type=door obj="r2_static2" obj="r2_pic2" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start type=door lock_spline="r2_door_lineup2" lock=interface locked obj="red_light_on2",no_collision obj="green_light_on2",no_collision obj="r2_door2" range=1.2 dooranim_waitoff sfx_open="Fac_FastDoorOpen" sfx_close="Fac_FastDoorOpen" obstacle_end //////////////blowup//////////////// blowup_start force_name="lrg_blowup_1" deb_name="EXPLO_03" obj="big_shad1",off obj="dark_grey_flat_1x1" obj="dark_grey_brick_1x1" obj="dark_grey_flat_1x1" obj="dark_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" obj="dark_grey_curve" obj="dark_grey_curve" obj="dark_grey_1x2" obj="dark_grey_1x2" obj="black_round_2x2" obj="red_light" obj="red_light" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="lrg_blowup_2" deb_name="EXPLO_03" obj="big_shad2",off obj="dark_grey_flat_1x1" obj="dark_grey_brick_1x1" obj="dark_grey_flat_1x1" obj="dark_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" obj="dark_grey_curve" obj="dark_grey_curve" obj="dark_grey_1x2" obj="dark_grey_1x2" obj="black_round_2x2" obj="red_light" obj="red_light" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="lrg_blowup_3" deb_name="EXPLO_03" obj="big_shad3",off obj="dark_grey_flat_1x1" obj="dark_grey_brick_1x1" obj="dark_grey_flat_1x1" obj="dark_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" obj="dark_grey_curve" obj="dark_grey_curve" obj="dark_grey_1x2" obj="dark_grey_1x2" obj="black_round_2x2" obj="red_light" obj="red_light" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end //////// blowup_start force_name="sml_blowup_1" deb_name="EXPLO_03" obj="little_shad1",off obj="dark_grey_flat_1x1" obj="dark_grey_brick_1x1" obj="dark_grey_flat_1x1" obj="dark_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" obj="dark_grey_curve" obj="dark_grey_curve" obj="dark_grey_1x2" obj="dark_grey_1x2" obj="black_round_2x2" obj="red_light" obj="red_light" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="sml_blowup_2" deb_name="EXPLO_03" obj="little_shad2",off obj="dark_grey_flat_1x1" obj="dark_grey_brick_1x1" obj="dark_grey_flat_1x1" obj="dark_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" obj="dark_grey_curve" obj="dark_grey_curve" obj="dark_grey_1x2" obj="dark_grey_1x2" obj="black_round_2x2" obj="red_light" obj="red_light" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="sml_blowup_3" deb_name="EXPLO_03" obj="little_shad3",off obj="dark_grey_flat_1x1" obj="dark_grey_brick_1x1" obj="dark_grey_flat_1x1" obj="dark_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" obj="light_grey_flat_1x1" obj="light_grey_brick_1x1" obj="dark_grey_curve" obj="dark_grey_curve" obj="dark_grey_1x2" obj="dark_grey_1x2" obj="black_round_2x2" obj="red_light" obj="red_light" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end //////////////////////r2door///// obstacle_start name="r2_pan1" type=door obj="r2_static1" obj="r2_pic1" range=1.2 obstacle_end obstacle_start type=door lock_spline="r2_door_lineup1" lock=interface locked obj="red_light_on1",no_collision obj="green_light_on1",no_collision obj="r2_door" range=1.2 dooranim_waitoff sfx_open="Fac_FastDoorOpen" sfx_close="Fac_FastDoorOpen" obstacle_end