mipmapmode=3 fix_strobing_anims 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 rippleeffects_start texture_name="ripple2" effect_type="FORCEFIELD" start_colour_r=30 start_colour_g=15 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=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=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 forcesfx_start forcename="blaster_b1" processsfx="LegoForm" completesfx="LegoClicks" returnsfx="None" forcesfx_end ///////////doors////////////////////////////// ///// door_start spline="door_6out" level="Factory_e" door_end door_start spline="door_6in" level="Factory_f" door_end ///// door_start spline="door_7out" level="Factory_f" door_end door_start spline="door_7in" level="Factory_f" door_end ///// door_start spline="door_8out" level="Factory_g" door_end door_start spline="door_8in" level="Factory_f" door_end ///// obstacle_start name="door_1" obj="entrance" type=door range=1.5 obstacle_end obstacle_start name="door_1" obj="exit" type=door range=1.5 obstacle_end ////////////////cameras/////////////////////////// sock_start=00 campos_seek=5 cam_blend_time=1.5 cam_x_offset=0.0 cam_y_offset=1.0 cam_z_offset=-3.0 offset_blend_x_ratio=0.0 offset_blend_y_ratio=1.0 offset_blend_z_ratio=1.0 cam_pullback_ratio=0.3 sock_end sock_start=01 campos_seek=5 cam_blend_time=1.5 cam_x_offset=0.0 cam_y_offset=4.0 cam_z_offset=0.0 offset_blend_x_ratio=0.4 offset_blend_y_ratio=1.0 offset_blend_z_ratio=0.4 cam_dist_ratio=0.25 cam_pullback_ratio=0.8 sock_end /////////////////////zipup////////////////////// zipup_start spline="zipup_2" zipup_end ////////////stuff////////////////// blowup_start force_name="shoot_a1" deb_name="EXPLO_03" obj="shoot_a1_base",off obj="flat_b2_1" obj="flat_b2_1" obj="round_b2_1" obj="round_b2_1" obj="bit1" obj="bit1" obj="bit1" obj="bit1" obj="bit1" obj="bit1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end //// obstacle_start type=gadget chain=1,1 obj="shoot_a1" obj="shoot_a1_base" obstacle_end obstacle_start type=gadget chain=1,2 obj="flat_b1_1" obj="flat_b1_2" obj="flat_b1_3" obj="flat_b1_4" obj="flat_b1_5" obj="flat_b1_6" obj="round_b1_1" obj="round_b1_2" obj="round_b1_3" obj="round_b1_4" obj="round_b1_5" auto_start obstacle_end obstacle_start type=gadget chain=1,3 obj="flat_c1_1" obj="flat_c1_2" obj="flat_c1_3" obj="flat_c1_4" obj="flat_c1_5" obj="flat_c1_6" obj="round_c1_1" obj="round_c1_2" obj="round_c1_3" obj="round_c1_4" obj="round_c1_5" obj="terrain_b1_1" obj="terrain_c1_1" obstacle_end //////// blowup_start force_name="shoot_a2" deb_name="EXPLO_03" obj="shoot_a2_base",off obj="flat_b2_1" obj="flat_b2_1" obj="flat_b2_1" obj="flat_b2_1" obj="flat_b2_1" obj="flat_b2_1" obj="round_b2_1" obj="round_b2_1" obj="round_b2_1" obj="round_b2_1" obj="bit1" obj="bit1" obj="bit1" obj="bit1" obj="bit1" obj="bit1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end ///////////pooop/////////////// blowup_start force_name="shoot_a3" deb_name="EXPLO_03" obj="shoot_a3_base",off obj="flat_b2_1" obj="flat_b2_1" obj="round_b2_1" obj="round_b2_1" obj="bit1" obj="bit1" obj="bit1" obj="bit1" obj="bit1" obj="bit1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end //// obstacle_start type=gadget chain=2,1 obj="shoot_a3" obj="shoot_a3_base" obstacle_end obstacle_start type=gadget chain=2,2 obj="flat_b3_1" obj="flat_b3_2" obj="flat_b3_3" obj="flat_b3_4" obj="flat_b3_5" obj="flat_b3_6" obj="round_b3_1" obj="round_b3_2" obj="round_b3_3" obj="round_b3_4" obj="round_b3_5" auto_start obstacle_end obstacle_start type=gadget chain=2,3 obj="flat_c3_1" obj="flat_c3_2" obj="flat_c3_3" obj="flat_c3_4" obj="flat_c3_5" obj="flat_c3_6" obj="round_c3_1" obj="round_c3_2" obj="round_c3_3" obj="round_c3_4" obj="round_c3_5" obj="terrain_b3_1" obj="terrain_c3_1" obstacle_end ///////// blowup_start force_name="shoot_a2_base1" deb_name="EXPLO_03" obj="flat_b2_1" obj="flat_b2_1" obj="round_b2_1" obj="round_b2_1" obj="bit1" obj="bit1" obj="bit1" obj="bit1" obj="bit1" obj="bit1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" sfx_close="HitTarget" blowup_end ///// obstacle_start type=gadget chain=3,1 obj="shoot_a2_base1" obstacle_end obstacle_start type=gadget chain=3,2 obj="blaster_a1" obj="blaster_a2" obj="blaster_a3" obj="blaster_a4" obj="blaster_a5" obj="blaster_a6" obj="blaster_a7" sfx_close="Fac_LegoDropInLava" auto_start obstacle_end obstacle_start type=gadget chain=3,3 obj="blaster_b1" obj="blaster_b2" obj="blaster_b3" obj="blaster_b4" obj="blaster_b5" obj="blaster_b6" obj="blaster_b7" obj="blaster_terrain" obstacle_end //////////////r4-c3-locks///////////////// ////////////////// obstacle_start name="r4_pan3" type=door obj="r4_static3" obj="r4_pic3" range=1.2 obstacle_end obstacle_start name="r4_door_03" type=door lock_spline="r4_door_line3" lock=interface locked obj="red_light_on3",no_collision obj="R2_walkway",no_collision obj="green_light_on3",no_collision sfx_open="Fac_GeoBridgeExtend" obstacle_end ////////////////// obstacle_start name="tc14_pan4" type=door obj="tc14_static4" obj="tc14_pic4" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="TC14_door_04" type=door lock_spline="tc14_door_line4" lock=interface protocol locked obj="c3po_door",no_collision obj="red_light_on4",no_collision obj="green_light_on4",no_collision obj="red_light_off4",no_collision obj="green_light_off4",no_collision sfx_open="Fac_FastDoorOpen" sfx_close="Fac_FastDoorOpen" obstacle_end //////////bonusmaze////////////////////////////////////////// obstacle_start type=gadget obj="red_light_on13",anim_trigger obj="maze_a1" obj="maze_b1" sfx_open="Null" sfx_close="Null" obstacle_end obstacle_start type=gadget chain=4,1 obj="red_light_on13" obj="maze_a1" obj="maze_b1" sfx_open="Null" sfx_close="Null" obstacle_end ///// obstacle_start type=gadget obj="red_light_on10",anim_trigger obj="maze_b2" obj="maze_c1" sfx_open="Null" sfx_close="Null" obstacle_end obstacle_start type=gadget chain=4,2 obj="red_light_on10" obj="maze_b2" obj="maze_c1" sfx_open="Null" sfx_close="Null" obstacle_end ///// obstacle_start type=gadget obj="red_light_on11",anim_trigger obj="maze_c2" obj="maze_d1" sfx_open="Null" sfx_close="Null" obstacle_end obstacle_start type=gadget chain=4,3 obj="red_light_on11" obj="maze_c2" obj="maze_d1" sfx_open="Null" sfx_close="Null" obstacle_end //// obstacle_start type=gadget obj="red_light_on12",anim_trigger obj="maze_d2" obj="maze_e1" sfx_open="Null" sfx_close="Null" obstacle_end obstacle_start type=gadget chain=4,4 obj="red_light_on12" obj="maze_d2" obj="maze_e1" sfx_open="Null" sfx_close="Null" obstacle_end //////////// obstacle_start name="r4_pan10" type=door obj="r4_static10" obj="r4_pic10" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="r4_door_10" type=door lock_spline="r4_door_line10" lock=interface locked obj="red_light_on10",no_collision obj="green_light_on10",no_collision camera_spline="laser_cam10" cam_start_time=0.0 cam_end_time=3.5 cam_blend_in_time=0.0 cam_blend_out_time=1.5 sfx_open="Fac_LaserGatePwrDown" sfx_close="Null" obstacle_end ////////////////// obstacle_start name="r4_pan11" type=door obj="r4_static11" obj="r4_pic11" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="r4_door_11" type=door lock_spline="r4_door_line11" lock=interface locked obj="red_light_on11",no_collision obj="green_light_on11",no_collision camera_spline="laser_cam11" cam_start_time=0.0 cam_end_time=3.5 cam_blend_in_time=0.0 cam_blend_out_time=1.5 sfx_open="Fac_LaserGatePwrDown" sfx_close="Null" obstacle_end ////////////////// obstacle_start name="r4_pan12" type=door obj="r4_static12" obj="r4_pic12" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="r4_door_12" type=door lock_spline="r4_door_line12" lock=interface locked obj="red_light_on12",no_collision obj="green_light_on12",no_collision camera_spline="laser_cam12" cam_start_time=0.0 cam_end_time=3.5 cam_blend_in_time=0.0 cam_blend_out_time=1.5 sfx_open="Fac_LaserGatePwrDown" sfx_close="Null" obstacle_end ////////////////// obstacle_start name="r4_pan13" type=door obj="r4_static13" obj="r4_pic13" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="r4_door_13" type=door lock_spline="r4_door_line13" lock=interface locked obj="red_light_on13",no_collision obj="green_light_on13",no_collision camera_spline="laser_cam12" cam_start_time=0.0 cam_end_time=3.5 cam_blend_in_time=0.0 cam_blend_out_time=1.5 sfx_open="Fac_LaserGatePwrDown" sfx_close="Null" obstacle_end ////////////////////////////////////////////////////////////////// obstacle_start name="tc14_pan6" type=door obj="tc14_static6" obj="tc14_pic6" range=1.2 obstacle_end obstacle_start name="TC14_door_06" type=door lock_spline="tc14_door_line6" lock=interface protocol locked obj="red_light_on6",no_collision obj="green_light_on6",no_collision obj="red_light_off6",no_collision obj="green_light_off6",no_collision obstacle_end