mipmapmode=3 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=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 forcesfx_start forcename="barrel_1b" processsfx="None" completesfx="ForceObjBig" returnsfx="ForceObjBig" forcesfx_end ///////////doors////////////////////////////// door_start spline="door_8out" level="Factory_g" door_end door_start spline="door_8in" level="Factory_f" door_end ///////////////////cameras/////////////////////////// sock_start=08 campos_seek=5 cam_blend_time=1.5 cam_y_offset=2.0 offset_blend_y_ratio=1.0 cam_dist_ratio=0.15 cam_1player_zoom=1.0 sock_end sock_start=09 campos_seek=5 cam_blend_time=1.5 cam_y_offset=1.0 offset_blend_y_ratio=1.0 cam_1player_zoom=1.0 sock_end sock_start=10 campos_seek=5 cam_blend_time=1.5 cam_y_offset=1.0 offset_blend_y_ratio=1.0 cam_dist_ratio=0.15 cam_1player_zoom=1.0 sock_end ////////////////////// obstacle_start name="door_1" obj="door_1" type=door range=1.0 obstacle_end 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_line1" lock=interface locked obj="red_light_on1",no_collision obj="green_light_on1",no_collision range=1.2 dooranim_waitoff obstacle_end obstacle_start type=gadget obj="green_light_on1",anim_trigger obj="conv_1a" obj="conv_1_1a" obstacle_end obstacle_start type=gadget chain=1,1 obj="conv_1a" obj="conv_1_1a" obstacle_end obstacle_start type=gadget chain=1,2 obj="barrel_1a" obj="conv_1b" obj="conv_1_1b1" obj="conv_1_1b2" obj="conv_1_1b3" obj="conv_1_1b4" obj="conv_1_1b5" obj="conv_1_1b6" obj="conv_1_1b7" obj="conv_1_1b8" auto_start sfx_animating="Fac_ConveyorLoop" obstacle_end obstacle_start type=gadget chain=1,3 obj="barrel_1b" obj="conv_1c" obj="conv_1_1c" obstacle_end obstacle_start type=gadget chain=1,4 obj="barrel_1c" obj="conv_1d" obj="conv_1_1d" obstacle_end ////// blowup_start force_name="barrel_1c" deb_name="EXPLO_nab" 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 /////// obstacle_start type=gadget obj="barrel_1c",trigger obj="laser_post1a" obj="laser_post2a" obstacle_end obstacle_start type=gadget chain=3,1 obj="laser_post1a" obj="laser_post2a" obstacle_end obstacle_start type=gadget chain=3,2 obj="laser_post1" obj="laser_post2" obstacle_end blowup_start force_name="laser_post1" deb_name="EXPLO_nab" 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="laser",off magnitude=1.5 add_within_bounds=0.5 add_explosion blowup_end blowup_start force_name="laser_post2" deb_name="EXPLO_nab" 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" magnitude=1.5 add_within_bounds=0.5 add_explosion blowup_end /////////////// obstacle_start name="r2_pan2" type=door obj="r2_static2" obj="r2_pic2" range=1.2 obstacle_end obstacle_start type=door lock_spline="r2_door_line2" lock=interface locked obj="red_light_on2",no_collision obj="green_light_on2",no_collision dooranim_waitoff range=1.2 sfx_animating="Fac_ConveyorLoop" obstacle_end obstacle_start type=gadget obj="green_light_on2",anim_trigger obj="conv_2a" obj="conv_2_1a" obstacle_end obstacle_start type=gadget chain=2,1 obj="conv_2a" obj="conv_2_1a" obstacle_end obstacle_start type=gadget chain=2,2 obj="conv_2b" obj="conv_2_1b1" obj="conv_2_1b2" obj="conv_2_1b3" obj="conv_2_1b4" obj="conv_2_1b5" obj="conv_2_1b6" obj="conv_2_1b7" obj="conv_2_1b8" obj="fun_a" auto_start sfx_animating="Fac_ConveyorLoop" obstacle_end obstacle_start type=gadget chain=2,3 obj="conv_2c" obj="conv_2_1c" obj="fun_b1_col" obj="fun_b1_col1" obj="fun_b2_col" obj="fun_b1_1" obj="fun_b1_2" obj="fun_b1_3" obj="fun_b1_4" obj="fun_b1_5" obj="fun_b1_6" obj="fun_b1_7" obj="fun_b1_8" obj="fun_b1_9" obj="fun_b1_10" obj="fun_b1_11" obj="fun_b1_12" obj="fun_b1_13" obj="fun_b1_14" obj="fun_b1_15" obj="fun_b1_16" obj="fun_b2_1" obj="fun_b2_2" obj="fun_b2_3" obj="fun_b2_4" obstacle_end obstacle_start type=gadget chain=2,4 obj="conv_2d" obj="conv_2_1d" obj="fun_c1_1" obj="fun_c1_2" obj="fun_c1_3" obj="fun_c2_1" obj="fun_c2_2" sfx_animating="ResX_DomeOpenLp" obstacle_end ////////////// ////////////////////////////////////////////// obstacle_start type=gadget chain=4,1 obj="force_a1" obj="force_a2" obj="force_a3" obj="force_a4" obstacle_end obstacle_start type=gadget chain=4,2 obj="prison1" obstacle_end blowup_start force_name="prison1" deb_name="EXPLO_nab" effect_off="PRI_1" 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" magnitude=1.5 add_within_bounds=1.0 sfx="Explode1" blowup_end obstacle_start type=gadget chain=5,1 obj="force_b1" obj="force_b2" obj="force_b3" obj="force_b4" obstacle_end obstacle_start type=gadget chain=5,2 obj="prison2" obstacle_end blowup_start force_name="prison2" deb_name="EXPLO_nab" effect_off="PRI_2" 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" magnitude=1.5 add_within_bounds=1.0 sfx="Explode1" blowup_end obstacle_start type=gadget chain=6,1 obj="force_c1" obj="force_c2" obj="force_c3" obj="force_c4" obstacle_end obstacle_start type=gadget chain=6,2 obj="prison3" obstacle_end blowup_start force_name="prison3" deb_name="EXPLO_nab" effect_off="PRI_3" 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" magnitude=1.5 add_within_bounds=1.0 sfx="Explode1" blowup_end obstacle_start type=gadget chain=7,1 obj="force_d1" obj="force_d2" obj="force_d3" obj="force_d4" obstacle_end obstacle_start type=gadget chain=7,2 obj="prison4" obstacle_end blowup_start force_name="prison4" deb_name="EXPLO_nab" effect_off="PRI_4" 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" magnitude=1.5 add_within_bounds=1.0 sfx="Explode1" blowup_end