mipmapmode=3 flat_terrain cam_tilt=0.5 fix_strobing_anims other_level="gunship_status" blobshadow_alpha=80 blobshadow_fadenear=5 blobshadow_fadefar=10 use_fog settings_start=1 farclip=2000 nearclip=0.021 fognear=10 fogfar=217 fogr=49 fogg=20 fogb=10 foga=60 top_backr=0 top_backg=110 top_backb=255 bottom_backr=214 bottom_backg=0 bottom_backb=0 fogr_x=49 fogg_x=63 fogb_x=81 foga_x=63 backr_x=0 backg_x=99 backb_x=150 fogdensity=0.110 settings_end ///////////////////////camera/////////////////////// door_start spline="GunshipA_B" level="Gunship_B" door_end ////////////////////////////////////////////// sock_start=01 playtype=circle circuit campos_seek=10 move_angle=-90 cam_y_offset=4 cam_look_ratio_y=0.625 mid_range_inner=0.01 mid_range_outer=0.2 mid_force=xz sock_end ////////////////////////////////////////////// //////////////////////////////////////////// blowup_start force_name="cube_a1blow" deb_name="fuel_pop" part_effect_name="fuel_part_01" magnitude=8.0 add_within_bounds=0.5 sfx="Ep3_1_ExplosionM" blowup_end blowup_start force_name="cube_a2blow" deb_name="fuel_pop" part_effect_name="fuel_part_01" magnitude=8.0 add_within_bounds=0.5 sfx="Ep3_1_ExplosionM" blowup_end blowup_start force_name="cube_a3blow" deb_name="fuel_pop" part_effect_name="fuel_part_01" magnitude=8.0 add_within_bounds=0.5 sfx="Ep3_1_ExplosionM" blowup_end //////////////////////////////////////////// blowup_start force_name="cube_b1blow" deb_name="fuel_pop" part_effect_name="fuel_part_01" magnitude=8.0 add_within_bounds=0.5 sfx="Ep3_1_ExplosionM" blowup_end blowup_start force_name="cube_b2blow" deb_name="fuel_pop" part_effect_name="fuel_part_01" magnitude=8.0 add_within_bounds=0.5 sfx="Ep3_1_ExplosionM" blowup_end blowup_start force_name="cube_b3blow" deb_name="fuel_pop" part_effect_name="fuel_part_01" magnitude=8.0 add_within_bounds=0.5 sfx="Ep3_1_ExplosionM" blowup_end //////////////////////////////////////////// blowup_start force_name="cube_c1blow" deb_name="fuel_pop" part_effect_name="fuel_part_01" magnitude=8.0 add_within_bounds=0.5 sfx="Ep3_1_ExplosionM" blowup_end blowup_start force_name="cube_c2blow" deb_name="fuel_pop" part_effect_name="fuel_part_01" magnitude=8.0 add_within_bounds=0.5 sfx="Ep3_1_ExplosionM" blowup_end blowup_start force_name="cube_c3blow" deb_name="fuel_pop" part_effect_name="fuel_part_01" magnitude=8.0 add_within_bounds=0.5 sfx="Ep3_1_ExplosionM" blowup_end //////////////////////////////////////////// blowup_start force_name="cube_d1blow" deb_name="fuel_pop" part_effect_name="fuel_part_01" magnitude=8.0 add_within_bounds=0.5 sfx="Ep3_1_ExplosionM" blowup_end blowup_start force_name="cube_d2blow" deb_name="fuel_pop" part_effect_name="fuel_part_01" magnitude=8.0 add_within_bounds=0.5 sfx="Ep3_1_ExplosionM" blowup_end blowup_start force_name="cube_d3blow" deb_name="fuel_pop" part_effect_name="fuel_part_01" magnitude=8.0 add_within_bounds=0.5 sfx="Ep3_1_ExplosionM" blowup_end ////////////minis////////////////////// blowup_start force_name="spin_b1" deb_name="mini_v_pop" part_effect_name="mini_v" obj="spin_a1",off magnitude=8.0 add_within_bounds=0.5 minikit blowup_end blowup_start force_name="spin_b2" deb_name="mini_v_pop" part_effect_name="mini_v" obj="spin_a2",off magnitude=8.0 add_within_bounds=0.5 minikit blowup_end blowup_start force_name="spin_b3" deb_name="mini_v_pop" part_effect_name="mini_v" obj="spin_a3",off magnitude=8.0 add_within_bounds=0.5 minikit blowup_end blowup_start force_name="spin_b4" deb_name="mini_v_pop" part_effect_name="mini_v" obj="spin_a4",off magnitude=8.0 add_within_bounds=0.5 minikit blowup_end blowup_start force_name="spin_b5" deb_name="mini_v_pop" part_effect_name="mini_v" obj="spin_a5",off magnitude=8.0 add_within_bounds=0.5 minikit blowup_end //////////////////////////////////////// obstacle_start type=gadget name="poop" obj="globe4" obj="globe3_dust" obstacle_end ////////////////////////////////////////// obstacle_start type=gadget obj="shield_a1" obj="cube2_a1" obj="cube2_a2" obj="cube2_a3" obj="gun_a1",trigger obj="gun_a2",trigger obstacle_end /////////// obstacle_start type=gadget chain=2,1 obj="cube2_a1" obj="cube2_a2" obj="cube2_a3" obj="shield_a1" obj="gun_a1" obj="gun_a2" obstacle_end obstacle_start type=gadget chain=2,2 obj="cube_a1blow" obj="cube_a2blow" obj="cube_a3blow" obj="shield_a2" auto_start obstacle_end ////////////////////////////////////////// obstacle_start type=gadget obj="shield_b1" obj="cube2_b1" obj="cube2_b2" obj="cube2_b3" obj="gun_b1",trigger obj="gun_b2",trigger obstacle_end /////////// obstacle_start type=gadget chain=3,1 obj="cube2_b1" obj="cube2_b2" obj="cube2_b3" obj="shield_b1" obj="gun_b1" obj="gun_b2" obstacle_end obstacle_start type=gadget chain=3,2 obj="cube_b1blow" obj="cube_b2blow" obj="cube_b3blow" obj="shield_b2" auto_start obstacle_end ////////////////////////////////////////// ////////////////////////////////////////// obstacle_start type=gadget obj="shield_c1" obj="cube2_c1" obj="cube2_c2" obj="cube2_c3" obj="gun_c1",trigger obj="gun_c2",trigger obstacle_end /////////// obstacle_start type=gadget chain=4,1 obj="cube2_c1" obj="cube2_c2" obj="cube2_c3" obj="shield_c1" obj="gun_c1" obj="gun_c2" obstacle_end obstacle_start type=gadget chain=4,2 obj="cube_c1blow" obj="cube_c2blow" obj="cube_c3blow" obj="shield_c2" auto_start obstacle_end ////////////////////////////////////////// obstacle_start type=gadget obj="shield_d1" obj="cube2_d1" obj="cube2_d2" obj="cube2_d3" obj="gun_d1",trigger obj="gun_d2",trigger obstacle_end /////////// obstacle_start type=gadget chain=5,1 obj="cube2_d1" obj="cube2_d2" obj="cube2_d3" obj="shield_d1" obj="gun_d1" obj="gun_d2" obstacle_end obstacle_start type=gadget chain=5,2 obj="cube_d1blow" obj="cube_d2blow" obj="cube_d3blow" obj="shield_d2" auto_start obstacle_end ////////////////////////////////////////////////// blowup_start force_name="gun_a1" obj="gun_base_a1",off deb_name="turet_pop" part_effect_name="turet_part" sfx="Ep3_1_ExplosionXXL" blowup_end blowup_start force_name="gun_a2" obj="gun_base_a2",off deb_name="turet_pop" part_effect_name="turet_part" sfx="Ep3_1_ExplosionXXL" blowup_end /// blowup_start force_name="gun_b1" obj="gun_base_b1",off deb_name="turet_pop" part_effect_name="turet_part" sfx="Ep3_1_ExplosionXXL" blowup_end blowup_start force_name="gun_b2" obj="gun_base_b2",off deb_name="turet_pop" part_effect_name="turet_part" sfx="Ep3_1_ExplosionXXL" blowup_end /// blowup_start force_name="gun_c1" obj="gun_base_c1",off deb_name="turet_pop" part_effect_name="turet_part" sfx="Ep3_1_ExplosionXXL" blowup_end blowup_start force_name="gun_c2" obj="gun_base_c2",off deb_name="turet_pop" part_effect_name="turet_part" sfx="Ep3_1_ExplosionXXL" blowup_end /// blowup_start force_name="gun_d1" obj="gun_base_d1",off deb_name="turet_pop" part_effect_name="turet_part" sfx="Ep3_1_ExplosionXXL" blowup_end blowup_start force_name="gun_d2" obj="gun_base_d2",off deb_name="turet_pop" part_effect_name="turet_part" sfx="Ep3_1_ExplosionXXL" blowup_end /// ///////////////////////////// turret_start obj="gun_a1" name="name" view_range=50 fire_range=30 fire_interval=0.35 hitpoints=5 fire_offset_x=0.20 fire_offset_y=0.12 fire_offset_z=0.4 fire_offset2_x=-0.20 fire_offset2_y=0.12 fire_offset2_z=0.4 rXange_x_rot=0 min_x_rot=0 max_x_rot=0 rXange_y_rot=0 mXin_y_rot=-50 mXax_y_rot=50 badguy turret_end turret_start obj="gun_a2" name="name" view_range=50 fire_range=30 fire_interval=0.35 hitpoints=5 fire_offset_x=0.20 fire_offset_y=0.12 fire_offset_z=0.4 fire_offset2_x=-0.20 fire_offset2_y=0.12 fire_offset2_z=0.4 rXange_x_rot=0 min_x_rot=0 max_x_rot=0 rXange_y_rot=0 mXin_y_rot=-50 mXax_y_rot=50 badguy turret_end /////////// turret_start obj="gun_b1" name="name" view_range=50 fire_range=30 fire_interval=0.35 hitpoints=5 fire_offset_x=0.20 fire_offset_y=0.12 fire_offset_z=0.4 fire_offset2_x=-0.20 fire_offset2_y=0.12 fire_offset2_z=0.4 rXange_x_rot=0 min_x_rot=0 max_x_rot=0 rXange_y_rot=0 mXin_y_rot=-50 mXax_y_rot=50 badguy turret_end turret_start obj="gun_b2" name="name" view_range=50 fire_range=30 fire_interval=0.35 hitpoints=5 fire_offset_x=0.20 fire_offset_y=0.12 fire_offset_z=0.4 fire_offset2_x=-0.20 fire_offset2_y=0.12 fire_offset2_z=0.4 rXange_x_rot=0 min_x_rot=0 max_x_rot=0 rXange_y_rot=0 mXin_y_rot=-50 mXax_y_rot=50 badguy turret_end /////////// turret_start obj="gun_c1" name="name" view_range=50 fire_range=30 fire_interval=0.35 hitpoints=5 fire_offset_x=0.20 fire_offset_y=0.12 fire_offset_z=0.4 fire_offset2_x=-0.20 fire_offset2_y=0.12 fire_offset2_z=0.4 rXange_x_rot=0 min_x_rot=0 max_x_rot=0 rXange_y_rot=0 mXin_y_rot=-50 mXax_y_rot=50 badguy turret_end turret_start obj="gun_c2" name="name" view_range=50 fire_range=30 fire_interval=0.35 hitpoints=5 fire_offset_x=0.20 fire_offset_y=0.12 fire_offset_z=0.4 fire_offset2_x=-0.20 fire_offset2_y=0.12 fire_offset2_z=0.4 rXange_x_rot=0 min_x_rot=0 max_x_rot=0 rXange_y_rot=0 mXin_y_rot=-50 mXax_y_rot=50 badguy turret_end /////////// turret_start obj="gun_d1" name="name" view_range=50 fire_range=30 fire_interval=0.35 hitpoints=5 fire_offset_x=0.20 fire_offset_y=0.12 fire_offset_z=0.4 fire_offset2_x=-0.20 fire_offset2_y=0.12 fire_offset2_z=0.4 rXange_x_rot=0 min_x_rot=0 max_x_rot=0 rXange_y_rot=0 mXin_y_rot=-50 mXax_y_rot=50 badguy turret_end turret_start obj="gun_d2" name="name" view_range=50 fire_range=30 fire_interval=0.35 hitpoints=5 fire_offset_x=0.20 fire_offset_y=0.12 fire_offset_z=0.4 fire_offset2_x=-0.20 fire_offset2_y=0.12 fire_offset2_z=0.4 rXange_x_rot=0 min_x_rot=0 max_x_rot=0 rXange_y_rot=0 mXin_y_rot=-50 mXax_y_rot=50 badguy turret_end sfxremove_start Ami_Hurt Ami_Hurt2 Ami_Hurt3 Ami_Death Ana_Hurt Ana_Hurt2 Ana_Hurt3 Ana_Death AnB_Hurt AnB_Hurt2 AnB_Death Obi_Hurt Obi_Hurt2 Obi_Hurt3 Obi_Death Qui_Hurt Qui_Hurt2 Qui_Death C3_Hurt C3_Hurt2 C3_Death C3_Death2 TC_Hurt TC_Hurt2 TC_Death TC_Death2 TC14_VLA TC14_VLN TC14_Ampu ChewyHurt ChewyDeath ChewyIdle ChewyBowc GeonHurt GeonDeath GeonWingsLp JgHurt JgDeath JgThrust JgRocket JgBlast JgBlastD JgBlastH JJ_Hurt JJ_Hurt2 JJ_Death JJ_Death2 JJ_HowRude MaulHurt MaulHurt2 MaulHurt3 MaulDeath VaderBreathe5sF VaderRoll YodaHurt YodaHurt2 YodaHurt3 YodaDeath IkopiGrowl KaaduBark KaaduGrowl sfxremove_end