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 forcesfx_start forcename="handle1" processsfx="None" completesfx="SwLever" returnsfx="None" forcename="handle2" processsfx="None" completesfx="SwLever" returnsfx="None" forcesfx_end settings_start=1 farclip=1000 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=04 campos_seek=5 cam_blend_time=1.0 cam_y_offset=0.8 offset_blend_y_ratio=1 y_limits sock_end sock_start=05 campos_seek=5 cam_blend_time=1.2 cam_y_offset=1.1 offset_blend_y_ratio=1 y_limits cam_lateral_ratio=.19 cam_pullback_ratio=0.0 sock_end sock_start=06 campos_seek=5 cam_blend_time=1.2 cam_y_offset=1.1 offset_blend_y_ratio=1 sock_end sock_start=07 campos_seek=5 cam_blend_time=1.2 cam_y_offset=1.1 offset_blend_y_ratio=1 sock_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 obstacle_end obstacle_start type=gadget obj="droid_a",trigger obj="droid_ride" obstacle_end //////////////////////////////////////////////////// obstacle_start name="door_05" type=door obj="door_05a" obj="door_05b" obj="red_light_on2",no_collision obj="red_light_off1",no_collision obj="green_light_on2",no_collision obj="green_light_off1",no_collision obj="red_light_on3",no_collision obj="green_light_on3",no_collision range=1.2 dooranim_waitoff 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" blowup_end /////// door_start spline="door_main_hanger_out2" level="cruiser_e" door_end