//height=5.0 //use_fog //cutscenes_start // cutscene="episodeiv\blockaderunner_intro2" //cutscenes_end mipmapmode=3 reflect_y=0 blobshadow_alpha=80 blobshadow_fadenear=5 blobshadow_fadefar=10 settings_start=1 farclip_ps2=800 nearclip_ps2=0.1 farclip_psp=800 nearclip_psp=0.1 farclip_360=800 nearclip_360=0.1 farclip_gc=800 nearclip_gc=0.1 farclip_pc=800 nearclip_pc=0.1 top_backr=87 top_backg=137 top_backb=209 bottom_backr=192 bottom_backg=237 bottom_backb=255 settings_end ///////////////doors//////////////////////////////// door_start spline="door_lift1_in" level="blockaderunner_A" vehicle="TownCar" vehicle="MoonCar" 1_way door_end door_start spline="door_lift1_out" level="blockaderunner_A" vehicle="TownCar" vehicle="MoonCar" 1_way door_end door_start spline="door_A_to_B" level="Blockaderunner_B" vehicle="TownCar" vehicle="MoonCar" door_end door_start spline="door_B_to_A" level="Blockaderunner_a" vehicle="TownCar" vehicle="MoonCar" door_end /////////// ///////////////////////camera/////////////////////// ///start room/// sock_start=07 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio_xz=0.2 cam_lateral_ratio=-0.1 sock_end /////// ///c3po room/// sock_start=08 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio_xz=0.35 cam_lateral_ratio=-0.1 sock_end sock_start=11 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio_xz=0.35 cam_lateral_ratio=-0.1 sock_end //////////1st corridor/////////////////// sock_start=00 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio_xz=0.0 cam_lateral_ratio=-0.2 // cam_dist_to_target_xz=2.2 // cam_y_offset=1 // offset_blend_y_ratio=1.0 // y_limits sock_end sock_start=05 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio_xz=0.0 cam_lateral_ratio=-0.1 sock_end sock_start=06 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio_xz=0.0 cam_lateral_ratio=-0.1 sock_end ///////////2nd corridor/////////////////// sock_start=01 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio_xz=0.0 cam_lateral_ratio=-0.2 cam_dist_to_target_xz=2.2 // cam_y_offset=0.6 // offset_blend_y_ratio=1.0 // y_limits sock_end sock_start=10 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio_xz=0.0 cam_lateral_ratio=-0.2 // cam_dist_to_target_xz=2.2 // cam_y_offset=0.6 // offset_blend_y_ratio=1.0 // y_limits sock_end //sock_start=02 // cam_blend_time=1.0 // campos_seek=5.0 // cam_pullback_ratio=0.1 //sock_end //sock_start=03 // cam_blend_time=1.0 // campos_seek=5.0 // cam_pullback_ratio=0.1 //sock_end sock_start=04 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.1 sock_end ////////////////////////////////////////////////start room/////////////////////////////////// blowup_start set_type="thermo" force_name="Thermo_01" deb_name="th_pop_1" deb_name="th_pop_2" deb_name="th_pop_4" part_effect_name="th_part_1" hit_points=0 blowup_end blowup_start use_type="thermo" force_name="Thermo_02" blowup_end //////////// obstacle_start chain=7,1 obj="Thermo_01" obstacle_end obstacle_start chain=7,2 obj="Thermo_01_pop1" obj="Thermo_01_pop2" obj="Thermo_01_pop3" obj="Thermo_01_pop4" obj="Thermo_01_pop5" obstacle_end obstacle_start chain=8,1 obj="Thermo_02" obstacle_end obstacle_start chain=8,2 obj="Thermo_02_pop1" obj="Thermo_02_pop2" obj="Thermo_02_pop3" obj="Thermo_02_pop4" obj="Thermo_02_pop5" obstacle_end ///// blowup_start set_type="thermo_pop" force_name="Thermo_01_pop1" obj="bit1" obj="bit1" obj="bit2" blowup_end blowup_start use_type="thermo_pop" force_name="Thermo_01_pop2" blowup_end blowup_start use_type="thermo_pop" force_name="Thermo_01_pop3" blowup_end blowup_start use_type="thermo_pop" force_name="Thermo_01_pop4" blowup_end blowup_start use_type="thermo_pop" force_name="Thermo_01_pop5" blowup_end //// blowup_start use_type="thermo_pop" force_name="Thermo_02_pop1" blowup_end blowup_start use_type="thermo_pop" force_name="Thermo_02_pop2" blowup_end blowup_start use_type="thermo_pop" force_name="Thermo_02_pop3" blowup_end blowup_start use_type="thermo_pop" force_name="Thermo_02_pop4" blowup_end blowup_start use_type="thermo_pop" force_name="Thermo_02_pop5" blowup_end ///////////////////////////////////////////////control//////////////////////////////////////// buildit_start name="buildit1" pair="build_1_1_1","build_1_2_1" pair="build_1_1_2","build_1_2_2" pair="build_1_1_3","build_1_2_3" pair="build_1_1_4","build_1_2_4" pair="build_1_1_5","build_1_2_5" pair="build_1_1_6","build_1_2_6" pair="build_1_1_7","build_1_2_7" pair="build_1_1_8","build_1_2_8" pair="build_1_1_9","build_1_2_9" pair="build_1_1_10","build_1_2_10" pair="build_1_1_11","build_1_2_11" pair="build_1_1_12","build_1_2_12" pair="build_1_1_13","build_1_2_13" pair="build_1_1_14","build_1_2_14" pair="build_1_1_15","build_1_2_15" pair="build_1_1_16","build_1_2_16" pair="build_1_1_17","build_1_2_17" pair="build_1_1_18","build_1_2_18" pair="build_1_1_19","build_1_2_19" pair="build_1_1_20","build_1_2_20" coin_value=500 hop_mul=1.0 move_set_size=5 push_from_group end_push_on buildit_end ////////////////////// obstacle_start chain=1,1 buildit="buildit1" obstacle_end obstacle_start chain=1,2 obj="build_1_end" obj="build_1_red_1" obj="build_1_red_2" obj="build_1_green_1" obj="build_1_green_2" auto_start obstacle_end ///////////////////// /////////////////////////////////////////////////////// buildit_start name="buildit2" pair="build_2_1_1","build_2_2_1" pair="build_2_1_2","build_2_2_2" pair="build_2_1_3","build_2_2_3" pair="build_2_1_4","build_2_2_4" pair="build_2_1_5","build_2_2_5" pair="build_2_1_6","build_2_2_6" pair="build_2_1_7","build_2_2_7" pair="build_2_1_8","build_2_2_8" pair="build_2_1_9","build_2_2_9" pair="build_2_1_10","build_2_2_10" pair="build_2_1_11","build_2_2_11" pair="build_2_1_12","build_2_2_12" pair="build_2_1_13","build_2_2_13" pair="build_2_1_14","build_2_2_14" pair="build_2_1_15","build_2_2_15" pair="build_2_1_16","build_2_2_16" pair="build_2_1_17","build_2_2_17" pair="build_2_1_18","build_2_2_18" pair="build_2_1_19","build_2_2_19" pair="build_2_1_20","build_2_2_20" coin_value=500 hop_mul=1.0 move_set_size=5 push_from_group end_push_on buildit_end /////////////////////////////////////////////////////// obstacle_start chain=2,1 buildit="buildit2" obstacle_end obstacle_start chain=2,2 obj="build_2_end" obj="build_2_red_1" obj="build_2_red_2" obj="build_2_green_1" obj="build_2_green_2" auto_start obstacle_end /////////////////////////////////////////////////////// obstacle_start obj="build_1_green_2",trigger obj="build_2_green_2",trigger obj="power_2_1" obj="power_1_1" obj="power_2_1r" obj="power_1_1r" obstacle_end obstacle_start chain=3,1 obj="power_1_1" obj="power_2_1" obj="power_1_1r" obj="power_2_1r" obstacle_end obstacle_start chain=3,2 obj="power_1_2" obj="power_2_2" obj="power_1_2r" obj="power_2_2r" auto_start obstacle_end obstacle_start chain=3,3 obj="power_1_3" obj="power_2_3" obj="power_1_3r" obj="power_2_3r" auto_start obstacle_end obstacle_start chain=3,4 obj="power_1_4" obj="power_2_4" obj="power_1_4r" obj="power_2_4r" auto_start obstacle_end obstacle_start chain=3,5 obj="power_1_5" obj="power_2_5" obj="power_1_5r" obj="power_2_5r" auto_start obstacle_end obstacle_start obj="power_2_5",trigger obj="power_1_5",trigger obj="power_2_red" obj="power_2_green" obj="power_1_red" obj="power_1_green" obstacle_end ///////////////////////////////// obstacle_start obj="power_1_green",trigger obj="power_2_green",trigger obj="door_01" obj="door_01r" obstacle_end ///////////////////////////////////////////////////////////////////////////////////////// fader_start obj="window_fade" fader_end fader_start obj="window_fade1" fader_end fader_start obj="window_fade2" fader_end ///////////////////////////////////////coins ///////////////////////////// obstacle_start lock_spline="control_lever_lineup" locked pull_lever obj="control_lever_1",lever obj="control_lever_on" obj="control_lever_off" door_close_delay=1.0 reset_anims obstacle_end obstacle_start obj="control_lever_on",trigger obj="control_null1" obstacle_end obstacle_start chain=4,1 obj="control_null1" anim_speed=0.3 obstacle_end obstacle_start chain=4,2 obj="control_pop",reset_force_flags obstacle_end obstacle_start chain=4,3,1 obj="control_null2" auto_start anim_speed=0.05 obstacle_end //////////////////////////////////lever door////////////////////////// obstacle_start lock_spline="lever_lineup1" locked pull_lever obj="lever_1",lever obj="lever_1_on" obj="lever_1_off" door_close_delay=5.0 reset_anims obstacle_end obstacle_start lock_spline="lever_lineup2" locked pull_lever obj="lever_2",lever obj="lever_2_on" obj="lever_2_off" door_close_delay=5.0 reset_anims obstacle_end obstacle_start name="lever_door" obj="lever_1_on",trigger obj="lever_2_on",trigger obj="lever_door" obj="lever_doorr" //yes this name is correct! obstacle_end ////////////////////////////dark force door/////////////////////// obstacle_start chain=5,1 obj="dark_door_01" range=1.5 obstacle_end obstacle_start chain=5,2 obj="dark_door_col" obj="dark_door_1_1" obj="dark_door_1_2" obj="dark_door_1_3" obj="dark_door_1_4" obj="dark_door_1_5" obj="dark_door_1_6" obj="dark_door_1_7" obj="dark_door_1_8" obj="dark_door_1_9" obj="dark_door_1_10" obj="dark_door_1_11" obj="dark_door_1_12" obj="dark_door_1_13" obj="dark_door_1_14" obj="dark_door_1_15" obj="dark_door_1_16" obj="dark_door_1_17" obj="dark_door_1_18" obj="dark_door_1_19" obj="dark_door_1_20" obj="dark_door_1_21" obj="dark_door_1_22" obj="dark_door_1_23" obj="dark_door_1_24" obj="dark_door_1_25" obj="dark_door_1_26" obj="dark_door_1_27" obj="dark_door_1_28" obj="dark_door_1_29" obj="dark_door_1_30" obj="dark_door_1_31" obj="dark_door_1_32" obj="dark_door_1_33" obj="dark_door_1_34" obj="dark_door_1_35" obj="dark_door_1_36" obj="dark_door_1_37" obj="dark_door_1_38" obj="dark_door_1_39" obj="dark_door_1_40" obj="dark_door_1_41" obj="dark_door_1_42" obj="dark_door_1_43" obj="dark_door_1_44" obj="dark_door_1_45" obj="dark_door_1_46" obj="dark_door_1_47" obstacle_end obstacle_start chain=5,3 obj="dark_door_pop" obstacle_end blowup_start force_name="dark_door_pop" // obj="dark_door_col",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end ///////////////////////////////////////////////////// ///////////////////////////////////////////////////barrels///////////////////////////////// blowup_start set_type="barrel" force_name="barrel_Sml_01" obj="barrel_Sml_01_shadow",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end /////////////////////berry 01////////////////////// blowup_start use_type="barrel" force_name="barrel_Sml_02" obj="barrel_Sml_02_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_03" obj="barrel_Sml_03_shadow",off blowup_end /////////////////////berry 02////////////////////// blowup_start use_type="barrel" force_name="barrel_Sml_04" obj="barrel_Sml_04_shadow",off blowup_end /////////////////////berry 03////////////////////// blowup_start use_type="barrel" force_name="barrel_Sml_05" obj="barrel_Sml_05_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_06" obj="barrel_Sml_06_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_07" obj="barrel_Sml_07_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_08" obj="barrel_Sml_08_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_09" obj="barrel_Sml_09_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_10" obj="barrel_Sml_10_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_11" obj="barrel_Sml_11_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_12" obj="barrel_Sml_12_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_13" obj="barrel_Sml_13_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_14" obj="barrel_Sml_14_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_15" obj="barrel_Sml_15_shadow",off blowup_end ///////////////////////////////////////////////////////////// ////////////////////////////c3po door/////////////////////// obstacle_start name="C3PO_pan1" obj="C3PO_static1" obj="C3PO_pic1" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="C3PO_door1" lock_spline="C3PO_lineup1" protocol_droid locked obj="door_03" obj="door_03r" obj="C3PO_green_on1",no_collision obj="C3PO_red_on1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end //////////////////////////////////////////////new pop door////////////////////////////// obstacle_start name="main_door" chain=6,1 obj="main_door_pop1" rXange=5.6 pXlayers_1_and_2_only obstacle_end //////////////////small pops////////////////// obstacle_start chain=6,2 obj="main_door_pop2" obj="door_pop1" obj="door_pop2" obj="door_pop3" obj="door_pop4" auto_start obstacle_end /////////////////////big pop////////////////// obstacle_start chain=6,3 obj="main_door_pop3" obstacle_end /////////////////////////door that smokes////turn this off to stop the killing/////////// obstacle_start name="main_door_smoke" chain=6,4 obj="main_door_pop4" obstacle_end blowup_start force_name="main_door_pop3" obj="main_door_pop5",off deb_name="door_pop_1" deb_name="door_pop_2" deb_name="door_pop_6" // deb_name="Barrel_pop_4" part_effect_name="door_part_1" // effect_on="door_pop_8" blowup_end ///////////////////////////////////////////////////// blowup_start force_name="blow_1a_5" obj="blow_1a_5r",off obj="blow_1a_5_pan1",off obj="blow_1a_5_pan2",off obj="blow_1a_5_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blow_1b_5" obj="blow_1b_5r",off obj="blow_1b_5_pan1",off obj="blow_1b_5_pan2",off obj="blow_1b_5_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end /// blowup_start force_name="blow_1a_6" obj="blow_1a_6r",off obj="blow_1a_6_pan1",off obj="blow_1a_6_pan2",off obj="blow_1a_6_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blow_1b_6" obj="blow_1b_6r",off obj="blow_1b_6_pan1",off obj="blow_1b_6_pan2",off obj="blow_1b_6_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end /// blowup_start force_name="blow_1a_7" obj="blow_1a_7r",off obj="blow_1a_7_pan1",off obj="blow_1a_7_pan2",off obj="blow_1a_7_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blow_1b_7" obj="blow_1b_7r",off obj="blow_1b_7_pan1",off obj="blow_1b_7_pan2",off obj="blow_1b_7_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end /// blowup_start force_name="blow_1a_11" obj="blow_1a_11r",off obj="blow_1a_11_pan1",off obj="blow_1a_11_pan2",off obj="blow_1a_11_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blow_1b_11" obj="blow_1b_11r",off obj="blow_1b_11_pan1",off obj="blow_1b_11_pan2",off obj="blow_1b_11_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end /// blowup_start force_name="blow_1a_12" obj="blow_1a_12r",off obj="blow_1a_12_pan1",off obj="blow_1a_12_pan2",off obj="blow_1a_12_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blow_1b_12" obj="blow_1b_12r",off obj="blow_1b_12_pan1",off obj="blow_1b_12_pan2",off obj="blow_1b_12_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end /// blowup_start force_name="blow_1a_13" obj="blow_1a_13r",off obj="blow_1a_13_pan1",off obj="blow_1a_13_pan2",off obj="blow_1a_13_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blow_1b_13" obj="blow_1b_13r",off obj="blow_1b_13_pan1",off obj="blow_1b_13_pan2",off obj="blow_1b_13_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end ////////////////////////////helmet machine//////////////////////////////////////////// obstacle_start chain=12,1 obj="blow_1a_14" obj="blow_1b_14" obstacle_end obstacle_start chain=12,2 obj="helmet_null" obstacle_end //// obstacle_start hat_machine locked lock_spline="helmet_machine_lineup1" obj="helmet_machine_out1"//draws the helmet relative to this object (first object in the list) obj="helmet_machine_lever1",lever obj="helmet_machine_up1" obj="helmet_machine_scale1" obj="helmet_machine_off1" obj="helmet_machine_on1" reset_anims sfx_open="SwLever" chain_interface=12,2 obstacle_end /////////////////////// blowup_start force_name="blow_1a_14" obj="blow_1a_14r",off obj="helmet_machine_out1",on,always_back_on obj="blow_1a_14_pan1",off obj="blow_1a_14_pan2",off obj="blow_1a_14_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blow_1b_14" obj="blow_1b_14r",off obj="helmet_machine_lever1",on,always_back_on obj="helmet_machine_off1",on,always_back_on obj="helmet_machine_on1",on,always_back_on obj="blow_1b_14_pan1",off obj="blow_1b_14_pan2",off obj="blow_1b_14_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end /// blowup_start force_name="blow_1a_15" obj="blow_1a_15r",off obj="blow_1a_15_pan1",off obj="blow_1a_15_pan2",off obj="blow_1a_15_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blow_1b_15" obj="blow_1b_15r",off obj="blow_1b_15_pan1",off obj="blow_1b_15_pan2",off obj="blow_1b_15_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end /// /// /////////////////////////////////////////////////////////////////////////////// /// /// blowup_start force_name="blow_2a_7" obj="blow_2a_7r",off obj="blow_2a_7_pan1",off obj="blow_2a_7_pan2",off obj="blow_2a_7_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blow_2b_7" obj="blow_2b_7r",off obj="blow_2b_7_pan1",off obj="blow_2b_7_pan2",off obj="blow_2b_7_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end /// blowup_start force_name="blow_2a_8" obj="blow_2a_8r",off obj="blow_2a_8_pan1",off obj="blow_2a_8_pan2",off obj="blow_2a_8_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blow_2b_8" obj="blow_2b_8r",off obj="blow_2b_8_pan1",off obj="blow_2b_8_pan2",off obj="blow_2b_8_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end /// blowup_start force_name="blow_2a_11" obj="blow_2a_11r",off obj="blow_2a_11_pan1",off obj="blow_2a_11_pan2",off obj="blow_2a_11_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blow_2b_11" obj="blow_2b_11r",off obj="blow_2b_11_pan1",off obj="blow_2b_11_pan2",off obj="blow_2b_11_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end /// ///////////////////////////////////////////////////////////////////////////////////// blowup_start force_name="blow_3a_2" obj="blow_3a_2r",off obj="blow_3a_2_pan1",off obj="blow_3a_2_pan2",off obj="blow_3a_2_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blow_3b_2" obj="blow_3b_2r",off obj="blow_3b_2_pan1",off obj="blow_3b_2_pan2",off obj="blow_3b_2_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end /// blowup_start force_name="blow_3a_3" obj="blow_3a_3r",off obj="blow_3a_3_pan1",off obj="blow_3a_3_pan2",off obj="blow_3a_3_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blow_3b_3" obj="blow_3b_3r",off obj="blow_3b_3_pan1",off obj="blow_3b_3_pan2",off obj="blow_3b_3_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end /// /// ///////////////////////////////////////////////////////////// blowup_start force_name="blow_4a_2" obj="blow_4a_2r",off obj="blow_4a_2_pan1",off obj="blow_4a_2_pan2",off obj="blow_4a_2_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blow_4b_2" obj="blow_4b_2r",off obj="blow_4b_2_pan1",off obj="blow_4b_2_pan2",off obj="blow_4b_2_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end /// blowup_start force_name="blow_4a_3" obj="blow_4a_3r",off obj="blow_4a_3_pan1",off obj="blow_4a_3_pan2",off obj="blow_4a_3_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blow_4b_3" obj="blow_4b_3r",off obj="blow_4b_3_pan1",off obj="blow_4b_3_pan2",off obj="blow_4b_3_pan3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end /////////////////////////////////// /////first door portaldoor_start obj="door_01" p_id=1 // trigger_at_end portaldoor_end /////2nd door portaldoor_start obj="lever_door" p_id=2 // trigger_at_end portaldoor_end /////c3po door portaldoor_start obj="door_03" p_id=3 // trigger_at_end portaldoor_end //////////end door //portaldoor_start // obj="main_door_pop2" // p_id=4 // trigger_at_end //portaldoor_end