reflect_y=1.8288 max_ter_platforms=129 ///////blowup types/////////// blowup_start set_type="green" force_name="green" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="green_part" blowup_end blowup_start set_type="blue" force_name="blue" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="green_b_part" blowup_end blowup_start set_type="yellow" force_name="yellow" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="green_y_part" blowup_end blowup_start set_type="orange" force_name="orange" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="green_o_part" blowup_end //height=5.0 //use_fog mipmapmode=3 blobshadow_alpha=80 blobshadow_fadenear=5 blobshadow_fadefar=10 settings_start=1 farclip_ps2=218 nearclip_ps2=0.021 farclip_psp=218 nearclip_psp=0.1 farclip_360=218 nearclip_360=0.1 farclip_gc=218 nearclip_gc=0.1 farclip_pc=218 nearclip_pc=0.1 top_backr=87 top_backg=137 top_backb=209 bottom_backr=192 bottom_backg=237 bottom_backb=255 settings_end rippleeffects_start texture_name="ripple2" effect_type="FORCEFIELD" start_colour_r=255 start_colour_g=150 start_colour_b=0 start_colour_a=255 end_colour_r=50 end_colour_g=20 end_colour_b=30 end_colour_a=0 life=0.2 start_radius=0.0 end_radius=0.2 rippleeffects_end ///////////////doors//////////////////////////////// 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 /////////////////////////////////////////////// door_start spline="door_lift1_in" level="blockaderunner_b" vehicle="TownCar" vehicle="MoonCar" 1_way door_end door_start spline="door_lift1_out" level="blockaderunner_b" vehicle="TownCar" vehicle="MoonCar" 1_way door_end door_start spline="door_b_to_c" level="blockaderunner_c" vehicle="TownCar" vehicle="MoonCar" 1_way door_end door_start spline="door_c_to_b" level="blockaderunner_b" vehicle="TownCar" vehicle="MoonCar" 1_way door_end door_start spline="door_free_in" level="blockaderunner_b" vehicle="TownCar" vehicle="MoonCar" 1_way door_end door_start spline="door_free_out" level="blockaderunner_b" vehicle="TownCar" vehicle="MoonCar" 1_way door_end door_start spline="door_free_in1" level="blockaderunner_b" vehicle="MoonCar" vehicle="TownCar" 1_way door_end door_start spline="door_free_out1" level="blockaderunner_b" vehicle="MoonCar" vehicle="TownCar" 1_way door_end door_start spline="door_plants_in" level="blockaderunner_b" vehicle="TownCar" vehicle="MoonCar" 1_way door_end door_start spline="door_plants_out" level="blockaderunner_b" vehicle="TownCar" vehicle="MoonCar" 1_way door_end ///////////////////////camera/////////////////////// ////////////////////lift shaft////////////////// sock_start=02 cam_blend_time=1.0 campos_seek=5.0 cam_y_offset=1.8 offset_blend_y_ratio=1.0 cam_pullback_ratio=0.1 cam_1player_zoom=0.2 sock_end sock_start=03 cam_blend_time=1.0 campos_seek=5.0 cam_y_offset=2.8 offset_blend_y_ratio=1.0 cam_pullback_ratio=0.1 cam_1player_zoom=0.4 sock_end sock_start=04 cam_blend_time=1.0 campos_seek=5.0 cam_y_offset=3.4 offset_blend_y_ratio=1.0 cam_pullback_ratio=0.1 cam_1player_zoom=0.8 sock_end //////////////////corridor 1///////////////// sock_start=10 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio_xz=0.2 sock_end //////////////////corridor 2///////////////// sock_start=01 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio_xz=0.0 cam_lateral_ratio=0.0 // cam_dist_to_target_xz=2.2 sock_end sock_start=05 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.1 sock_end sock_start=07 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.1 sock_end sock_start=06 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_dist_to_target_xz=1.8 sock_end sock_start=08 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 // cam_dist_to_target_xz=2.2 sock_end sock_start=09 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 sock_end //////////////////////////////////////// //////////////////free play corridor 1///////////////// sock_start=12 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio_xz=0.0 // cam_dist_to_target_xz=2.2 sock_end //////////////////free play corridor 2///////////////// sock_start=11 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio_xz=0.0 // cam_dist_to_target_xz=2.2 sock_end sock_start=13 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio_xz=0.0 // cam_dist_to_target_xz=2.2 sock_end ///////////////////////////plant room///////////////////// sock_start=14 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio_xz=0.0 // cam_dist_to_target_xz=2.2 sock_end ///// fader_start obj="window_01" fader_end ///////////////////////////////////// obstacle_start name="door_04" obj="door_04" obj="door_04r" range=1.4 obstacle_end obstacle_start name="door_01" obj="door_01" obj="door_01r" range=1.4 obstacle_end obstacle_start name="bounty_door2" obj="door_02" obj="door_02r" range=1.4 obstacle_end obstacle_start obj="door_09" obj="door_09r" range=1.4 obstacle_end obstacle_start name="door_10" obj="door_10" range=1.4 obstacle_end obstacle_start name="bounty_door1" obj="door_11" obstacle_end ///////////////////////////////////storm trooper door////////////////////////// obstacle_start name="storm_pan1" obj="storm_static1" obj="storm_pic1" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" players_1_and_2_only obstacle_end obstacle_start name="storm_door1" lock_spline="storm_door_lineup1" stormtrooper locked obj="door_03" obj="door_03r" obj="green_light_on1",no_collision obj="red_light_on1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end turret_start obj="door_1_cam_1" name="door_1_cam" x_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=0 fire_interval=10 hitpoints=5 fire_offset_x=-0.3 fire_offset_y=0 fire_offset_z=1.25 fire_offset2_x=0.3 fire_offset2_y=0 fire_offset2_z=1.25 range_x_rot=80 range_y_rot=70 follow_player turret_end ///////////////////////bounty pannel/////// obstacle_start name="bounty_pan1" obj="bounty_static1" obj="bounty_pic1" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="bounty_door11" lock_spline="bounty_lineup1" bountyhunter locked obj="door_08" obj="door_08r" obj="bounty_light_on1",no_collision obj="bounty_light_off1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end turret_start obj="door_2_cam_1" name="door_2_cam" x_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=0 fire_interval=10 hitpoints=5 fire_offset_x=-0.3 fire_offset_y=0 fire_offset_z=1.25 fire_offset2_x=0.3 fire_offset2_y=0 fire_offset2_z=1.25 range_x_rot=80 range_y_rot=70 follow_player turret_end ///////////////////////////////////////////////// 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="force_field" // obj="door_2r" obj="C3PO_green_on1",no_collision obj="C3PO_red_on1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end obstacle_start name="R2_pan1" obj="R2_static1" obj="R2_pic1" range=1.2 chain_interface=3,2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="R2_door1" lock_spline="R2_lineup1" astromech_droid locked obj="lift_1" obj="R2_light_on1",no_collision obj="R2_light_off1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" range=1.2 reset_anims chain_interface=3,2 obstacle_end ////////////////////buildits///////////////////////////////// buildit_start name="buildit1" pair="build_it_1_1_1","build_it_1_1_2" pair="build_it_1_2_1","build_it_1_2_2" pair="build_it_1_3_1","build_it_1_3_2" pair="build_it_1_4_1","build_it_1_4_2" pair="build_it_1_5_1","build_it_1_5_2" pair="build_it_1_6_1","build_it_1_6_2" pair="build_it_1_7_1","build_it_1_7_2" pair="build_it_1_8_1","build_it_1_8_2" pair="build_it_1_9_1","build_it_1_9_2" pair="build_it_1_10_1","build_it_1_10_2" pair="build_it_1_11_1","build_it_1_11_2" pair="build_it_1_12_1","build_it_1_12_2" pair="build_it_1_13_1","build_it_1_13_2" pair="build_it_1_14_1","build_it_1_14_2" pair="build_it_1_15_1","build_it_1_15_2" pair="build_it_1_16_1","build_it_1_16_2" pair="build_it_1_17_1","build_it_1_17_2" pair="build_it_1_18_1","build_it_1_18_2" pair="build_it_1_19_1","build_it_1_19_2" pair="build_it_1_20_1","build_it_1_20_2" pair="build_it_1_21_1","build_it_1_21_2" coin_value=0 //These have no coins to fix a sorting issue collide_y_scale=0.5 buildit_end ////// obstacle_start chain=1,1 buildit="buildit1" obstacle_end obstacle_start chain=1,2 obj="build_it_1_end_1" obj="build_it_1_end_2" obj="build_it_1_end_3" obj="build_it_1_end_4" auto_start obstacle_end obstacle_start chain=1,3 obj="build_it_1_end_5" obj="build_it_1_end_6" obj="build_it_1_end_7" obj="build_it_1_end_8" obstacle_end ////////////////////// buildit_start name="buildit2" pair="build_it_2_1_1","build_it_2_1_2" pair="build_it_2_2_1","build_it_2_2_2" pair="build_it_2_3_1","build_it_2_3_2" pair="build_it_2_4_1","build_it_2_4_2" pair="build_it_2_5_1","build_it_2_5_2" pair="build_it_2_6_1","build_it_2_6_2" pair="build_it_2_7_1","build_it_2_7_2" pair="build_it_2_8_1","build_it_2_8_2" pair="build_it_2_9_1","build_it_2_9_2" pair="build_it_2_10_1","build_it_2_10_2" pair="build_it_2_11_1","build_it_2_11_2" pair="build_it_2_12_1","build_it_2_12_2" pair="build_it_2_13_1","build_it_2_13_2" pair="build_it_2_14_1","build_it_2_14_2" pair="build_it_2_15_1","build_it_2_15_2" pair="build_it_2_16_1","build_it_2_16_2" pair="build_it_2_17_1","build_it_2_17_2" pair="build_it_2_18_1","build_it_2_18_2" pair="build_it_2_19_1","build_it_2_19_2" pair="build_it_2_20_1","build_it_2_20_2" pair="build_it_2_21_1","build_it_2_21_2" coin_value=0 //These have no coins to fix a sorting issue collide_y_scale=0.5 buildit_end //// obstacle_start chain=2,1 buildit="buildit2" obstacle_end obstacle_start chain=2,2 obj="build_it_2_end_1" obj="build_it_2_end_2" obj="build_it_2_end_3" obj="build_it_2_end_4" auto_start obstacle_end obstacle_start chain=2,3 obj="build_it_2_end_5" obj="build_it_2_end_6" obj="build_it_2_end_7" obj="build_it_2_end_8" obstacle_end ///////// obstacle_start obj="build_it_1_end_4",trigger obj="build_it_1_end_null" obstacle_end obstacle_start obj="build_it_2_end_4",trigger obj="build_it_2_end_null" obstacle_end obstacle_start obj="build_it_1_end_null",trigger obj="build_it_2_end_null",trigger obj="build_it_1_end_6" obj="build_it_1_end_7" obj="build_it_1_end_8" obj="build_it_2_end_6" obj="build_it_2_end_7" obj="build_it_2_end_8" obj="bridge_1" obj="bridge_1_null_1" play_once obstacle_end obstacle_start chain=3,1 obj="bridge_1_null_1" obstacle_end obstacle_start chain=3,2 obj="bridge_1_null_2" obj="R2_static1" obj="R2_pic1" obj="R2_light_on1" obj="R2_light_off1" obstacle_end obstacle_start obj="bridge_1_null_1",trigger obj="R2_pan_bit1" obj="R2_pan_bit2" obj="R2_pan_bit3" obstacle_end ////////////////////zips///////////////// zipup_start spline="zipup_1" // force="name" // trigger_chain=x,y zipup_end zipup_start spline="zipup_2" // force="name" // trigger_chain=x,y zipup_end /////////////////////////////shutters//////////////////////// obstacle_start name="shutter" obj="lever_3_on",trigger obj="lever_4_on",trigger obj="shutter_01" obj="shutter_02" obj="shutter_03" // range=1.2 obstacle_end obstacle_start obj="lever_1_on",trigger obj="lever_2_on",trigger // obj="shutter_04" obj="shutter_05" obj="window_flower1" obj="window_flower2" obj="window_flower3" obj="window_null" // range=1.2 obstacle_end //// obstacle_start chain=38,1 obj="window_null" obstacle_end obstacle_start chain=38,2 obj="window_pop1" obj="window_pop2" obj="window_pop3" obstacle_end //// obstacle_start name="shutter_lever_1" lock_spline="lever_lineup1" locked pull_lever obj="lever_1",lever obj="lever_1_on" obj="lever_1_off" door_close_delay=1.0 reset_anims obstacle_end obstacle_start name="shutter_lever_2" lock_spline="lever_lineup2" locked pull_lever obj="lever_2",lever obj="lever_2_on" obj="lever_2_off" door_close_delay=1.0 reset_anims obstacle_end obstacle_start name="shutter_lever_3" lock_spline="lever_lineup3" locked pull_lever obj="lever_3",lever obj="lever_3_on" obj="lever_3_off" door_close_delay=1.0 reset_anims obstacle_end obstacle_start name="shutter_lever_4" lock_spline="lever_lineup4" locked pull_lever obj="lever_4",lever obj="lever_4_on" obj="lever_4_off" door_close_delay=1.0 reset_anims obstacle_end ///////////////////////////////////////////vader door stuff///////////////////////////////////// obstacle_start // name="shutter_lever_4" lock_spline="lever_lineup5" locked pull_lever obj="lever_5",lever obj="lever_5_on" obj="lever_5_off" door_close_delay=8.0 reset_anims obstacle_end obstacle_start // name="shutter_lever_4" lock_spline="lever_lineup6" locked pull_lever obj="lever_6",lever obj="lever_6_on" obj="lever_6_off" door_close_delay=8.0 reset_anims obstacle_end obstacle_start // name="shutter_lever_4" lock_spline="lever_lineup7" locked pull_lever obj="lever_7",lever obj="lever_7_on" obj="lever_7_off" door_close_delay=8.0 reset_anims obstacle_end obstacle_start // name="shutter_lever_4" lock_spline="lever_lineup8" locked pull_lever obj="lever_8",lever obj="lever_8_on" obj="lever_8_off" door_close_delay=8.0 reset_anims obstacle_end ///////////////////////////////////////////arms for blowups///////////////////////////// obstacle_start obj="lever_5_on",trigger obj="lever_6_on",trigger // obj="lever_7_on",trigger // obj="lever_8_on",trigger obj="arm_1_null" obj="arm_door_1" // obj="arm_2_null" // obj="arm_door_2" obstacle_end // obstacle_start // obj="lever_5_on",trigger // obj="lever_6_on",trigger obj="lever_7_on",trigger obj="lever_8_on",trigger // obj="arm_1_null" // obj="arm_door_1" obj="arm_2_null" obj="arm_door_2" obstacle_end ///// obstacle_start obj="arm_1_null",trigger obj="arm_1_1" obj="arm_1_2" obj="arm_1_3" obj="arm_1_4" obj="arm_1_5" obj="arm_1_6" obj="arm_1_7" obj="arm_1_8" obj="arm_pop_1_1" obstacle_end obstacle_start obj="arm_2_null",trigger obj="arm_2_1" obj="arm_2_2" obj="arm_2_3" obj="arm_2_4" obj="arm_2_5" obj="arm_2_6" obj="arm_2_7" obj="arm_2_8" obj="arm_pop_2_1" obstacle_end //////////////////// obstacle_start name="smoke_chain1" chain=5,1 obj="arm_pop_1_1" obstacle_end obstacle_start chain=5,2 obj="arm_pop_1_2" obj="arm_pop_1_h1" obstacle_end equivalentobject_start obj="arm_pop_1_1" obj="arm_pop_1_2" equivalentobject_end /////////////////// blowup_start force_name="arm_pop_1_h1" obj="arm_pop_1_h2",on,always_back_on blowup_end blowup_start force_name="arm_pop_1_h2" obj="arm_pop_1_h3",on,always_back_on blowup_end blowup_start force_name="arm_pop_1_h3" obj="arm_pop_1_h4",on,always_back_on blowup_end blowup_start force_name="arm_pop_1_h4" obj="arm_pop_1_h5",on,always_back_on blowup_end ///// blowup_start force_name="arm_pop_1_h5" obj="arm_pop_1_2",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" add_explosion // trigger an explosion that kills all non-invulnerable AI/players in 1m range explode_radius=1.5 blowup_end //////////////////////big smoke///////////////// obstacle_start chain=5,3 obj="arm_pop_1_smoke" auto_start anim_speed=0.9 obstacle_end //////////////////////big smoke off///////////////// obstacle_start chain=5,4 obj="arm_pop_1_smoke1" obstacle_end ///////////////////////////////////////////////////// obstacle_start name="smoke_chain2" chain=6,1 obj="arm_pop_2_1" obstacle_end obstacle_start chain=6,2 obj="arm_pop_2_2" obj="arm_pop_2_h1" obstacle_end equivalentobject_start obj="arm_pop_2_1" obj="arm_pop_2_2" equivalentobject_end //// blowup_start force_name="arm_pop_2_h1" obj="arm_pop_2_h2",on,always_back_on blowup_end blowup_start force_name="arm_pop_2_h2" obj="arm_pop_2_h3",on,always_back_on blowup_end blowup_start force_name="arm_pop_2_h3" obj="arm_pop_2_h4",on,always_back_on blowup_end blowup_start force_name="arm_pop_2_h4" obj="arm_pop_2_h5",on,always_back_on blowup_end //// blowup_start force_name="arm_pop_2_h5" obj="arm_pop_2_2",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" add_explosion // trigger an explosion that kills all non-invulnerable AI/players in 1m range explode_radius=1.5 blowup_end //////////////////////big smoke///////////////// obstacle_start chain=6,3 obj="arm_pop_2_smoke" auto_start anim_speed=0.6 obstacle_end //////////////////////big smoke off///////////////// obstacle_start chain=6,4 obj="arm_pop_2_smoke1" obstacle_end //////////////////////////////////////////// ///////////////////////////////////////////arms for blowups///////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// //obstacle_start // name="R2_pan2" // obj="R2_static2" // obj="R2_pic2" // players_1_and_2_only // range=1.2 // sfx_open="DPanelAct" // sfx_close="DPanelDis" //obstacle_end //obstacle_start // name="R2_door2" // lock_spline="R2_lineup2" // astromech_droid // locked // obj="door_08" // obj="door_08r" // obj="R2_light_on2",no_collision // obj="R2_light_off2",no_collision // sfx_open="Cru_DiagBlastDoorOpen" // sfx_close="Cru_DiagBlastDoorOpen" // range=1.2 // reset_anims // chain_interface=3,2 //obstacle_end /////////////////////////////////////////////////floor lights//////////////////// obstacle_start chain=33,1 obj="light_02_null" obj="light_02_pop_cover" obstacle_end obstacle_start chain=33,2 obj="light_02_pop1" obj="light_02_pop2" obstacle_end /////////// obstacle_start obj="green_2_01",trigger obj="green_2_02",trigger obj="green_2_03",trigger obj="green_2_04",trigger obj="green_2_05",trigger obj="green_2_06",trigger obj="light_02_null" obstacle_end //////////// blowup_start force_name="light_02_pop" obj="light_02_pop_cover",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_name="light_part" blowup_end ///// obstacle_start obj="green_2_01" door_close_delay=0.5 range=0.1 obstacle_end obstacle_start obj="green_2_02" door_close_delay=0.5 range=0.1 obstacle_end obstacle_start obj="green_2_03" door_close_delay=0.5 range=0.1 obstacle_end obstacle_start obj="green_2_04" door_close_delay=0.5 range=0.1 obstacle_end obstacle_start obj="green_2_05" door_close_delay=0.5 range=0.1 obstacle_end obstacle_start obj="green_2_06" door_close_delay=5.0 range=0.1 obstacle_end //////////////////////////////////////////////////////// obstacle_start chain=34,1 obj="light_01_null" obj="light_01_pop_cover" obstacle_end obstacle_start chain=34,2 obj="light_01_pop1" obj="light_01_pop2" obstacle_end /////////// obstacle_start obj="green_5_01",trigger obj="green_5_02",trigger obj="green_5_03",trigger obj="green_5_04",trigger obj="green_5_05",trigger obj="green_5_06",trigger obj="light_01_null" obstacle_end //////////// blowup_start force_name="light_01_pop" obj="light_01_pop_cover",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_name="light_part" blowup_end /////////////////// obstacle_start obj="green_5_01" door_close_delay=0.5 range=0.1 obstacle_end obstacle_start obj="green_5_02" door_close_delay=0.5 range=0.1 obstacle_end obstacle_start obj="green_5_03" door_close_delay=0.5 range=0.1 obstacle_end obstacle_start obj="green_5_04" door_close_delay=0.5 range=0.1 obstacle_end obstacle_start obj="green_5_05" door_close_delay=0.5 range=0.1 obstacle_end obstacle_start obj="green_5_06" door_close_delay=5.0 range=0.1 obstacle_end /////////////////////////////////////////build it car////////////////////// buildit_start name="buildit_car" pair="car_1_1_1","car_1_2_1" pair="car_1_1_2","car_1_2_2" pair="car_1_1_3","car_1_2_3" pair="car_1_1_4","car_1_2_4" pair="car_1_1_5","car_1_2_5" pair="car_1_1_6","car_1_2_6" pair="car_1_1_7","car_1_2_7" pair="car_1_1_8","car_1_2_8" pair="car_1_1_9","car_1_2_9" pair="car_1_1_10","car_1_2_10" pair="car_1_1_11","car_1_2_11" pair="car_1_1_12","car_1_2_12" pair="car_1_1_13","car_1_2_13" pair="car_1_1_14","car_1_2_14" character="MoonCar_1" buildit_end ///// obstacle_start chain=10,1 obj="Thermo_01" obstacle_end obstacle_start chain=10,2 buildit="buildit_car" obstacle_end /// 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 blowup_start use_type="thermo" force_name="Thermo_03" blowup_end blowup_start use_type="thermo" force_name="Thermo_04" obj="Thermo_04_grid",off blowup_end //blowup_start // use_type="thermo" // force_name="Thermo_05" // obj="Thermo_04_grid" //blowup_end //////////////////////////////small////////////////////////// teleport_start spline="teleport_01" duration=5.0 range=0.3 flap1="cat_flap_01" flap2="cat_flap_02" teleport_end ///////////////////////////////////escape pods///////////////////////////// buildit_start name="buildit_door" pair="build_door_1_1","build_door_2_1" pair="build_door_1_2","build_door_2_2" pair="build_door_1_3","build_door_2_3" pair="build_door_1_4","build_door_2_4" pair="build_door_1_5","build_door_2_5" pair="build_door_1_6","build_door_2_6" pair="build_door_1_7","build_door_2_7" pair="build_door_1_8","build_door_2_8" pair="build_door_1_9","build_door_2_9" pair="build_door_1_10","build_door_2_10" pair="build_door_1_11","build_door_2_11" pair="build_door_1_12","build_door_2_12" pair="build_door_1_13","build_door_2_13" pair="build_door_1_14","build_door_2_14" pair="build_door_1_15","build_door_2_15" pair="build_door_1_16","build_door_2_16" pair="build_door_1_17","build_door_2_17" pair="build_door_1_18","build_door_2_18" pair="build_door_1_19","build_door_2_19" pair="build_door_1_20","build_door_2_20" pair="build_door_1_21","build_door_2_21" pair="build_door_1_22","build_door_2_22" pair="build_door_1_23","build_door_2_23" buildit_end ///////////////////// obstacle_start obj="hatch_01" obj="hatch_ramp_01" play_once range=1.2 obstacle_end obstacle_start obj="hatch_02" obj="hatch_ramp_02" play_once range=1.2 obstacle_end //// blowup_start use_type="thermo" force_name="hatch_01_pop" blowup_end blowup_start use_type="thermo" force_name="hatch_02_pop" blowup_end obstacle_start chain=30,1 obj="hatch_01_pop" obstacle_end obstacle_start chain=30,2 obj="doorway_1" obj="doorway_2" obj="doorway_3" obj="doorway_4" obj="doorway_5" obj="doorway_6" obj="doorway_7" obj="doorway_8" obj="doorway_9" obj="doorway_10" obj="doorway_11" obj="doorway_bits_off1" obstacle_end obstacle_start chain=30,3 obj="doorway_bits_off11" obstacle_end ////// obstacle_start chain=31,1 obj="hatch_02_pop" obstacle_end obstacle_start chain=31,2 obj="doorway_12" obj="doorway_13 obj="doorway_14" obj="doorway_15" obj="doorway_16" obj="doorway_17" obj="doorway_18" obj="doorway_19" obj="doorway_20" obj="doorway_21" obj="doorway_22" obj="doorway_23" obj="doorway_bits_off2" obstacle_end obstacle_start chain=31,3 obj="doorway_bits_off22" obstacle_end ////// obstacle_start obj="doorway_1",trigger obj="doorway_23",trigger obj="doorway_null" obj="doorway_bits_off1" obj="doorway_bits_off2" obstacle_end ////// obstacle_start chain=32,1 obj="doorway_null" obstacle_end obstacle_start chain=32,2 buildit="buildit_door" obstacle_end obstacle_start chain=32,3 obj="doorway_end" obj="door_open_null1" //puts terrain in for build obj="door_open_null" auto_start obstacle_end obstacle_start obj="door_open_null",trigger //removes visual cover obj="doorway_cover" //removes visual cover obj="door_open_col" //removes terrain cover obstacle_end ///////////////////////////////////////////////////////////////plant room///////////////////////////////// obstacle_start chain=11,1 obj="water_1_01a" obj="water_1_02a" obstacle_end obstacle_start chain=11,2,1 obj="water_1_01b" obj="water_1_02b" auto_start anim_speed=1.0 obstacle_end //// obstacle_start obj="water_1_01b",trigger obj="water_1_null" obstacle_end /// obstacle_start chain=19,1 obj="water_1_null" obstacle_end obstacle_start chain=19,2 obj="flower_blue_02" obj="flower_Yellow_02" obj="flower_orange_02" obj="leaf_01" auto_start obstacle_end obstacle_start chain=19,3 obj="f_blue_02_pop" obj="f_Yellow_02_pop" obj="f_orange_02_pop" obj="l_01_pop" obstacle_end ////// blowup_start use_type="blue" force_name="f_blue_02_pop" blowup_end blowup_start use_type="yellow" force_name="f_yellow_02_pop" blowup_end blowup_start use_type="orange" force_name="f_orange_02_pop" blowup_end blowup_start use_type="green" force_name="l_01_pop" blowup_end //////////////////////////////////////// obstacle_start chain=12,1 obj="water_2_01a" obj="water_2_02a" obstacle_end obstacle_start chain=12,2,1 obj="water_2_01b" obj="water_2_02b" auto_start anim_speed=1.0 obstacle_end //// obstacle_start obj="water_2_01b",trigger obj="water_2_null" obstacle_end ///// obstacle_start chain=20,1 obj="water_2_null" obstacle_end obstacle_start chain=20,2 obj="leaf_02" obj="leaf_03" obj="tree_small_01" auto_start obstacle_end obstacle_start chain=20,3 obj="l_02_pop" obj="l_03_pop" obj="t_small_01_pop" obstacle_end ///// blowup_start use_type="green" force_name="l_02_pop" blowup_end blowup_start use_type="green" force_name="l_03_pop" blowup_end blowup_start use_type="green" force_name="t_small_01_pop" blowup_end ///////////////////////////////////// obstacle_start chain=13,1 obj="water_3_01a" obj="water_3_02a" obstacle_end obstacle_start chain=13,2,1 obj="water_3_01b" obj="water_3_02b" auto_start anim_speed=1.0 obstacle_end //// obstacle_start obj="water_3_01b",trigger obj="water_3_null" obstacle_end //// obstacle_start chain=21,1 obj="water_3_null" obstacle_end obstacle_start chain=21,2 obj="flower_orange_04" obj="flower_orange_05" obj="flower_orange_06" obj="flower_orange_07" obj="flower_orange_08" obj="flower_yellow_05" obj="flower_yellow_06" obj="flower_yellow_07" obj="flower_yellow_08" auto_start obstacle_end obstacle_start chain=21,3 obj="f_orange_04_pop" obj="f_orange_05_pop" obj="f_orange_06_pop" obj="f_orange_07_pop" obj="f_orange_08_pop" obj="f_yellow_05_pop" obj="f_yellow_06_pop" obj="f_yellow_07_pop" obj="f_yellow_08_pop" obstacle_end //// blowup_start use_type="orange" force_name="f_orange_04_pop" blowup_end blowup_start use_type="orange" force_name="f_orange_05_pop" blowup_end blowup_start use_type="orange" force_name="f_orange_06_pop" blowup_end blowup_start use_type="orange" force_name="f_orange_07_pop" blowup_end blowup_start use_type="orange" force_name="f_orange_08_pop" blowup_end blowup_start use_type="yellow" force_name="f_yellow_05_pop" blowup_end blowup_start use_type="yellow" force_name="f_yellow_06_pop" blowup_end blowup_start use_type="yellow" force_name="f_yellow_07_pop" blowup_end blowup_start use_type="yellow" force_name="f_yellow_08_pop" blowup_end ///////////////////////////////////////////////// ////// obstacle_start chain=14,1 obj="water_4_01a" obj="water_4_02a" obstacle_end obstacle_start chain=14,2,1 obj="water_4_01b" obj="water_4_02b" auto_start anim_speed=1.0 obstacle_end obstacle_start obj="water_4_01b",trigger obj="water_4_null" obstacle_end //// obstacle_start chain=22,1 obj="water_4_null" obstacle_end obstacle_start chain=22,2 obj="leaf_07" obj="leaf_08" obj="leaf_09" obj="leaf_10" auto_start obstacle_end obstacle_start chain=22,3 obj="l_07_pop" obj="l_08_pop" obj="l_09_pop" obj="l_10_pop" obstacle_end ////// blowup_start use_type="green" force_name="l_07_pop" blowup_end blowup_start use_type="green" force_name="l_08_pop" blowup_end blowup_start use_type="green" force_name="l_09_pop" blowup_end blowup_start use_type="green" force_name="l_10_pop" blowup_end ///////////////////////////////////////////////// obstacle_start chain=15,1 obj="water_5_01a" obj="water_5_02a" obstacle_end obstacle_start chain=15,2,1 obj="water_5_01b" obj="water_5_02b" auto_start anim_speed=1.0 obstacle_end obstacle_start obj="water_5_01b",trigger obj="water_5_null" obstacle_end //// obstacle_start chain=23,1 obj="water_5_null" obstacle_end obstacle_start chain=23,2 obj="flower_blue_07" obj="flower_blue_08" obj="flower_blue_09" obj="flower_blue_10" obj="flower_blue_11" auto_start obstacle_end obstacle_start chain=23,3 obj="f_blue_07_pop" obj="f_blue_08_pop" obj="f_blue_09_pop" obj="f_blue_10_pop" obj="f_blue_11_pop" obstacle_end ////// blowup_start use_type="blue" force_name="f_blue_07_pop" blowup_end blowup_start use_type="blue" force_name="f_blue_08_pop" blowup_end blowup_start use_type="blue" force_name="f_blue_09_pop" blowup_end blowup_start use_type="blue" force_name="f_blue_10_pop" blowup_end blowup_start use_type="blue" force_name="f_blue_11_pop" blowup_end ///////////////////////////////////////////////// obstacle_start chain=16,1 obj="water_6_01a" obj="water_6_02a" obstacle_end obstacle_start chain=16,2,1 obj="water_6_01b" obj="water_6_02b" auto_start anim_speed=1.0 obstacle_end obstacle_start obj="water_6_01b",trigger obj="water_6_null" obstacle_end //// obstacle_start chain=24,1 obj="water_6_null" obstacle_end obstacle_start chain=24,2 obj="leaf_04" obj="leaf_05" obj="leaf_06" obj="flower_blue_12" obj="flower_yellow_04" auto_start obstacle_end obstacle_start chain=24,3 obj="l_04_pop" obj="l_05_pop" obj="l_06_pop" obj="f_blue_12_pop" obj="f_yellow_04_pop" obstacle_end //////////// blowup_start use_type="green" force_name="l_04_pop" blowup_end blowup_start use_type="green" force_name="l_05_pop" blowup_end blowup_start use_type="green" force_name="l_06_pop" blowup_end ///// blowup_start use_type="blue" force_name="f_blue_12_pop" blowup_end blowup_start use_type="yellow" force_name="f_yellow_04_pop" blowup_end //////////////////////// ///////////////////////////////////////////////// /////// obstacle_start chain=17,1 obj="water_7_01a" obj="water_7_02a" obstacle_end obstacle_start chain=17,2,1 obj="water_7_01b" obj="water_7_02b" auto_start anim_speed=1.0 obstacle_end obstacle_start obj="water_7_01b",trigger obj="water_7_null" obstacle_end //// obstacle_start chain=25,1 obj="water_7_null" obstacle_end obstacle_start chain=25,2 obj="tree_big_01" obj="flower_orange_03" obj="flower_yellow_03" auto_start obstacle_end obstacle_start chain=25,3 obj="t_big_01_pop" obj="f_orange_03_pop" obj="f_yellow_03_pop" obstacle_end /////// blowup_start use_type="green" force_name="t_big_01_pop" blowup_end ///// blowup_start use_type="orange" force_name="f_orange_03_pop" blowup_end blowup_start use_type="yellow" force_name="f_yellow_03_pop" blowup_end ///////////////////////////////////////////////// ////// obstacle_start chain=18,1 obj="water_8_01a" obj="water_8_02a" obstacle_end obstacle_start chain=18,2,1 obj="water_8_01b" obj="water_8_02b" auto_start anim_speed=1.0 obstacle_end /////// obstacle_start obj="water_8_01b",trigger obj="water_8_null" obstacle_end ////////////////////////// obstacle_start chain=26,1 obj="water_8_null" obstacle_end obstacle_start chain=26,2 obj="tree_small_02" obj="tree_small_03" obj="leaf_11" obj="leaf_12" auto_start obstacle_end obstacle_start chain=26,3 obj="t_small_02_pop" obj="t_small_03_pop" obj="l_11_pop" obj="l_12_pop" obstacle_end /////// blowup_start use_type="green" force_name="t_small_02_pop" blowup_end blowup_start use_type="green" force_name="t_small_03_pop" blowup_end blowup_start use_type="green" force_name="l_11_pop" blowup_end blowup_start use_type="green" force_name="l_12_pop" blowup_end //////////////////////////////triggers for the van bits/////////////////////////////////// /////////////////////////////////water_6//////////////////////// obstacle_start obj="l_04_pop",trigger obj="van_1_1" obj="van_1_2" obstacle_end obstacle_start obj="l_05_pop",trigger obj="van_1_3" obj="van_1_4" obstacle_end obstacle_start obj="l_06_pop",trigger obj="van_1_5" obstacle_end obstacle_start obj="f_blue_12_pop",trigger obj="van_1_6" obstacle_end obstacle_start obj="f_yellow_04_pop",trigger obj="van_1_7" obj="van_1_8" obstacle_end //////////////////////////////water_7/////////////////////// obstacle_start obj="t_big_01_pop",trigger obj="van_2_1" obj="van_2_2" obj="van_2_3" obj="van_2_4" obstacle_end obstacle_start obj="f_orange_03_pop",trigger obj="van_2_5" obj="van_2_6" obj="van_2_7" obj="van_2_8" obstacle_end obstacle_start obj="f_yellow_03_pop",trigger obj="van_2_9" obj="van_2_10" obj="van_2_11" obj="van_2_12" obstacle_end ///////////////////////////////water_8///////////////////////// obstacle_start obj="t_small_02_pop",trigger obj="van_3_1" obj="van_3_2" obstacle_end obstacle_start obj="t_small_03_pop",trigger obj="van_3_3" obj="van_3_4" obj="van_3_5" obstacle_end obstacle_start obj="l_11_pop",trigger obj="van_3_6" obj="van_3_7" obj="van_3_8" obstacle_end obstacle_start obj="l_12_pop",trigger obj="van_3_9" obj="van_3_10" obstacle_end /////////////////////////build it van///////////////////////////////////////////////// ////////////////////////water_6//////////////////////// buildit_start name="buildit_van1" pair="van_build_1_1_1","van_build_1_2_1" pair="van_build_1_1_2","van_build_1_2_2" pair="van_build_1_1_3","van_build_1_2_3" pair="van_build_1_1_4","van_build_1_2_4" pair="van_build_1_1_5","van_build_1_2_5" pair="van_build_1_1_6","van_build_1_2_6" pair="van_build_1_1_7","van_build_1_2_7" pair="van_build_1_1_8","van_build_1_2_8" buildit_end ///// obstacle_start obj="leaf_04",trigger obj="leaf_05",trigger obj="leaf_06",trigger obj="flower_blue_12",trigger obj="flower_yellow_04",trigger obj="water_6_null1" obstacle_end obstacle_start chain=27,1 obj="water_6_null1" obstacle_end obstacle_start chain=27,2 obj="van_1_1" obj="van_1_2" obj="van_1_3" obj="van_1_4" obj="van_1_5" obj="van_1_6" obj="van_1_7" obj="van_1_8" obstacle_end obstacle_start chain=27,3 buildit="buildit_van1" obstacle_end /////////////////////////stops the force being used until the base build it is done/////////////////// obstacle_start chain_trigger=28,4 obj="van_1_null" obstacle_end obstacle_start chain=27,4 obj="van_wait_1_1" obj="van_wait_1_2" obj="van_wait_1_3" obj="van_wait_1_4" obj="van_wait_1_5" obj="van_wait_1_6" obj="van_wait_1_7" obj="van_wait_1_8" obj="van_1_null" obstacle_end obstacle_start name="van_end4" chain=27,5 obj="van_force_1_1" obj="van_force_1_2" obj="van_force_1_3" obj="van_force_1_4" obj="van_force_1_5" obj="van_force_1_6" obj="van_force_1_7" obj="van_force_1_8" obstacle_end ////////////////////////////water_7//////////////////////// buildit_start name="buildit_van2" pair="van_build_2_1_1","van_build_2_2_1" pair="van_build_2_1_2","van_build_2_2_2" pair="van_build_2_1_3","van_build_2_2_3" pair="van_build_2_1_4","van_build_2_2_4" pair="van_build_2_1_5","van_build_2_2_5" pair="van_build_2_1_6","van_build_2_2_6" pair="van_build_2_1_7","van_build_2_2_7" pair="van_build_2_1_8","van_build_2_2_8" pair="van_build_2_1_9","van_build_2_2_9" pair="van_build_2_1_10","van_build_2_2_10" pair="van_build_2_1_11","van_build_2_2_11" pair="van_build_2_1_12","van_build_2_2_12" buildit_end ///// obstacle_start obj="tree_big_01",trigger obj="flower_orange_03",trigger obj="flower_yellow_03",trigger obj="water_7_null1" obstacle_end obstacle_start chain=28,1 obj="water_7_null1" obstacle_end obstacle_start chain=28,2 obj="van_2_1" obj="van_2_2" obj="van_2_3" obj="van_2_4" obj="van_2_5" obj="van_2_6" obj="van_2_7" obj="van_2_8" obj="van_2_9" obj="van_2_10" obj="van_2_11" obj="van_2_12" obstacle_end obstacle_start chain=28,3 buildit="buildit_van2" obstacle_end obstacle_start name="van_end1" chain=28,4 obj="van_base_1" obj="van_base_2" obj="van_base_3" obj="van_base_4" obj="van_base_5" obj="van_base_6" obj="van_base_7" obj="van_base_8" obj="van_base_9" obj="van_base_10" obj="van_base_11" obj="van_base_12" obstacle_end ////////////////////////////////water_8//////////////////////// buildit_start name="buildit_van3" pair="van_build_3_1_1","van_build_3_2_1" pair="van_build_3_1_2","van_build_3_2_2" pair="van_build_3_1_3","van_build_3_2_3" pair="van_build_3_1_4","van_build_3_2_4" pair="van_build_3_1_5","van_build_3_2_5" pair="van_build_3_1_6","van_build_3_2_6" pair="van_build_3_1_7","van_build_3_2_7" pair="van_build_3_1_8","van_build_3_2_8" pair="van_build_3_1_9","van_build_3_2_9" pair="van_build_3_1_10","van_build_3_2_10" buildit_end ///// obstacle_start obj="t_small_02_pop",trigger obj="t_small_03_pop",trigger obj="l_11_pop",trigger obj="l_12_pop",trigger obj="water_8_null1" obstacle_end obstacle_start chain=29,1 obj="water_8_null1" obstacle_end obstacle_start name="van_end2" chain=29,2 obj="van_3_1" obj="van_3_2" obj="van_3_3" obj="van_3_4" obj="van_3_5" obj="van_3_6" obj="van_3_7" obj="van_3_8" obj="van_3_9" obj="van_3_10" obstacle_end /////////////////////////stops the force being used until the base build it is done/////////////////// obstacle_start obj="van_force_1_8",trigger obj="van_3_null" obstacle_end obstacle_start chain=29,3 buildit="buildit_van3" obstacle_end obstacle_start chain=29,4 obj="van_wait_2_1" obj="van_wait_2_2" obj="van_wait_2_3" obj="van_wait_2_4" obj="van_wait_2_5" obj="van_wait_2_6" obj="van_wait_2_7" obj="van_wait_2_8" obj="van_wait_2_9" obj="van_wait_2_10" obj="van_3_null" obstacle_end obstacle_start name="van_end3" chain=29,5 obj="van_force_2_1" obj="van_force_2_2" obj="van_force_2_3" obj="van_force_2_4" obj="van_force_2_5" obj="van_force_2_6" obj="van_force_2_7" obj="van_force_2_8" obj="van_force_2_9" obj="van_force_2_10" obstacle_end //////////////////////////////////////////van end///////////////////////////// //obstacle_start // name="van_end" // chain=29,6 //? // obj="van_force_2_10",trigger // obj="van_null" //obstacle_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 blowup_start use_type="barrel" force_name="barrel_Sml_16" obj="barrel_Sml_16_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_17" obj="barrel_Sml_17_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_18" obj="barrel_Sml_18_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_19" obj="barrel_Sml_19_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_20" obj="barrel_Sml_20_shadow",off blowup_end /////////////////////////////////////////berry pickup/////////////////// obstacle_start chain=7,1 obj="barrel_Sml_02" obstacle_end obstacle_start name="berry_01" chain=7,2 obj="berry_01" auto_start obstacle_end /////// obstacle_start chain=8,1 obj="barrel_Sml_04" obstacle_end obstacle_start name="berry_02" chain=8,2 obj="berry_02" auto_start obstacle_end /// obstacle_start chain=9,1 obj="barrel_Sml_05" obstacle_end obstacle_start name="berry_03" chain=9,2 obj="berry_03" auto_start obstacle_end obstacle_start chain_trigger=7,2 chain_trigger=8,2 chain_trigger=9,2 obj="berry_null1" obstacle_end obstacle_start name="berry" //pickup id 1 obj="berry_null1",trigger obj="berry_null2" camera_spline="berry_cam" cam_start_time=1.0 cam_end_time=3.5 cam_blend_in_time=0.0 cam_blend_out_time=0.0 hack=33 // 32 + pickup ID 1 (important - stops mini-cut playing if mini-kit is already collected) obstacle_end ///////////////////////////////////////////////// blowup_start set_type="wall" force_name="blow_1a_3" obj="blow_1a_3r",off obj="blow_1a_3_pan1",off obj="blow_1a_3_pan2",off obj="blow_1a_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 use_type="wall" force_name="blow_1b_3" obj="blow_1b_3r",off obj="blow_1b_3_pan1",off obj="blow_1b_3_pan2",off obj="blow_1b_3_pan3",off blowup_end /// blowup_start use_type="wall" force_name="blow_1a_4" obj="blow_1a_4r",off obj="blow_1a_4_pan1",off obj="blow_1a_4_pan2",off obj="blow_1a_4_pan3",off blowup_end blowup_start use_type="wall" force_name="blow_1b_4" obj="blow_1b_4r",off obj="blow_1b_4_pan1",off obj="blow_1b_4_pan2",off obj="blow_1b_4_pan3",off blowup_end /// blowup_start use_type="wall" 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 blowup_end blowup_start use_type="wall" 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 blowup_end /// blowup_start use_type="wall" 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 blowup_end blowup_start use_type="wall" 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 blowup_end /// blowup_start use_type="wall" force_name="blow_1a_8" obj="blow_1a_8r",off obj="blow_1a_8_pan1",off obj="blow_1a_8_pan2",off obj="blow_1a_8_pan3",off blowup_end blowup_start use_type="wall" force_name="blow_1b_8" obj="blow_1b_8r",off obj="blow_1b_8_pan1",off obj="blow_1b_8_pan2",off obj="blow_1b_8_pan3",off blowup_end /// blowup_start use_type="wall" force_name="blow_1a_9" obj="blow_1a_9r",off obj="blow_1a_9_pan1",off obj="blow_1a_9_pan2",off obj="blow_1a_9_pan3",off blowup_end blowup_start use_type="wall" force_name="blow_1b_9" obj="blow_1b_9r",off obj="blow_1b_9_pan1",off obj="blow_1b_9_pan2",off obj="blow_1b_9_pan3",off blowup_end ////////////////////////////////////////////////////////// blowup_start use_type="wall" force_name="blow_2a_1" obj="blow_2a_1r",off obj="blow_2a_1_pan1",off obj="blow_2a_1_pan2",off obj="blow_2a_1_pan3",off blowup_end blowup_start use_type="wall" force_name="blow_2b_1" obj="blow_2b_1r",off obj="blow_2b_1_pan1",off obj="blow_2b_1_pan2",off obj="blow_2b_1_pan3",off blowup_end /// blowup_start use_type="wall" force_name="blow_2a_2" obj="blow_2a_2r",off obj="blow_2a_2_pan1",off obj="blow_2a_2_pan4",off obj="blow_2a_2_pan3",off blowup_end blowup_start use_type="wall" force_name="blow_2b_2" obj="blow_2b_2r",off obj="blow_2b_2_pan1",off obj="blow_2b_2_pan2",off obj="blow_2b_2_pan3",off blowup_end /// blowup_start use_type="wall" force_name="blow_2a_3" obj="blow_2a_3r",off obj="blow_2a_3_pan1",off obj="blow_2a_3_pan2",off obj="blow_2a_3_pan3",off blowup_end blowup_start use_type="wall" force_name="blow_2b_3" obj="blow_2b_3r",off obj="blow_2b_3_pan1",off obj="blow_2b_3_pan2",off obj="blow_2b_3_pan3",off blowup_end /// blowup_start use_type="wall" force_name="blow_2a_4" obj="blow_2a_4r",off obj="blow_2a_4_pan1",off obj="blow_2a_4_pan2",off obj="blow_2a_4_pan3",off blowup_end blowup_start use_type="wall" force_name="blow_2b_4" obj="blow_2b_4r",off obj="blow_2b_4_pan1",off obj="blow_2b_4_pan2",off obj="blow_2b_4_pan3",off blowup_end /// blowup_start use_type="wall" force_name="blow_2a_5" obj="blow_2a_5r",off obj="blow_2a_5_pan1",off obj="blow_2a_5_pan2",off obj="blow_2a_5_pan3",off blowup_end blowup_start use_type="wall" force_name="blow_2b_5" obj="blow_2b_5r",off obj="blow_2b_5_pan1",off obj="blow_2b_5_pan2",off obj="blow_2b_5_pan3",off blowup_end /// blowup_start use_type="wall" force_name="blow_2a_6" obj="blow_2a_6r",off obj="blow_2a_6_pan1",off obj="blow_2a_6_pan2",off obj="blow_2a_6_pan3",off blowup_end blowup_start use_type="wall" force_name="blow_2b_6" obj="blow_2b_6r",off obj="blow_2b_6_pan1",off obj="blow_2b_6_pan2",off obj="blow_2b_6_pan3",off blowup_end /// blowup_start use_type="wall" 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 blowup_end blowup_start use_type="wall" 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 blowup_end /// blowup_start use_type="wall" 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 blowup_end blowup_start use_type="wall" 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 blowup_end ///////////////////////////////////////////// ///////portal stuff////////////////////////// //portaldoor_start // obj="bridge_1" // p_id=1 // trigger_at_end //portaldoor_end /////vader door////////////// portaldoor_start obj="door_04" p_id=2 // trigger_at_end portaldoor_end /////left door//////////////// portaldoor_start obj="door_01" p_id=3 // trigger_at_end portaldoor_end ////////plant room//////// portaldoor_start obj="door_10" p_id=4 // trigger_at_end portaldoor_end //////trooper door////////// portaldoor_start obj="door_03" p_id=5 // trigger_at_end portaldoor_end ////////////bounty door portaldoor_start obj="door_08" p_id=6 // trigger_at_end portaldoor_end