//BlockadeRunner_C state Base { Conditions { } Actions { CnxController "from=door1_a" "to=door1_b" "off_flag=BLOCK" "obj=push_door_1" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" CnxController "from=door2_a" "to=door2_b" "off_flag=BLOCK" "obj=force_field" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" CnxController "from=door3_a" "to=door3_b" "off_flag=BLOCK" "obj=door_02" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" CnxController "from=bridge1_a" "to=bridge1_b" "off_flag=BLOCK" "obj=lift_1" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" CnxController "from=bridge1_b" "to=bridge1_c" "off_flag=BLOCK" "obj=lift_1" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" SetState "Update" } } state Update { Conditions { if FreePlay == 0 and if Message "C3PO_Active" == 0 and if EitherPlayerIs "C3PO" == 1 goto C3PO_Active if FreePlay == 0 and if Message "R2D2_Active" == 0 and if ObstacleFinished "C3PO_door1" == 1 goto R2D2_Active ;if EitherPlayerIs "R2D2" == 1 goto R2D2_Active } Actions { } } state C3PO_Active { Conditions { } Actions { SetMessage "name=C3PO_Active" "value=1" CannotDropIn "character=C3PO" "FALSE" NotWithParty "character=C3PO" "FALSE" SetScriptState "character=C3PO" "state=NormalUpdate" SetState "Update" } } state R2D2_Active { Conditions { } Actions { SetMessage "name=R2D2_Active" "value=1" CannotDropIn "character=R2D2" "FALSE" NotWithParty "character=R2D2" "FALSE" SetScriptState "character=R2D2" "state=NormalUpdate" SetTaggable "character=PrincessLeia" "FALSE" DeActivate "character=PrincessLeia" ;SetTaggable "character=RebelScum" "FALSE" ;DeActivate "character=RebelScum" PlayCutScene "name=blockaderunner_midtro1" SetState "Update" } }