//height=5.0 cutscenes_start cutscene="episodeiv\blockaderunner_midtro1" cutscenes_end //use_fog mipmapmode=3 blobshadow_alpha=80 blobshadow_fadenear=5 blobshadow_fadefar=10 settings_start=1 farclip_ps2=218 nearclip_ps2=0.1 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="temp_start1" level="blockaderunner_c" 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_1a" level="blockaderunner_c" vehicle="TownCar" vehicle="MoonCar" 1_way door_end door_start spline="door_1b" level="blockaderunner_c" vehicle="TownCar" vehicle="MoonCar" 1_way door_end door_start spline="door_c_to_d" level="blockaderunner_d" vehicle="TownCar" vehicle="MoonCar" 1_way door_end door_start spline="door_d_to_c" level="blockaderunner_c" vehicle="TownCar" vehicle="MoonCar" 1_way door_end ///////////////////////camera/////////////////////////////////////////////////////////////// sock_start=00 // cam_shake=0.1 cam_blend_time=1.0 campos_seek=5.0 // cam_y_offset=3.2 // offset_blend_y_ratio=1.0 cam_pullback_ratio=0.4 cam_dist_to_target=2.2 cam_lateral_ratio=-0.7 // cam_1player_zoom=1.5 // cam_dist_ratio=0.5 cam_look_ratio_y=0.8 sock_end sock_start=01 // cam_shake=0.1 cam_blend_time=1.0 campos_seek=5.0 // cam_look_ratio_y=0.5 // cam_y_offset=3.2 // offset_blend_y_ratio=1.0 cam_pullback_ratio=0.0 cam_dist_to_target_xz=1.8 cam_lateral_ratio=0.2 // cam_1player_zoom=1.5 // cam_dist_ratio=0.5 sock_end sock_start=02 // cam_shake=0.1 cam_blend_time=1.0 campos_seek=5.0 cam_look_ratio_y=1.0 // cam_y_offset=1.6 // offset_blend_y_ratio=1.0 cam_pullback_ratio=0.4 // cam_dist_to_target=3.0 cam_lateral_ratio=0.4 // cam_1player_zoom=1.5 // cam_dist_ratio=0.5 cam_1player_zoom=0.8 sock_end sock_start=03 // cam_shake=0.1 cam_blend_time=1.0 campos_seek=5.0 // cam_look_ratio_y=0.8 // cam_y_offset=3.2 // offset_blend_y_ratio=1.0 cam_pullback_ratio=0.1 // cam_lateral_ratio=-0.5 // cam_1player_zoom=1.5 // cam_dist_ratio=0.5 sock_end sock_start=04 // cam_shake=0.1 cam_blend_time=1.0 campos_seek=5.0 // cam_look_ratio_y=0.8 // cam_y_offset=3.2 // offset_blend_y_ratio=1.0 cam_pullback_ratio=0.1 // cam_lateral_ratio=-0.5 // cam_1player_zoom=1.5 // cam_dist_ratio=0.5 sock_end ///////////////////////////////////// obstacle_start obj="door_01" // obj="door_01r" range=1.0 obstacle_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 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="R2_door1" lock_spline="R2_lineup1" astromech_droid locked obj="door_02" obj="R2_light_on1",no_collision obj="R2_light_off1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" range=1.2 obstacle_end //////////////////////////////////exit door//////////////////////////// obstacle_start name="C3PO_pan2" obj="C3PO_static2" obj="C3PO_pic2" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" hack=99 // draw a hologram thingy at distance obstacle_end obstacle_start name="C3PO_door2" lock_spline="C3PO_lineup2" protocol_droid locked obj="door_03" // obj="door_2r" obj="C3PO_green_on2",no_collision obj="C3PO_red_on2",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end ////////////////////zips///////////////// obstacle_start obj="barrel_Sml_10",trigger obj="zipup_target" obstacle_end zipup_start spline="zipup_1" force="barrel_Sml_10" // trigger_chain=x,y zipup_end zipup_start spline="zipup_2" // force="name" // trigger_chain=x,y zipup_end //////////////////////push block chains///////////////////// obstacle_start name="push_obst_1" chain=1,1 push="push_01",2 push="push_02",1 // reset_pushblocks obstacle_end obstacle_start chain=1,2 obj="push_1_1" auto_start obstacle_end obstacle_start chain=1,3 obj="push_1_2" auto_start obstacle_end obstacle_start chain=1,4 obj="push_1_3" auto_start obstacle_end obstacle_start chain=1,5 obj="push_1_4" auto_start obstacle_end obstacle_start chain=1,6 obj="push_1_5" auto_start obstacle_end ////////////////////////// obstacle_start name="push_obst_2" chain=2,1 push="push_01",1 push="push_02",2 // reset_pushblocks obstacle_end obstacle_start chain=2,2 obj="push_2_1" auto_start obstacle_end obstacle_start chain=2,3 obj="push_2_2" auto_start obstacle_end obstacle_start chain=2,4 obj="push_2_3" auto_start obstacle_end obstacle_start chain=2,5 obj="push_2_4" auto_start obstacle_end obstacle_start chain=2,6 obj="push_2_5" auto_start obstacle_end /////////////////main door////////////////// obstacle_start obj="push_door_mech_1_1",trigger obj="push_door_mech_2_1",trigger // camera_spline="push_door_look" obj="push_door_follow",cam_follow // cam_start_time=0.0 // cam_end_time=2.0 // cam_blend_in_time=0.0 // cam_blend_out_time=1.0 obj="push_door_1" obj="push_door_2" obj="push_door_3" obj="push_door_4" play_once obstacle_end ////////////door locks////////////////// obstacle_start obj="push_1_4",trigger // camera_spline="push_door_look1" obj="push_door_follow1",cam_follow // cam_start_time=1.8 // cam_end_time=6.0 // cam_blend_in_time=0.5 // cam_blend_out_time=0 obstacle_end obstacle_start obj="push_1_1",trigger obj="push_door_mech_1_1" obj="push_door_mech_1_2" play_once obstacle_end ///////////lights///////////// obstacle_start obj="push_door_mech_1_2",trigger obj="push_door_mech_1_3" obj="push_door_mech_1_4" obj="push_door_mech_1_5" obj="push_door_mech_1_6" obstacle_end ////////////// obstacle_start obj="push_2_4",trigger // camera_spline="push_door_look2" obj="push_door_follow2",cam_follow // cam_start_time=1.8 // cam_end_time=6.0 // cam_blend_in_time=0.5 // cam_blend_out_time=0 obstacle_end obstacle_start obj="push_2_1",trigger obj="push_door_mech_2_1" obj="push_door_mech_2_2" play_once obstacle_end //////////lights/////// obstacle_start obj="push_door_mech_2_2",trigger obj="push_door_mech_2_3" obj="push_door_mech_2_4" obj="push_door_mech_2_5" obj="push_door_mech_2_6" obstacle_end //////////////grabber/////////////////////////////////////////////////////// obstacle_start name="pad_drop" obj="pad_drop" obj="pad_drop1",no_collision range=0.15 // check_ground obstacle_end obstacle_start name="pad_n" obj="pad_n" obj="pad_n1",no_collision range=0.15 // check_ground obstacle_end obstacle_start name="pad_s" obj="pad_s" obj="pad_s1",no_collision range=0.15 // check_ground obstacle_end obstacle_start name="pad_e" obj="pad_e" obj="pad_e1",no_collision range=0.15 // check_ground obstacle_end obstacle_start name="pad_w" obj="pad_w" obj="pad_w1",no_collisionm range=0.15 // check_ground obstacle_end //////////////////////lift/////////////////////// obstacle_start name="lift_lever" lock_spline="lift_lever_lineup" locked pull_lever obj="lift_lever" obj="lift_1" obj="lift_2" obj="lift_3" obj="lift_4" obj="lift_5" obj="lift_6" obstacle_end /////////////////////////car ramp///////////////////////// obstacle_start name="car_ramp" //pickup ID 4 obj="ramp_light_off_01" obj="ramp_light_off_02" obj="ramp_light_off_03" obj="ramp_light_off_04" obj="ramp_light_on_01" obj="ramp_light_on_02" obj="ramp_light_on_03" obj="ramp_light_on_04" range=0.4 check_ground takeover_only obstacle_end ///// obstacle_start obj="lift_01" obj="lift_02",no_collision obj="lift_03",no_collision range=0.4 check_ground obstacle_end /////////////////////////////////////////////////broom room////////// obstacle_start obj="vent19",trigger obj="mini_door" camera_spline="mini_door_cam" cam_start_time=0.5 cam_end_time=3.5 cam_blend_in_time=0.0 cam_blend_out_time=0.0 obstacle_end /////////////////////////lights/////////////////// obstacle_start chain=3,1 obj="rail_lamp_1_1" obstacle_end obstacle_start chain=3,2 obj="rail_lamp_2_1" chain_reverse_time=8.0 obstacle_end obstacle_start chain=4,1 obj="rail_lamp_1_2" obstacle_end obstacle_start chain=4,2 obj="rail_lamp_2_2" chain_reverse_time=8.0 obstacle_end obstacle_start chain=5,1 obj="rail_lamp_1_3" obstacle_end obstacle_start chain=5,2 obj="rail_lamp_2_3" chain_reverse_time=8.0 obstacle_end obstacle_start chain=6,1 obj="rail_lamp_1_4" obstacle_end obstacle_start chain=6,2 obj="rail_lamp_2_4" chain_reverse_time=8.0 obstacle_end obstacle_start chain=7,1 obj="rail_lamp_1_5" obstacle_end obstacle_start chain=7,2 obj="rail_lamp_2_5" chain_reverse_time=8.0 obstacle_end obstacle_start chain=8,1 obj="rail_lamp_1_6" obstacle_end obstacle_start chain=8,2 obj="rail_lamp_2_6" chain_reverse_time=8.0 obstacle_end obstacle_start chain=9,1 obj="rail_lamp_1_7" obstacle_end obstacle_start chain=9,2 obj="rail_lamp_2_7" chain_reverse_time=8.0 obstacle_end obstacle_start chain=10,1 obj="rail_lamp_1_8" obstacle_end obstacle_start chain=10,2 obj="rail_lamp_2_8" chain_reverse_time=8.0 obstacle_end obstacle_start chain=11,1 obj="rail_lamp_1_9" obstacle_end obstacle_start chain=11,2 obj="rail_lamp_2_9" chain_reverse_time=8.0 obstacle_end obstacle_start chain=13,1 obj="rail_lamp_1_10" obstacle_end obstacle_start chain=13,2 obj="rail_lamp_2_10" chain_reverse_time=8.0 obstacle_end obstacle_start chain=14,1 obj="rail_lamp_1_11" obstacle_end obstacle_start chain=14,2 obj="rail_lamp_2_11" chain_reverse_time=8.0 obstacle_end obstacle_start chain=15,1 obj="rail_lamp_1_12" obstacle_end obstacle_start chain=15,2 obj="rail_lamp_2_12" chain_reverse_time=8.0 obstacle_end obstacle_start chain=16,1 obj="rail_lamp_1_13" obstacle_end obstacle_start chain=16,2 obj="rail_lamp_2_13" chain_reverse_time=8.0 obstacle_end obstacle_start chain=17,1 obj="rail_lamp_1_14" obstacle_end obstacle_start chain=17,2 obj="rail_lamp_2_14" chain_reverse_time=8.0 obstacle_end obstacle_start chain=18,1 obj="rail_lamp_1_15" obstacle_end obstacle_start chain=18,2 obj="rail_lamp_2_15" chain_reverse_time=8.0 obstacle_end obstacle_start chain=19,1 obj="rail_lamp_1_16" obstacle_end obstacle_start chain=19,2 obj="rail_lamp_2_16" chain_reverse_time=8.0 obstacle_end obstacle_start chain=20,1 obj="rail_lamp_1_17" obstacle_end obstacle_start chain=20,2 obj="rail_lamp_2_17" chain_reverse_time=8.0 obstacle_end obstacle_start chain=21,1 obj="rail_lamp_1_18" obstacle_end obstacle_start chain=21,2 obj="rail_lamp_2_18" chain_reverse_time=8.0 obstacle_end obstacle_start chain=22,1 obj="rail_lamp_1_19" obstacle_end obstacle_start chain=22,2 obj="rail_lamp_2_19" chain_reverse_time=8.0 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 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_02_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_04" obj="barrel_Sml_02_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_05" obj="barrel_Sml_02_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_06" obj="barrel_Sml_02_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_07" obj="barrel_Sml_02_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_08" obj="barrel_Sml_02_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_09" obj="barrel_Sml_02_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_10" obj="barrel_Sml_02_shadow",off blowup_end /////////////////bounty blowup//////////////////////// blowup_start set_type="thermo" force_name="big_blowup1" 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 ////////////////hand rails//////////////////////////// blowup_start set_type="rail" force_name="rail_1" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="rail_part" blowup_end blowup_start use_type="rail" force_name="rail_2" blowup_end blowup_start use_type="rail" force_name="rail_3" blowup_end blowup_start use_type="rail" force_name="rail_4" blowup_end blowup_start use_type="rail" force_name="rail_5" blowup_end blowup_start use_type="rail" force_name="rail_6" blowup_end blowup_start use_type="rail" force_name="rail_7" blowup_end blowup_start use_type="rail" force_name="rail_8" blowup_end blowup_start use_type="rail" force_name="rail_9" blowup_end blowup_start use_type="rail" force_name="rail_10" blowup_end blowup_start use_type="rail" force_name="rail_11" blowup_end blowup_start use_type="rail" force_name="rail_12" blowup_end blowup_start use_type="rail" force_name="rail_13" blowup_end blowup_start use_type="rail" force_name="rail_14" blowup_end blowup_start use_type="rail" force_name="rail_15" blowup_end blowup_start use_type="rail" force_name="rail_16" blowup_end ///////////////////////////////////////// ////////////push door portaldoor_start obj="push_door_1" p_id=1 // trigger_at_end portaldoor_end ////////////R2 door portaldoor_start obj="door_02" p_id=2 // trigger_at_end portaldoor_end