4reflect_y=1.2292 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="ripple" effect_type="WATEREFFECT" start_colour_r=20 start_colour_g=20 start_colour_b=20 start_colour_a=255 end_colour_r=20 end_colour_g=20 end_colour_b=20 end_colour_a=0 life=0.8 start_radius=0.0 end_radius=1.0 rippleeffects_end ///////////////doors//////////////////////////////// door_start spline="temp_start1" 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 door_start spline="door_1a" level="blockaderunner_d" vehicle="TownCar" vehicle="MoonCar" 1_way door_end door_start spline="door_1b" level="blockaderunner_d" vehicle="TownCar" vehicle="MoonCar" 1_way door_end ///////////////////////camera/////////////////////////////////////////////////////////////// sock_start=00 cam_blend_time=1.0 campos_seek=5.0 sock_end sock_start=01 cam_blend_time=1.0 campos_seek=5.0 cam_dist_to_target_xz=1.6 cam_lateral_ratio=0.2 sock_end sock_start=06 cam_blend_time=1.0 campos_seek=5.0 sock_end sock_start=02 cam_blend_time=1.0 campos_seek=5.0 cam_look_ratio_y=0.75 cam_x_offset=-0.5 offset_blend_x_ratio=1.0 cam_y_offset=0.8 offset_blend_y_ratio=1.0 cam_z_offset=2 offset_blend_z_ratio=1.0 // cam_dist_to_target=2 sock_end sock_start=03 cam_blend_time=1.0 campos_seek=5.0 sock_end sock_start=04 cam_blend_time=1.0 campos_seek=5.0 sock_end sock_start=05 cam_blend_time=1.0 campos_seek=5.0 sock_end ///////////////////////////////////// obstacle_start obj="door_02" /// obj="door_01r" range=2.6 players_1_and_2_only obstacle_end //////////////////////////////////////////////new pop door////////////////////////////// obstacle_start name="main_door" chain=11,1 obj="main_door_pop1" // range=5.6 // players_1_and_2_only obstacle_end //////////////////small pops////////////////// obstacle_start chain=11,2 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=11,3 obj="main_door_pop3" obstacle_end /////////////////////////door that smokes////turn this off to stop the killing/////////// obstacle_start name="main_door_smoke" chain=11,4 obj="main_door_pop4" obstacle_end blowup_start force_name="main_door_pop3" 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 /////////////door back to_c/////////////////////////// obstacle_start obj="door_08" /// obj="door_01r" range=1.2 obstacle_end /// fader_start obj="window_fade" fader_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 ////////////////////r2 panels to lift the ramps////////////////// obstacle_start name="R2_pan2" obj="R2_static2" obj="R2_pic2" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="R2_door2" lock_spline="R2_lineup2" astromech_droid locked obj="hatch_03" obj="hatch_ramp_04" obj="R2_light_on2",no_collision obj="R2_light_off2",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" // range=1.2 obstacle_end ////////////////////////////////// //obstacle_start // name="C3PO_pan3" // obj="C3PO_static3" // obj="C3PO_pic3" // range=1.2 // sfx_open="DPanelAct" // sfx_close="DPanelDis" //obstacle_end // //obstacle_start // name="C3PO_door3" // lock_spline="C3PO_lineup3" // protocol_droid // locked // obj="hatch_01" // obj="hatch_ramp_03" // obj="C3PO_light_on3",no_collision // obj="C3PO_light_off3",no_collision // sfx_open="Cru_DiagBlastDoorOpen" // sfx_close="Cru_DiagBlastDoorOpen" // range=1.2 //obstacle_end ///////////////////////////////// obstacle_start name="R2_pan4" obj="R2_static4" obj="R2_pic4" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="R2_door4" lock_spline="R2_lineup4" astromech_droid locked obj="hatch_02" obj="hatch_ramp_02" obj="R2_light_on4",no_collision obj="R2_light_off4",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" // range=1.2 chain_interface=6,2 obstacle_end obstacle_start chain=6,1 obj="barrel_Sml_07" obstacle_end obstacle_start chain=6,2 obj="barrel_Sml_07_null" obstacle_end /////////////////////////////////////R2 panel final escape pod/////////////////////////////// obstacle_start name="R2_pan5" obj="R2_static5" obj="R2_pic5" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="R2_door5" lock_spline="R2_lineup5" astromech_droid locked obj="R2_light_on5",no_collision obj="R2_light_off5",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end /////////////////Trooper in the bath pod/////////////////////////////////////////////////////////////// obstacle_start lock_spline="pod_lever_lineup1" locked pull_lever obj="pod_lever1",lever obj="level_1_light_green1" obj="level_1_light_red1" door_close_delay=1.0 reset_anims obstacle_end obstacle_start obj="level_1_light_green1",trigger obj="level_1_light_green2" obj="level_1_light_red2" obstacle_end //////////////////Rebel Trooper pod//////////////////////// obstacle_start lock_spline="pod_lever_lineup2" locked pull_lever obj="pod_lever2",lever obj="level_2_light_green1" obj="level_2_light_red1" door_close_delay=1.0 reset_anims obstacle_end obstacle_start obj="level_2_light_green1",trigger obj="level_2_light_green2" obj="level_2_light_red2" obstacle_end ///////////////////escape pod///////////////////////// obstacle_start name="C3PO_pan3" obj="C3PO_static3" obj="C3PO_pic3" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end ////// obstacle_start name="cover_up" chain=3,1 obj="level_1_light_green2",trigger obj="level_2_light_green2",trigger camera_spline="cover_cam" cam_start_time=0.5 cam_end_time=3.5 cam_blend_in_time=0.0 cam_blend_out_time=0.0 obj="C3PO_pan_cover1" play_once obstacle_end //obstacle_start // chain=3,1 // obj="C3PO_pan_cover1" //obstacle_end obstacle_start chain=3,2 obj="C3PO_pan_cover2" obstacle_end /////// obstacle_start name="C3PO_door3" lock_spline="C3PO_lineup3" protocol_droid locked obj="hatch_01" obj="hatch_ramp_03" obj="C3PO_light_on3",no_collision obj="C3PO_light_off3",no_collision chain_interface=3,2 sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end ///////////////////////////////////////////// obstacle_start // name="shutter_lever_4" lock_spline="pod_lever_lineup3" locked pull_lever obj="pod_lever3" obj="level_3_light_green1" obj="level_3_light_red1" door_close_delay=1.0 reset_anims obstacle_end ////////////////////////build it bridge/////////////////////////////// buildit_start name="buildit3" pair="build_3_1_1","build_3_2_1" pair="build_3_1_2","build_3_2_2" pair="build_3_1_3","build_3_2_3" pair="build_3_1_4","build_3_2_4" pair="build_3_1_5","build_3_2_5" pair="build_3_1_6","build_3_2_6" pair="build_3_1_7","build_3_2_7" pair="build_3_1_8","build_3_2_8" pair="build_3_1_9","build_3_2_9" pair="build_3_1_10","build_3_2_10" pair="build_3_1_11","build_3_2_11" pair="build_3_1_12","build_3_2_12" pair="build_3_1_13","build_3_2_13" pair="build_3_1_14","build_3_2_14" coin_value=0 //These have no coins to fix a sorting issue buildit_end ////// obstacle_start chain=4,1 buildit="buildit3" obstacle_end obstacle_start chain=4,2 obj="build_3_up_1" obj="build_3_up_2" auto_start obstacle_end /////////////////// buildit_start name="buildit4" pair="build_4_1_1","build_4_2_1" pair="build_4_1_2","build_4_2_2" pair="build_4_1_3","build_4_2_3" pair="build_4_1_4","build_4_2_4" pair="build_4_1_5","build_4_2_5" pair="build_4_1_6","build_4_2_6" pair="build_4_1_7","build_4_2_7" pair="build_4_1_8","build_4_2_8" pair="build_4_1_9","build_4_2_9" pair="build_4_1_10","build_4_2_10" pair="build_4_1_11","build_4_2_11" pair="build_4_1_12","build_4_2_12" pair="build_4_1_13","build_4_2_13" pair="build_4_1_14","build_4_2_14" coin_value=0 //These have no coins to fix a sorting issue buildit_end ////// obstacle_start chain=5,1 buildit="buildit4" obstacle_end obstacle_start chain=5,2 obj="build_4_up_1" obj="build_4_up_2" auto_start 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" obstacle_end obstacle_start name="storm_door1" lock_spline="storm_door_lineup1" stormtrooper locked obj="door_01" 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 /////////////////////////////////////air lock1///// 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" buildit_end ////// obstacle_start chain=1,1 buildit="buildit1" obstacle_end obstacle_start chain=1,2 obj="C3PO_light_on1" obj="C3PO_light_off1" obj="C3PO_static1" obj="C3PO_pic1" obj="build_1_end" 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="hatch_04" obj="C3PO_green_on1",no_collision obj="C3PO_red_on1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" chain_interface=1,2 reset_anims obstacle_end ///////////////////////////////////////////air lock2////////////////////////// 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" buildit_end ////// obstacle_start chain=2,1 buildit="buildit2" obstacle_end obstacle_start chain=2,2 obj="C3PO_light_on2" obj="C3PO_light_off2" obj="C3PO_static2" obj="C3PO_pic2" obj="build_2_end" obstacle_end obstacle_start name="C3PO_pan2" obj="C3PO_static2" obj="C3PO_pic2" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="C3PO_door2" lock_spline="C3PO_lineup2" protocol_droid locked obj="hatch_05" obj="C3PO_light_on2",no_collision obj="C3PO_light_off2",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" chain_interface=2,2 reset_anims obstacle_end /////////////////// 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_03_shadow",off blowup_end blowup_start use_type="barrel" force_name="barrel_Sml_04" obj="barrel_Sml_04_shadow",off blowup_end 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 force_name="big_blowup1" // obj="barrel_Sml_10_shadow",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" hit_points=0 minikit blowup_end /////////////////////////// blowup_start set_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 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_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 /// /////////////////////////flowers/////////////////////// obstacle_start chain=12,1 obj="blow_2b_5" obstacle_end obstacle_start name="flower_01" chain=12,2 obj="flower_orange_01" auto_start obstacle_end ////////// obstacle_start chain=13,1 obj="big_blowup1" obstacle_end obstacle_start name="flower_02" chain=13,2 obj="flower_Yellow_01" auto_start obstacle_end //////////////// obstacle_start chain=14,1 obj="barrel_Sml_12" obstacle_end obstacle_start name="flower_03" chain=14,2 obj="flower_blue_01" auto_start obstacle_end ////////////////// obstacle_start chain_trigger=12,2 chain_trigger=13,2 chain_trigger=14,2 obj="flower_null1" obstacle_end obstacle_start name="flower" //pickup id 3 obj="flower_null1",trigger obj="flower_null2" camera_spline="flower_cam" cam_start_time=1.0 cam_end_time=3.5 cam_blend_in_time=0.0 cam_blend_out_time=0.0 obstacle_end /////////////////////////////////// ///////////first door //portaldoor_start // obj="main_door_pop2" // p_id=1 // trigger_at_end //portaldoor_end ///////////storm door portaldoor_start obj="door_01" p_id=2 // trigger_at_end portaldoor_end ///////////auto door portaldoor_start obj="door_02" p_id=3 // trigger_at_end portaldoor_end ///////////trooper pod portaldoor_start obj="hatch_03" p_id=4 // trigger_at_end portaldoor_end ///////////bath pod portaldoor_start obj="hatch_02" p_id=5 // trigger_at_end portaldoor_end ///////////escape pod portaldoor_start obj="hatch_01" p_id=6 // trigger_at_end portaldoor_end obstacle_start name="bath" //pickup id 20 obj="plug",trigger obj="water" obstacle_end blowup_start use_type="barrel" force_name="plug" blowup_end