music="Act_DSB_Appr" height=0.0 hover_height=2.75 use_fog cam_tilt=0.333 cam_pullback_dist=10 cam_lateral_dist=5 mipmapmode=3 plat_scan_dist=100 burnout_threshold=0.0 burnout_intensity=0.0 burnout_flare=0.0 blobshadow_alpha=80 blobshadow_fadenear=60 blobshadow_fadefar=100 raycaststep=0.0 settings_start=1 farclip=800 nearclip=0.9 // fognear=0.05 // fogfar=150 // fogr=0 // fogg=0 // fogb=0 // foga=0 backr_top=128 backg_top=0 backb_top=0 backr_bottom=128 backg_bottom=0 backb_bottom=0 // fogr_x=49 // fogg_x=63 // fogb_x=81 // foga_x=63 backr_x=0 backg_x=99 backb_x=150 // fogdensity=0.110 settings_end bolttype_start name="Turbo_laser" scene=vehicle obj="Laser_Green" glow_obj="LaserGlow_Green" speed=50.0 duration=1.5 radius=0.125 scale=8.0 debris="Laser_Green_Hit" sfx="Blaster" damage=1 NODEFLECT CONVERGE rand_angle=5 bolttype_end bolttype_start name="Scene_laser_g" scene=vehicle obj="Laser_Green1" glow_obj="LaserGlow_Green1" speed=200 duration=15 radius=0.125 scale=16 debris="Laser_Green_Hit" //This debris effect must be one that the programmers have registered in the code. sfx="Blaster" damage=0 NODEFLECT // FREE CONVERGE rand_angle=5 no_terrain no_collide bolttype_end bolttype_start name="Scene_laser_r" scene=vehicle obj="Laser_Red1" glow_obj="LaserGlow_Red1" speed=200 duration=15 radius=0.125 scale=16 debris="Laser_Green_Hit" //This debris effect must be one that the programmers have registered in the code. sfx="Blaster" damage=0 NODEFLECT // FREE CONVERGE rand_angle=5 no_terrain no_collide bolttype_end ///////////////scene_lasers/// turret_start obj="laser1" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser2" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser3" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser4" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser5" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser6" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser7" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end turret_start obj="laser8" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end turret_start obj="laser9" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end turret_start obj="laser10" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end turret_start obj="laser11" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser12" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser13" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser14" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser15" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser16" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser17" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser18" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser19" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser20" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser21" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser22" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser23" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser24" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser25" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser26" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser27" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end turret_start obj="laser28" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end turret_start obj="laser29" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end turret_start obj="laser30" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end turret_start obj="laser31" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end ///////////////doors//////// door_start spline="door_CtoD" level="deathstarbattle_d" 1_way door_end door_start spline="door_CtoB" level="deathstarbattle_b" 1_way door_end ///////////////////////camera/////////////////////// sock_start=00 cam_rail_offset=-20 cam_look_ratio_y=0.85 cam_blend_time=1.0 campos_seek=15 cam_pullback_ratio=0.5 cam_lateral_ratio=0.7 sock_end ///////////////power2-1////////// obstacle_start obj="power_2_1_up" obj="power_2_1_door_a" obj="power_2_1_door_b" obj="power_2_2_up" obj="power_2_2_door_a" obj="power_2_2_door_b" obj="power_2_3_up" obj="power_2_3_door_a" obj="power_2_3_door_b" obj="power_2_4_up" obj="power_2_4_door_a" obj="power_2_4_door_b" players_1_and_2_only play_once range=30.0 obstacle_end obstacle_start chain=1,1 obj="power_2_1_up" obj="power_2_1_door_a" obj="power_2_1_door_b" obstacle_end obstacle_start chain=1,2 obj="power_2_1_pop" obj="power_2_1_door_c" obj="power_2_1_door_d" obj="target_2_1" obj="target_2_1a" obj="dum_target_2_1" auto_start obstacle_end // obstacle_start obj="dum_target_2_1",trigger obj="ppoint_dum_2_1_s" obstacle_end // obstacle_start chain=2,1 obj="ppoint_dum_2_1_s" obstacle_end //obstacle_start // chain=2,2 // obj="ppoint_dum_2_1_1" //obstacle_end //obstacle_start // chain=2,3 // obj="ppoint_dum_2_1_2" //obstacle_end //obstacle_start // chain=2,4 // obj="ppoint_dum_2_1_3" //obstacle_end //obstacle_start // chain=2,5 // obj="ppoint_dum_2_1_4" //obstacle_end //obstacle_start // chain=2,6 // obj="ppoint_dum_2_1_5" //obstacle_end obstacle_start chain=2,2 obj="ppoint_dum_2_1_1" obstacle_end obstacle_start obj="ppoint_dum_2_1_1",trigger obj="power_2_1_stream" obstacle_end /////////////////////////////////////////////////// blowup_start force_name="dum_target_2_1" obj="power_2_1_door_c",off obj="power_2_1_door_d",off obj="target_2_1",off obj="target_2_1a",off obj="power_2_1_pop",off effect_on="POWER_SMOKE_2_1" deb_name="power_explo_1" part_effect_name="power_part_1" blowup_end ///////// blowup_start force_name="ppoint_dum_2_1_1" obj="ppoint_2_1_1",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_2_1_2" obj="ppoint_2_1_2",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_2_1_3" obj="ppoint_2_1_3",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_2_1_4" obj="ppoint_2_1_4",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_2_1_5" obj="ppoint_2_1_5",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_2_1_6" obj="ppoint_2_1_6",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end ///////////////////////////////////power2-2/////////////////////////////////////// obstacle_start chain=3,1 obj="power_2_2_up" obj="power_2_2_door_a" obj="power_2_2_door_b" obstacle_end obstacle_start chain=3,2 obj="power_2_2_pop" obj="power_2_2_door_c" obj="power_2_2_door_d" obj="target_2_2" obj="target_2_2a" obj="dum_target_2_2" // obj="ppoint_dum_1_1_1" auto_start // chain_reverse_time=8.0 obstacle_end /// // obstacle_start obj="dum_target_2_2",trigger obj="ppoint_dum_2_2_s" obstacle_end // obstacle_start chain=4,1 obj="ppoint_dum_2_2_s" obstacle_end //obstacle_start // chain=4,2 // obj="ppoint_dum_2_2_1" //obstacle_end //obstacle_start // chain=4,3 // obj="ppoint_dum_2_2_2" //obstacle_end //obstacle_start // chain=4,4 // obj="ppoint_dum_2_2_3" //obstacle_end obstacle_start chain=4,2 obj="ppoint_dum_2_2_1" obstacle_end obstacle_start obj="ppoint_dum_2_2_1",trigger obj="power_2_2_stream" obstacle_end /////////////////////////////////////////////////// blowup_start force_name="dum_target_2_2" obj="power_2_2_door_c",off obj="power_2_2_door_d",off obj="target_2_2",off obj="target_2_2a",off obj="power_2_2_pop",off effect_on="POWER_SMOKE_2_2" deb_name="power_explo_1" part_effect_name="power_part_1" blowup_end ///////// blowup_start force_name="ppoint_dum_2_2_1" obj="ppoint_2_2_1",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_2_2_2" obj="ppoint_2_2_2",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_2_2_3" obj="ppoint_2_2_3",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_2_2_4" obj="ppoint_2_2_4",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end ///////////////////////////////////power2-3/////////////////////////////////////// obstacle_start chain=5,1 obj="power_2_3_up" obj="power_2_3_door_a" obj="power_2_3_door_b" obstacle_end obstacle_start chain=5,2 obj="power_2_3_pop" obj="power_2_3_door_c" obj="power_2_3_door_d" obj="target_2_3" obj="target_2_3a" obj="dum_target_2_3" auto_start obstacle_end /// obstacle_start obj="dum_target_2_3",trigger obj="ppoint_dum_2_3_s" obstacle_end // obstacle_start chain=32,1 obj="ppoint_dum_2_3_s" // auto_start obstacle_end obstacle_start chain=32,2 obj="ppoint_dum_2_3_1" obstacle_end obstacle_start obj="ppoint_dum_2_3_1",trigger obj="power_2_3_stream" obstacle_end /////////////////////////////////////////////////// blowup_start force_name="dum_target_2_3" obj="power_2_3_door_c",off obj="power_2_3_door_d",off obj="target_2_3",off obj="target_2_3a",off obj="power_2_3_pop",off effect_on="POWER_SMOKE_2_3" deb_name="power_explo_1" part_effect_name="power_part_1" blowup_end ///////// blowup_start force_name="ppoint_dum_2_3_1" obj="ppoint_2_3_1",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_2_3_2" obj="ppoint_2_3_2",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_2_3_3" obj="ppoint_2_3_3",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_2_3_4" obj="ppoint_2_3_4",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_2_3_5" obj="ppoint_2_3_5",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end //////////////////////////////////power2-4/////////////////////////////////////// obstacle_start chain=6,1 obj="power_2_4_up" obj="power_2_4_door_a" obj="power_2_4_door_b" obstacle_end obstacle_start chain=6,2 obj="power_2_4_pop" obj="power_2_4_door_c" obj="power_2_4_door_d" obj="target_2_4" obj="target_2_4a" obj="dum_target_2_4" auto_start obstacle_end obstacle_start obj="dum_target_2_4",trigger obj="ppoint_dum_2_4_s" obstacle_end // obstacle_start chain=7,1 obj="ppoint_dum_2_4_s" obstacle_end //obstacle_start // chain=7,2 // obj="ppoint_dum_2_4_1" //obstacle_end //obstacle_start // chain=7,3 // obj="ppoint_dum_2_4_2" //obstacle_end //obstacle_start // chain=7,4 // obj="ppoint_dum_2_4_3" //obstacle_end //obstacle_start // chain=7,5 // obj="ppoint_dum_2_4_4" //obstacle_end obstacle_start chain=7,2 obj="ppoint_dum_2_4_1" obstacle_end obstacle_start obj="ppoint_dum_2_4_1",trigger obj="power_2_4_stream" obstacle_end /////////////////////////////////////////////////// blowup_start force_name="dum_target_2_4" obj="power_2_4_door_c",off obj="power_2_4_door_d",off obj="target_2_4",off obj="target_2_4a",off obj="power_2_4_pop",off effect_on="POWER_SMOKE_2_4" deb_name="power_explo_1" part_effect_name="power_part_1" blowup_end ///////// blowup_start force_name="ppoint_dum_2_4_1" obj="ppoint_2_4_1",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" // part_effect_name="power_part_1" blowup_end blowup_start force_name="ppoint_dum_2_4_2" obj="ppoint_2_4_2",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_2_4_3" obj="ppoint_2_4_3",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_2_4_4" obj="ppoint_2_4_4",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_2_4_5" obj="ppoint_2_4_5",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end ////////////////////////power 2 laser/////////////////////////////////////// obstacle_start obj="dum_target_2_1",trigger obj="dum_target_2_2",trigger obj="power_2_a" obstacle_end obstacle_start obj="dum_target_2_1",trigger obj="dum_target_2_3",trigger obj="power_2_a" obstacle_end obstacle_start obj="dum_target_2_3",trigger obj="dum_target_2_4",trigger obj="power_2_a" obstacle_end obstacle_start obj="dum_target_2_2",trigger obj="dum_target_2_2",trigger obj="power_2_a" obstacle_end obstacle_start obj="dum_target_2_2",trigger obj="dum_target_2_3",trigger obj="power_2_a" obstacle_end obstacle_start obj="dum_target_2_2",trigger obj="dum_target_2_4",trigger obj="power_2_a" obstacle_end obstacle_start obj="dum_target_2_1",trigger obj="dum_target_2_2",trigger obj="dum_target_2_3",trigger obj="dum_target_2_4",trigger obj="power_2_dummy" obstacle_end //////////////// obstacle_start chain=8,1 obj="power_2_a" obj="power_2_dummy" obstacle_end obstacle_start chain=8,2 obj="power_2_b" auto_start obstacle_end /////////////////////////////////////////power3-1 start////////////////////////////////////////////////////////////////// obstacle_start obj="power_3_1_up" obj="power_3_1_door_a" obj="power_3_1_door_b" obj="power_3_2_up" obj="power_3_2_door_a" obj="power_3_2_door_b" obj="power_3_3_up" obj="power_3_3_door_a" obj="power_3_3_door_b" obj="power_3_4_up" obj="power_3_4_door_a" obj="power_3_4_door_b" players_1_and_2_only play_once range=30.0 obstacle_end obstacle_start chain=9,1 obj="power_3_1_up" obj="power_3_1_door_a" obj="power_3_1_door_b" obstacle_end obstacle_start chain=9,2 obj="power_3_1_pop" obj="power_3_1_door_c" obj="power_3_1_door_d" obj="target_3_1" obj="target_3_1a" obj="dum_target_3_1" auto_start obstacle_end // obstacle_start obj="dum_target_3_1",trigger obj="ppoint_dum_3_1_s" obstacle_end // obstacle_start chain=10,1 obj="ppoint_dum_3_1_s" obstacle_end obstacle_start chain=10,2 obj="ppoint_dum_3_1_1" obstacle_end //obstacle_start // chain=11,3 // obj="ppoint_dum_3_1_2" //obstacle_end //obstacle_start // chain=11,4 // obj="ppoint_dum_3_1_3" //obstacle_end //obstacle_start // chain=11,5 // obj="ppoint_dum_3_1_4" //obstacle_end //obstacle_start // chain=11,6 // obj="ppoint_dum_3_1_5" //obstacle_end //obstacle_start // chain=11,7 // obj="ppoint_dum_3_1_6" //obstacle_end obstacle_start obj="ppoint_dum_3_1_1",trigger obj="power_3_1_stream" obstacle_end /////////////////////////////////////////////////// blowup_start force_name="dum_target_3_1" obj="power_3_1_door_c",off obj="power_3_1_door_d",off obj="target_3_1",off obj="target_3_1a",off obj="power_3_1_pop",off effect_on="POWER_SMOKE_3_1" deb_name="power_explo_1" part_effect_name="power_part_1" blowup_end ///////// blowup_start force_name="ppoint_dum_3_1_1" obj="ppoint_3_1_1",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_3_1_2" obj="ppoint_3_1_2",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_3_1_3" obj="ppoint_3_1_3",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_3_1_4" obj="ppoint_3_1_4",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_3_1_5" obj="ppoint_3_1_5",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_3_1_6" obj="ppoint_3_1_6",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end ///////////////////////////////////power3-2/////////////////////////////////////// obstacle_start chain=11,1 obj="power_3_2_up" obj="power_3_2_door_a" obj="power_3_2_door_b" obstacle_end obstacle_start chain=11,2 obj="power_3_2_pop" obj="power_3_2_door_c" obj="power_3_2_door_d" obj="target_3_2" obj="target_3_2a" obj="dum_target_3_2" // obj="ppoint_dum_1_1_1" auto_start // chain_reverse_time=8.0 obstacle_end /// // obstacle_start obj="dum_target_3_2",trigger obj="ppoint_dum_3_2_s" obstacle_end // obstacle_start chain=12,1 obj="ppoint_dum_3_2_s" obstacle_end obstacle_start chain=12,2 obj="ppoint_dum_3_2_1" obstacle_end //obstacle_start // chain=13,3 // obj="ppoint_dum_3_2_2" //obstacle_end //obstacle_start // chain=13,4 // obj="ppoint_dum_3_2_3" //obstacle_end //obstacle_start // chain=13,5 // obj="ppoint_dum_3_2_4" //obstacle_end obstacle_start obj="ppoint_dum_3_2_1",trigger obj="power_3_2_stream" obstacle_end /////////////////////////////////////////////////// blowup_start force_name="dum_target_3_2" obj="power_3_2_door_c",off obj="power_3_2_door_d",off obj="target_3_2",off obj="target_3_2a",off obj="power_3_2_pop",off effect_on="POWER_SMOKE_3_2" deb_name="power_explo_1" part_effect_name="power_part_1" blowup_end ///////// blowup_start force_name="ppoint_dum_3_2_1" obj="ppoint_3_2_1",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_3_2_2" obj="ppoint_3_2_2",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_3_2_3" obj="ppoint_3_2_3",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_3_2_4" obj="ppoint_3_2_4",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end ///////////////////////////////////power3-3/////////////////////////////////////// obstacle_start chain=13,1 obj="power_3_3_up" obj="power_3_3_door_a" obj="power_3_3_door_b" obstacle_end obstacle_start chain=13,2 obj="power_3_3_pop" obj="power_3_3_door_c" obj="power_3_3_door_d" obj="target_3_3" obj="target_3_3a" obj="dum_target_3_3" // obj="ppoint_dum_1_1_1" auto_start // chain_reverse_time=8.0 obstacle_end /// obstacle_start obj="dum_target_3_3",trigger obj="ppoint_dum_3_3_s" obstacle_end // obstacle_start chain=14,1 obj="ppoint_dum_3_3_s" obstacle_end obstacle_start chain=14,2 obj="ppoint_dum_3_3_1" obstacle_end ///obstacle_start // chain=15,3 // obj="ppoint_dum_3_3_2" //obstacle_end //obstacle_start // chain=15,4 // obj="ppoint_dum_3_3_3" //obstacle_end //obstacle_start // chain=15,5 // obj="ppoint_dum_3_3_4" //obstacle_end ///obstacle_start // chain=15,6 // obj="ppoint_dum_3_3_5" //obstacle_end obstacle_start obj="ppoint_dum_3_3_1",trigger obj="power_3_3_stream" obstacle_end /////////////////////////////////////////////////// blowup_start force_name="dum_target_3_3" obj="power_3_3_door_c",off obj="power_3_3_door_d",off obj="target_3_3",off obj="target_3_3a",off obj="power_3_3_pop",off effect_on="POWER_SMOKE_3_3" deb_name="power_explo_1" part_effect_name="power_part_1" blowup_end ///////// blowup_start force_name="ppoint_dum_3_3_1" obj="ppoint_3_3_1",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_3_3_2" obj="ppoint_3_3_2",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_3_3_3" obj="ppoint_3_3_3",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_3_3_4" obj="ppoint_3_3_4",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_3_3_5" obj="ppoint_3_3_5",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end //////////////////////////////////power3-4/////////////////////////////////////// obstacle_start chain=15,1 obj="power_3_4_up" obj="power_3_4_door_a" obj="power_3_4_door_b" obstacle_end obstacle_start chain=15,2 obj="power_3_4_pop" obj="power_3_4_door_c" obj="power_3_4_door_d" obj="target_3_4" obj="target_3_4a" obj="dum_target_3_4" auto_start obstacle_end obstacle_start obj="dum_target_3_4",trigger obj="ppoint_dum_3_4_s" obstacle_end // obstacle_start chain=16,1 obj="ppoint_dum_3_4_s" obstacle_end obstacle_start chain=16,2 obj="ppoint_dum_3_4_1" obstacle_end //obstacle_start // chain=16,3 // obj="ppoint_dum_3_4_2" //obstacle_end //obstacle_start // chain=16,4 // obj="ppoint_dum_3_4_3" //obstacle_end //obstacle_start // chain=16,5 // obj="ppoint_dum_3_4_4" //obstacle_end //obstacle_start // chain=16,6 // obj="ppoint_dum_3_4_5" //obstacle_end obstacle_start obj="ppoint_dum_3_4_1",trigger obj="power_3_4_stream" obstacle_end /////////////////////////////////////////////////// blowup_start force_name="dum_target_3_4" obj="power_3_4_door_c",off obj="power_3_4_door_d",off obj="target_3_4",off obj="target_3_4a",off obj="power_3_4_pop",off effect_on="POWER_SMOKE_3_4" deb_name="power_explo_1" part_effect_name="power_part_1" blowup_end ///////// blowup_start force_name="ppoint_dum_3_4_1" obj="ppoint_3_4_1",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" // part_effect_name="power_part_1" blowup_end blowup_start force_name="ppoint_dum_3_4_2" obj="ppoint_3_4_2",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_3_4_3" obj="ppoint_3_4_3",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_3_4_4" obj="ppoint_3_4_4",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end blowup_start force_name="ppoint_dum_3_4_5" obj="ppoint_3_4_5",off deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" blowup_end /////////////////////////////power 3 laser/////////////////////////////////////// obstacle_start obj="dum_target_3_1",trigger obj="dum_target_3_2",trigger obj="power_3_a" obstacle_end obstacle_start obj="dum_target_3_1",trigger obj="dum_target_3_3",trigger obj="power_3_a" obstacle_end obstacle_start obj="dum_target_3_3",trigger obj="dum_target_3_4",trigger obj="power_3_a" obstacle_end obstacle_start obj="dum_target_3_2",trigger obj="dum_target_3_2",trigger obj="power_3_a" obstacle_end obstacle_start obj="dum_target_3_2",trigger obj="dum_target_3_3",trigger obj="power_3_a" obstacle_end obstacle_start obj="dum_target_3_2",trigger obj="dum_target_3_4",trigger obj="power_3_a" obstacle_end //////////////////////////////////////////////////////////////////////////////////////////// obstacle_start obj="dum_target_3_1",trigger obj="dum_target_3_2",trigger obj="dum_target_3_3",trigger obj="dum_target_3_4",trigger obj="power_3_dummy" obstacle_end obstacle_start chain=17,1 obj="power_3_a" obj="power_3_dummy" obstacle_end obstacle_start chain=17,2 obj="power_3_b" auto_start obstacle_end ///////////////////////////.................................//////////// //// obstacle_start obj="power_2_1_stream",trigger obj="power_2_2_stream",trigger obj="power_2_3_stream",trigger obj="power_2_4_stream",trigger obj="power_3_1_stream",trigger obj="power_3_2_stream",trigger obj="power_3_3_stream",trigger obj="power_3_4_stream",trigger obj="laser_gate_3_dummy" obstacle_end obstacle_start chain=18,1 obj="laser_gate_3_a" obj="laser_gate_3_dummy" obstacle_end obstacle_start chain=18,2 obj="laser_gate_3_b" auto_start obstacle_end /////////////////////////////barries//////////////////////////////////////////// blowup_start force_name="barrier01" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="power_bit1" obj="power_bit2" obj="power_bit3" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion explode_radius=5 blowup_end blowup_start force_name="barrier02" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="power_bit1" obj="power_bit2" obj="power_bit3" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion explode_radius=5 blowup_end blowup_start force_name="barrier03" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="power_bit1" obj="power_bit2" obj="power_bit3" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion explode_radius=5 blowup_end blowup_start force_name="barrier04" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="power_bit1" obj="power_bit2" obj="power_bit3" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion explode_radius=5 blowup_end //////////////////spin////////////////////// obstacle_start obj="landing_2_spin_1_door_a" obj="landing_2_spin_1_door_b" obj="landing_2_spin_1_up" players_1_and_2_only door_close_delay=1.0 range=10.0 obstacle_end obstacle_start chain=19,1 obj="landing_2_spin_1_door_a" obj="landing_2_spin_1_door_b" obj="landing_2_spin_1_up" obstacle_end obstacle_start chain=19,2 obj="landing_2_spin_1" ///////////should be spinny thing auto_start obstacle_end spinner_start spin_obj="landing_2_spin_1" move_obj="landing_2_spin_1_bridge" move_obj="landing_2_spin_2_bridge" forwards_only anim_speed=1.2 target_yoffset=1.4 spinner_end //////////////////spin////////////////////// /////////////////////////////////turrets which can be shot////////////////////////////////////////////////////////////////////////////// ///poop!////// turret_start base="gun_01_a" // base which should rot Y obj="gun_01_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=200 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_01_a" obj="gun_01_b",off // deb_name="gun_explo_1" deb_name="gun_explo_3" part_effect_name="gun_part_1" sfx="Ep3_1_ExplosionM" blowup_end turret_start base="gun_02_a" // base which should rot Y obj="gun_02_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=100 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_02_a" obj="gun_02_b",off deb_name="gun_explo_1" part_effect_name="gun_part_1" sfx="Ep3_1_ExplosionM" blowup_end turret_start base="gun_03_a" // base which should rot Y obj="gun_03_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=100 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_03_a" obj="gun_03_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" sfx="Ep3_1_ExplosionM" blowup_end turret_start base="gun_04_a" // base which should rot Y obj="gun_04_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=100 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_04_a" obj="gun_04_b",off deb_name="gun_explo_1" part_effect_name="gun_part_1" sfx="Ep3_1_ExplosionM" blowup_end turret_start base="gun_05_a" // base which should rot Y obj="gun_05_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=100 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_05_a" obj="gun_05_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" sfx="Ep3_1_ExplosionM" blowup_end turret_start base="gun_06_a" // base which should rot Y obj="gun_06_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=100 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_06_a" obj="gun_06_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" sfx="Ep3_1_ExplosionM" blowup_end turret_start base="gun_07_a" // base which should rot Y obj="gun_07_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=100 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_07_a" obj="gun_07_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_08_a" // base which should rot Y obj="gun_08_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=100 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_08_a" obj="gun_08_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_09_a" // base which should rot Y obj="gun_09_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=100 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_09_a" obj="gun_09_b",off deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end turret_start base="gun_10_a" // base which should rot Y obj="gun_10_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=100 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_10_a" obj="gun_10_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_11_a" // base which should rot Y obj="gun_11_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=100 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_11_a" obj="gun_11_b",off deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end turret_start base="gun_12_a" // base which should rot Y obj="gun_12_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=100 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_12_a" obj="gun_12_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_13_a" // base which should rot Y obj="gun_13_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=100 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_13_a" obj="gun_13_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_14_a" // base which should rot Y obj="gun_14_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=100 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_14_a" obj="gun_14_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_15_a" // base which should rot Y obj="gun_15_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=100 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_15_a" obj="gun_15_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_16_a" // base which should rot Y obj="gun_16_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=100 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_16_a" obj="gun_16_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_17_a" // base which should rot Y obj="gun_17_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_17_a" obj="gun_17_b",off deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end turret_start base="gun_18_a" // base which should rot Y obj="gun_18_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_18_a" obj="gun_18_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_19_a" // base which should rot Y obj="gun_19_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_19_a" obj="gun_19_b",off deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end turret_start base="gun_20_a" // base which should rot Y obj="gun_20_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_20_a" obj="gun_20_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_21_a" // base which should rot Y obj="gun_21_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_21_a" obj="gun_21_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_22_a" // base which should rot Y obj="gun_22_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_22_a" obj="gun_22_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_23_a" // base which should rot Y obj="gun_23_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_23_a" obj="gun_23_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_24_a" // base which should rot Y obj="gun_24_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_24_a" obj="gun_24_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_25_a" // base which should rot Y obj="gun_25_b" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 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 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_25_a" obj="gun_25_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end /////////////////////////////////////////////////////////minis///////////////////////////////////////////////////// ////////nini 1/////////////////// obstacle_start obj="mini_1_spin_door_a" obj="mini_1_spin_door_a" obj="mini_1_spin_up" players_1_and_2_only door_close_delay=1.0 range=10.0 obstacle_end /// obstacle_start chain=20,1 obj="mini_1_spin_door_a" obj="mini_1_spin_door_a" obj="mini_1_spin_up" obstacle_end obstacle_start chain=20,2 obj="mini_1_spin" //spinny thing auto_start obstacle_end ///// spinner_start spin_obj="mini_1_spin" move_obj="mini_1_lift_pod_up" move_obj="mini_1_lift" move_obj="mini_1_lift_door_a" move_obj="mini_1_lift_door_b" forwards_only anim_speed=1.2 target_yoffset=1.4 spinner_end obstacle_start chain=21,1 obj="mini_1_lift_pod_up" obstacle_end obstacle_start chain=21,2 obj="mini_1_lift_pod_pop" obstacle_end blowup_start force_name="mini_1_lift_pod_pop" deb_name="power_explo_3" part_effect_name="power_part_1" minikit blowup_end ////////mini 2/////////////////// obstacle_start obj="mini_2_spin_door_a" obj="mini_2_spin_door_a" obj="mini_2_spin_up" players_1_and_2_only door_close_delay=1.0 range=10.0 obstacle_end /// obstacle_start chain=22,1 obj="mini_2_spin_door_a" obj="mini_2_spin_door_a" obj="mini_2_spin_up" obstacle_end obstacle_start chain=22,2 obj="mini_2_spin" ///////////should be spinny thing auto_start obstacle_end ///// obstacle_start chain=23,1 obj="mini_2_lift_pod_up" obstacle_end obstacle_start chain=23,2 obj="mini_2_lift_pod_pop" obstacle_end //// blowup_start force_name="mini_2_lift_pod_pop" deb_name="power_explo_3" part_effect_name="power_part_1" minikit blowup_end spinner_start spin_obj="mini_2_spin" move_obj="mini_2_lift_pod_up" move_obj="mini_2_lift" move_obj="mini_2_lift_door_a" move_obj="mini_2_lift_door_b" forwards_only anim_speed=1.2 target_yoffset=1.4 spinner_end ////////mini 3/////////////////// obstacle_start obj="mini_3_spin_door_a" obj="mini_3_spin_door_a" obj="mini_3_spin_up" players_1_and_2_only door_close_delay=1.0 range=10.0 obstacle_end /// obstacle_start chain=24,1 obj="mini_3_spin_door_a" obj="mini_3_spin_door_a" obj="mini_3_spin_up" obstacle_end obstacle_start chain=24,2 obj="mini_3_spin" ///////////should be spinny thing auto_start obstacle_end ///// obstacle_start chain=25,1 obj="mini_3_lift_pod_up" obstacle_end obstacle_start chain=25,2 obj="mini_3_lift_pod_pop" obstacle_end //// blowup_start force_name="mini_3_lift_pod_pop" deb_name="power_explo_3" part_effect_name="power_part_1" minikit blowup_end spinner_start spin_obj="mini_3_spin" move_obj="mini_3_lift_pod_up" move_obj="mini_3_lift" move_obj="mini_3_lift_door_a" move_obj="mini_3_lift_door_b" forwards_only anim_speed=1.2 target_yoffset=1.4 spinner_end ////////mini 4/////////////////// obstacle_start obj="mini_4_spin_door_a" obj="mini_4_spin_door_a" obj="mini_4_spin_up" players_1_and_2_only door_close_delay=1.0 range=10.0 obstacle_end /// obstacle_start chain=26,1 obj="mini_4_spin_door_a" obj="mini_4_spin_door_a" obj="mini_4_spin_up" obstacle_end obstacle_start chain=26,2 obj="mini_4_spin" ///////////should be spinny thing auto_start obstacle_end ///// obstacle_start chain=27,1 obj="mini_4_lift_pod_up" obstacle_end obstacle_start chain=27,2 obj="mini_4_lift_pod_pop" obstacle_end //// blowup_start force_name="mini_4_lift_pod_pop" deb_name="power_explo_3" part_effect_name="power_part_1" minikit blowup_end spinner_start spin_obj="mini_4_spin" move_obj="mini_4_lift_pod_up" move_obj="mini_4_lift" move_obj="mini_4_lift_door_a" move_obj="mini_4_lift_door_b" forwards_only anim_speed=1.2 target_yoffset=1.4 spinner_end blowup_start force_name="mini_pop" deb_name="power_explo_3" // part_effect_name="power_part_1" minikit blowup_end ////////////////////////////////gen blowups///////////////////////////////////////////// ///////////////////////////////////radars///////////////////////////////////////// blowup_start force_name="radar_base_01" obj="radar_spin_01",off deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="radar_base_23" obj="radar_spin_23",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end blowup_start force_name="radar_base_26" obj="radar_spin_26",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end ///////////////////////////////////gen pops///////////////////////////////////////// blowup_start force_name="gen_pop_01" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_02" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_03" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_04" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_05" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_06" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_07" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_08" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_09" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_10" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_11" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_12" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_13" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_14" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_15" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_16" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_17" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_18" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_19" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_20" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_21" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_22" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_23" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_24" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_25" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_26" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_27" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_28" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_29" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_30" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_31" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_32" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_33" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_34" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gen_pop_35" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end ////////////////////////////////////////////wall pops/////////////////////////////////////// blowup_start force_name="wall_pop_1" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_2" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_3" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_4" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_5" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_6" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_7" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_8" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_9" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_10" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_11" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_12" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_13" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_14" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_15" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_16" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_17" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_18" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_19" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_20" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="wall_pop_21" deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end /////////////////////////////tie-hanger///////////////////////// obstacle_start name="tie_doors" obj="door1a" obj="door1b" range=40 obstacle_end obstacle_start chain=28,1 obj="radar_base_23" obj="radar_base_26" obstacle_end obstacle_start chain=28,2 obj="wibble" obstacle_end ///////////////////// blowup_start force_name="wibble" obj="door1a",off obj="door1b",off obj="door1c",on obj="door1d",on effect_on="POWER_SMOKE_2_1" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" blowup_end blowup_start force_name="radar_base_23" obj="radar_spin_23",off deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end blowup_start force_name="radar_base_26" obj="radar_spin_26",off deb_name="gun_explo_1" part_effect_name="gun_part_1" blowup_end //////////////////////////////////photon gens/////////////////////////////////////// ////obstacle_start //// name="photon_1" //// obj="photon_shaft" //// obj="photon_door_1",no_collision //// obj="photon_door_2",no_collision //// obj="photon_door_3",no_collision //// obj="photon_door_4",no_collision //// obj="photon_gen_1",no_collision //// obj="photon_gen_2",no_collision //// obj="photon_gen_3",no_collision //// obj="photon_gen_4",no_collision //// obj="gen_bit_on",trigger // not really a trigger... //// torpedo_machine ////obstacle_end obstacle_start obj="gen_bit_on" torpedo_machine obstacle_end shadowtype=2