music="Act_DSB_Trench" music_other="Act_DSB_ShieldGone" height=0.0 hover_height=2.75 use_fog cam_tilt=0.5 cam_pullback_dist=10 cam_lateral_dist=2.5 mipmapmode=3 plat_scan_dist=100 burnout_threshold=0.0 burnout_intensity=0.0 burnout_flare=0.0 cutscenes_start cutscene="episodeiv\deathstarbattle_midtro_ingame" cutscenes_end blobshadow_alpha=80 blobshadow_fadenear=60 blobshadow_fadefar=100 raycaststep=0.0 settings_start=1 farclip_ps2=1200 nearclip_ps2=0.1 farclip_psp=1200 nearclip_psp=0.9 farclip_360=1200 nearclip_360=0.18 farclip_gc=1200 nearclip_gc=0.18 farclip_pc=1200 nearclip_pc=0.18 top_backr=87 top_backg=137 top_backb=209 bottom_backr=192 bottom_backg=237 bottom_backb=255 settings_end bolttype_start name="Turbo_laser" scene=vehicle obj="Laser_Green" glow_obj="LaserGlow_Green" speed=50 duration=1.5 radius=0.125 scale=8.0 debris="Laser_Green_Hit" //This debris effect must be one that the programmers have registered in the code. sfx="Blaster" damage=1 NODEFLECT // FREE CONVERGE rand_angle=5 CANONLYHITPLAYERS bolttype_end bolttype_start name="Scene_laser_g" scene=vehicle obj="Laser_Green1" glow_obj="LaserGlow_Green1" speed=200 duration=10 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=10 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="test" 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="test1" 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="test2" 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="test3" 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="test4" 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="test5" 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="test6" 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="test7" 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="test8" 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="test9" 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="test10" 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="test11" 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="test12" 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="test13" 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="test14" 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="test15" 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="test16" 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="test17" 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="test18" 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="test19" 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="test20" 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="test21" 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="test22" 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="test23" 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="test24" 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="test25" 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="test26" 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="test27" 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="test28" 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="test29" 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="test30" 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="test31" 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="test32" 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="test33" 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="test34" 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="test35" 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="test36" 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="test37" 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="test38" 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="test39" 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="test40" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end ///////////////doors//////////////////////////////// door_start spline="door_bob" level="deathstarbattle_outro" door_end door_start spline="door_2a" level="deathstarbattle_d" 1_way door_end door_start spline="door_2b" level="deathstarbattle_d" 1_way door_end door_start spline="door_3a" level="deathstarbattle_d" 1_way door_end door_start spline="door_3b" level="deathstarbattle_d" 1_way door_end door_start spline="door_4a" level="deathstarbattle_b" 1_way door_end door_start spline="door_4b" level="deathstarbattle_d" 1_way door_end door_start spline="door_6a" level="deathstarbattle_b" 1_way door_end door_start spline="door_6b" level="deathstarbattle_d" 1_way door_end door_start spline="door_DtoC" level="deathstarbattle_c" 1_way door_end door_start spline="door_CtoD" level="deathstarbattle_d" 1_way door_end /////////////////////////////////////////////camera/////////////////////// //TRENCH CAM: sock_start=01 cam_rail_offset=-20 cam_look_ratio_y=0.85 cam_blend_time=1.0 campos_seek=15 cam_pullback_ratio=0.3 cam_lateral_ratio=0.5 move_angle=0 // cam_y_offset=6.5 //12.5 set_misc_1 // cam_shake=0.6 // done in code now sock_end //sock_start=01 // cam_rail_offset=-14 // cam_blend_time=1.0 // campos_seek=15 // cam_look_ratio_y=0.8 /////////// // cam_lateral_ratio=0.5 // cam_pullback_ratio=0.5 // move_angle=0 // cam_shake=0.6 // done in code now //sock_end sock_start=02 cam_look_ratio_y=0.85 cam_look_ratio=1.0 cam_blend_time=1.0 campos_seek=5 cam_pullback_ratio=0.1 cam_lateral_ratio=0.1 sock_end ///////////////////////////////////trench power towers///////////////////////////////////////// ///////////////////////////////////////power1///////////////// obstacle_start obj="port_1_1_up_a" obj="port_1_1_door_a" obj="port_1_1_door_b" players_1_and_2_only door_close_delay=5.0 range=8.1 obstacle_end obstacle_start chain=1,1 obj="port_1_1_up_a" obj="port_1_1_door_a" obj="port_1_1_door_b" obstacle_end obstacle_start chain=1,2 auto_start obj="port_1_1_up_b" obj="port_1_1_gun_a" obj="port_1_1_gun_b" obstacle_end //////////////// turret_start base="port_1_1_gun_a" // base which should rot Y obj="port_1_1_gun_b" // gun which should rot X 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" turret_end blowup_start force_name="port_1_1_gun_a" obj="port_1_1_gun_b",off obj="port_1_1_up_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end /////////////////////////////////////////////////// obstacle_start obj="port_1_2_up_a" obj="port_1_2_door_a" obj="port_1_2_door_b" players_1_and_2_only door_close_delay=5.0 range=8.1 obstacle_end obstacle_start chain=2,1 obj="port_1_2_up_a" obj="port_1_2_door_a" obj="port_1_2_door_b" obstacle_end obstacle_start chain=2,2 auto_start obj="port_1_2_up_b" obj="port_1_2_gun_a" obj="port_1_2_gun_b" obstacle_end //////////////// turret_start base="port_1_2_gun_a" // base which should rot Y obj="port_1_2_gun_b" // gun which should rot X 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" turret_end blowup_start force_name="port_1_2_gun_a" obj="port_1_2_gun_b",off obj="port_1_2_up_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end /////////////////////////////////////////////////// obstacle_start obj="port_1_3_up_a" obj="port_1_3_door_a" obj="port_1_3_door_b" players_1_and_2_only door_close_delay=5.0 range=8.1 obstacle_end obstacle_start chain=3,1 obj="port_1_3_up_a" obj="port_1_3_door_a" obj="port_1_3_door_b" obstacle_end obstacle_start chain=3,2 auto_start obj="port_1_3_up_b" obj="port_1_3_gun_a" obj="port_1_3_gun_b" obstacle_end //////////////// turret_start base="port_1_3_gun_a" // base which should rot Y obj="port_1_3_gun_b" // gun which should rot X 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" turret_end blowup_start force_name="port_1_3_gun_a" obj="port_1_3_gun_b",off obj="port_1_3_up_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end /////////////////////////////////////////////////// obstacle_start obj="port_1_4_up_a" obj="port_1_4_door_a" obj="port_1_4_door_b" players_1_and_2_only door_close_delay=5.0 range=8.1 obstacle_end obstacle_start chain=4,1 obj="port_1_4_up_a" obj="port_1_4_door_a" obj="port_1_4_door_b" obstacle_end obstacle_start chain=4,2 auto_start obj="port_1_4_up_b" obj="port_1_4_gun_a" obj="port_1_4_gun_b" obstacle_end //////////////// turret_start base="port_1_4_gun_a" // base which should rot Y obj="port_1_4_gun_b" // gun which should rot X 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" turret_end blowup_start force_name="port_1_4_gun_a" obj="port_1_4_gun_b",off obj="port_1_4_up_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end ///////////////////////////////////////power2////////////////////////////////// obstacle_start obj="port_2_1_up_a" obj="port_2_1_door_a" obj="port_2_1_door_b" players_1_and_2_only door_close_delay=5.0 range=8.1 obstacle_end obstacle_start chain=5,1 obj="port_2_1_up_a" obj="port_2_1_door_a" obj="port_2_1_door_b" obstacle_end obstacle_start chain=5,2 auto_start obj="port_2_1_up_b" obj="port_2_1_gun_a" obj="port_2_1_gun_b" obstacle_end //////////////// turret_start base="port_2_1_gun_a" // base which should rot Y obj="port_2_1_gun_b" // gun which should rot X 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" turret_end blowup_start force_name="port_2_1_gun_a" obj="port_2_1_gun_b",off obj="port_2_1_up_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end /////////////////////////////////////////////////// obstacle_start obj="port_2_2_up_a" obj="port_2_2_door_a" obj="port_2_2_door_b" players_1_and_2_only door_close_delay=5.0 range=8.1 obstacle_end obstacle_start chain=6,1 obj="port_2_2_up_a" obj="port_2_2_door_a" obj="port_2_2_door_b" obstacle_end obstacle_start chain=6,2 auto_start obj="port_2_2_up_b" obj="port_2_2_gun_a" obj="port_2_2_gun_b" obstacle_end //////////////// turret_start base="port_2_2_gun_a" // base which should rot Y obj="port_2_2_gun_b" // gun which should rot X 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" bolttype="poop" turret_end blowup_start force_name="port_2_2_gun_a" obj="port_2_2_gun_b",off obj="port_2_2_up_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end /////////////////////////////////////////////////// obstacle_start obj="port_2_3_up_a" obj="port_2_3_door_a" obj="port_2_3_door_b" players_1_and_2_only door_close_delay=5.0 range=8.1 obstacle_end obstacle_start chain=7,1 obj="port_2_3_up_a" obj="port_2_3_door_a" obj="port_2_3_door_b" obstacle_end obstacle_start chain=7,2 auto_start obj="port_2_3_up_b" obj="port_2_3_gun_a" obj="port_2_3_gun_b" obstacle_end //////////////// turret_start base="port_2_3_gun_a" // base which should rot Y obj="port_2_3_gun_b" // gun which should rot X 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" turret_end blowup_start force_name="port_2_3_gun_a" obj="port_2_3_gun_b",off obj="port_2_3_up_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end /////////////////////////////////////////////////// obstacle_start obj="port_2_4_up_a" obj="port_2_4_door_a" obj="port_2_4_door_b" players_1_and_2_only door_close_delay=5.0 range=8.1 obstacle_end obstacle_start chain=8,1 obj="port_2_4_up_a" obj="port_2_4_door_a" obj="port_2_4_door_b" obstacle_end obstacle_start chain=8,2 auto_start obj="port_2_4_up_b" obj="port_2_4_gun_a" obj="port_2_4_gun_b" obstacle_end //////////////// turret_start base="port_2_4_gun_a" // base which should rot Y obj="port_2_4_gun_b" // gun which should rot X 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" turret_end blowup_start force_name="port_2_4_gun_a" obj="port_2_4_gun_b",off obj="port_2_4_up_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end ///////////////////////////////////////power3/////////////////////////////////////////// obstacle_start obj="port_3_1_up_a" obj="port_3_1_door_a" obj="port_3_1_door_b" players_1_and_2_only door_close_delay=5.0 range=8.1 obstacle_end obstacle_start chain=9,1 obj="port_3_1_up_a" obj="port_3_1_door_a" obj="port_3_1_door_b" obstacle_end obstacle_start chain=9,2 auto_start obj="port_3_1_up_b" obj="port_3_1_gun_a" obj="port_3_1_gun_b" obstacle_end //////////////// turret_start base="port_3_1_gun_a" // base which should rot Y obj="port_3_1_gun_b" // gun which should rot X 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" turret_end blowup_start force_name="port_3_1_gun_a" obj="port_3_1_gun_b",off obj="port_3_1_up_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end /////////////////////////////////////////////////// obstacle_start obj="port_3_2_up_a" obj="port_3_2_door_a" obj="port_3_2_door_b" players_1_and_2_only door_close_delay=5.0 range=8.1 obstacle_end obstacle_start chain=10,1 obj="port_3_2_up_a" obj="port_3_2_door_a" obj="port_3_2_door_b" obstacle_end obstacle_start chain=10,2 auto_start obj="port_3_2_up_b" obj="port_3_2_gun_a" obj="port_3_2_gun_b" obstacle_end //////////////// turret_start base="port_3_2_gun_a" // base which should rot Y obj="port_3_2_gun_b" // gun which should rot X 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" turret_end blowup_start force_name="port_3_2_gun_a" obj="port_3_2_gun_b",off obj="port_3_2_up_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end /////////////////////////////////////////////////// obstacle_start obj="port_3_3_up_a" obj="port_3_3_door_a" obj="port_3_3_door_b" players_1_and_2_only door_close_delay=5.0 range=8.1 obstacle_end obstacle_start chain=11,1 obj="port_3_3_up_a" obj="port_3_3_door_a" obj="port_3_3_door_b" obstacle_end obstacle_start chain=11,2 auto_start obj="port_3_3_up_b" obj="port_3_3_gun_a" obj="port_3_3_gun_b" obstacle_end //////////////// turret_start base="port_3_3_gun_a" // base which should rot Y obj="port_3_3_gun_b" // gun which should rot X 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" turret_end blowup_start force_name="port_3_3_gun_a" obj="port_3_3_gun_b",off obj="port_3_3_up_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end /////////////////////////////////////////////////// obstacle_start obj="port_3_4_up_a" obj="port_3_4_door_a" obj="port_3_4_door_b" players_1_and_2_only door_close_delay=5.0 range=8.1 obstacle_end obstacle_start chain=12,1 obj="port_3_4_up_a" obj="port_3_4_door_a" obj="port_3_4_door_b" obstacle_end obstacle_start chain=12,2 auto_start obj="port_3_4_up_b" obj="port_3_4_gun_a" obj="port_3_4_gun_b" obstacle_end //////////////// turret_start base="port_3_4_gun_a" // base which should rot Y obj="port_3_4_gun_b" // gun which should rot X 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" turret_end blowup_start force_name="port_3_4_gun_a" obj="port_3_4_gun_b",off obj="port_3_4_up_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end /////////////////////////////power 1 laser/////////////////////////////////////// obstacle_start obj="port_1_1_gun_a",trigger obj="port_1_1_stream" obstacle_end obstacle_start obj="port_1_2_gun_a",trigger obj="port_1_2_stream" obstacle_end obstacle_start obj="port_1_3_gun_a",trigger obj="port_1_3_stream" obstacle_end obstacle_start obj="port_1_4_gun_a",trigger obj="port_1_4_stream" obstacle_end obstacle_start obj="port_2_1_gun_a",trigger obj="port_2_1_stream" obstacle_end obstacle_start obj="port_2_2_gun_a",trigger obj="port_2_2_stream" obstacle_end obstacle_start obj="port_2_3_gun_a",trigger obj="port_2_3_stream" obstacle_end obstacle_start obj="port_2_4_gun_a",trigger obj="port_2_4_stream" obstacle_end obstacle_start obj="port_3_1_gun_a",trigger obj="port_3_1_stream" obstacle_end obstacle_start obj="port_3_2_gun_a",trigger obj="port_3_2_stream" obstacle_end obstacle_start obj="port_3_3_gun_a",trigger obj="port_3_3_stream" obstacle_end obstacle_start obj="port_3_4_gun_a",trigger obj="port_3_4_stream" obstacle_end obstacle_start obj="port_1_1_stream",trigger obj="port_1_2_stream",trigger obj="port_1_3_stream",trigger obj="port_1_4_stream",trigger obj="port_laser_1" obstacle_end obstacle_start obj="port_2_1_stream",trigger obj="port_2_2_stream",trigger obj="port_2_3_stream",trigger obj="port_2_4_stream",trigger obj="port_laser_2" obstacle_end obstacle_start obj="port_3_1_stream",trigger obj="port_3_2_stream",trigger obj="port_3_3_stream",trigger obj="port_3_4_stream",trigger obj="port_laser_3" obstacle_end ////// obstacle_start chain=20,1 obj="port_laser_1" obj="port_laser_2" obj="port_laser_3" obstacle_end obstacle_start chain=20,2 obj="exhaust" obj="glow" obj="target_1_1" auto_start obstacle_end /////// blowup_start force_name="exhaust" deb_name="port_1" deb_name="port_2" obj="glow",off obj="target_1_1",off part_effect_name="gun_part_1" camshake_double rumble_full blowup_end /////////////////////////////////tall turrets which can be shot////////////////////////////////////////////////////////////////////////////// ///poop!////// turret_start base="gun_a_1" // base which should rot Y obj="gun_b_1" // gun which should rot X 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" turret_end blowup_start force_name="gun_a_1" obj="gun_b_1",off obj="gun_base_1",off obj="gun_base_b_1",on // deb_name="gun_explo_1" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gun_base_b_1" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_a_2" // base which should rot Y obj="gun_b_2" // gun which should rot X 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" turret_end blowup_start force_name="gun_a_2" obj="gun_b_2",off obj="gun_base_2",off obj="gun_base_b_2",on // deb_name="gun_explo_1" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gun_base_b_2" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_a_3" // base which should rot Y obj="gun_b_3" // gun which should rot X 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" turret_end blowup_start force_name="gun_a_3" obj="gun_b_3",off obj="gun_base_3",off obj="gun_base_b_3",on // deb_name="gun_explo_1" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gun_base_b_3" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_a_4" // base which should rot Y obj="gun_b_4" // gun which should rot X 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" turret_end blowup_start force_name="gun_a_4" obj="gun_b_4",off obj="gun_base_4",off obj="gun_base_b_4",on // deb_name="gun_explo_1" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gun_base_b_4" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_a_5" // base which should rot Y obj="gun_b_5" // gun which should rot X 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" turret_end blowup_start force_name="gun_a_5" obj="gun_b_5",off obj="gun_base_5",off obj="gun_base_b_5",on // deb_name="gun_explo_1" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gun_base_b_5" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_a_6" // base which should rot Y obj="gun_b_6" // gun which should rot X 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" turret_end blowup_start force_name="gun_a_6" obj="gun_b_6",off obj="gun_base_6",off obj="gun_base_b_6",on // deb_name="gun_explo_1" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gun_base_b_6" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_a_7" // base which should rot Y obj="gun_b_7" // gun which should rot X 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" turret_end blowup_start force_name="gun_a_7" obj="gun_b_7",off obj="gun_base_7",off obj="gun_base_b_7",on // deb_name="gun_explo_1" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gun_base_b_7" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_a_10" // base which should rot Y obj="gun_b_10" // gun which should rot X 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" turret_end blowup_start force_name="gun_a_10" obj="gun_b_10",off obj="gun_base_10",off obj="gun_base_b_10",on // deb_name="gun_explo_1" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end blowup_start force_name="gun_base_b_10" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end /////////////////////////////////small 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 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" turret_end blowup_start force_name="gun_01_a" obj="gun_01_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_02_a" // base which should rot Y obj="gun_02_b" // gun which should rot X 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" turret_end blowup_start force_name="gun_02_a" obj="gun_02_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_03_a" // base which should rot Y obj="gun_03_b" // gun which should rot X 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" 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" blowup_end turret_start base="gun_04_a" // base which should rot Y obj="gun_04_b" // gun which should rot X 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" turret_end blowup_start force_name="gun_04_a" obj="gun_04_b",off deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="gun_05_a" // base which should rot Y obj="gun_05_b" // gun which should rot X 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" 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" blowup_end turret_start base="gun_06_a" // base which should rot Y obj="gun_06_b" // gun which should rot X 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" 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" blowup_end turret_start base="gun_07_a" // base which should rot Y obj="gun_07_b" // gun which should rot X 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" 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 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" 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 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" turret_end blowup_start force_name="gun_09_a" obj="gun_09_b",off deb_name="gun_explo_3" 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 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" 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 ///////////////////////////////////////////////minis//////////////////////////////////////////////////////////////////// //////////////////////////////////////////////mini 2/////////////////// obstacle_start obj="mini_1_spin_up" players_1_and_2_only door_close_delay=1.0 range=10.0 obstacle_end /// obstacle_start chain=13,1 obj="mini_1_spin_up" obstacle_end obstacle_start chain=13,2 obj="mini_1_spin" ///////////should be spinny thing auto_start obstacle_end ///// obstacle_start chain=14,1 obj="mini_1_lift_pod_up" obstacle_end obstacle_start chain=14,2 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 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=1.0 target_yoffset=1.4 spinner_end ////////////////////////////////////////////mini 3////////////////////////////////// obstacle_start obj="mini_3_spin_up" players_1_and_2_only door_close_delay=1.0 range=10.0 obstacle_end /// obstacle_start chain=15,1 obj="mini_3_spin_up" obstacle_end obstacle_start chain=15,2 obj="mini_3_spin" ///////////should be spinny thing auto_start obstacle_end ///// obstacle_start chain=16,1 obj="mini_3_lift_pod_up" obstacle_end obstacle_start chain=16,2 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=1.0 target_yoffset=1.4 spinner_end /////////////////////////////////////////mini 4////////////////////////////////// obstacle_start obj="mini_4_spin_up" players_1_and_2_only door_close_delay=1.0 range=10.0 obstacle_end /// obstacle_start chain=17,1 obj="mini_4_spin_up" obstacle_end obstacle_start chain=17,2 obj="mini_4_spin" ///////////should be spinny thing auto_start obstacle_end ///// obstacle_start chain=18,1 obj="mini_4_lift_pod_up" obstacle_end obstacle_start chain=18,2 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=1.0 target_yoffset=1.4 spinner_end //////////////////////////////////////mini 5////////////////////////////////// obstacle_start obj="mini_5_spin_up" players_1_and_2_only door_close_delay=1.0 range=10.0 obstacle_end /// obstacle_start chain=19,1 obj="mini_5_spin_up" obstacle_end obstacle_start chain=19,2 obj="mini_5_spin" ///////////should be spinny thing auto_start obstacle_end ///// obstacle_start chain=21,1 obj="mini_5_lift_pod_up" obstacle_end obstacle_start chain=21,2 obj="mini_5_lift_pod_pop" obstacle_end //// blowup_start force_name="mini_5_lift_pod_pop" deb_name="power_explo_3" part_effect_name="power_part_1" minikit blowup_end spinner_start spin_obj="mini_5_spin" move_obj="mini_5_lift_pod_up" move_obj="mini_5_lift" move_obj="mini_5_lift_door_a" move_obj="mini_5_lift_door_b" forwards_only anim_speed=1.0 target_yoffset=1.4 spinner_end ///////////////////////////////////gate_1///////////////////////////////// obstacle_start obj="gate_1_lock_1" obj="gate_1_lock_1_green_on",no_collision obj="gate_1_lock_1_green_off",no_collision obj="gate_1_green_on_1",no_collision obj="gate_1_red_on_1",no_collision players_1_and_2_only door_close_delay=5.0 range=2.0 obstacle_end obstacle_start obj="gate_1_lock_1",trigger obj="gate_1" stay_open obstacle_end ///////////////////////////////////gate_2///////////////////////////////// spinner_start spin_obj="gate_2_spin_1" move_obj="gate_2" anim_speed=1 forwards_only spinner_angle=45 target_yoffset=1.4 spinner_end ///////////////////////////////////gate_3///////////////////////////////// spinner_start spin_obj="gate_3_spin_1" move_obj="gate_3" anim_speed=1 forwards_only spinner_angle=45 target_yoffset=1.4 spinner_end ///////////////////////////////////gate_4///////////////////////////////// spinner_start spin_obj="gate_4_spin_1" move_obj="gate_4" anim_speed=1 forwards_only spinner_angle=45 target_yoffset=1.4 spinner_end ////////////////////////////////gen blowups///////////////////////////////////////////// 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 /////////////////////////////////wall turrets which can be shot////////////////////////////////////////////////////////////////////////////// ///poop!////// turret_start base="wall_gun_01_a" // base which should rot Y obj="wall_gun_01_b" // gun which should rot X 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" turret_end blowup_start force_name="wall_gun_01_a" obj="wall_gun_01_b",off // deb_name="gun_explo_1" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="wall_gun_02_a" // base which should rot Y obj="wall_gun_02_b" // gun which should rot X 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" turret_end blowup_start force_name="wall_gun_02_a" obj="wall_gun_02_b",off // deb_name="gun_explo_1" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="wall_gun_03_a" // base which should rot Y obj="wall_gun_03_b" // gun which should rot X 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" turret_end blowup_start force_name="wall_gun_03_a" obj="wall_gun_03_b",off // deb_name="gun_explo_1" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end turret_start base="wall_gun_03_a" // base which should rot Y obj="wall_gun_03_b" // gun which should rot X 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" turret_end blowup_start force_name="wall_gun_03_a" obj="wall_gun_03_b",off // deb_name="gun_explo_1" deb_name="gun_explo_3" part_effect_name="gun_part_1" blowup_end //////////////////////////////////////////////////////////////////////////////////////// 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 blowup_start force_name="gen_pop_36" 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