reflect_y=-6.5 settings_start=1 farclip=218 nearclip=0.22 fognear=1 fogfar=217 fogr=49 fogg=63 fogb=81 foga=0 hazer=0 hazeg=0 hazeb=0 hazea=0 backr=0 backg=0 backb=0 fogr_x=0 fogg_x=99 fogb_x=150 foga_x=0 hazer_x=0 hazeg_x=0 hazeb_x=0 hazea_x=0 backr_x=0 backg_x=0 backb_x=0 fogdensity=0.110 fognear_gc=1 fogfar_gc=23 fogr_gc=0 fogg_gc=71 fogb_gc=95 foga_gc=127 hazer_gc=0 hazeg_gc=39 hazeb_gc=63 settings_y=-1.9 settings_end rippleeffects_start texture_name="ripple" effect_type="WATEREFFECT" start_colour_r=14 start_colour_g=13 start_colour_b=12 start_colour_a=200 end_colour_r=14 end_colour_g=13 end_colour_b=12 end_colour_a=0 life=0.8 start_radius=0.0 end_radius=1.0 rippleeffects_end ///////////////////cameras/////////////////////////// sock_start=01 cam_blend_time=2.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 cam_lateral_ratio=0.4 cam_y_offset=0.5 sock_end sock_start=02 cam_blend_time=2.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 cam_lateral_ratio=-0.4 sock_end sock_start=03 cam_blend_time=2.0 cam_look_ratio_y=0.72 cam_look_ratio=0.86 campos_seek=5.0 camang_seek=5.0 cam_lateral_ratio=0.20 cam_y_offset=2.1 ignore_socks=4 y_limits cam_pullback_ratio_xz=0.51 sock_end ///////////////////door splines///////////////////////// door_start spline="door_to_compactor" level="DeathStarEscape_d" door_end door_start spline="door_hangar_out_1" level="DeathStarEscape_b" door_end door_start spline="door_hangar_in_2" level="DeathStarEscape_a" door_end door_start spline="door_hangar_out_2" level="DeathStarEscape_a" door_end /////////////////door obstacles//////////////////////// obstacle_start name="tc14_pan3" obj="tc14_static3" obj="tc14_pic3" range=.8 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="tc14_door" lock_spline="tc14_door_lineup3" protocol_droid locked obj="door_compactor_2" obj="green_light_on3",no_collision obj="green_light_off3",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end obstacle_start obj="door_1_l_2" obj="door_1_r_2" obj="door_1_l_2_r" obj="door_1_r_2_r" range=1.5 obstacle_end ///////////////////// obstacle_start pull_lever locked lock_spline="lever_door_compactor_1_lineup" obj="lever_door_compactor_1",lever obj="dummy_compactor" sfx_open="SwLever" obstacle_end obstacle_start obj="dummy_compactor",trigger obj="door_compactor_1" obstacle_end //////////////////zipups/////////////////// zipup_start spline="zipup_3" //trigger_chain=x,y zipup_end ///////////////////////////////// /////////////////////////////////////helmet machines///////////////////////// obstacle_start helmet_machine locked lock_spline="helmet_machine_lineup1" obj="helmet_machine_out1",no_collision obj="helmet_machine_lever1",no_collision obj="helmet_machine_up1",no_collision obj="helmet_machine_scale1",no_collision obj="helmet_machine_off1",no_collision obj="helmet_machine_on1",no_collision reset_anims sfx_open="SwLever" obstacle_end obstacle_start helmet_machine locked lock_spline="helmet_machine_lineup2" obj="helmet_machine_out2",no_collision obj="helmet_machine_lever2",no_collision obj="helmet_machine_up2",no_collision obj="helmet_machine_scale2",no_collision obj="helmet_machine_off2",no_collision obj="helmet_machine_on2",no_collision reset_anims sfx_open="SwLever" obstacle_end ////////////////////////////// ///////bounty door for r2///////////////// obstacle_start name="bounty_pan1" obj="bounty_static1" obj="bounty_pic1" range=.8 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="bounty_door" lock_spline="bounty_door_lineup1" bounty locked obj="bounty_door" obj="green_light_on1",no_collision obj="green_light_off1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end ///////////////hook////////////////////// zipup_start spline="zipup_4" swing // trigger_objanim="hook_anim_1" trigger_chain=1,4 hack=1 zipup_end zipup_start spline="zipup_5" // trigger_objanim="hook_anim_2" trigger_chain=1,3 hack=1 zipup_end zipup_start spline="zipup_6" // trigger_objanim="hook_anim_3" trigger_chain=1,2 hack=1 zipup_end obstacle_start name="hooklever1" pull_lever locked lock_spline="lever_crane_lineup1" obj="lever_crane_1",lever obj="dummy_crane_1" sfx_open="SwLever" play_once obstacle_end obstacle_start name="hooklever2" pull_lever locked lock_spline="lever_crane_lineup2" obj="lever_crane_2",lever,noleversparks obj="dummy_crane_2" sfx_open="SwLever" chain_interface=1,2 play_once obstacle_end obstacle_start name="hooklever3" pull_lever locked lock_spline="lever_crane_lineup3" obj="lever_crane_3",lever,noleversparks obj="dummy_crane_3" sfx_open="SwLever" chain_interface=1,3 play_once obstacle_end obstacle_start name="hookcrane1" obj="dummy_crane_1",trigger obj="hook_anim_1" obj="pointer_1" play_once obstacle_end obstacle_start name="hookcrane2" obj="dummy_crane_2",trigger obj="hook_anim_2" obj="pointer_2" play_once obstacle_end obstacle_start name="hookcrane3" obj="dummy_crane_3",trigger obj="hook_anim_3" obj="pointer_3" play_once obstacle_end obstacle_start chain=1,1 obj="hook_anim_1" obj="lever_crane_1" obj="pointer_light_off_2" obj="pointer_light_off_3" obj="pointer_light_off_4" obj="pointer_1" obstacle_end obstacle_start chain=1,2 obj="hook_anim_2" obj="lever_crane_2" obj="zipup_target2" obj="pointer_light_on_2" obj="pointer_light_off_3" obj="pointer_light_off_4" obj="pointer_2" obstacle_end obstacle_start chain=1,3 obj="hook_anim_3" obj="lever_crane_3" obj="zipup_target1" obj="pointer_light_on_2" obj="pointer_light_on_3" obj="pointer_light_off_4" obj="pointer_3" obstacle_end obstacle_start chain=1,4 obj="lever_crane_3" obj="hook_finish" obj="zipup_target2" obj="pointer_light_on_2" obj="pointer_light_on_3" obj="pointer_light_on_4" obj="pointer_finish" obstacle_end //////////ram/////////////// obstacle_start chain=2,1 name="push_ram_1" push="push_1",1 obj="spinner_2_dummy" obj="spinner_2_dummy_r" obstacle_end obstacle_start chain=2,2 obj="push_1_complete" obj="push_1_complete_r" obj="spinner_2" obj="ram" obj="ram_r" obstacle_end equivalentobject_start obj="push_1" obj="push_1_complete" obj="push_1_complete_r" equivalentobject_end spinner_start target_yoffset=0.06 spin_obj="spinner_2" move_obj="ram" move_obj="ram_r" push_only anim_speed=.75 // reverse_anim_direction paddle_count=4 spinner_end spinner_start target_yoffset=0.06 spin_obj="spinner_2_dummy" move_obj="spinner_2_object" push_only anim_speed=.75 paddle_count=4 spinner_end ////////////////////// blowup_start force_name="blowup_floor" part_effect_name="PART_FLOOR_1" deb_name="pop_explo_3" // hit_points=0 blowup_end blowup_start force_name="push_blowup" deb_name="pop_explo_3" blowup_end obstacle_start obj="dummy_shute",trigger obj="push_shute" obstacle_end obstacle_start pull_lever locked lock_spline="lever_shute_lineup" obj="lever_shute_1",lever obj="dummy_shute" sfx_open="SwLever" obstacle_end obstacle_start chain=3,1 obj="push_shute" obj="dummy_floor" obj="lever_shute_1" obstacle_end obstacle_start chain=3,2 name="push_drop" obj="push_drop" push="push_drop",1 obj="dummy_floor" obj="lever_shute_2" obstacle_end obstacle_start chain=3,3 obj="push_anim",shove obj="dummy_floor" obj="lever_shute_2" auto_start obstacle_end obstacle_start chain=3,4 obj="push_blowup" obj="blowup_floor" obstacle_end obstacle_start chain=3,5 obj="dummy_tyre" obj="lever_shute_3" obstacle_end obstacle_start chain=3,6 obj="blowup_tyre" obj="lever_shute_4",noleversparks obstacle_end obstacle_start pull_lever locked lock_spline="lever_shute_lineup2" obj="lever_shute_3",lever,noleversparks obj="dummy_tyre" sfx_open="SwLever" chain_interface=3,5 obstacle_end blowup_start force_name="blowup_tyre" obj="deb_shute_b" obj="deb_shute_b" blowup_end //////////////stormdoor_and_pads//////////////////////////////////////////// obstacle_start obj="pad_1" obj="pad_1a",no_collision range=.12 door_close_delay=1.2 check_ground hack=1 active_players_only obstacle_end obstacle_start obj="pad_2" obj="pad_2a",no_collision range=.12 door_close_delay=1.2 check_ground active_players_only hack=1 obstacle_end obstacle_start obj="pad_3" obj="pad_3a",no_collision range=.12 door_close_delay=1.2 check_ground hack=1 active_players_only obstacle_end obstacle_start obj="pad_4" obj="pad_4a",no_collision range=.12 door_close_delay=1.2 check_ground active_players_only hack=1 obstacle_end obstacle_start obj="pad_5" obj="pad_5a",no_collision range=.12 door_close_delay=1.2 check_ground hack=1 active_players_only obstacle_end obstacle_start obj="pad_1",trigger obj="pad_2",trigger obj="pad_3",trigger obj="pad_4",trigger obj="pad_5",trigger obj="platform" obj="pads_on" obj="pads_off" camera_spline="cut_platform" cam_start_time=0.1 cam_end_time=4.0 cam_blend_in_time=.5 cam_blend_out_time=.5 obstacle_end ////////////// obstacle_start chain=4,1 obj="platform" obj="door_light_off_1" obj="door_light_off_2" obj="door_light_off_3" obj="door_light_off_4" obj="door_light_off_5" obstacle_end obstacle_start chain=4,2 obj="door_light_on_1" obj="door_light_on_2" obj="door_light_on_3" obj="door_light_on_4" obj="door_light_on_5" obj="platform_final" obstacle_end obstacle_start name="storm_pan4" obj="storm_static4" obj="storm_pic4" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="storm_door" lock_spline="storm_door_lineup4" lock=interface stormtrooper locked obj="door_1_l_1" obj="door_1_r_1" obj="green_light_on4",no_collision obj="green_light_off4",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" chain_interface=4,2 dynamic_shadow obstacle_end turret_start obj="door_1_cam_1" name="door_1_cam" x_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=0 fire_interval=10 hitpoints=5 fire_offset_x=-0.3 fire_offset_y=0 fire_offset_z=1.25 fire_offset2_x=0.3 fire_offset2_y=0 fire_offset2_z=1.25 range_x_rot=80 range_y_rot=70 follow_player turret_end ////////////////////// buildit_start name="fixit_1" pair="fix_it1_1_2","fix_it1_1_1" pair="fix_it1_2_2","fix_it1_2_1" pair="fix_it1_3_2","fix_it1_3_1" pair="fix_it1_4_2","fix_it1_4_1" pair="fix_it1_5_2","fix_it1_5_1" pair="fix_it1_6_2","fix_it1_6_1" pair="fix_it1_7_2","fix_it1_7_1" pair="fix_it1_8_2","fix_it1_8_1" pair="fix_it1_9_2","fix_it1_9_1" buildit_end obstacle_start chain=5,1 buildit="fixit_1" obstacle_end obstacle_start chain=5,2 obj="fixit_built" obstacle_end ///////////////////////////////////////////////////////////////////////////////////////////////// teleport_start spline="small_1" // name of 4-point spline duration=5.0 range=1.0 flap1="flap_01" flap2="flap_02" // flip_flap teleport_end //////////////////////////////////////////////// blowup_start set_type="barrel" force_name="barrel_pop_1" deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end blowup_start use_type="barrel" force_name="barrel_pop_2" blowup_end blowup_start use_type="barrel" force_name="barrel_pop_3" blowup_end blowup_start use_type="barrel" force_name="barrel_pop_4" blowup_end blowup_start use_type="barrel" force_name="barrel_pop_5" blowup_end blowup_start use_type="barrel" force_name="barrel_pop_6" blowup_end blowup_start use_type="barrel" force_name="barrel_pop_7" blowup_end blowup_start use_type="barrel" force_name="barrel_pop_8" blowup_end blowup_start use_type="barrel" force_name="barrel_pop_9" blowup_end ///////////////////////////////////////////////// blowup_start set_type="thermo" force_name="blowup_bounty" deb_name="th_pop_1" deb_name="th_pop_2" deb_name="th_pop_4" part_effect_name="bounty_1" hit_points=0 blowup_end ///////////////////////////////////////////////////////////// blowup_start force_name="pipe_pop_1" effect_on="PIPE_STEAM_1" deb_name="POP_EXPLO_2" part_effect_name="pop_part_1" blowup_end blowup_start force_name="pipe_pop_2" effect_on="PIPE_STEAM_2" deb_name="POP_EXPLO_2" part_effect_name="pop_part_1" blowup_end blowup_start force_name="pipe_pop_3" effect_on="PIPE_STEAM_3" deb_name="POP_EXPLO_2" part_effect_name="pop_part_1" blowup_end blowup_start force_name="pipe_pop_4" effect_on="PIPE_STEAM_4" deb_name="POP_EXPLO_2" part_effect_name="pop_part_1" blowup_end //////////////////////////////////////////////// portaldoor_start obj="door_1_l_2" p_id=1 portaldoor_end //////////////////////////////// blowup_start force_name="blowup_wall_1" effect_on="PIPE_STEAM_5" deb_name="POP_EXPLO_3" part_effect_name="wall_1" blowup_end blowup_start force_name="blowup_wall_2" effect_on="PIPE_STEAM_6" deb_name="POP_EXPLO_3" part_effect_name="wall_1" blowup_end blowup_start force_name="blowup_wall_3" effect_on="PIPE_STEAM_7" deb_name="POP_EXPLO_3" part_effect_name="wall_1" blowup_end //////////////////////////// blowup_start force_name="blowup_wall_4" deb_name="POP_EXPLO_3" part_effect_name="wall_4" blowup_end blowup_start force_name="blowup_wall_5" deb_name="POP_EXPLO_3" obj="dummy_wall_8",off obj="blowup_wall_8",on part_effect_name="wall_4" blowup_end blowup_start force_name="blowup_wall_8" deb_name="POP_EXPLO_3" part_effect_name="wall_4" blowup_end blowup_start force_name="blowup_wall_8" deb_name="POP_EXPLO_3" part_effect_name="wall_4" blowup_end // blowup_start force_name="blowup_wall_6" obj="blowup_wall_7",on obj="dummy_wall_7",off obj="dummy_wall_7r",off deb_name="POP_EXPLO_3" part_effect_name="wall_4" blowup_end blowup_start force_name="blowup_wall_7" deb_name="POP_EXPLO_3" part_effect_name="wall_4" blowup_end