settings_start=1 farclip=218 nearclip=0.18 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 ///////////////////cameras/////////////////////////// sock_start=04 cam_blend_time=.8 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 ignore_socks=3,6 cam_lateral_ratio=-0.44 sock_end sock_start=05 cam_blend_time=.8 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 cam_pullback_ratio_xz=0.40 cam_lateral_ratio=-0.35 sock_end sock_start=06 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 // cam_lateral_ratio=0.3 cam_y_offset=1.5 ignore_socks=8,7,4 sock_end sock_start=07 cam_blend_time=2.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 // cam_lateral_ratio=0.3 ignore_socks=4,6,8 sock_end //////////////////////////////////////////////// fader_start obj="window_2" // obstacle="obst_name",1 fader_end ///////////////////door splines///////////////////////// door_start spline="door_balcony_out_1" level="DeathStarEscape_b" door_end door_start spline="door_balcony_in_1" level="DeathStarEscape_b" door_end door_start spline="door_balcony_out_2" level="DeathStarEscape_c" door_end door_start spline="door_hangar_out_1" level="DeathStarEscape_a" door_end door_start spline="door_balcony_out_3" level="DeathStarEscape_b" door_end door_start spline="door_balcony_in_3" level="DeathStarEscape_b" door_end /////////////////door obstacles//////////////////////// obstacle_start obj="door_1_l_1" obj="door_1_r_1" range=1.5 obstacle_end obstacle_start obj="door_1_l_2" obj="door_1_r_2" range=1.5 obstacle_end obstacle_start obj="door_3" range=1.5 obstacle_end //////////////door1//////////////////////// buildit_start name="fixit_1" pair="fix_it1_1_1","fix_it1_1_2" pair="fix_it1_2_1","fix_it1_2_2" pair="fix_it1_3_1","fix_it1_3_2" pair="fix_it1_4_1","fix_it1_4_2" pair="fix_it1_5_1","fix_it1_5_2" pair="fix_it1_6_1","fix_it1_6_2" pair="fix_it1_7_1","fix_it1_7_2" pair="fix_it1_8_1","fix_it1_8_2" buildit_end obstacle_start buildit="fixit_1" obj="build_light_off_1" obj="build_light_off_2" obj="build_light_off_3" obj="build_light_off_4" chain=4,1 obstacle_end obstacle_start obj="build_light_on_1" obj="build_light_on_2" obj="build_light_on_3" obj="build_light_on_4" obj="fix_it1_1_2" obj="fix_it1_2_2" obj="fix_it1_3_2" obj="fix_it1_4_2" obj="fix_it1_5_2" obj="fix_it1_6_2" obj="fix_it1_7_2" obj="fix_it1_8_2" chain=4,2 obstacle_end obstacle_start pull_lever locked lock_spline="lever_door_1_lineup" obj="lever_door_1",lever sfx_open="SwLever" chain_interface=4,2 obstacle_end obstacle_start obj="lever_door_1",trigger obj="green_light_door_1_3" obj="red_light_door_1_3" obj="door_2_l_1" obj="door_2_r_1" obstacle_end //////////////door2//////////////////////// obstacle_start pull_lever locked lock_spline="lever_door_2_1_lineup" obj="lever_door_2_1",lever obj="green_light_door_2_1" obj="red_light_door_2_1" sfx_open="SwLever" door_close_delay=1.2 reset_anims obstacle_end obstacle_start pull_lever locked lock_spline="lever_door_2_2_lineup" obj="lever_door_2_2",lever obj="green_light_door_2_2" obj="red_light_door_2_2" sfx_open="SwLever" door_close_delay=1.2 reset_anims obstacle_end obstacle_start obj="green_light_door_2_1",trigger obj="green_light_door_2_2",trigger obj="green_light_door_2_3" obj="red_light_door_2_3" obj="door_2_l_2" obj="door_2_r_2" obstacle_end //////////////door3//////////////////////// obstacle_start name="push_door_3" push="push_2",1 obj="grab_1_dummy" obj="grab_2_dummy" obj="door_3_off" chain=1,1 obstacle_end obstacle_start obj="push_2_anim" obj="grab_1_anim" obj="grab_2_anim" obj="door_3_off" auto_start chain=1,2 obstacle_end obstacle_start obj="push_2_complete" obj="grab_1_dummy" obj="grab_2_dummy" obj="door_3_on" chain=1,3 obstacle_end obstacle_start pull_lever locked lock_spline="lever_door_3_lineup" obj="lever_door_3",lever chain_interface=1,3 sfx_open="SwLever" obstacle_end obstacle_start obj="lever_door_3",trigger obj="green_light_door_3_3" obj="red_light_door_3_3" obj="door_2_l_3" obj="door_2_r_3" obstacle_end //////////////////zipups/////////////////// zipup_start spline="zipup_1" swing zipup_end zipup_start spline="zipup_2" swing zipup_end zipup_start spline="zipup_3" zipup_end //////////////garbage///////////////////// obstacle_start name="storm_pan2" obj="storm_static2" obj="storm_pic2" range=.5 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="storm_door_2" lock_spline="storm_door_lineup2" lock=interface stormtrooper locked obj="storm_door_2" obj="green_light_on2",no_collision obj="green_light_off2",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end turret_start obj="door_4_cam_1" name="door_4_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 /////////////////////////////////////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 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_1_l_3" obj="door_1_r_3" obj="green_light_on3",no_collision obj="green_light_off3",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" 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 /////////hatch_drop////////////////// obstacle_start pull_lever locked lock_spline="lever_hatch_1_lineup" obj="lever_hatch_1",lever sfx_open="SwLever" obstacle_end obstacle_start obj="lever_hatch_1",trigger obj="hatch_switch_dummy" obj="crate_switch_dummy" obstacle_end obstacle_start obj="hatch_l_dummy" obj="hatch_r_dummy" obj="hatch_t_dummy" obj="hatch_b_dummy" obj="hatch_switch_dummy" chain=2,1 obstacle_end obstacle_start obj="hatch_l" obj="hatch_r" obj="hatch_t" obj="hatch_b" obj="grab_3_anim" obj="grab_4_anim" auto_start chain=2,2 obstacle_end obstacle_start obj="hatch_l_dummy" obj="hatch_r_dummy" obj="hatch_t_dummy" obj="hatch_b_dummy" chain=2,3 obstacle_end obstacle_start obj="crate_switch_dummy" obj="lift_off" obj="lights_off" chain=3,1 obstacle_end obstacle_start auto_start obj="crate_anim" obj="lift_off" obj="lights_off" chain=3,2 obstacle_end obstacle_start obj="fix_it_2_1_1_anim" obj="fix_it_2_1_2_anim" obj="fix_it_2_1_3_anim" obj="fix_it_2_1_4_anim" obj="fix_it_2_1_5_anim" obj="fix_it_2_1_6_anim" obj="fix_it_2_1_7_anim" obj="crate_explode" obj="lift_off" obj="lights_off" auto_start chain=3,3 obstacle_end obstacle_start obj="fix_it_2_1_1" obj="fix_it_2_1_2" obj="fix_it_2_1_3" obj="fix_it_2_1_4" obj="fix_it_2_1_5" obj="fix_it_2_1_6" obj="fix_it_2_1_7" obj="lift_off" obj="lights_off" buildit="fixit_2" chain=3,4 obstacle_end obstacle_start obj="lift_up" obj="lights_up" obj="fix_it_2_2_1" obj="fix_it_2_2_2" obj="fix_it_2_2_3" obj="fix_it_2_2_4" obj="fix_it_2_2_5" obj="fix_it_2_2_6" obj="fix_it_2_2_7" auto_start chain=3,5 obstacle_end obstacle_start obj="lift_down" obj="lights_down" obj="fix_it_2_2_1" obj="fix_it_2_2_2" obj="fix_it_2_2_3" obj="fix_it_2_2_4" obj="fix_it_2_2_5" obj="fix_it_2_2_6" obj="fix_it_2_2_7" auto_start chain=3,6,5 obstacle_end equivalentobject_start obj="lift_up" obj="lift_down" equivalentobject_end buildit_start name="fixit_2" pair="fix_it_2_1_1","fix_it_2_2_1" pair="fix_it_2_1_2","fix_it_2_2_2" pair="fix_it_2_1_3","fix_it_2_2_3" pair="fix_it_2_1_4","fix_it_2_2_4" pair="fix_it_2_1_5","fix_it_2_2_5" pair="fix_it_2_1_6","fix_it_2_2_6" pair="fix_it_2_1_7","fix_it_2_2_7" buildit_end blowup_start force_name="crate_explode" part_effect_name="PART_DROP_1" deb_name="pop_drop_1" add_explosion blowup_end //////////////////////////////////////////////////////////////////////////////////////// fader_start obj="clean_1" obstacle="clean_pos_1",1 fader_end obstacle_start name="clean_pos_1" obj="dummy_clean_1" play_once range=0.24 obstacle_end fader_start obj="clean_2" obstacle="clean_pos_2",1 fader_end obstacle_start name="clean_pos_2" obj="dummy_clean_2" play_once range=0.24 obstacle_end fader_start obj="clean_3" obstacle="clean_pos_3",1 fader_end obstacle_start name="clean_pos_3" obj="dummy_clean_3" play_once range=0.24 obstacle_end fader_start obj="clean_4" obstacle="clean_pos_4",1 fader_end obstacle_start name="clean_pos_4" obj="dummy_clean_4" play_once range=0.24 obstacle_end fader_start obj="clean_5" obstacle="clean_pos_5",1 fader_end obstacle_start name="clean_pos_5" obj="dummy_clean_5" play_once range=0.24 obstacle_end fader_start obj="clean_6" obstacle="clean_pos_6",1 fader_end obstacle_start name="clean_pos_6" obj="dummy_clean_6" play_once range=0.24 obstacle_end obstacle_start name="all_clean" obj="dummy_clean_1",trigger obj="dummy_clean_2",trigger obj="dummy_clean_3",trigger obj="dummy_clean_4",trigger obj="dummy_clean_5",trigger obj="dummy_clean_6",trigger obj="dummy_all_clean" obstacle_end obstacle_start obj="dummy_all_clean" chain=5,1 obstacle_end obstacle_start name="minikit_clean" obj="blowup_clean_1" obj="blowup_clean_2" obj="blowup_clean_3" chain=5,2 obstacle_end blowup_start force_name="blowup_clean_1" part_effect_name="wall_part_1" obj="window",off deb_name="pop_explo_3" blowup_end blowup_start force_name="blowup_clean_2" part_effect_name="window_part_1" deb_name="pop_explo_3" blowup_end blowup_start force_name="blowup_clean_3" part_effect_name="window_part_1" deb_name="pop_explo_3" blowup_end /////////////////////////////////// obstacle_start name="gap_on_1" pull_lever locked lock_spline="lever_gap_lineup1" obj="lever_gap_1",lever sfx_open="SwLever" obj="gap_off_1" obj="gap_on_1" door_close_delay=0.8 reset_anims obstacle_end obstacle_start name="gap_on_2" pull_lever locked lock_spline="lever_gap_lineup2" obj="lever_gap_2",lever obj="gap_off_2" obj="gap_on_2" sfx_open="SwLever" door_close_delay=4.4 reset_anims obstacle_end obstacle_start name="gap_on_3" pull_lever locked lock_spline="lever_gap_lineup3" obj="lever_gap_3",lever obj="gap_off_3" obj="gap_on_3" sfx_open="SwLever" door_close_delay=2.7 reset_anims obstacle_end obstacle_start obj="gap_on_1",trigger obj="gap_on_2",trigger obj="gap_on_3",trigger obj="gap" obstacle_end //////////////////////////////////////////////// blowup_start force_name="blowup_1_1" part_effect_name="wall_part_1" deb_name="pop_explo_3" blowup_end blowup_start force_name="blowup_1_2" part_effect_name="wall_part_1" deb_name="pop_explo_3" blowup_end blowup_start force_name="blowup_1_3" part_effect_name="wall_part_1" deb_name="pop_explo_3" blowup_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 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 ////////////////////////////////////////////////////////////////// obstacle_start pull_lever locked lock_spline="lever_dark_1_lineup" obj="lever_dark_1",lever,noleversparks chain_interface=6,2 sfx_open="SwLever" door_close_delay=1.4 reset_anims obstacle_end obstacle_start pull_lever locked lock_spline="lever_dark_2_lineup" obj="lever_dark_2",lever,noleversparks chain_interface=6,2 sfx_open="SwLever" door_close_delay=1.4 reset_anims obstacle_end obstacle_start obj="dark_1" obj="dark_2" obj="dark_3" obj="dark_4" obj="dark_5" obj="dark_6" obj="dark_7" obj="dark_8" obj="dark_9" obj="dark_10" obj="dark_11" obj="dark_12" obj="dark_13" obj="dark_14" obj="dark_15" obj="dark_16" obj="dark_17" obj="dark_18" obj="dark_19" obj="dark_20" obj="dark_21" chain=6,1 obstacle_end obstacle_start name="blowup_dark" obj="dummy_dark" chain=6,2 obstacle_end blowup_start force_name="dummy_dark" deb_name="POP_EXPLO_3" part_effect_name="pop_dark_1" blowup_end ////////////////////////// blowup_start force_name="blowup_wall_1" deb_name="POP_EXPLO_3" part_effect_name="wall_part_2" blowup_end blowup_start force_name="blowup_wall_2" deb_name="POP_EXPLO_3" part_effect_name="wall_part_2" blowup_end ////////////////// blowup_start force_name="blowup_wall_3" effect_on="PIPE_STEAM_3" deb_name="POP_EXPLO_3" part_effect_name="wall_part_3" blowup_end blowup_start force_name="blowup_wall_4" effect_on="PIPE_STEAM_4" deb_name="POP_EXPLO_3" part_effect_name="wall_part_3" blowup_end blowup_start force_name="blowup_wall_5" effect_on="PIPE_STEAM_5" deb_name="POP_EXPLO_3" part_effect_name="wall_part_3" blowup_end ///////////////////////////////////// blowup_start force_name="blowup_thermal_1" deb_name="POP_EXPLO_3" part_effect_name="thermal_1" add_explosion hit_points=0 blowup_end blowup_start force_name="blowup_thermal_2" deb_name="POP_EXPLO_3" part_effect_name="thermal_1" hit_points=0 add_explosion blowup_end blowup_start force_name="blowup_thermal_3" deb_name="POP_EXPLO_3" part_effect_name="thermal_1" add_explosion hit_points=0 blowup_end blowup_start force_name="blowup_thermal_4" deb_name="POP_EXPLO_3" part_effect_name="wall_part_3" obj="blowup_ledge_1",on obj="blowup_ledge_2",on obj="blowup_ledge_3",on obj="blowup_ledge_4",off obj="blowup_ledge_5",off obj="blowup_ledge_6",off obj="panel_1",off obj="panel_2",off obj="panel_3",off obj="zipup_target_5",on hit_points=0 add_explosion blowup_end blowup_start force_name="blowup_ledge_1" deb_name="POP_EXPLO_3" part_effect_name="wall_part_3" blowup_end blowup_start force_name="blowup_ledge_2" deb_name="POP_EXPLO_3" part_effect_name="wall_part_3" blowup_end blowup_start force_name="blowup_ledge_3" deb_name="POP_EXPLO_3" part_effect_name="wall_part_3" blowup_end ///////////// teleport_start spline="small_1" duration=5.0 range=1.0 flap1="flap_02" flap2="flap_01" flip_flap teleport_end obstacle_start obj="blowup_ledge_3",trigger obj="dummy_zip" obstacle_end zipup_start spline="zipup_5" trigger_objanim="dummy_zip" zipup_end ////////////////////////portals/////////////////////////// portaldoor_start obj="door_2_r_1" p_id=1 portaldoor_end