reflect_y=.5 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=01 cam_blend_time=1.7 cam_look_ratio_y=0.85 campos_seek=5.0 camang_seek=5.0 cam_lateral_ratio=.3 sock_end sock_start=02 cam_blend_time=1.4 cam_look_ratio_y=0.9 campos_seek=5.0 camang_seek=5.0 cam_pullback_ratio=1.15 sock_end sock_start=08 cam_blend_time=2.0 cam_look_ratio_y=.9 cam_look_ratio=0.8 campos_seek=5.0 camang_seek=5.0 cam_pullback_ratio=.65 // cam_lateral_ratio=0.3 ignore_socks=6,7 sock_end sock_start=09 cam_blend_time=2.0 cam_look_ratio=0.8 campos_seek=5.0 camang_seek=5.0 cam_lateral_ratio=-0.29 sock_end sock_start=11 cam_blend_time=2.0 cam_look_ratio_y=0.85 campos_seek=5.0 camang_seek=5.0 cam_lateral_ratio=1.45 cam_pullback_ratio=1.04 sock_end sock_start=12 cam_blend_time=1.7 cam_look_ratio_y=0.85 campos_seek=5.0 camang_seek=5.0 cam_lateral_ratio=0.65 cam_pullback_ratio=.25 ignore_socks=17 sock_end sock_start=14 cam_blend_time=2.5 cam_look_ratio_y=0.85 campos_seek=5.0 camang_seek=5.0 cam_lateral_ratio=0.45 ignore_socks=9 sock_end sock_start=17 cam_blend_time=1.0 ignore_socks=12 campos_seek=5.0 // camang_seek=5.0 sock_end sock_start=18 cam_blend_time=1.0 campos_seek=5.0 // camang_seek=5.0 sock_end ///////////////////door splines///////////////////////// door_start spline="door_finish_in" level="DeathStarEscape_Outro" door_end door_start spline="door_balcony_out_2" level="DeathStarEscape_b" door_end door_start spline="door_hangar2_out_1" level="DeathStarEscape_c" next_sock=17 1_way door_end door_start spline="door_hangar2_in_1" level="DeathStarEscape_c" next_sock=12 1_way door_end door_start spline="door_corridor_in_1" level="DeathStarEscape_c" door_end door_start spline="door_corridor_out_1" level="DeathStarEscape_c" door_end door_start spline="door_big_in_1" level="DeathStarEscape_c" door_end door_start spline="door_big_out_1" level="DeathStarEscape_c" door_end door_start spline="door_falcon" level="DeathStarEscape_outro" trigger_chain=9,10 door_end /////////////////door obstacles//////////////////////// obstacle_start obj="door_1_l_1" obj="door_1_r_1" range=2 obstacle_end obstacle_start obj="door_1_l_2" obj="door_1_r_2" range=1.1 obstacle_end obstacle_start obj="door_2" door_close_delay=1.0 range=.8 obstacle_end //obstacle_start // obj="door_3" // door_close_delay=1.0 // range=.7 //obstacle_end obstacle_start obj="door_4" door_close_delay=1.0 range=.7 obstacle_end ////////storm_door_chasm/////////////////////////////////////// obstacle_start name="storm_pan1" obj="storm_static1" obj="storm_pic1" range=.5 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="storm_door" lock_spline="storm_door_lineup1" lock=interface stormtrooper locked obj="door_3" obj="storm_green_light_on1",no_collision obj="storm_green_light_off1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end turret_start obj="door_3_cam_1" name="door_3_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 ////////storm_door_hangar/////////////////////////////////////// obstacle_start name="bounty_pan2" obj="bounty_static2" obj="bounty_pic2" range=.5 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="bounty_door2" lock_spline="bounty_door_lineup2" lock=interface bountyhunter locked obj="door_fight" obj="bounty_green_light_on2",no_collision obj="bounty_green_light_off2",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" dynamic_shadow obstacle_end turret_start obj="door_fight_cam_1" name="door_fight_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 /////////////////////////////////////////////// obstacle_start obj="door_8" door_close_delay=1.0 range=1 obstacle_end //////////////////zipups/////////////////// zipup_start spline="zipup_1" swing zipup_end zipup_start spline="zipup_2" swing trigger_chain=1,2 zipup_end zipup_start spline="zipup_3" trigger_chain=7,6 zipup_end zipup_start spline="zipup_4" swing trigger_chain=2,2 zipup_end zipup_start spline="zipup_5" swing zipup_end //////////////falcon_r2///////////////////// obstacle_start name="r2_pan1" obj="lift_r2_static1" obj="lift_r2_pic1" range=.5 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="r2_lift" lock_spline="lift_R2_lineup1" lock=interface astromech_droid locked obj="lift_R2_green_on1",no_collision obj="lift_R2_red_on1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end obstacle_start obj="lift_R2_green_on1",trigger obj="lift_trig_4" camera_spline="lift_move" cam_start_time=0.2 cam_end_time=2.4 cam_blend_in_time=0 cam_blend_out_time=.5 obstacle_end ///////////////falcon_c3po_vent/////////////// obstacle_start pull_lever locked lock_spline="lever_steam_lineup" obj="lever_steam_1",lever obj="dummy_steam_trigger" sfx_open="SwLever" obstacle_end obstacle_start obj="dummy_steam_trigger" obj="dummy_steam_1" obj="vent_dummy" chain=6,1 obstacle_end obstacle_start obj="dummy_steam_2" obj="vent_blowup" chain=6,2 obstacle_end blowup_start force_name="vent_blowup" deb_name="STEAM_EXPLO" part_effect_name="pop_vent" blowup_end tube_start spline="vent_1" speed=2 trigger_chain=6,2 tube_end obstacle_start name="tc14_pan1" obj="tc14_static1" obj="tc14_pic1" range=.8 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="tc14_door" lock_spline="tc14_door_lineup1" protocol_droid locked obj="tc14_green_light_on1",no_collision obj="tc14_green_light_off1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end obstacle_start obj="tc14_green_light_on1",trigger obj="lift_trig_3" camera_spline="lift_move" cam_start_time=0.2 cam_end_time=2.4 cam_blend_in_time=0 cam_blend_out_time=.5 obstacle_end /////////////////falcon_pads////////////////////////////////////////////////////////////////// obstacle_start obj="pad_1" obj="pad_1a",no_collision range=.16 door_close_delay=1.3 check_ground hack=1 active_players_only obstacle_end obstacle_start obj="pad_2" obj="pad_2a",no_collision range=.16 door_close_delay=1.3 check_ground active_players_only hack=1 obstacle_end obstacle_start obj="pad_3" obj="pad_3a",no_collision range=.16 door_close_delay=1.3 check_ground hack=1 active_players_only obstacle_end obstacle_start obj="pad_4" obj="pad_4a",no_collision range=.16 door_close_delay=1.3 check_ground active_players_only hack=1 obstacle_end obstacle_start obj="pad_5" obj="pad_5a",no_collision range=.16 door_close_delay=1.3 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="lift_trig_2" obj="pad_on" obj="pad_off" obj="lift_trig_2" camera_spline="lift_move" cam_start_time=0.2 cam_end_time=2.4 cam_blend_in_time=0 cam_blend_out_time=0 obstacle_end //////////////////////////////////// obstacle_start name="push_1" chain=7,1 push="push1",1 push_z_only obj="plasma_green_light_off" obstacle_end obstacle_start chain=7,2 obj="push_trolly" obj="push_dummy_blowup" obj="plasma" obj="plasma_green_light_on" obj="plasma_spark" auto_start obstacle_end obstacle_start chain=7,3 obj="push_trolly" obj="push_blowup" obj="plasma_green_light_off" obstacle_end obstacle_start obj="push_trolly" obj="plasma_green_light_off" chain=7,4 obj="fix_it1_1_anim" obj="fix_it1_2_anim" obj="fix_it1_3_anim" obj="fix_it1_4_anim" obj="fix_it1_5_anim" obj="fix_it1_6_anim" obj="fix_it1_7_anim" obj="fix_it1_8_anim" obj="fix_it1_9_anim" obj="fix_it1_10_anim" obj="fix_it1_11_anim" obj="fix_it1_12_anim" obj="fix_it1_13_anim" obj="fix_it1_14_anim" obj="fix_it1_15_anim" obj="fix_it1_16_anim" auto_start obstacle_end obstacle_start chain=7,5 obj="push_trolly" obj="plasma_green_light_off" buildit="fixit_3" obstacle_end obstacle_start obj="push_trolly" obj="plasma_green_light_off" chain=7,6 obj="fix_it1_1_6" obj="fix_it1_2_6" obj="fix_it1_3_6" obj="fix_it1_4_6" obj="fix_it1_5_6" obj="fix_it1_6_6" obj="fix_it1_7_6" obj="fix_it1_8_6" obj="fix_it1_9_6" obj="fix_it1_10_6" obj="fix_it1_11_6" obj="fix_it1_12_6" obj="fix_it1_13_6" obj="fix_it1_14_6" obj="fix_it1_15_6" obj="fix_it1_16_6" obstacle_end blowup_start force_name="push_blowup" obj="push_trolly",off obj="plasma_green_light_off",off deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end buildit_start name="fixit_3" pair="fix_it1_1_5","fix_it1_1_6" pair="fix_it1_2_5","fix_it1_2_6" pair="fix_it1_3_5","fix_it1_3_6" pair="fix_it1_4_5","fix_it1_4_6" pair="fix_it1_5_5","fix_it1_5_6" pair="fix_it1_6_5","fix_it1_6_6" pair="fix_it1_7_5","fix_it1_7_6" pair="fix_it1_8_5","fix_it1_8_6" pair="fix_it1_9_5","fix_it1_9_6" pair="fix_it1_10_5","fix_it1_10_6" pair="fix_it1_11_5","fix_it1_11_6" pair="fix_it1_12_5","fix_it1_12_6" pair="fix_it1_13_5","fix_it1_13_6" pair="fix_it1_14_5","fix_it1_14_6" pair="fix_it1_15_5","fix_it1_15_6" pair="fix_it1_16_5","fix_it1_16_6" buildit_end ////////////////////lift up 1/////////////// obstacle_start pull_lever locked lock_spline="lever_lift_lineup" obj="lever_lift",lever,noleversparks chain_interface=7,6 sfx_open="SwLever" obstacle_end obstacle_start obj="lever_lift",trigger obj="lift_trig_1" camera_spline="lift_move" cam_start_time=0.2 cam_end_time=2.4 cam_blend_in_time=0 cam_blend_out_time=.5 obstacle_end /////////////////////falcon chain////////////////////////////////////// obstacle_start name="falcon" chain=9,1 obj="lift_down" obj="falcon_down" obj="switch_1" //has anim obj="lift_laser_1" obj="lift_laser_2" obj="lift_off_1" obj="lift_off_2" obj="lift_off_3" obj="lift_off_4" obstacle_end obstacle_start chain=9,2 obj="lift_1" obj="falcon_1" obj="lift_on_1" obj="lift_off_2" obj="lift_off_3" obj="lift_off_4" obj="lift_laser_1" obj="lift_laser_2" auto_start obstacle_end / obstacle_start chain=9,3 obj="lift_static_1" obj="falcon_static_1" obj="lift_on_1" obj="lift_off_2" obj="lift_off_3" obj="lift_off_4" obj="switch_2" //has anim obj="lift_laser_1" obj="lift_laser_2" obstacle_end obstacle_start chain=9,4 obj="lift_2" obj="falcon_2" obj="lift_on_1" obj="lift_on_2" obj="lift_off_3" obj="lift_off_4" obj="lift_laser_1" obj="lift_laser_2" auto_start obstacle_end / obstacle_start chain=9,5 obj="lift_static_2" obj="falcon_static_2" obj="lift_on_1" obj="lift_on_2" obj="lift_off_3" obj="lift_off_4" obj="switch_3" //has anim obj="lift_laser_1" obj="lift_laser_2" obstacle_end obstacle_start chain=9,6 obj="lift_3" obj="falcon_3" obj="lift_on_1" obj="lift_on_2" obj="lift_on_3" obj="lift_off_4" obj="lift_laser_1" obj="lift_laser_2" auto_start obstacle_end / obstacle_start chain=9,7 obj="lift_static_3" obj="falcon_static_3" obj="lift_on_1" obj="lift_on_2" obj="lift_on_3" obj="lift_off_4" obj="switch_4" //has anim obj="lift_laser_1" obj="lift_laser_2" obstacle_end obstacle_start chain=9,8 obj="lift_4" obj="falcon_4" obj="lift_on_1" obj="lift_on_2" obj="lift_on_3" obj="lift_on_4" auto_start obstacle_end obstacle_start chain=9,9 name="Falcon_Ramp" obj="lift_up" obj="falcon_up" obj="lift_on_1" obj="lift_on_2" obj="lift_on_3" obj="lift_on_4" obj="ramp_down" obstacle_end obstacle_start chain=9,10 obj="lift_up" obj="falcon_up" obj="lift_on_1" obj="lift_on_2" obj="lift_on_3" obj="lift_on_4" obj="ramp_finished" obstacle_end //////////////////////////triggers///////////////////// obstacle_start obj="lift_trig_1",trigger obj="switch_1" obstacle_end obstacle_start obj="lift_trig_2",trigger obj="switch_1" obstacle_end obstacle_start obj="lift_trig_3",trigger obj="switch_1" obstacle_end obstacle_start obj="lift_trig_4",trigger obj="switch_1" obstacle_end ////////////////////////////////////2nd phase triggers/// obstacle_start obj="lift_trig_1",trigger obj="lift_trig_2",trigger obj="switch_2" obstacle_end obstacle_start obj="lift_trig_1",trigger obj="lift_trig_3",trigger obj="switch_2" obstacle_end obstacle_start obj="lift_trig_1",trigger obj="lift_trig_4",trigger obj="switch_2" obstacle_end obstacle_start obj="lift_trig_2",trigger obj="lift_trig_3",trigger obj="switch_2" obstacle_end obstacle_start obj="lift_trig_2",trigger obj="lift_trig_4",trigger obj="switch_2" obstacle_end obstacle_start obj="lift_trig_3",trigger obj="lift_trig_4",trigger obj="switch_2" obstacle_end /////////////////////////////3rd phase triggers////////////// obstacle_start obj="lift_trig_1",trigger obj="lift_trig_2",trigger obj="lift_trig_3",trigger obj="switch_3" obstacle_end obstacle_start obj="lift_trig_1",trigger obj="lift_trig_2",trigger obj="lift_trig_4",trigger obj="switch_3" obstacle_end obstacle_start obj="lift_trig_1",trigger obj="lift_trig_3",trigger obj="lift_trig_4",trigger obj="switch_3" obstacle_end obstacle_start obj="lift_trig_2",trigger obj="lift_trig_3",trigger obj="lift_trig_4",trigger obj="switch_3" obstacle_end /// obstacle_start obj="lift_trig_1",trigger obj="lift_trig_2",trigger obj="lift_trig_3",trigger obj="lift_trig_4",trigger obj="switch_4" obstacle_end //////////////////////////////////////////////////// obstacle_start chain=8,1 buildit="fixit_4" obj="door_hide" obj="door_hide_r" obstacle_end obstacle_start chain=8,2 push="door_push" push_x_only obj="door_push" obj="door_push_shadow" obj="door_push_shadow2" obstacle_end buildit_start name="fixit_4" pair="fix_it4_1_1","fix_it4_1_2" pair="fix_it4_2_1","fix_it4_2_2" pair="fix_it4_3_1","fix_it4_3_2" pair="fix_it4_4_1","fix_it4_4_2" buildit_end /////////////////////////////////////helmet machines///////////////////////// 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_scale1",no_collision obj="helmet_machine_off2",no_collision obj="helmet_machine_on2",no_collision reset_anims sfx_open="SwLever" obstacle_end ///////bonus_lift///////////////// obstacle_start name="R2_pan2" obj="lift_R2_pic2" obj="lift_R2_static2" range=.8 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="bonus_lift" lock_spline="lift_R2_lineup2" astromech_droid locked obj="lift_bonus" obj="lift_R2_red_on2",no_collision obj="lift_R2_green_on2",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end /////////swing_door/////////// obstacle_start pull_lever locked lock_spline="lever_door_1_lineup1" obj="lever_door_1",lever obj="dummy_1" sfx_open="SwLever" door_close_delay=3.0 reset_anims obstacle_end obstacle_start pull_lever locked lock_spline="lever_door_1_lineup2" obj="lever_door_2",lever obj="dummy_2" sfx_open="SwLever" door_close_delay=3.0 reset_anims obstacle_end obstacle_start obj="dummy_1",trigger obj="dummy_2",trigger // locked reset_anims obj="door_1" obj="red_off_1" obj="red_off_2" obj="red_flash_1" obj="red_flash_2" obstacle_end 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" pair="fix_it1_9_1","fix_it1_9_2" pair="fix_it1_10_1","fix_it1_10_2" pair="fix_it1_11_1","fix_it1_11_2" pair="fix_it1_12_1","fix_it1_12_2" pair="fix_it1_13_1","fix_it1_13_2" pair="fix_it1_14_1","fix_it1_14_2" pair="fix_it1_15_1","fix_it1_15_2" pair="fix_it1_16_1","fix_it1_16_2" coin_y_offset=.3 buildit_end obstacle_start chain=1,1 obj="fix_it1_1_1" obj="fix_it1_2_1" obj="fix_it1_3_1" obj="fix_it1_4_1" obj="fix_it1_5_1" obj="fix_it1_6_1" obj="fix_it1_7_1" obj="fix_it1_8_1" obj="fix_it1_9_1" obj="fix_it1_10_1" obj="fix_it1_11_1" obj="fix_it1_12_1" obj="fix_it1_13_1" obj="fix_it1_14_1" obj="fix_it1_15_1" obj="fix_it1_16_1" buildit="fixit_1" obstacle_end obstacle_start chain=1,2 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" obj="fix_it1_9_2" obj="fix_it1_10_2" obj="fix_it1_11_2" obj="fix_it1_12_2" obj="fix_it1_13_2" obj="fix_it1_14_2" obj="fix_it1_15_2" obj="fix_it1_16_2" obstacle_end //////////////////// blowup_start force_name="blow_up_plat_1" deb_name="POP_EXPLO_1" part_effect_name="pop_part_1" blowup_end blowup_start force_name="blow_up_plat_2" deb_name="POP_EXPLO_1" part_effect_name="pop_part_1" blowup_end ////////////////////////////////////////////////////// buildit_start name="fixit_2" pair="fix_it1_1_3","fix_it1_1_4" pair="fix_it1_2_3","fix_it1_2_4" pair="fix_it1_3_3","fix_it1_3_4" pair="fix_it1_4_3","fix_it1_4_4" pair="fix_it1_5_3","fix_it1_5_4" pair="fix_it1_6_3","fix_it1_6_4" pair="fix_it1_7_3","fix_it1_7_4" pair="fix_it1_8_3","fix_it1_8_4" pair="fix_it1_9_3","fix_it1_9_4" pair="fix_it1_10_3","fix_it1_10_4" pair="fix_it1_11_3","fix_it1_11_4" pair="fix_it1_12_3","fix_it1_12_4" pair="fix_it1_13_3","fix_it1_13_4" pair="fix_it1_14_3","fix_it1_14_4" pair="fix_it1_15_3","fix_it1_15_4" pair="fix_it1_16_3","fix_it1_16_4" coin_y_offset=.3 buildit_end obstacle_start chain=2,1 obj="fix_it1_1_3" obj="fix_it1_2_3" obj="fix_it1_3_3" obj="fix_it1_4_3" obj="fix_it1_5_3" obj="fix_it1_6_3" obj="fix_it1_7_3" obj="fix_it1_8_3" obj="fix_it1_9_3" obj="fix_it1_10_3" obj="fix_it1_11_3" obj="fix_it1_12_3" obj="fix_it1_13_3" obj="fix_it1_14_3" obj="fix_it1_15_3" obj="fix_it1_16_3" buildit="fixit_2" obstacle_end obstacle_start chain=2,2 obj="fix_it1_1_4" obj="fix_it1_2_4" obj="fix_it1_3_4" obj="fix_it1_4_4" obj="fix_it1_5_4" obj="fix_it1_6_4" obj="fix_it1_7_4" obj="fix_it1_8_4" obj="fix_it1_9_4" obj="fix_it1_10_4" obj="fix_it1_11_4" obj="fix_it1_12_4" obj="fix_it1_13_4" obj="fix_it1_14_4" obj="fix_it1_15_4" obj="fix_it1_16_4" obstacle_end /////////storm_room/////////// obstacle_start pull_lever locked lock_spline="lever_door_5_lineup1" obj="lever_door_3",lever obj="dummy_3" sfx_open="SwLever" door_close_delay=3.0 reset_anims obstacle_end obstacle_start pull_lever locked lock_spline="lever_door_5_lineup2" obj="lever_door_4",lever obj="dummy_4" sfx_open="SwLever" door_close_delay=3.0 reset_anims obstacle_end obstacle_start name="door_5" obj="dummy_3",trigger obj="dummy_4",trigger // locked reset_anims obj="door_5" obj="door_5r" obj="red_off_3" obj="red_off_4" obj="red_flash_3" obj="red_flash_4" obstacle_end obstacle_start pull_lever locked lock_spline="lever_door_6_lineup1" obj="lever_door_5",lever obj="dummy_5" sfx_open="SwLever" door_close_delay=3.0 reset_anims obstacle_end obstacle_start pull_lever locked lock_spline="lever_door_6_lineup2" obj="lever_door_6",lever obj="dummy_6" sfx_open="SwLever" door_close_delay=3.0 reset_anims obstacle_end obstacle_start name="door_6" obj="dummy_5",trigger obj="dummy_6",trigger // locked reset_anims obj="door_6" obj="door_6r" obj="red_off_5" obj="red_off_6" obj="red_flash_5" obj="red_flash_6" obstacle_end /////////////////////////////////////////////////////////////////////////////////////////// blowup_start force_name="blowup_door_1" obj="door_2_r_1b",off obj="door_2_l_1b",off obj="door_2_r_1b_r",off obj="door_2_l_1b_r",off deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end obstacle_start name="blowup_door_1" obj="blowup_door_1a" obj="door_2_r_1a" obj="door_2_l_1a" obj="door_2_r_1a_r" obj="door_2_l_1a_r" chain=5,1 obstacle_end obstacle_start obj="blowup_door_1" obj="door_2_r_1b" obj="door_2_l_1b" obj="door_2_r_1b_r" obj="door_2_l_1b_r" chain=5,2 obstacle_end obstacle_start auto_start obj="door_2_r_1" obj="door_2_l_1" obj="door_2_r_1_r" obj="door_2_l_1_r" chain=5,3 obstacle_end /////////////////////////////////////////////////////////////////////////////////////////// blowup_start force_name="blowup_door_2" obj="door_2_r_2b",off obj="door_2_l_2b",off obj="door_2_r_2b_r",off obj="door_2_l_2b_r",off deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end obstacle_start name="blowup_door_2" obj="blowup_door_2a" obj="door_2_r_2a" obj="door_2_l_2a" obj="door_2_r_2a_r" obj="door_2_l_2a_r" chain=10,1 obstacle_end obstacle_start obj="blowup_door_2" obj="door_2_r_2b" obj="door_2_l_2b" obj="door_2_r_2b_r" obj="door_2_l_2b_r" chain=10,2 obstacle_end obstacle_start auto_start obj="door_2_r_2" obj="door_2_l_2" obj="door_2_r_2_r" obj="door_2_l_2_r" chain=10,3 obstacle_end ////////////////// blowup_start force_name="blowup_door_3" deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end obstacle_start name="blowup_door_3" obj="blowup_door_3",trigger obj="door_2_r_3" obj="door_2_l_3" obj="door_2_r_3_r" obj="door_2_l_3_r" obstacle_end /////////corridor big blowups/////// blowup_start force_name="blowup_corridor_1_1" hit_points=2 deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" obj="deb_cyl_a" obj="deb_cyl_a" obj="dummy_corridor_1_1a",on obj="dummy_corridor_1_1b",on add_within_bounds=0.3 blowup_end obstacle_start name="berry_02" obj="blowup_corridor_1_1" chain=19,1 obstacle_end obstacle_start auto_start obj="Berry_02" chain=19,2 obstacle_end blowup_start force_name="dummy_corridor_1_1a" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end blowup_start force_name="dummy_corridor_1_1b" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end /////////////////////////////////////// blowup_start force_name="blowup_corridor_1_2" hit_points=2 deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" obj="deb_cyl_a" obj="deb_cyl_a" obj="dummy_corridor_1_2a",on obj="dummy_corridor_1_2b",on add_within_bounds=0.3 blowup_end obstacle_start name="berry_01" obj="blowup_corridor_1_2" chain=21,1 obstacle_end obstacle_start auto_start obj="Berry_01" chain=21,2 obstacle_end blowup_start force_name="dummy_corridor_1_2a" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end blowup_start force_name="dummy_corridor_1_2b" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end /////////////////////////////////////// blowup_start force_name="blowup_corridor_1_3" hit_points=2 deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" obj="deb_cyl_a" obj="deb_cyl_a" obj="dummy_corridor_1_3a",on obj="dummy_corridor_1_3b",on add_within_bounds=0.3 blowup_end obstacle_start name="berry_03" obj="blowup_corridor_1_3" chain=20,1 obstacle_end obstacle_start auto_start obj="Berry_03" chain=20,2 obstacle_end blowup_start force_name="dummy_corridor_1_3a" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end blowup_start force_name="dummy_corridor_1_3b" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end /////////////////////////////////////// blowup_start force_name="blowup_corridor_1_4" hit_points=2 deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" obj="deb_cyl_a" obj="deb_cyl_a" obj="dummy_corridor_1_4a",on obj="dummy_corridor_1_4b",on add_within_bounds=0.3 blowup_end blowup_start force_name="dummy_corridor_1_4a" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end blowup_start force_name="dummy_corridor_1_4b" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" 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 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 use_type="barrel" force_name="barrel_pop_10" blowup_end blowup_start use_type="barrel" force_name="barrel_pop_11" blowup_end blowup_start use_type="barrel" force_name="barrel_pop_12" blowup_end blowup_start use_type="barrel" force_name="barrel_pop_13" blowup_end blowup_start use_type="barrel" force_name="barrel_pop_14" blowup_end //////////////////////build door/////////////////////////// buildit_start name="fixit_5" pair="fix_it5_1_1","fix_it5_1_2" pair="fix_it5_2_1","fix_it5_2_2" pair="fix_it5_3_1","fix_it5_3_2" pair="fix_it5_4_1","fix_it5_4_2" pair="fix_it5_5_1","fix_it5_5_2" pair="fix_it5_6_1","fix_it5_6_2" pair="fix_it5_7_1","fix_it5_7_2" pair="fix_it5_8_1","fix_it5_8_2" pair="fix_it5_9_1","fix_it5_9_2" pair="fix_it5_10_1","fix_it5_10_2" pair="fix_it5_11_1","fix_it5_11_2" pair="fix_it5_12_1","fix_it5_12_2" pair="fix_it5_44_1","fix_it5_44_2" pair="fix_it5_45_1","fix_it5_45_2" pair="fix_it5_43_1","fix_it5_43_2" pair="fix_it5_13_1","fix_it5_13_2" pair="fix_it5_14_1","fix_it5_14_2" pair="fix_it5_42_1","fix_it5_42_2" pair="fix_it5_15_1","fix_it5_15_2" pair="fix_it5_16_1","fix_it5_16_2" pair="fix_it5_17_1","fix_it5_17_2" pair="fix_it5_18_1","fix_it5_18_2" pair="fix_it5_19_1","fix_it5_19_2" pair="fix_it5_20_1","fix_it5_20_2" pair="fix_it5_21_1","fix_it5_21_2" pair="fix_it5_22_1","fix_it5_22_2" pair="fix_it5_23_1","fix_it5_23_2" pair="fix_it5_24_1","fix_it5_24_2" pair="fix_it5_25_1","fix_it5_25_2" pair="fix_it5_26_1","fix_it5_26_2" pair="fix_it5_27_1","fix_it5_27_2" pair="fix_it5_28_1","fix_it5_28_2" pair="fix_it5_29_1","fix_it5_29_2" pair="fix_it5_30_1","fix_it5_30_2" pair="fix_it5_31_1","fix_it5_31_2" pair="fix_it5_32_1","fix_it5_32_2" pair="fix_it5_33_1","fix_it5_33_2" pair="fix_it5_34_1","fix_it5_34_2" pair="fix_it5_35_1","fix_it5_35_2" pair="fix_it5_36_1","fix_it5_36_2" pair="fix_it5_37_1","fix_it5_37_2" pair="fix_it5_38_1","fix_it5_38_2" pair="fix_it5_39_1","fix_it5_39_2" pair="fix_it5_40_1","fix_it5_40_2" pair="fix_it5_41_1","fix_it5_41_2" buildit_end obstacle_start chain=11,1 buildit="fixit_5" obj="frame_unbuilt" obj="frame_unbuilt_r" obj="wall_closed" obj="wall_closed_r" obstacle_end obstacle_start name="melee_door" chain=11,2 obj="door_built" obj="frame_unbuilt" obj="frame_unbuilt_r" obj="frame_built" obj="frame_built_r" obj="wall_open" obj="wall_open_r" obstacle_end blowup_start force_name="door_built" deb_name="POP_EXPLO_3" part_effect_name="door_part_1" blowup_end ////////////////////////////////////////////////////////// obstacle_start name="berry_trigger" obj="Berry_01",trigger obj="Berry_02",trigger obj="Berry_03",trigger obj="dummy_berry" camera_spline="cut_berry" cam_start_time=0.0 cam_end_time=2.0 cam_blend_in_time=0 cam_blend_out_time=.5 hack=34 // 32 + pickup ID 2 (important - stops mini-cut playing if mini-kit is already collected) obstacle_end //////////////////////////////////////////////////// blowup_start force_name="blowup_wall_1" effect_on="PIPE_STEAM_3" deb_name="POP_EXPLO_3" part_effect_name="wall_part_3" blowup_end /// blowup_start force_name="blowup_wall_2" obj="deb_wall_a" obj="deb_wall_c" deb_name="POP_EXPLO_3" part_effect_name="wall_part_4" hit_points=2 blowup_end obstacle_start obj="blowup_wall_2",trigger obj="flap_1" obstacle_end ////////////////////////////// portaldoor_start obj="door_8" p_id=4 portaldoor_end portaldoor_start obj="door_2_1_3" p_id=3 portaldoor_end portaldoor_start obj="door_2_1_2" p_id=2 portaldoor_end portaldoor_start obj="door_2_1_1" p_id=1 portaldoor_end ////////////////////////// obstacle_start name="storm_pan2" obj="storm_static2" obj="storm_pic2" range=.7 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="storm_door2" lock_spline="storm_door_lineup2" lock=interface stormtrooper locked obj="door_storm_2" obj="storm_green_light_on2",no_collision obj="storm_green_light_off2",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end turret_start obj="door_storm_cam_2" name="door_3_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_cup" pair="build_cup_1_1","build_cup_2_1" pair="build_cup_1_3","build_cup_2_3" pair="build_cup_1_4","build_cup_2_4" pair="build_cup_1_2","build_cup_2_2" pair="build_cup_1_5","build_cup_2_5" pair="build_cup_1_6","build_cup_2_6" pair="build_cup_1_7","build_cup_2_7" pair="build_cup_1_8","build_cup_2_8" pair="build_cup_1_9","build_cup_2_9" pair="build_cup_1_10","build_cup_2_10" pair="build_cup_1_11","build_cup_2_11" pair="build_cup_1_12","build_cup_2_12" buildit_end obstacle_start chain=3,1 buildit="fixit_cup" obstacle_end obstacle_start chain=3,2 obj="cup_built" obstacle_end blowup_start force_name="cup_built" deb_name="cup" deb_name="POP_EXPLO_3" part_effect_name="part_cup" hit_points=1 camshake_normal blowup_end ////////////////////////////////////// obstacle_start chain=4,1 obj="blowup_chasm_1" obstacle_end obstacle_start chain=4,2 obj="blowup_chasm_1a" obj="dummy_chasm1" obstacle_end obstacle_start chain=4,3 obj="blowup_chasm_1c" auto_start obstacle_end obstacle_start chain=4,4 obj="blowup_chasm_1d" obstacle_end obstacle_start chain=12,1 obj="blowup_chasm_2" obstacle_end obstacle_start chain=12,2 obj="blowup_chasm_2a" obj="dummy_chasm2" obstacle_end obstacle_start chain=12,3 obj="blowup_chasm_2c" auto_start obstacle_end obstacle_start chain=12,4 obj="blowup_chasm_2d" obj="blowup_chasm" obstacle_end obstacle_start obj="blowup_chasm_1",trigger obj="blowup_chasm_2",trigger obj="dummy_chasm1" obj="dummy_chasm2" obstacle_end blowup_start force_name="blowup_chasm" blowup_end /////////////////////////////////// blowup_start force_name="broken_trigger_1" obj="broken_1",off obj="deb_clock" blowup_end blowup_start force_name="broken_trigger_2" obj="broken_2",off obj="deb_clock" blowup_end ///////////// obstacle_start name="storm_pan3" obj="storm_static3" obj="storm_pic3" range=.5 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="storm_door3" lock_spline="storm_door_lineup3" lock=interface stormtrooper locked // obj="door_storm_2" obj="storm_green_light_on3",no_collision obj="storm_green_light_off3",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end turret_start obj="door_storm_cam_3" name="door_3_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