mipmapmode=3 settings_start=1 farclip=218 nearclip=0.1 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 ////////////////////////////////////////////// cutscenes_start cutscene="episodeiv\deathstarrescue_midtro" cutscenes_end ////////////////////////////////////////////// sock_start=01 ignore_socks=2 sock_end sock_start=02 cam_look_ratio=0.44 cam_look_ratio_y=-0.25 ignore_socks=1 sock_end sock_start=03 cam_look_ratio_y=.63 sock_end sock_start=18 campos_seek=5 cam_blend_time=1 cam_lateral_ratio=-.3 cam_1player_zoom=.79 sock_end sock_start=19 campos_seek=5 cam_blend_time=1 ignore_socks=2 cam_1player_zoom=.8 sock_end sock_start=20 campos_seek=5 cam_blend_time=1 ignore_socks=2 sock_end sock_start=21 campos_seek=5 cam_blend_time=1 sock_end sock_start=24 campos_seek=5 cam_blend_time=0.5 cam_dist_ratio=.29 ignore_socks=0 cam_look_ratio_y=.53 sock_end ///////////////////////// door_start spline="door_crane1" level="DeathStarRescue_a" door_end door_start spline="door_crane2" level="DeathStarRescue_a" door_end door_start spline="door_control" level="DeathStarRescue_b" door_end door_start spline="door_balcony1" level="DeathStarRescue_a" door_end door_start spline="door_balcony2" level="DeathStarRescue_a" door_end door_start spline="door_lift1" level="DeathStarRescue_a" door_end door_start spline="door_lift2" level="DeathStarRescue_a" door_end door_start spline="door_obi1" level="DeathStarRescue_a" door_end door_start spline="door_obi2" level="DeathStarRescue_a" door_end door_start spline="door_plop" level="DeathStarRescue_a" door_end /////////// obstacle_start obj="door_5up" range=1.0 obstacle_end obstacle_start obj="door_5upR" range=1.0 obstacle_end /////////////////storm door////////////// obstacle_start name="storm_pan1" obj="storm_static1" obj="storm_pic1" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="storm_door1" lock_spline="storm_door_lineup1" stormtrooper locked obj="door_3upR" obj="door_3up" obj="green_light_on1",no_collision obj="red_light_on1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" 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 ////////////////////////// obstacle_start chain=4,1 buildit="fixit_2" obstacle_end obstacle_start chain=4,2 obj="star_built" obj="plasma1" obj="plasma2" auto_start obstacle_end obstacle_start chain=4,3 obj="star_wobble" obj="plasma1_a" obj="plasma2_a" auto_start obstacle_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" pair="fix_it_2_1_8","fix_it_2_2_8" pair="fix_it_2_1_9","fix_it_2_2_9" pair="fix_it_2_1_10","fix_it_2_2_10" pair="fix_it_2_1_11","fix_it_2_2_11" pair="fix_it_2_1_12","fix_it_2_2_12" pair="fix_it_2_1_13","fix_it_2_2_13" pair="fix_it_2_1_14","fix_it_2_2_14" pair="fix_it_2_1_15","fix_it_2_2_15" pair="fix_it_2_1_16","fix_it_2_2_16" pair="fix_it_2_1_17","fix_it_2_2_17" pair="fix_it_2_1_18","fix_it_2_2_18" pair="fix_it_2_1_19","fix_it_2_2_19" pair="fix_it_2_1_20","fix_it_2_2_20" pair="fix_it_2_1_21","fix_it_2_2_21" buildit_end //////////control room/////////// obstacle_start obj="fix_it1_33_2",trigger obj="dummy_1" obstacle_end obstacle_start chain=5,1 obj="dummy_1" obstacle_end obstacle_start chain=5,2 obj="lights_1_1" obj="lights_1_2" obj="lights_2_3" obstacle_end buildit_start name="fixit_3" pair="fix_it1_4_1","fix_it1_4_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" pair="fix_it1_17_1","fix_it1_17_2" pair="fix_it1_18_1","fix_it1_18_2" pair="fix_it1_19_1","fix_it1_19_2" pair="fix_it1_20_1","fix_it1_20_2" pair="fix_it1_31_1","fix_it1_31_2" pair="fix_it1_32_1","fix_it1_32_2" pair="fix_it1_33_1","fix_it1_33_2" buildit_end obstacle_start obj="fix_it1_55_2",trigger obj="dummy_2" obstacle_end obstacle_start chain=6,1 obj="dummy_2" obstacle_end obstacle_start chain=6,2 obj="lights_2_1" obj="lights_2_2" obj="lights_2_4" obstacle_end buildit_start name="fixit_4" pair="fix_it1_37_1","fix_it1_37_2" pair="fix_it1_38_1","fix_it1_38_2" pair="fix_it1_39_1","fix_it1_39_2" pair="fix_it1_42_1","fix_it1_42_2" pair="fix_it1_44_1","fix_it1_44_2" pair="fix_it1_45_1","fix_it1_45_2" pair="fix_it1_46_1","fix_it1_46_2" pair="fix_it1_47_1","fix_it1_47_2" pair="fix_it1_48_1","fix_it1_48_2" pair="fix_it1_49_1","fix_it1_49_2" pair="fix_it1_50_1","fix_it1_50_2" pair="fix_it1_51_1","fix_it1_51_2" pair="fix_it1_52_1","fix_it1_52_2" pair="fix_it1_53_1","fix_it1_53_2" pair="fix_it1_54_1","fix_it1_54_2" pair="fix_it1_55_1","fix_it1_55_2" buildit_end obstacle_start name="r2_pan1" obj="r2_static1" obj="r2_pic1" range=1.0 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="r2_door" chain_interface=1,2 lock_spline="r2_lineup1" astromech_droid locked obj="door_4up" obj="door_4upR" sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end obstacle_start name="push_dummy" obj="fix_it1_55_2",trigger obj="fix_it1_33_2",trigger obj="push_dummy" obstacle_end obstacle_start obj="push_dummy" chain=1,1 obstacle_end obstacle_start name="r2_doorpanel" obj="r2_static1" obj="r2_pic1" chain=1,2 obstacle_end /////////////////// obstacle_start name="tc14_pan1" obj="tc14_static2" obj="tc14_pic2" range=.9 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="tc_door1" lock_spline="tc14_door_lineup2" lock=interface protocol_droid locked obj="door_hide1" obj="door_hide2" obj="door_hide3" obj="door_hide4" obj="green_light_on2",no_collision obj="red_light_on2",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end ////////////////////// blowup_start force_name="blind_control_1" effect_on="CONTROL_1" deb_name="pop_explo_1" obj="blind_exp_a" obj="blind_exp_b" obj="blind_exp_c" obj="blind_exp_d" obj="blind_exp_e" gravity=-5.0 add_within_bounds=0.3 blowup_end blowup_start force_name="blind_control_2" effect_on="CONTROL_2" deb_name="pop_explo_1" obj="blind_exp_a" obj="blind_exp_b" obj="blind_exp_c" obj="blind_exp_d" obj="blind_exp_e" gravity=-5.0 add_within_bounds=0.3 blowup_end blowup_start force_name="blind_control_3" effect_on="CONTROL_3" deb_name="pop_explo_1" obj="blind_exp_a" obj="blind_exp_b" obj="blind_exp_c" obj="blind_exp_d" obj="blind_exp_e" gravity=-5.0 add_within_bounds=0.3 blowup_end blowup_start force_name="blind_control_4" effect_on="CONTROL_4" deb_name="explo7" obj="blind_exp_a" obj="blind_exp_b" obj="blind_exp_c" obj="blind_exp_d" obj="blind_exp_e" gravity=-5.0 add_within_bounds=0.3 blowup_end obstacle_start obj="blind_control_1",trigger obj="blind_1_a" obj="blind_1_b" obj="blind_1_c" obstacle_end obstacle_start obj="blind_control_2",trigger obj="blind_2_a" obj="blind_2_b" obj="blind_2_c" obstacle_end obstacle_start obj="blind_control_3",trigger obj="blind_3_a" obj="blind_3_b" obj="blind_3_c" obstacle_end obstacle_start obj="blind_control_4",trigger obj="blind_4_a" obj="blind_4_b" obj="blind_4_c" obstacle_end ///////////////////////////// obstacle_start obj="switch1",trigger obj="test" obstacle_end ///////////////////helmet/////////////// obstacle_start name="helmet_1" obj="helmet_machine_out1" obj="helmet_machine_lever1",lever obj="helmet_machine_on1" obj="helmet_machine_off1" obj="helmet_machine_up1" reset_anims sfx_open="SwLever" lock_spline="helmet_machine_lineup1" helmet_machine locked obstacle_end ///////////////////r2 door////////////////// /////////////////secret////////////////// obstacle_start obj="wall_pop_1",trigger obj="wall_pop_2",trigger obj="secret_blowup" obstacle_end obstacle_start obj="wall_pop_1" obj="wall_pop_2" chain=2,1 obstacle_end obstacle_start obj="secret_blowup" chain=2,2 obstacle_end obstacle_start auto_start obj="secret_7" chain=2,3 obstacle_end obstacle_start obj="secret_7b" obj="coin_door" chain=2,4 obstacle_end blowup_start force_name="secret_blowup" obj="wall_pop_1_decal",off obj="wall_pop_2_decal",off obj="secret_1",off obj="secret_2",off obj="secret_3",off obj="secret_4",off obj="secret_5",off obj="secret_6",off obj="secret_7a",off obj="secret_8",off deb_name="POP_EXPLO_2" part_effect_name="pop_part_1" blowup_end /////////////////////////// blowup_start force_name="wall_pop_1" deb_name="POP_EXPLO_2" part_effect_name="pop_part_1" blowup_end blowup_start force_name="wall_pop_2" deb_name="POP_EXPLO_2" part_effect_name="pop_part_1" blowup_end blowup_start force_name="wall_pop_3" obj="wall_pop_blank3",on deb_name="POP_EXPLO_2" part_effect_name="pop_part_1" blowup_end blowup_start force_name="wall_pop_4" obj="wall_pop_blank4",on deb_name="POP_EXPLO_2" part_effect_name="pop_part_1" blowup_end blowup_start force_name="wall_pop_5" obj="wall_pop_blank5",on deb_name="POP_EXPLO_2" part_effect_name="pop_part_1" blowup_end blowup_start force_name="wall_pop_6" obj="wall_pop_blank6",on deb_name="POP_EXPLO_2" part_effect_name="pop_part_1" 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 ///////////////// blowup_start force_name="barrel_pop_1" deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end blowup_start force_name="barrel_pop_2" deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end blowup_start force_name="barrel_pop_3" deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end blowup_start force_name="barrel_pop_4" deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end blowup_start force_name="barrel_pop_5" deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end blowup_start force_name="barrel_pop_6" deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end blowup_start force_name="barrel_pop_7" deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end blowup_start force_name="barrel_pop_8" deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end blowup_start force_name="barrel_pop_9" deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end blowup_start force_name="barrel_pop_10" deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end blowup_start force_name="barrel_pop_11" deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end blowup_start force_name="barrel_pop_12" deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end blowup_start force_name="barrel_pop_13" deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end blowup_start force_name="barrel_pop_14" deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end //////minikit arm/////////////// obstacle_start name="minikit_arm" obj="dummy_minikit",draw_minikit obj="arm_1" obj="arm_2" obj="arm_3" obj="arm_4" play_once hack=32 // 32 + pickup ID 0 (important - stops mini-kit drawing if already collected) obstacle_end ////////////////////////////// portaldoor_start obj="tie_dummy" p_id=1 portaldoor_end portaldoor_start obj="door_3up" p_id=2 portaldoor_end