settings_start=1 farclip=218 nearclip=0.11 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 ////////////////////////////////////////////// sock_start=00 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.65 cam_pullback_ratio_xz=0.2 // cam_y_offset=0.65 // offset_blend_y_ratio=1.0 // y_limits sock_end sock_start=01 campos_seek=5 cam_blend_time=0.5 cam_look_ratio_y=.65 ignore_socks=18 // y_limits cam_pullback_ratio_xz=0.1 sock_end sock_start=02 campos_seek=5 cam_look_ratio_y=.6 cam_blend_time=0.5 cam_dist_ratio=.370 ignore_socks=18 sock_end sock_start=03 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.65 y_limits sock_end sock_start=04 campos_seek=5 cam_dist_ratio=.30 cam_blend_time=0.5 ignore_socks=8,9 sock_end sock_start=05 campos_seek=5 cam_blend_time=0.5 sock_end sock_start=09 campos_seek=5 cam_blend_time=0.65 // cam_lateral_ratio=-.3 // cam_look_ratio_y=.36 sock_end sock_start=10 campos_seek=5 cam_blend_time=0.5 sock_end /////////////////r2 lifts/////////////// sock_start=06 campos_seek=3 cam_blend_time=1.5 sock_end sock_start=07 campos_seek=5 // ignore_socks=4,8,9 cam_blend_time=0.5 sock_end ///prison room/////////// sock_start=08 campos_seek=5 cam_blend_time=0.5 sock_end sock_start=18 campos_seek=5 cam_blend_time=0.5 ignore_socks=1,2 cam_pullback_ratio=.37 sock_end sock_start=22 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.65 cam_pullback_ratio_xz=0.2 sock_end sock_start=24 campos_seek=5 cam_blend_time=0.5 cam_dist_ratio=.61 ignore_socks=0 cam_look_ratio_y=.51 cam_pullback_ratio=0.7 cam_x_offset=27 offset_blend_x_ratio=.14 cam_y_offset=5.6 offset_blend_y_ratio=.5 sock_end ///////////////////////// door_start spline="door_control" level="DeathStarRescue_a" 1_way door_end door_start spline="door_platform1" level="DeathStarRescue_b" 1_way door_end door_start spline="door_platform2" level="DeathStarRescue_b" 1_way door_end door_start spline="door_corridor" level="DeathStarRescue_c" 1_way door_end door_start spline="door_obi1" level="DeathStarRescue_b" 1_way door_end door_start spline="door_obi2" level="DeathStarRescue_b" 1_way door_end door_start spline="door_reactor1" level="DeathStarRescue_b" 1_way door_end door_start spline="door_reactor2" level="DeathStarRescue_b" 1_way door_end door_start spline="door_reactor3" level="DeathStarRescue_b" 1_way door_end door_start spline="door_reactor4" level="DeathStarRescue_b" 1_way door_end door_start spline="door_plop" level="DeathStarRescue_b" 1_way door_end door_start spline="door_poop_a" level="DeathStarRescue_b" 1_way door_end door_start spline="door_poop_b" level="DeathStarRescue_b" 1_way door_end door_start spline="door_poop2_a" level="DeathStarRescue_b" 1_way door_end door_start spline="door_poop2_b" level="DeathStarRescue_b" 1_way door_end door_start spline="door_short1" level="DeathStarRescue_b" 1_way door_end door_start spline="door_short2" level="DeathStarRescue_b" 1_way door_end ///////////////////////////////moving doors///////////////////////// obstacle_start obj="door_2up" range=0.8 obstacle_end obstacle_start obj="door_3up" range=1.0 obstacle_end obstacle_start obj="door_3upR" range=1.0 obstacle_end obstacle_start obj="door_4up" range=2.2 obstacle_end obstacle_start obj="door_4upR" range=1.0 obstacle_end obstacle_start obj="door_5up" range=1.0 obstacle_end obstacle_start obj="door_5upR" range=1.0 obstacle_end obstacle_start obj="door_7up" range=.9 obstacle_end obstacle_start obj="door_10up" range=.9 obstacle_end door_start spline="door_lift_1" level="DeathStarRescue_d" 1_way door_end door_start spline="door_lift_2" level="DeathStarRescue_d" 1_way door_end //////////1 way door from obi wan root///////// blowup_start force_name="door_switch_exp1" obj="door_switch_exp_a" obj="door_switch_exp_a" obj="door_switch_exp_a" obj="door_switch_exp_b" obj="door_switch_exp_b" deb_name="cam_explo_3" gravity=-5.0 blowup_end obstacle_start obj="door_switch_exp1",trigger obj="door_6up" play_once obstacle_end obstacle_start obj="door_7up" range=1.1 obstacle_end /////////////////////////////////////////////////// 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_8upR" obj="door_8up" 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=8.0 y_turn_factor=8.0 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_y_rot=60 range_x_rot=80 follow_player turret_end ////turret_start // base="door_1_cam_1_a" // base which should rot Y // obj="door_1_cam_1_b" // gun which should rot X // name="door_1_cam" // 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=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 // rXange_x_rot=180 //// mXin_x_rot=0 //// mXax_x_rot=0 // range_y_rot=80 //// mXin_y_rot=-90 //// mXax_y_rot=270 // follow_player ////turret_end /////////////////////////////////////////////////////// obstacle_start obj="door_hide1" obj="door_hide2" range=0.75 obstacle_end obstacle_start obj="door_hide3" obj="door_hide4" range=1.1 obstacle_end obstacle_start obj="door_hide1" obj="door_hide2" range=0.75 obstacle_end obstacle_start obj="door_hide5" obj="door_hide6" range=1.1 obstacle_end /////////////////////////////////////helmet machines///////////////////////// obstacle_start name="helmet_1" 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 ////////////////////////////////////////////lifts/////lift1///////////////////////// obstacle_start name="lift_lights_1" obj="lift_1_light_1" obj="lift_1_light_2" obj="lift_1_light_3" obj="lift_1_light_4" obj="lift_1_light_5" obstacle_end turret_start base="lift_1_cam_1_a" // base which should rot Y obj="lift_1_cam_1_b" // gun which should rot X name="lift_1_cam" 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=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 rXange_x_rot=180 // mXin_x_rot=0 // mXax_x_rot=0 range_y_rot=160 // mXin_y_rot=-90 // mXax_y_rot=270 follow_player sfx_move="cameramotorlp" turret_end blowup_start force_name="lift_1_cam_1_a" obj="cam_bit_3" hit_points=5 obj="lift_1_cam_1_b",off deb_name="cam_explo_3" part_effect_name="cam_part_1" blowup_end ///////////////////////////////// obstacle_start name="lift_door_1" obj="lift_1_door_a" obj="lift_1_door_b" obj="lift_1_door_a_r" obj="lift_1_door_b_r" door_close_delay=5.0 range=1.2 obstacle_end obstacle_start obj="lift_1_cam_1_a",trigger obj="lift_1_dummy" obstacle_end obstacle_start chain=1,1 obj="lift_1_dummy" obstacle_end obstacle_start chain=1,2 obj="lift_1_r2_pic" obstacle_end /////////////////////////////// obstacle_start obj="lift_1_r2_static" obj="lift_1_r2_pic" range=0.8 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start lock_spline="lift_1_r2_lineup" astromech_droid locked chain_interface=1,2 obj="lift_1_R2_red_on",no_collision obj="lift_1_R2_green_on",no_collision obj="lift_1_up" sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" reset_anims obstacle_end ////////////////////////////////////////lifts/////lift2////////////////////////////////////////////////////////////////////////// obstacle_start name="lift_lights_2" obj="lift_2_light_1" obj="lift_2_light_2" obj="lift_2_light_3" obj="lift_2_light_4" obj="lift_2_light_5" obstacle_end turret_start base="lift_2_cam_1_a" // base which should rot Y obj="lift_2_cam_1_b" // gun which should rot X name="lift_2_cam" 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=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 rXange_x_rot=180 // mXin_x_rot=0 // mXax_x_rot=0 range_y_rot=160 // mXin_y_rot=-90 // mXax_y_rot=270 follow_player sfx_move="cameramotorlp" turret_end blowup_start force_name="lift_2_cam_1_a" obj="cam_bit_3" hit_points=5 obj="lift_2_cam_1_b",off deb_name="POP_EXPLO_2" part_effect_name="cam_part_1" blowup_end //////////////////////// obstacle_start name="lift_door_2" obj="lift_2_door_a" obj="lift_2_door_b" obj="lift_2_door_a_r" obj="lift_2_door_b_r" door_close_delay=5.0 range=1.2 obstacle_end //////////////////// obstacle_start obj="lift_2_cam_1_a",trigger obj="lift_2_dummy" obstacle_end obstacle_start chain=2,1 obj="lift_2_dummy" obstacle_end obstacle_start chain=2,2 obj="lift_2_r2_pic" obstacle_end ////////// obstacle_start obj="lift_2_r2_static" obj="lift_2_r2_pic" range=0.8 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start lock_spline="lift_2_r2_lineup" astromech_droid locked chain_interface=2,2 obj="lift_2_R2_red_on",no_collision obj="lift_2_R2_green_on",no_collision obj="lift_2_up" sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" reset_anims obstacle_end /////////////////////////////////////////blowups////////////////////////////// blowup_start force_name="barrier_1" // deb_name="EXPLO_02" // gravity=-5.0 // add_within_bounds=0.3 // obj="barrier_a" // obj="barrier_a" // obj="barrier_b" // obj="barrier_c" // obj="barrier_d" // obj="barrier_d" deb_name="POP_EXPLO_1" part_effect_name="pop_part_3" blowup_end blowup_start force_name="barrier_2" deb_name="POP_EXPLO_1" part_effect_name="pop_part_3" blowup_end blowup_start force_name="barrier_3" deb_name="POP_EXPLO_2" part_effect_name="pop_part_3" blowup_end blowup_start force_name="barrier_4" deb_name="POP_EXPLO_1" part_effect_name="pop_part_3" blowup_end blowup_start force_name="barrier_5" deb_name="POP_EXPLO_1" part_effect_name="pop_part_3" blowup_end blowup_start force_name="barrier_6" deb_name="POP_EXPLO_2" part_effect_name="pop_part_3" blowup_end blowup_start force_name="barrier_7" deb_name="POP_EXPLO_1" part_effect_name="pop_part_3" blowup_end blowup_start force_name="barrier_8" deb_name="POP_EXPLO_1" part_effect_name="pop_part_3" blowup_end blowup_start force_name="barrier_9" deb_name="POP_EXPLO_2" part_effect_name="pop_part_3" blowup_end blowup_start force_name="barrier_10" deb_name="POP_EXPLO_2" part_effect_name="pop_part_3" blowup_end ////////////////////// blowup_start force_name="wall_bit_1_1" deb_name="POP_EXPLO_2" part_effect_name="pop_part_1" blowup_end blowup_start force_name="wall_bit_1_2" deb_name="POP_EXPLO_1" part_effect_name="pop_part_1" blowup_end blowup_start force_name="wall_bit_1_3" deb_name="POP_EXPLO_2" part_effect_name="pop_part_1" blowup_end blowup_start force_name="wall_bit_1_4" deb_name="POP_EXPLO_1" part_effect_name="pop_part_1" blowup_end blowup_start force_name="wall_bit_2_1" deb_name="POP_EXPLO_2" part_effect_name="pop_part_2" blowup_end blowup_start force_name="wall_bit_2_2" deb_name="POP_EXPLO_1" part_effect_name="pop_part_2" blowup_end //////////////////////////// obstacle_start obj="switch1",trigger obj="test" obstacle_end //////pipes////// blowup_start force_name="pipe_pop_1" effect_on="PIPE_STEAM_1" deb_name="POP_EXPLO_2" part_effect_name="pop_part_pipe" obj="dummy_pipe_pop_1a",on blowup_end blowup_start force_name="dummy_pipe_pop_1a" deb_name="POP_EXPLO_2" part_effect_name="pop_part_pipe" blowup_end /////////////////// blowup_start force_name="pipe_pop_2" effect_on="PIPE_STEAM_1" deb_name="POP_EXPLO_2" part_effect_name="pop_part_pipe" obj="dummy_pipe_pop_2a",on blowup_end blowup_start force_name="dummy_pipe_pop_2a" deb_name="POP_EXPLO_2" part_effect_name="pop_part_pipe" blowup_end /////////////////// blowup_start force_name="pipe_pop_3" effect_on="PIPE_STEAM_1" deb_name="POP_EXPLO_2" part_effect_name="pop_part_pipe" obj="dummy_pipe_pop_3a",on blowup_end blowup_start force_name="dummy_pipe_pop_3a" deb_name="POP_EXPLO_2" part_effect_name="pop_part_pipe" blowup_end /////////////////// blowup_start force_name="pipe_pop_4" effect_on="PIPE_STEAM_1" deb_name="POP_EXPLO_2" part_effect_name="pop_part_pipe" obj="dummy_pipe_pop_4a",on blowup_end blowup_start force_name="dummy_pipe_pop_4a" deb_name="POP_EXPLO_2" part_effect_name="pop_part_pipe" blowup_end /////////////////// blowup_start force_name="pipe_pop_5" effect_on="PIPE_STEAM_1" deb_name="POP_EXPLO_2" part_effect_name="pop_part_pipe" obj="dummy_pipe_pop_5a",on blowup_end blowup_start force_name="dummy_pipe_pop_5a" deb_name="POP_EXPLO_2" part_effect_name="pop_part_pipe" blowup_end /////////////////// blowup_start force_name="pipe_pop_6" effect_on="PIPE_STEAM_1" deb_name="POP_EXPLO_2" part_effect_name="pop_part_pipe" obj="dummy_pipe_pop_6a",on blowup_end blowup_start force_name="dummy_pipe_pop_6a" deb_name="POP_EXPLO_2" part_effect_name="pop_part_pipe" blowup_end /////////////////// /////////////////// /////////////////// ///////barrels////////// blowup_start force_name="barrel_pop_1" deb_name="POP_EXPLO_3" part_effect_name="pop_part_2" blowup_end blowup_start force_name="barrel_pop_2" deb_name="POP_EXPLO_3" part_effect_name="pop_part_2" blowup_end blowup_start force_name="barrel_pop_3" deb_name="POP_EXPLO_3" part_effect_name="pop_part_2" blowup_end blowup_start force_name="barrel_pop_4" deb_name="POP_EXPLO_3" part_effect_name="pop_part_2" blowup_end blowup_start force_name="barrel_pop_5" deb_name="POP_EXPLO_3" part_effect_name="pop_part_2" blowup_end blowup_start force_name="barrel_pop_6" deb_name="POP_EXPLO_3" part_effect_name="pop_part_2" blowup_end blowup_start force_name="barrel_pop_7" deb_name="POP_EXPLO_3" part_effect_name="pop_part_2" blowup_end blowup_start force_name="barrel_pop_8" deb_name="POP_EXPLO_3" part_effect_name="pop_part_2" blowup_end blowup_start force_name="barrel_pop_9" deb_name="POP_EXPLO_3" part_effect_name="pop_part_2" blowup_end blowup_start force_name="barrel_pop_10" deb_name="POP_EXPLO_3" part_effect_name="pop_part_2" blowup_end blowup_start force_name="barrel_pop_11" deb_name="POP_EXPLO_3" part_effect_name="pop_part_2" blowup_end blowup_start force_name="barrel_pop_12" deb_name="POP_EXPLO_3" part_effect_name="pop_part_2" blowup_end blowup_start force_name="wall_pop_1" obj="wall_pop_blank_1",on deb_name="POP_EXPLO_2" part_effect_name="pop_part_2" blowup_end blowup_start force_name="wall_pop_2" obj="wall_pop_blank_2",on deb_name="POP_EXPLO_2" part_effect_name="pop_part_2" blowup_end blowup_start force_name="wall_pop_3" obj="wall_pop_blank_3",on deb_name="POP_EXPLO_2" part_effect_name="pop_part_2" blowup_end /////////////// zipup_start spline="zipup_1" zipup_end zipup_start spline="zipup_2" zipup_end zipup_start spline="zipup_4" zipup_end // zipup_start spline="resporn_zipup_1" no_draw no_swirl trigger_chain=5,1 zipup_end obstacle_start obj="zipup_hook_1" chain=5,1 obstacle_end obstacle_start chain=5,2 obstacle_end blowup_start force_name="zipup_hook_1" deb_name="POP_EXPLO_1" blowup_end // zipup_start spline="resporn_zipup_2" no_draw no_swirl trigger_chain=6,1 zipup_end obstacle_start obj="zipup_hook_2" chain=6,1 obstacle_end obstacle_start chain=6,2 obstacle_end blowup_start force_name="zipup_hook_2" deb_name="POP_EXPLO_1" blowup_end // zipup_start spline="resporn_zipup_3" no_draw no_swirl zipup_end ///////////////////// turret_start base="resporn_cam_1_a" // base which should rot Y obj="resporn_cam_1_b" // gun which should rot X name="resporn_1_cam" 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=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 rXange_x_rot=180 // mXin_x_rot=0 // mXax_x_rot=0 range_y_rot=160 // mXin_y_rot=-90 // mXax_y_rot=270 follow_player turret_end blowup_start force_name="resporn_cam_1_a" obj="cam_bit_3" hit_points=5 obj="resporn_cam_1_b",off deb_name="cam_explo_3" part_effect_name="cam_part_1" blowup_end //////////r2 door to zip////////////////// obstacle_start obj="door_r2_static" obj="door_r2_pic" range=0.8 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start lock_spline="door_r2_lineup" astromech_droid locked obj="door_R2_red_on",no_collision obj="door_R2_green_on",no_collision obj="r2_door_1" sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" 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 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 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 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 force_name="blowup_corridor_1_5" 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_5a",on obj="dummy_corridor_1_5b",on add_within_bounds=0.3 blowup_end blowup_start force_name="dummy_corridor_1_5a" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end blowup_start force_name="dummy_corridor_1_5b" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end /////////////////////////////////////// blowup_start force_name="blowup_corridor_1_6" 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_6a",on obj="dummy_corridor_1_6b",on add_within_bounds=0.3 blowup_end blowup_start force_name="dummy_corridor_1_6a" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end blowup_start force_name="dummy_corridor_1_6b" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end /////////////////////////////////////// blowup_start force_name="blowup_corridor_1_7" 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_7a",on obj="dummy_corridor_1_7b",on add_within_bounds=0.3 blowup_end blowup_start force_name="dummy_corridor_1_7a" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end blowup_start force_name="dummy_corridor_1_7b" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end /////////////////////////////////////// blowup_start force_name="blowup_corridor_1_8" 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_8a",on obj="dummy_corridor_1_8b",on add_within_bounds=0.3 blowup_end blowup_start force_name="dummy_corridor_1_8a" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end blowup_start force_name="dummy_corridor_1_8b" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end /////////////////////////////////////// blowup_start force_name="blowup_corridor_1_9" 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_9a",on obj="dummy_corridor_1_9b",on add_within_bounds=0.3 blowup_end blowup_start force_name="dummy_corridor_1_9a" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end blowup_start force_name="dummy_corridor_1_9b" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end /////////////////////////////////////// blowup_start force_name="blowup_corridor_2_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_2_1a",on obj="dummy_corridor_2_1b",on add_within_bounds=0.3 blowup_end blowup_start force_name="dummy_corridor_2_1a" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end blowup_start force_name="dummy_corridor_2_1b" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end /////////////////////////////////////// blowup_start force_name="blowup_corridor_2_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_2_2a",on obj="dummy_corridor_2_2b",on add_within_bounds=0.3 blowup_end blowup_start force_name="dummy_corridor_2_2a" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end blowup_start force_name="dummy_corridor_2_2b" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end /////////////////////////////////////// blowup_start force_name="blowup_corridor_2_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_2_3a",on obj="dummy_corridor_2_3b",on add_within_bounds=0.3 blowup_end blowup_start force_name="dummy_corridor_2_3a" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end blowup_start force_name="dummy_corridor_2_3b" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end /////////////reactor////////////// obstacle_start obj="bridge1_1" obj="bridge1_2" obj="bridge1_3" obj="bridge1_4" obj="bridge1_5" obj="bridge1_6" obj="bridge1_7" obj="bridge1_8" obj="bridge1_9" obj="bridge1_10" obj="bridge1_11" obj="bridge1_12" obj="bridge1_13" obj="bridge1_14" obj="bridge1_15" obj="bridge1_16" obj="bridge1_17" obj="bridge1_18" obj="bridge1_19" obj="bridge1_20" obj="bridge1_21" obj="bridge1_22" chain=3,1 obstacle_end obstacle_start obj="bridge1_1b" obj="bridge1_2b" obj="bridge1_3b" obj="bridge1_4b" obj="bridge1_5b" obj="bridge1_6b" obj="bridge1_7b" obj="bridge1_8b" obj="bridge1_9b" obj="bridge1_10b" obj="bridge1_11b" obj="bridge1_12b" obj="bridge1_13b" obj="bridge1_14b" obj="bridge1_15b" obj="bridge1_16b" obj="bridge1_17b" obj="bridge1_18b" obj="bridge1_19b" obj="bridge1_20b" obj="bridge1_21b" obj="bridge1_22b" auto_start chain=3,2 obstacle_end obstacle_start obj="bridge1_built" chain=3,3 obstacle_end obstacle_start name="reactor_lever1" pull_lever locked lock_spline="reactor_lineup1" obj="reactor_lever1" sfx_open="SwLever" chain_interface=3,3 obstacle_end obstacle_start name="reactor_lever2" pull_lever locked lock_spline="reactor_lineup2" obj="reactor_lever2" sfx_open="SwLever" chain_interface=3,3 obstacle_end obstacle_start name="reactor_lever3" pull_lever locked lock_spline="reactor_lineup3" obj="reactor_lever3" sfx_open="SwLever" chain_interface=3,3 obstacle_end obstacle_start obj="reactor_lever1",trigger obj="reactor_1" obj="reactor_2" obstacle_end obstacle_start obj="reactor_lever2",trigger obj="reactor_3" obj="reactor_4" obstacle_end obstacle_start obj="reactor_lever3",trigger obj="reactor_5" obj="reactor_6" obstacle_end obstacle_start obj="reactor_lever1",trigger obj="reactor_lever2",trigger obj="reactor_lever3",trigger obj="dummy_reactor1" obstacle_end obstacle_start obj="dummy_reactor1" chain=4,1 obstacle_end obstacle_start obj="dummy_reactor2" chain=4,2 obstacle_end zipup_start spline="zipup_3" trigger_chain=4,2 zipup_end ///////////////////////// blowup_start force_name="blowup_block_1" hit_points=3 deb_name="POP_EXPLO_2" part_effect_name="pop_part_block" obj="dummy_block_2",on obj="dummy_block_3",on obj="dummy_block_4",on obj="dummy_block_5",on obj="dummy_block_6",on obj="debris_block_a" obj="debris_block_a" blowup_end blowup_start force_name="dummy_block_2" // hit_points=2 deb_name="POP_EXPLO_2" part_effect_name="pop_part_block" obj="blowup_block_2",off blowup_end blowup_start force_name="dummy_block_3" // hit_points=2 deb_name="POP_EXPLO_2" part_effect_name="pop_part_block" obj="blowup_block_3",off blowup_end blowup_start force_name="dummy_block_4" // hit_points=2 deb_name="POP_EXPLO_2" part_effect_name="pop_part_block" obj="blowup_block_4",off blowup_end blowup_start force_name="dummy_block_5" // hit_points=2 deb_name="POP_EXPLO_2" part_effect_name="pop_part_block" obj="blowup_block_5",off blowup_end blowup_start force_name="dummy_block_6" // hit_points=2 deb_name="POP_EXPLO_2" part_effect_name="pop_part_block" obj="blowup_block_6",off blowup_end ////////////////////////////////////////////////// teleport_start spline="teleport_01" duration=5.0 range=1.0 flap1="flap_02" flap2="flap_01" // flip_flap teleport_end