cutscenes_start cutscene="episodeiv\deathstarrescue_outro" cutscenes_end settings_start=1 farclip=218 nearclip=0.14 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="ripple2" effect_type="FORCEFIELD" start_colour_r=0 start_colour_g=80 start_colour_b=188 start_colour_a=255 end_colour_r=20 end_colour_g=20 end_colour_b=30 end_colour_a=0 life=0.2 start_radius=0.0 end_radius=0.2 rippleeffects_end //////////////////call centre//////////////////////////// sock_start=03 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.65 ignore_socks=2,6 cam_1player_zoom=1.025 sock_end sock_start=01 campos_seek=5 cam_blend_time=0.5 cam_look_ratio_y=.65 ignore_socks=2,6 sock_end sock_start=05 campos_seek=5 cam_blend_time=0.5 cam_look_ratio_y=.65 ignore_socks=2,6 sock_end ///////////////zip room///////////////// sock_start=02 cam_dist_ratio=0.27 campos_seek=5 cam_look_ratio_y=1.0 cam_blend_time=0.5 cam_y_offset=2 ignore_socks=1 offset_blend_y_ratio=.70 cam_pullback_ratio=0.34 sock_end sock_start=06 cam_dist_ratio=0.26 campos_seek=5 cam_look_ratio_y=1.0 cam_blend_time=0.5 cam_y_offset=3.8 ignore_socks=1,3 offset_blend_y_ratio=.70 sock_end ////////////control room//////////////// sock_start=05 campos_seek=5 cam_blend_time=0.5 sock_end sock_start=06 campos_seek=5 cam_blend_time=0.5 sock_end sock_start=07 campos_seek=5 ignore_socks=8,9,18 cam_blend_time=0.5 cam_1player_zoom=1.06 sock_end //////////prison room////// sock_start=08 campos_seek=5 cam_blend_time=0.5 cam_lateral_ratio=0.2 sock_end sock_start=20 campos_seek=5 ignore_socks=4 cam_blend_time=0.5 cam_lateral_ratio=-0.5 sock_end sock_start=21 campos_seek=5 ignore_socks=4 cam_blend_time=0.5 cam_lateral_ratio=-0.5 sock_end //////////////cell corridor///////////////////// sock_start=09 campos_seek=5 ignore_socks=4,7 cam_blend_time=0.5 cam_lateral_ratio=-0.03 cam_look_ratio_y=.85 sock_end /////////new bonus room////////// sock_start=22 campos_seek=5 cam_blend_time=0.5 cam_lateral_ratio=-0.07 // cam_look_ratio_y=.7 // cam_1player_zoom=1.01 sock_end sock_start=10 campos_seek=5 cam_blend_time=0.5 sock_end sock_start=11 campos_seek=5 cam_blend_time=0.5 sock_end sock_start=12 campos_seek=5 cam_blend_time=0.5 sock_end sock_start=13 campos_seek=5 cam_blend_time=0.5 sock_end sock_start=14 campos_seek=5 cam_blend_time=0.5 sock_end sock_start=15 campos_seek=5 cam_blend_time=0.5 sock_end sock_start=16 campos_seek=5 cam_blend_time=0.5 sock_end sock_start=17 campos_seek=5 cam_blend_time=0.5 sock_end sock_start=18 campos_seek=5 cam_blend_time=0.5 ignore_socks=4 sock_end ///////////////////////// door_start spline="door_corridor" level="DeathStarRescue_b" door_end door_start spline="door_balcony1" level="DeathStarRescue_c" 1_way door_end door_start spline="door_balcony2" level="DeathStarRescue_c" 1_way door_end door_start spline="door_lift_1" level="DeathStarRescue_c" 1_way door_end door_start spline="door_lift_2" level="DeathStarRescue_c" 1_way door_end door_start spline="door_lift_3" level="DeathStarRescue_c" 1_way door_end door_start spline="door_lift_4" level="DeathStarRescue_e" 1_way door_end door_start spline="door_lift_5" level="DeathStarRescue_e" 1_way door_end door_start spline="door_lift_6" level="DeathStarRescue_e" 1_way door_end door_start spline="door_lift_7" level="DeathStarRescue_c" 1_way door_end door_start spline="door_obi1" level="DeathStarRescue_c" 1_way door_end door_start spline="door_obi2" level="DeathStarRescue_c" 1_way door_end door_start spline="door_waste" level="DeathStarRescue_outro" 1_way door_end door_start spline="door_poop_1a" level="DeathStarRescue_c" 1_way door_end door_start spline="door_poop_1b" level="DeathStarRescue_c" 1_way door_end ///////////////doors////////// obstacle_start name="door_2_up" obj="door_2_up" range=1.35 obstacle_end /////////////////storm door call centre////////////////////////////// buildit_start name="fixit_6" pair="fix_it6_1_1","fix_it6_1_2" pair="fix_it6_2_1","fix_it6_2_2" pair="fix_it6_3_1","fix_it6_3_2" pair="fix_it6_4_1","fix_it6_4_2" pair="fix_it6_5_1","fix_it6_5_2" pair="fix_it6_6_1","fix_it6_6_2" pair="fix_it6_7_1","fix_it6_7_2" pair="fix_it6_8_1","fix_it6_8_2" buildit_end obstacle_start name="storm_panel" chain=7,1 obj="fix_it6_1_1" obj="fix_it6_2_1" obj="fix_it6_3_1" obj="fix_it6_4_1" obj="fix_it6_5_1" obj="fix_it6_6_1" obj="fix_it6_7_1" obj="fix_it6_8_1" buildit="fixit_6" obstacle_end obstacle_start chain=7,2 obj="fix_it6_1_2" obj="fix_it6_2_2" obj="fix_it6_3_2" obj="fix_it6_4_2" obj="fix_it6_5_2" // obj="fix_it6_6_2" // obj="fix_it6_7_2" obj="fix_it6_8_2" obj="storm_pic2" obj="storm_static2" obj="red_light_on3" obj="green_light_on3" obstacle_end obstacle_start name="storm_pan2" obj="storm_static2" obj="storm_pic2" range=0.8 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="storm_door2" chain_interface=7,2 lock_spline="storm_door_lineup2" stormtrooper locked obj="door_3_up" obj="door_3_r" obj="green_light_on3",no_collision obj="red_light_on3",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end turret_start obj="lift_3_cam_2" name="lift_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=800 range_y_rot=120 follow_player turret_end /////////////////////////////////////////////////// obstacle_start obj="changing_door1" range=.9 obstacle_end obstacle_start obj="changing_door2" range=.9 obstacle_end obstacle_start obj="changing_door3" range=.9 obstacle_end obstacle_start obj="changing_door4" range=.9 obstacle_end obstacle_start obj="changing_door5" range=.9 obstacle_end ///////////////////helmet_machine///////////////////// obstacle_start helmet_machine locked lock_spline="helmet_machine_lineup1" obj="helmet_machine_out1",no_collision obj="helmet_machine_lever1",no_collision,lever 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 ////////////////////lifts///////////////////////////////// obstacle_start obj="lift_1_door_a" obj="lift_1_door_b" obj="lift_1_door_a_r" obj="lift_1_door_b_r" range=1.2 obstacle_end obstacle_start obj="lift_1" active_players_only check_ground range=0.3 obstacle_end obstacle_start obj="lift_7_door_a" obj="lift_7_door_b" range=1.2 obstacle_end obstacle_start obj="lift_7" active_players_only check_ground range=0.3 obstacle_end ////////////////////////////////////////////// obstacle_start name="storm_pan1" obj="storm_static1" obj="storm_pic1" range=0.8 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="storm_door1" lock_spline="storm_door_lineup1" stormtrooper locked obj="lift_3_door_a" obj="lift_3_door_b" obj="lift_3_door_a_r" obj="lift_3_door_b_r" 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="lift_3_cam_1" name="lift_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=800 range_y_rot=120 follow_player turret_end obstacle_start obj="lift_3" active_players_only check_ground range=0.3 obstacle_end ///////////////////// obstacle_start name="lift_4" obj="lift_4" active_players_only check_ground range=0.3 obstacle_end obstacle_start name="lift_5" obj="lift_5" active_players_only check_ground range=0.3 obstacle_end obstacle_start name="lift_6" obj="lift_6" active_players_only check_ground range=0.3 obstacle_end //////////////////spinny thing/////////////// 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" coin_y_offset=0.1 hop_mul=0.6 buildit_end obstacle_start chain=4,1 obj="spin_broken" buildit="fixit_1" obstacle_end obstacle_start chain=4,2 obj="spin_bridge" obstacle_end spinner_start target_yoffset=0.2 spin_obj="spin_bridge" move_obj="FixIt_bridge_spin" // anim_speed=4.25 anim_speed=2.0 reverse_anim_direction push_only paddle_count=2 spinner_end //////////////////////////////// //spinner_start // target_yoffset=0.2 // spin_obj="spin_bridge2" // move_obj="FixIt_bridge_spin2" // anim_speed=4.25 // reverse_anim_direction // push_only //spinner_end /////////////////// door/////////////// obstacle_start obj="door_1_up" sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" range=1.1 obstacle_end ////////////////call centre blow ups and plasma///////////////////// obstacle_start name="plasma" obj="panel_1",trigger obj="panel_2",trigger obj="panel_3",trigger obj="panel_4",trigger obj="panel_5",trigger obj="panel_6",trigger obj="panel_7",trigger obj="panel_8",trigger obj="plasma_cover1" obj="plasma_cover2" obj="plasma_cover3" obj="plasma_cover4" obj="plasma_static" camera_spline="cut_plasma" cam_start_time=0 cam_end_time=4.8 cam_blend_in_time=.8 cam_blend_out_time=.8 play_once obstacle_end blowup_start force_name="panel_1" part_effect_name="part_pop_4" deb_name="pop_explo_3" obj="plasma_light_off1",off obj="plasma_light_on1",on blowup_end blowup_start force_name="panel_2" part_effect_name="part_pop_4" deb_name="pop_explo_4" obj="plasma_light_off2",off obj="plasma_light_on2",on blowup_end blowup_start force_name="panel_3" part_effect_name="part_pop_4" deb_name="pop_explo_4" obj="plasma_light_off3",off obj="plasma_light_on3",on blowup_end blowup_start force_name="panel_4" part_effect_name="part_pop_4" deb_name="pop_explo_3" obj="plasma_light_off4",off obj="plasma_light_on4",on blowup_end blowup_start force_name="panel_5" part_effect_name="part_pop_4" deb_name="pop_explo_4" obj="plasma_light_off5",off obj="plasma_light_on5",on blowup_end blowup_start force_name="panel_6" part_effect_name="part_pop_4" deb_name="pop_explo_3" obj="plasma_light_off6",off obj="plasma_light_on6",on blowup_end blowup_start force_name="panel_7" part_effect_name="part_pop_4" deb_name="pop_explo_3" obj="plasma_light_off7",off obj="plasma_light_on7",on blowup_end blowup_start force_name="panel_8" part_effect_name="part_pop_4" deb_name="pop_explo_4" obj="plasma_light_off8",off obj="plasma_light_on8",on blowup_end ////////////////////trooper lifts/////////// obstacle_start name="lift_lights_4" obj="lift_4_light_1" obj="lift_4_light_2" obj="lift_4_light_3" obj="lift_4_light_4" obj="lift_4_light_5" obstacle_end turret_start base="lift_4_cam_1_a" obj="lift_4_cam_1_b" name="lift_4_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 range_x_rot=80 range_y_rot=120 follow_player turret_end blowup_start force_name="lift_4_cam_1_a" obj="cam_bit_3" obj="lift_4_cam_1_b",off deb_name="cam_explo_3" part_effect_name="cam_part_1" blowup_end obstacle_start name="lift_door_4" obj="lift_4_door_a" obj="lift_4_door_b" door_close_delay=5.0 range=1.2 obstacle_end ////////////////////////////////////////////// obstacle_start name="lift_lights_5" obj="lift_5_light_1" obj="lift_5_light_2" obj="lift_5_light_3" obj="lift_5_light_4" obj="lift_5_light_5" obstacle_end turret_start base="lift_5_cam_1_a" // base which should rot Y obj="lift_5_cam_1_b" // gun which should rot X name="lift_5_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 range_x_rot=80 range_y_rot=120 follow_player turret_end blowup_start force_name="lift_5_cam_1_a" obj="cam_bit_3" obj="lift_5_cam_1_b",off deb_name="cam_explo_3" part_effect_name="cam_part_1" blowup_end ////////////////////// obstacle_start name="lift_door_5" obj="lift_5_door_a" obj="lift_5_door_b" door_close_delay=5.0 range=1.2 obstacle_end obstacle_start name="lift_door_6" obj="lift_6_door_a" obj="lift_6_door_b" door_close_delay=5.0 range=1.2 obstacle_end ///////////////////////////////////// obstacle_start name="lift_lights_6" obj="lift_6_light_1" obj="lift_6_light_2" obj="lift_6_light_3" obj="lift_6_light_4" obj="lift_6_light_5" obstacle_end ////////////////////////////////////////cell main door/////////////////// obstacle_start name="lever1_a" lock_spline="cell_main_1_door_lineup" locked pull_lever obj="cell_main_1_door_handle",lever obj="cell_main_1_door_light_on",no_collision obj="cell_main_1_door_light_off",no_collision obj="cell_main_1_door_light_on1",no_collision obj="cell_main_1_door_light_off1",no_collision chain_interface=2,2 door_close_delay=3.0 reset_anims obstacle_end ///////////// buildit_start name="leftpanel" pair="fix_it2_1_1","fix_it2_1_2" pair="fix_it2_2_1","fix_it2_2_2" pair="fix_it2_3_1","fix_it2_3_2" pair="fix_it2_4_1","fix_it2_4_2" pair="fix_it2_5_1","fix_it2_5_2" pair="fix_it2_6_1","fix_it2_6_2" pair="fix_it2_7_1","fix_it2_7_2" pair="fix_it2_8_1","fix_it2_8_2" pair="fix_it2_9_1","fix_it2_9_2" pair="fix_it2_10_1","fix_it2_10_2" pair="fix_it2_11_1","fix_it2_11_2" buildit_end obstacle_start obj="fix_it2_11_2",trigger obj="FixIt_main_1_target" obstacle_end obstacle_start chain=2,1 obj="FixIt_main_1_target" obstacle_end obstacle_start obj="lever_1_dummy" obj="dummy_console_1" chain=2,2 obstacle_end /////////////4//// obstacle_start name="lever2_a" lock_spline="cell_main_2_door_lineup" locked pull_lever obj="cell_main_2_door_handle",lever obj="cell_main_2_door_light_on",no_collision obj="cell_main_2_door_light_off",no_collision obj="cell_main_2_door_light_on1",no_collision obj="cell_main_2_door_light_off1",no_collision chain_interface=3,2 door_close_delay=3.0 reset_anims obstacle_end ///////////// buildit_start name="rightpanel" pair="fix_it3_1_1","fix_it3_1_2" pair="fix_it3_2_1","fix_it3_2_2" pair="fix_it3_3_1","fix_it3_3_2" pair="fix_it3_4_1","fix_it3_4_2" pair="fix_it3_5_1","fix_it3_5_2" pair="fix_it3_6_1","fix_it3_6_2" pair="fix_it3_7_1","fix_it3_7_2" pair="fix_it3_8_1","fix_it3_8_2" pair="fix_it3_9_1","fix_it3_9_2" pair="fix_it3_10_1","fix_it3_10_2" pair="fix_it3_11_1","fix_it3_11_2" buildit_end obstacle_start obj="fix_it3_11_2",trigger obj="FixIt_main_2_target" obstacle_end obstacle_start chain=3,1 obj="FixIt_main_2_target" obstacle_end obstacle_start obj="lever_2_dummy" obj="dummy_console_2" chain=3,2 obstacle_end obstacle_start name="cell_main_door" obj="cell_main_1_door_light_on1",trigger obj="cell_main_2_door_light_on1",trigger obj="cell_main_door" obstacle_end ////////////////////////////////////////cell doors/////////////////// obstacle_start lock_spline="cell_1_door_lineup_a" locked pull_lever obj="cell_1_door_handle_a",lever obj="cell_1_door_light_green_a",no_collision obj="cell_1_door_light_red_a",no_collision door_close_delay=2.0 reset_anims obstacle_end obstacle_start lock_spline="cell_1_door_lineup_b" locked pull_lever obj="cell_1_door_handle_b",lever obj="cell_1_door_light_green_b",no_collision obj="cell_1_door_light_red_b",no_collision door_close_delay=2.0 reset_anims obstacle_end obstacle_start obj="cell_1_door_light_green_a",trigger obj="cell_1_door_light_green_b",trigger obj="cell_1_door" obstacle_end ////////// obstacle_start lock_spline="cell_2_door_lineup_a" locked pull_lever obj="cell_2_door_handle_a",lever obj="cell_2_door_light_green_a",no_collision obj="cell_2_door_light_red_a",no_collision door_close_delay=2.0 reset_anims obstacle_end obstacle_start lock_spline="cell_2_door_lineup_b" locked pull_lever obj="cell_2_door_handle_b",lever obj="cell_2_door_light_green_b",no_collision obj="cell_2_door_light_red_b",no_collision door_close_delay=2.0 reset_anims obstacle_end obstacle_start obj="cell_2_door_light_green_a",trigger obj="cell_2_door_light_green_b",trigger obj="cell_2_door" obstacle_end //////// obstacle_start lock_spline="cell_3_door_lineup_a" locked pull_lever obj="cell_3_door_handle_a",lever obj="cell_3_door_light_green_a",no_collision obj="cell_3_door_light_red_a",no_collision door_close_delay=2.0 reset_anims obstacle_end obstacle_start lock_spline="cell_3_door_lineup_b" locked pull_lever obj="cell_3_door_handle_b",lever obj="cell_3_door_light_green_b",no_collision obj="cell_3_door_light_red_b",no_collision door_close_delay=2.0 reset_anims obstacle_end obstacle_start obj="cell_3_door_light_green_a",trigger obj="cell_3_door_light_green_b",trigger obj="cell_3_door" obstacle_end //////// obstacle_start lock_spline="cell_4_door_lineup_a" locked pull_lever obj="cell_4_door_handle_a",lever obj="cell_4_door_light_green_a",no_collision obj="cell_4_door_light_red_a",no_collision door_close_delay=2.0 reset_anims obstacle_end obstacle_start lock_spline="cell_4_door_lineup_b" locked pull_lever obj="cell_4_door_handle_b",lever obj="cell_4_door_light_green_b",no_collision obj="cell_4_door_light_red_b",no_collision door_close_delay=2.0 reset_anims obstacle_end obstacle_start obj="cell_4_door_light_green_a",trigger obj="cell_4_door_light_green_b",trigger obj="cell_4_door" obstacle_end ///////// obstacle_start lock_spline="cell_5_door_lineup_a" locked pull_lever obj="cell_5_door_handle_a",lever obj="cell_5_door_light_green_a",no_collision obj="cell_5_door_light_red_a",no_collision door_close_delay=2.0 reset_anims obstacle_end obstacle_start lock_spline="cell_5_door_lineup_b" locked pull_lever obj="cell_5_door_handle_b",lever obj="cell_5_door_light_green_b",no_collision obj="cell_5_door_light_red_b",no_collision door_close_delay=2.0 reset_anims obstacle_end obstacle_start obj="cell_5_door_light_green_a",trigger obj="cell_5_door_light_green_b",trigger obj="cell_5_door" obstacle_end /////// obstacle_start lock_spline="cell_6_door_lineup_a" locked pull_lever obj="cell_6_door_handle_a",lever obj="cell_6_door_light_green_a",no_collision obj="cell_6_door_light_red_a",no_collision door_close_delay=2.0 reset_anims obstacle_end obstacle_start lock_spline="cell_6_door_lineup_b" locked pull_lever obj="cell_6_door_handle_b",lever obj="cell_6_door_light_green_b",no_collision obj="cell_6_door_light_red_b",no_collision door_close_delay=2.0 reset_anims obstacle_end obstacle_start obj="cell_6_door_light_green_a",trigger obj="cell_6_door_light_green_b",trigger obj="cell_6_door" obstacle_end ///////////////////////////////////////R2 doors//////////////////////////// obstacle_start obj="cell_7_door_r2_static" obj="cell_7_door_r2_pic" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start lock_spline="cell_7_door_r2_lineup" astromech_droid locked obj="cell_7_door" obj="cell_7_door_red_on_a",no_collision obj="cell_7_door_green_on_a",no_collision obj="cell_7_door_red_on_b",no_collision obj="cell_7_door_green_on_b",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end ///////// obstacle_start obj="cell_8_door_r2_static" obj="cell_8_door_r2_pic" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start lock_spline="cell_8_door_r2_lineup" astromech_droid locked obj="cell_8_door" obj="cell_8_door_red_on_a",no_collision obj="cell_8_door_green_on_a",no_collision obj="cell_8_door_red_on_b",no_collision obj="cell_8_door_green_on_b",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end ///////////////shower and sauna////////////// obstacle_start name="shower_1" obj="shower_lever1",lever // reset_anims sfx_open="SwLever" lock_spline="shower_1_lineup" locked pull_lever obstacle_end obstacle_start obj="shower_lever1",trigger obj="shower_dummy1" obstacle_end obstacle_start obj="shower_dummy1" chain=1,1 obstacle_end obstacle_start obj="shower_explode" chain=1,2 obstacle_end blowup_start force_name="shower_explode" blowup_end obstacle_start name="shower_2" obj="shower_lever2",lever obj="shower_dummy2" reset_anims sfx_open="SwLever" lock_spline="shower_2_lineup" locked pull_lever obstacle_end obstacle_start name="shower_3" obj="shower_lever3",lever obj="shower_dummy3" reset_anims sfx_open="SwLever" lock_spline="shower_3_lineup" locked pull_lever obstacle_end blowup_start force_name="extractor_1" obj="fan_1_1",off obj="fan_1_2",off deb_name="pop_explo_4" part_effect_name="pop_part_1" effect_on="STEAM2" obj="fan_a" obj="fan_a" blowup_end blowup_start force_name="extractor_2" obj="fan_2_1",off obj="fan_2_2",off deb_name="pop_explo_4" part_effect_name="pop_part_1" effect_on="STEAM3" obj="fan_a" obj="fan_a" blowup_end ////////////////zipups///////////////// zipup_start spline="zipup_1" zipup_end zipup_start spline="zipup_2" zipup_end zipup_start spline="zipup_3" zipup_end zipup_start spline="zipup_4" zipup_end /////////////////////////////////////////////// ///////////dark_spin//////////// obstacle_start obj="spin_1",no_collision obj="spin_2",no_collision obj="spin_3",no_collision obj="spin_4",no_collision obj="spin_5",no_collision obj="spin_6",no_collision obj="spin_shadow",no_collision chain=5,1 obstacle_end obstacle_start obj="spin_explo_1" obj="spin_explo_2" obj="spin_explo_3" obj="spin_explo_4" obj="spin_explo_5" obj="spin_explo_6" chain=5,2 obstacle_end blowup_start force_name="spin_explo_1" deb_name="pop_explo_4" part_effect_name="spin_11" blowup_end blowup_start force_name="spin_explo_2" deb_name="pop_explo_4" part_effect_name="spin_11" blowup_end blowup_start force_name="spin_explo_3" deb_name="pop_explo_4" part_effect_name="spin_11" blowup_end blowup_start force_name="spin_explo_5" deb_name="pop_explo_4" part_effect_name="spin_11" blowup_end blowup_start force_name="spin_explo_5" deb_name="pop_explo_4" part_effect_name="spin_11" blowup_end blowup_start force_name="spin_explo_6" deb_name="pop_explo_4" part_effect_name="spin_11" blowup_end /////////corridor build it////////// buildit_start pair="fix_it5_1_1","fix_it5_1_2" pair="fix_it5_3_1","fix_it5_3_2" pair="fix_it5_4_1","fix_it5_4_2" pair="fix_it5_11_1","fix_it5_11_2" pair="fix_it5_12_1","fix_it5_12_2" clunk_angle=207 buildit_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_endblowup_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 ///////////////////// buildit_start 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" pair="fix_it4_5_1","fix_it4_5_2" pair="fix_it4_6_1","fix_it4_6_2" character="skeleton_1" buildit_end ////////////force field/////// obstacle_start name="pad_1" obj="pad_1" range=.1 obstacle_end obstacle_start name="pad_2" obj="pad_2" range=.1 obstacle_end obstacle_start name="forcefield" obj="pad_1",trigger obj="pad_2",trigger obj="force_dummy" obstacle_end //////////////////// obstacle_start name="push_drop" obj="flap_3" obj="flap_4" push="push_1",1 chain=8,1 obstacle_end obstacle_start obj="push_2" obj="jaw_1" obj="jaw_2" obj="flap_1" obj="flap_2" auto_start chain=8,2 obstacle_end obstacle_start obj="dummy_cage" obj="jaw_3" obj="jaw_4" obj="flap_3" obj="flap_4" chain=8,3 obstacle_end blowup_start force_name="dummy_cage" obj="dummy_cage_terrain",off obj="cage",off deb_name="POP_EXPLO_3" part_effect_name="pop_part_1" blowup_end /////////corridor big blowups/////// blowup_start force_name="blowup_corridor_3_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_3_1a",on obj="dummy_corridor_3_1b",on add_within_bounds=0.3 blowup_end blowup_start force_name="dummy_corridor_3_1a" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end blowup_start force_name="dummy_corridor_3_1b" deb_name="POP_EXPLO_3" part_effect_name="pop_part_cyl" blowup_end /////////////////////////////////////// fader_start obj="wall_fade_1" fader_end ///////////////////////////// portaldoor_start obj="door_1_up" p_id=1 portaldoor_end portaldoor_start obj="door_3_up" p_id=2 portaldoor_end