music="Qui_DS_Rescue" settings_start=1 farclip=350 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 ////////////////////////////////////////////// sock_start=00 campos_seek=5 cam_blend_time=1.0 cam_lateral_ratio=0.4 cam_look_ratio_y=.15 cam_pullback_ratio=.22 cam_shake=0.333 sock_end ///////////////////////// door_start spline="door_lift_4" level="DeathStarRescue_c" 1_way door_end door_start spline="door_lift_5" level="DeathStarRescue_c" 1_way door_end door_start spline="door_lift_6" level="DeathStarRescue_c" 1_way door_end ///////////////doors////////// obstacle_start obj="lift_6_door_a",no_collision obj="lift_6_door_b",no_collision range=0.8 obstacle_end ////////////////////lifts///////////////////////////////// obstacle_start obj="lift_6_down" active_players_only check_ground range=0.4 obstacle_end //bolttype_start // name="Turbo_laser" // scene=things // obj="Laser_Green" // glow_obj="LaserGlow_Green" // speed=50.0 // duration=1.5 // radius=0.125 // scale=2.0 // debris="Laser_Green_Hit"//This debris effect must be one that the programmers have registered in the code. // sfx="Blaster" // damage=1 // NODEFLECT // CONVERGE // rand_angle=5 //bolttype_end bolttype_start name="Turbo_laser" scene=things obj="blasterbolt_green" glow_obj="blasterboltglow_green" speed=15.0 duration=1.5 radius=0.125 scale=2.5 debris="green"//This debris effect must be one that the programmers have registered in the code. //sfx="Blaster" sfx="Turbo_Fire" damage=4 NODEFLECT CONVERGE rand_angle=5 no_terrain bolttype_end ///////////////turret//////////////////////// turret_start base="gun_01_a" // base which should rot Y obj="gun_01_b" // gun which should rot X name="turret_right" x_turn_factor=2.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=2.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=80 fire_interval=1.0 hitpoints=5 fire_offset_x=-0.08 fire_offset_y=0 fire_offset_z=.3 fire_offset2_x=0.08 fire_offset2_y=0 fire_offset2_z=.3 rXange_x_rot=180 min_x_rot=10 max_x_rot=60 range_y_rot=180 // min_y_rot=90 // max_y_rot=-90 bolttype="Turbo_laser" on_screen_check turret_end turret_start base="gun_02_a" // base which should rot Y obj="gun_02_b" // gun which should rot X name="turret_left" x_turn_factor=2.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=2.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=80 fire_interval=1.0 hitpoints=5 fire_offset_x=-0.08 fire_offset_y=0 fire_offset_z=.3 fire_offset2_x=0.08 fire_offset2_y=0 fire_offset2_z=.3 rXange_x_rot=180 min_x_rot=10 max_x_rot=60 range_y_rot=180 // min_y_rot=90 // max_y_rot=-90 bolttype="Turbo_laser" on_screen_check turret_end //////////////////////////////////////// blowup_start force_name="tie_coins" vehicle_only blowup_end