height=0.0 use_fog cam_tilt=0.333 //cam_pullback_dist=10 //cam_lateral_dist=5 mipmapmode=3 plat_scan_dist=100 music="Act_DSB_Appr" burnout_threshold=0.0 burnout_intensity=0.0 burnout_flare=0.0 blobshadow_alpha=80 blobshadow_fadenear=60 blobshadow_fadefar=100 raycaststep=0.0 settings_start=1 farclip=800 nearclip=0.9 // fognear=0.05 // fogfar=150 // fogr=0 /// fogg=0 // fogb=0 // foga=0 backr_top=128 backg_top=0 backb_top=0 backr_bottom=128 backg_bottom=0 backb_bottom=0 // fogr_x=49 // fogg_x=63 // fogb_x=81 // foga_x=63 backr_x=0 backg_x=99 backb_x=150 // fogdensity=0.110 settings_end bolttype_start name="Turbo_laser" scene=vehicle obj="Laser_Green" glow_obj="LaserGlow_Green" speed=50.0 duration=1.5 radius=0.125 scale=8.0 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="Scene_laser_g" scene=vehicle obj="Laser_Green1" glow_obj="LaserGlow_Green1" speed=200 duration=15 radius=0.125 scale=16 debris="Laser_Green_Hit" //This debris effect must be one that the programmers have registered in the code. sfx="Blaster" damage=0 NODEFLECT // FREE CONVERGE rand_angle=5 no_terrain no_collide bolttype_end bolttype_start name="Scene_laser_r" scene=vehicle obj="Laser_Red1" glow_obj="LaserGlow_Red1" speed=200 duration=15 radius=0.125 scale=16 debris="Laser_Green_Hit" //This debris effect must be one that the programmers have registered in the code. sfx="Blaster" damage=0 NODEFLECT // FREE CONVERGE rand_angle=5 no_terrain no_collide bolttype_end ///////////////scene_lasers////////// turret_start obj="laser1" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser2" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser3" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser4" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser5" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser6" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser7" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end turret_start obj="laser8" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end turret_start obj="laser9" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end turret_start obj="laser10" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end turret_start obj="laser11" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser12" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser13" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser14" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser15" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser16" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser17" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser18" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser19" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser20" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser21" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser22" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser23" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser24" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser25" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser26" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_g" turret_end turret_start obj="laser27" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end turret_start obj="laser28" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end turret_start obj="laser29" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end turret_start obj="laser30" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end turret_start obj="laser31" view_range=2000 fire_range=5000 fire_interval=1.0 hitpoints=0 no_x_rot no_y_rot bolttype="Scene_laser_r" turret_end ///////////////doors//////////////////////////////// door_start spline="door_AtoB" level="deathstarbattle_b" 1_way door_end door_start spline="door_BtoA" level="deathstarbattle_a" 1_way door_end ///////////////////////camera/////////////////////// ///////////////doors//////////////////////////////// door_start spline="door_1a" level="E4VehicleBonus_A" 1_way door_end ///////////////////////camera/////////////////////// sock_start=01 cam_blend_time=2.0 //cam_look_ratio_y=0.3 campos_seek=20.0 camang_seek=20.0 //cam_lateral_ratio=0.4 cam_x_offset=-60 offset_blend_x_ratio=1.0 cam_y_offset=80 offset_blend_y_ratio=1.0 cam_z_offset=-60 offset_blend_z_ratio=1.0 cam_pullback_ratio=0.2 //cam_dist_to_target=2.0 cam_dist_ratio=0.9 //circuit sock_end //////////////////power towers///////////////////////////////////////// obstacle_start obj="gen_bit_on" torpedo_machine obstacle_end ////////////power1///////////////// obstacle_start obj="power_1_1_up" obj="power_1_1_door_a" obj="power_1_1_door_b" obj="power_1_2_up" obj="power_1_2_door_a" obj="power_1_2_door_b" obj="power_1_3_up" obj="power_1_3_door_a" obj="power_1_3_door_b" obj="power_1_4_up" obj="power_1_4_door_a" obj="power_1_4_door_b" players_1_and_2_only play_once range=20.0 obstacle_end obstacle_start chain=1,1 obj="power_1_1_up" obj="power_1_1_door_a" obj="power_1_1_door_b" obstacle_end obstacle_start chain=1,2 obj="power_1_1_pop" obj="dum_target_1_1" obstacle_end /////////////////////////////////////////////////// blowup_start force_name="dum_target_1_1" obj="power_1_1_door_c",off obj="power_1_1_door_d",off obj="target_1_1",off obj="target_1_1a",off obj="power_1_1_pop",off effect_on="POWER_SMOKE_1_1" deb_name="power_explo_1" // part_effect_name="power_part_1" blowup_end ///////////////////////////////////power2/////////////////////////////////////// obstacle_start chain=3,1 obj="power_1_2_up" obj="power_1_2_door_a" obj="power_1_2_door_b" obstacle_end obstacle_start chain=3,2 obj="power_1_2_pop" obj="power_1_2_door_c" obj="power_1_2_door_d" obj="dum_target_1_2" obstacle_end /////////////////////////////////////////////////// blowup_start force_name="dum_target_1_2" obj="power_1_2_door_c",off obj="power_1_2_door_d",off obj="target_1_2",off obj="target_1_2a",off obj="power_1_2_pop",off effect_on="POWER_SMOKE_1_2" deb_name="power_explo_1" // part_effect_name="power_part_1" blowup_end ///////////////////////////////////power3/////////////////////////////////////// obstacle_start chain=5,1 obj="power_1_3_up" obj="power_1_3_door_a" obj="power_1_3_door_b" obstacle_end obstacle_start chain=5,2 obj="power_1_3_pop" obj="power_1_3_door_c" obj="power_1_3_door_d" obj="dum_target_1_3" obstacle_end /////////////////////////////////////////////////// blowup_start force_name="dum_target_1_3" obj="power_1_3_door_c",off obj="power_1_3_door_d",off obj="target_1_3",off obj="target_1_3a",off obj="power_1_3_pop",off effect_on="POWER_SMOKE_1_3" deb_name="power_explo_1" // part_effect_name="power_part_1" blowup_end //////////////////////////////////power4/////////////////////////////////////// obstacle_start chain=7,1 obj="power_1_4_up" obj="power_1_4_door_a" obj="power_1_4_door_b" obstacle_end obstacle_start chain=7,2 obj="power_1_4_pop" obj="dum_target_1_4" obstacle_end /////////////////////////////////////////////////// blowup_start force_name="dum_target_1_4" obj="power_1_4_door_c",off obj="power_1_4_door_d",off obj="target_1_4",off obj="target_1_4a",off obj="power_1_4_pop",off effect_on="POWER_SMOKE_1_4" deb_name="power_explo_1" // part_effect_name="power_part_1" blowup_end /////////////////////////////power 1 laser/////////////////////////////////////// obstacle_start obj="dum_target_1_1",trigger obj="dum_target_1_2",trigger obj="dum_target_1_3",trigger obj="dum_target_1_4",trigger obj="power_1_dummy" obstacle_end obstacle_start chain=9,1 obj="towerstar" obj="power_1_dummy" obstacle_end obstacle_start chain=9,2 obj="tower1" obj="tower2" obj="tower3" obstacle_end blowup_start set_type="tower" force_name="tower1" deb_name="bar_explo_1" deb_name="bar_explo_2" // part_effect_name="gun_part_1" obj="power_bit1" obj="power_bit2" obj="power_bit3" add_within_bounds=1.0 magnitude=5.0 gra // add_explosion // explode_radius=5 // hit_points=5 blowup_end blowup_start use_type="tower" force_name="tower2" blowup_end blowup_start use_type="tower" force_name="tower3" blowup_end /////////////////////////////////turrets which can be shot////////////////////////////////////////////////////////////////////////////// turret_start base="gun_01_a" // base which should rot Y obj="gun_01_b" // gun which should rot X name="name" 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=80 fire_interval=1.0 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 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_01_a" obj="gun_01_b",off // deb_name="gun_explo_1" deb_name="gun_explo_3" // part_effect_name="gun_part_1" sfx="Ep3_1_ExplosionM" blowup_end turret_start base="gun_02_a" // base which should rot Y obj="gun_02_b" // gun which should rot X name="name" 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=50 fire_interval=1.0 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 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_02_a" obj="gun_02_b",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" sfx="Ep3_1_ExplosionM" blowup_end turret_start base="gun_03_a" // base which should rot Y obj="gun_03_b" // gun which should rot X name="name" 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=100 fire_interval=1.0 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 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_03_a" obj="gun_03_b",off deb_name="gun_explo_3" // part_effect_name="gun_part_1" sfx="Ep3_1_ExplosionM" blowup_end turret_start base="gun_04_a" // base which should rot Y obj="gun_04_b" // gun which should rot X name="name" 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=70 fire_range=40 fire_interval=1.0 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 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_04_a" obj="gun_04_b",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" sfx="Ep3_1_ExplosionM" blowup_end turret_start base="gun_05_a" // base which should rot Y obj="gun_05_b" // gun which should rot X name="name" 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=70 fire_range=50 fire_interval=1.0 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 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_05_a" obj="gun_05_b",off deb_name="gun_explo_3" // part_effect_name="gun_part_1" sfx="Ep3_1_ExplosionM" blowup_end turret_start base="gun_06_a" // base which should rot Y obj="gun_06_b" // gun which should rot X name="name" 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=70 fire_range=50 fire_interval=1.0 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 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_06_a" obj="gun_06_b",off deb_name="gun_explo_3" // part_effect_name="gun_part_1" sfx="Ep3_1_ExplosionM" blowup_end turret_start base="gun_07_a" // base which should rot Y obj="gun_07_b" // gun which should rot X name="name" 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=70 fire_range=50 fire_interval=1.0 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 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="gun_07_a" obj="gun_07_b",off deb_name="gun_explo_3" // part_effect_name="gun_part_1" sfx="Ep3_1_ExplosionM" blowup_end /////////////////////////////////////////////////////////minis///////////////////////////////////////////////////// ///////////////////////////////////radars///////////////////////////////////////// blowup_start set_type="radar" force_name="radar_base_01" obj="radar_spin_01",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_02" obj="radar_spin_02",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_03" obj="radar_spin_03",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_04" obj="radar_spin_04",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_05" obj="radar_spin_05",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_06" obj="radar_spin_06",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_07" obj="radar_spin_07",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_08" obj="radar_spin_08",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_09" obj="radar_spin_09",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_10" obj="radar_spin_10",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_11" obj="radar_spin_11",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_12" obj="radar_spin_12",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_13" obj="radar_spin_13",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_14" obj="radar_spin_14",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_15" obj="radar_spin_15",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_16" obj="radar_spin_16",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_17" obj="radar_spin_17",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_18" obj="radar_spin_18",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_19" obj="radar_spin_19",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_20" obj="radar_spin_20",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_20" obj="radar_spin_20",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_21" obj="radar_spin_21",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_22" obj="radar_spin_22",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_23" obj="radar_spin_23",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_24" obj="radar_spin_24",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start set_type="radar" force_name="radar_base_25" obj="radar_spin_25",off deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end //blowup_start // use_type="radar" // force_name="radar_base_02" // obj="radar_spin_02",off //blowup_end ///////////////////////////////////gen pops///////////////////////////////////////// blowup_start set_type="gent" force_name="gen_pop_01" deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=30 respawn_deb="gun_explo_1" blowup_end blowup_start use_type="gent" force_name="gen_pop_02" blowup_end blowup_start use_type="gent" force_name="gen_pop_03" blowup_end blowup_start use_type="gent" force_name="gen_pop_04" blowup_end blowup_start use_type="gent" force_name="gen_pop_05" blowup_end blowup_start use_type="gent" force_name="gen_pop_06" blowup_end blowup_start use_type="gent" force_name="gen_pop_07" blowup_end blowup_start use_type="gent" force_name="gen_pop_08" blowup_end blowup_start use_type="gent" force_name="gen_pop_09" blowup_end blowup_start use_type="gent" force_name="gen_pop_10" blowup_end blowup_start use_type="gent" force_name="gen_pop_11" blowup_end blowup_start use_type="gent" force_name="gen_pop_12" blowup_end blowup_start use_type="gent" force_name="gen_pop_13" blowup_end blowup_start use_type="gent" force_name="gen_pop_14" blowup_end blowup_start use_type="gent" force_name="gen_pop_15" blowup_end ////////////////////////////////////////////wall pops/////////////////////////////////////// blowup_start set_type="wall" force_name="wall_pop_1" deb_name="gun_explo_1" // part_effect_name="gun_part_1" respawn_time=10 respawn_deb="gun_explo_1" blowup_end blowup_start use_type="wall" force_name="wall_pop_2" blowup_end blowup_start use_type="wall" force_name="wall_pop_3" blowup_end blowup_start use_type="wall" force_name="wall_pop_4" blowup_end blowup_start use_type="wall" force_name="wall_pop_5" blowup_end blowup_start use_type="wall" force_name="wall_pop_6" blowup_end blowup_start use_type="wall" force_name="wall_pop_7" blowup_end blowup_start use_type="wall" force_name="wall_pop_8" blowup_end blowup_start use_type="wall" force_name="wall_pop_9" blowup_end blowup_start use_type="wall" force_name="wall_pop_10" blowup_end blowup_start use_type="wall" force_name="wall_pop_11" blowup_end blowup_start use_type="wall" force_name="wall_pop_12" blowup_end blowup_start use_type="wall" force_name="wall_pop_13" blowup_end blowup_start use_type="wall" force_name="wall_pop_14" blowup_end blowup_start use_type="wall" force_name="wall_pop_15" blowup_end blowup_start use_type="wall" force_name="wall_pop_16" blowup_end blowup_start use_type="wall" force_name="wall_pop_17" blowup_end blowup_start use_type="wall" force_name="wall_pop_18" blowup_end blowup_start use_type="wall" force_name="wall_pop_19" blowup_end blowup_start use_type="wall" force_name="wall_pop_20" blowup_end blowup_start use_type="wall" force_name="wall_pop_21" blowup_end //////////////////////////// blowup_start set_type="photon_ty" force_name="shieldgen_01_blow" deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" part_effect_name="pink_part_1" obj="shieldgen01_target",off hit_points=0 add_explosion explode_radius=1 respawn_time=10 respawn_deb="power_p_2" blowup_end blowup_start set_type="photon_ty" force_name="shieldgen_02_blow" deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" part_effect_name="pink_part_1" obj="shieldgen02_target",off hit_points=0 add_explosion explode_radius=1 respawn_time=10 respawn_deb="power_p_2" blowup_end blowup_start set_type="photon_ty" force_name="shieldgen_03_blow" deb_name="power_p_1" deb_name="power_p_2" deb_name="power_p_3" part_effect_name="pink_part_1" obj="shieldgen03_target",off hit_points=0 add_explosion explode_radius=1 respawn_time=10 respawn_deb="power_p_2" blowup_end