mipmapmode=3 ///3 x mini kits blobshadow_alpha=80 blobshadow_fadenear=5 blobshadow_fadefar=10 music="qui_mos_a" settings_start=1 farclip_ps2=55 nearclip_ps2=0.02 farclip_psp=55 nearclip_psp=0.2 farclip_360=55 nearclip_360=0.02 farclip_gc=55 nearclip_gc=0.02 farclip_pc=55 nearclip_pc=0.02 // fognear=3 // fogfar=30 // fogr=120 // fogg=120 // fogb=180 // foga=60 backr_top=120 backg_top=120 backb_top=140 backr_bottom=0 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 //// //pickupids_start // pid=130 // forcename="carrot_null2" //// // pid=256 // forcename="blardyblah_01" // forcename="thingamybob" // forcename="oo_betty" //pickupids_end //////////////////door splines////////////////// door_start spline="door_B_to_a" level="MosEisley_a" 1_way door_end door_start spline="door_a_to_b" level="MosEisley_B" 1_way Vehicle="speeder_land" door_end door_start spline="door_B_to_a1" level="MosEisley_a" 1_way door_end door_start spline="door_a_to_b1" level="MosEisley_B" 1_way door_end //////////////////////////// door_start spline="door_1a" level="MosEisley_a" 1_way door_end door_start spline="door_1b" level="MosEisley_a" 1_way door_end ///////////////////////// door_start spline="door_to_room1" level="MosEisley_a" 1_way door_end door_start spline="door_from_room1" level="MosEisley_a" 1_way door_end ////////////////////socks/////////////////////// sock_start=01 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 cam_lateral_ratio=0.1 // cam_y_offset=0.5 // offset_blend_y_ratio=0.5 cam_pullback_ratio=0.3 cam_dist_to_target=2.5 sock_end sock_start=02 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 cam_pullback_ratio=0.3 // cam_lateral_ratio=0.1 sock_end sock_start=03 cam_blend_time=1.0 // cam_look_ratio_y=0.8 campos_seek=5.0 // camang_seek=5.0 //cam_lateral_ratio=0.4 // cam_y_offset=0.5 // offset_blend_y_ratio=0.8 cam_pullback_ratio=1.0 // ignore_socks=01,02 sock_end sock_start=04 cam_blend_time=1.0 // cam_look_ratio_y=0.8 campos_seek=5.0 // camang_seek=5.0 //cam_lateral_ratio=0.4 // cam_y_offset=0.5 cam_pullback_ratio=0.5 //ignore_socks=01,02 sock_end ///////////////////////inside house//////////////////////////////// sock_start=05 cam_blend_time=1.0 cam_look_ratio_y=0.75 campos_seek=5.0 cam_lateral_ratio=0.2 // cam_y_offset=0.5 // offset_blend_y_ratio=0.5 // cam_pullback_ratio=0.5 // cam_dist_to_target_xz=2.0 sock_end sock_start=06 cam_blend_time=1.0 // cam_look_ratio_y=0.8 campos_seek=5.0 // camang_seek=5.0 //cam_lateral_ratio=0.4 cam_y_offset=1.5 offset_blend_y_ratio=1.0 cam_pullback_ratio=0.3 //ignore_socks=01,02 cam_dist_to_target=3.8 // cam_dist_ratio=0.5 sock_end ////// sock_start=07 cam_blend_time=1.0 // cam_look_ratio_y=0.8 campos_seek=5.0 // camang_seek=5.0 //cam_lateral_ratio=0.4 cam_y_offset=4.5 offset_blend_y_ratio=1.0 cam_pullback_ratio=0.5 //ignore_socks=01,02 // cam_dist_to_target=3.5 // cam_dist_ratio=0.5 sock_end /////////////////////////////////teleport////////////////// teleport_start spline="small_1" duration=5.0 range=0.3 flap1="flap_02" flap2="flap_01" teleport_end teleport_start spline="small_2" duration=5.0 range=0.3 type=crawl flap1="flap_03" flap2="flap_04" teleport_end ////////////////////////////buildit evaps////////////////// buildit_start name="buildit1" pair="buildit_1_1_1","buildit_1_2_1" pair="buildit_1_1_2","buildit_1_2_2" pair="buildit_1_1_3","buildit_1_2_3" pair="buildit_1_1_4","buildit_1_2_4" pair="buildit_1_1_5","buildit_1_2_5" pair="buildit_1_1_6","buildit_1_2_6" pair="buildit_1_1_7","buildit_1_2_7" pair="buildit_1_1_8","buildit_1_2_8" pair="buildit_1_1_9","buildit_1_2_9" pair="buildit_1_1_10","buildit_1_2_10" pair="buildit_1_1_11","buildit_1_2_11" pair="buildit_1_1_12","buildit_1_2_12" pair="buildit_1_1_13","buildit_1_2_13" pair="buildit_1_1_14","buildit_1_2_14" pair="buildit_1_1_15","buildit_1_2_15" pair="buildit_1_1_16","buildit_1_2_16" pair="buildit_1_1_17","buildit_1_2_17" pair="buildit_1_1_18","buildit_1_2_18" push_from_group end_push_on buildit_end obstacle_start chain=17,1 buildit="buildit1" obstacle_end obstacle_start chain=17,2 obj="evap_04" obstacle_end ///////////////buildit force stack////////////////////////////// buildit_start name="buildit4" pair="build_4_1_1","build_4_2_1" pair="build_4_1_2","build_4_2_2" pair="build_4_1_3","build_4_2_3" pair="build_4_1_4","build_4_2_4" pair="build_4_1_5","build_4_2_5" pair="build_4_1_6","build_4_2_6" pair="build_4_1_7","build_4_2_7" pair="build_4_1_8","build_4_2_8" pair="build_4_1_9","build_4_2_9" pair="build_4_1_10","build_4_2_10" pair="build_4_1_11","build_4_2_11" pair="build_4_1_12","build_4_2_12" pair="build_4_1_13","build_4_2_13" pair="build_4_1_14","build_4_2_14" pair="build_4_1_15","build_4_2_15" pair="build_4_1_16","build_4_2_16" pair="build_4_1_17","build_4_2_17" pair="build_4_1_18","build_4_2_18" pair="build_4_1_19","build_4_2_19" pair="build_4_1_20","build_4_2_20" pair="build_4_1_21","build_4_2_21" pair="build_4_1_22","build_4_2_22" pair="build_4_1_23","build_4_2_23" pair="build_4_1_24","build_4_2_24" pair="build_4_1_25","build_4_2_25" pair="build_4_1_26","build_4_2_26" pair="build_4_1_27","build_4_2_27" pair="build_4_1_28","build_4_2_28" pair="build_4_1_29","build_4_2_29" pair="build_4_1_30","build_4_2_30" pair="build_4_1_31","build_4_2_31" push_from_group end_push_on buildit_end /// obstacle_start chain=19,1 buildit="buildit4" obstacle_end obstacle_start chain=19,2 obj="box_2" obstacle_end /////////////////////////////////////////thermo grid///////////////////////// obstacle_start obj="grid_cover_1" range=1.0 vehicles_only obstacle_end obstacle_start chain=20,1 obj="grid_cover_1" obj="grid_01a" obstacle_end obstacle_start chain=20,2 obj="grid_01b" obstacle_end blowup_start force_name="grid_01b" deb_name="thermo_pop1" deb_name="thermo_pop2" part_effect_name="thermo_part" hit_points=0 minikit blowup_end tube_start // start of tube block spline="draft_1" // name of 3 point spline (point 1 = outer radius, 2 = centre xz & bottom y, 3 = top y) speed=3 // speed character moves along y axis while in tube trigger_chain=20,2 // if obstacle chain x is at phase y, tube is active tube_end //////////////////////////////////basket of fruit/1/////////////////////////// obstacle_start obj="fruit_1_1a",trigger obj="fruit_1_pop_null" obstacle_end obstacle_start chain=21,1 obj="fruit_1_pop_null" obstacle_end obstacle_start chain=21,2 obj="fruit_1_1a_pop" obstacle_end obstacle_start chain=21,3 obj="fruit_1_1b_pop" obstacle_end obstacle_start chain=21,4 obj="fruit_1_1c_pop" obstacle_end obstacle_start chain=21,5 obj="fruit_1_1d_pop" obstacle_end obstacle_start chain=21,6 obj="fruit_1_1e_pop" obstacle_end /////////////// blowup_start force_name="fruit_1_1a_pop" obj="fruit_1_1a",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="fruit_1_1b_pop" obj="fruit_1_1b",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="fruit_1_1c_pop" obj="fruit_1_1c",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="fruit_1_1d_pop" obj="fruit_1_1d",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="fruit_1_1e_pop" obj="fruit_1_1e",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end //////////////////////////////////basket of fruit/2/////////////////////////// obstacle_start obj="fruit_2_1a",trigger obj="fruit_2_pop_null" obstacle_end obstacle_start chain=22,1 obj="fruit_2_pop_null" obstacle_end obstacle_start chain=22,2 obj="fruit_2_1a_pop" obstacle_end obstacle_start chain=22,3 obj="fruit_2_1b_pop" obstacle_end obstacle_start chain=22,4 obj="fruit_2_1c_pop" obstacle_end obstacle_start chain=22,5 obj="fruit_2_1d_pop" obstacle_end obstacle_start chain=22,6 obj="fruit_2_1e_pop" obstacle_end /////////////// blowup_start force_name="fruit_2_1a_pop" obj="fruit_2_1a",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="gen_part_2" blowup_end blowup_start force_name="fruit_2_1b_pop" obj="fruit_2_1b",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="gen_part_2" blowup_end blowup_start force_name="fruit_2_1c_pop" obj="fruit_2_1c",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="gen_part_2" blowup_end blowup_start force_name="fruit_2_1d_pop" obj="fruit_2_1d",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="gen_part_2" blowup_end blowup_start force_name="fruit_2_1e_pop" obj="fruit_2_1e",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="gen_part_2" blowup_end //////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////basket of fruit/3/////////////////////////// //obstacle_start // chain=23,1 // obj="fruit_3_1a" // obj="fruit_3_1b" // obj="fruit_3_1c" // obj="fruit_3_1d" // obj="fruit_3_1e" //obstacle_end //obstacle_start // chain=23,2 // obj="fruit_3_2a" // obj="fruit_3_2b" // obj="fruit_3_2c" // obj="fruit_3_2d" // obj="fruit_3_2e" // auto_start //obstacle_end obstacle_start chain=32,1 obj="fruit_3_1a" obstacle_end obstacle_start chain=32,2 obj="fruit_3_2a" obstacle_end obstacle_start chain=32,3 obj="flower_05" obj="fruit_3_2a_pop" auto_start obstacle_end blowup_start force_name="fruit_3_2a_pop" // obj="flower_05",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end /// obstacle_start chain=33,1 obj="fruit_3_1b" obstacle_end obstacle_start chain=33,2 obj="fruit_3_2b" obstacle_end obstacle_start chain=33,3 obj="flower_04" obj="fruit_3_2b_pop" auto_start obstacle_end blowup_start force_name="fruit_3_2b_pop" // obj="flower_04",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end /// obstacle_start chain=34,1 obj="fruit_3_1c" obstacle_end obstacle_start chain=34,2 obj="fruit_3_2c" obstacle_end obstacle_start chain=34,3 obj="flower_06" obj="fruit_3_2c_pop" auto_start obstacle_end blowup_start force_name="fruit_3_2c_pop" // obj="flower_06",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end //// obstacle_start chain=35,1 obj="fruit_3_1d" obstacle_end obstacle_start chain=35,2 obj="fruit_3_2d" obstacle_end obstacle_start chain=35,3 obj="flower_03" obj="fruit_3_2d_pop" auto_start obstacle_end blowup_start force_name="fruit_3_2d_pop" // obj="flower_03",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end /// obstacle_start chain=36,1 obj="fruit_3_1e" obstacle_end obstacle_start chain=36,2 obj="fruit_3_2e" obstacle_end obstacle_start chain=36,3 obj="flower_02" obj="fruit_3_2e_pop" auto_start obstacle_end blowup_start force_name="fruit_3_2e_pop" // obj="flower_02",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end ///////////////////////////force stack///////////// pickupids_start pid=130 forcename="box_1" forcename="box_2" pickupids_end /////////////////////////////////////////basket of fruit/4/////////////////////////// blowup_start force_name="fruit_4_basket" deb_name="bin_pop_1" deb_name="bin_pop_2" obj="fruit_4_col",on part_effect_name="bin_part_1" blowup_end obstacle_start obj="fruit_4_basket",trigger obj="fruit_4_1a" obj="fruit_4_1b" obj="fruit_4_1c" obj="fruit_4_1d" obj="fruit_4_1e" obstacle_end /// obstacle_start chain=37,1 obj="fruit_4_1a" obstacle_end obstacle_start chain=37,2 obj="fruit_4_2a" obstacle_end obstacle_start chain=37,3 obj="flower_4a" obj="flower_4a_pop" auto_start obstacle_end blowup_start force_name="flower_4a_pop" // obj="flower_4a",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end /////////////// /// obstacle_start chain=38,1 obj="fruit_4_1b" obstacle_end obstacle_start chain=38,2 obj="fruit_4_2b" obstacle_end obstacle_start chain=38,3 obj="flower_4b" obj="flower_4b_pop" auto_start obstacle_end blowup_start force_name="flower_4b_pop" // obj="flower_4b",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end /////////////// /// obstacle_start chain=39,1 obj="fruit_4_1c" obstacle_end obstacle_start chain=39,2 obj="fruit_4_2c" obstacle_end obstacle_start name="flower" chain=39,3 obj="flower_4c" obj="flower_4c_pop" auto_start obstacle_end blowup_start force_name="flower_4c_pop" // obj="flower_4c",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end /////////////// /// obstacle_start chain=40,1 obj="fruit_4_1d" obstacle_end obstacle_start chain=40,2 obj="fruit_4_2d" obstacle_end obstacle_start chain=40,3 obj="flower_4d" obj="flower_4d_pop" auto_start obstacle_end blowup_start force_name="flower_4d_pop" // obj="flower_4d",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end /////////////// /// obstacle_start chain=41,1 obj="fruit_4_1e" obstacle_end obstacle_start chain=41,2 obj="fruit_4_2e" obstacle_end obstacle_start chain=41,3 obj="flower_4e" obj="flower_4e_pop" auto_start obstacle_end blowup_start force_name="flower_4e_pop" // obj="flower_4e",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end /////////////// /////////////////////main exit door//////////////////////////////////////////////////// obstacle_start name="C3PO_pan1" obj="C3PO_static1" obj="C3PO_pic1" range=1.2 obstacle_end obstacle_start name="C3PO_door1" lock_spline="C3PO_door_lineup1" protocol_droid locked obj="C3PO_light_on1",no_collision obj="C3PO_light_off1",no_collision obstacle_end obstacle_start obj="C3PO_light_on1",trigger obj="gate_light_on1" obj="gate_light_on2" obj="gate_light_off1" obj="gate_light_off2" obstacle_end obstacle_start name="gate1a" obj="gate_light_on1",trigger obj="gate_cog1" obj="gate_cog2" obj="gate_rack1" obj="gate_rack2" obj="gate_1_1" obj="gate_1_col" obstacle_end //////////////////////////////////////////// ///////////////////////////////////////////////// obstacle_start name="storm_pan2" obj="storm_static2" obj="storm_pic2" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="storm_door2" lock_spline="storm_door_lineup2" stormtrooper locked obj="door_5_1" obj="door_5_col" obj="green_light_on1",no_collision obj="red_light_on1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" play_once obstacle_end turret_start obj="door_1_cam_2" name="door_1_cam2" 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=75 follow_player sfx_move="CameraMotorLp" turret_end //////////////////////dark force grid////////////////////////////////////////// obstacle_start chain=43,1 obj="darkforce_1_1" obj="darkforce_1_2" obj="darkforce_1_3" obj="darkforce_1_4" obj="darkforce_1_5" obj="darkforce_1_6" obj="darkforce_1_7" obj="darkforce_1_8" obj="darkforce_1_9" obj="darkforce_1_10" obj="darkforce_1_11" obj="darkforce_1_12" obj="darkforce_1_13" obj="darkforce_1_14" obj="darkforce_1_15" obj="darkforce_1_16" obj="darkforce_1_17" obj="darkforce_1_18" obj="darkforce_1_19" obj="darkforce_1_20" obstacle_end obstacle_start chain=43,2 obj="dark_door_null" obj="dark_force_pop" obstacle_end blowup_start force_name="dark_force_pop" deb_name="thermo_pop1" deb_name="thermo_pop2" part_effect_name="thermo_part" hit_points=0 blowup_end ////////////////////////////////////////////////////////////////////////////// obstacle_start obj="door_6_1",no_collision obj="door_6_col",no_collision obj="dark_door_null" play_once range=0.4 sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end /////////////////////////////////////////////////spy door////////////////////////////////////////////////////////// obstacle_start obj="spy_door1" range=1.0 sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end obstacle_start name="spy_door2" obj="spy_door2" range=1.0 sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end obstacle_start name="spy_door3" obj="spy_door3" range=1.0 sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end //////////////// obstacle_start name="bounty_pan1" obj="bounty_static1" obj="bounty_pic1" range=1.2 //sfx_open="DPanelAct" //sfx_close="DPanelDis" obstacle_end obstacle_start name="Bounty_door1" lock_spline="bounty_door_lineup1" bountyhunter locked obj="fan_null" // obj="fan_null1" obj="door_2_1" obj="door_2_col" obj="bounty_light_on1",no_collision obj="bounty_light_on1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end turret_start obj="door_2_cam_1" name="door_2_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=75 follow_player sfx_move="CameraMotorLp" turret_end ///////////////////////////////////storm trooper 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_door1a" lock_spline="storm_door_lineup1" stormtrooper locked obj="door_3_1" obj="door_3_col" 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=75 follow_player sfx_move="CameraMotorLp" turret_end ///////////////////////// /////////////////////////////////////////////big magic door/////////////////////////////////////////// ////////////////////////////bins////////////////// obstacle_start chain=1,1 obj="bin_lid_03" obstacle_end obstacle_start chain=1,2 obj="bin_lid_03b" obj="bin_03_bits_1" obj="bin_03_bits_2" obj="bin_03_bits_3" obj="bin_03_bits_4" obstacle_end obstacle_start chain=1,3 obj="bin_03_bits_5" obj="bin_03_bits_6" obj="bin_03_bits_7" obj="bin_03_bits_8" obj="bin_03_null_1" obstacle_end obstacle_start chain=1,4 obj="bin_03_null_2" obstacle_end ///////////////////// obstacle_start chain=2,1 obj="bin_lid_07" obstacle_end obstacle_start chain=2,2 obj="bin_lid_07b" obj="bin_07_bits_1" obj="bin_07_bits_2" obj="bin_07_bits_3" obj="bin_07_bits_4" obj="bin_07_bits_5" obj="bin_07_bits_6" obstacle_end obstacle_start chain=2,3 obj="bin_07_bits_7" obj="bin_07_bits_8" obj="bin_07_bits_9" obj="bin_07_bits_10" obj="bin_07_bits_11" obj="bin_07_bits_12" obj="bin_07_null_1" obstacle_end obstacle_start chain=2,4 obj="bin_07_null_2 obstacle_end /////////////////r2 panel// obstacle_start chain=5,1 obj="bin_lid_08" obstacle_end obstacle_start chain=5,2 obj="bin_lid_08b" obj="bin_08_bits_1" obj="bin_08_bits_2" obj="bin_08_bits_3" obj="bin_08_bits_4" obj="bin_08_bits_5" obstacle_end obstacle_start chain=5,3 obj="bin_08_bits_6" obj="bin_08_bits_7" obj="bin_08_bits_8" obj="bin_08_bits_9" obj="bin_08_bits_10" obj="bin_08_null_1" obstacle_end obstacle_start chain=5,4 obj="bin_08_null_2 obstacle_end ///////////////////////////////// obstacle_start chain=3,1 obj="bin_lid_09" obstacle_end obstacle_start chain=3,2 obj="bin_lid_09b" obj="bin_09_bits_1" obj="bin_09_bits_2" obj="bin_09_bits_3" obj="bin_09_bits_4" obj="bin_09_bits_5" obj="bin_09_bits_6" obj="bin_09_bits_7" obstacle_end obstacle_start chain=3,3 obj="bin_09_bits_8" obj="bin_09_bits_9" obj="bin_09_bits_10" obj="bin_09_bits_11" obj="bin_09_bits_12" obj="bin_09_bits_13" obj="bin_09_bits_14" obj="bin_09_null_1" obstacle_end obstacle_start chain=3,4 obj="bin_09_null_2" obstacle_end //////////////////////////////chain for doorway build it/////////////////// obstacle_start chain_trigger=1,3 chain_trigger=2,3 chain_trigger=3,3 chain_trigger=5,3 obj="bin_03_null_1" //used to trigger the non build version off and the build version on obj="bin_07_null_1" //.. obj="bin_08_null_1" //.. obj="bin_09_null_1" //.. obj="null_3" obstacle_end obstacle_start chain=4,1 obj="null_3" obstacle_end obstacle_start chain=4,2 buildit="buildit3" obstacle_end obstacle_start chain=4,3 obj="build_door_end" obj="R2_light_on1" obj="R2_light_off1" obstacle_end ///////////////////door appearing///////////// //obstacle_start // chain_trigger=44,2 // chain_trigger=5,4 //? // obj="build_door_1" //obstacle_end //// obstacle_start chain_trigger=4,3 obj="null_4" obj="build_door_1" obstacle_end obstacle_start chain=44,1 obj="null_4" obstacle_end obstacle_start chain=44,2 obj="null_5" obj="r2_pic1" obj="r2_static1" obstacle_end //obstacle_start // chain=6,1 // obj="build_door_1" //obstacle_end //obstacle_start // chain=6,2 // obj="door_4_1" // obj="door_4_2" // obj="door_4_3" // obj="door_4_4" // obj="door_4_5" // obj="door_4_6" // obj="door_4_7" // obj="door_4_8" //obstacle_end ///////////////////////build its////////////////////////////// buildit_start name="buildit3" pair="build_3_1_1","build_3_2_1" pair="build_3_1_2","build_3_2_2" pair="build_3_1_3","build_3_2_3" pair="build_3_1_4","build_3_2_4" pair="build_3_1_5","build_3_2_5" pair="build_3_1_6","build_3_2_6" pair="build_3_1_7","build_3_2_7" pair="build_3_1_8","build_3_2_8" pair="build_3_1_9","build_3_2_9" pair="build_3_1_10","build_3_2_10" pair="build_3_1_11","build_3_2_11" pair="build_3_1_12","build_3_2_12" pair="build_3_1_13","build_3_2_13" pair="build_3_1_14","build_3_2_14" pair="build_3_1_15","build_3_2_15" pair="build_3_1_16","build_3_2_16" pair="build_3_1_17","build_3_2_17" pair="build_2_1_1","build_2_2_1" //r2 bits pair="build_2_1_2","build_2_2_2" pair="build_2_1_3","build_2_2_3" pair="build_2_1_4","build_2_2_4" pair="build_2_1_5","build_2_2_5" push_from_group buildit_end ///////////////////control pannel bits////////////////////////////// obstacle_start name="R2_pan1" obj="R2_static1" obj="R2_pic1" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" chain_interface=44,2 obstacle_end obstacle_start name="R2_door1" lock_spline="R2_door_lineup1" astromech_droid locked obj="door_4_1" obj="door_4_col" obj="R2_light_on1",no_collision obj="R2_light_off1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" chain_interface=44,2 obstacle_end //////////////////////////////// /////////////////door obstacles///////////////// obstacle_start obj="door_fp1" play_openclose range=1.5 obstacle_end obstacle_start obj="door_cantina1" play_openclose range=1.5 obstacle_end obstacle_start obj="door_cantina2" play_openclose range=1.5 obstacle_end obstacle_start obj="door_fp2" play_openclose range=1.5 obstacle_end /////////////////////////////////blowup bins/////////////////////// blowup_start force_name="bin_01" obj="bin_lid_01",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_02" obj="bin_lid_02",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_03" obj="bin_lid_03",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_04" obj="bin_lid_04",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_05" obj="bin_lid_05",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_06" obj="bin_lid_06",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_07" obj="bin_lid_07",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_08" obj="bin_lid_08",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_09" obj="bin_lid_09",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end ////////////////////////////////////////blowup big bins////////////////////////////////////////// obstacle_start chain=6,1 obj="big_bin_01" obj="big_bin_lid_01" obstacle_end obstacle_start chain=6,2 obj="big_bin_01b" obstacle_end equivalentobject_start obj="big_bin_01" obj="big_bin_01b" equivalentobject_end blowup_start force_name="big_bin_lid_01" obj="big_bin_01",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_01b" obj="camera" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end /////////////////// obstacle_start chain=7,1 obj="big_bin_02" obj="big_bin_lid_02" obstacle_end obstacle_start chain=7,2 obj="big_bin_02b" obstacle_end blowup_start force_name="big_bin_lid_02" obj="big_bin_02",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_02b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end //////////////////// obstacle_start chain=8,1 obj="big_bin_03" obj="big_bin_lid_03" obstacle_end obstacle_start chain=8,2 obj="big_bin_03b" obstacle_end equivalentobject_start obj="big_bin_03" obj="big_bin_03b" equivalentobject_end blowup_start force_name="big_bin_lid_03" obj="big_bin_03",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_03b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end //////////////////// obstacle_start chain=9,1 obj="big_bin_04" obj="big_bin_lid_04" obstacle_end obstacle_start chain=9,2 obj="big_bin_04b" obj="carrot2" chain_check_all obstacle_end obstacle_start chain=9,3 obj="carrot2b" obstacle_end obstacle_start name="carrot2" obj="big_bin_lid_04",trigger obj="carrot2" obstacle_end blowup_start force_name="big_bin_lid_04" obj="big_bin_04",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_04b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////// obstacle_start chain=10,1 obj="big_bin_05" obj="big_bin_lid_05" obstacle_end obstacle_start chain=10,2 obj="big_bin_05b" obstacle_end equivalentobject_start obj="big_bin_05" obj="big_bin_05b" equivalentobject_end blowup_start force_name="big_bin_lid_05" obj="big_bin_05",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_05b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////// obstacle_start chain=11,1 obj="big_bin_06" obj="big_bin_lid_06" obstacle_end obstacle_start chain=11,2 obj="big_bin_06b" obstacle_end blowup_start force_name="big_bin_lid_06" obj="big_bin_06",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_06b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////// obstacle_start chain=12,1 obj="big_bin_07" obj="big_bin_lid_07" obstacle_end obstacle_start chain=12,2 obj="big_bin_07b" obstacle_end blowup_start force_name="big_bin_lid_07" obj="big_bin_07",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_07b" obj="prop" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////// obstacle_start chain=13,1 obj="big_bin_08" obj="big_bin_lid_08" obstacle_end obstacle_start chain=13,2 obj="big_bin_08b" obj="carrot3" chain_check_all obstacle_end obstacle_start chain=13,3 obj="carrot3b" obstacle_end obstacle_start obj="big_bin_lid_08",trigger obj="carrot3" obstacle_end obstacle_start name="carrot3" obj="big_bin_lid_08b",trigger obj="carrot3b" obstacle_end blowup_start force_name="big_bin_lid_08" obj="big_bin_08",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_08b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////// obstacle_start chain=14,1 obj="big_bin_09" obj="big_bin_lid_09" obstacle_end obstacle_start chain=14,2 obj="big_bin_09b" obstacle_end equivalentobject_start obj="big_bin_09" obj="big_bin_09b" equivalentobject_end blowup_start force_name="big_bin_lid_09" obj="big_bin_09",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_09b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////// obstacle_start chain=15,1 obj="big_bin_10" obj="big_bin_lid_10" obstacle_end obstacle_start chain=15,2 obj="big_bin_10b" obstacle_end equivalentobject_start obj="big_bin_10" obj="big_bin_10b" equivalentobject_end blowup_start force_name="big_bin_lid_10" obj="big_bin_10",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_10b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////// obstacle_start chain=16,1 obj="big_bin_11" obj="big_bin_lid_11" obstacle_end obstacle_start chain=16,2 obj="big_bin_11b" obj="carrot1" chain_check_all obstacle_end obstacle_start chain=16,3 obj="carrot1b" obstacle_end obstacle_start obj="big_bin_lid_11",trigger obj="carrot1" obstacle_end obstacle_start name="carrot1" obj="big_bin_lid_11b",trigger obj="carrot1b" obstacle_end blowup_start force_name="big_bin_lid_11" obj="big_bin_11",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_11b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////////////////////bike//////////////////////////////////////////// ///////////////// obstacle_start chain=24,1 obj="big_bin_12" obj="big_bin_lid_12" obstacle_end obstacle_start chain=24,2 obj="big_bin_12b" obstacle_end obstacle_start chain=24,3 obj="bike_frame",on obstacle_end blowup_start force_name="big_bin_lid_12" obj="big_bin_12",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_12b" // obj="bike_frame",on deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////// obstacle_start chain=25,1 obj="big_bin_13" obj="big_bin_lid_13" obstacle_end obstacle_start chain=25,2 obj="big_bin_13b" obstacle_end obstacle_start chain=25,3 obj="bike_wheel1",on obj="bike_wheel2",on obstacle_end blowup_start force_name="big_bin_lid_13" obj="big_bin_13",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_13b" // obj="bike_wheel1",on // obj="bike_wheel2",on deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////bike/////// blowup_start force_name="bike_null2" obj="bike_frame",off obj="bike_wheel1",off obj="bike_wheel2",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" blowup_end obstacle_start chain_trigger=24,3 chain_trigger=25,3 obj="bike_null1" obstacle_end //// obstacle_start chain=26,1 obj="bike_null1" obstacle_end obstacle_start chain=26,2 obj="bike_null2" obj="bike_frame1" obj="bike_wheel3" obj="bike_wheel4" obstacle_end ////// //////////////////////////////////////evaps///////////////////////////// blowup_start force_name="evap_01" // obj="bin_lid_09",off deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="evap_01_part" hit_points=0 // vehicle_only blowup_end blowup_start force_name="evap_02" // obj="bin_lid_09",off deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="evap_01_part" hit_points=0 // vehicle_only blowup_end blowup_start force_name="evap_03" // obj="bin_lid_09",off deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="evap_01_part" hit_points=0 // vehicle_only blowup_end blowup_start force_name="evap_04" // obj="bin_lid_09",off deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="evap_01_part" hit_points=0 // vehicle_only blowup_end blowup_start force_name="evap_05" // obj="bin_lid_09",off deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="evap_01_part" hit_points=0 // vehicle_only blowup_end /////////////////////////////////carrot mini kit/////////////////////////// obstacle_start chain_trigger=9,3 chain_trigger=13,3 chain_trigger=16,3 obj="carrot_null1" obstacle_end obstacle_start name="carrot" //pickup id 1 obj="carrot_null1",trigger obj="carrot_null2" camera_spline="carrot_cam" cam_start_time=0.0 cam_end_time=2.5 cam_blend_in_time=0.0 cam_blend_out_time=1.0 hack=33 // 32 + pickup ID 1 (important - stops mini-cut playing if mini-kit is already collected) obstacle_end ///////////////////////////force steps//// obstacle_start chain=28,1 obj="force_1_1" obj="force_1_2" obj="force_1_3" obj="force_1_4" obj="force_1_5" obj="force_1_6" obj="force_1_7" obj="force_1_8" obj="force_1_9" obj="force_1_10" obj="force_1_11" obj="force_1_12" obj="force_1_13" obj="force_1_14" obj="force_1_15" obj="force_1_16" obj="force_1_17" obj="force_1_18" obj="force_1_19" obj="force_1_20" obj="force_1_21" obj="force_1_22" obj="force_1_23" obj="force_1_24" obj="force_1_25" obj="force_1_26" obj="force_1_27" obj="force_1_28" obj="force_1_29" obj="force_1_30" obj="force_1_31" obj="force_1_32" obj="force_1_33" obj="force_1_34" obj="force_1_35" obj="force_1_36" obj="force_1_37" obj="force_1_38" obj="force_1_39" obj="force_1_40" obj="force_1_41" obj="force_1_42" obj="force_1_43" obj="force_1_44" obj="force_1_col_1" obj="force_1_col_2" obstacle_end obstacle_start chain=28,2,1 obj="force_2_1" obj="force_2_2" obj="force_2_3" obj="force_2_4" obj="force_2_5" obj="force_2_6" obj="force_2_7" obj="force_2_8" obj="force_2_9" obj="force_2_10" obj="force_2_11" obj="force_2_12" obj="force_2_13" obj="force_2_14" obj="force_2_15" obj="force_2_16" obj="force_2_17" obj="force_2_18" obj="force_2_19" obj="force_2_20" obj="force_2_21" obj="force_2_22" obj="force_2_23" obj="force_2_24" obj="force_2_25" obj="force_2_26" obj="force_2_27" obj="force_2_28" obj="force_2_29" obj="force_2_30" obj="force_2_31" obj="force_2_32" obj="force_2_33" obj="force_2_34" obj="force_2_35" obj="force_2_36" obj="force_2_37" obj="force_2_38" obj="force_2_39" obj="force_2_40" obj="force_2_41" obj="force_2_42" obj="force_2_43" obj="force_2_44" obj="force_2_col_1" obj="force_2_col_2" obstacle_end ///////////////////////////////trooper room/////////////// obstacle_start obj="Tap_1a",trigger obj="Tap_1b",trigger obj="head_1" obstacle_end obstacle_start obj="Tap_2a",trigger obj="Tap_2b",trigger obj="head_2" obstacle_end obstacle_start name="water" //pickup id 3 obj="Tap_1a",trigger obj="Tap_1b",trigger obj="Tap_2a",trigger obj="Tap_2b",trigger obj="water" anim_speed=0.5 camera_spline="water_cam" cam_start_time=0.0 cam_end_time=5.5 cam_blend_in_time=0.5 cam_blend_out_time=1.0 obstacle_end /////////////gen pops/////////////////// blowup_start force_name="gen_pop1" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="gen_pop2" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="gen_part_1" blowup_end blowup_start force_name="gen_pop3" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="gen_pop4" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="gen_pop5" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="gen_pop6" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="gen_pop7" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="gen_pop8" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end //////////////////////////////////////////////fans//////////////////////////// obstacle_start obj="fan_null",trigger obj="fan_null1" camera_spline="bounty_cam" cam_start_time=0.0 cam_end_time=4.2 cam_blend_in_time=0.5 cam_blend_out_time=1.0 obstacle_end obstacle_start chain=31,1 obj="fan_null1" obstacle_end obstacle_start chain=31,2 obj="fan_pop_null" obstacle_end //////////////// obstacle_start chain=30,1 obj="fan_null" obstacle_end obstacle_start chain=30,2 obj="fan_1_1" obj="fan_1_2" obj="fan_1_3" obj="fan_1_4" obj="fan_1_5" obj="fan_1_6" obj="fan_1_7" obj="fan_1_8" obj="fan_1_9" obj="fan_1_10" obj="fan_1_11" obj="fan_1_12" obj="fan_1_13" obj="fan_1_14" obj="fan_1_15" obj="fan_1_16" obj="fan_1_17" obj="fan_1_18" obj="fan_1_19" obj="fan_1_20" obj="fan_1_21" anim_speed=0.5 obstacle_end obstacle_start chain=30,3 buildit="fan1" obstacle_end obstacle_start chain=30,4 auto_start obj="fan_end_1" obj="fan_end_2" obj="fan_end_3" obj="fan_end_4"//anim fan obj="fan_end_5" obj="fan_end_6" obj="fan_end_7" obj="fan_end_8" obj="fan_end_9" obj="fan_end_10" obj="fan_end_11" obj="fan_end_12"//anim fan obj="fan_end_13" obj="fan_end_14" obj="fan_end_15" obj="fan_end_16"//anim fan obj="fan_end_17" obj="fan_end_18" obj="fan_end_19" obj="fan_end_20" obj="fan_end_21"//anim fan obj="fan_col1" obstacle_end buildit_start name="fan1" pair="fan_2_1","fan_3_1" pair="fan_2_2","fan_3_2" pair="fan_2_3","fan_3_3" pair="fan_2_4","fan_3_4" pair="fan_2_5","fan_3_5" pair="fan_2_6","fan_3_6" pair="fan_2_7","fan_3_7" pair="fan_2_8","fan_3_8" pair="fan_2_9","fan_3_9" pair="fan_2_10","fan_3_10" pair="fan_2_11","fan_3_11" pair="fan_2_12","fan_3_12" pair="fan_2_13","fan_3_13" pair="fan_2_14","fan_3_14" pair="fan_2_15","fan_3_15" pair="fan_2_16","fan_3_16" pair="fan_2_17","fan_3_17" pair="fan_2_18","fan_3_18" pair="fan_2_19","fan_3_19" pair="fan_2_20","fan_3_20" pair="fan_2_21","fan_3_21" buildit_end blowup_start force_name="fan_pop_null" deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="bin_part_2" blowup_end obstacle_start obj="fan_pop_null",trigger obj="fan_1_1" obj="fan_1_2" obj="fan_1_3" obj="fan_1_4" obj="fan_1_5" obj="fan_1_6" obj="fan_1_7" obj="fan_1_8" obj="fan_1_9" obj="fan_1_10" obj="fan_1_11" obj="fan_1_12" obj="fan_1_13" obj="fan_1_14" obj="fan_1_15" obj="fan_1_16" obj="fan_1_17" obj="fan_1_18" obj="fan_1_19" obj="fan_1_20" obj="fan_1_21" obstacle_end tube_start // start of tube block spline="draft_2" // name of 3 point spline (point 1 = outer radius, 2 = centre xz & bottom y, 3 = top y) speed=2 // speed character moves along y axis while in tube trigger_chain=30,4 // if obstacle chain x is at phase y, tube is active tube_end