mipmapmode=3 //////3x mini kits blobshadow_alpha=80 blobshadow_fadenear=5 blobshadow_fadefar=10 music="qui_mos_b" settings_start=1 farclip_ps2=50 nearclip_ps2=0.02 farclip_psp=45 nearclip_psp=0.5 farclip_360=50 nearclip_360=0.15 farclip_gc=50 nearclip_gc=0.15 farclip_pc=50 nearclip_pc=0.15 backr_top=197 backg_top=153 backb_top=117 backr_bottom=197 backg_bottom=153 backb_bottom=117 // fogr_x=49 // fogg_x=63 // fogb_x=81 // foga_x=63 backr_x=197 backg_x=153 backb_x=117 // fogdensity=0.110 settings_end /////////////////////////////door splines////////////////// door_start spline="door_B_to_a" level="MosEisley_a" 1_way Vehicle="speeder_land" door_end door_start spline="door_a_to_b" level="MosEisley_B" 1_way 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_b_to_c" level="MosEisley_C" 1_way door_end door_start spline="door_c_to_b" level="MosEisley_B" 1_way door_end //////////////////////// door_start spline="door_to_room1" level="MosEisley_b" 1_way door_end door_start spline="door_from_room1" level="MosEisley_b" 1_way door_end ///// door_start spline="door_to_room2" level="MosEisley_b" 1_way door_end door_start spline="door_from_room2" level="MosEisley_b" 1_way door_end ////////////////////////////////////socks/////////////////////// ///tower/// sock_start=01 cam_blend_time=1.5 // cam_look_ratio_y=0.1 campos_seek=5.0 cam_lateral_ratio=0.0 cam_y_offset=8 offset_blend_y_ratio=1.0 cam_pullback_ratio=0.8 cam_dist_to_target=8.2 sock_end ///main//////// sock_start=08 cam_blend_time=1.0 // cam_look_ratio_y=0.85 campos_seek=5.0 cam_lateral_ratio=-0.1 // cam_y_offset=0.5 // offset_blend_y_ratio=0.5 cam_pullback_ratio=0.2 // cam_dist_to_target_xz=2.5 cam_dist_to_target=2.5 sock_end ////alley// 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=2.5 // offset_blend_y_ratio=1.0 cam_pullback_ratio=0.4 // cam_dist_to_target=2.8 //ignore_socks=01,02 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=2.5 // offset_blend_y_ratio=1.0 // cam_pullback_ratio=0.4 cam_dist_to_target=2.8 //ignore_socks=01,02 sock_end ///end//////// sock_start=05 cam_blend_time=1.0 // cam_look_ratio_y=0.85 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_xz=2.5 // cam_dist_to_target=2.5 sock_end /////////////////////////////////////////// obstacle_start obj="spy_door1" range=0.8 obstacle_end obstacle_start obj="spy_door2" range=0.8 obstacle_end obstacle_start obj="spy_door3" name="spy_door3" range=0.8 obstacle_end obstacle_start obj="spy_door4" range=0.8 obstacle_end obstacle_start obj="spy_door5" name="spy_door5" range=0.8 obstacle_end obstacle_start obj="spy_door6" range=0.8 obstacle_end obstacle_start obj="door_1_1" obj="door_1_2" obj="door_1_3" obj="door_1_4" obj="door_1_5" obj="door_1_6" obj="door_1_7" obj="door_1_8" range=1.4 obstacle_end obstacle_start obj="door_2_1" obj="door_2_2" obj="door_2_3" obj="door_2_4" obj="door_2_5" obj="door_2_6" obj="door_2_7" obj="door_2_8" range=1.4 obstacle_end ////////////////////////////////////////main gate/////////////////////// obstacle_start name="gate1b" obj="gate_1_1" obj="gate_1_col" obstacle_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_door1b" lock_spline="storm_door_lineup1" stormtrooper locked obj="door_3_1" obj="door_3_col" obj="storm_light_on1",no_collision obj="storm_light_off1",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 ////////////////////////////////////car wash////////////////////////////// obstacle_start chain=41,1 obj="car_wash_null" obj="lever_1_door1",no_collision obj="lever_1_door2",no_collision obj="lever_2_door1",no_collision obj="lever_2_door2",no_collision obj="wash_lever_1a",no_collision obj="wash_lever_1a_base",no_collision obj="wash_lever_1a_light",no_collision obj="wash_lever_2a",no_collision obj="wash_lever_2a_base",no_collision obj="wash_lever_2a_light",no_collision play_once anim_speed=1.0 range=1.0 vehicles_only active_players_only obstacle_end obstacle_start chain=41,2 obj="lever_1_door1b" obj="lever_1_door2b" obj="lever_2_door1b" obj="lever_2_door2b" obj="wash_lever_1" obj="wash_lever_1_base" obj="lever_1_on" obj="lever_1_off" obj="wash_lever_2" obj="wash_lever_2_base" obj="lever_2_on" obj="lever_2_off" // obj="temp" obstacle_end obstacle_start chain=41,3,1 obj="lever_1_door1_back" obj="lever_1_door2_back" obj="lever_2_door1_back" obj="lever_2_door2_back" obj="wash_lever_1a_back" obj="wash_lever_1a_base_back" obj="wash_lever_1a_light_back" obj="wash_lever_2a_back" obj="wash_lever_2a_base_back" obj="wash_lever_2a_light_back" // obj="temp" auto_start obstacle_end /////////////////////////////////////////////////// obstacle_start lock_spline="lever_lineup1" locked pull_lever obj="wash_lever_1",lever,noleversparks obj="lever_1_on" obj="lever_1_off" door_close_delay=32.0 chain_interface=41,2 reset_anims obstacle_end obstacle_start lock_spline="lever_lineup2" locked pull_lever obj="wash_lever_2",lever,noleversparks obj="lever_2_on" obj="lever_2_off" door_close_delay=32.0 chain_interface=41,2 reset_anims obstacle_end ///////////////////////////////////// obstacle_start name="car_wash" obj="lever_1_on",trigger obj="lever_2_on",trigger obj="wash_arm_1_1" obj="wash_arm_1_2" obj="wash_arm_1_3" obj="wash_roll_1_1" obj="wash_roll_1_2" obj="wash_roll_1_3" obj="land_speeder_terrain1",cam_follow anim_speed=0.5 camera_spline="carwash_cam" cam_start_time=1.6 cam_end_time=12.0 cam_blend_in_time=0.5 cam_blend_out_time=1.0 reset_anims obstacle_end //////////////////////////////////////////cannons/////////////////////////////////////////// ////////////////////pickup id 2 buildit_start name="cannon_1" pair="cannon_1_1_1","cannon_1_2_1" pair="cannon_1_1_2","cannon_1_2_2" pair="cannon_1_1_3","cannon_1_2_3" pair="cannon_1_1_4","cannon_1_2_4" pair="cannon_1_1_5","cannon_1_2_5" pair="cannon_1_1_6","cannon_1_2_6" pair="cannon_1_1_7","cannon_1_2_7" pair="cannon_1_1_8","cannon_1_2_8" pair="cannon_1_1_9","cannon_1_2_9" pair="cannon_1_1_10","cannon_1_2_10" pair="cannon_1_1_11","cannon_1_2_11" pair="cannon_1_1_12","cannon_1_2_12" pair="cannon_1_1_13","cannon_1_2_13" pair="cannon_1_1_14","cannon_1_2_14" pair="cannon_1_1_15","cannon_1_2_15" push_from_group end_push_on character="MosCannon_1" buildit_end buildit_start name="cannon_2" pair="cannon_2_1_1","cannon_2_2_1" pair="cannon_2_1_2","cannon_2_2_2" pair="cannon_2_1_3","cannon_2_2_3" pair="cannon_2_1_4","cannon_2_2_4" pair="cannon_2_1_5","cannon_2_2_5" pair="cannon_2_1_6","cannon_2_2_6" pair="cannon_2_1_7","cannon_2_2_7" pair="cannon_2_1_8","cannon_2_2_8" pair="cannon_2_1_9","cannon_2_2_9" pair="cannon_2_1_10","cannon_2_2_10" pair="cannon_2_1_11","cannon_2_2_11" pair="cannon_2_1_12","cannon_2_2_12" pair="cannon_2_1_13","cannon_2_2_13" pair="cannon_2_1_14","cannon_2_2_14" pair="cannon_2_1_15","cannon_2_2_15" push_from_group end_push_on character="MosCannon_2" buildit_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" deb_name="evap_pop_4" 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" deb_name="evap_pop_4" 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=1,1 obj="big_bin_01" obj="big_bin_lid_01" obstacle_end obstacle_start chain=1,2 obj="big_bin_01b" obstacle_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" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end /////////////////// obstacle_start chain=2,1 obj="big_bin_02" obj="big_bin_lid_02" obstacle_end obstacle_start chain=2,2 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" deb_name="evap_pop_4" 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" deb_name="evap_pop_4" part_effect_name="bin_part_2" blowup_end //////////////////// obstacle_start chain=3,1 obj="big_bin_03" obj="big_bin_lid_03" obstacle_end obstacle_start chain=3,2 obj="big_bin_03b" obstacle_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=4,1 obj="big_bin_04" obj="big_bin_lid_04" obstacle_end obstacle_start chain=4,2 obj="big_bin_04b" 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" deb_name="evap_pop_4" part_effect_name="bin_part_2" blowup_end ////////////////// //////////////////// obstacle_start chain=26,1 obj="big_bin_06" obj="big_bin_lid_06" obstacle_end obstacle_start chain=26,2 obj="big_bin_06b" obstacle_end equivalentobject_start obj="big_bin_06" obj="big_bin_06b" equivalentobject_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" deb_name="evap_pop_4" part_effect_name="bin_part_2" blowup_end //////////////////// obstacle_start chain=27,1 obj="big_bin_07" obj="big_bin_lid_07" obstacle_end obstacle_start chain=27,2 obj="big_bin_07b" obstacle_end equivalentobject_start obj="big_bin_07" obj="big_bin_07b" equivalentobject_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" deb_name="evap_pop_4" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_07b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end //////////////////// obstacle_start chain=28,1 obj="big_bin_10" obj="big_bin_lid_10" obstacle_end obstacle_start chain=28,2 obj="big_bin_10b" obstacle_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=29,1 obj="big_bin_11" obj="big_bin_lid_11" obstacle_end obstacle_start chain=29,2 obj="big_bin_11b" 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" deb_name="evap_pop_4" 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" deb_name="evap_pop_4" part_effect_name="bin_part_2" blowup_end //////////////////// obstacle_start chain=30,1 obj="big_bin_12" obj="big_bin_lid_12" obstacle_end obstacle_start chain=30,2 obj="big_bin_12b" 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" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end //////////////////// obstacle_start chain=31,1 obj="big_bin_13" obj="big_bin_lid_13" obstacle_end obstacle_start chain=31,2 obj="big_bin_13b" 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" deb_name="evap_pop_4" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_13b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" deb_name="evap_pop_4" part_effect_name="bin_part_2" blowup_end //////////////////// obstacle_start chain=32,1 obj="big_bin_14" obj="big_bin_lid_14" obstacle_end obstacle_start chain=32,2 obj="big_bin_14b" obstacle_end equivalentobject_start obj="big_bin_14" obj="big_bin_14b" equivalentobject_end blowup_start force_name="big_bin_lid_14" obj="big_bin_14",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" deb_name="evap_pop_4" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_14b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////////////////////////////blowup 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 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 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 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 blowup_end /////////////////////////////////////////////////////////////////////////////// blowup_start force_name="junk_01" // obj="junk_02",off // obj="junk_02",off deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="junk_part2" // hit_points=0 // vehicle_shoot_only vehicle_shoot_only add_explosion // add_push_explosion explode_radius=1.0 blowup_end blowup_start force_name="junk_02" deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="junk_part1" // hit_points=0 vehicle_shoot_only add_explosion // add_push_explosion explode_radius=1.0 blowup_end blowup_start force_name="junk_03" deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="junk_part1" // hit_points=0 vehicle_shoot_only add_explosion // add_push_explosion explode_radius=1.0 blowup_end blowup_start force_name="junk_04" deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="junk_part1" // hit_points=0 vehicle_shoot_only add_explosion // add_push_explosion explode_radius=1.0 blowup_end ///////////////////////AtSt bridge/////////////////////////////////////////////// blowup_start force_name="bridge_col" obj="bridge_bit_1",off obj="bridge_bit_2",off obj="bridge_bit_3",off obj="bridge_bit_4",off obj="bridge_bit_5",off obj="bridge_bit_6",off obj="bridge_bit_7",off obj="bridge_bit_8",off obj="bridge_bit_9",off obj="bridge_bit_10",off obj="bridge_bit_11",off obj="bridge_bit_12",off obj="bridge_bit_13",off obj="bridge_bit_14",off obj="bridge_bit_15",off obj="bridge_bit_16",off obj="bridge_bit_17",off obj="bridge_bit_18",off deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="bridge_part" hit_points=0 add_explosion // add_push_explosion explode_radius=1.0 blowup_end /////////////////////////////////////////////////////atst//////////////////////////////////// /////////////////////////////////////////////////////atst////////////////////////////////////// ///////////////foot1//////////////////////////////////////atst////////////////////////////////////// obstacle_start chain=20,1 obj="big_bin_09" obj="big_bin_lid_09" obstacle_end obstacle_start chain=20,2 obj="big_bin_09b" obstacle_end obstacle_start chain=20,3 buildit="AT_build_1" obstacle_end obstacle_start chain=20,4 obj="AT_build_1_comp" obstacle_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" // add_explosion // explode_radius=0.75 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" // add_explosion // explode_radius=0.75 blowup_end buildit_start name="AT_build_1" pair="AT_build_1_1_1","AT_build_1_2_1" pair="AT_build_1_1_2","AT_build_1_2_2" pair="AT_build_1_1_3","AT_build_1_2_3" pair="AT_build_1_1_4","AT_build_1_2_4" pair="AT_build_1_1_5","AT_build_1_2_5" pair="AT_build_1_1_6","AT_build_1_2_6" pair="AT_build_1_1_7","AT_build_1_2_7" pair="AT_build_1_1_8","AT_build_1_2_8" pair="AT_build_1_1_9","AT_build_1_2_9" pair="AT_build_1_1_10","AT_build_1_2_10" push_from_group end_push_on buildit_end //////////////////foot2///////////////////////////// obstacle_start chain=21,1 obj="big_bin_08" obj="big_bin_lid_08" obstacle_end obstacle_start chain=21,2 obj="big_bin_08b" obstacle_end obstacle_start chain=21,3 buildit="AT_build_2" obstacle_end obstacle_start chain=21,4 obj="AT_build_2_comp" 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" deb_name="evap_pop_4" part_effect_name="bin_part_2" // add_explosion // explode_radius=0.75 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" // add_explosion // explode_radius=0.75 blowup_end buildit_start name="AT_build_2" pair="AT_build_2_1_1","AT_build_2_2_1" pair="AT_build_2_1_2","AT_build_2_2_2" pair="AT_build_2_1_3","AT_build_2_2_3" pair="AT_build_2_1_4","AT_build_2_2_4" pair="AT_build_2_1_5","AT_build_2_2_5" pair="AT_build_2_1_6","AT_build_2_2_6" pair="AT_build_2_1_7","AT_build_2_2_7" pair="AT_build_2_1_8","AT_build_2_2_8" pair="AT_build_2_1_9","AT_build_2_2_9" pair="AT_build_2_1_10","AT_build_2_2_10" push_from_group end_push_on buildit_end //////////////////head///////////////////////////// obstacle_start chain=5,1 obj="big_bin_05b" obstacle_end obstacle_start chain=5,2 buildit="AT_build_4" obstacle_end obstacle_start chain=5,3 obj="AT_build_4_end" obstacle_end /// pickupids_start pid=131 forcename="big_bin_05b" pickupids_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 ////// buildit_start name="AT_build_4" pair="AT_build_4_1_1","AT_build_4_2_1" pair="AT_build_4_1_2","AT_build_4_2_2" pair="AT_build_4_1_3","AT_build_4_2_3" pair="AT_build_4_1_4","AT_build_4_2_4" pair="AT_build_4_1_5","AT_build_4_2_5" push_from_group buildit_end /////// //obstacle_start // obj="AT_build_4_1_5",trigger // obj="AT_build_4_col" //obstacle_end //////////////////////////////// obstacle_start name="C3PO_pan1" obj="C3PO_static1" obj="C3PO_pic1" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="C3PO_door1" lock_spline="C3PO_door_lineup1" protocol_droid locked obj="AT_C3PO_Door1" obj="AT_C3PO_Door_col" obj="AT_Build_3_1_null" obj="C3PO_light_on1",no_collision obj="C3PO_light_off1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end obstacle_start chain=22,1 obj="AT_Build_3_1_null" //don't draw the stuff inside untill the door is ready obstacle_end obstacle_start chain=22,2 buildit="AT_build_3" obstacle_end obstacle_start chain=22,3 obj="AT_build_3_comp1" obj="AT_build_3_null" //stop them moving to end pos obstacle_end obstacle_start chain=22,4 obj="AT_build_3_comp" obstacle_end buildit_start name="AT_build_3" pair="AT_build_3_1_1","AT_build_3_2_1" pair="AT_build_3_1_2","AT_build_3_2_2" pair="AT_build_3_1_3","AT_build_3_2_3" pair="AT_build_3_1_4","AT_build_3_2_4" pair="AT_build_3_1_5","AT_build_3_2_5" pair="AT_build_3_1_6","AT_build_3_2_6" pair="AT_build_3_1_7","AT_build_3_2_7" pair="AT_build_3_1_8","AT_build_3_2_8" pair="AT_build_3_1_9","AT_build_3_2_9" pair="AT_build_3_1_10","AT_build_3_2_10" pair="AT_build_3_1_11","AT_build_3_2_11" pair="AT_build_3_1_12","AT_build_3_2_12" pair="AT_build_3_1_13","AT_build_3_2_13" pair="AT_build_3_1_14","AT_build_3_2_14" pair="AT_build_3_1_15","AT_build_3_2_15" pair="AT_build_3_1_16","AT_build_3_2_16" pair="AT_build_3_1_17","AT_build_3_2_17" pair="AT_build_3_1_18","AT_build_3_2_18" pair="AT_build_3_1_19","AT_build_3_2_19" pair="AT_build_3_1_20","AT_build_3_2_20" pair="AT_build_3_1_21","AT_build_3_2_21" pair="AT_build_3_1_22","AT_build_3_2_22" pair="AT_build_3_1_23","AT_build_3_2_23" pair="AT_build_3_1_24","AT_build_3_2_24" pair="AT_build_3_1_25","AT_build_3_2_25" pair="AT_build_3_1_26","AT_build_3_2_26" pair="AT_build_3_1_27","AT_build_3_2_27" pair="AT_build_3_1_28","AT_build_3_2_28" pair="AT_build_3_1_29","AT_build_3_2_29" pair="AT_build_3_1_30","AT_build_3_2_30" pair="AT_build_3_1_31","AT_build_3_2_31" pair="AT_build_3_1_32","AT_build_3_2_32" pair="AT_build_3_1_33","AT_build_3_2_33" pair="AT_build_3_1_34","AT_build_3_2_34" pair="AT_build_3_1_35","AT_build_3_2_35" pair="AT_build_3_1_36","AT_build_3_2_36" pair="AT_build_3_1_37","AT_build_3_2_37" pair="AT_build_3_1_38","AT_build_3_2_38" pair="AT_build_3_1_39","AT_build_3_2_39" pair="AT_build_3_1_40","AT_build_3_2_40" pair="AT_build_3_1_41","AT_build_3_2_41" pair="AT_build_3_1_42","AT_build_3_2_42" pair="AT_build_3_1_43","AT_build_3_2_43" pair="AT_build_3_1_44","AT_build_3_2_44" pair="AT_build_3_1_45","AT_build_3_2_45" pair="AT_build_3_1_46","AT_build_3_2_46" pair="AT_build_3_1_47","AT_build_3_2_47" pair="AT_build_3_1_48","AT_build_3_2_48" push_from_group end_push_on buildit_end /////////////////////////////////leg in the sand!//////////////////// obstacle_start chain=23,1 obj="AT_Force_leg1" obj="AT_Force_leg2" obj="AT_Force_leg3" obstacle_end obstacle_start chain=23,2 obj="AT_Force_leg1b" obj="AT_Force_leg2b" obj="AT_Force_leg3b" obj="AT_Force_leg1_null" obstacle_end obstacle_start chain=23,3 obj="AT_Force_leg1c" obj="AT_Force_leg2c" obj="AT_Force_leg3c" obstacle_end ////////////////////////////////leg in the lockup//////////////////// /////////////r2 pan//////////////////////// obstacle_start name="R2_pan1" obj="R2_static1" obj="R2_pic1" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="R2_door1" lock_spline="R2_door_lineup1" astromech_droid locked obj="AT_R2_Door1" obj="AT_R2_Door_col" obj="AT_Force_leg2_null1" obj="R2_light_on1",no_collision obj="R2_light_off1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end ///////////////////////// obstacle_start chain=25,1 obj="AT_Force_leg2_null1" //don't draw the stuff inside untill the door is ready obstacle_end obstacle_start chain=25,2 obj="AT_Force_leg4a" obj="AT_Force_leg5a" obj="AT_Force_leg6a" obstacle_end obstacle_start chain=25,3 obj="AT_Force_leg4b" obj="AT_Force_leg5b" obj="AT_Force_leg6b" obj="AT_Force_leg2_null" //stop them moving to end pos obstacle_end obstacle_start chain=25,4 obj="AT_Force_leg4c" obj="AT_Force_leg5c" obj="AT_Force_leg6c" obstacle_end ////////////////////////////////main deck/////////////////////////// obstacle_start chain=24,1 buildit="AT_build_5" obstacle_end obstacle_start chain=24,2 obj="AT_build_5_null" obj="AT_build_5_comp1" obstacle_end obstacle_start chain=24,3 obj="AT_build_5_comp" obstacle_end buildit_start name="AT_build_5" pair="AT_build_5_1_1","AT_build_5_2_1" pair="AT_build_5_1_2","AT_build_5_2_2" pair="AT_build_5_1_3","AT_build_5_2_3" pair="AT_build_5_1_4","AT_build_5_2_4" pair="AT_build_5_1_5","AT_build_5_2_5" pair="AT_build_5_1_6","AT_build_5_2_6" pair="AT_build_5_1_7","AT_build_5_2_7" pair="AT_build_5_1_8","AT_build_5_2_8" pair="AT_build_5_1_9","AT_build_5_2_9" pair="AT_build_5_1_10","AT_build_5_2_10" pair="AT_build_5_1_11","AT_build_5_2_11" push_from_group end_push_on buildit_end ////////////////////////////////putting it all together...//////////////////////// /////////stops leg being done first waits for foot///// obstacle_start obj="AT_build_1_comp",trigger obj="AT_Force_leg1_null" obstacle_end /////////stops leg being done first waits for foot///// obstacle_start obj="AT_build_2_comp",trigger obj="AT_Force_leg2_null" obstacle_end /////////stops deck being done first waits for both legs///// obstacle_start obj="AT_Force_leg1c",trigger obj="AT_Force_leg4c",trigger obj="AT_build_5_null" obstacle_end /////////stops head being done first waits for main deck///// obstacle_start obj="AT_build_5_comp",trigger obj="AT_build_3_null" obstacle_end /////////////////////The End///////////////////// obstacle_start name="atst_end" obj="AT_build_3_comp",trigger obj="AT_end_null" obstacle_end ////////////////////////////////////////////////// obstacle_start name="atst_end2" obj="AT_build_1_comp" obj="AT_build_2_comp" obj="AT_Force_leg1c" obj="AT_Force_leg2c" obj="AT_Force_leg3c" obj="AT_Force_leg4c" obj="AT_Force_leg5c" obj="AT_Force_leg6c" obj="AT_build_3_comp" obj="AT_build_5_comp" obstacle_end /////////////////////////////////spinner tower of doom///////////////// obstacle_start chain=33,1 obj="evap_05" obstacle_end obstacle_start chain=33,2 buildit="spinner1" obstacle_end obstacle_start chain=33,3 obj="spinner" obstacle_end blowup_start force_name="evap_05" deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="evap_01_part" hit_points=0 blowup_end buildit_start name="spinner1" pair="spinner_1_1","spinner_2_1" pair="spinner_1_2","spinner_2_2" pair="spinner_1_3","spinner_2_3" pair="spinner_1_4","spinner_2_4" pair="spinner_1_5","spinner_2_5" pair="spinner_1_6","spinner_2_6" pair="spinner_1_7","spinner_2_7" pair="spinner_1_8","spinner_2_8" pair="spinner_1_9","spinner_2_9" pair="spinner_1_10","spinner_2_10" pair="spinner_1_11","spinner_2_11" push_from_group end_push_on buildit_end //////////// spinner_start spin_obj="spinner" // do not animate the spin object!!! move_obj="spin_1" move_obj="spin_2" move_obj="spin_3" anim_speed=0.35 // scales object animation playback rate push_only // paddles will not be targetted and shooting one will have no effect paddle_count=1 // 1...5 - change the number of paddles (1...5) for targetting end_lock spinner_end ///////debug lift the tower//////////////// //obstacle_start // auto_start // obj="spin_3" //obstacle_end ///////////////////// obstacle_start chain=34,1 obj="spin_3",trigger obj="fall_zip_1" obj="fall_zip_2" obj="fall_zip_3" obj="fall_zip_4" obj="fall_zip_5" obj="fall_zip_6" obj="fall_zip_7" obj="fall_zip_8" obj="fall_zip_9" obj="fall_zip_10" obj="fall_zip_11" obj="fall_zip_12" obj="fall_zip_13" obj="fall_zip_14" obj="fall_zip_15" obj="fall_zip_16" obstacle_end buildit_start name="zip_build" pair="build_1_1_1","build_1_2_1" pair="build_1_1_2","build_1_2_2" pair="build_1_1_3","build_1_2_3" pair="build_1_1_4","build_1_2_4" pair="build_1_1_5","build_1_2_5" pair="build_1_1_6","build_1_2_6" pair="build_1_1_7","build_1_2_7" pair="build_1_1_8","build_1_2_8" pair="build_1_1_9","build_1_2_9" pair="build_1_1_10","build_1_2_10" pair="build_1_1_11","build_1_2_11" pair="build_1_1_12","build_1_2_12" pair="build_1_1_13","build_1_2_13" pair="build_1_1_14","build_1_2_14" pair="build_1_1_15","build_1_2_15" pair="build_1_1_16","build_1_2_16" push_from_group end_push_on buildit_end obstacle_start chain=34,2 buildit="zip_build" obstacle_end obstacle_start chain=34,3 obj="build_1_end" obstacle_end /////////////////////// zipup_start spline="zipup_1" trigger_chain=34,3 zipup_end //////////////// /////////////gen pops/////////////////// blowup_start force_name="gen_pop1" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="gen_part_3" 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_4" blowup_end blowup_start force_name="gen_pop3" 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_pop4" 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_pop5" 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_pop6" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="gen_part_3" blowup_end blowup_start force_name="gen_pop7" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="gen_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 /////////////////////////// blowup_start force_name="roof_pop_a1" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="gen_part_6" blowup_end //// blowup_start force_name="roof_pop_b1" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="gen_part_6" blowup_end blowup_start force_name="roof_pop_b2" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="gen_part_6" blowup_end blowup_start force_name="roof_pop_b3" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="gen_part_6" blowup_end ///// //blowup_start // force_name="roof_pop_c1" // deb_name="b_bin_pop_1" // deb_name="b_bin_pop_2" // part_effect_name="gen_part_2" //blowup_end ////// blowup_start force_name="roof_pop_d1" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="gen_part_5" blowup_end blowup_start force_name="roof_pop_d2" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="gen_part_5" blowup_end blowup_start force_name="roof_pop_d3" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="gen_part_5" blowup_end blowup_start force_name="roof_pop_d4" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="gen_part_5" blowup_end /////////////////////cantina door/////////////////////// obstacle_start name="cantina_door" locked obj="cantina_door" obj="cantina_door_col" rXange=0.8 play_once obstacle_end ////////////////////////////////////////////////////////////// /////////////skel_heater/////////////// buildit_start name="heater3" pair="heater_3_1_1","heater_3_2_1" pair="heater_3_1_2","heater_3_2_2" pair="heater_3_1_3","heater_3_2_3" pair="heater_3_1_4","heater_3_2_4" pair="heater_3_1_5","heater_3_2_5" pair="heater_3_1_6","heater_3_2_6" push_from_group end_push_on buildit_end obstacle_start chain=40,1 buildit="heater3" obstacle_end obstacle_start chain=40,2 obj="heater_skel_1_off" obstacle_end ////////// blowup_start force_name="heater_skel_1_off" deb_name="bin_pop_1" obj="heater_skel_1",on blowup_end blowup_start force_name="heater_skel_1" deb_name="bin_pop_1" obj="heater_skel_2",on blowup_end blowup_start force_name="heater_skel_2" deb_name="bin_pop_1" obj="heater_skel_3",on blowup_end blowup_start force_name="heater_skel_3" deb_name="bin_pop_1" deb_name="bin_pop_2" deb_name="evap_pop_4" part_effect_name="bin_part_1" add_explosion explode_radius=0.75 blowup_end