mipmapmode=3 blobshadow_alpha=80 blobshadow_fadenear=5 blobshadow_fadefar=10 music="qui_moscant2" ///////////////////////////////////////////////////////////////// cutscenes_start cutscene="episodeiv\moseisley_midtro" cutscenes_end ///////////////////////////////////////////////////////////////// settings_start=1 farclip_ps2=50 nearclip_ps2=0.02 farclip_psp=45 nearclip_psp=0.1 farclip_360=50 nearclip_360=0.02 farclip_gc=50 nearclip_gc=0.02 farclip_pc=50 nearclip_pc=0.02 backr_top=120 backg_top=120 backb_top=140 backr_bottom=0 backg_bottom=0 backb_bottom=0 backr_x=0 backg_x=99 backb_x=150 settings_end rippleeffects_start texture_name="ripple2" effect_type="FORCEFIELD" start_colour_r=0 start_colour_g=80 start_colour_b=188 start_colour_a=255 end_colour_r=20 end_colour_g=20 end_colour_b=30 end_colour_a=0 life=0.2 start_radius=0.0 end_radius=0.2 rippleeffects_end /////////////////////////////door splines////////////////// 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_c_to_d" level="MosEisley_d" 1_way door_end door_start spline="door_d_to_c" level="MosEisley_c" 1_way door_end ///////////////////////// //////////////////////// door_start spline="door_1a" level="MosEisley_c" 1_way door_end door_start spline="door_1b" level="MosEisley_c" 1_way door_end ///// /////////////////////////socks/////////////////////// //////////////main sock_start=00 cam_blend_time=2.0 // cam_look_ratio_y=0.8 campos_seek=5.0 cam_disst_ratio=0.1 // cam_y_offset=0.5 // offset_blend_y_ratio=0.5 cam_pullback_ratio_xz=0.2 sock_end ///////////////ent sock_start=02 cam_blend_time=2.0 cam_look_ratio_y=0.8 campos_seek=5.0 // cam_lateral_ratio=0.1 // cam_dist_to_target=2.2 sock_end /////////////////small sock_start=03 cam_blend_time=2.0 // 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_xz=0.2 // ignore_socks=01,02 sock_end //////////////////////////////droid scanner////////////////////// turret_start obj="spark1" name="spark_1" x_turn_factor=5.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=5.0 //turn rate factor, the higher it is the faster the turn view_range=10 fire_range=0 fire_interval=10 hitpoints=1 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=170 range_y_rot=90 prefers_droids turret_end turret_start obj="spark2" name="spark_2" x_turn_factor=5.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=5.0 //turn rate factor, the higher it is the faster the turn view_range=10 fire_range=0 fire_interval=10 hitpoints=1 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=170 range_y_rot=90 prefers_droids turret_end turret_start obj="spark3" name="spark_3" x_turn_factor=5.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=5.0 //turn rate factor, the higher it is the faster the turn view_range=10 fire_range=0 fire_interval=10 hitpoints=1 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=170 range_y_rot=90 prefers_droids turret_end turret_start obj="spark4" name="spark_4" x_turn_factor=5.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=5.0 //turn rate factor, the higher it is the faster the turn view_range=10 fire_range=0 fire_interval=10 hitpoints=1 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=170 range_y_rot=90 prefers_droids turret_end //////////////////////////////////////////////////////////// blowup_start force_name="spark1" deb_name="spark_pop_1" deb_name="spark_pop_2" part_effect_name="spark_part" blowup_end blowup_start force_name="spark2" deb_name="spark_pop_1" deb_name="spark_pop_2" part_effect_name="spark_part" blowup_end blowup_start force_name="spark3" deb_name="spark_pop_1" deb_name="spark_pop_2" part_effect_name="spark_part" blowup_end blowup_start force_name="spark4" deb_name="spark_pop_1" deb_name="spark_pop_2" part_effect_name="spark_part" blowup_end //////////////////////pad_door/////////////////////////////////////////////// obstacle_start name="door_pad_1" obj="pad_1a" obj="pad_1b",no_collision check_ground range=0.15 // door_close_delay=1.0 story_mode_only pressure_pad obstacle_end obstacle_start name="door_pad_2" obj="pad_2a" obj="pad_2b",no_collision check_ground range=0.15 // story_mode_only // door_close_delay=1.0 pressure_pad obstacle_end obstacle_start name="door_pad_3" obj="pad_3a" obj="pad_3b",no_collision check_ground range=0.15 // story_mode_only // door_close_delay=1.0 pressure_pad obstacle_end obstacle_start name="door_pad_4" obj="pad_4a" obj="pad_4b",no_collision check_ground range=0.15 story_mode_only // door_close_delay=1.0 pressure_pad obstacle_end ///// obstacle_start name="pad_door" obj="pad_2a",trigger obj="pad_3a",trigger obj="pad_1a",story_only_trigger obj="pad_4a",story_only_trigger obj="pad_door" obj="pad_door_col" freeplay_count=2 play_once obstacle_end /////////////////////wall lights///////////////////////////// obstacle_start chain=1,1 obj="light_a1" obstacle_end obstacle_start chain=1,2 obj="light_b1" obstacle_end //// obstacle_start chain=2,1 obj="light_a2" obstacle_end obstacle_start chain=2,2 obj="light_b2" obstacle_end //// obstacle_start chain=3,1 obj="light_a3" obstacle_end obstacle_start chain=3,2 obj="light_b3" obstacle_end //// obstacle_start chain=4,1 obj="light_a4" obstacle_end obstacle_start chain=4,2 obj="light_b4" obstacle_end //// obstacle_start chain=5,1 obj="light_a5" obstacle_end obstacle_start chain=5,2 obj="light_b5" obstacle_end //// //////////////////blowup chairs//////////////////////////////////// blowup_start force_name="chair_01" obj="chair_01_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_02" obj="chair_02_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_03" obj="chair_03_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_04" obj="chair_04_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_05" obj="chair_05_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_06" obj="chair_06_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_07" obj="chair_07_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_08" obj="chair_08_shadow",off obj="Ross_Chair8",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_09" obj="chair_09_shadow",off obj="Ross_Chair9",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_10" obj="chair_10_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end ////////////////// blowup_start force_name="chair_11" obj="chair_11_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_12" obj="chair_12_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_13" obj="chair_13_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_14" obj="chair_14_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_15" obj="chair_15_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_16" obj="chair_16_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_17" obj="chair_17_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_18" obj="chair_18_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_19" obj="chair_19_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_20" obj="chair_20_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end //////////////////////// blowup_start force_name="chair_21" obj="chair_21_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_22" obj="chair_22_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_23" obj="chair_23_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end blowup_start force_name="chair_24" obj="chair_24_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="chair_part" blowup_end //////////////////////////////////////////// teleport_start spline="small_1" duration=5.0 range=0.3 flap1="flap_02" flap2="flap_01" flip_flap teleport_end ////// obstacle_start obj="force_field_null",trigger obj="force_field" obstacle_end obstacle_start obj="lever_1_on",trigger obj="lever_2_on",trigger obj="force_field_null" obstacle_end //obstacle_start // obj="force_field_null" // range=0.3 //obstacle_end /////////////////////////////////////////////// obstacle_start // name="shutter_lever_4" lock_spline="lever_lineup1" locked pull_lever obj="lever1",lever obj="lever_1_on" obj="lever_1_off" door_close_delay=2.0 reset_anims obstacle_end obstacle_start // name="shutter_lever_4" lock_spline="lever_lineup2" locked pull_lever obj="lever2",lever obj="lever_2_on" obj="lever_2_off" door_close_delay=2.0 reset_anims obstacle_end ///////////////////////////////////////////////////////////// blowup_start set_type="cup" force_name="cup_01" deb_name="water_pop_1" deb_name="water_pop_2" part_effect_name="water_part" blowup_end /// blowup_start use_type="cup" force_name="cup_02" blowup_end blowup_start use_type="cup" force_name="cup_03" blowup_end blowup_start use_type="cup" force_name="cup_04" blowup_end blowup_start use_type="cup" force_name="cup_05" blowup_end blowup_start use_type="cup" force_name="cup_06" blowup_end blowup_start use_type="cup" force_name="cup_07" blowup_end blowup_start use_type="cup" force_name="cup_08" blowup_end blowup_start use_type="cup" force_name="cup_09" blowup_end blowup_start use_type="cup" force_name="cup_10" blowup_end blowup_start use_type="cup" force_name="cup_11" blowup_end blowup_start use_type="cup" force_name="cup_12" blowup_end blowup_start use_type="cup" force_name="cup_13" blowup_end blowup_start set_type="glass" force_name="glass_01" deb_name="water_pop_1" deb_name="water_pop_2" part_effect_name="water_part" blowup_end /// blowup_start use_type="glass" force_name="glass_02" blowup_end blowup_start use_type="glass" force_name="glass_03" blowup_end blowup_start use_type="glass" force_name="glass_04" blowup_end blowup_start use_type="glass" force_name="glass_05" blowup_end