mipmapmode=3 ////////////////2x? mini kits/////////// blobshadow_alpha=80 blobshadow_fadenear=5 blobshadow_fadefar=10 max_ter_platforms=130 music="qui_mosalley" music_other="qui_moshangar" settings_start=1 farclip_ps2=50 nearclip_ps2=0.02 farclip_psp=50 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 // fognear=3 // fogfar=30 // fogr=120 // fogg=120 // fogb=180 // foga=60 backr_top=240 backg_top=130 backb_top=100 backr_bottom=240 backg_bottom=130 backb_bottom=100 // 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 //////////////////door splines////////////////// 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_falcon_in" level="MosEisley_d" 1_way door_end door_start spline="door_falcon_out" level="MosEisley_d" 1_way door_end ///////////////////////// door_start spline="door_arch_in1" level="MosEisley_d" 1_way players_1_and_2_only door_end door_start spline="door_arch_out1" level="MosEisley_d" 1_way players_1_and_2_only door_end ///// door_start spline="door_arch_in2" level="MosEisley_d" 1_way players_1_and_2_only door_end door_start spline="door_arch_out2" level="MosEisley_d" 1_way players_1_and_2_only door_end //// door_start spline="door_arch_in3" level="MosEisley_d" 1_way players_1_and_2_only door_end door_start spline="door_arch_out3" level="MosEisley_d" 1_way players_1_and_2_only door_end ////// door_start spline="door_arch_in4" level="MosEisley_d" 1_way players_1_and_2_only door_end door_start spline="door_arch_out4" level="MosEisley_d" 1_way players_1_and_2_only door_end ////// door_start spline="door_arch_in5" level="MosEisley_d" 1_way players_1_and_2_only door_end door_start spline="door_arch_out5" level="MosEisley_d" 1_way players_1_and_2_only door_end ////// door_start spline="door_arch_in6" level="MosEisley_d" 1_way players_1_and_2_only door_end door_start spline="door_arch_out6" level="MosEisley_d" 1_way players_1_and_2_only door_end ////// door_start spline="door_arch_in7" level="MosEisley_d" 1_way players_1_and_2_only door_end door_start spline="door_arch_out7" level="MosEisley_d" 1_way players_1_and_2_only door_end ////// door_start spline="door_arch_in8" level="MosEisley_d" 1_way players_1_and_2_only door_end door_start spline="door_arch_out8" level="MosEisley_d" 1_way players_1_and_2_only door_end /////////////////to dewback area///////////////////////////// door_start spline="door_arch_in9" level="MosEisley_d" 1_way players_1_and_2_only // cam_spline="door_cam" // cam_wait=3.0 // time camera holds before blending back to game camera // cam_blend_time=0.0 // cam_once door_end door_start spline="door_arch_out9" level="MosEisley_d" 1_way players_1_and_2_only door_end //////// door_start spline="door_e_to_d" level="MosEisley_d" 1_way players_1_and_2_only door_end door_start spline="door_d_to_e" level="MosEisley_e" 1_way players_1_and_2_only door_end door_start spline="door_finish_in" level="MosEisley_outro1" 1_way players_1_and_2_only door_end ////////////////////socks/////////////////////// ///////////////main/////////////////// sock_start=01 cam_blend_time=1 // cam_look_ratio_y=0.8 campos_seek=5 cam_lateral_ratio=0.2 cam_y_offset=1.2 offset_blend_y_ratio=0.75 cam_pullback_ratio=0.4 cam_dist_to_target=2.5 sock_end //////////////////////start/////////////// sock_start=04 cam_blend_time=1 // cam_look_ratio_y=0.8 campos_seek=5 cam_lateral_ratio=0.2 cam_y_offset=1.2 offset_blend_y_ratio=0.9 cam_pullback_ratio=0.4 cam_dist_to_target=2.5 sock_end sock_start=02 cam_blend_time=1 // cam_look_ratio_y=0.8 campos_seek=5 cam_lateral_ratio=0.2 cam_y_offset=1.2 offset_blend_y_ratio=0.9 cam_pullback_ratio=0.2 cam_dist_to_target=2.5 sock_end ///////////hangar/////////////////////// 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=-0.1 // cam_y_offset=0.5 // offset_blend_y_ratio=0.8 // cam_pullback_ratio=1.0 // cam_dist_to_target=2.5 sock_end sock_start=05 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=0.4 // ignore_socks=01,02 sock_end //// sock_start=06 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=0.4 // ignore_socks=01,02 cam_dist_to_target=3.0 sock_end sock_start=07 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=0.4 // ignore_socks=01,02 sock_end //////////////////////////////////zipups////////////////////////////// zipup_start spline="zipup_1" // force="name" // trigger_chain=x,y zipup_end zipup_start spline="zipup_2" // force="name" trigger_chain=1,2 zipup_end zipup_start spline="zipup_3" // swing // force="name" // trigger_chain=1,2 zipup_end zipup_start spline="zipup_4" swing // force="name" // trigger_chain=1,2 zipup_end zipup_start spline="zipup_5" swing // force="name" // trigger_chain=1,2 zipup_end /////////////////////////////////////////////////////////////////////////////// buildit_start name="buildit1" 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" // pair="build_3_1_17","build_3_2_17" push_from_group end_push_on buildit_end obstacle_start chain=1,1 buildit="buildit1" obstacle_end obstacle_start chain=1,2 obj="build_1_end" 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="door_3_3" obj="door_3_3col" obj="bounty_light_on1",no_collision obj="bounty_light_off1",no_collision //////////////from other door////////// obj="bounty_light_on2",no_collision obj="bounty_light_off2",no_collision obj="door_3_4" obj="door_3_4col" sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end /// turret_start obj="door_1_cam_2" 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 turret_end ///////////////////////////////////c3po door/////////////////////////////////// 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 play_once obj="C3PO_door_1",no_collision obj="C3PO_door_1col",no_collision obj="C3PO_light_on1",no_collision obj="C3PO_light_off1",no_collision // obj="C3PO_door_2",no_collision obj="C3PO_door_1col",no_collision obj="C3PO_light_on2",no_collision obj="C3PO_light_off2",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end //// obstacle_start name="C3PO_pan2" obj="C3PO_static2" obj="C3PO_pic2" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="C3PO_door2" lock_spline="C3PO_door_lineup2" protocol_droid locked play_once obj="C3PO_door_2",no_collision obj="C3PO_door_1col",no_collision obj="C3PO_light_on2",no_collision obj="C3PO_light_off2",no_collision // obj="C3PO_door_1",no_collision obj="C3PO_door_1col",no_collision obj="C3PO_light_on1",no_collision obj="C3PO_light_off1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end //////////////////////////////////////// obstacle_start name="bounty_pan2" obj="bounty_static2" obj="bounty_pic2" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="Bounty_door2" lock_spline="bounty_door_lineup2" bountyhunter locked obj="door_3_4" obj="door_3_4col" obj="bounty_light_on2",no_collision obj="bounty_light_off2",no_collision //////////////from other door////////// obj="door_3_3" obj="door_3_3col" obj="bounty_light_on1",no_collision obj="bounty_light_off1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end /// turret_start obj="door_1_cam_3" name="door_3_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 turret_end //////////////////////////////////////////////////////////////////////////// //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_door1" // lock_spline="storm_door_lineup1" // stormtrooper // locked // obj="door_3_1" // obj="door_3_1_col" // // obj="green_light_on1",no_collision // obj="red_light_on1",no_collision // sfx_open="Cru_DiagBlastDoorOpen" // sfx_close="Cru_DiagBlastDoorOpen" //obstacle_end obstacle_start obj="door_3_1" obj="door_3_1_col" range=1.2 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 //turret_end /////////////////////////////////////////hangar/////////////////////////////////// obstacle_start obj="hangar_door_null",trigger obj="hangar_door" obstacle_end obstacle_start name="hangar_dooor" obj="hangar_door_null",no_collision anim_speed=0.25 range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end //// obstacle_start obj="spy_door12" range=0.8 obstacle_end obstacle_start obj="spy_door13" range=0.8 obstacle_end ///// obstacle_start obj="spy_door14" range=0.8 obstacle_end obstacle_start obj="spy_door15" range=0.8 obstacle_end ///// obstacle_start name="falcon" obj="falcon_hatch1" obj="falcon_ramp1" rXange=0.8 obstacle_end obstacle_start name="ent_door" obj="ent_door" range=0.8 obstacle_end ///////////////////////spy doors//////////////////////////////////////////// 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" range=0.8 obstacle_end obstacle_start obj="spy_door4" range=0.8 obstacle_end obstacle_start obj="spy_door5" range=0.8 obstacle_end obstacle_start obj="spy_door6" range=0.8 obstacle_end obstacle_start obj="spy_door7" range=0.8 obstacle_end obstacle_start obj="spy_door8" range=0.8 obstacle_end obstacle_start obj="spy_door9" range=0.8 obstacle_end obstacle_start name="spy_door10" obj="spy_door10" range=1.2 obstacle_end obstacle_start obj="spy_door11" range=0.8 obstacle_end obstacle_start obj="spy_door12" range=0.8 obstacle_end obstacle_start obj="spy_door13" range=0.8 obstacle_end obstacle_start obj="spy_door14" range=0.8 obstacle_end obstacle_start obj="spy_door15" range=0.8 obstacle_end obstacle_start obj="spy_door16" range=0.8 obstacle_end obstacle_start obj="spy_door17" range=0.8 obstacle_end obstacle_start obj="spy_door18" range=0.8 obstacle_end ///////////////////////////////////////////////////////////////////////////// obstacle_start hat_machine locked lock_spline="helmet_machine_lineup2" obj="helmet_machine_out2"//draws the helmet relative to this object (first object in the list) obj="helmet_machine_lever2",lever obj="helmet_machine_up2" obj="helmet_machine_scale2" obj="helmet_machine_off2" obj="helmet_machine_on2" obj="helmet_machine_lever2" reset_anims sfx_open="SwLever" 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_start force_name="bin_10" obj="bin_lid_10",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_11" obj="bin_lid_11",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_12" obj="bin_lid_12",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_13" obj="bin_lid_13",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_14" obj="bin_lid_14",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_15" obj="bin_lid_15",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 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=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 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="Turnip_02" obj="Turnip_02_null" obstacle_end obstacle_start chain=9,3 obj="Turnip_02b" auto_start obstacle_end obstacle_start name="turnip2" obj="big_bin_lid_04",trigger obj="Turnip_02" obstacle_end obstacle_start obj="big_bin_04b",trigger obj="Turnip_02_null" 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 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" 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="Turnip_01" obj="Turnip_01_null" obstacle_end obstacle_start chain=13,3 obj="Turnip_01b" auto_start obstacle_end obstacle_start name="turnip1" obj="big_bin_lid_08",trigger obj="Turnip_01" obstacle_end obstacle_start obj="big_bin_08b",trigger obj="Turnip_01_null" 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 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 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="Turnip_03" obj="Turnip_03_null" obstacle_end obstacle_start chain=16,3 obj="Turnip_03b" auto_start obstacle_end obstacle_start name="turnip3" obj="big_bin_lid_11",trigger obj="Turnip_03" obstacle_end obstacle_start obj="big_bin_11b",trigger obj="Turnip_03_null" 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 /////////////////////////////////Turnip minikit.///////////////// obstacle_start chain_trigger=9,3 chain_trigger=13,3 chain_trigger=16,3 obj="Turnip_null1" anim_speed=1.0 obstacle_end obstacle_start name="Turnip" //pickup id 1 obj="Turnip_null1",trigger obj="Turnip_null2" camera_spline="Turnip_cam" cam_start_time=0.0 cam_end_time=2.5 cam_blend_in_time=0.0 cam_blend_out_time=0.0 hack=33 // 32 + pickup ID 1 (important - stops mini-cut playing if mini-kit is already collected) obstacle_end ///////////////////////////////dark force gates....///////////////// obstacle_start chain=17,1 obj="dark_force_1_col" 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" obj="darkforce_1_21" obj="darkforce_1_22" obstacle_end obstacle_start chain=17,2 obj="dark_force_1_null" obstacle_end blowup_start force_name="dark_force_1_null" deb_name="thermo_pop1" deb_name="thermo_pop2" part_effect_name="dark_part" blowup_end /////// obstacle_start chain=18,1 obj="dark_force_2_col" obj="darkforce_2_1" obj="darkforce_2_2" obj="darkforce_2_3" obj="darkforce_2_4" obj="darkforce_2_5" obj="darkforce_2_6" obj="darkforce_2_7" obj="darkforce_2_8" obj="darkforce_2_9" obj="darkforce_2_10" obj="darkforce_2_11" obj="darkforce_2_12" obj="darkforce_2_13" obj="darkforce_2_14" obj="darkforce_2_15" obj="darkforce_2_16" obj="darkforce_2_17" obj="darkforce_2_18" obj="darkforce_2_19" obj="darkforce_2_20" obj="darkforce_2_21" obj="darkforce_2_22" obstacle_end obstacle_start chain=18,2 obj="dark_force_2_null" obstacle_end blowup_start force_name="dark_force_2_null" deb_name="thermo_pop1" deb_name="thermo_pop2" part_effect_name="dark_part" blowup_end /////// obstacle_start chain=19,1 obj="dark_force_3_col" obj="darkforce_3_1" obj="darkforce_3_2" obj="darkforce_3_3" obj="darkforce_3_4" obj="darkforce_3_5" obj="darkforce_3_6" obj="darkforce_3_7" obj="darkforce_3_8" obj="darkforce_3_9" obj="darkforce_3_10" obj="darkforce_3_11" obj="darkforce_3_12" obj="darkforce_3_13" obj="darkforce_3_14" obj="darkforce_3_15" obj="darkforce_3_16" obj="darkforce_3_17" obj="darkforce_3_18" obj="darkforce_3_19" obj="darkforce_3_20" obj="darkforce_3_21" obj="darkforce_3_22" obstacle_end obstacle_start chain=19,2 obj="dark_force_3_null" obstacle_end blowup_start force_name="dark_force_3_null" deb_name="thermo_pop1" deb_name="thermo_pop2" part_effect_name="dark_part" blowup_end /////// obstacle_start chain=20,1 obj="dark_force_4_col" obj="darkforce_4_1" obj="darkforce_4_2" obj="darkforce_4_3" obj="darkforce_4_4" obj="darkforce_4_5" obj="darkforce_4_6" obj="darkforce_4_7" obj="darkforce_4_8" obj="darkforce_4_9" obj="darkforce_4_10" obj="darkforce_4_11" obj="darkforce_4_12" obj="darkforce_4_13" obj="darkforce_4_14" obj="darkforce_4_15" obj="darkforce_4_16" obj="darkforce_4_17" obj="darkforce_4_18" obj="darkforce_4_19" obj="darkforce_4_20" obj="darkforce_4_21" obj="darkforce_4_22" obstacle_end obstacle_start chain=20,2 obj="dark_force_4_null" obstacle_end blowup_start force_name="dark_force_4_null" deb_name="thermo_pop1" deb_name="thermo_pop2" part_effect_name="dark_part" blowup_end ////////////////////////////////////////////////////// /////////////////////////////////////womp rat gates///////////////////////////////// obstacle_start chain=21,1 name="ratgate_1" obj="gate_wheel_1a" obj="gate_1a" obj="gate_wheel_1b" obj="gate_1b" obstacle_end obstacle_start name="gate1" chain=21,2 obj="gate_wheel_1c" obj="gate_1c" obj="gate_wheel_1d" obj="gate_1d" obstacle_end obstacle_start chain=22,1 name="ratgate_2" obj="gate_wheel_2a" obj="gate_2a" obj="gate_wheel_2b" obj="gate_2b" obstacle_end obstacle_start name="gate2" chain=22,2 obj="gate_wheel_2c" obj="gate_2c" obj="gate_wheel_2d" obj="gate_2d" obstacle_end ////////////////////////////potty////////////////////////////// blowup_start force_name="poo_01" deb_name="poo_pop1" obj="poo_01_flower",on part_effect_name="poo_part" blowup_end blowup_start force_name="poo_02" obj="poo_02_flower",on deb_name="poo_pop1" part_effect_name="poo_part" blowup_end blowup_start force_name="poo_03" obj="poo_03_flower",on deb_name="poo_pop1" part_effect_name="poo_part" blowup_end blowup_start force_name="poo_04" deb_name="poo_pop1" part_effect_name="poo_part" blowup_end blowup_start force_name="poo_05" deb_name="poo_pop1" part_effect_name="poo_part" blowup_end blowup_start force_name="poo_06" obj="poo_06_flower",on deb_name="poo_pop1" part_effect_name="poo_part" blowup_end blowup_start force_name="poo_07" deb_name="poo_pop1" part_effect_name="poo_part" blowup_end blowup_start force_name="poo_08" deb_name="poo_pop1" part_effect_name="poo_part" blowup_end blowup_start force_name="poo_09" obj="poo_09_flower",on deb_name="poo_pop1" part_effect_name="poo_part" blowup_end blowup_start force_name="poo_10" deb_name="poo_pop1" part_effect_name="poo_part" blowup_end blowup_start force_name="poo_11" obj="poo_11_flower",on deb_name="poo_pop1" part_effect_name="poo_part" blowup_end /////////////////////////////////////////////big gates////// blowup_start force_name="big_gate_1a" deb_name="thermo_pop1" deb_name="thermo_pop2" part_effect_name="brown_part" blowup_end blowup_start force_name="big_gate_1b" deb_name="thermo_pop1" deb_name="thermo_pop2" part_effect_name="brown_part" blowup_end blowup_start force_name="big_gate_2a" deb_name="thermo_pop1" deb_name="thermo_pop2" part_effect_name="brown_part" blowup_end blowup_start force_name="big_gate_2b" deb_name="thermo_pop1" deb_name="thermo_pop2" part_effect_name="brown_part" blowup_end blowup_start force_name="big_gate_3a" deb_name="thermo_pop1" deb_name="thermo_pop2" part_effect_name="brown_part" blowup_end blowup_start force_name="big_gate_3b" deb_name="thermo_pop1" deb_name="thermo_pop2" part_effect_name="brown_part" blowup_end //////////////////////////////////////////////new push blowup//////////////////////// obstacle_start name="big_gate" obj="big_gate_pop1" obj="big_gate_pop2" range=5 locked obstacle_end obstacle_start chain=39,1 obj="big_gate_pop1" obj="big_gate_pop2" obstacle_end obstacle_start chain=39,2 obj="big_gate_pop3" obj="big_gate_pop4" obstacle_end blowup_start force_name="big_gate_pop3" deb_name="thermo_pop1" deb_name="thermo_pop2" part_effect_name="brown_part" hit_points=0 blowup_end blowup_start force_name="big_gate_pop4" deb_name="thermo_pop1" deb_name="thermo_pop2" part_effect_name="brown_part" hit_points=0 blowup_end ///////////////////////////////////////push thing/////////////////////// obstacle_start locked pull_lever lock_spline="machine_lineup1" obj="machine_lever1",lever obj="machine_off1" obj="machine_on1" door_close_delay=0.1 reset_anims sfx_open="SwLever" chain_interface=38,1 obstacle_end obstacle_start obj="machine_off1",trigger //light from the lever// obj="push_start" obj="push_wheel1" obj="push_wheel2" obj="push_wheel3" obj="push_wheel4" obj="push_wheel5" obj="push_wheel6" obj="push_wheel7" obj="push_wheel8" reset_anims obstacle_end /// obstacle_start chain=38,1 obj="push_start" //animates out obj="machine_lever1" //the lever you pull obstacle_end obstacle_start name="levermachine" chain=38,2,1 obj="push" obj="machine_lever_wait2" //has no animation push="push",1 reset_pushblocks obstacle_end blowup_start force_name="push" deb_name="thermo_pop1" deb_name="thermo_pop2" part_effect_name="brown_part" add_explosion obj="machine_lever_wait2",off blowup_end blowup_start force_name="push_moo" deb_name="thermo_pop1" deb_name="thermo_pop2" part_effect_name="brown_part" add_explosion obj="machine_lever_wait2",off blowup_end //////////////////////////////////////////////// obstacle_start name="push_obst_2" chain=2,1 push="push",2 obstacle_end obstacle_start chain=2,2 obj="push_moo" obstacle_end //////////////////////////////////dark flowers///////////////////////////////////// /////////////////////////// blowup_start force_name="dark_poo_01" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end /////////// obstacle_start chain=23,1 obj="dark_poo_01" obstacle_end obstacle_start chain=23,2 obj="dark_flower_01" obstacle_end obstacle_start chain=23,3 obj="dark_flower_01b" obstacle_end obstacle_start chain=23,4 obj="dark_flower_01c" obstacle_end //////////// blowup_start force_name="dark_flower_01c" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end ////////// blowup_start force_name="dark_poo_02" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end /////////// obstacle_start chain=24,1 obj="dark_poo_02" obstacle_end obstacle_start chain=24,2 obj="dark_flower_02" obstacle_end obstacle_start chain=24,3 obj="dark_flower_02b" obstacle_end obstacle_start chain=24,4 obj="dark_flower_02c" obstacle_end //////////// blowup_start force_name="dark_flower_02c" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end ////////// blowup_start force_name="dark_poo_03" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end /////////// obstacle_start chain=25,1 obj="dark_poo_03" obstacle_end obstacle_start chain=25,2 obj="dark_flower_03" obstacle_end obstacle_start chain=25,3 obj="dark_flower_03b" obstacle_end obstacle_start chain=25,4 obj="dark_flower_03c" obstacle_end //////////// blowup_start force_name="dark_flower_03c" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end ////////// blowup_start force_name="dark_poo_04" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end /////////// obstacle_start chain=26,1 obj="dark_poo_04" obstacle_end obstacle_start chain=26,2 obj="dark_flower_04" obstacle_end obstacle_start chain=26,3 obj="dark_flower_04b" obstacle_end obstacle_start chain=26,4 obj="dark_flower_04c" obstacle_end //////////// blowup_start force_name="dark_flower_04c" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end ////////// blowup_start force_name="dark_poo_05" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end /////////// obstacle_start chain=27,1 obj="dark_poo_05" obstacle_end obstacle_start chain=27,2 obj="dark_flower_05" obstacle_end obstacle_start chain=27,3 obj="dark_flower_05b" obstacle_end obstacle_start chain=27,4 obj="dark_flower_05c" obstacle_end //////////// blowup_start force_name="dark_flower_05c" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end ////////// blowup_start force_name="dark_poo_06" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end /////////// obstacle_start chain=28,1 obj="dark_poo_06" obstacle_end obstacle_start chain=28,2 obj="dark_flower_06" obstacle_end obstacle_start chain=28,3 obj="dark_flower_06b" obstacle_end obstacle_start chain=28,4 obj="dark_flower_06c" obstacle_end //////////// blowup_start force_name="dark_flower_06c" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end ////////// blowup_start force_name="dark_poo_07" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end /////////// obstacle_start chain=29,1 obj="dark_poo_07" obstacle_end obstacle_start chain=29,2 obj="dark_flower_07" obstacle_end obstacle_start chain=29,3 obj="dark_flower_07b" obstacle_end obstacle_start chain=29,4 obj="dark_flower_07c" obstacle_end //////////// blowup_start force_name="dark_flower_07c" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end ////////// blowup_start force_name="dark_poo_08" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end /////////// obstacle_start chain=30,1 obj="dark_poo_08" obstacle_end obstacle_start chain=30,2 obj="dark_flower_08" obstacle_end obstacle_start chain=30,3 obj="dark_flower_08b" obstacle_end obstacle_start chain=30,4 obj="dark_flower_08c" obstacle_end //////////// blowup_start force_name="dark_flower_08c" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end ////////// blowup_start force_name="dark_poo_09" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end /////////// obstacle_start chain=31,1 obj="dark_poo_09" obstacle_end obstacle_start chain=31,2 obj="dark_flower_09" obstacle_end obstacle_start chain=31,3 obj="dark_flower_09b" obstacle_end obstacle_start chain=31,4 obj="dark_flower_09c" obstacle_end //////////// blowup_start force_name="dark_flower_09c" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end ////////// blowup_start force_name="dark_poo_10" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end /////////// obstacle_start chain=32,1 obj="dark_poo_10" obstacle_end obstacle_start chain=32,2 obj="dark_flower_10" obstacle_end obstacle_start chain=32,3 obj="dark_flower_10b" obstacle_end obstacle_start chain=32,4 obj="dark_flower_10c" obstacle_end //////////// blowup_start force_name="dark_flower_10c" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end ////////// blowup_start force_name="dark_poo_11" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end /////////// obstacle_start chain=33,1 obj="dark_poo_11" obstacle_end obstacle_start chain=33,2 obj="dark_flower_11" obstacle_end obstacle_start chain=33,3 obj="dark_flower_11b" obstacle_end obstacle_start chain=33,4 obj="dark_flower_11c" obstacle_end //////////// blowup_start force_name="dark_flower_11c" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end ////////// blowup_start force_name="dark_poo_12" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end /////////// obstacle_start chain=34,1 obj="dark_poo_12" obstacle_end obstacle_start chain=34,2 obj="dark_flower_12" obstacle_end obstacle_start chain=34,3 obj="dark_flower_12b" obstacle_end obstacle_start chain=34,4 obj="dark_flower_12c" obstacle_end //////////// blowup_start force_name="dark_flower_12c" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end ////////// blowup_start force_name="dark_poo_13" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end /////////// obstacle_start chain=35,1 obj="dark_poo_13" obstacle_end obstacle_start chain=35,2 obj="dark_flower_13" obstacle_end obstacle_start chain=35,3 obj="dark_flower_13b" obstacle_end obstacle_start chain=35,4 obj="dark_flower_13c" obstacle_end //////////// blowup_start force_name="dark_flower_13c" // obj="dark_flower_01",on deb_name="poo_pop1" part_effect_name="dark_poo_part" blowup_end ////////// 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="Cine_door1" obj="Cine_door2" obj="R2_light_on1",no_collision obj="R2_light_off1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end /////////////////////////// /////////////gen pops/////////////////// //gen_part_1 blue //gen_part_2 dark_grey //gen_part_3 dark_grey/orange //gen_part_4 yellow blowup_start force_name="gen_pop1" 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_pop2" 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_pop3" 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_pop4" 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_pop5" 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_pop6" 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_pop7" 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_pop8" 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_pop9" 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_pop10" 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_pop11" 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_pop12" 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_pop13" 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_pop14" 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_pop15" 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_pop16" 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_pop17" 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_pop18" 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_pop19" 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_pop20" 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_pop21" 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_pop22" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="gen_part_3" blowup_end //////////////////////////////////////evaps///////////////////////////// blowup_start force_name="evap_01" 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" 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 //////////////////////////////hangar barrels///////////////////////// blowup_start force_name="sml_barrel_01" deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="sml_barrel_02" deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="sml_barrel_03" deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="barrel_part_2" blowup_end blowup_start force_name="sml_barrel_04" deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="barrel_part_1" blowup_end ////////////////////////////// blowup_start force_name="big_barrel_01" deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="big_barrel_02" deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="barrel_part_1" 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_5" 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_5" 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_5" 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_5" 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