height=5.0 use_fog mipmapmode=3 burnout_threshold=0.1 burnout_intensity=0.1 burnout_flare=0.1 blobshadow_alpha=80 blobshadow_fadenear=5 blobshadow_fadefar=10 settings_start=1 farclip=218 nearclip=0.021 fognear=0.05 fogfar=150 fogr=200 fogg=200 foga=0 top_backr=87 top_backg=137 top_backb=209 bottom_backr=192 bottom_backg=237 bottom_backb=255 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 /////////////////// Pickup ID Test ///////////////// pickupids_start pid=130 forcename="coinvent_01" forcename="coinvent_02" ////// pid=131 forcename="wallmachine7_handle" forcename="wallmachine8_handle" forcename="wallmachine9_handle" forcename="wallmachine10_handle" forcename="wallmachine11_handle" ////// pid=132 forcename="wallmachine1_handle" forcename="wallmachine2_handle" forcename="wallmachine3_handle" forcename="wallmachine4_handle" forcename="wallmachine5_handle" pickupids_end ///////////////////////camera/////////////////////// sock_start=00 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.2 cam_look_ratio_y=0.8 //cam_rail_offset=-1 //cam_y_offset=0.5 sock_end sock_start=01 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_look_ratio_y=0.8 cam_dist_ratio=0.2 sock_end sock_start=02 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_look_ratio_y=0.8 cam_dist_ratio=0.2 cam_y_offset=0.5 sock_end sock_start=03 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_look_ratio_y=0.8 sock_end sock_start=04 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_look_ratio_y=0.6 //cam_y_offset=0.3 sock_end sock_start=05 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_look_ratio_y=0.8 //cam_y_offset=0.3 sock_end sock_start=06 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_look_ratio_y=0.8 //cam_y_offset=0.3 ignore_socks=12 sock_end sock_start=07 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_look_ratio_y=0.8 cam_y_offset=0.3 sock_end sock_start=08 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_look_ratio_y=0.8 cam_y_offset=0.3 sock_end sock_start=09 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_look_ratio_y=0.8 cam_y_offset=0.3 sock_end sock_start=10 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_look_ratio_y=0.8 cam_y_offset=0.3 sock_end sock_start=11 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 //cam_look_ratio_y=0.8 cam_y_offset=0.5 sock_end sock_start=12 cam_blend_time=0.5 cam_dist_to_target_xz=2.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_look_ratio_y=0.8 //cam_y_offset=0.3 ignore_socks=06 sock_end ///////////////doors//////////////////////////////// door_start spline="door_in_c" level="tatooine_b" 1_way door_end door_start spline="door_out_c" level="tatooine_d" 1_way door_end door_start spline="door_crawler1a" level="tatooine_b" 1_way door_end door_start spline="door_crawler1b" level="tatooine_b" 1_way door_end door_start spline="door_crawler2a" level="tatooine_b" 1_way door_end door_start spline="door_crawler2b" level="tatooine_b" 1_way door_end door_start spline="door_crawler3a" level="tatooine_b" 1_way door_end door_start spline="door_crawler3b" level="tatooine_b" 1_way door_end door_start spline="door_lift_down" level="tatooine_b" 1_way door_end door_start spline="door_lift_up" level="tatooine_b" 1_way door_end door_start spline="door_in_c1" level="tatooine_b" 1_way door_end door_start spline="door_out_c1" level="tatooine_c" 1_way door_end door_start spline="door_fp1_in" level="tatooine_b" door_end door_start spline="door_fp1_out" level="tatooine_b" door_end door_start spline="door_C3P0_areain" level="tatooine_b" 1_way door_end door_start spline="door_C3P0_areaout" level="tatooine_b" 1_way door_end ///////////////////////////////// obstacle_start obj="door5a" obj="door5b" play_openclose range=1.2 obstacle_end obstacle_start obj="door6a" obj="door6b" play_openclose range=1.2 obstacle_end obstacle_start obj="door7a" obj="door7b" play_openclose range=1.2 obstacle_end obstacle_start obj="door8a" obj="door8b" play_openclose range=1.2 obstacle_end obstacle_start obj="door9a" obj="door9b" play_openclose range=1.2 obstacle_end obstacle_start obj="lift_up" play_once range=0.3 reset_anims obstacle_end obstacle_start obj="lift_down" play_once range=0.3 reset_anims obstacle_end obstacle_start obj="door_liftdown" play_openclose range=1.5 obstacle_end obstacle_start obj="door_fp_1a" obj="door_fp_1b" play_openclose range=1.2 obstacle_end obstacle_start obj="door_fp_2a" obj="door_fp_2b" play_openclose range=1.2 obstacle_end obstacle_start obj="door_c3p0_a" obj="door_c3p0_b" play_openclose range=1.2 obstacle_end /////////////////R2 panels////////////////////////// obstacle_start name="R2_pan1" obj="R2_static1" obj="R2_pic1" play_openclose range=1.5 obstacle_end obstacle_start name="R2_opendoor1" lock_spline="R2_switch_lineup1" astromech_droid locked obj="door_liftup" obj="R2_green_light_on1" obj="R2_red_light_on1" range=1.5 obstacle_end ///////////////////C3PO///////////////// obstacle_start name="c3p0_pan1" obj="static1" obj="c3p0_pic1" play_openclose range=1.5 obstacle_end obstacle_start name="big_door" lock_spline="c3p0_switch_lineup1" protocol_droid locked obj="door_endroom_a",no_collision obj="door_endroom_b",no_collision obj="green_light_off1" obj="green_light_on1" obstacle_end /////////////////generic blowups/////////////////// blowup_start force_name="blowup_barrel2" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel3" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel4" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel5" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel6" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel7" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel8" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel9" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel10" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel11" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel12" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel13" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel14" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel15" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel16" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel17" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel18" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel19" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="blowup_barrel20" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end ///////////////wallmachines1///////////////////// ////machine1/// blowup_start force_name="wallmachine1_blow" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="machine_part_1" blowup_end obstacle_start name="wallmachine1" obj="wallmachine1_handle",trigger obj="wallmachine1_venta" obj="wallmachine1_ventb" obstacle_end obstacle_start name="wallmachine1b" chain=1,1 obj="wallmachine1_handle",trigger obj="wallmachine1_rlighta" obj="wallmachine1_rlightb" obstacle_end obstacle_start name="wallmachine1c" chain=1,2 obj="wallmachine1_spew" obj="wallmachine1_steam" obj="wallmachine1_glighta" obj="wallmachine1_glightb" obstacle_end ////machine2/// blowup_start force_name="wallmachine2_blow" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="machine_part_1" blowup_end obstacle_start name="wallmachine2" obj="wallmachine2_handle",trigger obj="wallmachine2_venta" obj="wallmachine2_ventb" obstacle_end obstacle_start name="wallmachine2b" chain=2,1 obj="wallmachine2_handle",trigger obj="wallmachine2_rlighta" obj="wallmachine2_rlightb" obstacle_end obstacle_start name="wallmachine2c" chain=2,2 obj="wallmachine2_spew" obj="wallmachine2_steam" obj="wallmachine2_glighta" obj="wallmachine2_glightb" obstacle_end ////machine3/// blowup_start force_name="wallmachine3_blow" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="machine_part_1" blowup_end obstacle_start name="wallmachine3" obj="wallmachine3_handle",trigger obj="wallmachine3_venta" obj="wallmachine3_ventb" obstacle_end obstacle_start name="wallmachine3b" chain=3,1 obj="wallmachine3_handle",trigger obj="wallmachine3_rlighta" obj="wallmachine3_rlightb" obstacle_end obstacle_start name="wallmachine3c" chain=3,2 obj="wallmachine3_spew" obj="wallmachine3_steam" obj="wallmachine3_glighta" obj="wallmachine3_glightb" obstacle_end ////machine4/// blowup_start force_name="wallmachine4_blow" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="machine_part_1" blowup_end obstacle_start name="wallmachine4" obj="wallmachine4_handle",trigger obj="wallmachine4_venta" obj="wallmachine4_ventb" obstacle_end obstacle_start name="wallmachine4b" chain=4,1 obj="wallmachine4_handle",trigger obj="wallmachine4_rlighta" obj="wallmachine4_rlightb" obstacle_end obstacle_start name="wallmachine4c" chain=4,2 obj="wallmachine4_spew" obj="wallmachine4_steam" obj="wallmachine4_glighta" obj="wallmachine4_glightb" obstacle_end ////machine5/// blowup_start force_name="wallmachine5_blow" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="machine_part_1" blowup_end obstacle_start name="wallmachine5" obj="wallmachine5_handle",trigger obj="wallmachine5_venta" obj="wallmachine5_ventb" obstacle_end obstacle_start name="wallmachine5b" chain=5,1 obj="wallmachine5_handle",trigger obj="wallmachine5_rlighta" obj="wallmachine5_rlightb" obstacle_end obstacle_start name="wallmachine5c" chain=5,2 obj="wallmachine5_spew" obj="wallmachine5_steam" obj="wallmachine5_glighta" obj="wallmachine5_glightb" obstacle_end ////machine7/// blowup_start force_name="wallmachine7_blow" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="machine_part_1" blowup_end obstacle_start name="wallmachine7" obj="wallmachine7_handle",trigger obj="wallmachine7_venta" obj="wallmachine7_ventb" obstacle_end obstacle_start name="wallmachine7b" chain=7,1 obj="wallmachine7_handle",trigger obj="wallmachine7_rlighta" obj="wallmachine7_rlightb" obstacle_end obstacle_start name="wallmachine7c" chain=7,2 obj="wallmachine7_spew" obj="wallmachine7_steam" obj="wallmachine7_glighta" obj="wallmachine7_glightb" obstacle_end ////machine8/// blowup_start force_name="wallmachine8_blow" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="machine_part_1" blowup_end obstacle_start name="wallmachine8" obj="wallmachine8_handle",trigger obj="wallmachine8_venta" obj="wallmachine8_ventb" obstacle_end obstacle_start name="wallmachine8b" chain=8,1 obj="wallmachine8_handle",trigger obj="wallmachine8_rlighta" obj="wallmachine8_rlightb" obstacle_end obstacle_start name="wallmachine8c" chain=8,2 obj="wallmachine8_spew" obj="wallmachine8_steam" obj="wallmachine8_glighta" obj="wallmachine8_glightb" obstacle_end ////machine9/// blowup_start force_name="wallmachine9_blow" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="machine_part_1" blowup_end obstacle_start name="wallmachine9" obj="wallmachine9_handle",trigger obj="wallmachine9_venta" obj="wallmachine9_ventb" obstacle_end obstacle_start name="wallmachine9b" chain=9,1 obj="wallmachine9_handle",trigger obj="wallmachine9_rlighta" obj="wallmachine9_rlightb" obstacle_end obstacle_start name="wallmachine9c" chain=9,2 obj="wallmachine9_spew" obj="wallmachine9_steam" obj="wallmachine9_glighta" obj="wallmachine9_glightb" obstacle_end ////machine10/// blowup_start force_name="wallmachine10_blow" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="machine_part_1" blowup_end obstacle_start name="wallmachine10" obj="wallmachine10_handle",trigger obj="wallmachine10_venta" obj="wallmachine10_ventb" obstacle_end obstacle_start name="wallmachine10b" chain=10,1 obj="wallmachine10_handle",trigger obj="wallmachine10_rlighta" obj="wallmachine10_rlightb" obstacle_end obstacle_start name="wallmachine10c" chain=10,2 obj="wallmachine10_spew" obj="wallmachine10_steam" obj="wallmachine10_glighta" obj="wallmachine10_glightb" obstacle_end ////machine11/// blowup_start force_name="wallmachine11_blow" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="machine_part_1" blowup_end obstacle_start name="wallmachine11" obj="wallmachine11_handle",trigger obj="wallmachine11_venta" obj="wallmachine11_ventb" obstacle_end obstacle_start name="wallmachine11b" chain=11,1 obj="wallmachine11_handle",trigger obj="wallmachine11_rlighta" obj="wallmachine11_rlightb" obstacle_end obstacle_start name="wallmachine11c" chain=11,2 obj="wallmachine11_spew" obj="wallmachine11_steam" obj="wallmachine11_glighta" obj="wallmachine11_glightb" obstacle_end ////coin opener/// //obstacle_start name="RS_coin_open" obj="wallmachine1_handle",trigger obj="wallmachine2_handle",trigger obj="wallmachine3_handle",trigger obj="wallmachine4_handle",trigger obj="wallmachine5_handle",trigger obj="rs_coin_top" obj="rs_coin_mid" obj="rs_coin_btm" obstacle_end obstacle_start name="LS_coin_open" obj="wallmachine7_handle",trigger obj="wallmachine8_handle",trigger obj="wallmachine9_handle",trigger obj="wallmachine10_handle",trigger obj="wallmachine11_handle",trigger obj="wallmachine1_handle",trigger obj="wallmachine2_handle",trigger obj="wallmachine3_handle",trigger obj="wallmachine4_handle",trigger obj="wallmachine5_handle",trigger obj="rs_coin_top" obj="rs_coin_mid" obj="rs_coin_btm" obj="ls_coin_top" obj="ls_coin_mid" obj="ls_coin_btm" obstacle_end ////////////wallmachine lights////////////////////// obstacle_start name="corrlight_01" obj="corr_redlight_01" obj="corr_greenlight_01" play_once locked obstacle_end obstacle_start name="corrlight_02" obj="corr_redlight_02" obj="corr_greenlight_02" play_once locked obstacle_end obstacle_start name="corrlight_03" obj="corr_redlight_03" obj="corr_greenlight_03" play_once locked obstacle_end obstacle_start name="corrlight_04" obj="corr_redlight_04" obj="corr_greenlight_04" play_once locked obstacle_end obstacle_start name="corrlight_05" obj="corr_redlight_05" obj="corr_greenlight_05" play_once locked obstacle_end /////the door//// obstacle_start name="wallmachine_doora" chain=31,1 obj="corr_greenlight_01",trigger obj="corr_greenlight_02",trigger obj="corr_greenlight_03",trigger obj="corr_greenlight_04",trigger obj="corr_greenlight_05",trigger obj="door2aa" obj="door2ba" obstacle_end obstacle_start name="wallmachine_doorb" chain=31,2 obj="door2a" obj="door2b" play_openclose range=1.8 obstacle_end ////////////////wall blowups//////////////////////// obstacle_start chain=50,1 obj="wallblow_01a" obstacle_end blowup_start force_name="wallblow_01a" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end obstacle_start chain=50,2 obj="wallblow_01b" obstacle_end blowup_start force_name="wallblow_01b" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end /// obstacle_start chain=51,1 obj="wallblow_02a" obstacle_end blowup_start force_name="wallblow_02a" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end obstacle_start chain=51,2 obj="wallblow_02b" obstacle_end blowup_start force_name="wallblow_02b" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end /// obstacle_start chain=52,1 obj="wallblow_03a" obstacle_end blowup_start force_name="wallblow_03a" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end obstacle_start chain=52,2 obj="wallblow_03b" obstacle_end blowup_start force_name="wallblow_03b" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end /// obstacle_start chain=53,1 obj="wallblow_04a" obstacle_end blowup_start force_name="wallblow_04a" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end obstacle_start chain=53,2 obj="wallblow_04b" obstacle_end blowup_start force_name="wallblow_04b" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end /// obstacle_start chain=54,1 obj="wallblow_05a" obstacle_end blowup_start force_name="wallblow_05a" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end obstacle_start chain=54,2 obj="wallblow_05b" obstacle_end blowup_start force_name="wallblow_05b" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end /// obstacle_start chain=55,1 obj="wallblow_06a" obstacle_end blowup_start force_name="wallblow_06a" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end obstacle_start chain=55,2 obj="wallblow_06b" obstacle_end blowup_start force_name="wallblow_06b" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end /// obstacle_start chain=56,1 obj="wallblow_07a" obstacle_end blowup_start force_name="wallblow_07a" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end obstacle_start chain=56,2 obj="wallblow_07b" obstacle_end blowup_start force_name="wallblow_07b" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end /// obstacle_start chain=57,1 obj="wallblow_08a" obstacle_end blowup_start force_name="wallblow_08a" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end obstacle_start chain=57,2 obj="wallblow_08b" obstacle_end blowup_start force_name="wallblow_08b" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end /// obstacle_start chain=58,1 obj="wallblow_09a" obstacle_end blowup_start force_name="wallblow_09a" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end obstacle_start chain=58,2 obj="wallblow_09b" obstacle_end blowup_start force_name="wallblow_09b" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end /// obstacle_start chain=59,1 obj="wallblow_10a" obstacle_end blowup_start force_name="wallblow_10a" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end obstacle_start chain=59,2 obj="wallblow_10b" obstacle_end blowup_start force_name="wallblow_10b" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="wallblow_01" blowup_end ///////////vent blowups///////////////////////////// blowup_start force_name="coinvent_01" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="vent_part_01" blowup_end blowup_start force_name="coinvent_02" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="vent_part_01" blowup_end ////////////main route gate conduits///////////////////// //////buttons//// obstacle_start obj="gateopen_t1" obj="shutopen_rl1" obj="shutopen_gl1" play_openclose range=0.2 door_close_delay=2.6 obstacle_end obstacle_start obj="gateopen_t2" obj="shutopen_rl2" obj="shutopen_gl2" play_openclose range=0.2 door_close_delay=2.6 obstacle_end obstacle_start obj="gateopen_t3" obj="shutopen_rl3" obj="shutopen_gl3" play_openclose range=0.2 door_close_delay=2.6 obstacle_end obstacle_start obj="gateopen_t4" obj="shutopen_rl4" obj="shutopen_gl4" play_openclose range=0.2 door_close_delay=2.6 obstacle_end obstacle_start obj="gateopen_t5" obj="shutopen_rl5" obj="shutopen_gl5" play_openclose range=0.2 door_close_delay=2.6 obstacle_end obstacle_start obj="gateopen_t6" obj="shutopen_rl6" obj="shutopen_gl6" play_openclose range=0.2 door_close_delay=2.6 obstacle_end obstacle_start obj="gateopen_t7" obj="shutopen_rl7" obj="shutopen_gl7" play_openclose range=0.2 door_close_delay=2.6 obstacle_end obstacle_start obj="gateopen_t8" obj="shutopen_rl8" obj="shutopen_gl8" play_openclose range=0.2 door_close_delay=2.6 obstacle_end obstacle_start obj="gateopen_t9" obj="shutopen_rl9" obj="shutopen_gl9" play_openclose range=0.2 door_close_delay=2.6 obstacle_end obstacle_start obj="gateopen_t10" obj="shutopen_rl10" obj="shutopen_gl10" play_openclose range=0.2 door_close_delay=2.6 obstacle_end /////both activated/////// obstacle_start name="main_gate1" obj="gateopen_t1",trigger obj="gateopen_t2",trigger obj="gateopen_t3",trigger obj="gateopen_t4",trigger obj="gateopen_t5",trigger obj="gateopen_t6",trigger obj="gateopen_t7",trigger obj="gateopen_t8",trigger obj="gateopen_t9",trigger obj="gateopen_t10",trigger obj="main_gate1" play_openclose range=1.5 obstacle_end ///////////////rescue C3P0///////////////////////////// spinner_start spin_obj="spin_C3P0b" move_obj="spin_magnet_C3P0" //move_obj="cage1_greenlight1" //move_obj="cage1_greenlight2" //move_obj="cage1_greenlight3" anim_speed=0.085 target_radius=0.5 target_yoffset=0.125 push_only //spinner_angle=0...90 //spinner_angle=90 //reverse_spinner_rotation //reverse_anim_direction paddle_count=1 paddle_target_offset_angle=180 spinner_end //////R2 tube switch// obstacle_start name="R2_pan2" obj="R2_static2" obj="R2_pic2" play_openclose range=1.0 obstacle_end obstacle_start name="R2_opendoor2" lock_spline="R2_switch_lineup2" astromech_droid locked //obj="door_liftup" obj="R2_green_light_on2" obj="R2_red_light_on2" range=1.5 reset_anims door_close_delay=2.0 obstacle_end ////////null tube chains//////// ///1 //obstacle_start name="tube1_inactive" chain=21,1 obj="tube1_nulla" obstacle_end //obstacle_start name="tube1_active" chain=21,2 obj="tube1_nullb" obstacle_end ///2 //obstacle_start name="tube2_inactive" chain=22,1 obj="tube2_nulla" obstacle_end //obstacle_start name="tube2_active" chain=22,2 obj="tube2_nullb" obstacle_end ///3 //obstacle_start name="tube3_inactive" chain=23,1 obj="tube3_nulla" obstacle_end //obstacle_start name="tube3_active" chain=23,2 obj="tube3_nullb" obstacle_end ////////tubes//// tube_start // start of tube block spline="tube1" // 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=21,2 // if obstacle chain x is at phase y, tube is active tube_end tube_start spline="tube2" speed=3 //trigger_chain=22,2 tube_end tube_start spline="tube3" speed=3 //trigger_chain=23,2 tube_end ////////RS switch cover/////// obstacle_start name="r2_cover" obj="r2_cover" //play_openclose //locked range=3.0 obstacle_end ////////////R2 pushblock conveyor///////////////////////// obstacle_start name="convey_init" chain=15,1 obj="pushblock_R2_1a" obj="conveyorswitch_handlea" obj="conveyor_rlight_flash1" obj="conveyor_rlight_flash2" auto_start obstacle_end obstacle_start name="convey_spew" chain=15,2 ////lock/// lock_spline="conveyorswitch_lineup" locked pull_lever obj="conveyorswitch_handle",lever obj="pushblock_R2_1b" //obj="pushblock_timer1" //obj="pushblock_R2_1ab" obj="conveyor_glight_on1",no_collision obj="conveyor_glight_on2",no_collision obj="conveyor_rlight_flash1",no_collision obj="conveyor_rlight_flash2",no_collision obstacle_end obstacle_start name="convey_push" chain=15,3,1 obj="pushblock_R2_1c",trigger obj="pushblock_R2_1c" obj="conveyorswitch_handlea" obj="conveyor_rlight_off1" obj="conveyor_rlight_off2" obstacle_end /////////////blow position 1////////////////////////////// obstacle_start name="blow_pos1_start" chain=16,1 push="pushblock_R2_1c",1 //obj="pushblock_R2_1c_01",trigger obj="pushblock_R2_1c_01" obj="pb1_glass" reset_pushblocks obstacle_end obstacle_start name="blow_pos1_light" chain=16,2 obj="pb1_blow_a" obj="pb1_centre_on" obj="pb1_centre_off" obj="pb1_redlight_on" obj="pb1_redlight_off" obj="pb1_glass" auto_start obstacle_end obstacle_start name="blow_pos1_blow" chain=16,3 obj="pb1_glass_blow" obj="pb1_gratefall" obj="pb1_gratefallb" auto_start obstacle_end obstacle_start name="remove_pos1_terr" obj="pb1_glass_blow",trigger obj="pb1_removeterr" obstacle_end blowup_start force_name="pb1_centre_on" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="pb_part_01" blowup_end blowup_start force_name="pb1_glass_blow" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="door_part_1" blowup_end /////////////blow position 2////////////////////////////// obstacle_start name="blow_pos2_start" chain=17,1 push="pushblock_R2_1c",2 //obj="pushblock_R2_1c_02",trigger obj="pushblock_R2_1c_02" obj="pb2_glass" reset_pushblocks obstacle_end obstacle_start name="blow_pos2_light" chain=17,2 obj="pb2_blow_a" obj="pb2_centre_on" obj="pb2_centre_off" obj="pb2_redlight_on" obj="pb2_redlight_off" obj="pb2_glass" auto_start obstacle_end obstacle_start name="blow_pos2_blow" chain=17,3 obj="pb2_glass_blow" obj="pb2_gratefall" obj="pb2_gratefallb" auto_start obstacle_end obstacle_start name="remove_pos2_terr" obj="pb2_glass_blow",trigger obj="pb2_removeterr" obstacle_end blowup_start force_name="pb2_centre_on" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="pb_part_01" blowup_end blowup_start force_name="pb2_glass_blow" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="door_part_1" blowup_end /////////////blow position 3////////////////////////////// obstacle_start name="blow_pos3_start" chain=18,1 push="pushblock_R2_1c",3 //obj="pushblock_R2_1c_03",trigger obj="pushblock_R2_1c_03" obj="pb3_glass" reset_pushblocks obstacle_end obstacle_start name="blow_pos3_light" chain=18,2 obj="pb3_blow_a" obj="pb3_centre_on" obj="pb3_centre_off" obj="pb3_redlight_on" obj="pb3_redlight_off" obj="pb3_glass" auto_start obstacle_end obstacle_start name="blow_pos3_blow" chain=18,3 obj="pb3_glass_blow" obj="pb3_gratefall" obj="pb3_gratefallb" auto_start obstacle_end obstacle_start name="remove_pos3_terr" obj="pb3_glass_blow",trigger obj="pb3_removeterr" obstacle_end blowup_start force_name="pb3_centre_on" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="pb_part_01" blowup_end blowup_start force_name="pb3_glass_blow" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="door_part_1" blowup_end /////////////blow position 4////////////////////////////// obstacle_start name="blow_pos4_start" chain=19,1 push="pushblock_R2_1c",4 //obj="pushblock_R2_1c_04",trigger obj="pushblock_R2_1c_04" obj="pb4_glass" reset_pushblocks obstacle_end obstacle_start name="blow_pos4_light" chain=19,2 obj="pb4_blow_a" obj="pb4_centre_on" obj="pb4_centre_off" obj="pb4_redlight_on" obj="pb4_redlight_off" obj="pb4_glass" auto_start obstacle_end obstacle_start name="blow_pos4_blow" chain=19,3 obj="pb4_glass_blow" obj="pb4_gratefall" obj="pb4_gratefallb" auto_start obstacle_end obstacle_start name="remove_pos4_terr" obj="pb4_glass_blow",trigger obj="pb4_removeterr" obstacle_end blowup_start force_name="pb4_centre_on" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="pb_part_01" blowup_end blowup_start force_name="pb4_glass_blow" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="door_part_1" blowup_end //////////////////junk blowups///////////////////////////// blowup_start force_name="blow_junk01" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="machine_part_1" blowup_end //////////////////TV room////////////////////////// /////entrance// buildit_start name="build_switch1" pair="c3p0_01a_start","c3p0_01a_end" pair="c3p0_01b_start","c3p0_01b_end" pair="c3p0_01c_start","c3p0_01c_end" pair="c3p0_01d_start","c3p0_01d_end" coin_value=0 hop_mul=1.0 buildit_end obstacle_start name="c3p0_switch1a" chain=20,1 buildit="build_switch1" obstacle_end obstacle_start name="C3PO_pan2" chain=20,2 obj="c3p0_static2" obj="c3p0_pic2" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obj="c3p0_01a_end" obj="c3p0_01b_end" obj="c3p0_01d_flash" play_openclose obstacle_end obstacle_start name="C3PO_door2" lock_spline="c3p0_lineup2" protocol_droid locked obj="door1a" obj="door1b" obj="C3P0_greenon2",no_collision obj="C3P0_greenoff2",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" chain_interface=20,2 obstacle_end /////////////coin machine//////////////////// obstacle_start name="R2_pan3" obj="R2_static3" obj="R2_pic3" play_openclose range=1.5 obstacle_end obstacle_start name="R2_opendoor3" lock_spline="R2_switch_lineup3" astromech_droid locked obj="coinmach_side" obj="coinmach_main" obj="R2_green_light_on3" obj="R2_red_light_on3" range=1.5 obstacle_end //////build chain/////// obstacle_start chain=36,1 obj="chutecov_12" obstacle_end obstacle_start chain=36,2 obj="chutecov_12b" auto_start obstacle_end obstacle_start chain=35,1 name="spew_bcoin" obj="chutecov_11",trigger obj="coinmach_01_01" obj="coinmach_02_01" obj="coinmach_03_01" obj="coinmach_04_01" obj="coinmach_05_01" obj="coinmach_06_01" obstacle_end obstacle_start chain=35,2 name="build_coin" buildit="coinmach_side" obstacle_end obstacle_start chain=35,3 name="build_coindone" obj="coinmach_01_01b" obj="coinmach_02_01b" obj="coinmach_03_01b" obj="coinmach_04_01b" obj="coinmach_05_01b" obj="coinmach_06_01b" obstacle_end buildit_start name="coinmach_side" pair="coinmach_01_01a","coinmach_01_01b" pair="coinmach_02_01a","coinmach_02_01b" pair="coinmach_03_01a","coinmach_03_01b" pair="coinmach_04_01a","coinmach_04_01b" pair="coinmach_05_01a","coinmach_05_01b" pair="coinmach_06_01a","coinmach_06_01b" hop_mul=1.0 buildit_end obstacle_start chain=37,1 obj="coinmach_side" obj="coinmach_main" obstacle_end obstacle_start chain=37,2 chain_trigger=35,3 obj="coinmach_null" obj="coinmach_mainb" obj="coinmach_sideb" obstacle_end obstacle_start chain=37,3 obj="coinmach_mainb" obj="coin_door2" obj="coin_roda" obj="coin_rodb" obstacle_end ///////////spew coins//////////// obstacle_start chain=38,1 obj="coin_roda",trigger obj="coinmach_nulla" obstacle_end obstacle_start chain=38,2 obj="coinmach_nullb" obstacle_end ////////////////////lava freeplay route/////////////// obstacle_start name="df_blocka" chain=25,1 obj="df_bar_01a" obj="df_bar_01b" obj="df_bar_02a" obj="df_bar_02b" obj="df_bar_03a" obj="df_bar_03b" obj="df_barouter_01" obj="df_barouter_02" obj="df_barouter_03" obstacle_end obstacle_start name="df_blockb" chain=25,2 obj="df_barouter_01b" obj="df_barouter_02b" obj="df_barouter_03b" obstacle_end blowup_start force_name="df_barouter_01b" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="dfblow_01" blowup_end blowup_start force_name="df_barouter_02b" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="dfblow_01" blowup_end blowup_start force_name="df_barouter_03b" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="dfblow_01" obj="df_terr",off blowup_end teleport_start spline="teleport_01" duration=5.0 range=0.5 trigger_chain=25,2 //type=crawl //obj="gate" 1_way teleport_end obstacle_start name="door_fpshutter_01" obj="openfpdoor1",trigger camera_spline="fp_door01" cam_start_time=0.0 cam_end_time=3.0 cam_blend_in_time=0.0 cam_blend_out_time=1.0 obj="door_fpshutter_01" obstacle_end ///far door///// obstacle_start obj="trig_fpshutter_02",trigger obj="door_fpshutter_02a" chain=33,1 obstacle_end obstacle_start name="door_fpshutter_02" chain=33,2 obj="door_fpshutter_02" play_openclose range=1.5 obstacle_end blowup_start force_name="df_dooropen" obj="" blowup_end ////////pad gate/////////////// obstacle_start name="pad1" obj="pad1a" obj="pad1b" play_openclose range=0.2 check_ground obstacle_end obstacle_start name="pad2" obj="pad2a" obj="pad2b" play_openclose range=0.2 check_ground obstacle_end ///check for both/// obstacle_start name="allpadbits" chain=34,1 obj="pad1a" obj="pad1b" obj="pad2a" obj="pad2b" obj="fp_innergate1a" obstacle_end obstacle_start name="allpaddone" chain=34,2 obj="pad1c" obj="pad2c" obj="fp_innergate1" auto_start play_once obstacle_end ///////////////build droids//////////////////////// hidden char 1/////////////// obstacle_start chain=62,1 obj="blowup_barrel1" obstacle_end obstacle_start chain=62,2 buildit="bnaffdroid3_1" obstacle_end blowup_start force_name="blowup_barrel1" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end buildit_start name="bnaffdroid3_1" pair="bdroid3_01_01a","bdroid3_01_01b" pair="bdroid3_02_01a","bdroid3_02_01b" pair="bdroid3_03_01a","bdroid3_03_01b" pair="bdroid3_04_01a","bdroid3_04_01b" pair="bdroid3_05_01a","bdroid3_05_01b" pair="bdroid3_06_01a","bdroid3_06_01b" character="naffdroid3_1" coin_value=1000 hop_mul=1.0 buildit_end ////// buildit_start name="bnaffdroid4_1" pair="bdroid4_01_01a","bdroid4_01_01b" pair="bdroid4_02_01a","bdroid4_02_01b" pair="bdroid4_03_01a","bdroid4_03_01b" pair="bdroid4_04_01a","bdroid4_04_01b" pair="bdroid4_05_01a","bdroid4_05_01b" pair="bdroid4_06_01a","bdroid4_06_01b" pair="bdroid4_07_01a","bdroid4_07_01b" pair="bdroid4_08_01a","bdroid4_08_01b" pair="bdroid4_09_01a","bdroid4_09_01b" pair="bdroid4_10_01a","bdroid4_10_01b" pair="bdroid4_11_01a","bdroid4_11_01b" pair="bdroid4_12_01a","bdroid4_12_01b" character="naffdroid4_1" coin_value=1000 hop_mul=1.0 buildit_end obstacle_start name="move_p1terr" obj="p1_accessterr" obstacle_end buildit_start name="bnaffdroid2_1" pair="bdroid2_01_01a","bdroid2_01_01b" pair="bdroid2_02_01a","bdroid2_02_01b" pair="bdroid2_03_01a","bdroid2_03_01b" pair="bdroid2_04_01a","bdroid2_04_01b" pair="bdroid2_05_01a","bdroid2_05_01b" pair="bdroid2_06_01a","bdroid2_06_01b" pair="bdroid2_07_01a","bdroid2_07_01b" pair="bdroid2_08_01a","bdroid2_08_01b" pair="bdroid2_09_01a","bdroid2_09_01b" pair="bdroid2_10_01a","bdroid2_10_01b" pair="bdroid2_11_01a","bdroid2_11_01b" pair="bdroid2_12_01a","bdroid2_12_01b" pair="bdroid2_13_01a","bdroid2_13_01b" character="naffdroid2_1" coin_value=1000 hop_mul=1.0 buildit_end buildit_start name="bnaffdroid1_1" pair="bdroid1_01_01a","bdroid1_01_01b" pair="bdroid1_02_01a","bdroid1_02_01b" pair="bdroid1_03_01a","bdroid1_03_01b" pair="bdroid1_04_01a","bdroid1_04_01b" pair="bdroid1_05_01a","bdroid1_05_01b" pair="bdroid1_06_01a","bdroid1_06_01b" pair="bdroid1_07_01a","bdroid1_07_01b" pair="bdroid1_08_01a","bdroid1_08_01b" pair="bdroid1_09_01a","bdroid1_09_01b" pair="bdroid1_10_01a","bdroid1_10_01b" pair="bdroid1_11_01a","bdroid1_11_01b" pair="bdroid1_12_01a","bdroid1_12_01b" pair="bdroid1_13_01a","bdroid1_13_01b" pair="bdroid1_14_01a","bdroid1_14_01b" character="naffdroid1_1" coin_value=1000 hop_mul=1.0 buildit_end ////////////////steam valves//////////////// obstacle_start name="floorvalve_1" chain=40,1 obj="floorvalve_1" obstacle_end obstacle_start name="floorvalve_1" chain=40,2 obj="floorvalvesteam_1" obstacle_end obstacle_start name="floorvalve_2" chain=41,1 obj="floorvalve_2" obstacle_end obstacle_start name="floorvalve_2" chain=41,2 obj="floorvalvesteam_2" obstacle_end obstacle_start name="floorvalve_3" chain=42,1 obj="floorvalve_3" obstacle_end obstacle_start name="floorvalve_3" chain=42,2 obj="floorvalvesteam_3" obstacle_end //////////////dark force floor grates///////////////// obstacle_start name="df_floorgrate_01a" chain=60,1 obj="df_floorgrate_01" obstacle_end obstacle_start name="df_floorgrate_01b" chain=60,2 obj="df_floorgrate_b01" obstacle_end blowup_start force_name="df_floorgrate_b01" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="dfblow_01" blowup_end /////// obstacle_start name="df_floorgrate_02a" chain=61,1 obj="df_floorgrate_02" obstacle_end obstacle_start name="df_floorgrate_02b" chain=61,2 obj="df_floorgrate_b02" obstacle_end blowup_start force_name="df_floorgrate_b02" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="dfblow_01" blowup_end /////// obstacle_start name="df_floorgrate_03a" chain=63,1 obj="df_floorgrate_03" obstacle_end obstacle_start name="df_floorgrate_03b" chain=63,2 obj="df_floorgrate_b03" obstacle_end blowup_start force_name="df_floorgrate_b03" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="dfblow_01" blowup_end //////////////////////////////////////////// ////////////backdoor//////////////////////// blowup_start force_name="backdoor_blow1" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="doorblow_01" blowup_end blowup_start force_name="backdoor_blow2" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="doorblow_01" blowup_end blowup_start force_name="backdoor_blow3" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="doorblow_01" blowup_end blowup_start force_name="backdoor_blow4" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" part_effect_name="doorblow_01" blowup_end obstacle_start obj="backdoor_blow1",trigger obj="backdoor_blow2",trigger obj="backdoor_blow3",trigger obj="backdoor_blow4",trigger obj="backdoor_cog01" obj="backdoor_cog02" obj="door_largeout" obj="backdoor_bar1" obj="backdoor_bar2" obstacle_end //////////////////// obstacle_start name="c3p0_pan2" obj="static2" obj="c3p0_pic2" play_openclose range=1.5 obstacle_end obstacle_start //name="big_door" lock_spline="c3p0_switch_lineup2" protocol_droid locked //obj="door_endroom_a",no_collision //obj="door_endroom_b",no_collision obj="green_light_off2" obj="green_light_on2" obstacle_end ///steps//// obstacle_start obj="stepthing_02",trigger obj="fsteps_terr" obstacle_end