//music="Qui_CC_Escape_A" music="Act_CC_Escape_A" settings_start=1 farclip=218 nearclip=0.15 fognear=1 fogfar=217 fogr=49 fogg=63 fogb=81 foga=0 hazer=0 hazeg=0 hazeb=0 hazea=0 backr=0 backg=0 backb=0 fogr_x=0 fogg_x=99 fogb_x=150 foga_x=0 hazer_x=0 hazeg_x=0 hazeb_x=0 hazea_x=0 backr_x=0 backg_x=0 backb_x=0 fogdensity=0.110 fognear_gc=1 fogfar_gc=23 fogr_gc=0 fogg_gc=71 fogb_gc=95 foga_gc=127 hazer_gc=0 hazeg_gc=39 hazeb_gc=63 settings_y=-1.9 settings_end ////////////////////////////////////////////// sock_start=00 campos_seek=5 cam_blend_time=1.0 cam_y_offset=.9 offset_blend_y_ratio=1 y_limits cam_lateral_ratio=-0.07 cam_look_ratio_y=.65 cam_pullback_ratio_xz=0.30 sock_end sock_start=01 campos_seek=5 cam_y_offset=.9 offset_blend_y_ratio=1 cam_blend_time=0.5 cam_look_ratio_y=.65 cam_pullback_ratio_xz=.2 y_limits sock_end sock_start=02 campos_seek=5 cam_blend_time=1.0 cam_lateral_ratio=-0.28 cam_look_ratio_y=.65 sock_end sock_start=03 campos_seek=5 cam_blend_time=1.0 cam_y_offset=.9 offset_blend_y_ratio=1 y_limits cam_lateral_ratio=-0.2 cam_look_ratio_y=.65 sock_end sock_start=04 campos_seek=5 ignore_socks=01 cam_blend_time=0.5 sock_end sock_start=05 campos_seek=5 ignore_socks=01 cam_blend_time=0.5 sock_end sock_start=06 campos_seek=5 ignore_socks=01 cam_blend_time=0.5 sock_end sock_start=07 campos_seek=5 ignore_socks=01 cam_blend_time=0.5 sock_end sock_start=08 campos_seek=5 ignore_socks=01 cam_blend_time=0.5 sock_end sock_start=09 campos_seek=5 ignore_socks=01 cam_blend_time=0.5 sock_end sock_start=10 campos_seek=5 ignore_socks=01 cam_blend_time=0.5 cam_lateral_ratio=-0.2 cam_look_ratio=.8 sock_end sock_start=11 campos_seek=5 ignore_socks=01 cam_blend_time=0.5 sock_end sock_start=12 campos_seek=5 ignore_socks=01 cam_blend_time=0.5 cam_lateral_ratio=0.3 sock_end ///////////////////////// door_start spline="door_pad1" level="cloudcityescape_b" door_end door_start spline="door_lift_up" level="cloudcityescape_c" door_end door_start spline="door_lift_up2" level="cloudcityescape_a" door_end door_start spline="door_lift_down2" level="cloudcityescape_a" door_end door_start spline="door_balcony_out" level="cloudcityescape_a" door_end door_start spline="door_balcony_in" level="cloudcityescape_a" door_end /////////////////// obstacle_start name="tc14_pan1" obj="tc14_static1" obj="tc14_pic1" range=.9 players_only sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="c3po_door1" lock_spline="tc14_door_lineup1" lock=interface protocol_droid locked obj="door_cp_1" obj="door_cp_1_r" obj="green_light_on1",no_collision obj="green_light_off1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end /////////////////// obstacle_start name="tc14_pan2" obj="tc14_static2" obj="tc14_pic2" range=.9 players_only sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="c3po_door2" lock_spline="tc14_door_lineup2" lock=interface protocol_droid locked obj="door_cp_2" obj="door_cp_2_r" obj="green_light_on3",no_collision obj="green_light_off3",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end /////////////////// obstacle_start name="bounty_pan1" obj="bounty_static1" obj="bounty_pic1" range=.9 players_only sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="bounty_door1" lock_spline="bounty_door_lineup1" lock=interface bountyhunter locked obj="door_bounty_1" obj="door_bounty_1_r" obj="green_light_on2",no_collision obj="green_light_off2",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end turret_start obj="bounty_cam_1" 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=70 follow_player turret_end ///////////////////// obstacle_start obj="door_2" obj="door_2_r" range=1.1 sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end //////////// obstacle_start obj="door_1" obj="door_1_r" range=1.1 sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end obstacle_start obj="door_parlour" obj="door_parlour_r" range=1.1 sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" play_once obstacle_end //////////helmet/////////////// obstacle_start name="helmet_1" obj="helmet_machine_out1" obj="helmet_machine_lever1" obj="helmet_machine_on1" obj="helmet_machine_off1" obj="helmet_machine_up1" reset_anims sfx_open="SwLever" lock_spline="helmet_machine_lineup1" hat_machine locked obstacle_end obstacle_start name="helmet_2" obj="helmet_machine_out2" obj="helmet_machine_lever2" obj="helmet_machine_on2" obj="helmet_machine_off2" obj="helmet_machine_up2" reset_anims sfx_open="SwLever" lock_spline="helmet_machine_lineup2" helmet_machine locked obstacle_end ////////////////////////// obstacle_start name="storm_pan1" obj="storm_static1" obj="storm_pic1" range=.9 players_only sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="storm_lift" lock_spline="storm_lift_lineup1" lock=interface stormtrooper player_only locked obj="lift_1" obj="green_light_on4",no_collision obj="red_light_on4",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" reset_anims obstacle_end turret_start obj="lift_1_cam_1" name="lift_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=70 follow_player turret_end obstacle_start name="lift1_door" obj="lift1_door_l" obj="lift1_door_r" range=.8 obstacle_end ////////////////////////// obstacle_start name="bounty_pan2" obj="bounty_static2" obj="bounty_pic2" range=.9 players_only sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end turret_start obj="bounty_cam_2" 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=70 follow_player turret_end obstacle_start name="bounty_lift" lock_spline="bounty_lift_lineup1" lock=interface bountyhunter player_only locked obj="lift_2" obj="green_light_on5",no_collision obj="green_light_off5",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" reset_anims obstacle_end obstacle_start name="lift2_door" obj="lift2_door_l" obj="lift2_door_r" range=.8 obstacle_end obstacle_start obj="lift_3" active_players_only range=.3 obstacle_end //////////////////////// buildit_start name="fixit_1" pair="fix_it1_1_2","fix_it1_1_1" pair="fix_it1_2_2","fix_it1_2_1" pair="fix_it1_3_2","fix_it1_3_1" pair="fix_it1_4_2","fix_it1_4_1" pair="fix_it1_5_2","fix_it1_5_1" pair="fix_it1_6_2","fix_it1_6_1" pair="fix_it1_7_2","fix_it1_7_1" pair="fix_it1_8_2","fix_it1_8_1" pair="fix_it1_9_2","fix_it1_9_1" character="c3po" buildit_end //////////////////// obstacle_start name="push_obst_1" push="push_1",1 chain=8,1 obstacle_end obstacle_start obj="push_1_complete" chain=8,2 obstacle_end obstacle_start name="conveyor_1" obj="conveyor_lever",lever camera_spline="conv_cut" cam_start_time=1.2 cam_end_time=5.3 cam_blend_in_time=.8 cam_blend_out_time=.8 pull_lever sfx_open="SwLever" lock_spline="conveyor_lineup" chain_interface=8,2 locked obstacle_end obstacle_start obj="conveyor_lever",trigger obj="dummy_conv1" obstacle_end obstacle_start obj="conv_a1" obj="conv_a2" obj="conv_a3" obj="conv_a4" obj="conv_a5" obj="conv_a6" obj="conv_a7" obj="conv_a8" obj="conv_a9" obj="conv_a10" obj="conv_a11" obj="conv_a12" obj="conv_a13" obj="conv_a14" obj="conv_a15" obj="conv_a16" obj="conv_a17" obj="conv_a18" obj="conv_a19" obj="conv_a20" obj="conv_a21" obj="conv_a22" obj="conv_a23" obj="conv_a24" obj="conv_a25" obj="conv_a26" obj="conv_a27" obj="conv_a28" obj="conv_a29" obj="conv_a30" obj="dummy_conv1" chain=9,1 obstacle_end obstacle_start name="conveyor_moving" obj="conv_1" obj="conv_2" obj="conv_3" obj="conv_4" obj="conv_5" obj="conv_6" obj="conv_7" obj="conv_8" obj="conv_9" obj="conv_10" obj="conv_11" obj="conv_12" obj="conv_13" obj="conv_14" obj="conv_15" obj="conv_16" obj="conv_17" obj="conv_18" obj="conv_19" obj="conv_20" obj="conv_21" obj="conv_22" obj="conv_23" obj="conv_24" obj="conv_25" obj="conv_26" obj="conv_27" obj="conv_28" obj="conv_29" obj="conv_30" obj="dummy_conv2" auto_start chain=9,2 obstacle_end obstacle_start obj="conv_b1" obj="conv_b2" obj="conv_b3" obj="conv_b4" obj="conv_b5" obj="conv_b6" obj="conv_b7" obj="conv_b8" obj="conv_b9" obj="conv_b10" obj="conv_b11" obj="conv_b12" obj="conv_b13" obj="conv_b14" obj="conv_b15" obj="conv_b16" obj="conv_b17" obj="conv_b18" obj="conv_b19" obj="conv_b20" obj="conv_b21" obj="conv_b22" obj="conv_b23" obj="conv_b24" obj="conv_b25" obj="conv_b26" obj="conv_b27" obj="conv_b28" obj="conv_b29" obj="conv_b30" chain=9,3 obstacle_end obstacle_start obj="conveyor_lever",trigger obj="fix_it1_4_2_anim" obj="fix_it1_5_2_anim" obj="fix_it1_6_2_anim" obj="fix_it1_7_2_anim" obj="fix_it1_8_2_anim" obstacle_end obstacle_start obj="fix_it1_4_2_anim" obj="fix_it1_5_2_anim" obj="fix_it1_6_2_anim" obj="fix_it1_7_2_anim" obj="fix_it1_8_2_anim" chain=10,1 obstacle_end obstacle_start obj="fix_it1_4_2" obj="fix_it1_5_2" obj="fix_it1_6_2" obj="fix_it1_7_2" obj="fix_it1_8_2" chain=10,2 obstacle_end obstacle_start chain=10,3 obstacle_end //////////////////////////////// obstacle_start obj="barrel_1",trigger obj="head_roll" obstacle_end obstacle_start obj="head_roll" chain=1,1 obstacle_end obstacle_start obj="fix_it1_9_2" chain=1,2 obstacle_end obstacle_start chain=1,3 obstacle_end /////////////////////////// blowup_start /// hit_points=1 force_name="barrel_1" deb_name="POP_EXPLO_3" part_effect_name="BARREL_PART_1" blowup_end blowup_start /// hit_points=1 force_name="barrel_2" deb_name="POP_EXPLO_3" part_effect_name="BARREL_PART_1" blowup_end blowup_start /// hit_points=1 force_name="barrel_3" deb_name="POP_EXPLO_3" part_effect_name="BARREL_PART_1" blowup_end ////////////////////////////// obstacle_start obj="ceiling_1_exp1",trigger obj="ceiling_1" obstacle_end obstacle_start obj="ceiling_1" chain=2,1 obstacle_end obstacle_start obj="ceiling_1_exp2" chain=2,2 obstacle_end obstacle_start obj="ceiling_1_dummy" obj="fix_it5_1_dummy" obj="fix_it5_2_dummy" obj="fix_it5_3_dummy" chain=2,3 obstacle_end obstacle_start chain=2,4 obstacle_end blowup_start force_name="ceiling_1_exp1" deb_name="POP_EXPLO_2" obj="deb_ceiling_a" obj="deb_ceiling_b" blowup_end blowup_start force_name="ceiling_1_exp2" deb_name="POP_EXPLO_2" part_effect_name="BARREL_PART_1" blowup_end ////////////////////////////// obstacle_start obj="ceiling_2_exp1",trigger obj="ceiling_2" obstacle_end obstacle_start obj="ceiling_2" chain=3,1 obstacle_end obstacle_start obj="ceiling_2_exp2" chain=3,2 obstacle_end obstacle_start obj="ceiling_2_dummy" obj="fix_it5_4_dummy" obj="fix_it5_5_dummy" obj="fix_it5_6_dummy" obj="fix_it5_7_dummy" chain=3,3 obstacle_end obstacle_start chain=3,4 obstacle_end blowup_start force_name="ceiling_2_exp1" deb_name="POP_EXPLO_2" obj="deb_ceiling_a" obj="deb_ceiling_b" blowup_end blowup_start force_name="ceiling_2_exp2" deb_name="POP_EXPLO_2" part_effect_name="BARREL_PART_1" blowup_end ////////////////////////////// obstacle_start obj="ceiling_3_exp1",trigger obj="ceiling_3" obstacle_end obstacle_start obj="ceiling_3" chain=4,1 obstacle_end obstacle_start obj="ceiling_3_exp2" chain=4,2 obstacle_end obstacle_start obj="ceiling_3_dummy" obj="fix_it5_8_dummy" obj="fix_it5_9_dummy" obj="fix_it5_10_dummy" chain=4,3 obstacle_end obstacle_start chain=4,4 obstacle_end blowup_start force_name="ceiling_3_exp1" deb_name="POP_EXPLO_2" obj="deb_ceiling_a" obj="deb_ceiling_b" blowup_end blowup_start force_name="ceiling_3_exp2" deb_name="POP_EXPLO_2" part_effect_name="BARREL_PART_1" blowup_end ////////////////////////////// obstacle_start obj="ceiling_4_exp1",trigger obj="ceiling_4" obstacle_end obstacle_start obj="ceiling_4" chain=5,1 obstacle_end obstacle_start obj="ceiling_4_exp2" chain=5,2 obstacle_end obstacle_start obj="ceiling_4_dummy" obj="fix_it5_11_dummy" obj="fix_it5_12_dummy" chain=5,3 obstacle_end obstacle_start chain=5,4 obstacle_end blowup_start force_name="ceiling_4_exp1" deb_name="POP_EXPLO_2" obj="deb_ceiling_a" obj="deb_ceiling_b" blowup_end blowup_start force_name="ceiling_4_exp2" deb_name="POP_EXPLO_2" part_effect_name="BARREL_PART_1" blowup_end ////////////////////////////// obstacle_start obj="ceiling_5_exp1",trigger obj="ceiling_5" obstacle_end obstacle_start obj="ceiling_5" chain=6,1 obstacle_end obstacle_start obj="ceiling_5_exp2" chain=6,2 obstacle_end obstacle_start obj="ceiling_5_dummy" obj="fix_it5_13_dummy" obj="fix_it5_14_dummy" obj="fix_it5_15_dummy" chain=6,3 obstacle_end obstacle_start chain=6,4 obstacle_end blowup_start force_name="ceiling_5_exp1" deb_name="POP_EXPLO_2" obj="deb_ceiling_a" obj="deb_ceiling_b" blowup_end blowup_start force_name="ceiling_5_exp2" deb_name="POP_EXPLO_2" part_effect_name="BARREL_PART_1" blowup_end ////////////////////////////// obstacle_start obj="ceiling_6_exp1",trigger obj="ceiling_6" obstacle_end obstacle_start obj="ceiling_6" chain=7,1 obstacle_end obstacle_start obj="ceiling_6_exp2" chain=7,2 obstacle_end obstacle_start obj="ceiling_6_dummy" obj="fix_it5_16_dummy" obj="fix_it5_17_dummy" obj="fix_it5_18_dummy" obj="fix_it5_19_dummy" chain=7,3 obstacle_end obstacle_start chain=7,4 obstacle_end blowup_start force_name="ceiling_6_exp1" deb_name="POP_EXPLO_2" obj="deb_ceiling_a" obj="deb_ceiling_b" blowup_end blowup_start force_name="ceiling_6_exp2" deb_name="POP_EXPLO_2" part_effect_name="BARREL_PART_1" blowup_end ////////////////////////////////////////////////// obstacle_start chain_trigger=2,3 chain_trigger=3,3 chain_trigger=4,3 chain_trigger=5,3 chain_trigger=6,3 chain_trigger=7,3 obj="dummy_buggy" obstacle_end obstacle_start obj="dummy_buggy",trigger obj="ceiling_1_dummy" obj="ceiling_2_dummy" obj="ceiling_3_dummy" obj="ceiling_4_dummy" obj="ceiling_5_dummy" obj="ceiling_6_dummy" obstacle_end obstacle_start obj="dummy_buggy" chain=12,1 obstacle_end obstacle_start buildit="fixit_5" chain=12,2 obstacle_end buildit_start name="fixit_5" pair="fix_it5_1_1","fix_it5_1_2" pair="fix_it5_2_1","fix_it5_2_2" pair="fix_it5_3_1","fix_it5_3_2" pair="fix_it5_4_1","fix_it5_4_2" pair="fix_it5_5_1","fix_it5_5_2" pair="fix_it5_6_1","fix_it5_6_2" pair="fix_it5_7_1","fix_it5_7_2" pair="fix_it5_8_1","fix_it5_8_2" pair="fix_it5_9_1","fix_it5_9_2" pair="fix_it5_10_1","fix_it5_10_2" pair="fix_it5_11_1","fix_it5_11_2" pair="fix_it5_12_1","fix_it5_12_2" pair="fix_it5_13_1","fix_it5_13_2" pair="fix_it5_14_1","fix_it5_14_2" pair="fix_it5_15_1","fix_it5_15_2" pair="fix_it5_16_1","fix_it5_16_2" pair="fix_it5_17_1","fix_it5_17_2" pair="fix_it5_18_1","fix_it5_18_2" pair="fix_it5_19_1","fix_it5_19_2" character="CloudCar" buildit_end ////////////////////////////////////////////////////////////////////////////////////// teleport_start spline="small_1" duration=5.0 obj="flap_01" type=crawl teleport_end /////////////////////////////// blowup_start force_name="blowup_junk" deb_name="POP_EXPLO_2" part_effect_name="JUNK_PART_1" blowup_end //////////corridor blowups////////////// blowup_start force_name="wall_bit1_1" deb_name="POP_EXPLO_2" part_effect_name="WALL_PART_1" blowup_end blowup_start force_name="wall_bit2_1" deb_name="POP_EXPLO_2" part_effect_name="WALL_PART_1" blowup_end blowup_start force_name="wall_bit3_1" deb_name="POP_EXPLO_2" part_effect_name="WALL_PART_1" blowup_end blowup_start force_name="wall_bit1_2" deb_name="POP_EXPLO_2" part_effect_name="WALL_PART_1" blowup_end blowup_start force_name="wall_bit2_2" deb_name="POP_EXPLO_2" part_effect_name="WALL_PART_1" blowup_end blowup_start force_name="wall_bit3_2" deb_name="POP_EXPLO_2" part_effect_name="WALL_PART_1" blowup_end blowup_start force_name="wall_bit1_3" deb_name="POP_EXPLO_2" part_effect_name="WALL_PART_1" blowup_end blowup_start force_name="wall_bit2_3" deb_name="POP_EXPLO_2" part_effect_name="WALL_PART_1" blowup_end blowup_start force_name="wall_bit3_3" deb_name="POP_EXPLO_2" part_effect_name="WALL_PART_1" blowup_end blowup_start force_name="wall_bit1_4" deb_name="POP_EXPLO_2" part_effect_name="WALL_PART_1" blowup_end blowup_start force_name="wall_bit2_4" deb_name="POP_EXPLO_2" part_effect_name="WALL_PART_1" blowup_end blowup_start force_name="wall_bit3_4" deb_name="POP_EXPLO_2" part_effect_name="WALL_PART_1" blowup_end blowup_start force_name="wall_bit1_5" deb_name="POP_EXPLO_2" part_effect_name="WALL_PART_1" blowup_end blowup_start force_name="wall_bit2_5" deb_name="POP_EXPLO_2" part_effect_name="WALL_PART_1" blowup_end blowup_start force_name="wall_bit3_5" deb_name="POP_EXPLO_2" part_effect_name="WALL_PART_1" blowup_end /////////////////////stairs///////////////////////// obstacle_start name="stairs_lever1" obj="stairs_lever1",lever pull_lever sfx_open="SwLever" lock_spline="stairs_lineup1" chain_interface=13,1 locked obstacle_end obstacle_start obj="stairs_lever2",lever,noleversparks pull_lever sfx_open="SwLever" lock_spline="stairs_lineup2" chain_interface=13,3 locked obstacle_end obstacle_start obj="stairs_lever2",trigger obj="stairs_poo" obstacle_end /////////triggers player switch//////////////// obstacle_start obj="blowup_switch",trigger obj="blowup_switch_trigger" obstacle_end //////////////triggers blowup on////////////// obstacle_start obj="stairs_lever1",trigger obj="blowup_trigger" obstacle_end obstacle_start obj="dummy_switch" obj="stairs_lever2_static" obj="blowup_trigger" chain=13,1 obstacle_end obstacle_start obj="blowup_switch" obj="stairs_lever2_static" obj="blowup_switch_trigger" chain=13,2 obstacle_end obstacle_start obj="stairs_lever2" chain=13,3 obstacle_end obstacle_start obj="stairs_lever1" obj="stair_1a" obj="stair_2a" obj="stair_3a" obj="stair_4a" chain=11,1 obstacle_end obstacle_start auto_start obj="stairs_lever1a" obj="stair_1b" obj="stair_2b" obj="stair_3b" obj="stair_4b" chain=11,2 obstacle_end obstacle_start obj="stairs_lever1a" obj="stair_1c" obj="stair_2c" obj="stair_3c" obj="stair_4c" obj="stairs_poo" chain=11,3 obstacle_end obstacle_start auto_start obj="stairs_lever1a" obj="stair_1d" obj="stair_2d" obj="stair_3d" obj="stair_4d" chain=11,4 obstacle_end blowup_start force_name="stairs_back" deb_name="POP_EXPLO_2" part_effect_name="WALL_PART_1" blowup_end /////////////////////////////// obstacle_start obj="R2_static1" obj="R2_pic1" range=0.8 players_only sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start lock_spline="door_r2_lineup1" astromech_droid locked obj="R2_red_on1",no_collision obj="R2_green_on1",no_collision obj="door_R2_1" obj="door_R2_1_r" sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end obstacle_start obj="R2_static2" obj="R2_pic2" range=0.8 players_only sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start lock_spline="door_r2_lineup2" astromech_droid locked obj="R2_red_on2",no_collision obj="R2_green_on2",no_collision obj="door_R2_2" obj="door_R2_2_r" sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end /////////////// buildit_start name="fixit_2" pair="fix_it2_1_1","fix_it2_1_2" pair="fix_it2_2_1","fix_it2_2_2" pair="fix_it2_3_1","fix_it2_3_2" pair="fix_it2_4_1","fix_it2_4_2" pair="fix_it2_5_1","fix_it2_5_2" pair="fix_it2_6_1","fix_it2_6_2" pair="fix_it2_7_1","fix_it2_7_2" pair="fix_it2_8_1","fix_it2_8_2" pair="fix_it2_9_1","fix_it2_9_2" pair="fix_it2_10_1","fix_it2_10_2" pair="fix_it2_11_1","fix_it2_11_2" pair="fix_it2_12_1","fix_it2_12_2" pair="fix_it2_13_1","fix_it2_13_2" pair="fix_it2_14_1","fix_it2_14_2" pair="fix_it2_15_1","fix_it2_15_2" pair="fix_it2_16_1","fix_it2_16_2" pair="fix_it2_17_1","fix_it2_17_2" area_hack=0 buildit_end obstacle_start buildit="fixit_2" chain=15,1 obstacle_end obstacle_start obj="fix_it2_1_2" obj="fix_it2_2_2" obj="fix_it2_3_2" obj="fix_it2_4_2" obj="fix_it2_5_2" obj="fix_it2_6_2" obj="fix_it2_7_2" obj="fix_it2_8_2" obj="fix_it2_9_2" obj="fix_it2_10_2" obj="fix_it2_11_2" obj="fix_it2_12_2" obj="fix_it2_13_2" obj="fix_it2_14_2" obj="fix_it2_15_2" obj="fix_it2_16_2" obj="fix_it2_17_2" obj="dummy_terrain_1" chain=15,2 obstacle_end //buildit_start // name="fixit_3" // pair="fix_it3_1_3","fix_it3_1_4" // pair="fix_it3_2_3","fix_it3_2_4" // pair="fix_it3_3_3","fix_it3_3_4" // pair="fix_it3_4_3","fix_it3_4_4" // pair="fix_it3_5_3","fix_it3_5_4" // pair="fix_it3_6_3","fix_it3_6_4" // pair="fix_it3_7_3","fix_it3_7_4" // pair="fix_it3_8_3","fix_it3_8_4" // pair="fix_it3_9_3","fix_it3_9_4" /// pair="fix_it3_10_3","fix_it3_10_4" // pair="fix_it3_11_3","fix_it3_11_4" // pair="fix_it3_12_3","fix_it3_12_4" // pair="fix_it3_13_3","fix_it3_13_4" // pair="fix_it3_14_3","fix_it3_14_4" // pair="fix_it3_15_3","fix_it3_15_4" // pair="fix_it3_16_3","fix_it3_16_4" // pair="fix_it3_17_3","fix_it3_17_4" //buildit_end buildit_start name="fixit_4" pair="fix_it4_1_5","fix_it4_1_6" pair="fix_it4_2_5","fix_it4_2_6" pair="fix_it4_3_5","fix_it4_3_6" pair="fix_it4_4_5","fix_it4_4_6" pair="fix_it4_5_5","fix_it4_5_6" pair="fix_it4_6_5","fix_it4_6_6" pair="fix_it4_7_5","fix_it4_7_6" pair="fix_it4_8_5","fix_it4_8_6" pair="fix_it4_9_5","fix_it4_9_6" pair="fix_it4_10_5","fix_it4_10_6" pair="fix_it4_11_5","fix_it4_11_6" pair="fix_it4_12_5","fix_it4_12_6" pair="fix_it4_13_5","fix_it4_13_6" pair="fix_it4_14_5","fix_it4_14_6" pair="fix_it4_15_5","fix_it4_15_6" pair="fix_it4_16_5","fix_it4_16_6" pair="fix_it4_17_5","fix_it4_17_6" area_hack=1 buildit_end obstacle_start buildit="fixit_4" chain=16,1 obstacle_end obstacle_start obj="fix_it4_1_6" obj="fix_it4_2_6" obj="fix_it4_3_6" obj="fix_it4_4_6" obj="fix_it4_5_6" obj="fix_it4_6_6" obj="fix_it4_7_6" obj="fix_it4_8_6" obj="fix_it4_9_6" obj="fix_it4_10_6" obj="fix_it4_11_6" obj="fix_it4_12_6" obj="fix_it4_13_6" obj="fix_it4_14_6" obj="fix_it4_15_6" obj="fix_it4_16_6" obj="fix_it4_17_6" obj="dummy_terrain_2" chain=16,2 obstacle_end ///////////// obstacle_start name="door_pad" obj="door_pad" range=.8 obstacle_end /////////////////////////////////////////////////// blowup_start force_name="blowup_switch" deb_name="POP_EXPLO_2" part_effect_name="WALL_PART_1" blowup_end /////////////////sculpture//////////// obstacle_start obj="spin_1" obj="spin_2" obj="spin_3" obj="spin_4" obj="spin_5" obj="spin_6" obj="spin_7" obj="spin_8" obj="spin_9" obj="spin_10" obj="spin_11" obj="spin_12" obj="spin_13" obj="base" chain=17,1 obstacle_end obstacle_start obj="dummy_spin" chain=17,2 obstacle_end blowup_start force_name="dummy_spin" deb_name="POP_EXPLO_2" part_effect_name="SCULPT_PART_1" blowup_end /////////////////////////////////////////////// blowup_start force_name="blowup_fruit_1" deb_name="POP_EXPLO_2" part_effect_name="fruit_1" obj="blowup_palm_1",on obj="dummy_palm_1",off blowup_end blowup_start force_name="blowup_fruit_2" deb_name="POP_EXPLO_2" part_effect_name="fruit_1" // obj="blowup_palm_2",on obj="dummy_palm_2",off blowup_end blowup_start force_name="blowup_fruit_3" deb_name="POP_EXPLO_2" part_effect_name="fruit_1" // obj="blowup_palm_3",on obj="dummy_palm_3",off blowup_end blowup_start force_name="blowup_palm_1" deb_name="POP_EXPLO_2" part_effect_name="PALM_PART_1" obj="pot_1",on blowup_end blowup_start force_name="blowup_palm_2" deb_name="POP_EXPLO_2" part_effect_name="PALM_PART_1" obj="pot_2_dummy",on blowup_end blowup_start force_name="blowup_palm_3" deb_name="POP_EXPLO_2" part_effect_name="PALM_PART_1" obj="pot_3_dummy",on blowup_end obstacle_start obj="blowup_palm_2",trigger obj="blowup_palm_3",trigger obj="pot_2_next" obj="pot_3_next" obstacle_end obstacle_start obj="blowup_fruit_2" obj="dummy_palm_2" chain=18,1 obstacle_end obstacle_start obj="blowup_palm_2" chain=18,2 obstacle_end obstacle_start obj="pot_2_dummy" obj="pot_2_next" chain=18,3 obstacle_end obstacle_start obj="pot_2" chain=18,4 obstacle_end obstacle_start chain=18,5 obstacle_end obstacle_start obj="blowup_fruit_3" obj="dummy_palm_3" chain=19,1 obstacle_end obstacle_start obj="blowup_palm_3" chain=19,2 obstacle_end obstacle_start obj="pot_3_dummy" obj="pot_3_next" chain=19,3 obstacle_end obstacle_start obj="pot_3" chain=19,4 obstacle_end obstacle_start name="cocktail" obj="pot_open" chain=19,5 obstacle_end blowup_start force_name="pot_open" deb_name="POP_EXPLO_2" part_effect_name="COCKTAIL" blowup_end ////////////////gas////////////////////////////////// obstacle_start name="R2_pan2" obj="R2_static3" obj="R2_pic3" range=.9 players_only sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="R2_gas1" lock_spline="R2_gas_lineup" lock=interface astromech_droid locked obj="gas_trigger",no_collision obj="R2_light_on2",no_collision obj="R2_light_off2",no_collision obstacle_end obstacle_start name="gas_1" obj="gas_1" obj="gas_2" obj="gas_3" chain=14,1 obstacle_end obstacle_start obj="gas_1_out" obj="gas_2_out" obj="gas_3_out" obj="dummy_gas_1" obj="dummy_gas_2" obj="dummy_gas_3" obj="dummy_cloud" obj="gas_trigger" obj="dummy_terrain_cloud" chain=14,2 obstacle_end obstacle_start obj="gas_1_animin" obj="gas_2_animin" obj="gas_3_animin" obj="dummy_terrain_cloud_anim" auto_start chain=14,3 obstacle_end obstacle_start obj="gas_1_in" obj="gas_2_in" obj="gas_3_in" chain=14,4 obstacle_end ////////////////////////////// blowup_start force_name="blowup_plants_1" deb_name="POP_EXPLO_2" part_effect_name="plants_1" blowup_end blowup_start force_name="blowup_plants_2" deb_name="POP_EXPLO_2" part_effect_name="plants_1" blowup_end blowup_start force_name="blowup_plants_3" deb_name="POP_EXPLO_2" part_effect_name="plants_1" blowup_end ///////chairs////// obstacle_start name="chairs" obj="chair_1",trigger obj="chair_2",trigger obj="chair_3",trigger obj="chair_4",trigger obj="chair_5",trigger obj="chair_6",trigger obj="chairs_dummy" obstacle_end /////////////////////////////////////////// obstacle_start name="plat_2" obj="gap_lever",lever obj="plat_2" pull_lever sfx_open="SwLever" lock_spline="gap_lineup" locked obstacle_end ////////////////////////////portals//////////////// portaldoor_start obj="door_parlour" p_id=1 portaldoor_end portaldoor_start obj="door_bounty_1" p_id=2 portaldoor_end portaldoor_start obj="door_cp_2" p_id=3 portaldoor_end portaldoor_start obj="door_2" p_id=4 portaldoor_end portaldoor_start obj="door_R2_2" p_id=5 portaldoor_end portaldoor_start obj="door_pad" p_id=6 portaldoor_end