music="Qui_CC_Escape_BC" settings_start=1 farclip=218 nearclip=0.1 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=1.19 cam_look_ratio_y=.84 cam_lateral_ratio=-.35 y_limits cam_pullback_ratio_xz=0.17 sock_end sock_start=01 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.90 // cam_look_ratio=0.8 sock_end sock_start=02 campos_seek=5 cam_blend_time=1.0 cam_look_ratio=0.8 sock_end sock_start=03 campos_seek=5 cam_blend_time=1.0 cam_look_ratio=0.85 sock_end sock_start=04 campos_seek=5 cam_blend_time=1.0 cam_y_offset=1.75 sock_end sock_start=06 campos_seek=5 cam_blend_time=1.0 cam_y_offset=2. cam_y_offset=0.4 sock_end sock_start=05 // cam_look_ratio=0.64 // cam_look_ratio_y=0.25 // ignore_socks=4 cam_lateral_ratio=.550 sock_end ///////////////////////// door_start spline="door_falcon" level="cloudcityescape_outro" trigger_chain=10,2 door_end door_start spline="door_lift_up" level="cloudcityescape_a" door_end door_start spline="door_out" level="cloudcityescape_c" door_end door_start spline="door_in" level="cloudcityescape_c" door_end door_start spline="door_new_room_in" level="cloudcityescape_c" door_end door_start spline="door_new_room_out" level="cloudcityescape_c" door_end /////////////////////////////// obstacle_start obj="lift_1" reset_anims range=.4 check_ground obstacle_end obstacle_start obj="lift1_door_l" obj="lift1_door_r" range=.8 obstacle_end /////////////////////////// obstacle_start obj="dark_panel_1" obj="dark_panel_2" obj="dark_panel_3" obj="dark_panel_4" obj="dark_panel_5" obj="dark_panel_6" obj="dark_panel_7" obj="dark_panel_8" obj="dark_panel_9" chain=1,1 obstacle_end obstacle_start obj="dark_panel_exp" chain=1,2 obstacle_end obstacle_start obj="dark_panel_exp",trigger obj="door_dark" obj="door_dark_r" obstacle_end blowup_start force_name="dark_panel_exp" deb_name="POP_EXPLO_2" part_effect_name="DARK_DOOR_1 blowup_end //////////////////////// zipup_start spline="zipup_1" zipup_end //////////////////////////// obstacle_start name="bits_fall" chain=5,1 obj="fall_zip_1" obj="fall_zip_2" obj="fall_zip_3" obj="fall_zip_4" obj="fall_zip_5" obj="fall_zip_6" obj="fall_zip_7" obj="fall_zip_8" obj="fall_zip_9" obj="fall_zip_10" obj="fall_zip_11" obj="fall_zip_12" obj="fall_zip_13" obj="fall_zip_14" obj="fall_zip_15" obj="fall_zip_16" obstacle_end buildit_start name="zip_build" pair="build_1_1_1","build_1_2_1" pair="build_1_1_2","build_1_2_2" pair="build_1_1_3","build_1_2_3" pair="build_1_1_4","build_1_2_4" pair="build_1_1_5","build_1_2_5" pair="build_1_1_6","build_1_2_6" pair="build_1_1_7","build_1_2_7" pair="build_1_1_8","build_1_2_8" pair="build_1_1_9","build_1_2_9" pair="build_1_1_10","build_1_2_10" pair="build_1_1_11","build_1_2_11" pair="build_1_1_12","build_1_2_12" pair="build_1_1_13","build_1_2_13" pair="build_1_1_14","build_1_2_14" pair="build_1_1_15","build_1_2_15" pair="build_1_1_16","build_1_2_16" buildit_end obstacle_start chain=5,2 buildit="zip_build" obstacle_end obstacle_start chain=5,3 obj="build_1_end" obstacle_end /////////////////////// zipup_start spline="zipup_2" trigger_chain=5,3 zipup_end zipup_start spline="zipup_3" zipup_end zipup_start spline="zipup_4" zipup_end ///////////pads//////////////// obstacle_start name="pad_drop" obj="pad_drop",no_collision range=0.1 check_ground obstacle_end obstacle_start name="pad_n" obj="pad_n",no_collision range=0.1 check_ground obstacle_end obstacle_start name="pad_s" obj="pad_s",no_collision range=0.1 check_ground obstacle_end obstacle_start name="pad_e" obj="pad_e",no_collision range=0.1 check_ground obstacle_end obstacle_start name="pad_w" obj="pad_w",no_collision range=0.1 check_ground obstacle_end //////////////// blowup_start force_name="poop" deb_name="POP_EXPLO_2" part_effect_name="DARK_DOOR_1 blowup_end ////////////////////////////// obstacle_start obj="blockage_topple" obj="blockage_blowup",trigger obstacle_end obstacle_start obj="blockage_topple" obj="blockage_1" chain=2,1 obstacle_end obstacle_start obj="dummy_exp_1" obj="dummy_exp_2" obj="dummy_exp_3" chain=2,2 obstacle_end obstacle_start obj="blockage_2" obj="dummy_exp_1",trigger obstacle_end obstacle_start obj="blockage_3" obj="blockage_4" obj="blockage_5" obj="blockage_6" obj="blockage_7" obj="blockage_8" obj="blockage_9" obj="blockage_10" obj="blockage_11" obj="blockage_12" obj="dummy_exp_2",trigger obstacle_end blowup_start force_name="blockage_blowup" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_1" blowup_end blowup_start force_name="dummy_exp_1" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_2" blowup_end blowup_start force_name="dummy_exp_2" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="dummy_exp_3" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end ///////////////////////////// obstacle_start name="tc14_pan1" obj="tc14_static1" obj="tc14_pic1" range=.9 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_1" 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="r2_pan1" obj="R2_static1" obj="R2_pic1" range=.9 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="R2_door1" lock_spline="R2_door_lineup1" lock=interface astromech_droid locked obj="door_2" obj="R2_light_on1",no_collision obj="R2_light_off1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end ///////////////////////////////////////// obstacle_start obj="dummy_conv4" range=0.3 obstacle_end obstacle_start name="conveyor_button" obj="pad_conv" obj="beam_active_off",no_collision obj="beam_active_on",no_collision obj="beam_on",no_collision obj="beam_off",no_collision obj="dummy_beam1",no_collision range=0.1 check_ground obstacle_end /////conveyor movement///// 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="beam_light_off" obj="dummy_conv4" chain=3,1 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="beam_light_on" obj="dummy_conv_on_time" auto_start chain=3,2,1 obstacle_end ///////////////// blowup_start force_name="blowup_1" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="blowup_2" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="blowup_3" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="blowup_4" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="blowup_5" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="blowup_6" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="blowup_7" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end ////////////////////////// buildit_start name="build_it1" pair="build_it1_1_1","build_it1_1_2" pair="build_it1_2_1","build_it1_2_2" pair="build_it1_3_1","build_it1_3_2" pair="build_it1_4_1","build_it1_4_2" pair="build_it1_5_1","build_it1_5_2" buildit_end obstacle_start buildit="build_it1" obj="switch_1" obj="lift_static_up" chain=4,1 obstacle_end obstacle_start obj="lift_lever" obj="switch_2" obj="lift_light_off" obj="lift_static_up" chain=4,2 obstacle_end obstacle_start obj="lift_down" obj="switch_2" obj="lift_light_off" obj="lift_lever_static" obj="dummy_lift" auto_start chain=4,3 obstacle_end obstacle_start obj="lift_up" obj="switch_2" obj="lift_light_off" obj="lift_lever_static" chain=4,4,2 obstacle_end equivalentobject_start obj="lift_static_up" obj="lift_down" obj="lift_up" obj="dummy_lift" equivalentobject_end obstacle_start obj="dummy_lift" range=.35 obstacle_end obstacle_start obj="dummy_lift",trigger obj="lift_up" obstacle_end obstacle_start name="lift_switch" obj="lift_lever",lever pull_lever sfx_open="SwLever" lock_spline="lift_lever_lineup" chain_interface=4,2 locked obstacle_end //////////corridor blowups////////////// blowup_start force_name="wall_bit1_1" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit2_1" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit3_1" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit1_2" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit2_2" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit3_2" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit1_3" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit2_3" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit3_3" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit1_4" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit2_4" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit3_4" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit1_5" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit2_5" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit3_5" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit1_6" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit2_6" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit3_6" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit1_7" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit2_7" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit3_7" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit1_8" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit2_8" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit3_8" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit1_9" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit2_9" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end blowup_start force_name="wall_bit3_9" deb_name="BLOCK_EXP_1" part_effect_name="BLOCK_EXP_3" blowup_end ////////////////////////////////////////////////// obstacle_start name="r2_pan2" obj="R2_static2" obj="R2_pic2" range=.9 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="R2_gas1" lock_spline="R2_door_lineup2" 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 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" chain=6,1 obstacle_end obstacle_start obj="gas_1_animin" obj="gas_2_animin" obj="gas_3_animin" auto_start chain=6,2 obstacle_end obstacle_start obj="gas_1_in" obj="gas_2_in" obj="gas_3_in" chain=6,3 obstacle_end obstacle_start obj="gas_1_animin",trigger obj="dummy_terrain_cloud" obstacle_end ///////////////////////////////////////////////////////////////////////// obstacle_start name="r2_pan3" obj="R2_static3" obj="R2_pic3" range=.9 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="R2_gap" lock_spline="R2_door_lineup3" lock=interface astromech_droid locked obj="plat_1",no_collision obj="plat_2",no_collision obj="plat_3",no_collision obj="R2_light_on3",no_collision obj="R2_light_off3",no_collision obstacle_end ///////////////////////////////////////// obstacle_start name="pad_1" obj="pad_1" obj="pad_1a",no_collision range=.1 check_ground obstacle_end obstacle_start name="pad_2" obj="pad_2" obj="pad_2a",no_collision range=.1 check_ground obstacle_end obstacle_start name="lock_a" obj="pad_1",trigger obj="pad_2",trigger obj="tap_1" obj="lock_1" obj="lock_2" camera_spline="cam_cut_1" cam_start_time=0.1 cam_end_time=3 cam_blend_in_time=.7 cam_blend_out_time=.5 obstacle_end obstacle_start name="pad_3" obj="pad_3" obj="pad_3a",no_collision range=.1 check_ground obstacle_end obstacle_start name="pad_4" obj="pad_4" obj="pad_4a",no_collision range=.1 check_ground obstacle_end obstacle_start name="lock_b" obj="pad_3",trigger obj="pad_4",trigger obj="tap_2" obj="lock_3" obj="lock_4" camera_spline="cam_cut_2" cam_start_time=0.1 cam_end_time=3 cam_blend_in_time=.7 cam_blend_out_time=.5 obstacle_end obstacle_start obj="tap_1",trigger obj="power_1" obstacle_end obstacle_start obj="tap_2",trigger obj="power_2" obstacle_end obstacle_start obj="power_1" chain=7,1 obstacle_end obstacle_start obj="power_1a" chain=7,2 obstacle_end obstacle_start name="bridge_switch1" obj="bridge_lever_1",lever obj="switch_1_light_on",no_collision obj="switch_1_light_off",no_collision pull_lever sfx_open="SwLever" lock_spline="bridge_lever_lineup1" chain_interface=7,2 locked door_close_delay=2.0 reset_anims obstacle_end obstacle_start obj="power_2" chain=8,1 obstacle_end obstacle_start obj="power_2a" chain=8,2 obstacle_end obstacle_start name="bridge_switch2" obj="bridge_lever_2",lever obj="switch_2_light_on",no_collision obj="switch_2_light_off",no_collision pull_lever sfx_open="SwLever" lock_spline="bridge_lever_lineup2" chain_interface=8,2 locked reset_anims door_close_delay=2.0 obstacle_end ///////////////////////bridge/////////////////////////////////////////////////////////////////////////// obstacle_start name"bridge" obj="bridge_lever_2",trigger obj="bridge_lever_1",trigger obj="bridge_1" obj="bridge_2" obj="bridge_3" obj="bridge_4" anim_speed=.4 play_once 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=2 buildit_end obstacle_start buildit="fixit_2" chain=9,1 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=9,2 obstacle_end /////////////////////////////////////////////////////// obstacle_start name="ramp" obj="ramp_up" obj="cut_trigger" chain=10,1 obstacle_end obstacle_start auto_start obj="ramp" chain=10,2 obstacle_end obstacle_start name="cut_trigger" obj="cut_trigger" camera_spline="cut_ramp" cam_start_time=0.3 cam_end_time=2.8 cam_blend_in_time=1.0 cam_blend_out_time=1.0 obstacle_end //////////////////////////////////// /////////////////////////////////////// obstacle_start name="chandelier" obj="chandelier",trigger obj="chandelier_drop" chain=15,1 obstacle_end obstacle_start obj="blowup_chandelier" chain=15,2 obstacle_end blowup_start force_name="blowup_chandelier" deb_name="POP_EXP_2" part_effect_name="chand" blowup_end blowup_start force_name="chandelier" deb_name="POP_EXP_2" obj="deb_light" obj="deb_light" blowup_end /////////// portaldoor_start obj="door_1" p_id=1 portaldoor_end portaldoor_start obj="door_dark" p_id=2 portaldoor_end