settings_start=1 farclip=218 nearclip=0.3 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 ////////////////////socks/////////////////////// sock_start=00 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 cam_x_offset=2.4 offset_blend_x_ratio=0.65 ignore_socks=1 cam_pullback_ratio=.5 sock_end sock_start=01 cam_blend_time=1.0 cam_look_ratio_y=0.9 campos_seek=5.0 camang_seek=5.0 // cam_x_offset=2.4 // offset_blend_x_ratio=0.65 ignore_socks=0 sock_end sock_start=02 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 ignore_socks=5,6 sock_end sock_start=05 cam_blend_time=1.6 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 //cam_y_offset=0.4 //cam_pullback_ratio=1.0 sock_end sock_start=06 cam_blend_time=1.2 cam_look_ratio_y=0.855 cam_look_ratio=1 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 cam_x_offset=3.16 cam_z_offset=-.5 offset_blend_x_ratio=.68 offset_blend_z_ratio=.15 //cam_pullback_ratio=1.0 cam_pullback_ratio=0.695 sock_end sock_start=07 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 cam_y_offset=0.5 cam_pullback_ratio=.48 sock_end sock_start=08 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 cam_y_offset=0.5 //cam_pullback_ratio=1.0 sock_end sock_start=09 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 cam_y_offset=0.5 //cam_pullback_ratio=1.0 sock_end sock_start=10 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 cam_y_offset=0.5 //cam_pullback_ratio=1.0 sock_end sock_start=11 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 cam_y_offset=0.5 //cam_pullback_ratio=1.0 sock_end sock_start=12 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 //cam_y_offset=0.5 //cam_pullback_ratio=1.0 sock_end sock_start=13 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 //cam_y_offset=0.5 //cam_pullback_ratio=1.0 sock_end sock_start=14 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 cam_y_offset=0.5 //cam_pullback_ratio=1.0 ignore_socks=15 sock_end sock_start=15 cam_blend_time=1.5 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 cam_y_offset=1.0 //cam_pullback_ratio=1.0 sock_end sock_start=16 cam_blend_time=1.5 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 cam_y_offset=1.5 //cam_pullback_ratio=1.0 sock_end sock_start=17 cam_blend_time=1.5 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 cam_y_offset=0.5 //cam_pullback_ratio=1.0 sock_end sock_start=18 cam_blend_time=1.5 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 //cam_y_offset=0.5 //cam_pullback_ratio=1.0 sock_end //////////////////door splines////////////////// door_start spline="door_pad_in" level="CloudCityTrap_A" door_end door_start spline="door_pad_out" level="CloudCityTrap_A" door_end door_start spline="door_tunnel" level="CloudCityTrap_c" door_end door_start spline="door_chamber_in" level="CloudCityTrap_A" door_end door_start spline="door_chamber_out" level="CloudCityTrap_a" door_end door_start spline="door_finish_out" level="CloudCityTrap_A" door_end /////////////////door obstacles///////////////// obstacle_start obj="door_2" range=1.3 obstacle_end obstacle_start name="bounty_pan1" obj="bounty_static1" obj="bounty_pic1" range=.5 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end turret_start obj="bounty_cam_1" name="bounty_cam1" 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_door" lock_spline="bounty_door_lineup1" lock=interface bountyhunter locked obj="door_3" obj="bounty _light_on1",no_collision obj="bounty _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=.5 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="chamber_door" lock_spline="R2_door_lineup1" lock=interface astromech_droid locked obj="door_4" obj="R2_light_on1",no_collision obj="R2_light_off1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end obstacle_start name="storm_pan1" obj="storm_static1" obj="storm_pic1" range=.5 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="tunnel_door" lock_spline="storm_door_lineup1" lock=interface stormtrooper locked obj="door_tunnel_top" obj="door_tunnel_bottom" obj="storm_light_on1",no_collision obj="storm_light_off1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" 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=70 follow_player turret_end /////////carbonising////////// obstacle_start name="carbon_switch" obj="switch_dummy" chain=7,1 obstacle_end obstacle_start obj="switch_lift" chain=7,2 obstacle_end obstacle_start obj="switch_lift",trigger obj="chamber_lift" dynamic_shadow obstacle_end obstacle_start name="chamber" obj="chamber_lift" dynamic_shadow chain=6,1 obstacle_end obstacle_start obj="chamber_lift_down" dynamic_shadow chain=6,2 obstacle_end obstacle_start obj="chamber_lift_down" obj="dummy_carbon" auto_start chain=6,3 obstacle_end obstacle_start obj="minikit_1" obj="minikit_2" obj="minikit_3" obj="minikit_4" obj="minikit_5" obj="minikit_6" obj="minikit_7" obj="minikit_8" obj="minikit_9" obj="minikit_10" obj="minikit_11" obj="minikit_12" obj="minikit_13" obj="chamber_lift_up" chain=6,4 auto_start obstacle_end obstacle_start buildit="minikit" obj="chamber_lift_static chain=6,5 obstacle_end obstacle_start name="carbon_minikit" obj="chamber_lift_static chain=6,6 obstacle_end buildit_start name="minikit" pair="minikit_1f","minikit_1f1" pair="minikit_2f","minikit_2f1" pair="minikit_3f","minikit_3f1" pair="minikit_4f","minikit_4f1" pair="minikit_5f","minikit_5f1" pair="minikit_6f","minikit_6f1" pair="minikit_7f","minikit_7f1" pair="minikit_8f","minikit_8f1" pair="minikit_9f","minikit_9f1" pair="minikit_10f","minikit_10f1" pair="minikit_11f","minikit_11f1" pair="minikit_12f","minikit_12f1" pair="minikit_13f","minikit_13f1" buildit_end /////////////////////////////////////helmet machines///////////////////////// obstacle_start helmet_machine locked lock_spline="helmet_machine_lineup1" obj="helmet_machine_out1",no_collision obj="helmet_machine_lever1",no_collision obj="helmet_machine_up1",no_collision obj="helmet_machine_scale1",no_collision obj="helmet_machine_off1",no_collision obj="helmet_machine_on1",no_collision reset_anims sfx_open="SwLever" obstacle_end ////////////////////////////// obstacle_start name="R2_pan2" obj="R2_static2" obj="R2_pic2" range=.5 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="r2_gap" lock_spline="R2_door_lineup2" lock=interface astromech_droid locked obj="r2_plat_1" obj="r2_plat_2" obj="r2_plat_3" obj="r2_plat_4" obj="r2_plat_5" obj="R2_light_on2",no_collision obj="R2_light_off2",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end //////////////////////////////////////////////////////// obstacle_start name="R2_pan3" obj="R2_static3" obj="R2_pic3" range=.5 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="r2_bridge" lock_spline="R2_door_lineup3" lock=interface astromech_droid locked obj="bridge_1" obj="bridge_2" obj="R2_light_on3",no_collision obj="R2_light_off3",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" camera_spline="cut_bridge" cam_start_time=0.0 cam_end_time=2.8 cam_blend_in_time=1.4 cam_blend_out_time=1.4 anim_speed=.4 obstacle_end //////////////////////////////////////////////////////// obstacle_start name="R2_pan5" obj="R2_static5" obj="R2_pic5" range=.5 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start lock_spline="R2_door_lineup5" lock=interface astromech_droid locked obj="door_5" obj="R2_light_on5",no_collision obj="R2_light_off5",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end ///////////////////////////////////////////////////// blowup_start force_name="blowup_exit" takeover_shoot_only active_player_shoot_only immune_to_slam hit_points=4 obj="deb_block_a" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="block_part_1" blowup_end //////////////////////////////////////////////////////// obstacle_start name="R2_pan6" obj="R2_static6" obj="R2_pic6" range=.5 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start lock_spline="r2_door_lineup6" lock=interface astromech_droid locked obj="dummy_steam_again" obj="R2_light_on6",no_collision obj="R2_light_off6",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" reset_anims // chain_interface=4,1 obstacle_end //obstacle_start // obj="R2_light_off6",trigger // obj="dummy_steam_start" //obstacle_end obstacle_start name="steam" chain=4,1 obj="R2_light_off6" // obj="dummy_steam_start" obj="dummy_steam_off_1" obj="dummy_steam_off_2" obj="dummy_steam_off_3" obj="dummy_steam_off_4" obj="dummy_steam_off_5" obj="dummy_steam_off_6" obj="dummy_steam_off_7" obj="dummy_steam_off_8" obstacle_end obstacle_start chain=4,2 obj="dummy_damage_1" obj="dummy_damage_2" obj="dummy_damage_3" obj="dummy_damage_4" obj="dummy_damage_5" obj="dummy_damage_6" obj="dummy_damage_7" obj="dummy_damage_8" obstacle_end obstacle_start chain=4,3,1 obj="dummy_steam_on_1" obj="dummy_steam_on_2" obj="dummy_steam_on_3" obj="dummy_steam_on_4" obj="dummy_steam_on_5" obj="dummy_steam_on_6" obj="dummy_steam_on_7" obj="dummy_steam_on_8" obj="dummy_prigger" auto_start obstacle_end blowup_start set_type="steam" use_type="steam" force_name="dummy_damage_1" deb_name="steam_start" explosion_ignoredroids explode_radius=1 blowup_end blowup_start force_name="dummy_damage_2" use_type="steam" blowup_end blowup_start force_name="dummy_damage_3" use_type="steam" blowup_end blowup_start force_name="dummy_damage_4" use_type="steam" blowup_end blowup_start force_name="dummy_damage_5" use_type="steam" blowup_end blowup_start force_name="dummy_damage_6" use_type="steam" blowup_end blowup_start force_name="dummy_damage_7" use_type="steam" blowup_end blowup_start force_name="dummy_damage_8" use_type="steam" blowup_end /////////////////////////////////////// obstacle_start name="push_base" chain=1,1 push="push_base",1 obj="down_1" obstacle_end obstacle_start chain=1,2 obj="base_down" obj="down_2" auto_start obstacle_end ///////////////////////////////////////////////////////////// buildit_start name="buildit1" pair="build_it_1_1_1","build_it_1_1_2" pair="build_it_1_2_1","build_it_1_2_2" pair="build_it_1_3_1","build_it_1_3_2" pair="build_it_1_4_1","build_it_1_4_2" buildit_end ///////////////////// obstacle_start chain=2,1 buildit="buildit1" obstacle_end obstacle_start chain=2,2 obj="R2_static4" obj="R2_pic4" obj="R2_light_on4" obj="R2_light_off4" obj="build_it_1_1_2" obj="build_it_1_2_2" obj="build_it_1_4_2" obstacle_end obstacle_start name="R2_pan4" obj="R2_static4" obj="R2_pic4" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="R2_door1" lock_spline="r2_door_lineup4" astromech_droid locked obj="door_1" obj="R2_light_on4",no_collision obj="R2_light_off4",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" chain_interface=2,2 obstacle_end ////////////////////////////////////////////////////////////////////// obstacle_start obj="base_down",trigger obj="blowup_cannon",trigger obj="buildit_trigger" obstacle_end blowup_start force_name="blowup_cannon" active_player_shoot_only obj="blowup_extra",on immune_to_slam deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="wall_part_1" blowup_end blowup_start force_name="blowup_extra" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="wall_part_1" blowup_end buildit_start name="trooper_cannon" pair="cannon_1_1_3","cannon_1_2_3" pair="cannon_1_1_4","cannon_1_2_4" pair="cannon_1_1_5","cannon_1_2_5" pair="cannon_1_1_6","cannon_1_2_6" pair="cannon_1_1_7","cannon_1_2_7" pair="cannon_1_1_8","cannon_1_2_8" pair="cannon_1_1_9","cannon_1_2_9" pair="cannon_1_1_10","cannon_1_2_10" pair="cannon_1_1_11","cannon_1_2_11" pair="cannon_1_1_12","cannon_1_2_12" pair="cannon_1_1_13","cannon_1_2_13" pair="cannon_1_1_14","cannon_1_2_14" buildit_end obstacle_start chain=3,1 obj="blowup_cannon" obstacle_end obstacle_start chain=3,2 obj="cannon_anim_1" obj="cannon_anim_2" obj="cannon_anim_3" obj="cannon_anim_4" obj="cannon_anim_5" obj="cannon_anim_6" obj="cannon_anim_7" obj="cannon_anim_8" obj="cannon_anim_9" obj="cannon_anim_10" obj="cannon_anim_11" obj="cannon_anim_12" auto_start obstacle_end obstacle_start chain=3,3 obj="cannon_dummy_1" obj="cannon_dummy_2" obj="cannon_dummy_3" obj="cannon_dummy_4" obj="cannon_dummy_5" obj="cannon_dummy_6" obj="cannon_dummy_7" obj="cannon_dummy_8" obj="cannon_dummy_9" obj="cannon_dummy_10" obj="cannon_dummy_11" obj="cannon_dummy_12" obj="buildit_trigger" obstacle_end obstacle_start chain=3,4 buildit="trooper_cannon" obstacle_end obstacle_start chain=3,5 obj="cannon_force" obstacle_end obstacle_start chain=8,1 obstacle_end obstacle_start name="T_cannon_pop2" chain=8,2 buildit="trooper_cannon2" obstacle_end obstacle_start chain=8,3 obj="trooper_null_2" obj="cannon_1_2_1" obj="cannon_1_2_2" obstacle_end obstacle_start chain=8,4,2 obj="trooper_pop2" obstacle_end /////////////////////////////////////trooper cannon///////////////////////////// buildit_start name="trooper_cannon2" // pair="cannon_2_1_1","cannon_2_2_1" // pair="cannon_2_1_2","cannon_2_2_2" pair="cannon_2_1_3","cannon_2_2_3" pair="cannon_2_1_4","cannon_2_2_4" pair="cannon_2_1_5","cannon_2_2_5" pair="cannon_2_1_6","cannon_2_2_6" pair="cannon_2_1_7","cannon_2_2_7" pair="cannon_2_1_8","cannon_2_2_8" pair="cannon_2_1_9","cannon_2_2_9" pair="cannon_2_1_10","cannon_2_2_10" pair="cannon_2_1_11","cannon_2_2_11" pair="cannon_2_1_12","cannon_2_2_12" pair="cannon_2_1_13","cannon_2_2_13" pair="cannon_2_1_14","cannon_2_2_14" character="TrooperCannon_2" coin_value=0 buildit_end blowup_start force_name="trooper_pop2" deb_name="dozer_pop_1" deb_name="dozer_pop_2" part_effect_name="roof_fall_p1" camshake_double blowup_end /////////////////////////control built it//////////////////////////////////////////// buildit_start name="buildit2" pair="build_it2_1_1","build_it2_1_2" pair="build_it2_2_1","build_it2_2_2" pair="build_it2_3_1","build_it2_3_2" pair="build_it2_4_1","build_it2_4_2" pair="build_it2_5_1","build_it2_5_2" pair="build_it2_6_1","build_it2_6_2" pair="build_it2_7_1","build_it2_7_2" pair="build_it2_8_1","build_it2_8_2" pair="build_it2_9_1","build_it2_9_2" pair="build_it2_10_1","build_it2_10_2" pair="build_it2_11_1","build_it2_11_2" character="grabbercon_1" buildit_end obstacle_start name="grabber_fall" chain=5,1 obj="build_it2_1_fall" obj="build_it2_2_fall" obj="build_it2_3_fall" obj="build_it2_4_fall" obj="build_it2_5_fall" obj="build_it2_6_fall" obj="build_it2_7_fall" obj="build_it2_8_fall" obj="build_it2_9_fall" obj="build_it2_10_fall" obj="build_it2_11_fall" obj="control_broken" obstacle_end obstacle_start chain=5,2 buildit="buildit2" obj="control_broken" obstacle_end obstacle_start chain=5,3 obstacle_end //////////////////////////////////////// blowup_start force_name="thermal_1" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="wall_part_1" hit_points=0 blowup_end ///////////// fader_start obj="window" fader_end ///////////////////////////// portaldoor_start obj="door_4" p_id=1 portaldoor_end ////////////////////// blowup_start force_name="blowup_wall_1" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="wall_part_1" blowup_end