settings_start=1 farclip=218 nearclip=0.021 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=0.9 campos_seek=5.0 camang_seek=5.0 // ignore_socks=5,6 cam_lateral_ratio=0.4 cam_pullback_ratio=.45 sock_end sock_start=02 cam_blend_time=1.6 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 ignore_socks= cam_shake=0.5 sock_end sock_start=03 cam_blend_time=1.6 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 ignore_socks= cam_shake=0.5 sock_end //////////////////door splines////////////////// door_start spline="door_plat2" level="CloudCityTrap_b" door_end door_start spline="door_window" level="CloudCityTrap_c" door_end door_start spline="door_window_out" level="CloudCityTrap_b" door_end /////////////////door obstacles///////////////// obstacle_start name="storm_pan1" obj="storm_static" obj="storm_pic" range=.9 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="storm_door" lock_spline="storm_door_lineup" lock=interface stormtrooper locked obj="door_1" obj="storm_light_on",no_collision obj="storm_light_off",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" // reset_anims 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 obstacle_start name="door_to_a" obj="door_out_top" obj="door_out_bottom" range=1.3 obstacle_end 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 obstacle_start name="tunnel_door" lock_spline="bounty_door_lineup1" lock=interface bounty 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 obj="door_4" range=1.3 obstacle_end /////////////////////////////////// obstacle_start name="lift_1" obj="lift_1" 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="lift_stop1" lock_spline="r2_door_lineup1" lock=interface astromech_droid locked obj="hatch_1" 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="lift_2" obj="lift_2" 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="lift_stop2" lock_spline="r2_door_lineup2" lock=interface astromech_droid locked obj="hatch_2" obj="r2_light_on2",no_collision obj="r2_light_off2",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end /////////throw_bits////////// // throw1 obstacle_start name="throw1" obj="deb_fall_1" chain=1,1 aXuto_start hack=1 // so code can find it quickly and add a judder obstacle_end obstacle_start obj="deb_throw_1" chain=1,2 obstacle_end //blowup_start // force_name="deb_throw_1" // part_effect_name="minikit_blow" // deb_name="pop_explo_1" //blowup_end // throw2 obstacle_start name="throw2" obj="deb_fall_2" chain=2,1 aXuto_start hack=1 // so code can find it quickly and add a judder obstacle_end obstacle_start obj="deb_throw_2" chain=2,2 obstacle_end //blowup_start // force_name="deb_throw_2" // part_effect_name="minikit_blow" // deb_name="pop_explo_1" /blowup_end // throw3 obstacle_start name="throw3" obj="deb_fall_3" chain=3,1 aXuto_start hack=1 // so code can find it quickly and add a judder obstacle_end obstacle_start obj="deb_throw_3" chain=3,2 obstacle_end //blowup_start /// force_name="deb_throw_3" // part_effect_name="minikit_blow" // deb_name="pop_explo_1" //blowup_end // throw4 obstacle_start name="throw4" obj="deb_fall_4" chain=4,1 aXuto_start hack=1 // so code can find it quickly and add a judder obstacle_end obstacle_start obj="deb_throw_4" chain=4,2 obstacle_end //blowup_start // force_name="deb_throw_4" // part_effect_name="minikit_blow" // deb_name="pop_explo_1" //blowup_end ///////window/////////// obstacle_start name="window" obj="window_static_1" obj="window_static_2" obj="window_static_3" obj="window_static_4" obj="window_static_5" obj="window_static_6" obj="window_static_7" obj="window_static_8" obj="window_static_9" obj="window_static_10" obj="window_static_11" obj="window_static_12" obj="window_static_13" obj="window_static_14" obj="window_static_15" obj="window_static_16" obj="window_static_17" obj="window_static_18" obj="window_static_19" obj="window_static_20" obj="window_static_21" obj="window_static_22" obj="window_static_23" obj="window_static_24" obj="window_static_25" obj="window_static_26" obj="window_static_27" obj="window_static_28" obj="window_static_29" obj="window_static_30" obj="window_static_31" obj="window_static_32" obj="window_static_33" obj="window_static_34" obj="window_static_35" obj="window_static_36" obj="window_static_37" obj="window_static_38" obj="window_static_39" obj="window_static_40" obj="window_static_41" obj="window_static_42" obj="window_static_43" obj="window_static_44" chain=5,1 obstacle_end obstacle_start obj="window_static_1" obj="window_static_2" obj="window_static_3" obj="window_static_4" obj="window_static_5" obj="window_static_6" obj="window_static_7" obj="window_static_8" obj="window_static_9" obj="window_static_10" obj="window_static_11" obj="window_static_12" obj="window_blowup" chain=5,2 obstacle_end obstacle_start obj="window_fall_1" obj="window_fall_2" obj="window_fall_3" obj="window_fall_4" obj="window_fall_5" obj="window_fall_6" obj="window_fall_7" obj="window_fall_8" obj="window_fall_9" obj="window_fall_10" obj="window_fall_11" obj="window_fall_12" auto_start chain=5,3 obstacle_end obstacle_start obj="window_force_1" obj="window_force_2" obj="window_force_3" obj="window_force_4" obj="window_force_5" obj="window_force_6" obj="window_force_7" obj="window_force_8" obj="window_force_9" obj="window_force_10" obj="window_force_11" obj="window_force_12" chain=5,4 obstacle_end obstacle_start obj="window_platform" chain=5,5 obstacle_end blowup_start force_name="window_blowup" obj="window_static_1",off obj="window_static_2",off obj="window_static_3",off obj="window_static_4",off obj="window_static_5",off obj="window_static_6",off obj="window_static_7",off obj="window_static_8",off obj="window_static_9",off obj="window_static_10",off obj="window_static_11",off obj="window_static_12",off part_effect_name="PART_window_1" deb_name="pop_drop_1" blowup_end obstacle_start obj="window_force_12",trigger obj="dummy_terrain1",no_collision obstacle_end ///lift//// obstacle_start name="r2_pan3" obj="r2_static3" obj="r2_pic3" range=.5 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="lift" lock_spline="r2_door_lineup3" lock=interface astromech_droid locked obj="lift" obj="r2_light_on3",no_collision obj="r2_light_off3",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end ////////////////////////////////////////////// blowup_start force_name="blowup_minikit" part_effect_name="minikit_blow" deb_name="pop_explo_1" hitpoints=0 blowup_end obstacle_start name="minikit" obj="blowup_minikit",trigger obj="minikit_ram" obj="dummy_minikit",draw_minikit hack=33 // 32 + ID 1 = 33, stops mini-kit appearing if already collected obstacle_end