music="Qui_Dagobah_D" characters_start character="chewbacca",player character="princessleia",player character="c3po",player character="yoda",player characters_end cutscenes_start cutscene="episodev\dagobah_midtro2" cutscenes_end height=5.0 use_fog mipmapmode=3 burnout_threshold=0.0 burnout_intensity=0.0 burnout_flare=0.0 blobshadow_alpha=80 blobshadow_fadenear=10 blobshadow_fadefar=10 plat_scan_dist=3 max_ter_groups=512 max_ter_platforms=512 settings_start=1 farclip_ps2=40 nearclip_ps2=0.025 farclip_psp=40 nearclip_psp=0.1 farclip_360=40 nearclip_360=0.025 farclip_gc=40 nearclip_gc=0.025 farclip_pc=40 nearclip_pc=0.025 fognear=20 top_backr=87 top_backg=137 top_backb=209 bottom_backr=192 bottom_backg=237 bottom_backb=255 settings_end rippleeffects_start texture_name="ripple" effect_type="WATEREFFECT" start_colour_r=20 start_colour_g=20 start_colour_b=20 start_colour_a=255 end_colour_r=20 end_colour_g=20 end_colour_b=20 end_colour_a=0 life=0.8 start_radius=0.0 end_radius=1.0 rippleeffects_end ///////////////doors//////////////////////////////// door_start spline="door_b_to_d" level="Dagobah_d" 1_way door_end door_start spline="door_d_to_b" level="Dagobah_b" 1_way door_end door_start spline="door_c_to_d" level="Dagobah_d" 1_way door_end door_start spline="door_d_to_c" level="Dagobah_c" 1_way door_end //door_start // spline="door_complete" // level="map" // 1_way //door_end ///////////////////////camera/////////////////////// sock_start=00 campos_seek=3 cam_blend_time=1.0 // cam_y_offset=1.4 // cam_dist_to_target=4 cam_dist_ratio=0.2 cam_look_ratio_y=0.8 cam_1player_zoom=1.5 cam_pullback_ratio_xz=0.2 cam_lateral_ratio=0.2 sock_end sock_start=01 campos_seek=3 cam_blend_time=1.0 // cam_y_offset=1.4 // cam_dist_to_target=4 // cam_dist_ratio=0.2 cam_look_ratio_y=0.8 cam_1player_zoom=1.5 cam_pullback_ratio_xz=0.25 cam_lateral_ratio=0.1 sock_end sock_start=02 campos_seek=5 cam_blend_time=1.0 // cam_x_offset=-2.0 cam_dist_to_target=3 cam_look_ratio_y=1.0 cam_pullback_ratio_xz=0.2 sock_end sock_start=03 campos_seek=5 cam_blend_time=1.0 // cam_x_offset=-2.0 // cam_dist_to_target=3 cam_look_ratio_y=1.0 cam_pullback_ratio_xz=0.2 sock_end sock_start=04 campos_seek=5 cam_blend_time=1.0 // cam_x_offset=-2.0 cam_dist_to_target=3 cam_look_ratio_y=1.0 cam_pullback_ratio_xz=0.2 sock_end ////////////////pressure pads////////////////////////////////////// obstacle_start name="pad_1a" obj="pad_1a" range=0.2 check_ground obstacle_end obstacle_start obj="pad_1_base_B" obj="pad_1a",trigger obstacle_end obstacle_start chain=1,1 obj="pad_1_base_A" obj="pad_1a" obstacle_end obstacle_start name="platform1down" chain=1,2 obj="pad_1_base_B" obstacle_end obstacle_start obj="pad_1a",trigger obj="bridge_1" obstacle_end equivalentobject_start obj="pad_1_base_A" obj="pad_1_base_B" equivalentobject_end //////////////// obstacle_start name="pad_2a" obj="pad_2a" range=0.2 check_ground obstacle_end obstacle_start obj="pad_2a",trigger obj="bridge_2" obj="bridge_3" obj="pad_2_base_B" obstacle_end obstacle_start chain=2,1 obj="pad_2_base_A" obj="pad_2a" obstacle_end obstacle_start name="platform2down" chain=2,2 obj="pad_2_base_B" obstacle_end equivalentobject_start obj="pad_2_base_A" obj="pad_2_base_B" equivalentobject_end ////////////// obstacle_start name="pad_3a" obj="pad_3a" range=0.2 check_ground obstacle_end obstacle_start obj="pad_3a",trigger obj="bridge_4" obj="bridge_5" obj="pad_3_base_B" obstacle_end obstacle_start chain=3,1 obj="pad_3_base_A" obj="pad_3a" obstacle_end obstacle_start name="platform3down" chain=3,2 obj="pad_3_base_B" obstacle_end equivalentobject_start obj="pad_3_base_A" obj="pad_3_base_B" equivalentobject_end /////////////////Darth Vader Room////////////////////////////// ;obstacle_start ; name="Throne_0" ; obj="Throne_gate" ; range=2.0 ;obstacle_end ; ;obstacle_start ; name="Throne" ; obj="gate_trigger" ; range=2.0 ;obstacle_end obstacle_start name="Throne_Gate" // oxbj="gate_trigger",trigger obj="Throne_gate" camera_spline="gate_cam" cam_start_time=0.5 cam_end_time=3.2 cam_blend_in_time=0.0 cam_blend_out_time=1.0 obstacle_end ////////////// blow Up Platform /////////////////////////////// obstacle_start name="platform" obj="platform_c2" range=0.2 check_ground obstacle_end obstacle_start chain=5,1 obj="platform_c2" // auto_start obstacle_end obstacle_start chain=5,2 obj="platform_c" obstacle_end blowup_start force_name="platform_c" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end ///////////////// darth vader fight scene /////////////////////// buildit_start name="buildit2" pair="build_it_2_1_1","build_it_2_2_1" pair="build_it_2_1_2","build_it_2_2_2" pair="build_it_2_1_3","build_it_2_2_3" pair="build_it_2_1_4","build_it_2_2_4" pair="build_it_2_1_5","build_it_2_2_5" pair="build_it_2_1_6","build_it_2_2_6" pair="build_it_2_1_7","build_it_2_2_7" pair="build_it_2_1_8","build_it_2_2_8" pair="build_it_2_1_9","build_it_2_2_9" pair="build_it_2_1_10","build_it_2_2_10" pair="build_it_2_1_11","build_it_2_2_11" pair="build_it_2_1_12","build_it_2_2_12" pair="build_it_2_1_13","build_it_2_2_13" pair="build_it_2_1_14","build_it_2_2_14" pair="build_it_2_1_15","build_it_2_2_15" pair="build_it_2_1_16","build_it_2_2_16" pair="build_it_2_1_17","build_it_2_2_17" pair="build_it_2_1_18","build_it_2_2_18" pair="build_it_2_1_19","build_it_2_2_19" pair="build_it_2_1_20","build_it_2_2_20" pair="build_it_2_1_21","build_it_2_2_21" pair="build_it_2_1_22","build_it_2_2_22" pair="build_it_2_1_23","build_it_2_2_23" pair="build_it_2_1_24","build_it_2_2_24" buildit_end obstacle_start chain=6,1 buildit="buildit2" obstacle_end obstacle_start chain=6,2 obj="Vader_04" obstacle_end //////////////////////blow up obstacle //////////////////////////////////////// blowup_start force_name="detonate" deb_name="EXPLO_03" obj="blowup_bit_28" obj="blowup_bit_28" obj="blowup_bit_28" obj="blowup_bit_27" obj="blowup_bit_27" obj="blowup_bit_27" obj="blowup_bit_26" obj="blowup_bit_26" obj="blowup_bit_26" obj="blowup_bit_25" obj="blowup_bit_25" obj="blowup_bit_25" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" hit_points=0 blowup_end blowup_start force_name="detonate2" deb_name="EXPLO_03" obj="blowup_bit_28" obj="blowup_bit_28" obj="blowup_bit_28" obj="blowup_bit_27" obj="blowup_bit_27" obj="blowup_bit_27" obj="blowup_bit_26" obj="blowup_bit_26" obj="blowup_bit_26" obj="blowup_bit_25" obj="blowup_bit_25" obj="blowup_bit_25" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" hit_points=0 blowup_end ////////////////////////blow up plants = zipup /////////////////////// ////////////////////Zip Up//////////////////////// buildit_start name="buildit1" pair="build_it_1_1_1","build_it_1_2_1" pair="build_it_1_1_2","build_it_1_2_2" pair="build_it_1_1_3","build_it_1_2_3" pair="build_it_1_1_4","build_it_1_2_4" pair="build_it_1_1_5","build_it_1_2_5" pair="build_it_1_1_6","build_it_1_2_6" pair="build_it_1_1_7","build_it_1_2_7" pair="build_it_1_1_8","build_it_1_2_8" pair="build_it_1_1_9","build_it_1_2_9" pair="build_it_1_1_10","build_it_1_2_10" pair="build_it_1_1_11","build_it_1_2_11" pair="build_it_1_1_12","build_it_1_2_12" pair="build_it_1_1_13","build_it_1_2_13" buildit_end obstacle_start chain=4,1 obj="Detonate_Box" obj="Detonate_Box1" obstacle_end obstacle_start chain=4,2 buildit="buildit1" obstacle_end obstacle_start chain=4,3 obj="zipup_platform" obstacle_end zipup_start spline="zipup_2" trigger_chain=4,3 zipup_end blowup_start force_name="Detonate_Box" obj="wash_door2",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" add_explosion blowup_end blowup_start force_name="Detonate_Box1" obj="wash_door2",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" add_explosion blowup_end ////////////////////////////////// obstacle_start chain=7,1 obj="brown_plant1" obj="brown_plant2" obstacle_end obstacle_start chain=7,2 obj="zipup_target3a" obj="zipup_hook3a" auto_start obstacle_end obstacle_start chain=7,3 obj="zipup_target3" obj="zipup_hook3" obj="zipup_2" obstacle_end zipup_start spline="zipup_3" trigger_chain=7,3 zipup_end blowup_start force_name="brown_plant1" obj="wash_door2",off 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="brown_plant2" obj="wash_door2",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end ///////////////////////r2d2 door for cage///////////////////////// //////////////////// r2d2 door //////////////////// obstacle_start obj="c3po_static" obj="c3po_pic" range=.8 obstacle_end obstacle_start lock_spline="c3po_lineup" protocol_droid locked obj="cage_door" obj="green_on" obj="red_on" check_ground range=2.0 obstacle_end obstacle_start chain=8,1 obj="cage",draw_minikit_rot obj="chain" obj="cagebox" hack=33 // 32+1 = do not draw mini-kit if pickup is already got obstacle_end obstacle_start chain=8,2 obj="cage1",draw_minikit auto_start hack=33 // 32+1 = do not draw mini-kit if pickup is already got obstacle_end obstacle_start chain=8,3 obj="cage2" obstacle_end obstacle_start obj="cagebox",trigger obj="cage_null" camera_spline="cage_cam" cam_start_time=0.5 cam_end_time=3.2 cam_blend_in_time=0.0 cam_blend_out_time=1.0 hack=33 // 32+1 = do not do mini-cut if pickup is already got obstacle_end blowup_start force_name="cagebox" deb_name="EXPLO_03" obj="blowup_bit_16" obj="blowup_bit_16" obj="blowup_bit_15" obj="blowup_bit_15" obj="blowup_bit_14" obj="blowup_bit_14" obj="blowup_bit_13" obj="cage",off obj="chain",off magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="cage2" deb_name="EXPLO_03" obj="blowup_bit_16" obj="blowup_bit_16" obj="blowup_bit_15" obj="blowup_bit_15" obj="blowup_bit_19" obj="blowup_bit_19" obj="blowup_bit_20" obj="blowup_bit_20" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end ////////////////pressure pad freeplay////////////////////////////////////// obstacle_start name="pad_7a" obj="pad_7a" range=0.2 check_ground obstacle_end obstacle_start obj="pad_8_base_B" obj="pad_7a",trigger obstacle_end obstacle_start name="pad_8a" obj="pad_8a" range=0.2 check_ground obstacle_end obstacle_start chain=9,1 obj="pad_8_base_B" obstacle_end obstacle_start chain=9,2 obj="pad_8_base_A" obj="pad_8a" obstacle_end obstacle_start name="pad_9a" obj="pad_9a" range=0.2 check_ground obstacle_end obstacle_start obj="pad_9_base_B" obj="pad_8a",trigger obstacle_end obstacle_start chain=10,1 obj="pad_9_base_B" obstacle_end obstacle_start chain=10,2 obj="pad_9_base_A" obj="pad_9a" obstacle_end obstacle_start name="pad_10a" obj="pad_10a" range=0.2 check_ground obstacle_end obstacle_start obj="pad_10_base_B" obj="pad_9a",trigger obstacle_end obstacle_start chain=11,1 obj="pad_10_base_B" obstacle_end obstacle_start chain=11,2 obj="pad_10_base_A" obj="pad_10a" obstacle_end /////// teleport /////////////// teleport_start spline="teleport_01" duration=5.0 range=1.0 // obj="gate" 1_way // trigger_chain=x,y // type=crawl flap1="flap_01" flap2="flap_03" flip_flap teleport_end /////////// Freeplay Pads ///////////////// obstacle_start obj="padbase_A_01" obj="padbase_A_02" obj="padbase_A_03" obj="padbase_A_04" obj="padbase_A_05" platform_contact obstacle_end obstacle_start obj="padbase_B_01" obj="padbase_B_02" obj="padbase_B_03" obj="padbase_B_04" platform_contact obstacle_end obstacle_start obj="padbase_C_01" obj="padbase_C_02" obj="padbase_C_03" obj="padbase_C_04" platform_contact obstacle_end obstacle_start obj="padbase_D_01" obj="padbase_D_02" obj="padbase_D_03" obj="padbase_D_04" platform_contact obstacle_end obstacle_start obj="padbase_E_01" obj="padbase_E_02" obj="padbase_E_03" obj="padbase_E_04" obj="padbase_E_05" platform_contact obstacle_end obstacle_start obj="padbase_F_01" obj="padbase_F_02" obj="padbase_F_03" obj="padbase_F_04" obj="padbase_F_05" platform_contact obstacle_end obstacle_start obj="padbase_G_01" obj="padbase_G_02" obj="padbase_G_03" obj="padbase_G_04" obj="padbase_G_05" obj="padbase_G_06" platform_contact obstacle_end obstacle_start obj="padbase_H_01" obj="padbase_H_02" obj="padbase_H_03" obj="padbase_H_04" obj="padbase_H_05" platform_contact obstacle_end obstacle_start obj="padbase_I_01" obj="padbase_I_02" obj="padbase_I_03" obj="padbase_I_04" obj="padbase_I_05" platform_contact obstacle_end obstacle_start obj="padbase_J_01" obj="padbase_J_02" obj="padbase_J_03" obj="padbase_J_04" obj="padbase_J_05" obj="padbase_J_06" platform_contact obstacle_end //////////////////////////////////