cam_pullback_dist=2 cam_lateral_dist=1 settings_start=1 farclip_ps2=218 nearclip_ps2=0.1 farclip_psp=218 nearclip_psp=0.9 farclip_360=218 nearclip_360=0.1 farclip_gc=218 nearclip_gc=0.1 farclip_pc=218 nearclip_pc=0.1 settings_end ////////////////////socks/////////////////////// sock_start=01 cam_blend_time=2.0 //cam_look_ratio_y=0.3 campos_seek=20.0 camang_seek=20.0 cam_lateral_ratio=0.0 // cam_x_offset=0 // offset_blend_x_ratio=1.0 cam_y_offset=18 offset_blend_y_ratio=1.0 cam_z_offset=-12 offset_blend_z_ratio=1.0 cam_pullback_ratio=0.2 cam_dist_to_target=4.0 // cam_dist_ratio=0.9 //circuit sock_end /////////////////////////////// ///////////////////////////////////////spawn doors///////////////////////// obstacle_start name="spy_door_01" obj="door_1" range=1 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="spy_door_02" obj="door_2" range=1 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="spy_door_03" obj="door_3" range=1 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="spy_door_04" obj="door_4" range=1 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end ////////////////////////////buildit evaps////////////////// //////////////bridge_1///////////////////////////// obstacle_start name="pad_1_bridge1" obj="pad_1a_bridge_1" obj="pad_1b_bridge_1" players_1_and_2_only check_ground range=0.2 obstacle_end obstacle_start name="pad_2_bridge1" //obj="pad_2a_bridge_1" //obj="pad_2b_bridge_1" players_1_and_2_only check_ground range=0.2 obstacle_end ////// obstacle_start chain=1,1 obj="pad_1a_bridge_1" obj="pad_1b_bridge_1" //obj="pad_2a_bridge_1" //obj="pad_2b_bridge_1" obstacle_end obstacle_start chain=1,2 obj="pad_1b_bridge_1" //obj="pad_2b_bridge_1" obstacle_end ////// obstacle_start name="pad_bridge1" obj="pad_1a_bridge_1",trigger //obj="pad_2a_bridge_1",trigger obj="cog1_bridge_1" obj="cog2_bridge_1" obj="bridge_1" obstacle_end //////////////bridge_2///////////////////////////// obstacle_start name="pad_1_bridge2" obj="pad_1a_bridge_2" obj="pad_1b_bridge_2" players_1_and_2_only check_ground range=0.2 obstacle_end obstacle_start name="pad_2_bridge2" //obj="pad_2a_bridge_2" //obj="pad_2b_bridge_2" players_1_and_2_only check_ground range=0.2 obstacle_end ////// obstacle_start chain=2,1 obj="pad_1a_bridge_2" obj="pad_1b_bridge_2" //obj="pad_2a_bridge_2" //obj="pad_2b_bridge_2" obstacle_end obstacle_start chain=2,2 obj="pad_1b_bridge_2" //obj="pad_2b_bridge_2" obstacle_end ////// obstacle_start name="pad_bridge2" obj="pad_1a_bridge_2",trigger //obj="pad_2a_bridge_2",trigger obj="cog1_bridge_2" obj="cog2_bridge_2" obj="bridge_2" obstacle_end //////////////bridge_3///////////////////////////// obstacle_start name="pad_1_bridge3" obj="pad_1a_bridge_3" obj="pad_1b_bridge_3" players_1_and_2_only check_ground range=0.2 obstacle_end obstacle_start name="pad_2_bridge3" //obj="pad_2a_bridge_3" //obj="pad_2b_bridge_3" players_1_and_2_only check_ground range=0.2 obstacle_end ////// obstacle_start chain=3,1 obj="pad_1a_bridge_3" obj="pad_1b_bridge_3" //obj="pad_2a_bridge_3" //obj="pad_2b_bridge_3" obstacle_end obstacle_start chain=3,2 obj="pad_1b_bridge_3" //obj="pad_2b_bridge_3" obstacle_end ////// obstacle_start name="pad_bridge3" obj="pad_1a_bridge_3",trigger //obj="pad_2a_bridge_3",trigger obj="cog1_bridge_3" obj="cog2_bridge_3" obj="bridge_3" obstacle_end //////////////bridge_4///////////////////////////// obstacle_start name="pad_1_bridge4" obj="pad_1a_bridge_4" obj="pad_1b_bridge_4" players_1_and_2_only check_ground range=0.2 obstacle_end obstacle_start name="pad_2_bridge4" //obj="pad_2a_bridge_4" //obj="pad_2b_bridge_4" players_1_and_2_only check_ground range=0.2 obstacle_end ////// obstacle_start chain=4,1 obj="pad_1a_bridge_4" obj="pad_1b_bridge_4" //obj="pad_2a_bridge_4" //obj="pad_2b_bridge_4" obstacle_end obstacle_start chain=4,2 obj="pad_1b_bridge_4" //obj="pad_2b_bridge_4" obstacle_end ////// obstacle_start name="pad_bridge4" obj="pad_1a_bridge_4",trigger //obj="pad_2a_bridge_4",trigger obj="cog1_bridge_4" obj="cog2_bridge_4" obj="bridge_4" obstacle_end //////////////bridge_5///////////////////////////// obstacle_start name="pad_1_bridge5" obj="pad_1a_bridge_5" obj="pad_1b_bridge_5" players_1_and_2_only check_ground range=0.2 obstacle_end obstacle_start name="pad_2_bridge5" //obj="pad_2a_bridge_5" //obj="pad_2b_bridge_5" players_1_and_2_only check_ground range=0.2 obstacle_end ////// obstacle_start chain=5,1 obj="pad_1a_bridge_5" obj="pad_1b_bridge_5" //obj="pad_2a_bridge_5" //obj="pad_2b_bridge_5" obstacle_end obstacle_start chain=5,2 obj="pad_1b_bridge_5" //obj="pad_2b_bridge_5" obstacle_end ////// obstacle_start name="pad_bridge5" obj="pad_1a_bridge_5",trigger //obj="pad_2a_bridge_5",trigger obj="cog1_bridge_5" obj="cog2_bridge_5" obj="bridge_5" obstacle_end //////////////bridge_6///////////////////////////// obstacle_start name="pad_1_bridge6" obj="pad_1a_bridge_6" obj="pad_1b_bridge_6" players_1_and_2_only check_ground range=0.2 obstacle_end obstacle_start name="pad_2_bridge6" //obj="pad_2a_bridge_6" //obj="pad_2b_bridge_6" players_1_and_2_only check_ground range=0.2 obstacle_end ////// obstacle_start chain=6,1 obj="pad_1a_bridge_6" obj="pad_1b_bridge_6" //obj="pad_2a_bridge_6" //obj="pad_2b_bridge_6" obstacle_end obstacle_start chain=6,2 obj="pad_1b_bridge_6" //obj="pad_2b_bridge_6" obstacle_end ////// obstacle_start name="pad_bridge6" obj="pad_1a_bridge_6",trigger //obj="pad_2a_bridge_6",trigger obj="cog1_bridge_6" obj="cog2_bridge_6" obj="bridge_6" obstacle_end /////////////////// blowup_start set_type="rail" force_name="rail_1" obj="big_bin_13",off deb_name="pop_explo_1" deb_name="pop_explo_2" deb_name="pop_explo_3" part_effect_name="block_exp_1" respawn_time=30 respawn_deb="rail_pip_1" blowup_end blowup_start use_type="rail" force_name="rail_2" blowup_end blowup_start use_type="rail" force_name="rail_3" blowup_end blowup_start use_type="rail" force_name="rail_4" blowup_end blowup_start use_type="rail" force_name="rail_5" blowup_end blowup_start use_type="rail" force_name="rail_6" blowup_end blowup_start use_type="rail" force_name="rail_7" blowup_end blowup_start use_type="rail" force_name="rail_8" blowup_end blowup_start use_type="rail" force_name="rail_9" blowup_end blowup_start use_type="rail" force_name="rail_10" blowup_end blowup_start use_type="rail" force_name="rail_11" blowup_end blowup_start use_type="rail" force_name="rail_12" blowup_end blowup_start use_type="rail" force_name="rail_13" blowup_end blowup_start use_type="rail" force_name="rail_14" blowup_end blowup_start use_type="rail" force_name="rail_15" blowup_end blowup_start use_type="rail" force_name="rail_16" blowup_end blowup_start use_type="rail" force_name="rail_17" blowup_end blowup_start use_type="rail" force_name="rail_18" blowup_end blowup_start use_type="rail" force_name="rail_19" blowup_end blowup_start use_type="rail" force_name="rail_20" blowup_end blowup_start use_type="rail" force_name="rail_21" blowup_end blowup_start use_type="rail" force_name="rail_22" blowup_end blowup_start use_type="rail" force_name="rail_23" blowup_end blowup_start use_type="rail" force_name="rail_24" blowup_end blowup_start use_type="rail" force_name="rail_25" blowup_end blowup_start use_type="rail" force_name="rail_26" blowup_end blowup_start use_type="rail" force_name="rail_27" blowup_end blowup_start use_type="rail" force_name="rail_28" blowup_end blowup_start use_type="rail" force_name="rail_29" blowup_end blowup_start use_type="rail" force_name="rail_30" blowup_end blowup_start use_type="rail" force_name="rail_31" blowup_end blowup_start use_type="rail" force_name="rail_32" blowup_end blowup_start use_type="rail" force_name="rail_33" blowup_end blowup_start use_type="rail" force_name="rail_34" blowup_end blowup_start use_type="rail" force_name="rail_35" blowup_end blowup_start use_type="rail" force_name="rail_36" blowup_end blowup_start use_type="rail" force_name="rail_37" blowup_end blowup_start use_type="rail" force_name="rail_38" blowup_end blowup_start use_type="rail" force_name="rail_39" blowup_end blowup_start use_type="rail" force_name="rail_40" blowup_end blowup_start use_type="rail" force_name="rail_41" blowup_end blowup_start use_type="rail" force_name="rail_42" blowup_end blowup_start use_type="rail" force_name="rail_43" blowup_end blowup_start use_type="rail" force_name="rail_44" blowup_end blowup_start use_type="rail" force_name="rail_45" blowup_end blowup_start use_type="rail" force_name="rail_46" blowup_end blowup_start use_type="rail" force_name="rail_47" blowup_end blowup_start use_type="rail" force_name="rail_48" blowup_end blowup_start use_type="rail" force_name="rail_49" blowup_end blowup_start use_type="rail" force_name="rail_50" blowup_end blowup_start use_type="rail" force_name="rail_51" blowup_end blowup_start use_type="rail" force_name="rail_52" blowup_end blowup_start use_type="rail" force_name="rail_53" blowup_end blowup_start use_type="rail" force_name="rail_54" blowup_end blowup_start use_type="rail" force_name="rail_55" blowup_end blowup_start use_type="rail" force_name="rail_56" blowup_end blowup_start use_type="rail" force_name="rail_57" blowup_end blowup_start use_type="rail" force_name="rail_58" blowup_end blowup_start use_type="rail" force_name="rail_59" blowup_end blowup_start use_type="rail" force_name="rail_60" blowup_end blowup_start use_type="rail" force_name="rail_61" blowup_end blowup_start use_type="rail" force_name="rail_62" blowup_end blowup_start use_type="rail" force_name="rail_63" blowup_end blowup_start use_type="rail" force_name="rail_64" blowup_end /////////////////////////// blowup_start set_type="blowup" force_name="blowup_1" obj="big_bin_13",off deb_name="pop_explo_1" deb_name="pop_explo_2" deb_name="pop_explo_3" part_effect_name="block_exp_1" respawn_time=30 respawn_deb="pop_explo_2" blowup_end blowup_start use_type="blowup" force_name="blowup_2" blowup_end blowup_start use_type="blowup" force_name="blowup_3" blowup_end blowup_start use_type="blowup" force_name="blowup_4" blowup_end blowup_start use_type="blowup" force_name="blowup_5" blowup_end blowup_start use_type="blowup" force_name="blowup_6" blowup_end blowup_start use_type="blowup" force_name="blowup_7" blowup_end blowup_start use_type="blowup" force_name="blowup_8" blowup_end blowup_start use_type="blowup" force_name="blowup_9" blowup_end blowup_start use_type="blowup" force_name="blowup_10" blowup_end blowup_start use_type="blowup" force_name="blowup_11" blowup_end blowup_start use_type="blowup" force_name="blowup_12" blowup_end blowup_start use_type="blowup" force_name="blowup_13" blowup_end blowup_start use_type="blowup" force_name="blowup_14" blowup_end blowup_start use_type="blowup" force_name="blowup_15" blowup_end blowup_start use_type="blowup" force_name="blowup_16" blowup_end blowup_start set_type="thermo" force_name="thermo_01" deb_name="thermo_explo_1" deb_name="thermo_explo_2" deb_name="thermo_explo_3" part_effect_name="block_exp_1" hit_points=0 respawn_time=30 respawn_gdeb="thermo_explo_2" blowup_end blowup_start use_type="thermo" force_name="thermo_06" blowup_end blowup_start use_type="thermo" force_name="thermo_03" blowup_end