cam_tilt=0.333 cam_pullback_dist=2 cam_lateral_dist=1 use_fog mipmapmode=3 burnout_threshold=0.0 burnout_intensity=0.0 burnout_flare=0.0 blobshadow_alpha=80 blobshadow_fadenear=30 blobshadow_fadefar=50 settings_start=1 farclip=800 nearclip=0.9 backr_top=156 backg_top=185 backb_top=255 settings_end ///////////////doors//////////////////////////////// door_start spline="door_1a" level="E4VehicleBonus_A" 1_way door_end ///////////////////////camera/////////////////////// sock_start=00 cam_blend_time=2.0 //cam_look_ratio_y=0.3 campos_seek=20.0 camang_seek=20.0 //cam_lateral_ratio=0.4 cam_x_offset=80 offset_blend_x_ratio=1.0 cam_y_offset=60 offset_blend_y_ratio=1.0 cam_z_offset=-80 offset_blend_z_ratio=1.0 cam_pullback_ratio=0.2 //cam_dist_to_target=2.0 cam_dist_ratio=0.9 //circuit sock_end sock_start=01 cam_look_ratio_y=0.7 cam_blend_time=1.0 campos_seek=20.0 camang_seek=20.0 cam_pullback_ratio=0.0 // cam_1player_zoom=2.0 // cam_lateral_ratio=0.6 // cam_dist_to_target=10 cam_dist_ratio=0.4 circuit sock_end /////////////////////////////////////////////////////// /////////////////////////////////////////////drag bombs////////////////// obstacle_start name="bomb_generator" chain=1,1 obj="drag_gen_1" auto_start obstacle_end obstacle_start chain=1,2 obj="drag_gen_2" obstacle_end bombgenerator_start obstacle="bomb_generator" obj="drag_gen_2" bombgenerator_end obstacle_start name="bomb_generator2" chain=2,1 obj="drag_gen_3" auto_start obstacle_end obstacle_start chain=2,2 obj="drag_gen_4" obstacle_end bombgenerator_start obstacle="bomb_generator2" obj="drag_gen_4" bombgenerator_end blowup_start force_name="drag_gen_2" deb_name="drag_pop_1" deb_name="drag_pop_2" deb_name="drag_pop_4" part_effect_name="drag_part_1" blowup_end blowup_start force_name="drag_gen_4" deb_name="drag_pop_1" deb_name="drag_pop_2" deb_name="drag_pop_4" part_effect_name="drag_part_1" blowup_end //////// blowup_start force_name="main_gate" deb_name="main_pop1" deb_name="main_pop2" deb_name="main_pop4" part_effect_name="main_part_1" obj="drag_bit1" obj="drag_bit4" add_within_bounds=1.0 magnitude=5.0 gravity=-10.0 hit_points=0 blowup_end /////////////////////////////////////main gate//////////////////////////////////////////////// blowup_start force_name="main_gate" deb_name="main_pop1" deb_name="main_pop2" deb_name="main_pop4" part_effect_name="main_part_1" add_within_bounds=1.0 magnitude=5.0 gravity=-10.0 hit_points=0 add_explosion explode_radius=8 blowup_end blowup_start force_name="main_gate1" deb_name="main_pop1" deb_name="main_pop2" deb_name="main_pop4" part_effect_name="main_part_1" add_within_bounds=1.0 magnitude=5.0 gravity=-10.0 hit_points=0 add_explosion explode_radius=8 blowup_end blowup_start force_name="main_gate2" deb_name="main_pop1" deb_name="main_pop2" deb_name="main_pop4" part_effect_name="main_part_1" add_within_bounds=1.0 magnitude=5.0 gravity=-10.0 hit_points=0 add_explosion explode_radius=8 blowup_end //////////////////////////////////////////tie fighter door//////////////////////////// ////////////////////////////////////////// obstacle_start obj="tie_static1 obj="tie_pic1 players_1_and_2_only range=8.0 obstacle_end obstacle_start obj="gate_1_a",no_collision obj="gate_1_b",no_collision obj="gate_open" players_1_and_2_only range=10.0 play_once tie_only obstacle_end //////////////////////////////////////bars////////////////////////////////////// blowup_start set_type="bar" force_name="bar_mid_01" deb_name="drag_pop_1" deb_name="drag_pop_2" deb_name="drag_pop_4" part_effect_name="drag_part_1" obj="drag_bit1" obj="drag_bit2" add_within_bounds=1.0 magnitude=5.0 gravity=-10.0 hit_points=0 respawn_time=30 // hit_points=3 respawn_deb="drag_pop_2" blowup_end blowup_start use_type="bar" force_name="bar_mid_02" blowup_end blowup_start use_type="bar" force_name="bar_mid_03" blowup_end blowup_start use_type="bar" force_name="bar_mid_04" blowup_end blowup_start use_type="bar" force_name="bar_mid_05" blowup_end blowup_start use_type="bar" force_name="bar_mid_06" blowup_end blowup_start use_type="bar" force_name="bar_mid_07" blowup_end blowup_start use_type="bar" force_name="bar_mid_08" blowup_end blowup_start use_type="bar" force_name="bar_mid_09" blowup_end blowup_start use_type="bar" force_name="bar_mid_10" blowup_end blowup_start use_type="bar" force_name="bar_mid_11" blowup_end blowup_start use_type="bar" force_name="bar_mid_12" blowup_end blowup_start use_type="bar" force_name="bar_mid_13" blowup_end blowup_start use_type="bar" force_name="bar_mid_14" blowup_end blowup_start use_type="bar" force_name="bar_mid_15" blowup_end blowup_start use_type="bar" force_name="bar_mid_16" blowup_end blowup_start use_type="bar" force_name="bar_mid_17" blowup_end blowup_start use_type="bar" force_name="bar_mid_18" blowup_end blowup_start use_type="bar" force_name="bar_mid_19" blowup_end blowup_start use_type="bar" force_name="bar_mid_20" blowup_end /////////////////////////////////////trees sml///////////////////////////// blowup_start set_type="sml_tree" force_name="Sml_Tree_01" obj="Sml_Tree_01_shadow",off deb_name="tree_pop_1" deb_name="tree_pop_2" part_effect_name="tree_part_1" obj="tree_bit3" obj="tree_bit3" respawn_time=30 // hit_points=3 respawn_deb="tree_pop_2" blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_02" obj="Sml_Tree_02_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_03" obj="Sml_Tree_03_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_04" obj="Sml_Tree_04_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_05" obj="Sml_Tree_05_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_06" obj="Sml_Tree_06_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_07" obj="Sml_Tree_07_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_08" obj="Sml_Tree_08_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_09" obj="Sml_Tree_09_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_10" obj="Sml_Tree_10_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_11" obj="Sml_Tree_11_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_12" obj="Sml_Tree_12_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_13" obj="Sml_Tree_13_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_14" obj="Sml_Tree_14_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_15" obj="Sml_Tree_15_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_16" obj="Sml_Tree_16_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_17" obj="Sml_Tree_17_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_18" obj="Sml_Tree_18_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_19" obj="Sml_Tree_19_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_20" obj="Sml_Tree_20_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_21" obj="Sml_Tree_21_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_22" obj="Sml_Tree_22_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_23" obj="Sml_Tree_23_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_24" obj="Sml_Tree_24_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_25" obj="Sml_Tree_25_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_26" obj="Sml_Tree_26_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_27" obj="Sml_Tree_27_shadow",off blowup_end blowup_start use_type="sml_tree" force_name="Sml_Tree_28" obj="Sml_Tree_28_shadow",off blowup_end /////////////////////////////////////trees big/////////////////////////////// blowup_start set_type="Lrg_tree" force_name="Lrg_Tree_01" obj="Lrg_Tree_01_shadow",off deb_name="tree_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" obj="tree_bit3" obj="tree_bit3" respawn_time=30 // hit_points=6 respawn_deb="tree_pop_2" blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_02" obj="Lrg_Tree_02_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_03" obj="Lrg_Tree_03_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_04" obj="Lrg_Tree_04_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_05" obj="Lrg_Tree_05_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_06" obj="Lrg_Tree_06_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_07" obj="Lrg_Tree_07_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_08" obj="Lrg_Tree_08_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_09" obj="Lrg_Tree_09_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_10" obj="Lrg_Tree_10_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_11" obj="Lrg_Tree_11_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_12" obj="Lrg_Tree_12_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_13" obj="Lrg_Tree_13_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_14" obj="Lrg_Tree_14_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_15" obj="Lrg_Tree_15_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_16" obj="Lrg_Tree_16_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_17" obj="Lrg_Tree_17_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_18" obj="Lrg_Tree_18_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_19" obj="Lrg_Tree_19_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_20" obj="Lrg_Tree_20_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_21" obj="Lrg_Tree_21_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_22" obj="Lrg_Tree_22_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_23" obj="Lrg_Tree_23_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_24" obj="Lrg_Tree_24_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_25" obj="Lrg_Tree_25_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_26" obj="Lrg_Tree_26_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_27" obj="Lrg_Tree_27_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_28" obj="Lrg_Tree_28_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_29" obj="Lrg_Tree_29_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_30" obj="Lrg_Tree_30_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_31" obj="Lrg_Tree_31_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_32" obj="Lrg_Tree_32_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_33" obj="Lrg_Tree_33_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_34" obj="Lrg_Tree_34_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_35" obj="Lrg_Tree_35_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_36" obj="Lrg_Tree_36_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_37" obj="Lrg_Tree_37_shadow",off blowup_end blowup_start use_type="Lrg_tree" force_name="Lrg_Tree_38" obj="Lrg_Tree_38_shadow",off blowup_end ////////////////////////////////////////////// blowup_start set_type="gold_tree" force_name="gold_Tree_01" obj="gold_Tree_01_shadow",off deb_name="tree_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" obj="tree_bit3" obj="tree_bit3" respawn_time=30 hit_points=0 respawn_deb="tree_pop_2" blowup_end blowup_start use_type="gold_tree" force_name="gold_Tree_02" obj="gold_Tree_02_shadow",off blowup_end blowup_start use_type="gold_tree" force_name="gold_Tree_03" obj="gold_Tree_03_shadow",off blowup_end blowup_start use_type="gold_tree" force_name="gold_Tree_04" obj="gold_Tree_04_shadow",off blowup_end blowup_start use_type="gold_tree" force_name="gold_Tree_05" obj="gold_Tree_05_shadow",off blowup_end blowup_start use_type="gold_tree" force_name="gold_Tree_06" obj="gold_Tree_06_shadow",off blowup_end obstacle_start obj="photon_gen1" torpedo_machine obstacle_end ///////////////////// blowup_start set_type="photon_ty" force_name="shieldgen_01_blow" deb_name="junk_pop_1" deb_name="junk_pop_2" deb_name="junk_pop_3" part_effect_name="pink_part_1" obj="shieldgen01_target",off hit_points=0 add_explosion explode_radius=1 respawn_time=10 respawn_deb="junk_pop_2" blowup_end