cam_tilt=0.333 hover_height=1.25 height=0.0 use_fog cam_pullback_dist=5 cam_lateral_dist=2.5 mipmapmode=3 blobshadow_fadenear=30.0 blobshadow_fadefar=50.0 plat_scan_dist=25 pspcharclip=65.0 pspparticlethin=4.5 blobshadow_alpha=80 blobshadow_fadenear=30 blobshadow_fadefar=50 settings_start=1 farclip_ps2=1000 nearclip_ps2=0.18 farclip_psp=1000 nearclip_psp=0.9 farclip_360=1000 nearclip_360=0.18 farclip_gc=1000 nearclip_gc=0.18 farclip_pc=1000 nearclip_pc=0.18 backr_top=120 backg_top=120 backb_top=140 backr_bottom=120 backg_bottom=120 backb_bottom=140 fogr_x=49 fogg_x=63 fogb_x=81 foga_x=63 backr_x=0 backg_x=99 backb_x=150 fogdensity=0.110 settings_end bolttype_start name="trooper_green" scene=vehicle obj="Laser_Green1" glow_obj="LaserGlow_Green1" speed=25 duration=4 radius=0.125 scale=4 debris="Laser_Green_Hit" //This debris effect must be one that the programmers have registered in the code. sfx="nosfx" damage=0 NODEFLECT // FREE // CONVERGE rand_angle=5 //no_terrain //no_collide no_deflect trooper_bolt bolttype_end bolttype_start name="trooper_red" scene=vehicle obj="Laser_Red1" glow_obj="LaserGlow_Red1" speed=25 duration=4 radius=0.125 scale=4 debris="Laser_Green_Hit" //This debris effect must be one that the programmers have registered in the code. sfx="nosfx" damage=0 NODEFLECT // FREE // CONVERGE rand_angle=5 //no_terrain //no_collide no_deflect trooper_bolt bolttype_end ///////////////doors//////////////////////////////// door_start spline="door_atob" level="hothbattle_b" 1_way door_end door_start spline="door_btoa" level="hothbattle_a" 1_way door_end door_start spline="door_ctoa" level="hothbattle_a" 1_way door_end door_start spline="door_atoc" level="hothbattle_c" 1_way door_end ///////////////////////camera/////////////////////// sock_start=00 // cam_look_ratio_y=1.0 cam_blend_time=1.0 campos_seek=15 cam_pullback_ratio=0.5 cam_lateral_ratio=0.5 // cam_rail_offset=-20 // cam_look_ratio_y=0.85 cam_x_offset=-15 offset_blend_x_ratio=1.0 // cam_y_offset=8 // offset_blend_y_ratio=1.0 cam_z_offset=0 offset_blend_z_ratio=0.7 sock_end ///////////////////////orig camera/////////////////////// //sock_start=00 // cam_look_ratio_y=0.75 // cam_blend_time=1.0 // campos_seek=15 // cam_pullback_ratio=0.5 // cam_lateral_ratio=0.7 //sock_end //sock_start=01 // cam_look_ratio_y=0.75 // cam_blend_time=1.0 // campos_seek=15 // cam_pullback_ratio=0.5 // cam_lateral_ratio=0.7 //sock_end /////////////////////////////////// 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="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 drag_bomb_only 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 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 blowup_end blowup_start force_name="bar_mid_02" 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 blowup_end blowup_start force_name="bar_mid_03" 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 blowup_end blowup_start force_name="bar_mid_04" 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 blowup_end blowup_start force_name="bar_mid_05" 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 blowup_end ////////// blowup_start force_name="bar_end_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 blowup_end blowup_start force_name="bar_end_02" 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 blowup_end /////////////other bom gate////////// blowup_start force_name="bar_mid_06" 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 blowup_end blowup_start force_name="bar_mid_07" 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 blowup_end blowup_start force_name="bar_mid_08" 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 blowup_end blowup_start force_name="bar_mid_09" 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 blowup_end blowup_start force_name="bar_mid_10" 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 blowup_end ///////////////////rocks//////////////// blowup_start force_name="rock_a_1" obj="rock_base_a_1",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_a_2" obj="rock_base_a_2",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_a_3" obj="rock_base_a_3",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_a_4" obj="rock_base_a_4",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_a_5" obj="rock_base_a_5",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_a_6" obj="rock_base_a_6",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_a_7" obj="rock_base_a_7",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_b_1" obj="rock_base_b_1",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_b_2" obj="rock_base_b_2",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_b_3" obj="rock_base_b_3",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_b_4" obj="rock_base_b_4",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_b_5" obj="rock_base_b_5",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_b_6" obj="rock_base_b_6",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_b_7" obj="rock_base_b_6",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" minikit blowup_end blowup_start force_name="rock_c_1" obj="rock_base_c_1",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_c_2" obj="rock_base_c_2",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_c_3" obj="rock_base_c_3",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_c_4" obj="rock_base_c_4",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_c_5" obj="rock_base_c_5",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end blowup_start force_name="rock_c_6" obj="rock_base_c_6",on deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end ////////////////////////Turrets///////////////////////// bolttype_start name="Scene_laser_r" scene=vehicle obj="Laser_Red1" glow_obj="LaserGlow_Red1" speed=50 duration=15 radius=0.125 scale=3 debris="Laser_Green_Hit" //This debris effect must be one that the programmers have registered in the code. sfx="Blaster" damage=0 NODEFLECT // FREE CONVERGE rand_angle=5 no_terrain no_collide bolttype_end turret_start base="turret_1" // base which should rot Y obj="gunbarrel_1" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 hitpoints=5 fire_offset_x=-0.08 fire_offset_y=0 fire_offset_z=0.4 fire_offset2_x=0.08 fire_offset2_y=0 fire_offset2_z=0.4 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Scene_laser_r" on_screen_check goodie turret_end blowup_start force_name="turret_1" obj="gunbarrel_1",off deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="white_part_1" blowup_end turret_start base="turret_2" // base which should rot Y obj="gunbarrel_2" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 hitpoints=5 fire_offset_x=-0.08 fire_offset_y=0 fire_offset_z=0.4 fire_offset2_x=0.08 fire_offset2_y=0 fire_offset2_z=0.4 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Scene_laser_r" on_screen_check goodie turret_end blowup_start force_name="turret_2" obj="gunbarrel_2",off deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="white_part_1" blowup_end turret_start base="turret_3" // base which should rot Y obj="gunbarrel_3" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 hitpoints=5 fire_offset_x=-0.08 fire_offset_y=0 fire_offset_z=0.4 fire_offset2_x=0.08 fire_offset2_y=0 fire_offset2_z=0.4 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Scene_laser_r" on_screen_check goodie turret_end blowup_start force_name="turret_3" obj="gunbarrel_3",off deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="white_part_1" blowup_end turret_start base="turret_4" // base which should rot Y obj="gunbarrel_4" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 hitpoints=5 fire_offset_x=-0.08 fire_offset_y=0 fire_offset_z=0.4 fire_offset2_x=0.08 fire_offset2_y=0 fire_offset2_z=0.4 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Scene_laser_r" on_screen_check goodie turret_end blowup_start force_name="turret_4" obj="gunbarrel_4",off deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="white_part_1" blowup_end turret_start base="turret_5" // base which should rot Y obj="gunbarrel_5" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 hitpoints=5 fire_offset_x=-0.08 fire_offset_y=0 fire_offset_z=0.4 fire_offset2_x=0.08 fire_offset2_y=0 fire_offset2_z=0.4 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Scene_laser_r" on_screen_check goodie turret_end blowup_start force_name="turret_5" obj="gunbarrel_5",off deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="white_part_1" blowup_end turret_start base="turret_6" // base which should rot Y obj="gunbarrel_6" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 hitpoints=5 fire_offset_x=-0.08 fire_offset_y=0 fire_offset_z=0.4 fire_offset2_x=0.08 fire_offset2_y=0 fire_offset2_z=0.4 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Scene_laser_r" on_screen_check goodie turret_end blowup_start force_name="turret_6" obj="gunbarrel_6",off deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="white_part_1" blowup_end turret_start base="turret_7" // base which should rot Y obj="gunbarrel_7" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 hitpoints=5 fire_offset_x=-0.08 fire_offset_y=0 fire_offset_z=0.4 fire_offset2_x=0.08 fire_offset2_y=0 fire_offset2_z=0.4 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Scene_laser_r" on_screen_check goodie turret_end blowup_start force_name="turret_7" obj="gunbarrel_7",off deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="white_part_1" blowup_end turret_start base="turret_8" // base which should rot Y obj="gunbarrel_8" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 hitpoints=5 fire_offset_x=-0.08 fire_offset_y=0 fire_offset_z=0.4 fire_offset2_x=0.08 fire_offset2_y=0 fire_offset2_z=0.4 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Scene_laser_r" on_screen_check goodie turret_end blowup_start force_name="turret_8" obj="gunbarrel_8",off deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="white_part_1" blowup_end ///////////////////Radar Gun///////////// turret_start // base="turret_1" // base which should rot Y obj="radargun_1" // gun which should rot X name="name" x_turn_factor=4.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=4.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 hitpoints=5 fire_offset_x=0 fire_offset_y=0 fire_offset_z=0.6 range_x_rot=70 min_x_rot=180 max_x_rot=250 // rXange_y_rot= // mXin_y_rot= // mXax_y_rot= bolttype="Scene_laser_r" on_screen_check goodie turret_end blowup_start force_name="radargun_1" // obj="gunbarrel_1",off deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end turret_start // base="turret_1" // base which should rot Y obj="radargun_2" // gun which should rot X name="name" x_turn_factor=4.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=4.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 hitpoints=5 fire_offset_x=0 fire_offset_y=0 fire_offset_z=0.6 // range_x_rot=70 // min_x_rot=180 // max_x_rot=250 // rXange_y_rot= // mXin_y_rot= // mXax_y_rot= bolttype="Scene_laser_r" on_screen_check goodie turret_end blowup_start force_name="radargun_2" // obj="gunbarrel_1",off deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end turret_start // base="turret_1" // base which should rot Y obj="radargun_3" // gun which should rot X name="name" x_turn_factor=4.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=4.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 hitpoints=5 fire_offset_x=0 fire_offset_y=0 fire_offset_z=0.6 // range_x_rot=70 // min_x_rot=180 // max_x_rot=250 // rXange_y_rot= // mXin_y_rot= // mXax_y_rot= bolttype="Scene_laser_r" on_screen_check goodie turret_end blowup_start force_name="radargun_3" // obj="gunbarrel_1",off deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end turret_start // base="turret_1" // base which should rot Y obj="radargun_4" // gun which should rot X name="name" x_turn_factor=4.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=4.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 hitpoints=5 fire_offset_x=0 fire_offset_y=0 fire_offset_z=0.6 range_x_rot=70 min_x_rot=180 max_x_rot=250 // rXange_y_rot= // mXin_y_rot= // mXax_y_rot= bolttype="Scene_laser_r" on_screen_check goodie turret_end blowup_start force_name="radargun_4" // obj="gunbarrel_1",off deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="tree_pop_4" part_effect_name="tree_part_1" blowup_end ////////////////////////minkit capsule////////////// blowup_start force_name="Big_can_1" 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=3 minikit blowup_end ////////////////////////////////// blowup_start force_name="mini_pop" deb_name="power_explo_3" // part_effect_name="power_part_1" minikit blowup_end shadowtype=2