height=5.0 use_fog mipmapmode=3 burnout_threshold=0.0 burnout_intensity=0.0 burnout_flare=0.0 blobshadow_alpha=80 blobshadow_fadenear=5 blobshadow_fadefar=10 settings_start=1 farclip=218 nearclip=0.14 fognear=0.05 fogfar=150 fogr=200 fogg=200 fogb=200 foga=0 top_backr=87 top_backg=137 top_backb=209 bottom_backr=192 bottom_backg=237 bottom_backb=255 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 ///////////////doors//////////////////////////////// door_start spline="door_A_to_B" level="HothEscape_B" door_end door_start spline="door_B_to_A" level="HothEscape_A" door_end door_start spline="temp_start1" level="HothEscape_A" door_end door_start spline="temp_start2" level="HothEscape_A" door_end /////////////////////////////////////////////// door_start spline="door1" level="HothEscape_A" 1_way door_end door_start spline="door2" level="HothEscape_A" 1_way door_end door_start spline="door3" level="HothEscape_A" 1_way door_end door_start spline="door4" level="HothEscape_A" 1_way door_end door_start spline="door5" level="HothEscape_A" 1_way door_end door_start spline="door6" level="HothEscape_A" 1_way door_end ///////////////////////camera/////////////////////// sock_start=00 cam_shake=0.5 cam_blend_time=0.8 campos_seek=5.0 cam_y_offset=1.4 offset_blend_y_ratio=1.0 cam_pullback_ratio=0.0 cam_dist_to_target=2.0 sock_end ///start room/// sock_start=01 cam_shake=0.5 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 // cam_dist_ratio=0.3 // cam_dist_to_target_xz=2.2 sock_end sock_start=02 cam_shake=0.1 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 // cam_dist_to_target_xz=2.0 cam_pullback_ratio_xz=0.53 ignore_socks=5 sock_end sock_start=03 cam_shake=0.1 cam_blend_time=1.0 campos_seek=5.0 // cam_dist_to_target_xz=2.2 cam_pullback_ratio=0.0 // cam_dist_ratio=0.2 sock_end sock_start=04 cam_shake=0.1 cam_blend_time=1.0 campos_seek=5.0 // cam_pullback_ratio=0.0 // cam_dist_to_target_xz=2.0 cam_pullback_ratio_xz=0.04 sock_end ////moo!/////// sock_start=05 cam_shake=0.1 cam_blend_time=1.0 campos_seek=5.0 cam_y_offset=1.17 offset_blend_y_ratio=0.29 // cam_pullback_ratio=0.0 // cam_dist_ratio=0.3 // cam_dist_to_target_xz=1.9 ignore_socks=2 sock_end sock_start=06 cam_shake=0.1 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_dist_to_target_xz=1.9 sock_end sock_start=07 cam_shake=0.1 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_dist_to_target_xz=2.0 sock_end /////////////skel room////////////////////// sock_start=08 cam_shake=0.1 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 sock_end sock_start=09 cam_shake=0.1 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 sock_end //////////////////////doors/////////////////// obstacle_start name="R2_pan1" obj="R2_static1" obj="R2_pic1" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="R2_door1" lock_spline="R2_lineup1" astromech_droid locked obj="door_6" // obj="door_6r" obj="R2_green_on1",no_collision obj="R2_red_on1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" range=1.2 obstacle_end obstacle_start name="C3PO_pan1" obj="C3PO_static1" obj="C3PO_pic1" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="C3PO_door1" lock_spline="C3PO_lineup1" protocol_droid locked obj="door_2" // obj="door_2r" obj="C3PO_green_on1",no_collision obj="C3PO_green_off1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end obstacle_start obj="door_1" obj="door_1r" range=1.3 obstacle_end /////////////////////control room//////////////////////start room//////////////// obstacle_start name="miniscreen1" obj="mini_screen_1_2",trigger obj="mini_screen_1_1" obj="mini_screen_1_kit" obstacle_end obstacle_start name="miniscreen2" obj="mini_screen_2_2",trigger obj="mini_screen_2_1" obj="mini_screen_2_kit" obstacle_end obstacle_start name="miniscreen3" obj="mini_screen_3_2",trigger obj="mini_screen_3_1" obj="mini_screen_3_kit" obstacle_end obstacle_start name="miniscreen4" obj="mini_screen_4_2",trigger obj="mini_screen_4_1" obj="mini_screen_4_kit" obstacle_end /////////////////////////////first room door fall/////////////////////// obstacle_start obj="door_fall_null",trigger obj="door_fall_1" obj="door_fall_2" obj="door_fall_3" obj="door_fall_4" obj="door_fall_5" obj="door_fall_6" obj="door_fall_7" obj="door_fall_8" obj="door_fall_9" obj="door_fall_10" obj="door_fall_11" anim_speed=0.5 obstacle_end obstacle_start chain=15,1 obj="door_fall_5" obj="door_fall_6" obj="door_fall_7" obj="door_fall_8" obj="door_fall_9" obj="door_fall_10" obj="door_fall_11" obstacle_end obstacle_start chain=15,2 buildit="door_fall" obstacle_end obstacle_start chain=15,3 obj="door_fall_end_1" obj="door_fall_end_2" obj="door_fall_end_3" obj="door_fall_end_4" obj="door_fall_end_5" obj="door_fall_end_6" obj="door_fall_end_7" obj="door_fall_pop" obstacle_end ////////////////// buildit_start name="door_fall" pair="door_1_1","door_2_1" pair="door_1_2","door_2_2" pair="door_1_3","door_2_3" pair="door_1_4","door_2_4" pair="door_1_5","door_2_5" pair="door_1_6","door_2_6" pair="door_1_7","door_2_7" buildit_end blowup_start force_name="door_fall_null" deb_name="roof_fall_big1" deb_name="roof_fall_big2" part_effect_name="roof_fall_p1" camshake_double blowup_end blowup_start force_name="door_fall_pop" obj="door_fall_1",off obj="door_fall_2",off obj="door_fall_3",off obj="door_fall_4",off obj="door_fall_end_1",off obj="door_fall_end_2",off obj="door_fall_end_3",off obj="door_fall_end_4",off obj="door_fall_end_5",off obj="door_fall_end_6",off obj="door_fall_end_7",off deb_name="dozer_pop_1" deb_name="dozer_pop_2" part_effect_name="roof_fall_p1" camshake_double blowup_end obstacle_start obj="door_fall_pop",trigger obj="door_4" obstacle_end ////////////////////////////////////heater///////////////////////////////////////// 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" buildit_end obstacle_start chain=3,1 buildit="buildit1" obstacle_end obstacle_start chain=3,2 obj="heater_1" obstacle_end obstacle_start chain=3,3 obj="heater_2" obstacle_end obstacle_start chain=3,4 obj="heater_3" obstacle_end obstacle_start chain=3,5 obj="heater_4" auto_start anim_speed=0.25 obstacle_end //////////// obstacle_start obj="heater_4",trigger obj="heater_4_null" obstacle_end /////////////////////////// obstacle_start chain=12,1 obj="heater_4_null" obstacle_end obstacle_start chain=12,2 obj="heater_4_pop" obstacle_end blowup_start force_name="heater_1" deb_name="Barrel_pop_4" blowup_end blowup_start force_name="heater_2" deb_name="Barrel_pop_4" blowup_end blowup_start force_name="heater_3" deb_name="Barrel_pop_4" blowup_end blowup_start force_name="heater_4_pop" obj="heater_4",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" camshake_double blowup_end obstacle_start obj="heater_3",trigger obj="ice_1" obstacle_end obstacle_start obj="ice_1",trigger obj="door_7" // range=1.2 obstacle_end //////////////////////////////////second door//////////////////////////////////// obstacle_start name="pushheater" obj="heater_push",trigger obj="ice_3" obstacle_end obstacle_start obj="ice_3",trigger obj="door_8" obstacle_end /////////////////////////////////////trooper cannon///////////////////////////// buildit_start name="trooper_cannon1" pair="cannon_1_1_1","cannon_1_2_1" pair="cannon_1_1_2","cannon_1_2_2" pair="cannon_1_1_3","cannon_1_2_3" pair="cannon_1_1_4","cannon_1_2_4" pair="cannon_1_1_5","cannon_1_2_5" pair="cannon_1_1_6","cannon_1_2_6" pair="cannon_1_1_7","cannon_1_2_7" pair="cannon_1_1_8","cannon_1_2_8" pair="cannon_1_1_9","cannon_1_2_9" pair="cannon_1_1_10","cannon_1_2_10" pair="cannon_1_1_11","cannon_1_2_11" pair="cannon_1_1_12","cannon_1_2_12" pair="cannon_1_1_13","cannon_1_2_13" pair="cannon_1_1_14","cannon_1_2_14" character="TrooperCannon_1" coin_value=0 buildit_end obstacle_start name="T_cannon_pop1" chain=20,1 buildit="trooper_cannon1" obstacle_end obstacle_start chain=20,2 obj="trooper_null" obj="cannon_1_2_1" obj="cannon_1_2_2" obstacle_end obstacle_start chain=20,3,1 obj="trooper_pop" obstacle_end blowup_start force_name="trooper_pop" deb_name="dozer_pop_1" deb_name="dozer_pop_2" part_effect_name="roof_fall_p1" camshake_double blowup_end ///////////////////////////blowup barrel door///// obstacle_start obj="barrel_Lrg_01_2",trigger obj="barrel_Lrg_02_2",trigger obj="door_3" obstacle_end //// ///////////////////////////dozer///////////////////////// 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" buildit_end obstacle_start obj="dozer_04",trigger obj="dozer_points_dumb" obstacle_end ////// obstacle_start chain=1,1 obj="dozer_01" buildit="buildit2" obstacle_end obstacle_start chain=1,2 obj="dozer_04" auto_start obstacle_end obstacle_start name="train_looping" chain=1,3 obj="dozer_02" obstacle_end obstacle_start chain=1,4 obj="dozer_03" obj="dozer_points_2" auto_start obstacle_end obstacle_start chain=1,5 obj="dozer_pop" obj="dozer_points_3" obstacle_end equivalentobject_start obj="dozer_01" obj="dozer_04" obj="dozer_02" obj="dozer_03" equivalentobject_end //// spinner_start target_yoffset=0.2 spin_obj="dozer_spin1" move_obj="dozer_points_1" anim_speed=0.5 push_only end_lock spinner_end spinner_start target_yoffset=0.2 spin_obj="dozer_spin_dumb" move_obj="dozer_points_dumb2" anim_speed=0.5 push_only spinner_end equivalentobject_start obj="dozer_spin1" obj="dozer_spin_dumb" equivalentobject_end //// obstacle_start chain=2,1 obj="dozer_points_dumb" obj="Dozer_spin_dumb" obstacle_end obstacle_start name="train_points" chain=2,2 obj="dozer_points_1" obj="dozer_spin1" obstacle_end /// blowup_start force_name="dozer_pop" obj="blockage_01",off obj="ice_2",off deb_name="dozer_pop_1" deb_name="dozer_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" camshake_double blowup_end //////////////////////////////////////blowups blowup_start force_name="barrel_Lrg_01_2" // obj="Lrg_Tree_01_shadow",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="barrel_Lrg_02_2" // obj="Lrg_Tree_01_shadow",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="barrel_Lrg_03" obj="barrel_Lrg_02_1",off obj="barrel_Lrg_01_1",off obj="barrel_Lrg_02_2",on obj="barrel_Lrg_01_2",on 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="barrel_Lrg_04" 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="barrel_Lrg_05" 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="barrel_Lrg_06" 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="barrel_Lrg_07" 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="barrel_Sml_01" // obj="Lrg_Tree_01_shadow",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="barrel_Sml_02" // obj="Lrg_Tree_01_shadow",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="barrel_Sml_03" // obj="Lrg_Tree_01_shadow",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="barrel_Sml_04" // obj="Lrg_Tree_01_shadow",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="barrel_Sml_05" // obj="Lrg_Tree_01_shadow",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="barrel_Sml_06" // obj="Lrg_Tree_01_shadow",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="barrel_Sml_07" // obj="Lrg_Tree_01_shadow",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="barrel_Sml_08" // obj="Lrg_Tree_01_shadow",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="barrel_Sml_09" // obj="Lrg_Tree_01_shadow",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="barrel_Sml_10" // obj="Lrg_Tree_01_shadow",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="barrel_Sml_11" // obj="Lrg_Tree_01_shadow",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" blowup_end /////////////////////helmet machine////////////////////////// obstacle_start // helmet_machine hat_machine locked lock_spline="helmet_machine_lineup1" obj="helmet_machine_out1",no_collision //draws the helmet relative to this object (first object in the list) obj="helmet_machine_lever1",no_collision obj="helmet_machine_up1",no_collision obj="helmet_machine_scale1",no_collision obj="helmet_machine_off1",no_collision obj="helmet_machine_on1",no_collision // obj="helmet_machine_lever2",no_collision reset_anims sfx_open="SwLever" obstacle_end ///////////////////roof falls///////////////////////// obstacle_start chain=4,1 obj="roof_fall_a_01" auto_start obstacle_end obstacle_start chain=4,2,1 obj="roof_fall_b_01"" obstacle_end blowup_start set_type="roof_fall" force_name="roof_fall_b_01" deb_name="roof_fall_1" deb_name="roof_fall_2" part_effect_name="roof_fall_p1" blowup_end ///// obstacle_start chain=5,1 obj="roof_fall_a_02" auto_start obstacle_end obstacle_start chain=5,2,1 obj="roof_fall_b_02"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_02" blowup_end //// obstacle_start chain=6,1 obj="roof_fall_a_03" auto_start obstacle_end obstacle_start chain=6,2,1 obj="roof_fall_b_03"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_03" blowup_end ///// obstacle_start chain=16,1 obj="roof_fall_a_04" auto_start obstacle_end obstacle_start chain=16,2,1 obj="roof_fall_b_04"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_04" blowup_end //// obstacle_start chain=17,1 obj="roof_fall_a_05" auto_start obstacle_end obstacle_start chain=17,2,1 obj="roof_fall_b_05"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_05" blowup_end ..... obstacle_start chain=18,1 obj="roof_fall_a_06" auto_start obstacle_end obstacle_start chain=18,2,1 obj="roof_fall_b_06"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_06" blowup_end //////////////// obstacle_start chain=19,1 obj="roof_fall_a_07" auto_start obstacle_end obstacle_start chain=19,2,1 obj="roof_fall_b_07"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_07" blowup_end //////////////////////// obstacle_start chain=29,1 obj="roof_fall_a_08" auto_start obstacle_end obstacle_start chain=29,2,1 obj="roof_fall_b_08"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_08" blowup_end ///////////////////////////// obstacle_start chain=21,1 obj="roof_fall_a_09" auto_start obstacle_end obstacle_start chain=21,2,1 obj="roof_fall_b_09"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_09" blowup_end ///////////////////////////// obstacle_start chain=22,1 obj="roof_fall_a_10" auto_start obstacle_end obstacle_start chain=22,2,1 obj="roof_fall_b_10"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_10" blowup_end ///////////////////////////// obstacle_start chain=23,1 obj="roof_fall_a_11" auto_start obstacle_end obstacle_start chain=23,2,1 obj="roof_fall_b_11"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_11" blowup_end ///////////////////////////// obstacle_start chain=24,1 obj="roof_fall_a_12" auto_start obstacle_end obstacle_start chain=24,2,1 obj="roof_fall_b_12"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_12" blowup_end ///////////////////////////// obstacle_start chain=25,1 obj="roof_fall_a_13" auto_start obstacle_end obstacle_start chain=25,2,1 obj="roof_fall_b_13"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_13" blowup_end ///////////////////////////// obstacle_start chain=26,1 obj="roof_fall_a_14" auto_start obstacle_end obstacle_start chain=26,2,1 obj="roof_fall_b_14"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_14" blowup_end ///////////////////////////// obstacle_start chain=27,1 obj="roof_fall_a_15" auto_start obstacle_end obstacle_start chain=27,2,1 obj="roof_fall_b_15"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_15" blowup_end ///////////////////////////// obstacle_start chain=28,1 obj="roof_fall_a_16" auto_start obstacle_end obstacle_start chain=28,2,1 obj="roof_fall_b_16"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_16" blowup_end /////////////////////////neils bits//////////////////////////////////////////// blowup_start force_name="blowup_table_1" obj="shadow_table_1",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="table_part_1" blowup_end blowup_start force_name="blowup_table_2" obj="shadow_table_2",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="table_part_1" blowup_end blowup_start force_name="blowup_table_3" obj="shadow_table_3",off obj="cup_1",off obj="cup_2",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="table_part_1" blowup_end blowup_start force_name="blowup_table_4" obj="shadow_table_4",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="table_part_1" blowup_end ///////////////////////////////////////////////////////////////////// blowup_start force_name="blowup_block_1" takeover_shoot_only active_player_shoot_only immune_to_slam // hit_points=0 obj="dummy_block_1",off obj="blowup_block_2",on deb_name="Barrel_pop_1" deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="block_part_1" blowup_end blowup_start force_name="blowup_block_2" takeover_shoot_only active_player_shoot_only immune_to_slam obj="dummy_block_2",off obj="dummy_block_3",off obj="blowup_block_3",on // hit_points=0 deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="block_part_1" blowup_end blowup_start force_name="blowup_block_3" takeover_shoot_only active_player_shoot_only immune_to_slam // hit_points=0 deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="block_part_1" blowup_end //////////////////////////////////// obstacle_start pull_lever locked lock_spline="lever_tea_1_lineup" obj="lever_tea_1",lever obj="tea_1" reset_anims sfx_open="SwLever" door_close_delay=0.6 obstacle_end obstacle_start obj="tea_1",trigger obj="tea_2",trigger obj="cap" obj="lid" obstacle_end obstacle_start obj="tea_1",trigger obj="control_null1" obstacle_end obstacle_start chain=33,1 obj="control_null1" anim_speed=0.3 obstacle_end obstacle_start chain=33,2 obj="control_pop" obstacle_end obstacle_start chain=33,3,1 obj="control_null2" auto_start anim_speed=0.15 obstacle_end blowup_start force_name="control_pop" blowup_end //////////////////////// obstacle_start pull_lever locked lock_spline="lever_tea_2_lineup" obj="lever_tea_2",lever obj="tea_2" reset_anims sfx_open="SwLever" door_close_delay=0.6 obstacle_end obstacle_start obj="tea_2",trigger obj="control_null3" obstacle_end obstacle_start chain=34,1 obj="control_null3" anim_speed=0.3 obstacle_end obstacle_start chain=34,2 obj="control_pop2" obstacle_end obstacle_start chain=34,3,1 obj="control_null4" auto_start anim_speed=0.15 obstacle_end blowup_start force_name="control_pop2" blowup_end ///////////////thermo////////////////////////////////// blowup_start set_type="thermo" force_name="Thermo_01" deb_name="th_pop_1" deb_name="th_pop_2" deb_name="th_pop_4" part_effect_name="th_part_1" hit_points=0 blowup_end blowup_start use_type="thermo" force_name="Thermo_02" blowup_end /////////////skel_heater 1//////////////////////////////////////// buildit_start name="buildit3" pair="build_it_3_1_1","build_it_3_2_1" pair="build_it_3_1_2","build_it_3_2_2" pair="build_it_3_1_3","build_it_3_2_3" pair="build_it_3_1_4","build_it_3_2_4" pair="build_it_3_1_5","build_it_3_2_5" pair="build_it_3_1_6","build_it_3_2_6" buildit_end obstacle_start chain=7,1 obj="Thermo_01" obstacle_end obstacle_start chain=7,2 buildit="buildit3" obstacle_end obstacle_start chain=7,3 obj="heater_skel_1_off" obstacle_end obstacle_start chain=7,4 obj="heater_skel_1" obstacle_end obstacle_start chain=7,5 obj="heater_skel_2" obstacle_end obstacle_start chain=7,6 obj="heater_skel_3" auto_start Anim_speed=0.25 obstacle_end equivalentobject_start obj="heater_skel_1_off" obj="heater_skel_1" obj="heater_skel_2" obj="heater_skel_3" equivalentobject_end ////////// obstacle_start obj="heater_skel_3",trigger obj="h_skel_3_null" obstacle_end /////////////////////////// obstacle_start chain=13,1 obj="h_skel_3_null" obstacle_end obstacle_start chain=13,2 obj="h_skel_3_pop" obstacle_end /////////////////////////////// blowup_start force_name="heater_skel_1_off" deb_name="Barrel_pop_4" blowup_end blowup_start force_name="heater_skel_1" deb_name="Barrel_pop_4" blowup_end blowup_start force_name="heater_skel_2" deb_name="Barrel_pop_4" blowup_end blowup_start force_name="heater_skel_3_pop" obj="heater_skel_3",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" camshake_double blowup_end /////////////////////////skel 1/////////////////////// obstacle_start obj="heater_skel_2",trigger obj="ice_skel_1" obstacle_end obstacle_start obj="ice_skel_1",trigger obj="skel_1_1_1" obj="skel_1_1_2" obj="skel_1_1_3" obj="skel_1_1_4" obj="skel_1_1_5" obj="skel_1_1_6" // range=1.2 obstacle_end obstacle_start chain=9,1 obj="skel_1_1_1" obj="skel_1_1_2" obj="skel_1_1_3" obj="skel_1_1_4" obj="skel_1_1_5" obj="skel_1_1_6" obstacle_end obstacle_start chain=9,2 buildit="buildit5" obstacle_end buildit_start name="buildit5" pair="skel_1_2_6","skel_1_3_6" pair="skel_1_2_5","skel_1_3_5" pair="skel_1_2_4","skel_1_3_4" pair="skel_1_2_3","skel_1_3_3" pair="skel_1_2_2","skel_1_3_2" pair="skel_1_2_1","skel_1_3_1" character="Skeleton_1" buildit_end ///////////////////skel heater 2///////////////////////////////////////// buildit_start name="buildit4" pair="build_it_4_1_1","build_it_4_2_1" pair="build_it_4_1_2","build_it_4_2_2" pair="build_it_4_1_3","build_it_4_2_3" pair="build_it_4_1_4","build_it_4_2_4" pair="build_it_4_1_5","build_it_4_2_5" pair="build_it_4_1_6","build_it_4_2_6" buildit_end obstacle_start chain=8,1 obj="Thermo_02" obstacle_end obstacle_start chain=8,2 buildit="buildit4" obstacle_end obstacle_start chain=8,3 obj="heater_skel_4_off" obstacle_end obstacle_start chain=8,4 obj="heater_skel_4" obstacle_end obstacle_start chain=8,5 obj="heater_skel_5" obstacle_end obstacle_start chain=8,6 obj="heater_skel_6" auto_start anim_speed=0.25 obstacle_end equivalentobject_start obj="heater_skel_4_off" obj="heater_skel_4" obj="heater_skel_5" obj="heater_skel_6" equivalentobject_end //// ////// ////////// obstacle_start obj="heater_skel_6",trigger obj="h_skel_6_null" obstacle_end /////////////////////////// obstacle_start chain=14,1 obj="h_skel_6_null" obstacle_end obstacle_start chain=14,2 obj="h_skel_6_pop" obstacle_end blowup_start force_name="heater_skel_4_off" deb_name="Barrel_pop_4" blowup_end blowup_start force_name="heater_skel_4" deb_name="Barrel_pop_4" blowup_end blowup_start force_name="heater_skel_5" deb_name="Barrel_pop_4" blowup_end blowup_start force_name="heater_skel_6_pop" obj="heater_skel_6",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" camshake_double blowup_end ///////////////////////////////skel 2//////////////////////////// obstacle_start obj="heater_skel_5",trigger obj="ice_skel_2" obstacle_end obstacle_start obj="ice_skel_2",trigger obj="skel_2_1_1" obj="skel_2_1_2" obj="skel_2_1_3" obj="skel_2_1_4" obj="skel_2_1_5" obj="skel_2_1_6" // range=1.2 obstacle_end obstacle_start chain=10,1 obj="skel_2_1_1" obj="skel_2_1_2" obj="skel_2_1_3" obj="skel_2_1_4" obj="skel_2_1_5" obj="skel_2_1_6" obstacle_end obstacle_start chain=10,2 buildit="buildit6" obstacle_end buildit_start name="buildit6" pair="skel_2_2_6","skel_2_3_6" pair="skel_2_2_5","skel_2_3_5" pair="skel_2_2_4","skel_2_3_4" pair="skel_2_2_3","skel_2_3_3" pair="skel_2_2_2","skel_2_3_2" pair="skel_2_2_1","skel_2_3_1" character="Skeleton_2" buildit_end //////////////////////////////////// obstacle_start name="pad_1" obj="pad_1" range=.1 obstacle_end obstacle_start name="pad_2" obj="pad_2" range=.1 obstacle_end obstacle_start name="pad_3" obj="pad_3" range=.1 obstacle_end obstacle_start name="pad_4" obj="pad_4" range=.1 obstacle_end obstacle_start name="pads" obj="pad_1",trigger obj="pad_2",trigger obj="pad_3",trigger obj="pad_4",trigger obj="dummy_minikit" obstacle_end ////////////////portals/////////////////// portaldoor_start obj="door_6" p_id=1 portaldoor_end portaldoor_start obj="door_3" p_id=5 portaldoor_end portaldoor_start obj="door_8" p_id=4 portaldoor_end portaldoor_start obj="door_7" p_id=3 portaldoor_end portaldoor_start obj="door_1" p_id=6 portaldoor_end portaldoor_start obj="door_4" p_id=2 portaldoor_end