use_fog mipmapmode=3 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_e_to_b" level="HothEscape_b" door_end door_start spline="door_b_to_e" level="HothEscape_b" door_end door_start spline="door_b_to_a" level="HothEscape_A" door_end door_start spline="door_b_to_c" level="HothEscape_c" door_end ////////////////camera/////////////////////// //main room// sock_start=00 cam_blend_time=1.0 campos_seek=5.0 // cam_pullback_ratio=0.1 cam_dist_ratio=0.3 cam_lateral_ratio=0.1 cam_dist_to_target=2.2 sock_end sock_start=01 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.1 cam_dist_ratio=0.1 cam_lateral_ratio=0.1 cam_dist_to_target_xz=2.5 sock_end sock_start=02 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.1 cam_dist_ratio=0.1 cam_lateral_ratio=0.1 cam_dist_to_target_xz=2.5 sock_end sock_start=04 cam_blend_time=1.0 campos_seek=5.0 cam_y_offset=1.2 offset_blend_y_ratio=1.0 cam_pullback_ratio=1.3 // cam_dist_ratio=0.16 cam_lateral_ratio=0.12 sock_end sock_start=05 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.5 // cam_dist_to_target=5.5 cam_x_offset=1 cam_y_offset=2.3 cam_z_offset=4.0 // cam_lateral_ratio=04.7 offset_blend_z_ratio=.5 offset_blend_x_ratio=1 sock_end /////////////////////////////////////// obstacle_start obj="door_1" range=1.2 obstacle_end //////////////////////////////////////// ///////////////////////////// blowup_start force_name="blowup_block_1" takeover_shoot_only active_player_shoot_only immune_to_slam // hit_points=0 obj="dummy_block_2",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_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" obj="build_it_1_3_1",off obj="build_it_1_3_2",off obj="build_it_1_3_3",off blowup_end ///////////////////// 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" buildit_end ////// obstacle_start chain=5,1 obj="build_it_1_3_1" obj="build_it_1_3_2" obj="build_it_1_3_3" obj="blowup_block_3" obstacle_end obstacle_start chain=5,2 buildit="buildit1" obj="build_it_1_1_1" obj="build_it_1_1_2" obj="build_it_1_1_3" obj="build_it_1_1_4" obstacle_end obstacle_start chain=5,3 obj="C3PO_static1" obj="C3PO_pic1" obj="build_it_1_2_1" obj="build_it_1_2_2" obj="build_it_1_2_3" obj="build_it_1_2_4" 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_red_on1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" chain_interface=5,3 obstacle_end ///////////////////////////////////////// obstacle_start obj="door_3" range=1.2 obstacle_end 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_4" 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 obj="door_mod5" play_openclose range=1.2 obstacle_end obstacle_start obj="door_mod6" play_openclose range=1.2 obstacle_end obstacle_start obj="door_mod7" play_openclose range=1.2 obstacle_end ////////////////////////////////// obstacle_start name="push_obst_1" chain=1,1 push="push_01",1 // push="push_02",1 push="push_03",1 // push="push_04",1 push="push_05",1 push="push_06",1 push="push_07",1 // push="push_08",1 // push="push_09",1 // push="push_010",1 obj="grab_1_1a" obj="grab_1_2a" obj="grill_1_a1" obj="grill_1_b1" obj="grill_1_c1" obj="grill_1_d1" obj="block_off_1" obstacle_end obstacle_start chain=1,2 obj="push_down_1" obj="grab_1_1" obj="grab_1_2" obj="grill_1_a" obj="grill_1_b" obj="grill_1_c" obj="grill_1_d" obj="block_off_1" auto_start obstacle_end obstacle_start chain=1,3 obj="push_complete_1" obj="grab_1_1a" obj="grab_1_2a" obj="block_on_1" obstacle_end //////////////////////////////////// obstacle_start name="push_obst_2" chain=4,1 push="push_01",2 // push="push_02",2 push="push_03",2 // push="push_04",2 push="push_05",2 push="push_06",2 push="push_07",2 // push="push_08",2 // push="push_09",2 // push="push_010",2 obj="grab_2_1a" obj="grab_2_2a" obj="grill_2_a1" obj="grill_2_b1" obj="grill_2_c1" obj="grill_2_d1" obj="block_off_2" obstacle_end obstacle_start chain=4,2 obj="push_down_2" obj="grab_2_1" obj="grab_2_2" obj="grill_2_a" obj="grill_2_b" obj="grill_2_c" obj="grill_2_d" obj="block_off_2" auto_start obstacle_end obstacle_start chain=4,3 obj="push_complete_2" obj="grab_2_1a" obj="grab_2_2a" obj="block_on_2" obstacle_end tube_start spline="push_fall_tube_1" speed=2 trigger_chain=4,3 trigger_chain=1,3 tube_end obstacle_start name="fan_1" obj="fan_1" chain_trigger=4,3 chain_trigger=1,3 obstacle_end //////////////////////////////////// obstacle_start name="push_obst_3" chain=8,1 push="push_01",3 // push="push_02",3 push="push_03",3 // push="push_04",3 push="push_05",3 push="push_06",3 push="push_07",3 // push="push_08",3 // push="push_09",3 // push="push_010",3 obj="grab_3_1a" obj="grab_3_2a" obj="grill_3_a1" obj="grill_3_b1" obj="grill_3_c1" obj="grill_3_d1" obj="block_off_3" obstacle_end obstacle_start chain=8,2 obj="push_down_3" obj="grab_3_1" obj="grab_3_2" obj="grill_3_a" obj="grill_3_b" obj="grill_3_c" obj="grill_3_d" obj="block_off_3" auto_start obstacle_end obstacle_start chain=8,3 obj="push_complete_3" obj="grab_3_1a" obj="grab_3_2a" obj="block_on_3" obstacle_end //////////////////////////////////// obstacle_start name="push_obst_4" chain=9,1 push="push_01",4 // push="push_02",4 push="push_03",4 // push="push_04",4 push="push_05",4 push="push_06",4 push="push_07",4 // push="push_08",4 // push="push_09",4 // push="push_010",4 obj="grab_4_1a" obj="grab_4_2a" obj="grill_4_a1" obj="grill_4_b1" obj="grill_4_c1" obj="grill_4_d1" obj="block_off_4" obstacle_end obstacle_start chain=9,2 obj="push_down_4" obj="grab_4_1" obj="grab_4_2" obj="grill_4_a" obj="grill_4_b" obj="grill_4_c" obj="grill_4_d" obj="block_off_4" auto_start obstacle_end obstacle_start chain=9,3 obj="push_complete_4" obj="grab_4_1a" obj="grab_4_2a" obj="block_on_4" obstacle_end tube_start spline="push_fall_tube_2" speed=2 // trigger_force="name" trigger_chain=8,3 trigger_chain=9,3 tube_end obstacle_start name="fan_2" obj="fan_2" chain_trigger=8,3 chain_trigger=9,3 obstacle_end /////////////////////////////////// obstacle_start name="push_obst_5" chain=10,1 push="push_01",5 // push="push_02",5 push="push_03",5 // push="push_04",5 push="push_05",5 push="push_06",5 push="push_07",5 // push="push_08",5 // push="push_09",5 // push="push_010",5 obj="grab_5_1a" obj="grab_5_2a" obstacle_end obstacle_start chain=10,2 obj="push_down_5" obj="grab_5_1" obj="grab_5_2" auto_start obstacle_end obstacle_start chain=10,3 obj="push_complete_5" obj="grab_5_1a" obj="grab_5_2a" obj="dummy_coin_fan" obstacle_end blowup_start force_name="dummy_coin_fan" blowup_end tube_start spline="push_fall_tube_3" speed=2 trigger_chain=10,3 tube_end obstacle_start obj="fan_3" chain_trigger=10,3 obstacle_end ///////////////////////////////////// blowup_start force_name="wall_blowup1" obj="wall_pop1",off obj="wall_pop3",off obj="wall_pop2",on obj="wall_pop4",on deb_name="tree_pop_1" deb_name="tree_pop_2" deb_name="Barrel_pop_4" part_effect_name="tree_part_1" hit_points=5 blowup_end ////////snowman/////////////////// obstacle_start chain=2,1 obj="form_1_1" obj="form_1_2" obj="form_1_3" obj="form_1_4" obj="form_1_5" obj="form_1_6" obj="form_1_7" obj="form_1_8" obj="form_1_9" obj="form_1_10" obj="form_1_11" obj="form_1_12" obj="form_1_13" obj="form_1_14" obj="form_1_15" obj="form_1_16" obj="form_1_17" obj="form_1_18" obj="form_1_19" obj="form_1_20" obj="form_1_21" obj="form_1_22" obj="form_1_23" obj="form_1_24" obj="form_1_25" obj="form_1_26" obj="form_1_27" obj="form_1_28" obj="form_1_29" obj="form_1_30" obj="form_1_31" obj="form_1_32" obj="form_1_33" obj="form_1_34" obj="form_1_35" obj="form_1_36" obj="form_1_37" obj="form_1_38" obj="form_1_39" obj="form_1_40" obj="form_1_41" obj="form_1_42" obj="form_1_43" obj="form_1_44" obj="form_1_45" obj="form_1_46" obj="form_1_47" obj="form_1_48" obj="form_1_49" obj="form_1_50" obj="form_1_51" obj="form_1_52" obj="form_1_53" obj="form_1_54" obj="form_1_55" obj="form_1_56" obj="form_1_57" obj="form_1_58" obj="form_1_59" obj="form_1_60" obj="form_1_61" obj="form_1_62" obj="form_1_col" obstacle_end obstacle_start chain=2,2 obj="snowman" obstacle_end blowup_start force_name="snowman" deb_name="snow_pop_1" deb_name="tree_pop_2" deb_name="Barrel_pop_4" part_effect_name="snow_part_1" hitpoints=1 blowup_end //////////////////////sledge/////////////////////// 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" coin_value=1250 buildit_end /// obstacle_start chain=6,1 buildit="buildit2" obstacle_end obstacle_start chain=6,2 obj="sledge_1" obstacle_end obstacle_start chain=6,3 obj="sledge_2" auto_start obstacle_end equivalentobject_start obj="sledge_1" obj="sledge_2" equivalentobject_end /////////push test////////////// obstacle_start obj="push_test_1",trigger obj="push_test_2" obstacle_end obstacle_end ///////////////////////dark force bars////////////////// obstacle_start chain=7,1 obj="bar_pop_1" obj="dark_a_bar1" obj="dark_a_bar2" obj="dark_a_bar3" obj="dark_a_bar4" obj="dark_a_bar5" obj="dark_a_bar6" obj="dark_a_bar7" obj="dark_a_bar8" obj="dark_a_bar9" obj="dark_a_bar10" obj="dark_a_bar11" obj="dark_a_bar12" obstacle_end obstacle_start chain=7,2 obj="bar_pop_2" obstacle_end blowup_start force_name="bar_pop_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" hitpoints=1 blowup_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_null1" obj="cannon_1_2_1" obj="cannon_1_2_2" obstacle_end obstacle_start chain=20,3,1 obj="trooper_pop1" obstacle_end blowup_start force_name="trooper_pop1" deb_name="dozer_pop_1" deb_name="dozer_pop_2" part_effect_name="roof_fall_p1" camshake_double blowup_end //////////////////////////////////////////////////////////////////////// buildit_start name="trooper_cannon2" pair="cannon_2_1_1","cannon_2_2_1" pair="cannon_2_1_2","cannon_2_2_2" pair="cannon_2_1_3","cannon_2_2_3" pair="cannon_2_1_4","cannon_2_2_4" pair="cannon_2_1_5","cannon_2_2_5" pair="cannon_2_1_6","cannon_2_2_6" pair="cannon_2_1_7","cannon_2_2_7" pair="cannon_2_1_8","cannon_2_2_8" pair="cannon_2_1_9","cannon_2_2_9" pair="cannon_2_1_10","cannon_2_2_10" pair="cannon_2_1_11","cannon_2_2_11" pair="cannon_2_1_12","cannon_2_2_12" pair="cannon_2_1_13","cannon_2_2_13" pair="cannon_2_1_14","cannon_2_2_14" character="TrooperCannon_2" coin_value=0 buildit_end obstacle_start name="T_cannon_pop2" chain=21,1 buildit="trooper_cannon2" obstacle_end obstacle_start chain=21,2 obj="trooper_null2" obj="cannon_2_2_1" obj="cannon_2_2_2" obstacle_end obstacle_start chain=21,3,1 obj="trooper_pop2" obstacle_end blowup_start force_name="trooper_pop2" deb_name="dozer_pop_1" deb_name="dozer_pop_2" part_effect_name="roof_fall_p1" camshake_double blowup_end //////////////////////snow mob?//////////////////////////// buildit_start name="snow1" pair="snow_1_1_1","snow_1_2_1" pair="snow_1_1_2","snow_1_2_2" pair="snow_1_1_3","snow_1_2_3" pair="snow_1_1_4","snow_1_2_4" pair="snow_1_1_5","snow_1_2_5" pair="snow_1_1_6","snow_1_2_6" pair="snow_1_1_26","snow_1_2_26" pair="snow_1_1_7","snow_1_2_7" pair="snow_1_1_8","snow_1_2_8" pair="snow_1_1_9","snow_1_2_9" pair="snow_1_1_10","snow_1_2_10" pair="snow_1_1_11","snow_1_2_11" pair="snow_1_1_12","snow_1_2_12" pair="snow_1_1_13","snow_1_2_13" pair="snow_1_1_14","snow_1_2_14" pair="snow_1_1_15","snow_1_2_15" pair="snow_1_1_16","snow_1_2_16" // pair="snow_1_1_17","snow_1_2_17" pair="snow_1_1_18","snow_1_2_18" pair="snow_1_1_19","snow_1_2_19" pair="snow_1_1_20","snow_1_2_20" pair="snow_1_1_21","snow_1_2_21" pair="snow_1_1_22","snow_1_2_22" pair="snow_1_1_23","snow_1_2_23" pair="snow_1_1_24","snow_1_2_24" pair="snow_1_1_25","snow_1_2_25" pair="snow_1_1_27","snow_1_2_27" character="SnowMob_1" buildit_end //buildit_start // name="snow2" // pair="snow_2_1_1","snow_2_2_1" // pair="snow_2_1_2","snow_2_2_2" // pair="snow_2_1_3","snow_2_2_3" // pair="snow_2_1_4","snow_2_2_4" // pair="snow_2_1_5","snow_2_2_5" // pair="snow_2_1_6","snow_2_2_6" // pair="snow_2_1_7","snow_2_2_7" // pair="snow_2_1_8","snow_2_2_8" // pair="snow_2_1_9","snow_2_2_9" // pair="snow_2_1_10","snow_2_2_10" // pair="snow_2_1_11","snow_2_2_11" // pair="snow_2_1_12","snow_2_2_12" // pair="snow_2_1_13","snow_2_2_13" // pair="snow_2_1_14","snow_2_2_14" // pair="snow_2_1_15","snow_2_2_15" // pair="snow_2_1_16","snow_2_2_16" //buildit_end //////////////////// blowup_start force_name="snow_mob_pop1" 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="snow_mob_pop2" 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="snow_mob_pop3" // deb_name="Barrel_pop_1" // deb_name="Barrel_pop_2" // deb_name="Barrel_pop_4" // part_effect_name="barrel_part_1" //blowup_end //// obstacle_start chain=22,1 obj="snow_mob_pop1" obj="snow_mob_pop2" obstacle_end obstacle_start chain=22,2 buildit="snow1" obstacle_end ///////////////// //obstacle_start // chain=23,1 /// obj="snow_mob_pop3" //obstacle_end //obstacle_start // chain=23,2 // buildit="snow2" //obstacle_end //obstacle_start // chain=23,3 // obj="snow_trailer" //obstacle_end ////////////lights//////////////////////////////////// obstacle_start chain=3,1 obj="wall_light_1_1" obstacle_end obstacle_start chain=3,2 obj="wall_light_2_1" obstacle_end blowup_start force_name="wall_light_1_1" obj="wall_light_2_1",off deb_name="Barrel_pop_1" deb_name="Barrel_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" hitpoints=1 blowup_end /////////////////////////////////////////////// ///////////////////roof falls///////////////////////// 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" cam_shake blowup_end obstacle_start chain=11,1 obj="roof_fall_a_01" auto_start obstacle_end obstacle_start chain=11,2,1 obj="roof_fall_b_01"" obstacle_end ///// obstacle_start chain=12,1 obj="roof_fall_a_02" auto_start obstacle_end obstacle_start chain=12,2,1 obj="roof_fall_b_02"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_02" blowup_end //// obstacle_start chain=13,1 obj="roof_fall_a_03" auto_start obstacle_end obstacle_start chain=13,2,1 obj="roof_fall_b_03"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_03" blowup_end ///// obstacle_start chain=14,1 obj="roof_fall_a_04" auto_start obstacle_end obstacle_start chain=14,2,1 obj="roof_fall_b_04"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_04" blowup_end //// obstacle_start chain=15,1 obj="roof_fall_a_05" auto_start obstacle_end obstacle_start chain=15,2,1 obj="roof_fall_b_05"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_05" blowup_end ..... obstacle_start chain=16,1 obj="roof_fall_a_06" auto_start obstacle_end obstacle_start chain=16,2,1 obj="roof_fall_b_06"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_06" blowup_end //////////////// obstacle_start chain=17,1 obj="roof_fall_a_07" auto_start obstacle_end obstacle_start chain=17,2,1 obj="roof_fall_b_07"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_07" blowup_end //////////////////////// obstacle_start chain=18,1 obj="roof_fall_a_08" auto_start obstacle_end obstacle_start chain=18,2,1 obj="roof_fall_b_08"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_08" blowup_end //////////////////////////////// obstacle_start chain=19,1 obj="roof_fall_a_09" auto_start obstacle_end obstacle_start chain=19,2,1 obj="roof_fall_b_09"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_09" blowup_end //////////////////////////////// obstacle_start chain=24,1 obj="roof_fall_a_010" auto_start obstacle_end obstacle_start chain=24,2,1 obj="roof_fall_b_010"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_010" blowup_end ////////////////////////////////////////// obstacle_start chain=25,1 obj="roof_fall_a_011" auto_start obstacle_end obstacle_start chain=25,2,1 obj="roof_fall_b_011"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_011" blowup_end ////////////////////////////////////////// obstacle_start chain=32,1 obj="roof_fall_a_012" auto_start obstacle_end obstacle_start chain=32,2,1 obj="roof_fall_b_012"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_012" blowup_end ////////////////////////////////////////// obstacle_start chain=33,1 obj="roof_fall_a_013" auto_start obstacle_end obstacle_start chain=33,2,1 obj="roof_fall_b_013"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_013" blowup_end ////////////////////////////////////////// obstacle_start chain=34,1 obj="roof_fall_a_014" auto_start obstacle_end obstacle_start chain=34,2,1 obj="roof_fall_b_014"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_014" blowup_end ////////////////////////////////////////// obstacle_start chain=35,1 obj="roof_fall_a_015" auto_start obstacle_end obstacle_start chain=35,2,1 obj="roof_fall_b_015"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_015" blowup_end ////////////////////////////////////////// obstacle_start chain=36,1 obj="roof_fall_a_016" auto_start obstacle_end obstacle_start chain=36,2,1 obj="roof_fall_b_016"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_016" blowup_end ////////////////////////////////////////// obstacle_start chain=37,1 obj="roof_fall_a_017" auto_start obstacle_end obstacle_start chain=37,2,1 obj="roof_fall_b_017"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_017" blowup_end ////////////////////////////////////////// obstacle_start chain=38,1 obj="roof_fall_a_018" auto_start obstacle_end obstacle_start chain=38,2,1 obj="roof_fall_b_018"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_018" blowup_end ////////////////////////////////////////// obstacle_start chain=39,1 obj="roof_fall_a_019" auto_start obstacle_end obstacle_start chain=39,2,1 obj="roof_fall_b_019"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_019" blowup_end ////////////////////////////////////////// obstacle_start chain=40,1 obj="roof_fall_a_020" auto_start obstacle_end obstacle_start chain=40,2,1 obj="roof_fall_b_020"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_20" blowup_end ////////////////////////////////////////// obstacle_start chain=41,1 obj="roof_fall_a_021" auto_start obstacle_end obstacle_start chain=41,2,1 obj="roof_fall_b_021"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_021" blowup_end ////////////////////////////////////////// obstacle_start chain=42,1 obj="roof_fall_a_022" auto_start obstacle_end obstacle_start chain=42,2,1 obj="roof_fall_b_022"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_022" blowup_end /////////////////////////////falling grates//////////////////////// obstacle_start chain=26,1 obj="Grate_09a" play_once range=0.5 players_1_and_2_only obstacle_end obstacle_start chain=26,2 obj="Grate_09" obstacle_end blowup_start force_name="Grate_09" deb_name="EXPLO_03" obj="blowup_09",off part_effect_name="grid_part" sfx="Explode1" // hit_points=1 blowup_end blowup_start force_name="blowup_09" deb_name="EXPLO_03" obj="grate_09a",off part_effect_name="grid_part" sfx="Explode1" blowup_end ///////////////////////////////////////////// obstacle_start chain=27,1 obj="Grate_010a" play_once range=0.5 players_1_and_2_only obstacle_end obstacle_start chain=27,2 obj="Grate_010" obstacle_end blowup_start force_name="Grate_010" deb_name="EXPLO_03" obj="blowup_010",off part_effect_name="grid_part" sfx="Explode1" // hit_points=1 blowup_end blowup_start force_name="blowup_010" deb_name="EXPLO_03" obj="grate_010a",off part_effect_name="grid_part" sfx="Explode1" blowup_end /////////////////////////////////////////////// obstacle_start chain=28,1 obj="Grate_11a" play_once range=0.5 players_1_and_2_only obstacle_end obstacle_start chain=28,2 obj="Grate_011" obstacle_end blowup_start force_name="Grate_011" deb_name="EXPLO_03" obj="blowup_011",off part_effect_name="grid_part" sfx="Explode1" // hit_points=1 blowup_end blowup_start force_name="blowup_011" deb_name="EXPLO_03" obj="grate_11a",off part_effect_name="grid_part" sfx="Explode1" blowup_end /////////////////////////////////////// obstacle_start chain=29,1 obj="Grate_12a" play_once range=0.5 players_1_and_2_only obstacle_end obstacle_start chain=29,2 obj="Grate_012" obstacle_end blowup_start force_name="Grate_012" deb_name="EXPLO_03" obj="blowup_012",off part_effect_name="grid_part" sfx="Explode1" // hit_points=1 blowup_end blowup_start force_name="blowup_012" deb_name="EXPLO_03" obj="grate_12a",off part_effect_name="grid_part" sfx="Explode1" blowup_end /////////////////////////////////////////////////////////// obstacle_start chain=30,1 obj="Grate_13a" play_once range=0.5 players_1_and_2_only obstacle_end obstacle_start chain=30,2 obj="Grate_013" obstacle_end blowup_start force_name="Grate_013" deb_name="EXPLO_03" obj="blowup_013",off part_effect_name="grid_part" sfx="Explode1" // hit_points=1 blowup_end blowup_start force_name="blowup_013" deb_name="EXPLO_03" obj="grate_13a",off part_effect_name="grid_part" sfx="Explode1" blowup_end //////////////////////pads//////////////////////////// obstacle_start obj="pad_1" obj="pad_1a",no_collision range=.12 door_close_delay=1.2 check_ground active_players_only play_once obstacle_end obstacle_start obj="pad_1",trigger obj="door_6_red_on_1",no_collision obj="door_6_red_off_1",no_collision obstacle_end obstacle_start obj="pad_2" obj="pad_2a",no_collision range=.12 door_close_delay=1.2 check_ground active_players_only play_once obstacle_end obstacle_start obj="pad_2",trigger obj="door_6_red_on_2",no_collision obj="door_6_red_off_2",no_collision obstacle_end obstacle_start obj="pad_3" obj="pad_3a",no_collision range=.12 door_close_delay=1.2 check_ground active_players_only play_once obstacle_end obstacle_start obj="pad_3",trigger obj="door_6_red_on_3",no_collision obj="door_6_red_off_3",no_collision obstacle_end obstacle_start obj="pad_4" obj="pad_4a",no_collision range=.12 door_close_delay=1.2 check_ground active_players_only play_once obstacle_end obstacle_start obj="pad_4",trigger obj="door_6_red_on_4",no_collision obj="door_6_red_off_4",no_collision obstacle_end obstacle_start obj="pad_5" obj="pad_5a",no_collision range=.12 door_close_delay=1.2 check_ground active_players_only play_once obstacle_end obstacle_start obj="pad_5",trigger obj="door_6_red_on_5",no_collision obj="door_6_red_off_5",no_collision obstacle_end obstacle_start obj="door_6_red_on_1",trigger obj="door_6_red_on_2",trigger obj="door_6_red_on_3",trigger obj="door_6_red_on_4",trigger obj="door_6_red_on_5",trigger obj="door_6" obstacle_end obstacle_start obj="pad_6",trigger obj="door_6_red_on_6",no_collision obj="door_6_red_off_6",no_collision obstacle_end /////////////////////////////corridor 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=31,1 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=31,2 buildit="door_fall" obstacle_end obstacle_start chain=31,3 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 obj="dummy_rocks",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_5" obstacle_end ////////////////////////////////////// buildit_start name="minikit_build" pair="minikit_1a","minikit_1" pair="minikit_2a","minikit_2" pair="minikit_3a","minikit_3" pair="minikit_4a","minikit_4" pair="minikit_5a","minikit_5" pair="minikit_6a","minikit_6" pair="minikit_7a","minikit_7" pair="minikit_8a","minikit_8" pair="minikit_9a","minikit_9" pair="minikit_10a","minikit_10" pair="minikit_11a","minikit_11" pair="minikit_12a","minikit_12" pair="minikit_13a","minikit_13" buildit_end obstacle_start chain=23,1 obj="minikit_1b" obj="minikit_2b" obj="minikit_3b" obj="minikit_4b" obj="minikit_5b" obj="minikit_6b" obj="minikit_7b" obj="minikit_8b" obj="minikit_9b" obj="minikit_10b" obj="minikit_11b" obj="minikit_12b" obj="minikit_13b" obstacle_end obstacle_start chain=23,2 buildit="minikit_build" obstacle_end obstacle_start chain=23,3 obstacle_end ///////////////////////////////////// portaldoor_start obj="door_5" p_id=3 portaldoor_end portaldoor_start obj="door_4" p_id=1 portaldoor_end portaldoor_start obj="door_2" p_id=2 portaldoor_end //////////////////////////////