mipmapmode=3 blobshadow_alpha=80 blobshadow_fadenear=5 blobshadow_fadefar=10 settings_start=1 farclip=20 nearclip=0.15 fognear=0.05 fogfar=10 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 /////////////////////////////////////////////////////// rippleeffects_start texture_name="ripple2" effect_type="FORCEFIELD" start_colour_r=255 start_colour_g=45 start_colour_b=60 start_colour_a=200 end_colour_r=60 end_colour_g=11 end_colour_b=15 end_colour_a=0 life=0.22 start_radius=0.0 end_radius=0.2 rippleeffects_end ///////////////doors//////////////////////////////// door_start spline="door_b_to_c" level="HothEscape_B" door_end /////////////////////////////////////////////// door_start spline="door_1a" level="HothEscape_C" 1_way door_end door_start spline="door_1b" level="HothEscape_C" 1_way door_end door_start spline="door_2a" level="HothEscape_C" 1_way door_end door_start spline="door_2b" level="HothEscape_C" 1_way door_end door_start spline="door_3a" level="HothEscape_C" 1_way door_end door_start spline="door_3b" level="HothEscape_C" 1_way door_end door_start spline="door_4a" level="HothEscape_C" 1_way door_end door_start spline="door_4b" level="HothEscape_C" 1_way door_end door_start spline="door_5a" level="HothEscape_C" 1_way door_end ////////////zipup/////////// door_start spline="door_up1" level="HothEscape_D" 1_way door_end door_start spline="door_down1" level="HothEscape_C" 1_way door_end door_start spline="door_5b" level="HothEscape_C" 1_way door_end door_start spline="door_complete" level="hothescape_outro1" // 1_way door_end ///////////////////////camera/////////////////////// ////////////start room/// sock_start=00 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio_xz=0.5 cam_dist_ratio=0.083 // cam_dist_to_target_xz=2.7 cam_look_ratio=0.8 sock_end /////main corridor///////// sock_start=01 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_dist_ratiot=0.25 cam_lateral_ratio=-0.5 ignore_socks=7 sock_end ////////corridor up ramp//// sock_start=03 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_lateral_ratio=-0.5 sock_end //////////////// sock_start=04 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 sock_end /////////corridor top T junction///// sock_start=05 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_lateral_ratio=-0.12 ignore_socks=4 sock_end ///hangar cam/////// sock_start=07 cam_blend_time=1.0 campos_seek=5.0 cam_look_ratio=0.9 cam_pullback_ratio=0.14 cam_lateral_ratio=0 //cam_dist_to_target=2 ignore_socks=1 sock_end sock_start=10 cam_blend_time=1.0 campos_seek=5.0 // cam_pullback_ratio=0.0 // cam_lateral_ratio=0 cam_dist_to_target=2 sock_end sock_start=11 cam_blend_time=1.0 campos_seek=5.0 // cam_pullback_ratio=0.0 // cam_lateral_ratio=0 // cam_dist_to_target=2 sock_end sock_start=04 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 ignore_socks=5 sock_end /////////med lab//////// sock_start=02 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 // cam_dist_ratio=0.3 // cam_dist_to_target_xz=2.0 sock_end sock_start=08 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0 sock_end sock_start=06 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_dist_to_target=1.65 sock_end /////////// sock_start=09 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_dist_ratio=0.3 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_11" // obj="door_11r" obj="R2_green_on1",no_collision obj="R2_red_on1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" 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_4" // obj="door_4r" obj="C3PO_green_on1",no_collision obj="C3PO_red_on1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" obstacle_end //obstacle_start // obj="door_1" // obj="door_1r" // range=1.2 //obstacle_end ////// obstacle_start name="door_1" obj="door_1" range=1.2 obstacle_end obstacle_start obj="door_3" range=1.2 obstacle_end obstacle_start obj="door_12" range=1.2 obstacle_end obstacle_start obj="door_13" range=1.2 obstacle_end ///////////////////////////pad door////////////////////////// //obstacle_start // chain=2,1 // obj="pad_red_1_1_dumb" // obj="pad_light_1_1_dumb" // obj="barrel_Lrg_02" //obstacle_end obstacle_start name="door_pad_1" // chain=2,2 obj="pad_red_1_1" obj="pad_green_1_1",no_collision obj="pad_light_1_1",no_collision check_ground range=0.15 obstacle_end blowup_start force_name="barrel_Lrg_02" // obj="pad_red_1_1_dumb",off // obj="pad_light_1_1_dumb",off 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=3,1 obj="pad_red_1_2_dumb" obj="pad_light_1_2_dumb" obj="barrel_Sml_02" obstacle_end obstacle_start name="door_pad_2" chain=3,2 obj="pad_red_1_2" obj="pad_green_1_2",no_collision obj="pad_light_1_2",no_collision check_ground range=0.15 obstacle_end blowup_start force_name="barrel_Sml_02" obj="pad_red_1_2_dumb",off obj="pad_light_1_2_dumb",off 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=4,1 obj="pad_red_1_3_dumb" obj="pad_light_1_3_dumb" obj="barrel_Lrg_03" obstacle_end obstacle_start name="door_pad_3" chain=4,2 obj="pad_red_1_3" obj="pad_green_1_3",no_collision obj="pad_light_1_3",no_collision check_ground range=0.15 obstacle_end blowup_start force_name="barrel_Lrg_03" obj="pad_red_1_3_dumb",off obj="pad_light_1_3_dumb",off 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=5,1 obj="pad_red_1_4_dumb" obj="pad_light_1_4_dumb" obj="barrel_Lrg_04" obstacle_end obstacle_start name="door_pad_4" chain=5,2 obj="pad_red_1_4" obj="pad_green_1_4",no_collision obj="pad_light_1_4",no_collision check_ground range=0.15 obstacle_end blowup_start force_name="barrel_Lrg_04" obj="pad_red_1_4_dumb",off obj="pad_light_1_4_dumb",off 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 name="pad_door" obj="pad_light_1_1",trigger obj="pad_light_1_2",trigger obj="pad_light_1_3",trigger obj="pad_light_1_4",trigger obj="door_2" obstacle_end //obstacle_start // obj="push_01",trigger // obj="pad_red_1_1" // obj="pad_green_1_1" //obstacle_end //////////////////////////////dep boards/////hangar///////////////////// obstacle_start lock_spline="dep_lineup1" locked pull_lever obj="dep_lever1_1",lever,noleversparks door_close_delay=1.0 chain_interface=10,1 reset_anims obstacle_end obstacle_start lock_spline="dep_lineup1" locked pull_lever obj="dep_lever1_2",lever,noleversparks door_close_delay=1.0 chain_interface=10,4 reset_anims obstacle_end obstacle_start lock_spline="dep_lineup1" locked pull_lever obj="dep_lever1_3",lever,noleversparks door_close_delay=1.0 chain_interface=10,6 // reset_anims obstacle_end obstacle_start name="first_lever" obj="dep_lever1_1",trigger obj="dep_spin_a_1_1" obj="dep_spin_b_1_1" obj="dep_spin_c_1_1" obstacle_end obstacle_start name="lever_lose" obj="dep_lever1_2",trigger obj="dep_spin_a_1_4" obj="dep_spin_b_1_4" obj="dep_spin_c_1_4" obstacle_end obstacle_start name="lever_win" obj="dep_lever1_3",trigger obj="dep_spin_d_1_4" obj="dep_spin_e_1_4" obj="dep_spin_f_1_4" obstacle_end obstacle_start name="first_spin" chain=10,1 obj="dep_spin_a_1_1" obj="dep_spin_b_1_1" obj="dep_spin_c_1_1" // obj="dep_lever1_1" hack=1 // so code can recognise fruit machine obstacles obstacle_end obstacle_start name="fast_spin" chain=10,2 obj="dep_spin_a_1_2" obj="dep_spin_b_1_2" obj="dep_spin_c_1_2" // obj="dep_lever1_dummy" auto_start hack=1 // so code can recognise fruit machine obstacles obstacle_end obstacle_start name="lose_stop" chain=10,3 obj="dep_spin_a_1_3" obj="dep_spin_b_1_3" obj="dep_spin_c_1_3" // obj="dep_lever1_dummy" auto_start hack=1 // so code can recognise fruit machine obstacles obstacle_end obstacle_start name="lose_start" chain=10,4,2 obj="dep_spin_a_1_4" obj="dep_spin_b_1_4" obj="dep_spin_c_1_4" // obj="dep_lever1_2" hack=1 // so code can recognise fruit machine obstacles obstacle_end obstacle_start name="win_stop" chain=10,5 obj="dep_spin_d_1_3" obj="dep_spin_e_1_3" obj="dep_spin_f_1_3" // obj="dep_lever1_dummy" auto_start hack=1 // so code can recognise fruit machine obstacles obstacle_end obstacle_start name="win_start" chain=10,6,2 obj="dep_spin_d_1_4" obj="dep_spin_e_1_4" obj="dep_spin_f_1_4" // obj="dep_lever1_3" hack=1 // so code can recognise fruit machine obstacles obstacle_end ////////////////fruity2//////// obstacle_start lock_spline="dep_lineup2" locked pull_lever obj="dep_lever2_1",lever,noleversparks door_close_delay=.3 chain_interface=11,1 reset_anims obstacle_end obstacle_start lock_spline="dep_lineup2" locked pull_lever obj="dep_lever2_2",lever,noleversparks door_close_delay=.3 chain_interface=11,4 reset_anims obstacle_end obstacle_start lock_spline="dep_lineup2" locked pull_lever obj="dep_lever2_3",lever,noleversparks door_close_delay=.3 chain_interface=11,6 reset_anims obstacle_end obstacle_start name="first_lever2" obj="dep_lever2_1",trigger obj="dep_spin_a_2_1" obj="dep_spin_b_2_1" obj="dep_spin_c_2_1" obstacle_end obstacle_start name="lever_lose2" obj="dep_lever2_2",trigger obj="dep_spin_a_2_4" obj="dep_spin_b_2_4" obj="dep_spin_c_2_4" obstacle_end obstacle_start name="lever_win2" obj="dep_lever2_3",trigger obj="dep_spin_d_2_4" obj="dep_spin_e_2_4" obj="dep_spin_f_2_4" obstacle_end obstacle_start name="first_spin2" chain=11,1 obj="dep_spin_a_2_1" obj="dep_spin_b_2_1" obj="dep_spin_c_2_1" // obj="dep_lever2_1" hack=1 // so code can recognise fruit machine obstacles obstacle_end obstacle_start name="fast_spin2" chain=11,2 obj="dep_spin_a_2_2" obj="dep_spin_b_2_2" obj="dep_spin_c_2_2" // obj="dep_lever2_dummy" auto_start hack=1 // so code can recognise fruit machine obstacles obstacle_end obstacle_start name="lose_stop2" chain=11,3 obj="dep_spin_a_2_3" obj="dep_spin_b_2_3" obj="dep_spin_c_2_3" // obj="dep_lever2_dummy" auto_start hack=1 // so code can recognise fruit machine obstacles obstacle_end obstacle_start name="lose_start2" chain=11,4,2 obj="dep_spin_a_2_4" obj="dep_spin_b_2_4" obj="dep_spin_c_2_4" // obj="dep_lever2_2" hack=1 // so code can recognise fruit machine obstacles obstacle_end obstacle_start name="win_stop2" chain=11,5 obj="dep_spin_d_2_3" obj="dep_spin_e_2_3" obj="dep_spin_f_2_3" // obj="dep_lever2_dummy" auto_start hack=1 // so code can recognise fruit machine obstacles obstacle_end obstacle_start name="win_start2" chain=11,6,2 obj="dep_spin_d_2_4" obj="dep_spin_e_2_4" obj="dep_spin_f_2_4" // obj="dep_lever2_3" hack=1 // so code can recognise fruit machine obstacles obstacle_end ///////////////////////////////// obstacle_start obj="dep_spin_f_1_3",trigger obj="shutter_3",no_collision camera_spline="cut_shutter_3" cam_start_time=0.16 cam_end_time=3.2 cam_blend_in_time=1.0 cam_blend_out_time=1.0 obstacle_end obstacle_start obj="dep_spin_f_2_3",trigger obj="shutter_1",no_collision camera_spline="cut_shutter_1" cam_start_time=0.16 cam_end_time=3.2 cam_blend_in_time=1.0 cam_blend_out_time=1.0 obstacle_end ////////////falcon////////////// buildit_start name="buildit1" 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" clunk_angle=135 buildit_end buildit_start name="buildit3" pair="build_it_3_1_1","build_it_3_1_2" pair="build_it_3_2_1","build_it_3_2_2" pair="build_it_3_3_1","build_it_3_3_2" pair="build_it_3_4_1","build_it_3_4_2" pair="build_it_3_5_1","build_it_3_5_2" pair="build_it_3_6_1","build_it_3_6_2" pair="build_it_3_7_1","build_it_3_7_2" pair="build_it_3_8_1","build_it_3_8_2" pair="build_it_3_9_1","build_it_3_9_2" buildit_end obstacle_start name="falcon_hatch" chain=1,1 buildit="buildit1" obj="falcon_hatch_1" obstacle_end obstacle_start chain=1,2 obj="falcon_hatch_2" auto_start obstacle_end obstacle_start chain=1,3 obj="falcon_hatch_3" obj="dummy_build_1" obstacle_end obstacle_start obj="dummy_build_1",trigger camera_spline="cut_ramp" cam_start_time=0.0 cam_end_time=2.2 cam_blend_in_time=.8 cam_blend_out_time=.8 obj="falcon_ramp" obstacle_end ////////////////////////////// obstacle_start chain=13,1 buildit="buildit3" obstacle_end obstacle_start chain=13,2 obj="dummy_build_3" auto_start obj="build_it_3_1_2" obj="build_it_3_2_2" obj="build_it_3_3_2" obj="build_it_3_4_2" obj="build_it_3_5_2" obj="build_it_3_6_2" obj="build_it_3_7_2" obj="build_it_3_8_2" obj="build_it_3_9_2" obstacle_end obstacle_start obj="dummy_build_3",trigger obj="dummy_build_1" obstacle_end ////////// //////////////////////////////////blowups/////////////////// blowup_start force_name="barrel_Lrg_01" 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_Lrg_08" 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_09" 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" 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" 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" 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" 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" 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" 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" 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" 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="push_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" hitpoints=1 blowup_end blowup_start force_name="push_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" hitpoints=1 blowup_end blowup_start force_name="push_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" hitpoints=1 blowup_end blowup_start force_name="push_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" hitpoints=1 blowup_end blowup_start force_name="push_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" hitpoints=1 blowup_end blowup_start force_name="push_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" hitpoints=1 blowup_end blowup_start force_name="push_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" hitpoints=1 blowup_end blowup_start force_name="push_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" hitpoints=1 blowup_end ///////////////////////////////zip freeplay room////////////// zipup_start spline="zipup_1" // force="name" // trigger_chain=x,y zipup_end ///////////////////////////////med rooom/////////////////////// blowup_start force_name="blowup_trolley" deb_name="BARREL_POP_1" deb_name="BARREL_POP_4" part_effect_name="barrel_part_1" blowup_end blowup_start force_name="med_big_blow1" // obj="med_big_blow2",off // obj="med_big_blow3",off obj="blowup_bit2" obj="blowup_bit2" obj="blowup_bit3" obj="blowup_bit3" deb_name="dozer_pop_1" deb_name="dozer_pop_2" deb_name="Barrel_pop_4" part_effect_name="barrel_part_1" hit_points=0 add_within_bounds=1.0 blowup_end obstacle_start obj="build_it_1_2_18",trigger obj="med_tube_1_2" obj="med_tube_1_3" obstacle_end obstacle_start obj="med_tube_1_3",trigger obj="med_tube_1_1" obstacle_end obstacle_start chain=2,1 buildit="med" obstacle_end obstacle_start chain=2,2 obj="build_it_1_built" obstacle_end buildit_start name="med" 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" pair="build_it_1_1_7","build_it_1_2_7" pair="build_it_1_1_8","build_it_1_2_8" pair="build_it_1_1_9","build_it_1_2_9" pair="build_it_1_1_10","build_it_1_2_10" pair="build_it_1_1_11","build_it_1_2_11" pair="build_it_1_1_12","build_it_1_2_12" pair="build_it_1_1_13","build_it_1_2_13" pair="build_it_1_1_14","build_it_1_2_14" pair="build_it_1_1_15","build_it_1_2_15" pair="build_it_1_1_16","build_it_1_2_16" pair="build_it_1_1_17","build_it_1_2_17" pair="build_it_1_1_18","build_it_1_2_18" buildit_end /////////////////////////////////////////////////////////////// obstacle_start lock_spline="lever_1_shutter_lineup" locked pull_lever obj="lever_1_shutter",lever door_close_delay=1.8 reset_anims sfx_open="SwLever" obstacle_end obstacle_start lock_spline="lever_2_shutter_lineup" locked pull_lever obj="lever_2_shutter",lever door_close_delay=1.8 reset_anims sfx_open="SwLever" obstacle_end obstacle_start obj="lever_1_shutter",trigger obj="lever_2_shutter",trigger obj="shutter_2" obstacle_end //////////////////////////////////////// obstacle_start name="Taun_Shutter" chain_trigger=6,3 chain_trigger=7,3 obj="shutter_4" obstacle_end obstacle_start name="push_obst_1" chain=7,1 push="push_09",2 push="push_10",2 obj="grab_1_1a" obj="grab_1_2a" obj="block_off_1" obj="grill_1a" obj="grill_1b" push_complete_4 obstacle_end obstacle_start chain=7,2 obj="push_09_anim" obj="grab_1_1" obj="grab_1_2" obj="block_off_1" auto_start obstacle_end obstacle_start chain=7,3 obj="push_09_down" obj="grab_1_1a" obj="grab_1_2a" obj="block_on_1" obstacle_end //////////////////////////////////// obstacle_start name="push_obst_2" chain=6,1 push="push_10",1 push="push_09",1 obj="grab_2_1a" obj="grab_2_2a" obj="block_off_2" obj="grill_2a" obj="grill_2b" obstacle_end obstacle_start chain=6,2 obj="push_10_anim" obj="grab_2_1" obj="grab_2_2" obj="block_off_2" auto_start obstacle_end obstacle_start chain=6,3 obj="push_10_down" obj="grab_2_1a" obj="grab_2_2a" obj="block_on_2" 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_2" 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 //////////////////////////////////////////////////////////////////////// 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_1" 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 ///////////////////roof falls///////////////////////// obstacle_start chain=14,1 obj="roof_fall_a_01" auto_start obstacle_end obstacle_start chain=14,2,1 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" cam_shake blowup_end ///// obstacle_start chain=15,1 obj="roof_fall_a_02" auto_start obstacle_end obstacle_start chain=15,2,1 obj="roof_fall_b_02"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_02" blowup_end //// obstacle_start chain=16,1 obj="roof_fall_a_03" auto_start obstacle_end obstacle_start chain=16,2,1 obj="roof_fall_b_03"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_03" blowup_end ///// //// obstacle_start chain=17,1 obj="roof_fall_a_04" auto_start obstacle_end obstacle_start chain=17,2,1 obj="roof_fall_b_04"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_04" blowup_end //// obstacle_start chain=18,1 obj="roof_fall_a_05" auto_start obstacle_end obstacle_start chain=18,2,1 obj="roof_fall_b_05"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_05" blowup_end //// obstacle_start chain=19,1 obj="roof_fall_a_06" auto_start obstacle_end obstacle_start chain=19,2,1 obj="roof_fall_b_06"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_06" blowup_end //// obstacle_start chain=25,1 obj="roof_fall_a_07" auto_start obstacle_end obstacle_start chain=25,2,1 obj="roof_fall_b_07"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_07" blowup_end //// obstacle_start chain=26,1 obj="roof_fall_a_08" auto_start obstacle_end obstacle_start chain=26,2,1 obj="roof_fall_b_08"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_08" blowup_end //// obstacle_start chain=22,1 obj="roof_fall_a_09" auto_start obstacle_end obstacle_start chain=22,2,1 obj="roof_fall_b_09"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_09" blowup_end //// obstacle_start chain=23,1 obj="roof_fall_a_10" auto_start obstacle_end obstacle_start chain=23,2,1 obj="roof_fall_b_10"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b10" blowup_end //// obstacle_start chain=24,1 obj="roof_fall_a_11" auto_start obstacle_end obstacle_start chain=24,2,1 obj="roof_fall_b_11"" obstacle_end blowup_start use_type="roof_fall" force_name="roof_fall_b_11" blowup_end /////////////////////////////////////// portaldoor_start obj="door_11" p_id=5 portaldoor_end portaldoor_start obj="door_2" p_id=2 portaldoor_end portaldoor_start obj="door_3" p_id=3 portaldoor_end portaldoor_start obj="door_12" p_id=4 portaldoor_end portaldoor_start obj="door_4" p_id=1 portaldoor_end /////////////////////////// blowup_start force_name="blowup_table_1" deb_name="dozer_pop_1" deb_name="dozer_pop_2" part_effect_name="roof_fall_p1" blowup_end blowup_start force_name="blowup_table_2" deb_name="dozer_pop_1" deb_name="dozer_pop_2" part_effect_name="roof_fall_p1" blowup_end //////////////////////////////////////// obstacle_start obj="dummy_light_1" obj="light_off_1",no_collision obj="light_on_1",no_collision // obj="glow_1",no_collision check_ground range=0.13 obstacle_end obstacle_start obj="dummy_light_2" obj="light_off_2",no_collision obj="light_on_2",no_collision // obj="glow_2",no_collision check_ground range=0.13 obstacle_end obstacle_start obj="dummy_light_3" obj="light_off_3",no_collision obj="light_on_3",no_collision // obj="glow_3",no_collision check_ground range=0.13 obstacle_end obstacle_start obj="dummy_light_4" obj="light_off_4",no_collision obj="light_on_4",no_collision // obj="glow_4",no_collision check_ground range=0.13 obstacle_end obstacle_start obj="dummy_light_5" obj="light_off_5",no_collision obj="light_on_5",no_collision // obj="glow_5",no_collision check_ground range=0.13 obstacle_end obstacle_start obj="dummy_light_6" obj="light_off_6",no_collision obj="light_on_6",no_collision // obj="glow_6",no_collision check_ground range=0.13 obstacle_end obstacle_start obj="dummy_light_7" obj="light_off_7",no_collision obj="light_on_7",no_collision // obj="glow_7",no_collision check_ground range=0.13 obstacle_end obstacle_start obj="dummy_light_8" obj="light_off_8",no_collision obj="light_on_8",no_collision // obj="glow_8",no_collision check_ground range=0.13 obstacle_end obstacle_start obj="dummy_light_9" obj="light_off_9",no_collision obj="light_on_9",no_collision // obj="glow_9",no_collision check_ground range=0.13 obstacle_end ////////////////////////////////////////////////// blowup_start force_name="gen_1a" obj="gen_1b_dummy",on deb_name="dozer_pop_1" deb_name="dozer_pop_2" part_effect_name="PART_GEN" effect_off="SPARK_FOR1" takeover_shoot_only active_player_shoot_only immune_to_slam blowup_end blowup_start force_name="gen_1b_dummy" obj="gen_1c",off obj="gen_1b",on deb_name="dozer_pop_1" deb_name="dozer_pop_2" part_effect_name="PART_GEN" takeover_shoot_only active_player_shoot_only immune_to_slam blowup_end blowup_start force_name="gen_1b" obj="gen_1",on obj="gen_1_dummy",off deb_name="dozer_pop_1" deb_name="dozer_pop_2" part_effect_name="PART_GEN" effect_off="SPARK_FOR2" blowup_end blowup_start force_name="gen_1" obj="gen_1_remains",on deb_name="dozer_pop_1" deb_name="dozer_pop_2" part_effect_name="PART_GEN" blowup_end / blowup_start force_name="gen_2a" obj="gen_2b_dummy",on deb_name="dozer_pop_1" deb_name="dozer_pop_2" part_effect_name="PART_GEN" effect_off="SPARK_FOR4" takeover_shoot_only active_player_shoot_only immune_to_slam blowup_end blowup_start force_name="gen_2b_dummy" obj="gen_2c",off obj="gen_2b",on deb_name="dozer_pop_1" deb_name="dozer_pop_2" part_effect_name="PART_GEN" takeover_shoot_only active_player_shoot_only immune_to_slam blowup_end blowup_start force_name="gen_2b" obj="gen_2",on obj="gen_2_dummy",off deb_name="dozer_pop_1" deb_name="dozer_pop_2" part_effect_name="PART_GEN" effect_off="SPARK_FOR5" blowup_end blowup_start force_name="gen_2" obj="gen_2_remains",on deb_name="dozer_pop_1" deb_name="dozer_pop_2" part_effect_name="PART_GEN" blowup_end /// obstacle_start obj="gen_1",trigger obj="gen_2",trigger obj="falcon_barrier" obstacle_end