music="Act_DS2B_A" /************** Laser Types *****************/ bolttype_start name="Turbo_laser" scene=vehicle obj="Laser_Green" glow_obj="LaserGlow_Green" speed=50.0 duration=1.5 radius=0.125 scale=8.0 debris="Laser_Green_Hit"//This debris effect must be one that the programmers have registered in the code. sfx="Blaster" damage=1 NODEFLECT CONVERGE rand_angle=5 bolttype_end bolttype_start name="Scene_laser_g" scene=vehicle obj="Laser_Green1" glow_obj="LaserGlow_Green1" speed=200 duration=1.5 radius=0.125 scale=16 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 bolttype_start name="Scene_laser_r" scene=vehicle obj="Laser_Red1" glow_obj="LaserGlow_Red1" speed=200 duration=1.5 radius=0.125 scale=16 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 //************ height=0.0 hover_height=2.75 use_fog cam_tilt=0.5 mipmapmode=3 cam_pullback_dist=5 cam_lateral_dist=2.5 plat_scan_dist=50 blobshadow_alpha=80 blobshadow_fadenear=60 blobshadow_fadefar=100 settings_start=1 farclip=8000 nearclip=0.9 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 bolttype_start name="Turbo_laser" scene=vehicle obj="Laser_Green" glow_obj="LaserGlow_Green" speed=50.0 duration=1.5 radius=0.125 scale=8.0 debris="Laser_Green_Hit"//This debris effect must be one that the programmers have registered in the code. sfx="Blaster" damage=1 NODEFLECT CONVERGE rand_angle=5 bolttype_end ///////////////doors//////////////////////////////// door_start spline="door_a_to_b" level="deathstar2battle_b" 1_way door_end door_start spline="door_b_to_a" level="deathstar2battle_a" 1_way door_end ///////////////////////camera/////////////////////// ///sock_start=00 /// cam_look_ratio_y=8.5 /// cam_look_ratio=0.35 /// cam_blend_time=0.0 /// campos_seek=15 /// cam_pullback_ratio=0.2 /// cam_lateral_ratio=0.5 /// cam_shake=0.5 ///sock_end sock_start=00 cam_rail_offset=-20 cam_look_ratio_y=0.85 cam_blend_time=1.0 campos_seek=15 cam_pullback_ratio=0.5 cam_lateral_ratio=0.7 cam_shake=0.5 sock_end //////////////////////////////star destoryer////////////////////// //////////////trigger//////////////////////// obstacle_start obj="stardest_targ_1",trigger obj="stardest_targ_2",trigger obj="stardest_targ_3",trigger obj="stardest_targ_4",trigger obj="stardest_targ_5",trigger obj="stardestroyer_1" obstacle_end ////////////////////////////star blowups//////////////////////////// blowup_start force_name="stardest_targ_1" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end blowup_start force_name="stardest_targ_2" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end blowup_start force_name="stardest_targ_3" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end blowup_start force_name="stardest_targ_4" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end blowup_start force_name="stardest_targ_5" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end ///////////////////////////////// obstacle_start obj="stardest_targ_1",trigger obj="stardest_targ_2",trigger obj="stardest_targ_3",trigger obj="stardest_targ_4",trigger obj="stardest_targ_5",trigger obj="stardestroyer_1" // obj="expl_dummy_1" // obj="stardest_timer" obstacle_end obstacle_start obj="stardest_targ_1",trigger obj="stardest_targ_2",trigger obj="stardest_targ_3",trigger obj="stardest_targ_4",trigger obj="stardest_targ_5",trigger obj="expl_dummy_1" obstacle_end obstacle_start obj="stardest_targ_1",trigger obj="stardest_targ_2",trigger obj="stardest_targ_3",trigger obj="stardest_targ_4",trigger obj="stardest_targ_5",trigger obj="stardest_timer" obstacle_end ////////// obstacle_start chain=1,1 obj="expl_dummy_1" // auto_start obstacle_end obstacle_start chain=1,2 obj="stardest_expl_1" obstacle_end ////// obstacle_start chain=2,1 obj="stardest_timer" // auto_start obstacle_end obstacle_start chain=2,2 obj="stardest_expl_2" obstacle_end ///////// blowup_start force_name="stardest_expl_1" deb_name="power_explo_1" part_effect_name="pipe_part_1" blowup_end blowup_start force_name="stardest_expl_2" deb_name="power_explo_2" part_effect_name="pipe_part_1" blowup_end ////////////////////////////////////////turrets////////////////////////////////////////// turret_start base="star1turret1" // base which should rot Y obj="star1barrel1" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star1turret1" obj="star1barrel1",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end //////////////////////////////////////////////////////////// turret_start base="star1turret2" // base which should rot Y obj="star1barrel2" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star1turret2" obj="star1barrel2",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end ////////////////// turret_start base="star1turret3" // base which should rot Y obj="star1barrel3" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star1turret3" obj="star1barrel3",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end ///////////////////////// turret_start base="star1turret4" // base which should rot Y obj="star1barrel4" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star1turret4" obj="star1barrel4",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end //////////////////////////// turret_start base="star1turret5" // base which should rot Y obj="star1barrel5" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star1turret5" obj="star1barrel5",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end //////////////////////////// turret_start base="star1turret6" // base which should rot Y obj="star1barrel6" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star1turret6" obj="star1barrel6",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end //////////////////////////// turret_start base="star2turret1" // base which should rot Y obj="star2barrel1" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star2turret1" obj="star2barrel1",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end //////////////////////////// turret_start base="star2turret2" // base which should rot Y obj="star2barrel2" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star2turret2" obj="star2barrel2",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end //////////////////////////// turret_start base="star2turret3" // base which should rot Y obj="star2barrel3" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star2turret3" obj="star2barrel3",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end//////////////////////////// turret_start base="star2turret4" // base which should rot Y obj="star2barrel4" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star2turret4" obj="star2barrel4",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end//////////////////////////// turret_start base="star2turret5" // base which should rot Y obj="star2barrel5" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star2turret5" obj="star2barrel5",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end//////////////////////////// turret_start base="star2turret6" // base which should rot Y obj="star2barrel6" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star2turret6" obj="star2barrel6",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end ////////////////////////////////////////turrets////////////////////////////////////////// turret_start base="star3turret1" // base which should rot Y obj="star3barrel1" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star3turret1" obj="star3barrel1",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end //////////////////////////// turret_start base="star3turret2" // base which should rot Y obj="star3barrel2" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star3turret2" obj="star3barrel2",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end //////////////////////////// turret_start base="star3turret3" // base which should rot Y obj="star3barrel3" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star3turret3" obj="star3barrel3",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end//////////////////////////// turret_start base="star3turret4" // base which should rot Y obj="star3barrel4" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star3turret4" obj="star3barrel4",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end//////////////////////////// turret_start base="star3turret5" // base which should rot Y obj="star3barrel5" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star3turret5" obj="star3barrel5",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end//////////////////////////// turret_start base="star3turret6" // base which should rot Y obj="star3barrel6" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star3turret6" obj="star3barrel6",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end //////////////////////////// turret_start base="star4turret1" // base which should rot Y obj="star4barrel1" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star4turret1" obj="star4barrel1",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end //////////////////////////// turret_start base="star4turret2" // base which should rot Y obj="star4barrel2" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star4turret2" obj="star4barrel2",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end //////////////////////////// turret_start base="star4turret3" // base which should rot Y obj="star4barrel3" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star4turret3" obj="star4barrel3",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end//////////////////////////// turret_start base="star4turret4" // base which should rot Y obj="star4barrel4" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star4turret4" obj="star4barrel4",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end//////////////////////////// turret_start base="star4turret5" // base which should rot Y obj="star4barrel5" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star4turret5" obj="star4barrel5",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end//////////////////////////// turret_start base="star4turret6" // base which should rot Y obj="star4barrel6" // 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=-1 fire_offset_y=0 fire_offset_z=2 fire_offset2_x=1 fire_offset2_y=0 fire_offset2_z=2 rXange_x_rot=180 mXin_x_rot=0 mXax_x_rot=0 rXange_y_rot= mXin_y_rot= mXax_y_rot= bolttype="Turbo_laser" on_screen_check turret_end blowup_start force_name="star4turret6" obj="star4barrel6",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" blowup_end //////////////////////////////////////////////////// blowup_start force_name="dome_1_a" deb_name="gun_explo_1" deb_name="gun_explo_4" deb_name="gun_explo_3" part_effect_name="dome_part" blowup_end blowup_start force_name="dome_1_b" deb_name="gun_explo_1" deb_name="gun_explo_4" deb_name="gun_explo_3" part_effect_name="dome_part" blowup_end blowup_start force_name="dome_2_a" deb_name="gun_explo_1" deb_name="gun_explo_4" deb_name="gun_explo_3" part_effect_name="dome_part" blowup_end blowup_start force_name="dome_2_b" deb_name="gun_explo_1" deb_name="gun_explo_4" deb_name="gun_explo_3" part_effect_name="dome_part" blowup_end blowup_start force_name="dome_3_a" deb_name="gun_explo_1" deb_name="gun_explo_4" deb_name="gun_explo_3" part_effect_name="dome_part" blowup_end blowup_start force_name="dome_3_b" deb_name="gun_explo_1" deb_name="gun_explo_4" deb_name="gun_explo_3" part_effect_name="dome_part" blowup_end blowup_start force_name="dome_4_a" deb_name="gun_explo_1" deb_name="gun_explo_4" deb_name="gun_explo_3" part_effect_name="dome_part" blowup_end blowup_start force_name="dome_4_b" deb_name="gun_explo_1" deb_name="gun_explo_4" deb_name="gun_explo_3" part_effect_name="dome_part" blowup_end //////////////////////////////////photon gens/////////////////////////////////////// obstacle_start name="photon_1" obj="photon_shaft" obj="photon_door_1",no_collision obj="photon_door_2",no_collision obj="photon_door_3",no_collision obj="photon_door_4",no_collision obj="photon_gen_1",no_collision obj="photon_gen_2",no_collision obj="photon_gen_3",no_collision obj="photon_gen_4",no_collision obj="gen_bit_on",trigger // not really a trigger... torpedo_machine obstacle_end /////////////////////////////////////////////////////////////// obstacle_start name="stardestroyer1" obj="stardestroyer1" obstacle_end obstacle_start name="stardestroyer2" obj="stardestroyer2" obstacle_end obstacle_start name="stardestroyer3" obj="stardestroyer3" obstacle_end obstacle_start name="stardestroyer4" obj="stardestroyer4" obstacle_end obstacle_start obj="dome_1_a",trigger obj="dome_1_b",trigger // obj="star1turret1",trigger // obj="star1turret2",trigger // obj="star1turret3",trigger // obj="star1turret4",trigger // obj="star1turret5",trigger // obj="star1turret6",trigger obj="stardestroyer1" obstacle_end obstacle_start obj="dome_2_a",trigger obj="dome_2_b",trigger // obj="star1turret1",trigger // obj="star1turret2",trigger // obj="star1turret3",trigger // obj="star1turret4",trigger // obj="star1turret5",trigger // obj="star1turret6",trigger obj="stardestroyer2" obstacle_end obstacle_start obj="dome_3_a",trigger obj="dome_3_b",trigger // obj="star1turret1",trigger // obj="star1turret2",trigger // obj="star1turret3",trigger // obj="star1turret4",trigger // obj="star1turret5",trigger // obj="star1turret6",trigger obj="stardestroyer3" obstacle_end obstacle_start obj="dome_4_a",trigger obj="dome_4_b",trigger // obj="star1turret1",trigger // obj="star1turret2",trigger // obj="star1turret3",trigger // obj="star1turret4",trigger // obj="star1turret5",trigger // obj="star1turret6",trigger obj="stardestroyer4" obstacle_end //////////////////////////////////// blowup_start force_name="spin_b1" deb_name="EXPLO_04" part_effect_name="mini_part_01" obj="spin_a1",off magnitude=8.0 add_within_bounds=0.5 player_speed=0.75 minikit blowup_end blowup_start force_name="spin_b2" deb_name="EXPLO_04" part_effect_name="mini_part_01" obj="spin_a2",off magnitude=8.0 add_within_bounds=0.5 player_speed=0.75 minikit blowup_end shadowtype=2