music="Act_DS2B_BC" cutscenes_start //cutscene="episodevi\deathstar2battle_XXXX" cutscenes_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=350 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 door_start spline="door_b_to_c" level="deathstar2battle_c" 1_way door_end door_start spline="door_c_to_b" level="deathstar2battle_b" 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=0.4 // cam_lateral_ratio=0.7 //sock_end //sock_start=01 // cam_look_ratio_y=8.5 // cam_look_ratio=1.0 // cam_blend_time=1.5 // campos_seek=15 // cam_pullback_ratio=0.1 // cam_lateral_ratio=0.1 //sock_end sock_start=00 name="corridor1" cam_look_ratio_y=0.85 cam_look_ratio=1.0 cam_blend_time=1.0 campos_seek=15 cam_pullback_ratio=0.1 cam_lateral_ratio=0.1 set_misc_1 // trench controls sock_end sock_start=01 name="freeplay1" cam_look_ratio_y=0.85 cam_look_ratio=1.0 cam_blend_time=1.0 campos_seek=15 cam_pullback_ratio=0.1 cam_lateral_ratio=0.1 set_misc_1 // trench controls sock_end sock_start=03 name="area1" cam_look_ratio_y=0.85 cam_look_ratio=1.0 cam_blend_time=1.5 campos_seek=15 cam_pullback_ratio=0.1 cam_lateral_ratio=0.1 sock_end sock_start=04 name="area2" cam_look_ratio_y=0.85 cam_look_ratio=1.0 cam_blend_time=0.0 campos_seek=15 cam_pullback_ratio=0.1 cam_lateral_ratio=0.1 sock_end //sock_start=05 // cam_look_ratio_y=8.5 // cam_look_ratio=1.0 // cam_blend_time=1.0 // campos_seek=5 // //cam_pullback_ratio=0.2 // //cam_lateral_ratio=-1.0 // //cam_dist_to_target=25 // circuit //sock_end sock_start=06 cam_look_ratio_y=0.85 cam_look_ratio=1.0 cam_blend_time=1.0 campos_seek=15 cam_pullback_ratio=0.1 cam_lateral_ratio=0.1 sock_end sock_start=07 cam_look_ratio_y=0.85 cam_look_ratio=1.0 cam_blend_time=1.0 campos_seek=15 cam_pullback_ratio=0.1 cam_lateral_ratio=0.1 sock_end sock_start=08 cam_look_ratio_y=0.85 cam_look_ratio=1.0 cam_blend_time=1.0 campos_seek=15 cam_pullback_ratio=0.1 cam_lateral_ratio=0.1 sock_end sock_start=09 cam_look_ratio_y=0.85 cam_look_ratio=1.0 cam_blend_time=1.0 campos_seek=5 cam_pullback_ratio=0.1 cam_lateral_ratio=0.1 sock_end sock_start=10 cam_look_ratio_y=0.85 cam_look_ratio=1.0 cam_blend_time=1.0 campos_seek=5 cam_pullback_ratio=0.1 cam_lateral_ratio=0.1 sock_end sock_start=11 cam_look_ratio_y=0.85 cam_look_ratio=1.0 cam_blend_time=1.0 campos_seek=5 cam_pullback_ratio=0.1 cam_lateral_ratio=0.1 sock_end ///////////////////////////////////////////////////////////////big door//////////////////////////// obstacle_start name="bigdoor" obj="bigdoor_a_1" obj="bigdoor_a_2" anim_speed=20 rXange=50 locked obstacle_end ///////////////triggers the door chain to stay open////////// obstacle_start name="door_buttons" obj="button_a_1_1",trigger obj="button_a_2_1",trigger obj="button_a_3_1",trigger obj="button_a_4_1",trigger obj="dummy_a_1" obstacle_end ///// obstacle_start chain=32,1 obj="forcefield_a_1" obj="forcefield_a_2" obj="dummy_a_1" obstacle_end obstacle_start chain=32,2 obj="dummy_a_2" obstacle_end /////////////////////blowups for the buttons//////////////////////////////////////////////////////////////// blowup_start force_name="button_a_1_1" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" hit_points=0 blowup_end blowup_start force_name="button_a_2_1" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" hit_points=0 blowup_end blowup_start force_name="button_a_3_1" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" hit_points=0 blowup_end blowup_start force_name="button_a_4_1" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_1" hit_points=0 blowup_end ////////////////////////////////////////////////////////////////gen pops//////////////////////////// blowup_start force_name="flange_main_a_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="flange_main_a_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="flange_main_a_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="flange_main_a_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="flange_main_a_5" 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="flange_main_a_6" 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="flange_main_a_7" 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="flange_main_b_1" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="flange_main_b_2" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="flange_main_b_3" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end //////////////////////////////////////// blowup_start force_name="pipe_bit_a_1" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_a_2" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_a_3" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_a_4" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_a_5" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_a_6" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_a_7" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_a_8" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_a_9" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_a_10" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end ////////////////////////////////////////// blowup_start force_name="pipe_bit_b_1" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_b_2" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_b_3" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_b_4" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_b_5" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_b_6" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_b_7" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_b_8" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_b_9" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_b_10" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end ///////////////////////////////////// blowup_start force_name="pipe_bit_c_1" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_c_2" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_c_3" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_c_4" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_c_5" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_c_6" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_c_7" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_c_8" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_c_9" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_c_10" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end ////////////////////////////////////// blowup_start force_name="pipe_bit_d_1" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_d_2" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_d_3" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_d_4" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_d_5" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_d_6" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_d_7" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_d_8" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_d_9" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end blowup_start force_name="pipe_bit_d_10" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end ///////////////////structure blow-ups//////////////////////////// blowup_start force_name="support_obst_1a" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="strc_deb_blue_1" obj="strc_deb_blue_2" obj="strc_deb_blue_3" obj="strc_deb_blue_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion lifetime=3.0 explode_radius=1.0 // hit_points=5 blowup_end blowup_start force_name="support_obst_2a" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="strc_deb_red_1" obj="strc_deb_red_2" obj="strc_deb_red_3" obj="strc_deb_red_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion lifetime=3.0 explode_radius=1.0 // hit_points=5 blowup_end blowup_start force_name="support_obst_3a" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="strc_deb_red_1" obj="strc_deb_red_2" obj="strc_deb_red_3" obj="strc_deb_red_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion lifetime=3.0 explode_radius=1.0 // hit_points=5 blowup_end blowup_start force_name="support_obst_4a" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="strc_deb_red_1" obj="strc_deb_red_2" obj="strc_deb_red_3" obj="strc_deb_red_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion lifetime=3.0 explode_radius=1.0 // hit_points=5 blowup_end blowup_start force_name="support_obst_5a" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="strc_deb_blue_1" obj="strc_deb_blue_2" obj="strc_deb_blue_3" obj="strc_deb_blue_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion lifetime=3.0 explode_radius=1.0 // hit_points=5 blowup_end blowup_start force_name="support_obst_6a" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="strc_deb_blue_1" obj="strc_deb_blue_2" obj="strc_deb_blue_3" obj="strc_deb_blue_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion lifetime=3.0 explode_radius=1.0 // hit_points=5 blowup_end blowup_start force_name="support_obst_7a" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="strc_deb_red_1" obj="strc_deb_red_2" obj="strc_deb_red_3" obj="strc_deb_red_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion lifetime=3.0 explode_radius=1.0 // hit_points=5 blowup_end blowup_start force_name="support_obst_8a" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="strc_deb_blue_1" obj="strc_deb_blue_2" obj="strc_deb_blue_3" obj="strc_deb_blue_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion lifetime=3.0 explode_radius=1.0 // hit_points=5 blowup_end blowup_start force_name="support_obst_9a" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="strc_deb_red_1" obj="strc_deb_red_2" obj="strc_deb_red_3" obj="strc_deb_red_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion lifetime=3.0 explode_radius=1.0 // hit_points=5 blowup_end blowup_start force_name="support_obst_10a" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="strc_deb_red_1" obj="strc_deb_red_2" obj="strc_deb_red_3" obj="strc_deb_red_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion lifetime=3.0 explode_radius=1.0 // hit_points=5 blowup_end blowup_start force_name="support_obst_11a" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="strc_deb_blue_1" obj="strc_deb_blue_2" obj="strc_deb_blue_3" obj="strc_deb_blue_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion lifetime=3.0 explode_radius=1.0 // hit_points=5 blowup_end blowup_start force_name="support_obst_12a" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="strc_deb_red_1" obj="strc_deb_red_2" obj="strc_deb_red_3" obj="strc_deb_red_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion lifetime=3.0 explode_radius=1.0 // hit_points=5 blowup_end blowup_start force_name="support_obst_13a" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="strc_deb_blue_1" obj="strc_deb_blue_2" obj="strc_deb_blue_3" obj="strc_deb_blue_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion lifetime=3.0 explode_radius=1.0 // hit_points=5 blowup_end blowup_start force_name="support_obst_14a" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="strc_deb_red_1" obj="strc_deb_red_2" obj="strc_deb_red_3" obj="strc_deb_red_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 add_explosion lifetime=3.0 explode_radius=1.0 // hit_points=5 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 torpedo_machine obstacle_end /////////////////////////////turrets///////////////////////////////// turret_start base="turret_1" // base which should rot Y obj="turret_1a" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 hitpoints=5 fire_offset_x=-0.3 fire_offset_y=0 fire_offset_z=1.25 fire_offset2_x=0.3 fire_offset2_y=0 fire_offset2_z=1.25 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="turret_1" obj="turret_1a",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="turret_2" // base which should rot Y obj="turret_2a" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 hitpoints=5 fire_offset_x=-0.3 fire_offset_y=0 fire_offset_z=1.25 fire_offset2_x=0.3 fire_offset2_y=0 fire_offset2_z=1.25 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="turret_2" obj="turret_2a",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 turret_start base="turret_3" // base which should rot Y obj="turret_3a" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 hitpoints=5 fire_offset_x=-0.3 fire_offset_y=0 fire_offset_z=1.25 fire_offset2_x=0.3 fire_offset2_y=0 fire_offset2_z=1.25 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="turret_3" obj="turret_3a",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 turret_start base="turret_4" // base which should rot Y obj="turret_4a" // gun which should rot X name="name" x_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=8.0 //turn rate factor, the higher it is the faster the turn view_range=70 fire_range=50 fire_interval=1.0 hitpoints=5 fire_offset_x=-0.3 fire_offset_y=0 fire_offset_z=1.25 fire_offset2_x=0.3 fire_offset2_y=0 fire_offset2_z=1.25 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="turret_4" obj="turret_4a",off 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="gen_bit_on" torpedo_machine obstacle_end /////////////////////////// blowup_start force_name="spin_b4" deb_name="EXPLO_04" part_effect_name="mini_part_01" obj="spin_a4",off magnitude=8.0 add_within_bounds=0.5 player_speed=0.75 minikit blowup_end ////////////////////////////////////freeplay-1/////////////////////// obstacle_start obj="static_1 obj="tiepic_1 players_1_and_2_only range=20.0 obstacle_end obstacle_start // chain=15,1 obj="gate_1_a",no_collision obj="gate_1_b",no_collision obj="gate_open" players_1_and_2_only // door_close_delay=1.0 range=15.0 play_once tie_only obstacle_end //// //obstacle_start // chain=15,2,1 // obj="gate_2_a",no_collision // obj="gate_2_b",no_collision // obj="gate_close" // players_1_and_2_only // range_out=30.0 // play_once //obstacle_end ////////////////////////////// obstacle_start obj="targ1",trigger obj="targ2",trigger obj="targ3",trigger obj="mini_dummy" obstacle_end obstacle_start chain=33,1 obj="mini_dummy" obstacle_end obstacle_start chain=33,2 obj="spin_b3" obj="spin_a3" obstacle_end blowup_start force_name="spin_b3" deb_name="EXPLO_04" part_effect_name="mini_part_01" obj="spin_a3",off magnitude=8.0 add_within_bounds=0.5 player_speed=0.75 minikit blowup_end blowup_start force_name="targ1" deb_name="EXPLO_04" part_effect_name="mini_part_01" player_speed=0.75 blowup_end blowup_start force_name="targ2" deb_name="EXPLO_04" part_effect_name="mini_part_01" player_speed=0.75 blowup_end blowup_start force_name="targ3" deb_name="EXPLO_04" part_effect_name="mini_part_01" player_speed=0.75 blowup_end shadowtype=2