music="Act_DS2B_BC" 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 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_b_to_c" level="deathstar2battle_c" 1_way door_end door_start spline="door_c_to_b" level="deathstar2battle_b" 1_way door_end door_start spline="door_c_to_d" level="deathstar2battle_d" 1_way door_end door_start spline="door_d_to_c" level="deathstar2battle_c" 1_way door_end door_start spline="door_3a" level="deathstar2battle_c" 1_way door_end door_start spline="door_3b" level="deathstar2battle_c" 1_way door_end door_start spline="door_4a" level="deathstar2battle_c" 1_way door_end door_start spline="door_4b" level="deathstar2battle_c" 1_way door_end ///////////////////////camera/////////////////////// sock_start=00 cam_look_ratio_y=0.85 cam_look_ratio=1.0 cam_blend_time=1.0 campos_seek=15 set_misc_1 // trench controls // cam_pullback_ratio_xz=0.4 // cam_lateral_ratio=0.7 sock_end sock_start=01 cam_look_ratio_y=0.25 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=02 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=03 cam_look_ratio_y=0.65 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 ///////////////////////////////////////////////////////////////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 //////////////////////////////////////////////////gate 2 with turrets//////////////////////////////////////////// ////////gate turret a///////////////////////////// //////trigger activate turret///////// obstacle_start name="cannon_1" obj="cannon_1" obj="mini_door_a_1" obj="mini_door_a_2" // rXange=18 locked door_close_delay=1.0 obstacle_end //////////////////////////////// blowup_start force_name="cannon_dummy_1" obj="mini_door_a_1",off obj="mini_door_a_2",off obj="cannon_1",off obj="mini_door_stat_1",on deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" // obj="debris_a_1" // obj="debris_a_2" // obj="debris_a_3" // obj="debris_a_4" part_effect_name="pipe_part_1" // gravity=0.0 // magnitude=5.0 blowup_end ////////gate turret b///////////////////////////// //////trigger activate turret///////// obstacle_start name="cannon_2" obj="cannon_2" obj="mini_door_b_1" obj="mini_door_b_2" // rXange=18 locked door_close_delay=1.0 obstacle_end ///////////////////////// blowup_start force_name="cannon_dummy_2" obj="mini_door_b_1",off obj="mini_door_b_2",off obj="cannon_2",off obj="mini_door_stat_2",on deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" // obj="debris_a_1" // obj="debris_a_2" // obj="debris_a_3" // obj="debris_a_4" part_effect_name="pipe_part_1" // gravity=0.0 // magnitude=5.0 blowup_end //////////////main trigger///////////////////////// obstacle_start name="bigdoor_b" obj="cannon_dummy_1",trigger obj="cannon_dummy_2",trigger obj="bigdoor_b_1" obj="bigdoor_b_2" obstacle_end ///////////////////////////////////////////////////////////////small access/////////////////////////////////// obstacle_start obj="small_door_null" obj="gate_1_a",no_collision obj="gate_1_b",no_collision // obj="gate_open" players_1_and_2_only range=2.0 play_once obstacle_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 //////////////////////////////////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 obstacle_start obj="gen_bit_on" torpedo_machine obstacle_end //////////////////////////////////blowups///////////////////////////// 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_a_11" 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_12" 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_13" 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_14" 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_15" 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="spin_b5" deb_name="EXPLO_04" part_effect_name="mini_part_01" obj="spin_a5",off magnitude=8.0 add_within_bounds=0.5 player_speed=0.75 minikit blowup_end blowup_start force_name="spin_b6" deb_name="EXPLO_04" part_effect_name="mini_part_01" obj="spin_a6",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 //// shadowtype=2