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 music="Act_DS2B_D" blobshadow_alpha=80 blobshadow_fadenear=60 blobshadow_fadefar=100 settings_start=1 farclip=200 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_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_5a" level="deathstar2battle_d" 1_way door_end door_start spline="door_5b" level="deathstar2battle_d" 1_way door_end door_start spline="door_6a" level="deathstar2battle_d" 1_way door_end door_start spline="door_6b" level="deathstar2battle_d" 1_way door_end door_start spline="door_7a" level="deathstar2battle_d" 1_way door_end door_start spline="door_7b" level="deathstar2battle_d" 1_way door_end //door_start // spline="door_8a" // level="deathstar2battle_d" // 1_way //door_end //door_start // spline="door_8b" // level="deathstar2battle_d" // 1_way //door_end door_start spline="door_complete" level="map" 1_way door_end ///////////////////////camera/////////////////////// sock_start=00 // cam_look_ratio_y=5.0 // cam_dist_ratio=0.3 cam_blend_time=1.0 campos_seek=15 // cam_pullback_ratio=0.1 // cam_lateral_ratio=0.1 cam_shake=0.5 sock_end sock_start=01 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 cam_shake=0.5 sock_end //sock_start=01 // 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 // cam_shake=0.5 //sock_end //////////////////////////////////////main reactor//////////////////////////// obstacle_start name="lec_1" obj="Lecnode_1" obj="node_door_a_1" obj="node_door_b_1" range=30 obstacle_end obstacle_start name="lec_2" obj="Lecnode_2" obj="node_door_a_2" obj="node_door_b_2" range=30 obstacle_end obstacle_start name="lec_3" obj="Lecnode_3" obj="node_door_a_3" obj="node_door_b_3" range=30 obstacle_end obstacle_start name="lec_4" obj="Lecnode_4" obj="node_door_a_4" obj="node_door_b_4" range=30 obstacle_end obstacle_start name="lec_5" obj="Lecnode_5" obj="node_door_a_5" obj="node_door_b_5" range=30 obstacle_end obstacle_start name="lec_6" obj="Lecnode_6" obj="node_door_a_6" obj="node_door_b_6" range=30 obstacle_end /////////////////////////////////main trigger to lower laser around main core///////////////////// obstacle_start obj="Lec_dummy_1",trigger obj="Lec_dummy_2",trigger obj="Lec_dummy_3",trigger obj="Lec_dummy_4",trigger obj="Lec_dummy_5",trigger obj="Lec_dummy_6",trigger obj="shield_dummy" obstacle_end /////////////////////////////////triggers for streams///////////////////// obstacle_start obj="Lec_dummy_1",trigger obj="stream_1" obstacle_end obstacle_start obj="Lec_dummy_2",trigger obj="stream_2" obstacle_end obstacle_start obj="Lec_dummy_3",trigger obj="stream_3" obstacle_end obstacle_start obj="Lec_dummy_4",trigger obj="stream_4" obstacle_end obstacle_start obj="Lec_dummy_5",trigger obj="stream_5" obstacle_end obstacle_start obj="Lec_dummy_6",trigger obj="stream_6" obstacle_end //////////////////////////////////////////////////////laser shield/////////////////////// obstacle_start chain=1,1 obj="shield_dummy" obstacle_end obstacle_start name="shield_reactor" chain=1,2 obj="shield_reactor" auto_start obstacle_end ///////////////////////////////////////dummy blowups for reactor//////////////////////////////////////// blowup_start force_name="Lec_dummy_1" obj="stream_1",off obj="Lecnode_1",off obj="node_door_a_1",off obj="node_door_b_1",off obj="node_door_c_1",on obj="node_door_d_1",on deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" /// obj="reactor_bit1" /// obj="reactor_bit1" /// obj="reactor_bit1" /// obj="reactor_bit1" part_effect_name="pipe_part_1" hit_points=5 blowup_end blowup_start force_name="Lec_dummy_2" obj="stream_2",off obj="Lecnode_2",off obj="node_door_a_2",off obj="node_door_b_2",off obj="node_door_c_2",on obj="node_door_d_2",on deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" /// obj="reactor_bit1" /// obj="reactor_bit1" /// obj="reactor_bit1" /// obj="reactor_bit1" part_effect_name="pipe_part_1" hit_points=5 blowup_end blowup_start force_name="Lec_dummy_3" obj="stream_3",off obj="Lecnode_3",off obj="node_door_a_3",off obj="node_door_b_3",off obj="node_door_c_3",on obj="node_door_d_3",on deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" /// obj="reactor_bit1" /// obj="reactor_bit1" /// obj="reactor_bit1" /// obj="reactor_bit1" part_effect_name="pipe_part_1" hit_points=5 blowup_end blowup_start force_name="Lec_dummy_4" obj="stream_4",off obj="Lecnode_4",off obj="node_door_a_4",off obj="node_door_b_4",off obj="node_door_c_4",on obj="node_door_d_4",on deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" /// obj="reactor_bit1" /// obj="reactor_bit1" /// obj="reactor_bit1" /// obj="reactor_bit1" part_effect_name="pipe_part_1" hit_points=5 blowup_end blowup_start force_name="Lec_dummy_5" obj="stream_5",off obj="Lecnode_5",off obj="node_door_a_5",off obj="node_door_b_5",off obj="node_door_c_5",on obj="node_door_d_5",on deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" /// obj="reactor_bit1" /// obj="reactor_bit1" /// obj="reactor_bit1" /// obj="reactor_bit1" part_effect_name="pipe_part_1" hit_points=5 blowup_end blowup_start force_name="Lec_dummy_6" obj="stream_6",off obj="Lecnode_6",off obj="node_door_a_6",off obj="node_door_b_6",off obj="node_door_c_6",on obj="node_door_d_6",on deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" /// obj="reactor_bit1" /// obj="reactor_bit1" /// obj="reactor_bit1" /// obj="reactor_bit1" magnitude=10.0 gravity=-5.0 part_effect_name="pipe_part_1" hit_points=5 blowup_end ///////////////////////////////////main blowup for reactor///////////////////////////////////////////////// blowup_start force_name="shield_inner" obj="spin_inner",off obj="spin_outer",off deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" obj="debris_door2",collide obj="debris_door1",collide obj="debris_door2",collide obj="debris_round",collide obj="debris_round",collide magnitude=5.0 player_speed=0.0 gravity=-2.0 lifetime=5.0 part_effect_name="pipe_part_1" hit_points=5 blowup_end ////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////misc blowups///////////////////////////////////////////////// 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 ////////////////////////////////////////// obstacle_start obj="static_1 obj="tiepic_1 players_1_and_2_only range=15.0 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=80.0 play_once obstacle_end //////////////////////////////////// blowup_start force_name="spin_b7" deb_name="EXPLO_04" part_effect_name="mini_part_01" obj="spin_a7",off magnitude=8.0 add_within_bounds=0.5 player_speed=0.75 minikit blowup_end ///////////////////////////////////// obstacle_start obj="targ1",trigger obj="targ2",trigger obj="door_dummy" obstacle_end obstacle_start chain=16,1 obj="door_dummy" obj="door_inst" obstacle_end obstacle_start chain=16,2 obj="door" obstacle_end blowup_start force_name="door" deb_name="EXPLO_04" part_effect_name="mini_part_01" obj="spin_a3",off obj="debris_door1" obj="debris_door2" obj="debris_door3" obj="debris_door4" obj="debris_door1" obj="debris_door2" obj="debris_door3" obj="debris_door4" magnitude=6.0 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 /////////////////////////////////// obstacle_start obj="shield_inner",trigger obj="reactor_dummy" obstacle_end obstacle_start chain=2,1 obj="reactor_dummy" obstacle_end obstacle_start chain=2,2 obj="reactor" obstacle_end blowup_start force_name="reactor" deb_name="reac_1" deb_name="reac_2" // deb_name="gun_explo_4" magnitude=5.0 add_within_bounds=1.0 gravity=-3.0 part_effect_name="pipe_part_1" rumble_full camshake_double blowup_end //////////////////////////////////////trigger for end anim////////////////////////////////////////////////////// obstacle_start obj="reactor",trigger obj="mainreactor" obstacle_end ///////////////////////////////////////////////// obstacle_start obj="reactor",trigger obj="reactor_dummy2" obj="explo_dummy" camera_spline="reactor_cam" cam_start_time=1.0 cam_end_time=10.0 cam_blend_in_time=0.0 cam_blend_out_time=1.0 obstacle_end shadowtype=2