music="Act_DS2B_EFG" 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=300 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 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_e_to_f" level="deathstar2battle_f" 1_way door_end door_start spline="door_f_to_e" level="deathstar2battle_e" 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 // cam_shake=1.0 //sock_end sock_start=00 name="corridor1" 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 set_misc_1 // trench controls cam_shake=1.0 sock_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_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_1" obj="debris_a_1" obj="debris_a_1" 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_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_1" obj="debris_a_1" obj="debris_a_1" 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_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_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_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_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_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 ///////////////////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_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=0.5 // 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_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=0.5 // 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_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=0.5 // 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=0.5 // 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_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=0.5 // 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_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=0.5 // 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=0.5 // 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=0.5 // 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_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=0.5 // 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=0.5 // 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_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=0.5 // 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_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=0.5 // 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_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=0.5 // 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=0.5 // hit_points=5 blowup_end /////////////blow-ups/////////////////////////// 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="pipe_bit_a_16" 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_17" 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_18" 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_19" 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_20" 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_21" 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_22" 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_23" 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_24" 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_25" 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_26" 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_27" 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_28" 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_29" 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_30" deb_name="gun_explo_1" deb_name="gun_explo_3" deb_name="gun_explo_4" part_effect_name="pipe_part_2" blowup_end //////////////////////pipes/////////////////////// blowup_start force_name="pipe_section_1" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="pipe_deb_1" obj="pipe_deb_2" obj="pipe_deb_3" obj="pipe_deb_4" obj="pipe_deb_1" obj="pipe_deb_2" obj="pipe_deb_3" obj="pipe_deb_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 // add_explosion lifetime=3.0 explode_radius=0.5 // hit_points=5 blowup_end blowup_start force_name="pipe_section_2" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="pipe_deb_1" obj="pipe_deb_2" obj="pipe_deb_3" obj="pipe_deb_4" obj="pipe_deb_1" obj="pipe_deb_2" obj="pipe_deb_3" obj="pipe_deb_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 // add_explosion lifetime=3.0 explode_radius=0.5 // hit_points=5 blowup_end blowup_start force_name="pipe_section_3" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="pipe_deb_1" obj="pipe_deb_2" obj="pipe_deb_3" obj="pipe_deb_4" obj="pipe_deb_1" obj="pipe_deb_2" obj="pipe_deb_3" obj="pipe_deb_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 // add_explosion lifetime=3.0 explode_radius=0.5 // hit_points=5 blowup_end blowup_start force_name="pipe_section_4" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="pipe_deb_1" obj="pipe_deb_2" obj="pipe_deb_3" obj="pipe_deb_4" obj="pipe_deb_1" obj="pipe_deb_2" obj="pipe_deb_3" obj="pipe_deb_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 // add_explosion lifetime=3.0 explode_radius=0.5 // hit_points=5 blowup_end blowup_start force_name="pipe_section_5" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="pipe_deb_1" obj="pipe_deb_2" obj="pipe_deb_3" obj="pipe_deb_4" obj="pipe_deb_1" obj="pipe_deb_2" obj="pipe_deb_3" obj="pipe_deb_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 // add_explosion lifetime=3.0 explode_radius=0.5 // hit_points=5 blowup_end blowup_start force_name="pipe_section_6" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="pipe_deb_1" obj="pipe_deb_2" obj="pipe_deb_3" obj="pipe_deb_4" obj="pipe_deb_1" obj="pipe_deb_2" obj="pipe_deb_3" obj="pipe_deb_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 // add_explosion lifetime=3.0 explode_radius=0.5 // hit_points=5 blowup_end blowup_start force_name="pipe_section_7" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="pipe_deb_1" obj="pipe_deb_2" obj="pipe_deb_3" obj="pipe_deb_4" obj="pipe_deb_1" obj="pipe_deb_2" obj="pipe_deb_3" obj="pipe_deb_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 // add_explosion lifetime=3.0 explode_radius=0.5 // hit_points=5 blowup_end blowup_start force_name="pipe_section_8" deb_name="bar_explo_1" deb_name="bar_explo_2" part_effect_name="gun_part_1" obj="pipe_deb_1" obj="pipe_deb_2" obj="pipe_deb_3" obj="pipe_deb_4" obj="pipe_deb_1" obj="pipe_deb_2" obj="pipe_deb_3" obj="pipe_deb_4" add_within_bounds=1.0 magnitude=5.0 gravity=0.0 // add_explosion lifetime=3.0 explode_radius=0.5 // 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 /////////////////////////door shut/////////////////////////////////// obstacle_start obj="dummy_time" auto_start anim_speed=0.065 //tweak this to change the timing of the doors obstacle_end obstacle_start obj="dummy_time",trigger obj="bigdoor_a_1" obj="bigdoor_a_2" obstacle_end /////////////////////////////// blowup_start force_name="spin_b8" deb_name="EXPLO_04" part_effect_name="mini_part_01" obj="spin_a8",off magnitude=8.0 add_within_bounds=0.5 player_speed=0.75 minikit blowup_end shadowtype=2