plat_scan_dist=4 max_ter_groups=256 max_ter_platforms=256 settings_start=1 farclip=218 nearclip=0.021 fognear=1 fogfar=217 fogr=49 fogg=63 fogb=81 foga=0 hazer=0 hazeg=0 hazeb=0 hazea=0 backr=0 backg=0 backb=0 fogr_x=0 fogg_x=99 fogb_x=150 foga_x=0 hazer_x=0 hazeg_x=0 hazeb_x=0 hazea_x=0 backr_x=0 backg_x=0 backb_x=0 fogdensity=0.110 fognear_gc=1 fogfar_gc=23 fogr_gc=0 fogg_gc=71 fogb_gc=95 foga_gc=127 hazer_gc=0 hazeg_gc=39 hazeb_gc=63 settings_y=-1.9 settings_end ////////////////////socks/////////////////////// sock_start=01 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 cam_y_offset=0.8 //cam_pullback_ratio=1.0 sock_end sock_start=02 cam_blend_time=1.0 cam_look_ratio_y=0.9 campos_seek=5.0 camang_seek=5.0 cam_lateral_ratio=0 //cam_y_offset=0.6 //cam_pullback_ratio=1.0 sock_end sock_start=03 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 cam_y_offset=0.8 //cam_pullback_ratio=1.0 sock_end sock_start=04 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 //cam_y_offset=0.8 //cam_pullback_ratio=1.0 cam_lateral_ratio=0 sock_end sock_start=05 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 //cam_y_offset=0.8 //cam_pullback_ratio=1.0 cam_lateral_ratio=0 sock_end sock_start=06 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 //cam_y_offset=0.8 //cam_pullback_ratio=1.0 cam_lateral_ratio=0 sock_end sock_start=07 cam_blend_time=1.0 cam_look_ratio_y=0.8 campos_seek=5.0 camang_seek=5.0 //cam_lateral_ratio=0.4 //cam_y_offset=0.8 //cam_pullback_ratio=1.0 cam_lateral_ratio=0 sock_end //////////////////door splines////////////////// door_start spline="Emp_B_to_Emp_A" level="EmperorFight_A" door_end door_start spline="Emp_A_to_Emp_B" level="EmperorFight_B" door_end door_start spline="door_finish_out" level="EmperorFight_B" door_end /////////////////door obstacles///////////////// obstacle_start obj="door_1a" obj="door_1b" play_openclose range=1.5 obstacle_end //////freeplay side rooms >>>new to add to glyns file /////////////MAIN DOOR obstacle_start obj="Emp_door_A" obj="Emp_door_B" play_openclose range=1.5 obstacle_end //// spinner buildit //////////////////////////// buildit_start name="buildit1" pair="build_1_1","build_2_1" pair="build_1_2","build_2_2" pair="build_1_3","build_2_3" pair="build_1_4","build_2_4" pair="build_1_5","build_2_5" pair="build_1_6","build_2_6" pair="build_1_7","build_2_7" pair="build_1_8","build_2_8" pair="build_1_9","build_2_9" pair="build_1_10","build_2_10" pair="build_1_11","build_2_11" buildit_end obstacle_start chain=1,1 obj="chair_3" obj="chair_4" obstacle_end obstacle_start chain=1,2 buildit="buildit1" obstacle_end obstacle_start chain=1,3 obj="spin_disc" obj="spin_null" obstacle_end obstacle_start chain=1,4 obj="spin_disc1" obstacle_end equivalentobject_start obj="spin_disc" obj="spin_disc1" equivalentobject_end spinner_start spin_obj="spin_disc1" // do not animate the spin object!!! move_obj="push_box1" move_obj="push_null1" anim_speed=0.35 // scales object animation playback rate target_radius=90 // set if the auto-generated target point is unsatisfactory // target_yoffset= // set if the auto-generated target point is unsatisfactory spinner_angle=0 // set if axis-aligned orientation isn't ideal // reverse_spinner_rotation // flips the direction of the paddles if built the 'wrong' way round // reverse_anim_direction // flips the direction of object(s) anim playback // collide_radius= // set if the auto-generated radius is unsatisfactory push_only // paddles will not be targetted and shooting one will have no effect paddle_count=1 // 1...5 - change the number of paddles (1...5) for targetting // paddle_target_offset_angle=0 // degrees - used to correct the first paddle target position spinner_end ////// push block buildit ////////////////////// //////////// zipup to Lever ////////////////////// obstacle_start chain=3,1 obj="skinny_blow" obj="rotund_blow" obj="rotund_blow1" obstacle_end obstacle_start chain=3,2 obj="zipup_targeta" obj="zipup_hooka" auto_start obstacle_end obstacle_start chain=3,3 obj="zipup_target" obj="zipup_hook" obj="zipup_1" obstacle_end zipup_start spline="zipup_1" trigger_chain=3,3 zipup_end /////// Lever obstacle_start name="lever01" lock_spline="lever_lineup" locked pull_lever obj="lever",lever obj="lever_off" obj="lever_on" door_close_delay=1.0 reset_anims camera_spline="lever_lego" cam_start_time=0 cam_end_time=4.5 cam_blend_in_time=0 cam_blend_out_time=0.5 obstacle_end obstacle_start name="lever_prod" obj="lever_off",trigger obj="anim_1" obj="anim_2" obj="anim_3" obj="anim_4" obj="anim_5" obj="anim_6" obj="anim_7" obj="anim_8" obj="anim_9" obj="anim_10" obj="anim_11" obj="anim_12" obj="anim_13" obj="anim_14" obj="anim_15" obj="anim_16" obj="anim_17" obj="anim_18" obj="anim_19" obj="anim_20" obj="anim_21" obj="anim_22" obj="anim_23" obj="anim_24" obj="anim_25" obj="anim_26" obstacle_end buildit_start name="buildit2" pair="build_it_2_1_1","build_it_2_2_1" pair="build_it_2_1_2","build_it_2_2_2" pair="build_it_2_1_3","build_it_2_2_3" pair="build_it_2_1_4","build_it_2_2_4" pair="build_it_2_1_5","build_it_2_2_5" pair="build_it_2_1_6","build_it_2_2_6" pair="build_it_2_1_7","build_it_2_2_7" pair="build_it_2_1_8","build_it_2_2_8" pair="build_it_2_1_9","build_it_2_2_9" pair="build_it_2_1_10","build_it_2_2_10" pair="build_it_2_1_11","build_it_2_2_11" pair="build_it_2_1_12","build_it_2_2_12" pair="build_it_2_1_13","build_it_2_2_13" pair="build_it_2_1_14","build_it_2_2_14" pair="build_it_2_1_15","build_it_2_2_15" pair="build_it_2_1_16","build_it_2_2_16" pair="build_it_2_1_17","build_it_2_2_17" pair="build_it_2_1_18","build_it_2_2_18" pair="build_it_2_1_19","build_it_2_2_19" pair="build_it_2_1_20","build_it_2_2_20" pair="build_it_2_1_21","build_it_2_2_21" pair="build_it_2_1_22","build_it_2_2_22" pair="build_it_2_1_23","build_it_2_2_23" pair="build_it_2_1_24","build_it_2_2_24" pair="build_it_2_1_25","build_it_2_2_25" pair="build_it_2_1_26","build_it_2_2_26" buildit_end obstacle_start name="push1_a" chain=2,1 obj="anim_1" obj="anim_2" obj="anim_3" obj="anim_4" obj="anim_5" obj="anim_6" obj="anim_7" obj="anim_8" obj="anim_9" obj="anim_10" obj="anim_11" obj="anim_12" obj="anim_13" obj="anim_14" obj="anim_15" obj="anim_16" obj="anim_17" obj="anim_18" obj="anim_19" obj="anim_20" obj="anim_21" obj="anim_22" obj="anim_23" obj="anim_24" obj="anim_25" obj="anim_26" obstacle_end obstacle_start name="push1_b" chain=2,2 buildit="buildit2" obstacle_end obstacle_start name="push1_c" chain=2,3 obj="push_box" push="push_box",1 obstacle_end obstacle_start name="push1_d" chain=2,4 obj="push_box1" obj="push_null1" obstacle_end obstacle_start name="push1_e" chain=2,5 obj="push_box2" push="push_box2",1 obj="push_null2" obstacle_end obstacle_start name="push1_f" chain=2,6 obj="push_box2a" push="push_box2a",1 obstacle_end obstacle_start name="push1_g" chain=2,7 obj="push_box3" obstacle_end obstacle_start obj="push_null1",trigger obj="spin_null" obstacle_end obstacle_start obj="push_box3",trigger obj="platform_null" obstacle_end obstacle_start name="plat" chain=4,1 obj="platform" obj="platform_null" obstacle_end obstacle_start name="plat1" chain=4,2,2 obj="platform1" obstacle_end obstacle_start obj="platform1" range=1.2 obstacle_end equivalentobject_start obj="push_box1" obj="push_box2" obj="push_box2a" equivalentobject_end ////// Blow up Chairs /////////////////////////// blowup_start set_type="console_ty" force_name="chair_1" deb_name="barrel_pop_1" deb_name="barrel_pop_2" deb_name="barrel_pop_4" part_effect_name="console_p1" blowup_end blowup_start use_type="console_ty" force_name="chair_2" blowup_end blowup_start use_type="console_ty" force_name="chair_3" blowup_end blowup_start use_type="console_ty" force_name="chair_4" blowup_end blowup_start use_type="console_ty" force_name="chair_6" blowup_end blowup_start use_type="console_ty" force_name="rotund_blow" blowup_end blowup_start use_type="console_ty" force_name="rotund_blow1" blowup_end blowup_start use_type="console_ty" force_name="rotund_blow2" blowup_end blowup_start use_type="console_ty" force_name="rotund_blow3" blowup_end blowup_start use_type="console_ty" force_name="rotund_blow4" blowup_end blowup_start use_type="console_ty" force_name="rotund_blow5" blowup_end ///////blowup blowup_start use_type="console_ty" force_name="skinny_blow" blowup_end blowup_start force_name="fan_4" deb_name="barrel_pop_1" deb_name="barrel_pop_2" deb_name="barrel_pop_4" part_effect_name="console_p1" obj="fan_4a",off obj="fan_4b",off obj="fan_4c",off blowup_end ///////////////////////////// small access //////////////////////////////////////////////////////////////////// teleport_start spline="teleport_01" duration=3.0 range=1.0 flap1="flap_01" flap2="flap_02" // type=crawl teleport_end teleport_start spline="teleport_02" duration=3.0 range=1.0 flap1="flap_03" flap2="flap_04" // type=crawl teleport_end //////////////////////////// /////// Lever obstacle_start name="lever02" lock_spline="lever_f_lineup" locked pull_lever obj="lever_force",lever obj="lever_f_off" obj="lever_f_on" door_close_delay=1.0 reset_anims camera_spline="cam_mini" cam_start_time=1 cam_end_time=4.5 cam_blend_in_time=0 cam_blend_out_time=0.5 obstacle_end obstacle_start name="lever_forceF" obj="lever_f_off",trigger obj="forcefield" obstacle_end ///////////c3po build_it//////////////////// buildit_start name="build_switch1" pair="c3p0_a_start","c3p0_a_end" pair="c3p0_b_start","c3p0_b_end" pair="c3p0_c_start","c3p0_c_end" pair="c3p0_d_start","c3p0_d_end" coin_value=0 hop_mul=1.0 buildit_end obstacle_start name="C3PO_pan" obj="c3p0_static" obj="c3p0_pic" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" play_openclose obstacle_end obstacle_start chain=5,1 obj="rotund_blow5" obj="rotund_blow4" obstacle_end obstacle_start chain=5,2 buildit="build_switch1" obstacle_end obstacle_start chain=5,3 obj="c3po_light_off" obj="c3po_light_on" obj="c3p0_pic" obj="c3p0_static" obj="c3p0_panel" obj="c3p0_mount" obstacle_end obstacle_start name="C3PO_switch" lock_spline="c3p0_lineup" protocol_droid locked obj="c3po_light_off",no_collision obj="c3po_light_on",no_collision obj="lever_plat" // obj="control_null" sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" chain_interface=5,3 // reset_anims camera_spline="cam_platform" cam_start_time=0.5 cam_end_time=2.5 cam_blend_in_time=0 cam_blend_out_time=0.5 obstacle_end //obstacle_start // obj="control_null",trigger // obj="lever_plat" //128 // reset_anims //obstacle_end //obstacle_start // chain=6,1 // obj="lever_plat" //128 // anim_speed=0.5 //obstacle_end //obstacle_start // chain=6,2 // obj="lever_plat1" // anim_speed=0.1 // auto_start //obstacle_end //obstacle_start // chain=6,3,1 // obj="lever_plat2" //obstacle_end /////// Lever platform obstacle_start name="lever03" lock_spline="lever03_lineup" locked pull_lever obj="lever03",lever obj="lever03_off" obj="lever03_on" door_close_delay=1.0 reset_anims camera_spline="cam_mini1" cam_start_time=1 cam_end_time=4.5 cam_blend_in_time=0 cam_blend_out_time=0.5 obstacle_end obstacle_start name="lever03_res" obj="lever03_off",trigger obj="forcefield1" obstacle_end ///////////////////////////////////////// blowup_start force_name="fan_house_03" deb_name="barrel_pop_1" deb_name="barrel_pop_2" deb_name="barrel_pop_4" part_effect_name="console_p1" obj="fan_03",off blowup_end ////////////// mini kit blowup_start force_name="fan_house_04" deb_name="barrel_pop_1" deb_name="barrel_pop_2" deb_name="barrel_pop_4" part_effect_name="console_p1" obj="fan_04",off obj="deton_1x1" obj="deton_1x1" obj="deton_1x1" obj="deton_1x2" obj="deton_1x2" obj="deton_1x2" blowup_end ///////////////////////////////////////////// blowup_start force_name="grate_04" deb_name="barrel_pop_1" deb_name="barrel_pop_2" deb_name="barrel_pop_4" part_effect_name="console_p1" obj="deton_1x1" obj="deton_1x1" obj="deton_1x1" obj="deton_1x2" obj="deton_1x2" obj="deton_1x2" blowup_end blowup_start force_name="grate_02" deb_name="barrel_pop_1" deb_name="barrel_pop_2" deb_name="barrel_pop_4" part_effect_name="console_p1" obj="deton_1x1" obj="deton_1x1" obj="deton_1x1" obj="deton_1x2" obj="deton_1x2" obj="deton_1x2" blowup_end blowup_start force_name="grate_01" deb_name="barrel_pop_1" deb_name="barrel_pop_2" deb_name="barrel_pop_4" part_effect_name="console_p1" obj="deton_1x1" obj="deton_1x1" obj="deton_1x1" obj="deton_1x2" obj="deton_1x2" obj="deton_1x2" blowup_end ////////////////////////////////////////////////