music="Qui_Jabbas_A" characters_start character="chewbacca",player character="princessleia",player character="c3po",player characters_end settings_start=1 farclip_ps2=218 nearclip_ps2=0.02 farclip_psp=218 nearclip_psp=0.1 farclip_360=218 nearclip_360=0.02 farclip_gc=218 nearclip_gc=0.02 farclip_pc=218 nearclip_pc=0.02 backr=0 backg=0 backb=0 settings_end cutscenes_start cutscene="episodevi\jabbaspalace_midtro1" cutscenes_end ////////////////ripple rippleeffects_start texture_name="ripple" effect_type="WATEREFFECT" start_colour_r=20 start_colour_g=20 start_colour_b=20 start_colour_a=255 end_colour_r=20 end_colour_g=20 end_colour_b=20 end_colour_a=0 life=0.8 start_radius=0.0 end_radius=1.0 rippleeffects_end /////////////// cameras //////////////////////////////////// sock_start=00 campos_seek=5 cam_blend_time=1.0 // cam_x_offset=-2.0 cam_dist_to_target=3 cam_look_ratio_y=.85 cam_pullback_ratio_xz=0.2 sock_end sock_start=01 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.5 sock_end sock_start=02 campos_seek=5 cam_blend_time=1.0 // cam_look_ratio_y=.35 // cam_pullback_ratio=0.3 sock_end sock_start=03 campos_seek=5 cam_blend_time=1.0 // cam_look_ratio_y=.5 sock_end sock_start=09 campos_seek=5 cam_blend_time=1.0 // cam_look_ratio_y=.5 sock_end sock_start=12 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=0.9 sock_end sock_start=13 campos_seek=5 cam_blend_time=1.0 // cam_look_ratio_y=.5 sock_end sock_start=14 campos_seek=5 cam_blend_time=1.0 // cam_look_ratio_y=.5 sock_end ////////////////// splines ///////////////////////////////// stairs_chamber door_start spline="stairs_chamber" level="JabbasPalace_A" door_end door_start spline="JabbaA_JabbaB" level="JabbasPalace_B" door_end door_start spline="JabbaB_JabbaA" level="JabbasPalace_A" door_end door_start spline="JabbaA_JabbaC" level="JabbasPalace_C" door_end door_start spline="JabbaC_JabbaA" level="JabbasPalace_A" door_end door_start spline="JabbaA_JabbaB1" level="JabbasPalace_B" door_end door_start spline="JabbaB_JabbaA1" level="JabbasPalace_A" door_end door_start spline="ent_maindoor" level="JabbasPalace_A" door_end ////////////////////// corridor //////////////////////////////// obstacle_start obj="bounty_static" obj="bounty_pic" range=1.2 obstacle_end obstacle_start lock_spline="bounty_lineup" bountyhunter locked obj="bounty_gate" check_ground range=1.0 obstacle_end turret_start obj="door_1_cam_1" name="door_1_cam" x_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=0 fire_interval=10 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 range_x_rot=80 range_y_rot=75 follow_player turret_end ////////////////////// exit door //////////////////////////////// /////////////////////Build it Bounty Door///////////////////////////////////////// buildit_start name="buildit3" pair="buildit_3_1_1","buildit_3_2_1" pair="buildit_3_1_2","buildit_3_2_2" pair="buildit_3_1_3","buildit_3_2_3" pair="buildit_3_1_4","buildit_3_2_4" pair="buildit_3_1_5","buildit_3_2_5" pair="buildit_3_1_6","buildit_3_2_6" pair="buildit_3_1_7","buildit_3_2_7" pair="buildit_3_1_8","buildit_3_2_8" buildit_end obstacle_start chain=7,1 buildit="buildit3" obstacle_end obstacle_start chain=7,2 obj="mount",no_collision obj="mount3",no_collision obj="mount4",no_collision obj="mount5",no_collision obj="mount6",no_collision obj="red",no_collision obj="disc",no_collision obj="bounty_static3" obj="bounty_pic3" obj="bounty_lineup3" obj="red_light_on3",no_collision obj="green_light_on3",no_collision // range=1.2 obstacle_end obstacle_start obj="bounty_static3" obj="bounty_pic3" range=1.2 obstacle_end obstacle_start lock_spline="bounty_lineup3" bountyhunter locked obj="Door_3A" obj="Door_3B" check_ground range=1.0 sfx_open="DPanelAct" chain_interface=7,2 play_once obstacle_end turret_start obj="door_1_cam_2" name="door_1_cam" x_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=0 fire_interval=10 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 range_x_rot=80 range_y_rot=75 follow_player turret_end ////////////////////// R2D2 Door//////////////////////////////// obstacle_start obj="r2_static" obj="r2_pic" range=1.2 obstacle_end obstacle_start lock_spline="r2_door_line" astromech_droid locked obj="red_on" obj="green_on" check_ground range=1.0 obstacle_end obstacle_start obj="green_on",trigger obj="Door_5A" obj="Door_5B" obstacle_end ////////////////////// C3PO door //////////////////////////// obstacle_start obj="c3po_static1" obj="c3po_pic1" range=1.2 obstacle_end obstacle_start lock_spline="c3po_door_lineup1" protocol_droid locked obj="Door_4A" obj="Door_4B" check_ground range=1.0 obstacle_end obstacle_start obj="c3po_static2" obj="cp3o_pic2" range=.8 obstacle_end obstacle_start lock_spline="c3po_door_lineup2" protocol_droid locked obj="Door_6A" obj="Door_6B" check_ground range=1.0 obstacle_end //////////////////// r2d2 door //////////////////// obstacle_start obj="r2d2_static" obj="r2d2_pic" range=.8 obstacle_end obstacle_start lock_spline="r2d2_door_lineup" astromech_droid locked obj="Door_7A" obj="Door_7B" check_ground range=2.0 obstacle_end ////////////////////// regular doors //////////////////////////// obstacle_start name="Door1" obj="Door_1A" obj="Door_1B" check_ground range=1.0 play_once obstacle_end obstacle_start name="Door2" obj="Door_2A" obj="Door_2B" check_ground range=1.0 play_once obstacle_end obstacle_start name="Door_4_1" obj="Door_4A1" obj="Door_4B1" players_1_and_2_only check_ground range=2.0 play_once obstacle_end obstacle_start name="Door9" obj="Door_9A" obj="Door_9B" check_ground range=2.0 play_once obstacle_end obstacle_start name="Door11" obj="Door_11A" obj="Door_11B" check_ground range=1.0 play_once obstacle_end obstacle_start name="rancor_door" obj="rancor_door_A" obj="rancor_door_B" check_ground range=0.5 play_once obstacle_end ////////////// blow up objects //////////////////////////// blowup_start force_name="entrance" deb_name="EXPLO_03" obj="brown_brick_1x1" obj="brown_brick_1x1" obj="rust_brick_2x1" obj="rust_brick_2x1" obj="sand_brick_1x1" obj="sand_brick_1x1" obj="sand_brick_2x1" obj="sand_brick_2x1" obj="grey_brick_1x1" obj="grey_flat_2x1" obj="sand_flat_1x1" obj="white_brick_2x1" obj="white_flat_2x1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" hit_points=1 blowup_end blowup_start force_name="entrance2" deb_name="EXPLO_03" obj="brown_brick_1x1" obj="brown_brick_1x1" obj="rust_brick_2x1" obj="rust_brick_2x1" obj="sand_brick_1x1" obj="sand_brick_1x1" obj="sand_brick_2x1" obj="sand_brick_2x1" obj="grey_brick_1x1" obj="grey_flat_2x1" obj="sand_flat_1x1" obj="white_brick_2x1" obj="white_flat_2x1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" hit_points=0 blowup_end blowup_start force_name="entrance4" deb_name="EXPLO_03" obj="brown_brick_1x1" obj="brown_brick_1x1" obj="rust_brick_2x1" obj="rust_brick_2x1" obj="sand_brick_1x1" obj="sand_brick_1x1" obj="sand_brick_2x1" obj="sand_brick_2x1" obj="grey_brick_1x1" obj="grey_flat_2x1" obj="sand_flat_1x1" obj="white_brick_2x1" obj="white_flat_2x1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" hit_points=1 blowup_end ///////////////// zip up freeplay entrance ////////////////// blowup_start force_name="entrance1" deb_name="EXPLO_03" obj="brown_brick_1x1" obj="brown_brick_1x1" obj="rust_brick_2x1" obj="rust_brick_2x1" obj="sand_brick_1x1" obj="sand_brick_1x1" obj="sand_brick_2x1" obj="sand_brick_2x1" obj="grey_brick_1x1" obj="grey_flat_2x1" obj="sand_flat_1x1" obj="white_brick_2x1" obj="white_flat_2x1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" hit_points=0 blowup_end obstacle_start chain=1,1 obj="entrance1" obstacle_end obstacle_start chain=1,2 obj="zipup_target2a" obj="zipup_hook2a" auto_start obstacle_end obstacle_start chain=1,3 obj="zipup_target2" obj="zipup_hook2" obj="zipup_2" obstacle_end zipup_start spline="zipup_2" trigger_chain=1,3 zipup_end ////////////////////Zipup Entrance area 2 ///////////////// blowup_start force_name="entrance6" deb_name="EXPLO_03" obj="brown_brick_1x1" obj="brown_brick_1x1" obj="rust_brick_2x1" obj="rust_brick_2x1" obj="sand_brick_1x1" obj="sand_brick_1x1" obj="sand_brick_2x1" obj="sand_brick_2x1" obj="grey_brick_1x1" obj="grey_flat_2x1" obj="sand_flat_1x1" obj="white_brick_2x1" obj="white_flat_2x1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" hit_points=0 blowup_end obstacle_start chain=2,1 obj="entrance6" obstacle_end obstacle_start chain=2,2 obj="zipup_target6a" obj="zipup_hook6a" auto_start obstacle_end obstacle_start chain=2,3 obj="zipup_target6" obj="zipup_hook6" obj="zipup_6" obstacle_end zipup_start spline="zipup_6" trigger_chain=2,3 zipup_end ////////////////////////Buildit objects///////////////////////////////////// buildit_start name="buildit1" pair="build_it_1_1_1","build_it_1_2_1" pair="build_it_1_1_2","build_it_1_2_2" pair="build_it_1_1_3","build_it_1_2_3" pair="build_it_1_1_4","build_it_1_2_4" pair="build_it_1_1_5","build_it_1_2_5" pair="build_it_1_1_6","build_it_1_2_6" pair="build_it_1_1_7","build_it_1_2_7" pair="build_it_1_1_8","build_it_1_2_8" pair="build_it_1_1_9","build_it_1_2_9" pair="build_it_1_1_10","build_it_1_2_10" pair="build_it_1_1_11","build_it_1_2_11" pair="build_it_1_1_12","build_it_1_2_12" pair="build_it_1_1_13","build_it_1_2_13" buildit_end obstacle_start chain=4,1 buildit="buildit1" obstacle_end obstacle_start chain=4,2 obj="platform" obstacle_end //////////////////////Zip Up/////////////////////////////////// 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 chain=5,1 buildit="buildit2" obstacle_end obstacle_start name="zipup_box_push" chain=5,2 obj="zipup_box" push="zipup_box",1 obstacle_end obstacle_start chain=5,3 obj="zipup_box1" obstacle_end ///////////////////////////////////////////////// obstacle_start name="pad_4" obj="pad_4a" obj="pad_4b" obj="zipup_target",no_collision players_1_and_2_only range=0.2 check_ground sfx_open="SwPPad" obstacle_end zipup_start spline="zipup_1" trigger_objanim="pad_4a" zipup_end //obstacle_start // name="zipup_trigger" // obj="pad_4a",trigger // obj="zipup_target",no_collision // sfx_open="SwPPad" //obstacle_end ///////////////////// Dark Force Grill ////////////////////// //obstacle_start // name="grill" // chain=11,1 // obj="grill_01",no_collision // obj="grill_02",no_collision // obj="grill_03",no_collision // obj="grill_04",no_collision //obstacle_end //obstacle_start // chain=11,2 // obj="grill_01a" // obj="grill_02a" // obj="grill_03a" // obj="grill_04a" // range=1.2 //obstacle_end blowup_start set_type="explo_grill" force_name="grill_01" deb_name="EXPLO_03" obj="dgrey_brick_1x1" obj="dgrey_brick_1x1" obj="dgrey_brick_2x1" obj="dgrey_brick_2x1" obj="grey_brick_1x1" obj="grey_brick_1x1" obj="grey_brick_2x1" obj="grey_flat_2x1" obj="dgrey_flat_2x1" obj="grey_flat_2x1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" hit_points=0 blowup_end blowup_start use_type="explo_grill" force_name="grill_02" blowup_end blowup_start use_type="explo_grill" force_name="grill_03" blowup_end blowup_start use_type="explo_grill" force_name="grill_04" blowup_end ////////////////////////////////////////////////////////////// ////////////hooks//////// zipup_start spline="zipup_3" zipup_end ////////////////////////////// obstacle_start name="zipup_front" chain=9,1 obj="hook_ledge" obj="hook_ledge1" obj="hook_ledge2" obj="hook_ledge3" obj="hook_ledge4" obj="hook_ledge5" obj="hook_ledge6" obj="hook_ledge7" obj="hook_ledge8" obj="hook_ledge9" obj="hook_ledge10" obj="hook_ledge11" obstacle_end //obstacle_start // name="zipup_front" // chain=9,2 // obj="hook_ledge_2" // obj="hook_ledge1_2" // obj="hook_ledge2_2" // obj="hook_ledge3_2" // obj="hook_ledge4_2" // obj="hook_ledge5_2" // obj="hook_ledge6_2" // obj="hook_ledge7_2" // obj="hook_ledge8_2" // obj="hook_ledge9_2" // obj="hook_ledge10_2" // obj="hook_ledge11_2" //obstacle_end obstacle_start // chain=9,3 obj="hook_ledge11",trigger obj="zipup_hook4" obj="zipup_target4" obstacle_end zipup_start spline="zipup_4" trigger_objanim="zipup_target4" swing zipup_end /////////// levers side panel ///////////// obstacle_start lock_spline="bounty_lineup2" bountyhunter locked obj="Door_12A" obj="Door_12B" check_ground range=2.0 obstacle_end /////////////////Blow Up Torches/////////////////// blowup_start force_name="Torch3" effect_off="torch_1_3" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch3_light",off blowup_end blowup_start force_name="Torch4" effect_off="torch_1_4" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch4_light",off blowup_end blowup_start force_name="Torch5" effect_off="torch_1_5" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch5_light",off blowup_end blowup_start force_name="Torch6" effect_off="torch_1_6" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch6_light",off blowup_end blowup_start force_name="Torch7" effect_off="torch_1_7" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch7_light",off blowup_end blowup_start force_name="Torch8" effect_off="torch_1_8" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch8_light",off blowup_end blowup_start force_name="Torch9" effect_off="torch_1_9" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch9_light",off blowup_end blowup_start force_name="Torch10" effect_off="torch_1_10" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch10_light",off blowup_end blowup_start force_name="Torch11" effect_off="torch_1_11" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch11_light",off blowup_end blowup_start force_name="Torch12" effect_off="torch_1_12" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch12_light",off blowup_end blowup_start force_name="Torch13" effect_off="torch_1_13" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch13_light",off blowup_end blowup_start force_name="Torch14" effect_off="torch_1_14" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch14_light",off blowup_end blowup_start force_name="Torch15" effect_off="torch_1_15" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch15_light",off blowup_end blowup_start force_name="Torch16" effect_off="torch_1_16" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch16_light",off blowup_end blowup_start force_name="Torch18" effect_off="torch_1_18" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch18_light",off blowup_end blowup_start force_name="Torch19" effect_off="torch_1_19" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch19_light",off blowup_end blowup_start force_name="Torch20" effect_off="torch_1_20" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch20_light",off blowup_end blowup_start force_name="Torch21" effect_off="torch_1_21" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch21_light",off blowup_end blowup_start force_name="Torch22" effect_off="torch_1_22" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch22_light",off blowup_end //////////////////lever Gamorian Tubes//////////////////////////// //Gamorean Guard Tunnel 01 ///// obstacle_start name="lid_cover_01" obj="lever1_off",trigger obj="lid_cover1" obstacle_end obstacle_start name="lid_lever_01" lock_spline="lid_lineup1" locked pull_lever obj="lid_lever1",lever obj="lever1_off" obj="lever1_on" door_close_delay=1.0 reset_anims obstacle_end //Gamorean Guard Tunnel 02 ///// obstacle_start name="lid_cover_02" obj="lever2_off",trigger obj="lid_cover2" obstacle_end obstacle_start name="lid_lever_02" lock_spline="lid_lineup2" locked pull_lever obj="lid_lever2",lever obj="lever2_off" obj="lever2_on" door_close_delay=1.0 reset_anims obstacle_end //Gamorean Guard Tunnel 03 ///// obstacle_start name="lid_cover_03" obj="lever3_off",trigger obj="lid_cover3" obstacle_end obstacle_start name="lid_lever_03" lock_spline="lid_lineup3" locked pull_lever obj="lid_lever3",lever obj="lever3_off" obj="lever3_on" door_close_delay=1.0 reset_anims obstacle_end //Gamorean Guard Tunnel 04 ///// obstacle_start name="lid_cover_04" obj="lever4_off",trigger obj="lid_cover4" obstacle_end obstacle_start name="lid_lever_04" lock_spline="lid_lineup4" locked pull_lever obj="lid_lever4",lever obj="lever4_off" obj="lever4_on" door_close_delay=1.0 reset_anims obstacle_end //Gamorean Guard Tunnel 05 ///// obstacle_start name="lid_cover_05" obj="lever5_off",trigger obj="lid_cover5" obstacle_end obstacle_start name="lid_lever_05" lock_spline="lid_lineup5" locked pull_lever obj="lid_lever5",lever obj="lever5_off" obj="lever5_on" door_close_delay=1.0 reset_anims obstacle_end ///////////////// Helmet Machine ///////////////////////////////////// obstacle_start bounty_machine locked lock_spline="bounty_machine_lineup1" obj="bounty_machine_out1",no_collision //draws the helmet relative to this object (first object in the list) obj="bounty_machine_lever1",lever obj="bounty_machine_up1",no_collision obj="bounty_machine_scale1",no_collision obj="bounty_machine_off1",no_collision obj="bounty_machine_on1",no_collision obj="bounty_machine_lever1",no_collision reset_anims sfx_open="SwLever" obstacle_end ////////////////////////////////////////////////////////// eye door ///////////////////////// ///////////////////////////////////// eye 01 ///////////////////////// obstacle_start name="panel_1" obj="panelA_1" obj="panelB_1" range=0.8 play_once sfx_open="SwPPad" obstacle_end obstacle_start name="panel_trigger1" obj="panelA_1",trigger obj="eye_socket_01",no_collision sfx_open="SwPPad" obstacle_end turret_start obj="door_1_cam_3" name="door_1_cam" x_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn view_range=100 // fire_range=0 // fire_interval=10 hitpoints=4 // 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 // range_x_rot=80 // range_y_rot=75 follow_player turret_end ////////////////// obstacle_start chain=12,1 obj="eye_socket_01",no_collision obstacle_end obstacle_start chain=12,2 obj="eye_socket1" obj="eye_move" obj="door_1_cam_3" obstacle_end //// ////////// Jim ////////////////// blowup_start force_name="door_1_cam_3" obj="eye_socket1",off obj="eye_move",off obj="panelA_1",off obj="panelB_1",off deb_name="EXPLO_03" deb_name="torch_pop_2" deb_name="cam_1" part_effect_name="cam_part" sfx="Explode1" blowup_end ///////////////////////////eye 02/////////////////////////////////// obstacle_start name="panel_2" obj="panelA_2" obj="panelB_2" range=0.6 play_once sfx_open="SwPPad" obstacle_end obstacle_start name="panel_trigger2" obj="panelA_2",trigger obj="eye_socket_02",no_collision sfx_open="SwPPad" obstacle_end turret_start obj="door_1_cam_4" name="door_1_cam" x_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn view_range=100 // fire_range=0 // fire_interval=10 hitpoints=4 // 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 // range_x_rot=80 // range_y_rot=75 follow_player turret_end obstacle_start chain=13,1 obj="eye_socket_02",no_collision obstacle_end obstacle_start chain=13,2 obj="eye_socket2" obj="eye_move2" obj="door_1_cam_4" obstacle_end //////// Jim //////////////// blowup_start force_name="door_1_cam_4" obj="eye_socket2",off obj="eye_move2",off obj="panelA_2",off obj="panelB_2",off deb_name="EXPLO_03" deb_name="torch_pop_2" deb_name="cam_1" part_effect_name="cam_part" sfx="Explode1" blowup_end ////////////////////////////////eye 03////////////////////////////////// obstacle_start name="panel_3" obj="panelA_3" obj="panelB_3" range=0.8 play_once sfx_open="SwPPad" obstacle_end obstacle_start name="panel_trigger3" obj="panelA_3",trigger obj="eye_socket_03",no_collision sfx_open="SwPPad" obstacle_end turret_start obj="door_1_cam_5" name="door_1_cam" x_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn view_range=100 // fire_range=0 // fire_interval=10 hitpoints=4 // 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 // range_x_rot=80 // range_y_rot=75 follow_player turret_end obstacle_start chain=14,1 obj="eye_socket_03",no_collision obstacle_end obstacle_start chain=14,2 obj="eye_socket3" obj="eye_move3" obj="door_1_cam_5" obstacle_end ////////////////////// /////////Jim ////////// blowup_start force_name="door_1_cam_5" obj="eye_socket3",off obj="eye_move3",off obj="panelA_3",off obj="panelB_3",off deb_name="EXPLO_03" deb_name="cam_1" deb_name="torch_pop_2" part_effect_name="cam_part" sfx="Explode1" blowup_end //////////////////////trigger the door opening/////////////////////////////// obstacle_start name="bigdoor" obj="door_1_cam_3",trigger obj="door_1_cam_4",trigger obj="door_1_cam_5",trigger obj="main_door2",no_collision obstacle_end //////////////// buildit_start name="buildit4" pair="build_it_4_1_1","build_it_4_2_1" pair="build_it_4_1_2","build_it_4_2_2" pair="build_it_4_1_3","build_it_4_2_3" pair="build_it_4_1_4","build_it_4_2_4" pair="build_it_4_1_5","build_it_4_2_5" pair="build_it_4_1_6","build_it_4_2_6" pair="build_it_4_1_7","build_it_4_2_7" pair="build_it_4_1_8","build_it_4_2_8" pair="build_it_4_1_9","build_it_4_2_9" pair="build_it_4_1_10","build_it_4_2_10" pair="build_it_4_1_11","build_it_4_2_11" pair="build_it_4_1_12","build_it_4_2_12" pair="build_it_4_1_13","build_it_4_2_13" pair="build_it_4_1_14","build_it_4_2_14" pair="build_it_4_1_15","build_it_4_2_15" pair="build_it_4_1_16","build_it_4_2_16" pair="build_it_4_1_17","build_it_4_2_17" pair="build_it_4_1_18","build_it_4_2_18" pair="build_it_4_1_19","build_it_4_2_19" pair="build_it_4_1_20","build_it_4_2_20" pair="build_it_4_1_21","build_it_4_2_21" pair="build_it_4_1_22","build_it_4_2_22" pair="build_it_4_1_23","build_it_4_2_23" buildit_end obstacle_start chain=15,1 buildit="buildit4" obstacle_end obstacle_start chain=15,2 obj="push_box_ent" obj="anim_push" obstacle_end obstacle_start chain=15,3 obj="push_box_ent1" obstacle_end obstacle_start obj="main_door2",trigger obj="anim_push" obstacle_end blowup_start force_name="push_box_ent1" deb_name="EXPLO_03" sfx="Explode1" blowup_end ////////////////Freeplay - First Right Corridor///////////////////// obstacle_start name="lever_door_12A" lock_spline="lever_lineup6" locked pull_lever obj="door_lever6",lever obj="lever6_off" obj="lever6_on" door_close_delay=1.0 reset_anims obstacle_end obstacle_start name="lever_door_12B" lock_spline="lever_lineup7" locked pull_lever obj="door_lever7",lever obj="lever7_off" obj="lever7_on" door_close_delay=1.0 reset_anims obstacle_end obstacle_start name="lever_door" obj="lever6_off",trigger obj="lever7_off",trigger obj="Door_12A" obj="Door_12B" obstacle_end ////////////////////////rancor pit///////////////////////////////////////////// blowup_start force_name="proximity_null",reset_force_flags // deb_name="EXPLO_03 part_effect_name="bones_part" sfx="Explode1" blowup_end obstacle_start chain=16,1 obj="anim_null" range=2.0 players_1_and_2_only door_close_delay=0.5 obstacle_end obstacle_start chain=16,2,1 obj="proximity_null" obstacle_end /////////////////////cover bonus /////////////////////////////// obstacle_start chain=17,1 obj="bonus_cover" obj="handle_a" obj="handle_b" obj="handle_c" obj="handle_d" obj="patch_03" obstacle_end obstacle_start chain=17,2 obj="bonus_cover_02" obstacle_end obstacle_start obj="handle_d",trigger obj="patch_01" obstacle_end pickupids_start pid=132 forcename="handle_d" pickupids_end ///////////// cp3o door corridor 2 right /////////////// ///////////////////// Exit to Throne Room //////////////////////////////////////// //Build it cp3o Door buildit_start name="buildit6" pair="build_it_6_1_1","build_it_6_2_1" pair="build_it_6_1_2","build_it_6_2_2" pair="build_it_6_1_3","build_it_6_2_3" pair="build_it_6_1_4","build_it_6_2_4" pair="build_it_6_1_5","build_it_6_2_5" buildit_end obstacle_start chain=6,1 buildit="buildit6" obstacle_end obstacle_start chain=6,2 obj="cp3o_disc",no_collision obj="cp3o_panel",no_collision obj="cp3o_mount",no_collision obj="cp3o_static1" obj="cp3o_pic1" obj="cp3o_red_off",no_collision obj="cp3o_green_off",no_collision obj="cp3o_green_on",no_collision // range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start obj="cp3o_static1" obj="cp3o_pic1" range=.8 obstacle_end //obstacle_start // name="coin_door" // obj="cp3o_green_on",trigger // obj="coin_gate" //obstacle_end obstacle_start name="cp3o_panel" lock_spline="c3po_lineup" protocol_droid locked obj="cp3o_green_off" obj="cp3o_green_on" obj="coin_gate" chain_interface=6,2 sfx_open="DPanelAct" // door_close_delay=1.0 // reset_anims obstacle_end /////////////////Buildit Radio///////////////////////////////// buildit_start name="buildit5" pair="build_it_5_1_1","build_it_5_2_1" pair="build_it_5_1_2","build_it_5_2_2" pair="build_it_5_1_3","build_it_5_2_3" pair="build_it_5_1_4","build_it_5_2_4" pair="build_it_5_1_5","build_it_5_2_5" pair="build_it_5_1_6","build_it_5_2_6" pair="build_it_5_1_7","build_it_5_2_7" pair="build_it_5_1_8","build_it_5_2_8" pair="build_it_5_1_9","build_it_5_2_9" pair="build_it_5_1_10","build_it_5_2_10" pair="build_it_5_1_11","build_it_5_2_11" pair="build_it_5_1_12","build_it_5_2_12" pair="build_it_5_1_13","build_it_5_2_13" pair="build_it_5_1_14","build_it_5_2_14" pair="build_it_5_1_15","build_it_5_2_15" pair="build_it_5_1_16","build_it_5_2_16" pair="build_it_5_1_17","build_it_5_2_17" pair="build_it_5_1_18","build_it_5_2_18" pair="build_it_5_1_19","build_it_5_2_19" pair="build_it_5_1_20","build_it_5_2_20" pair="build_it_5_1_21","build_it_5_2_21" pair="build_it_5_1_22","build_it_5_2_22" coin_value=10 buildit_end obstacle_start chain=18,1 buildit="buildit5" obstacle_end obstacle_start name="radio" chain=18,2,1 obj="radio_01" obstacle_end blowup_start force_name="radio_01" deb_name="big_pop_1" deb_name="big_pop_2" sfx="Explode1" hit_points=1 blowup_end ////////////////// Portals //////////////////// /////first door portaldoor_start obj="main_door2" p_id=1 // trigger_at_end portaldoor_end /////2nd door portaldoor_start obj="Door_4A1" p_id=2 // trigger_at_end portaldoor_end /////3rd door portaldoor_start obj="Door_3A" p_id=3 // trigger_at_end portaldoor_end /////////////////////////////////////////