//JabbasPalace_B //Creature set 1 is used in level1.scp for creatures spawned out of the tubes. state Base { Conditions { } Actions { CnxController "from=door2_a" "to=door2_b" "off_flag=BLOCK" "obj=Corridor_gate_h" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" //Torture room door CnxController "from=door3_a" "to=door3_b" "off_flag=BLOCK" "obj=torture_1a" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" //prison exit doors CnxController "from=door1_a" "to=door1_b" "on_flag=BLOCK" "obj=prison_stone" "checkvisible" "on_frames=1TOlastframe" "bothways" CnxController "from=door1_a" "to=door1_c" "off_flag=BLOCK" "obj=prison_gate" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" CnxController "from=pgate1_a" "to=pgate1_b" "off_flag=BLOCK" "obj=prison_gate_02" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" //prision cell doors CnxController "from=cell_a" "to=cell_b" "off_flag=BLOCK" "obj=c3po_cell" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" CnxController "from=cell1_a" "to=cell1_b" "off_flag=BLOCK" "obj=cell_door1" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" //CnxController "from=cell4_a" "to=cell4_b" "off_flag=BLOCK" "obj=cell_door4" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" CnxController "from=warden_a" "to=warden_b" "off_flag=BLOCK" "obj=warden_gate" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" CnxController "from=plat1_a" "to=plat1_b" "on_flag=JUMP_NOW" "off_flag=DONT_JUMP_NOW" "obj=platform_duo_01" "checkvisible" "on_frames=1to10" CnxController "from=plat1_b" "to=plat1_c" "on_flag=JUMP_NOW" "off_flag=DONT_JUMP_NOW" "obj=platform_duo_01" "checkvisible" "on_frames=50tolastframe" CnxController "from=C3PO_a" "to=C3PO_b" "off_flag=BLOCK" "obj=plat_cp30_02" "checkvisible" "on_frames=lastframetolastframe" "bothways" CnxController "from=R2D2_a" "to=R2D2_b" "off_flag=BLOCK" "obj=plat_r2d2_02" "checkvisible" "on_frames=lastframetolastframe" "bothways" ObstacleTriggerSet "trigger=pad_3" "trigger=pad_4" "trigger=pad_5" "trigger=pad_6" obstacle="prison_gate" SetState "Update" } } state Update { Conditions { if ForceComplete "porthole" == 0 and if ObstacleAtStart "lift" == 0 goto BlowUpCover if ForceComplete "prison_explo" == 0 and if ObstacleAtStart "lift1" == 0 goto BlowUpCover1 } Actions { } } state BlowUpCover { Conditions { } Actions { TriggerBlowUp "name=porthole" SetState "Update" } } state BlowUpCover1 { Conditions { } Actions { TriggerBlowUp "name=prison_explo" SetState "Update" } }