music="Qui_Jabbas_BD" characters_start character="princessleia",player character="PrincessLeia_Boushh",player character="chewbacca",player character="LukeSkywalker_Jedi",player character="c3po",player character="r2d2",player characters_end plat_scan_dist=3 max_ter_groups=256 max_ter_platforms=256 settings_start=1 farclip_ps2=218 nearclip_ps2=0.02 farclip_psp=218 nearclip_psp=0.21 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 /////////////// cameras //////////////////////////////////// sock_start=00 campos_seek=5 cam_blend_time=1.0 // cam_dist_to_target=2 // cam_look_ratio_y=.5 cam_lateral_ratio=0.2 cam_pullback_ratio_xz=0.3 sock_end sock_start=01 campos_seek=5 cam_blend_time=1 // cam_look_ratio_y=.5 cam_pullback_ratio=0.3 //turn_off sock_end sock_start=02 campos_seek=5 cam_blend_time=1 // cam_look_ratio_y=.5 cam_pullback_ratio=0.3 sock_end sock_start=03 campos_seek=5 cam_blend_time=1.0 // cam_dist_to_target=2 // cam_look_ratio_y=.5 cam_lateral_ratio=0.2 cam_pullback_ratio_xz=0.1 sock_end sock_start=04 campos_seek=5 cam_blend_time=1.0 // cam_dist_to_target=2 // cam_look_ratio_y=.5 cam_lateral_ratio=0.2 cam_pullback_ratio_xz=0.3 sock_end ////////////////////////////////////////////////////// sock_start=05 campos_seek=5 cam_blend_time=.5 cam_look_ratio_y=.5 cam_pullback_ratio=0.3 sock_end sock_start=06 campos_seek=5 cam_blend_time=0.25 cam_look_ratio_y=0.9 cam_pullback_ratio=0.1 // cam_y_offset=0.5 // cam_z_offset=0.5 sock_end sock_start=09 campos_seek=5 cam_blend_time=.5 // cam_look_ratio_y=.3 cam_pullback_ratio=0.8 cam_y_offset=1.8 sock_end sock_start=11 campos_seek=5 cam_blend_time=.5 cam_look_ratio_y=.5 cam_pullback_ratio=0.3 cam_y_offset=0.5 sock_end sock_start=13 campos_seek=5 cam_blend_time=0.25 cam_look_ratio_y=.5 cam_pullback_ratio=0.3 sock_end sock_start=14 campos_seek=5 cam_blend_time=0.25 cam_look_ratio_y=.5 cam_pullback_ratio=0.3 sock_end ////////////////// splines ///////////////////////////////// door_start spline="JabbaA_JabbaB" level="JabbasPalace_B" door_end door_start spline="JabbaB_JabbaA" level="JabbasPalace_A" door_end door_start spline="JabbaD_JabbaB" level="JabbasPalace_B" door_end door_start spline="JabbaB_JabbaD" level="JabbasPalace_D" door_end /////////////////////// Prison - Cell Doors ///////////////////////////// //////// Bounty Door1/////////////////// obstacle_start obj="c3po_static3" obj="c3po_pic3" range=.8 obstacle_end obstacle_start name="prison_door" obj="green_on3",trigger obj="c3po_cell" obstacle_end obstacle_start name="cp3o_panel2" lock_spline="c3po_lineup3" protocol_droid locked obj="green_off1" obj="green_on3" // door_close_delay=1.0 play_once // reset_anims obstacle_end ///////// prison cell small access ////////////////// teleport_start spline="teleport_01" duration=3.0 range=1.0 // obj="gate" // 1_way // trigger_chain=x,y type=crawl flap1="flap_01" flap2="flap_02" flip_flap // needed 'cause rotations are the wrong way round teleport_end teleport_start spline="teleport_02" duration=3.0 range=1.0 obj="bed1" // 1_way // trigger_chain=x,y // type=crawl flap1="flap_03" flap2="flap_04" flip_flap // needed 'cause rotations are the wrong way round teleport_end ////////////////// Platform Lever - FreePlay ////////////////////////////////// obstacle_start name="lift_lever" lock_spline="lift_lever_lineup" locked pull_lever obj="lift_lever" obj="lift_1" obstacle_end //////////////////// r2d2 ramp - FreePlay //////////////////// obstacle_start obj="r2d2_static3" obj="r2d2_pic3" range=.8 obstacle_end obstacle_start lock_spline="r2d2_lift_lineup" astromech_droid locked obj="platform4" check_ground range=2.0 obstacle_end ////////////// Exit Prison Cell //////////////////////////// blowup_start force_name="prison_stone" deb_name="EXPLO_03" obj="rock",off obj="rock1",off obj="rock2",off obj="rock3",off obj="spec_brick_2x1" obj="spec_brick_2x1" obj="spec_brick_2x1" obj="spec_brick_2x1" obj="spec_brick_2x1" obj="spec_brick_2x1" obj="spec_brick_2x1" obj="spec_brick_2x1" obj="spec_brick_1x1" obj="spec_brick_1x1" obj="spec_brick_1x1" obj="spec_brick_1x1" obj="spec_brick_1x1" obj="spec_brick_1x1" obj="spec_brick_1x1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" hit_points=0 blowup_end ///////////////////////target////////////////////////////// blowup_start force_name="target_a1" deb_name="EXPLO_03" obj="rock_01",off obj="rock_02",off obj="rock_03",off obj="rock_04",off obj="rock_05",off obj="rock_06",off magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end /////////////////// Plunger Door /////////////////////////// //////////////////////left////////////////////// obstacle_start obj="box_01",trigger obj="L_plunge_02" obj="L_light_02" obstacle_end obstacle_start obj="box_02",trigger obj="L_plunge_03" obj="L_light_03" obstacle_end obstacle_start obj="box_03",trigger obj="L_plunge_04" obj="L_light_04" obstacle_end obstacle_start obj="box_04",trigger obj="L_plunge_05" obj="L_light_05" obstacle_end ////////////////// obstacle_start chain=10,1 obj="L_plunge_02" obj="L_light_02" obj="box_01" obstacle_end obstacle_start chain=10,2 obj="L_plunge_03" obj="L_light_03" obj="box_02" // auto_start obstacle_end obstacle_start chain=10,3 obj="L_plunge_04" obj="L_light_04" obj="box_03" obstacle_end obstacle_start chain=10,4 obj="L_plunge_05" // obj="L_light_05" obj="box_04" obstacle_end /////////////////////////right////////////////////////// obstacle_start obj="box_05",trigger obj="r_plunge_02" obj="r_light_02" obstacle_end obstacle_start obj="box_06",trigger obj="r_plunge_03" obj="r_light_03" obstacle_end obstacle_start obj="box_07",trigger obj="r_plunge_04" obj="r_light_04" obstacle_end obstacle_start obj="box_08",trigger obj="r_plunge_05" obj="r_light_05" obstacle_end ////////////////// obstacle_start chain=11,1 obj="r_plunge_02" obj="r_light_02" obj="box_05" obstacle_end obstacle_start chain=11,2 obj="r_plunge_03" obj="r_light_03" obj="box_06" // auto_start obstacle_end obstacle_start chain=11,3 obj="r_plunge_04" obj="r_light_04" obj="box_07" obstacle_end obstacle_start chain=11,4 obj="r_plunge_05" // obj="L_light_05" obj="box_08" obstacle_end //////////////////////gate///////////////////////// obstacle_start obj="box_01",trigger obj="Corridor_gate_a" obstacle_end obstacle_start obj="box_05",trigger obj="Corridor_gate_a" obstacle_end obstacle_start obj="box_01",trigger obj="box_05",trigger obj="Corridor_gate_b" obstacle_end obstacle_start obj="box_01",trigger obj="box_05",trigger obj="box_02",trigger obj="Corridor_gate_c" obstacle_end obstacle_start obj="box_01",trigger obj="box_05",trigger obj="box_06",trigger obj="Corridor_gate_c" obstacle_end obstacle_start obj="box_01",trigger obj="box_05",trigger obj="box_02",trigger obj="box_06",trigger obj="Corridor_gate_d" obstacle_end obstacle_start obj="box_01",trigger obj="box_05",trigger obj="box_02",trigger obj="box_06",trigger obj="box_03",trigger obj="Corridor_gate_e" obstacle_end obstacle_start obj="box_01",trigger obj="box_05",trigger obj="box_02",trigger obj="box_06",trigger obj="box_07",trigger obj="Corridor_gate_e" obstacle_end obstacle_start obj="box_01",trigger obj="box_05",trigger obj="box_02",trigger obj="box_06",trigger obj="box_03",trigger obj="box_07",trigger obj="Corridor_gate_f" obstacle_end obstacle_start obj="box_01",trigger obj="box_05",trigger obj="box_02",trigger obj="box_06",trigger obj="box_03",trigger obj="box_07",trigger obj="box_04",trigger obj="Corridor_gate_g" obstacle_end obstacle_start obj="box_01",trigger obj="box_05",trigger obj="box_02",trigger obj="box_06",trigger obj="box_03",trigger obj="box_07",trigger obj="box_08",trigger obj="Corridor_gate_g" obstacle_end obstacle_start obj="box_01",trigger obj="box_02",trigger obj="box_03",trigger obj="box_04",trigger obj="box_05",trigger obj="box_06",trigger obj="box_07",trigger obj="box_08",trigger obj="Corridor_gate_h" obstacle_end obstacle_start chain=12,1 obj="Corridor_gate_a" obstacle_end obstacle_start chain=12,2 obj="Corridor_gate_b" obstacle_end obstacle_start chain=12,3 obj="Corridor_gate_c" obstacle_end obstacle_start chain=12,4 obj="Corridor_gate_d" obstacle_end obstacle_start chain=12,5 obj="Corridor_gate_e" obstacle_end obstacle_start chain=12,6 obj="Corridor_gate_f" obstacle_end obstacle_start chain=12,7 obj="Corridor_gate_g" obstacle_end obstacle_start chain=12,8 obj="Corridor_gate_h" obstacle_end ///////////////////pops/////////////// blowup_start force_name="box_01" deb_name="EXPLO_03" obj="orange_brick_1x1" obj="orange_brick_1x1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="box_02" deb_name="EXPLO_03" obj="orange_brick_1x1" obj="orange_brick_1x1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="box_03" deb_name="EXPLO_03" obj="orange_brick_1x1" obj="orange_brick_1x1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="box_04" deb_name="EXPLO_03" obj="orange_brick_1x1" obj="orange_brick_1x1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="box_05" deb_name="EXPLO_03" obj="orange_brick_1x1" obj="orange_brick_1x1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="box_06" deb_name="EXPLO_03" obj="orange_brick_1x1" obj="orange_brick_1x1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="box_07" deb_name="EXPLO_03" obj="orange_brick_1x1" obj="orange_brick_1x1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="box_08" deb_name="EXPLO_03" obj="orange_brick_1x1" obj="orange_brick_1x1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end ///////////////////target2 - torture chamber////////////////////////////// blowup_start force_name="prox_droid" deb_name="EXPLO_03" obj="torture_blast",off magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" add_explosion explode_radius=3.0 blowup_end blowup_start force_name="porthole" deb_name="EXPLO_03" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="prison_explo" deb_name="EXPLO_03" obj="porthole1",off magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" hit_points=1 blowup_end blowup_start force_name="prison_blast" deb_name="EXPLO_03" obj="porthole2",off magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end ////////////////////////spinning objects///////////////////////////////////// //spinner_start // target_yoffset=0.2 // spin_obj="dozer_spin1" // move_obj="dozer_points_1" // anim_speed=0.5 // push_only //spinner_end spinner_start target_yoffset=0.2 spin_obj="spin_bridge1" move_obj="spin_gate" anim_speed=0.25 push_only spinner_end spinner_start target_yoffset=0.2 spin_obj="spin_bridge3" move_obj="spin_gate" anim_speed=0.25 push_only spinner_end //////////////////// r2d2 door //////////////////// obstacle_start obj="r2d2_static" obj="r2d2_pic" range=.8 obstacle_end obstacle_start lock_spline="r2d2_lineup" astromech_droid locked obj="Door_7A" obj="Door_7B" obj="green_on1" obj="red_on2" check_ground range=2.0 obstacle_end //////////////////// c3p0 door //////////////////// obstacle_start obj="c3po_static2" obj="c3po_pic2" range=.8 obstacle_end obstacle_start obj="r2_static1" obj="r2_pic1" range=.8 obstacle_end obstacle_start name="torture_door" obj="green_on",trigger obj="green_on2",trigger obj="torture_1A" obj="torture_1B" obstacle_end obstacle_start name="cp3o_panel" lock_spline="c3po_lineup2" protocol_droid locked obj="green_off" obj="green_on2" obj="c3po_light_Off" obj="c3po_light_On" // door_close_delay=1.0 play_once // reset_anims obstacle_end obstacle_start name="r2d2_panel" lock_spline="r2_door_line1" locked astromech_droid obj="red_on1" obj="green_on" obj="r2d2_light_Off" obj="r2d2_light_On" // door_close_delay=1.0 play_once // reset_anims obstacle_end /////////////////// r2d2 ramp ////////////////////////// obstacle_start name="push_obst_1" chain=1,1 push="ramp1_baseA",1 obj="ramp1_baseA" obstacle_end obstacle_start chain=1,2 obj="ramp1_baseB" obj="ramp1" auto_start obstacle_end //////////////////////// obstacle_start name="push_obst_2" chain=2,1 push="ramp2_baseA",1 obj="ramp2_baseA" obstacle_end obstacle_start chain=2,2 obj="ramp2_baseB" obj="ramp2" auto_start obstacle_end ///////////////////////////// obstacle_start name="push_obst_3" chain=3,1 push="ramp_baseA",1 obj="ramp_baseA" obstacle_end obstacle_start chain=3,2 obj="ramp_baseB" obj="ramp" auto_start obstacle_end //////////////////////////////////////////////////////////// //////////////////// r2d2 ramp //////////////////// obstacle_start obj="r2d2_static1" obj="r2d2_pic1" range=.8 obstacle_end obstacle_start lock_spline="r2d2_ramp_lineup" astromech_droid locked obj="r2d2_ramp" obj="r2d2_ramp1" check_ground range=2.0 obstacle_end /////////////////Platform /////////////////////////////////// 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" buildit_end obstacle_start chain=5,1 buildit="buildit5" obstacle_end obstacle_start chain=5,2 obj="platform" obstacle_end ///////////////////// 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_r_light_off",no_collision obj="cp3o_g_light_off",no_collision range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start lock_spline="c3po_lineup" protocol_droid locked obj="Throne_gate" check_ground range=1.0 obstacle_end ////////////////////Blow up Grates////////////////////////////////////////////////// blowup_start force_name="Grate_01" deb_name="EXPLO_03" part_effect_name="grid_part" sfx="Explode1" blowup_end blowup_start force_name="Grate_02" deb_name="EXPLO_03" part_effect_name="grid_part" sfx="Explode1" blowup_end blowup_start force_name="Grate_03" deb_name="EXPLO_03" part_effect_name="grid_part" sfx="Explode1" blowup_end blowup_start force_name="Grate_04" deb_name="EXPLO_03" part_effect_name="grid_part" sfx="Explode1" blowup_end blowup_start force_name="Grate_05" deb_name="EXPLO_03" part_effect_name="grid_part" sfx="Explode1" blowup_end blowup_start force_name="Grate_06" deb_name="EXPLO_03" part_effect_name="grid_part" sfx="Explode1" blowup_end ////////////////// grate in prison cell /////////////////// blowup_start force_name="grate_cell" deb_name="EXPLO_03" part_effect_name="grid_part" sfx="Explode1" immune_to_slam blowup_end blowup_start force_name="grate_cell1" deb_name="EXPLO_03" part_effect_name="grid_part" sfx="Explode1" blowup_end /////////////// Blow up vents torture room///////////////////////// blowup_start force_name="bric_01_01" deb_name="EXPLO_03" obj="bric_01_02",off obj="bric_01_03",off obj="bric_01_04",off obj="bric_01_05",off obj="bric_01_06",off obj="bric_01_07",off obj="bric_01_08",off magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="bric_02_01" deb_name="EXPLO_03" obj="bric_02_02",off obj="bric_02_03",off obj="bric_02_04",off obj="bric_02_05",off obj="bric_02_06",off obj="bric_02_07",off obj="bric_02_08",off magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="bric_03_01" deb_name="EXPLO_03" obj="bric_03_02",off obj="bric_03_03",off obj="bric_03_04",off obj="bric_03_05",off obj="bric_03_06",off obj="bric_03_07",off obj="bric_03_08",off magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="bric_04_01" deb_name="EXPLO_03" obj="bric_04_02",off obj="bric_04_03",off obj="bric_04_04",off obj="bric_04_05",off obj="bric_04_06",off obj="bric_04_07",off obj="bric_04_08",off magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="bric_05_01" deb_name="EXPLO_03" obj="bric_05_02",off obj="bric_05_03",off obj="bric_05_04",off obj="bric_05_05",off obj="bric_05_06",off obj="bric_05_07",off obj="bric_05_08",off magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end //////////////////////////Pad Machine Lever Thingy////////////////////////////////// //////////////////////////////Round Bits///////////////////////// obstacle_start name="pad_lever" obj="mc_lever_off",trigger obj="pad_01" obj="pad_02" obj="pad_03" obj="pad_04" obstacle_end obstacle_start name="lid_lever01" lock_spline="mc_lineup" locked pull_lever obj="mc_lever",lever obj="mc_lever_off" obj="mc_lever_on" door_close_delay=1.0 reset_anims obstacle_end obstacle_start chain=21,1 obj="pad_01" obj="pad_02" obj="pad_03" obj="pad_04" obstacle_end buildit_start name="buildit8" pair="build_it_8_1_17","build_it_8_2_17" pair="build_it_8_1_18","build_it_8_2_18" pair="build_it_8_1_19","build_it_8_2_19" pair="build_it_8_1_20","build_it_8_2_20" buildit_end ///// obstacle_start chain=21,2 buildit="buildit8" // obj="machine_lever1_a" obstacle_end obstacle_start chain=21,3 obj="pad_1a" obj="pad_1b" obj="pad_2a" obj="pad_2b" obj="pad_3a" obj="pad_3b" obj="pad_4a" obj="pad_4b" // obj="machine_lever1_a" ////the object below (cube) should a token anim to stop the chain getting any futher obj="pad_null" obstacle_end obstacle_start chain=21,4 obj="pad_n" obj="pad_n1" obj="pad_s" obj="pad_s1" obj="pad_e" obj="pad_e1" obj="pad_w" obj="pad_w1" // auto_start obstacle_end ///////////// surrounds ////////////////////////// obstacle_start name="pad_lever1" obj="mc_lever1_off",trigger obj="arc_01" obj="arc_02" obj="arc_03" obj="arc_04" obj="arc_05" obj="arc_06" obj="arc_07" obj="arc_08" obj="arc_09" obj="arc_10" obj="arc_11" obj="arc_12" obj="arc_13" obj="arc_14" obj="arc_15" obj="arc_16" obstacle_end obstacle_start name="lid_lever02" lock_spline="mc_lineup1" locked pull_lever obj="mc_lever1",lever obj="mc_lever1_off" obj="mc_lever1_on" door_close_delay=1.0 reset_anims obstacle_end obstacle_start chain=23,1 obj="arc_01" obj="arc_02" obj="arc_03" obj="arc_04" obj="arc_05" obj="arc_06" obj="arc_07" obj="arc_08" obj="arc_09" obj="arc_10" obj="arc_11" obj="arc_12" obj="arc_13" obj="arc_14" obj="arc_15" obj="arc_16" obstacle_end buildit_start name="buildit7" pair="build_it_7_1_1","build_it_7_2_1" pair="build_it_7_1_2","build_it_7_2_2" pair="build_it_7_1_3","build_it_7_2_3" pair="build_it_7_1_4","build_it_7_2_4" pair="build_it_7_1_5","build_it_7_2_5" pair="build_it_7_1_6","build_it_7_2_6" pair="build_it_7_1_7","build_it_7_2_7" pair="build_it_7_1_8","build_it_7_2_8" pair="build_it_7_1_9","build_it_7_2_9" pair="build_it_7_1_10","build_it_7_2_10" pair="build_it_7_1_11","build_it_7_2_11" pair="build_it_7_1_12","build_it_7_2_12" pair="build_it_7_1_13","build_it_7_2_13" pair="build_it_7_1_14","build_it_7_2_14" pair="build_it_7_1_15","build_it_7_2_15" pair="build_it_7_1_16","build_it_7_2_16" buildit_end obstacle_start chain=23,2 buildit="buildit7" // obj="machine_lever2_a" obstacle_end obstacle_start chain=23,3 obj="pad_surround1" obj="pad_surround2" obj="pad_surround3" obj="pad_surround4" // obj="machine_lever2_a" //this object (cube) below should have a token anim... obj="surround_null" auto_start obstacle_end /////////////////////////////////////make pads active///////////// ///////////////should make it wait until both pads and surrounds are in place before making them into working pressure pads...should..//// obstacle_start obj="surround_null",trigger obj="pad_null" obstacle_end //////////////////////////////////robot controls/////////////////////////////////////////////////////// obstacle_start name="pad_n" obj="pad_n" obj="pad_n1",no_collision range=0.15 // check_ground active_players_only obstacle_end obstacle_start name="pad_s" obj="pad_s" obj="pad_s1",no_collision range=0.15 // check_ground active_players_only obstacle_end obstacle_start name="pad_e" obj="pad_e" obj="pad_e1",no_collision range=0.15 // check_ground active_players_only obstacle_end obstacle_start name="pad_w" obj="pad_w" obj="pad_w1",no_collisionm range=0.15 // check_ground active_players_only obstacle_end ////////// blow up torches ////////////////////////// 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="Torch17" effect_off="torch_1_17" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch17_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 blowup_start force_name="Torch23" effect_off="torch_1_23" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch23_light",off blowup_end blowup_start force_name="Torch24" effect_off="torch_1_24" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch24_light",off blowup_end blowup_start force_name="Torch25" effect_off="torch_1_25" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch25_light",off blowup_end /////////////////pressure lift ////////////////// obstacle_start name="lift" obj="pressure_lift" range=0.25 door_close_delay=1.5 // check_ground obstacle_end obstacle_start name="lift1" obj="pressure_lift1" range=0.25 door_close_delay=1.5 // check_ground obstacle_end obstacle_start name="lift2" obj="pressure_lift2" range=0.25 door_close_delay=1.5 // check_ground obstacle_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="lever_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="lever_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="lever_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="lever_lineup4" locked pull_lever obj="lid_lever4",lever obj="lever4_off" obj="lever4_on" door_close_delay=1.0 reset_anims obstacle_end /////////////skel_heater/////////////// buildit_start name="heater3" pair="heater_3_1_1","heater_3_2_1" pair="heater_3_1_2","heater_3_2_2" pair="heater_3_1_3","heater_3_2_3" pair="heater_3_1_4","heater_3_2_4" pair="heater_3_1_5","heater_3_2_5" pair="heater_3_1_6","heater_3_2_6" buildit_end obstacle_start chain=35,1 buildit="heater3" obstacle_end obstacle_start chain=35,2 obj="heater_skel_1_off" obstacle_end ////////// blowup_start force_name="heater_skel_1_off" deb_name="torch_pop_1" obj="heater_skel_1",on blowup_end blowup_start force_name="heater_skel_1" deb_name="torch_pop_1" obj="heater_skel_2",on blowup_end blowup_start force_name="heater_skel_2" deb_name="torch_pop_1" obj="heater_skel_3",on blowup_end blowup_start force_name="heater_skel_3" deb_name="big_pop_1" deb_name="big_pop_2" deb_name="big_pop_3" part_effect_name="wall_part" obj="rock_01",off obj="rock_02",off obj="rock_03",off obj="rock_04",off obj="rock_05",off obj="rock_06",off obj="rock_07",off blowup_end ////////////////// entrance /exit prison /////////////////// // prison side rubble ///////////////// blowup_start force_name="blowup_holder" deb_name="big_pop_1" deb_name="big_pop_2" deb_name="big_pop_3" 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" blowup_end obstacle_start chain=9,1 obj="blowup_holder" // obj="platform_trio_01a" obstacle_end obstacle_start chain=9,2 obj="bit_01" obj="bit_02" obj="bit_03" obj="bit_04" obj="bit_05" obj="bit_06" obj="bit_07" obj="bit_08" obj="bit_09" obj="bit_10" obj="bit_11" obj="bit_12" obj="bit_13" obj="bit_14" obj="bit_15" obj="bit_16" obj="bit_17" obj="bit_18" obj="bit_19" obj="bit_20" obj="bit_21" obj="bit_22" obj="bit_23" obj="bit_24" obj="bit_25" obj="bit_26" obj="bit_27" obj="bit_28" obj="bit_29" obj="bit_30" auto_start // obj="platform_trio_01b" 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" pair="build_it_2_1_27","build_it_2_2_27" pair="build_it_2_1_28","build_it_2_2_28" pair="build_it_2_1_29","build_it_2_2_29" pair="build_it_2_1_30","build_it_2_2_30" buildit_end obstacle_start chain=9,3 buildit="buildit2" obstacle_end obstacle_start chain=9,4 obj="platform_duo_01" obstacle_end //////////////////////////////////// obstacle_start obj="prison_plat_01" check_ground play_once range=0.15 obstacle_end ///////////////////////////////////// obstacle_start chain=4,1 obj="prison_plat_01" obstacle_end obstacle_start chain=4,2 obj="prison_plat_02" obstacle_end ///// opening prison porticulus //////////////////////// obstacle_start obj="lever5_off",trigger obj="lever6_off",trigger obj="null_warden2" anim_speed=1.0 obstacle_end obstacle_start name="warden_door" obj="null_warden2",trigger // obj="warden_gate" obj="prison_gate" obj="big_light_on" obj="big_light_off" obj="big_light2_on" obj="big_light2_off" camera_spline="gates_cam" cam_start_time=0.5 cam_end_time=3.2 cam_blend_in_time=0.0 cam_blend_out_time=1.0 obstacle_end obstacle_start name="warden" lock_spline="lever_lineup6" locked pull_lever obj="door_lever6",lever obj="lever6_off" obj="lever6_on" obj="lever6_light_off" obj="lever6_light_on" door_close_delay=1.0 reset_anims obstacle_end obstacle_start name="prison" lock_spline="lever_lineup5" locked pull_lever obj="door_lever5",lever obj="lever5_off" obj="lever5_on" obj="lever5_light_off" obj="lever5_light_on" door_close_delay=1.0 reset_anims obstacle_end obstacle_start obj="null_warden" players_1_and_2_only range=1.5 obstacle_end obstacle_start obj="null_warden",trigger obj="warden_gate" // players_1_and_2_only play_once obstacle_end /////////////////prison cell 2 ///////////////// obstacle_start obj="null_warden3" players_1_and_2_only range=0.5 obstacle_end obstacle_start name="cell_door1" obj="null_warden3",trigger obj="cell_door1" players_1_and_2_only play_once obstacle_end obstacle_start obj="null_warden4" players_1_and_2_only range=0.5 obstacle_end obstacle_start obj="null_warden4",trigger obj="c3po_cell" // players_1_and_2_only // play_once obstacle_end ///////////////// Helmet Machine ///////////////////////////////////// obstacle_start bounty_machine locked lock_spline="bounty_mc_lineup" obj="bounty_mc_out",no_collision //draws the helmet relative to this object (first object in the list) obj="bounty_mc_lever",lever obj="bounty_mc_up",no_collision obj="bounty_mc_scale",no_collision obj="bounty_mc_off",no_collision obj="bounty_mc_on",no_collision // obj="bounty_mc_lever",no_collision reset_anims sfx_open="SwLever" obstacle_end ////////////////////runover grate///////////////////////////////////// /////////////// proximity chains ////////////// obstacle_start chain=13,1 obj="Grate_07a" play_once range=0.5 players_1_and_2_only obstacle_end obstacle_start chain=13,2 obj="Grate_07" obstacle_end obstacle_start chain=14,1 obj="Grate_08a" play_once range=0.5 players_1_and_2_only obstacle_end obstacle_start chain=14,2 obj="Grate_08" obstacle_end obstacle_start chain=15,1 obj="Grate_09a" play_once range=0.5 players_1_and_2_only obstacle_end obstacle_start chain=15,2 obj="Grate_09" obstacle_end obstacle_start chain=16,1 obj="Grate_10a" play_once range=0.5 players_1_and_2_only obstacle_end obstacle_start chain=16,2 obj="Grate_10" obstacle_end obstacle_start chain=17,1 obj="Grate_11a" play_once range=0.5 players_1_and_2_only obstacle_end obstacle_start chain=17,2 obj="Grate_11" obstacle_end obstacle_start chain=18,1 obj="Grate_12a" play_once range=0.5 players_1_and_2_only obstacle_end obstacle_start chain=18,2 obj="Grate_12" obstacle_end obstacle_start chain=19,1 obj="Grate_13a" play_once range=0.5 players_1_and_2_only obstacle_end obstacle_start chain=19,2 obj="Grate_13" obstacle_end obstacle_start chain=20,1 obj="Grate_14a" play_once range=0.5 players_1_and_2_only obstacle_end obstacle_start chain=20,2 obj="Grate_14" obstacle_end obstacle_start chain=40,1 obj="Grate_15a" play_once range=0.5 players_1_and_2_only obstacle_end obstacle_start chain=40,2 obj="Grate_15" obstacle_end ////////////// proximity objects //////////////// blowup_start force_name="Grate_07" deb_name="EXPLO_03" obj="blowup_07",off part_effect_name="grid_part" sfx="Explode1" // hit_points=1 blowup_end blowup_start force_name="Grate_08" deb_name="EXPLO_03" obj="blowup_08",off part_effect_name="grid_part" sfx="Explode1" // hit_points=1 blowup_end blowup_start force_name="Grate_09" deb_name="EXPLO_03" obj="blowup_09",off part_effect_name="grid_part" sfx="Explode1" // hit_points=1 blowup_end blowup_start force_name="Grate_10" deb_name="EXPLO_03" obj="blowup_10",off part_effect_name="grid_part" sfx="Explode1" // hit_points=1 blowup_end blowup_start force_name="Grate_11" deb_name="EXPLO_03" obj="blowup_11",off part_effect_name="grid_part" sfx="Explode1" // hit_points=1 blowup_end blowup_start force_name="Grate_12" deb_name="EXPLO_03" obj="blowup_12",off part_effect_name="grid_part" sfx="Explode1" // hit_points=1 blowup_end blowup_start force_name="Grate_13" deb_name="EXPLO_03" obj="blowup_13",off part_effect_name="grid_part" sfx="Explode1" // hit_points=1 blowup_end blowup_start force_name="Grate_14" deb_name="EXPLO_03" obj="blowup_14",off part_effect_name="grid_part" sfx="Explode1" // hit_points=1 blowup_end blowup_start force_name="Grate_15" deb_name="EXPLO_03" obj="blowup_15",off part_effect_name="grid_part" sfx="Explode1" // hit_points=1 blowup_end ////////////////////////////////////////////////// //////////////// blowup objects //////////////// blowup_start force_name="blowup_07" deb_name="EXPLO_03" obj="grate_07a",off part_effect_name="grid_part" sfx="Explode1" blowup_end blowup_start force_name="blowup_08" deb_name="EXPLO_03" obj="grate_08a",off part_effect_name="grid_part" sfx="Explode1" blowup_end blowup_start force_name="blowup_09" deb_name="EXPLO_03" obj="grate_09a",off part_effect_name="grid_part" sfx="Explode1" blowup_end blowup_start force_name="blowup_10" deb_name="EXPLO_03" obj="grate_10a",off part_effect_name="grid_part" sfx="Explode1" blowup_end blowup_start force_name="blowup_11" deb_name="EXPLO_03" obj="grate_11a",off part_effect_name="grid_part" sfx="Explode1" blowup_end blowup_start force_name="blowup_12" deb_name="EXPLO_03" obj="grate_12a",off part_effect_name="grid_part" sfx="Explode1" blowup_end blowup_start force_name="blowup_13" deb_name="EXPLO_03" obj="grate_13a",off part_effect_name="grid_part" sfx="Explode1" blowup_end blowup_start force_name="blowup_14" deb_name="EXPLO_03" obj="grate_14a",off part_effect_name="grid_part" sfx="Explode1" blowup_end //////////////////torture room//////////////////////////////// obstacle_start obj="plat_cp30_01" check_ground play_once active_players_only range=0.25 obstacle_end obstacle_start name="C3PO_Plat" chain=42,1 obj="plat_cp30_01" obstacle_end obstacle_start chain=42,2 obj="plat_cp30_02" obstacle_end equivalentobject_start obj="plat_cp30_01" obj="plat_cp30_02" equivalentobject_end obstacle_start obj="plat_r2d2_01" check_ground play_once active_players_only range=0.25 obstacle_end obstacle_start name="R2D2_Plat" chain=41,1 obj="plat_r2d2_01" obstacle_end obstacle_start chain=41,2 obj="plat_r2d2_02" obstacle_end equivalentobject_start obj="plat_r2d2_01" obj="plat_r2d2_02" equivalentobject_end ////////////////////torture grabber build it////////////////////////////// obstacle_start chain=43,1 obj="b_1" obj="b_2" obj="b_3" obj="b_4" obj="b_5" obj="b_6" obj="b_7" obj="b_8" obj="b_9" obj="b_10" obj="b_11" obj="b_12" obj="b_13" obj="b_14" obj="b_15" obj="b_16" obj="b_17" obj="b_18" obj="b_19" obj="b_20" obj="b_21" obj="b_22" obj="b_23" obj="b_24" obj="b_25" obj="b_26" obj="b_27" obj="b_28" obj="b_29" obj="b_30" obj="b_31" obj="b_32" obstacle_end buildit_start name="buildit10" pair="build_it_10_1_1","build_it_10_2_1" pair="build_it_10_1_2","build_it_10_2_2" pair="build_it_10_1_3","build_it_10_2_3" pair="build_it_10_1_4","build_it_10_2_4" pair="build_it_10_1_5","build_it_10_2_5" pair="build_it_10_1_6","build_it_10_2_6" pair="build_it_10_1_7","build_it_10_2_7" pair="build_it_10_1_8","build_it_10_2_8" pair="build_it_10_1_9","build_it_10_2_9" pair="build_it_10_1_10","build_it_10_2_10" pair="build_it_10_1_11","build_it_10_2_11" pair="build_it_10_1_12","build_it_10_2_12" pair="build_it_10_1_13","build_it_10_2_13" pair="build_it_10_1_14","build_it_10_2_14" pair="build_it_10_1_15","build_it_10_2_15" pair="build_it_10_1_16","build_it_10_2_16" pair="build_it_10_1_17","build_it_10_2_17" pair="build_it_10_1_18","build_it_10_2_18" pair="build_it_10_1_19","build_it_10_2_19" pair="build_it_10_1_20","build_it_10_2_20" pair="build_it_10_1_21","build_it_10_2_21" pair="build_it_10_1_22","build_it_10_2_22" pair="build_it_10_1_23","build_it_10_2_23" pair="build_it_10_1_24","build_it_10_2_24" pair="build_it_10_1_25","build_it_10_2_25" pair="build_it_10_1_26","build_it_10_2_26" pair="build_it_10_1_27","build_it_10_2_27" pair="build_it_10_1_28","build_it_10_2_28" pair="build_it_10_1_29","build_it_10_2_29" pair="build_it_10_1_30","build_it_10_2_30" pair="build_it_10_1_31","build_it_10_2_31" pair="build_it_10_1_32","build_it_10_2_32" buildit_end obstacle_start chain=43,2 buildit="buildit10" obstacle_end obstacle_start chain=43,3 obj="grabber" obstacle_end /////////////prison cell ////////////// blowup_start force_name="bed" deb_name="EXPLO_03" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="bed1" deb_name="EXPLO_03" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start force_name="bed3" deb_name="EXPLO_03" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end ////////////////////////////////////// obstacle_start obj="prison_gate_02" players_1_and_2_only range=0.5 play_once obstacle_end /////////////////Buildit Radio///////////////////////////////// buildit_start name="buildit9" pair="build_it_9_1_1","build_it_9_2_1" pair="build_it_9_1_2","build_it_9_2_2" pair="build_it_9_1_3","build_it_9_2_3" pair="build_it_9_1_4","build_it_9_2_4" pair="build_it_9_1_5","build_it_9_2_5" pair="build_it_9_1_6","build_it_9_2_6" pair="build_it_9_1_7","build_it_9_2_7" pair="build_it_9_1_8","build_it_9_2_8" pair="build_it_9_1_9","build_it_9_2_9" pair="build_it_9_1_10","build_it_9_2_10" pair="build_it_9_1_11","build_it_9_2_11" pair="build_it_9_1_12","build_it_9_2_12" pair="build_it_9_1_13","build_it_9_2_13" pair="build_it_9_1_14","build_it_9_2_14" pair="build_it_9_1_15","build_it_9_2_15" pair="build_it_9_1_16","build_it_9_2_16" pair="build_it_9_1_17","build_it_9_2_17" pair="build_it_9_1_18","build_it_9_2_18" pair="build_it_9_1_19","build_it_9_2_19" pair="build_it_9_1_20","build_it_9_2_20" pair="build_it_9_1_21","build_it_9_2_21" pair="build_it_9_1_22","build_it_9_2_22" coin_value=10 buildit_end obstacle_start chain=45,1 buildit="buildit9" obstacle_end obstacle_start name="radio" chain=45,2,1 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="torture_1A" p_id=1 // trigger_at_end portaldoor_end /////2nd door portaldoor_start obj="Door_7A" p_id=2 // trigger_at_end portaldoor_end /////////////// Blow up Droids////////////////////////// blowup_start force_name="naff_droid1" deb_name="torch_pop_1" blowup_end blowup_start force_name="naff_droid2" deb_name="torch_pop_1" blowup_end blowup_start force_name="naff_droid3" deb_name="torch_pop_1" blowup_end blowup_start force_name="naff_droid4" deb_name="torch_pop_1" blowup_end blowup_start force_name="naff_droid5" deb_name="torch_pop_1" blowup_end blowup_start force_name="naff_droid6" deb_name="torch_pop_1" blowup_end blowup_start force_name="naff_droid7" deb_name="torch_pop_1" blowup_end blowup_start force_name="naff_droid8" deb_name="torch_pop_1" blowup_end ///////////////////////////////////////////////////////////