//JabbasPalace_D state Base { Conditions { } Actions { CnxController "from=gate_a" "to=gate_b" "off_flag=BLOCK" "obj=bounty_gate" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" CnxController "from=gate1_a" "to=gate1_b" "off_flag=BLOCK" "obj=bounty_gate1" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" CnxController "from=gate2_a" "to=gate2_b" "off_flag=BLOCK" "obj=bounty_gate2" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" CnxController "from=gate3_a" "to=gate3_b" "off_flag=BLOCK" "obj=bounty_gate3" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" CnxController "from=hover1_a" "to=hover1_b" "off_flag=R2D2GLIDE" "obj=r2d2_ramp1" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" //RampNotBuilt SetMessage "name=RampComplete" "value=0" SetPathCnxFlag "from=ramp1_a" "to=ramp1_b" "BLOCK" "bothways" //BridgeNotBuilt SetMessage "name=BridgeComplete" "value=0" SetPathCnxFlag "from=bridge1_a" "to=bridge1_b" "R2D2GLIDE" "bothways" SetState "Update" } } state Update { Conditions { //Ramp if Message "RampComplete" == 0 and if AnimationFinished "Ramp" == 1 and if AnimationFinished "Ramp1" == 1 and if AnimationFinished "Ramp2" == 1 goto RampBuilt //Bridge if Message "BridgeComplete" == 0 and if AnimationFinished "platform" == 1 and if AnimationFinished "polySurface63955999" == 1 goto BridgeBuilt //Bounty gate if ObstacleFinished "lid_cover_01" == 1 and if ObstacleFinished "lid_cover_02" == 1 and if ObstacleAtStart "bountygate" == 1 and if NumInSetAlive "1" == 0 goto OpenGate if ObstacleFinished "bountygate" == 1 and if NumInSetAlive "1" > 0 goto CloseGate } Actions { } } //Ramp state RampBuilt { Conditions { } Actions { SetMessage "name=RampComplete" "value=1" SetPathCnxFlag "from=ramp1_a" "to=ramp1_b" "BLOCK" "FALSE" "bothways" SetState "Update" } } //Bridge state BridgeBuilt { Conditions { } Actions { SetMessage "name=BridgeComplete" "value=1" SetPathCnxFlag "from=bridge1_a" "to=bridge1_b" "R2D2GLIDE" "FALSE" "bothways" SetState "Update" } } //Bounty Gate state OpenGate { Conditions { } Actions { Idle "2" CameraCut "range=3" "roty=200" "rotx=10" "tgt_locator=gate" "bXlend_in_time=0.5" "end_time=infinite" "nXo_borders" Idle "0.5" PlayObstacle "name=bountygate" CameraCut "range=3" "roty=200" "rotx=10" "tgt_locator=gate" "bXlend_out_time=0.5" "end_time=3" "nXo_borders" Idle "3" SetState "Update" } } state CloseGate { Conditions { } Actions { PlayObstacle "name=bountygate" "backwards" SetState "Update" } }