music="Qui_Jabbas_BD" 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=0.21 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 //////////////////////////////////// /////////////push block main////////////// sock_start=00 campos_seek=5 cam_blend_time=1 // cam_look_ratio_y=0.8 cam_pullback_ratio=0.4 cam_dist_to_target=2.5 offset_blend_y_ratio=1.0 // cam_y_offset=1.4 cam_lateral_ratio=0.3 cam_look_ratio_y=0.7 // y_limits sock_end sock_start=01 campos_seek=5 cam_blend_time=.5 cam_look_ratio_y=0.7 cam_pullback_ratio=0.3 sock_end sock_start=02 campos_seek=5 cam_blend_time=.5 cam_look_ratio_y=0.7 cam_pullback_ratio=0.3 cam_y_offset=0.5 cam_dist_to_target=5.5 sock_end sock_start=03a 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=04 campos_seek=5 cam_blend_time=1.0 // cam_y_offset=0.5 cam_look_ratio_y=1.5 sock_end sock_start=05 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.5 sock_end sock_start=06 campos_seek=5 cam_blend_time=1.0 // cam_y_offset=0.5 // cam_look_ratio_y=.5 sock_end sock_start=07 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.5 ignore_socks=2 sock_end sock_start=08 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=10 campos_seek=5 cam_blend_time=1.0 cam_y_offset=0.5 cam_look_ratio_y=.5 sock_end sock_start=11 campos_seek=5 cam_blend_time=1.0 cam_y_offset=0.5 // cam_look_ratio_y=.5 sock_end sock_start=12 campos_seek=5 cam_blend_time=1.0 // cam_y_offset=0.5 // cam_look_ratio_y=.5 ignore_socks=6,13 sock_end sock_start=13 campos_seek=5 cam_blend_time=1.0 // cam_y_offset=0.5 // cam_look_ratio_y=.5 ignore_socks=6 sock_end sock_start=14 campos_seek=5 cam_blend_time=1.0 // cam_y_offset=0.5 // cam_look_ratio_y=.5 ignore_socks=6,8 sock_end sock_start=15 campos_seek=5 cam_blend_time=1.0 // cam_look_ratio_y=.5 ignore_socks=5 // cam_dist_to_target=2 sock_end ////////////////// splines ///////////////////////////////// door_start spline="Mike" level="JabbasPalace_B" door_end door_start spline="JabbaD_JabbaB" level="JabbasPalace_B" door_end door_start spline="JabbaB_JabbaD" level="JabbasPalace_D" door_end door_start spline="JabbaD_JabbaE" level="JabbasPalace_E" door_end door_start spline="Throne_Hall" level="JabbasPalace_D" door_end door_start spline="Hall_Throne" level="JabbasPalace_D" door_end door_start spline="throne_ent" level="JabbasPalace_D" door_end door_start spline="ent_throne" level="JabbasPalace_D" door_end door_start spline="Push_Top_Stairs" level="JabbasPalace_D" door_end door_start spline="Top_Stairs_Push" level="JabbasPalace_D" door_end ////////////////////// rancor door //////////////////////////// obstacle_start name="rancor_door" obj="rancor_door_A" obj="rancor_door_B" check_ground range=1.0 play_once obstacle_end ////////////////// Hans Solo Lever - FreePlay ////////////////////////////////// obstacle_start obj="bounty_static1" obj="bounty_pic1" range=1.2 obstacle_end obstacle_start name="HanSolo_lever" lock_spline="bounty_lineup1" bountyhunter locked obj="Hans_null" check_ground range=1.0 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 ////////////////////////////////////////////////////// //////////////////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="lever_lineup5" locked pull_lever obj="lid_lever5",lever obj="lever5_off" obj="lever5_on" door_close_delay=1.0 reset_anims obstacle_end //Gamorean Guard Tunnel 06 ///// obstacle_start name="lid_cover_06" obj="lever6_off",trigger obj="lid_cover6" obstacle_end obstacle_start name="lid_lever_06" lock_spline="lever_lineup6" locked pull_lever obj="lid_lever6",lever obj="lever6_off" obj="lever6_on" door_close_delay=1.0 reset_anims 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="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 blowup_start force_name="Torch26" effect_off="torch_1_26" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch26_light",off blowup_end blowup_start force_name="Torch27" effect_off="torch_1_27" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch27_light",off blowup_end blowup_start force_name="Torch_DF1" effect_off="torch_1_DF1" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch_DF1_light",off obj="red_brick_2x1" obj="red_brick_1x1" obj="black_brick_2x1" obj="black_brick_2x1" obj="black_brick_1x1" obj="black_brick_1x1" blowup_end blowup_start force_name="Torch_DF2" effect_off="torch_1_DF2" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="Torch_DF2_light",off obj="red_brick_2x1" obj="red_brick_1x1" obj="black_brick_2x1" obj="black_brick_2x1" obj="black_brick_1x1" obj="black_brick_1x1" blowup_end blowup_start force_name="grate_09a" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="grate_10a" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="bell_01" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="bell_02" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="bell_03" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="bell_04" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="bell_05" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="bell_06" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="bell_07" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="bell_08" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="bell_09" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="bell_10" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="round_01" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="red_brick_2x1" obj="red_brick_1x1" obj="black_brick_2x1" obj="black_brick_2x1" obj="black_brick_1x1" obj="black_brick_1x1" blowup_end blowup_start force_name="round_02" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="red_brick_2x1" obj="red_brick_1x1" obj="black_brick_2x1" obj="black_brick_2x1" obj="black_brick_1x1" obj="black_brick_1x1" blowup_end blowup_start force_name="round_03" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="red_brick_2x1" obj="red_brick_1x1" obj="black_brick_2x1" obj="black_brick_2x1" obj="black_brick_1x1" obj="black_brick_1x1" blowup_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 //////////////////// throne gate//////////////////////////////// obstacle_start name="bountygate" obj="bounty_gate" // range=0.2 check_ground sfx_open="SwPPad" obstacle_end ///////////////////bounty hunter gate/////////////////////////// obstacle_start obj="bounty_static" obj="bounty_pic" range=0.5 obstacle_end obstacle_start lock_spline="bounty_lineup" stormtrooper locked obj="bounty_gate2" obj="red_on" obj="green_on" check_ground range=1.0 sfx_open="DPanelAct" 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 /////////////////// 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=1.0 obstacle_end obstacle_start lock_spline="r2d2_ramp_lineup" astromech_droid locked obj="r2d2_ramp" obj="r2d2_ramp1" obj="r2_red_on" obj="r2_green_on" 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 obj="bell_06" obj="bell_07" obstacle_end obstacle_start chain=5,2 buildit="buildit5" obstacle_end obstacle_start chain=5,3 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 obj="bell_09" obj="bell_10" obstacle_end obstacle_start chain=6,2 buildit="buildit6" obstacle_end obstacle_start chain=6,3 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 obstacle_end obstacle_start obj="cp3o_static1" obj="cp3o_pic1" range=0.8 obstacle_end obstacle_start name="cp3o_panel" lock_spline="c3po_lineup" locked protocol_droid obj="Throne_gate" obj="cp3o_green_off" obj="cp3o_green_on" // door_close_delay=1.0 sfx_open="DPanelAct" chain_interface=6,3 // play_once obstacle_end //obstacle_start // obj="cp3o_green_on",trigger // obj="Throne_gate" //obstacle_end /////////////////Buildit Radio///////////////////////////////// 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" pair="build_it_7_1_17","build_it_7_2_17" pair="build_it_7_1_18","build_it_7_2_18" pair="build_it_7_1_19","build_it_7_2_19" pair="build_it_7_1_20","build_it_7_2_20" pair="build_it_7_1_21","build_it_7_2_21" pair="build_it_7_1_22","build_it_7_2_22" coin_value=10 buildit_end obstacle_start chain=18,1 buildit="buildit7" 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 ////////////////////////////////////// obstacle_start obj="bounty_gate1" range=1.2 obstacle_end ////////////////////////////helmet machine//////////////////////////////////////////// obstacle_start helmet_machine locked lock_spline="helmet_machine_lineup" obj="helmet_machine_out1"//draws the helmet relative to this object (first object in the list) obj="helmet_machine_lever",lever obj="helmet_machine_up" obj="helmet_machine_up1" obj="helmet_machine_scale" obj="helmet_machine_off" obj="helmet_machine_on" reset_anims sfx_open="SwLever" obstacle_end /////////////////////minikit - dark force panel /////////////////////////// obstacle_start chain=4,1 obj="grate_09" obj="grate_10" obj="grate_null" obstacle_end obstacle_start chain=4,2 obj="grate_09a" obj="grate_10a" obstacle_end obstacle_start obj="Torch_DF1",trigger obj="Torch_DF2",trigger obj="grate_null" obstacle_end //////////////////////////////////////////////////////////