music="Act_Jabbas_E" //music="Qui_Jabbas_E" 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 //////////////////////////////////// sock_start=00 campos_seek=5 cam_blend_time=1.0 // cam_look_ratio_y=.45 cam_pullback_ratio=0.3 sock_end sock_start=01 campos_seek=5 cam_blend_time=2.0 cam_x_offset=-2.0 cam_y_offset=1.2 cam_z_offset=-2.0 offset_blend_x_ratio=0 offset_blend_y_ratio=0.5 offset_blend_z_ratio=1 cam_lateral_ratio=0.5 cam_dist_to_target=2 cam_pullback_ratio=0.05 sock_end sock_start=02 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.45 sock_end sock_start=03 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.45 sock_end sock_start=04 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.45 sock_end sock_start=05 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.45 sock_end sock_start=06 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.45 sock_end sock_start=07 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.45 sock_end ////////////////// splines ///////////////////////////////// door_start spline="JabbaE_Cantina" level="JabbasPalace_Art" 1_way door_end door_start spline="JabbaD_JabbaE" level="JabbasPalace_E" door_end door_start spline="JabbaE_JabbaD" level="JabbasPalace_D" door_end ///// closing rancor door //////////////////////// obstacle_start name="rancor_door" obj="lever_off",trigger obj="lever1_off",trigger obj="rancor_door1" reset_anims obstacle_end obstacle_start name="rancor_lever_01" lock_spline="door_lineup" locked pull_lever obj="door_lever",lever obj="lever_off" obj="lever_on" door_close_delay=1.0 reset_anims chain_interface=11,2 obstacle_end obstacle_start name="rancor_lever_02" lock_spline="door_lineup1" locked pull_lever obj="door_lever1",lever obj="lever1_off" obj="lever1_on" door_close_delay=1.0 reset_anims chain_interface=11,2 obstacle_end obstacle_start name="activate_levers" chain=11,1 obj="pad_2al" obstacle_end obstacle_start chain=11,2 obj="pad_2bl" obstacle_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 magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end ////////////// Blow Ups ///////////////////// blowup_start force_name="plank" 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=2 blowup_end blowup_start force_name="cover1" 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=2 blowup_end blowup_start force_name="cover2" 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=2 blowup_end blowup_start force_name="cover3" 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=2 blowup_end ////////////////////Zip Up//////////////////////// 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=1,1 buildit="buildit1" obstacle_end obstacle_start chain=1,2 obj="zipup_platform" obstacle_end zipup_start spline="zipup_1" trigger_chain=1,2 zipup_end ///////////////////////////////////// ////////////// Blow up containers ////////////////// blowup_start force_name="container1" deb_name="big_pop_1" deb_name="big_pop_2" part_effect_name="rubble_part_2" sfx="Explode1" hit_points=1 cam_shake blowup_end blowup_start force_name="proximity_01" deb_name="rubble_02" deb_name="rubble_03" part_effect_name="rubble_part_1" sfx="Explode1" // hit_points=1 blowup_end obstacle_start chain=2,1 obj="container1" obstacle_end obstacle_start chain=2,2 obj="proximity_01" obstacle_end obstacle_start chain=2,3 obj="time_01" auto_start anim_speed=0.1 //delay for the falling barrel obstacle_end obstacle_start chain=2,4,1 obj="container1a" auto_start // anim_speed=0.2 obstacle_end blowup_start force_name="container2" deb_name="big_pop_1" deb_name="big_pop_2" part_effect_name="rubble_part_2" sfx="Explode1" hit_points=1 cam_shake blowup_end blowup_start force_name="proximity_02" deb_name="rubble_02" deb_name="rubble_03" part_effect_name="rubble_part_1" sfx="Explode1" // hit_points=1 blowup_end obstacle_start chain=3,1 obj="container2" obstacle_end obstacle_start chain=3,2 obj="proximity_02" obstacle_end obstacle_start chain=3,3 obj="time_02" auto_start anim_speed=0.1 //delay for the falling barrel obstacle_end obstacle_start chain=3,4,1 obj="container2a" auto_start obstacle_end ///////////// r2d2 gamorian tube ////////////// obstacle_start obj="r2d2_static" obj="r2d2_pic" range=.8 obstacle_end obstacle_start name="r2d2_cover" lock_spline="r2d2_lineup" astromech_droid locked obj="lid_cover_02" // check_ground range=2.0 // reset_anims // door_close_delay=3.0 obstacle_end ///////////// cp3o gamorian tube ////////////// obstacle_start obj="cp3o_static" obj="cp3o_pic" range=.8 obstacle_end obstacle_start name="c3po_cover" lock_spline="cp3o_lineup" protocol_droid locked obj="lid_cover_04" // check_ground range=2.0 // reset_anims // door_close_delay=3.0 obstacle_end