//music="Qui_Sarlacc_A" music="Act_Sarlacc_A" characters_start character="chewbacca",player character="princessleia",player character="c3po",player characters_end cutscenes_start cutscene="episodevi\sarlaccpit_midtro2" cutscenes_end plat_scan_dist=3 max_ter_groups=1024 max_ter_platforms=1024 settings_start=1 farclip_ps2=320 nearclip_ps2=0.02 farclip_psp=320 nearclip_psp=0.11 farclip_360=320 nearclip_360=0.02 farclip_gc=320 nearclip_gc=0.02 farclip_pc=320 nearclip_pc=0.02 backr_top=120 backg_top=120 backb_top=140 backr_bottom=0 backg_bottom=0 backb_bottom=0 settings_end //////////////////doors///////////////////////////////// door_start spline="door_a_to_b" level="SarlaccPit_b" 1_way door_end door_start spline="door_b_to_a" level="SarlaccPit_a" 1_way door_end //door_start // spline="top_hatch" // level="SarlaccPit_B" //door_end //door_start // spline="top_hatch1" // level="SarlaccPit_A" //door_end //door_start // spline="exit" // level="map" //door_end /////////////// cameras //////////////////////////////////// sock_start=01 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.5 cam_look_ratio_y=0.69 cam_x_offset=-3.4 offset_blend_x_ratio=.78 sock_end sock_start=02 cam_blend_time=1.0 cam_y_offset=1.28 offset_blend_y_ratio=.8 campos_seek=5.0 cam_pullback_ratio=0.5 cam_look_ratio_y=1.2 circuit sock_end sock_start=03 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.5 cam_look_ratio_y=0.65 cam_x_offset=-3.1 offset_blend_x_ratio=.74 cam_lateral_ratio=1.3 sock_end sock_start=04 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.5 cam_look_ratio_y=0.6 sock_end //sock_start=05 // cam_blend_time=1.0 // campos_seek=5.0 // cam_pullback_ratio=0.5 // cam_look_ratio_y=0.9 //sock_end sock_start=06 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.5 cam_look_ratio_y=1.05 sock_end sock_start=07 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.5 cam_look_ratio_y=0.6 sock_end sock_start=08 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.5 cam_look_ratio_y=0.6 sock_end /////////////////////////////////////////boba skiff//////////////////////////////// blowup_start force_name="boba_pop" obj="rope_01",off obj="rope_02",off deb_name="big_pop_1" deb_name="big_pop_2" deb_name="big_pop_3" part_effect_name="torch_part" blowup_end obstacle_start obj="boba_pop",trigger obj="float_skiff_1" obstacle_end /////////////////////////////////////////back door///////////////////////////////////////////// ///////////////////////////////////////main triggers////// obstacle_start chain_trigger=2,3 chain_trigger=3,4 obj="back_door" obstacle_end //////////////// obstacle_start obj="lock_pop1",trigger obj="lock_pop2",trigger obj="lock_spin_orig" obj="lock_null" obstacle_end //// obstacle_start chain=3,1 obj="lock_spin_orig" obj="barrel_3_red_a" obj="barrel_3_1_a" obstacle_end obstacle_start chain=3,2 obj="barrel_3_1" obj="lock_spin1" obj="barrel_3_red" // reset_anims obstacle_end obstacle_start chain=3,3 obj="barrel_3_2" obj="lock_spin2" obj="barrel_3_red1" // reset_anims obstacle_end obstacle_start chain=3,4 obj="barrel_3_3" obj="lock_spin3" obj="barrel_3_green" // reset_anims obstacle_end obstacle_start chain=3,5,2 obj="barrel_3_4" obj="lock_spin4" obj="barrel_3_red2" // reset_anims obstacle_end //////////////////////////////barrel 3////////////////////////// spinner_start spin_obj="lock_spin1" // do not animate the spin object!!! move_obj="barrel_3_1" anim_speed=0.35 // scales object animation playback rate push_only // paddles will not be targetted and shooting one will have no effect paddle_count=1 // 1...5 - change the number of paddles (1...5) for targetting reset_spinner spinner_end spinner_start spin_obj="lock_spin2" // do not animate the spin object!!! move_obj="barrel_3_2" anim_speed=0.35 // scales object animation playback rate push_only // paddles will not be targetted and shooting one will have no effect paddle_count=1 // 1...5 - change the number of paddles (1...5) for targetting reset_spinner spinner_end spinner_start spin_obj="lock_spin3" // do not animate the spin object!!! move_obj="barrel_3_3" anim_speed=0.35 // scales object animation playback rate push_only // paddles will not be targetted and shooting one will have no effect paddle_count=1 // 1...5 - change the number of paddles (1...5) for targetting reset_spinner spinner_end spinner_start spin_obj="lock_spin4" // do not animate the spin object!!! move_obj="barrel_3_4" anim_speed=0.35 // scales object animation playback rate push_only // paddles will not be targetted and shooting one will have no effect paddle_count=1 // 1...5 - change the number of paddles (1...5) for targetting reset_spinner spinner_end //////////////////////////////barrel 2////////////////////////// obstacle_start obj="lock_null",trigger obj="barrel_null" obstacle_end obstacle_start chain=2,1 obj="barrel_null" obj="barrel_2_1_a" obj="barrel_2_red_a" // anim group 18 obstacle_end obstacle_start chain=2,2 obj="barrel_2_1" obj="barrel_2_red" obj="barrel_cube1" // anim group 19 obstacle_end obstacle_start chain=2,3 obj="barrel_2_2" obj="barrel_2_green" obj="barrel_cube" // anim group 20 obstacle_end obstacle_start chain=2,4 obj="barrel_2_3" obj="barrel_2_red1" obj="barrel_cube4" // anim group 21 obstacle_end obstacle_start chain=2,5,2 obj="barrel_2_4" obj="barrel_2_red2" obj="barrel_cube5" // anim group 22 obstacle_end ////////////////////////////////skiff a blowups///////////////////////////////////////////////////////////// blowup_start force_name="skiff_a_01" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="skiff_a_02" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="skiff_a_03" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="skiff_a_04" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="skiff_a_05" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="skiff_a_06" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end ////////////////////////////////skiff b blowups///////////////////////////////////////////////////////////// blowup_start force_name="skiff_b_01" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="skiff_b_02" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="skiff_b_03" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="skiff_b_04" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="skiff_b_05" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="skiff_b_06" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="mini_grate1" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="mini_grate2" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="mini_grate3" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end ////////////////////////////////skiff c blowups///////////////////////////////////////////////////////////// blowup_start force_name="skiff_c_01" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="skiff_c_02" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="skiff_c_03" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="skiff_c_04" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="skiff_c_05" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="skiff_c_06" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="skiff_c_pop_07" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end //////////// Blow up Flaps Main Barge //////////// // Main - front ////////////// blowup_start force_name="Big_Flap_13" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="Big_Flap_05" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="Big_Flap_04" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="Big_Flap_08" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="Big_Flap_06" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end // Freeplay - Rear /////////////// blowup_start force_name="Big_Flap_16" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="Big_Flap_18" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="Big_Flap_19" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="Sml_Flap_11" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="Big_Flap_22" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="Big_Flap_24" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="Big_Flap_26" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="Big_Flap_28" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end ////////////////// Skiff A Platform / Lever ////////////////////////////////// obstacle_start name="lever_platform" // lock_spline="lift_lever_lineup2" // locked // pull_lever obj="lever1_off",trigger obj="lever2_off",trigger obj="platform_01" obj="platform_02" obj="platform_04" obj="platform_05" obj="platform_03" obstacle_end //// obstacle_start name="platlever1" lock_spline="lever_lineup1" locked pull_lever obj="lever_1",lever obj="lever1_off" obj="lever1_on" door_close_delay=1.0 reset_anims obstacle_end obstacle_start name="platlever2" lock_spline="lever_lineup2" locked pull_lever obj="lever_2",lever obj="lever2_off" obj="lever2_on" door_close_delay=1.0 reset_anims chain_interface=9,2 obstacle_end ///// buildit lever //////////////// buildit_start name="buildit11" pair="build_it_11_1_1","build_it_11_2_1" pair="build_it_11_1_2","build_it_11_2_2" pair="build_it_11_1_3","build_it_11_2_3" pair="build_it_11_1_4","build_it_11_2_4" pair="build_it_11_1_5","build_it_11_2_5" buildit_end obstacle_start chain=9,1 buildit="buildit11" obstacle_end obstacle_start chain=9,2 obj="Lever_2" obj="Lever_mount2" obj="lever_base2" obstacle_end ////////////////// Skiff B Platform / Lever ////////////////////////////////// obstacle_start chain=15,1 obj="B_lev_01" obj="B_lev_02" obj="B_lev_03" obj="B_lev_04" obj="B_lev_05" obj="B_lev_06" obj="B_lev_07" obj="B_lev_08" obj="B_lev_09" obj="B_lev_10" obj="B_lev_11" obj="B_lev_12" obj="B_lev_13" obj="B_lev_14" obj="B_lev_15" obj="B_lev_16" obj="B_lev_17" obj="B_lev_18" obstacle_end obstacle_start chain=15,2 obj="Lever_3_mount" obj="lever_3" obj="Lever_4_mount" obj="lever_4" obstacle_end obstacle_start name="lever_platform2" obj="lever3_off",trigger obj="lever4_off",trigger obj="platform_06" obj="platform_07" obj="platform_09" obj="platform_10" obj="platform_08" obstacle_end //// obstacle_start name="platlever3" lock_spline="lever_lineup3" locked chain_interface=15,2 pull_lever obj="lever_3",lever obj="lever3_off" obj="lever3_on" door_close_delay=1.0 reset_anims obstacle_end obstacle_start name="platlever4" lock_spline="lever_lineup4" locked chain_interface=15,2 pull_lever obj="lever_4",lever obj="lever4_off" obj="lever4_on" door_close_delay=1.0 reset_anims obstacle_end ////////////////////////////////skiff a blowups///////////////////////////////////////////////////////////// blowup_start force_name="a_01" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="a_02" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="a_03" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="a_04" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="a_05" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="a_06" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="a_07" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="a_08" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="a_09" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="a_10" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="a_11" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="a_12" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="a_13" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="a_14" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="a_15" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="a_16" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="a_17" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="a_18" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end ////////////////////////////////skiff B blowups///////////////////////////////////////////////////////////// blowup_start force_name="b_01" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="b_02" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="b_03" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="b_04" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="b_05" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="b_06" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="b_07" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="b_08" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="b_09" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="b_10" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="b_11" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="b_12" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="b_13" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="b_14" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="b_15" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="b_16" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="b_17" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="b_18" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end ////////////////////////////////skiff C blowups///////////////////////////////////////////////////////////// blowup_start force_name="c_01" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="c_02" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="c_03" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="c_04" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="c_05" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="c_06" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="c_07" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="c_08" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="c_09" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="c_10" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="c_11" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="c_12" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="c_13" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="c_14" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="c_15" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="c_16" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="c_17" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="c_18" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end ////////////////////////////////skiff D blowups///////////////////////////////////////////////////////////// blowup_start force_name="d_01" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_02" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_03" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_04" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_05" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_06" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_07" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_08" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_09" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_10" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_11" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_12" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_13" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_14" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_15" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_16" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_17" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_18" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_19" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_20" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_21" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_22" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_23" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end blowup_start force_name="d_24" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end /////////////////////////// Buildit Zipup 1 ////////////////////////////////// blowup_start force_name="womp_gen_01" deb_name="explo_05" 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" deb_name="big_pop_1" deb_name="big_pop_2" deb_name="big_pop_3" magnitude=2.0 add_within_bounds=1.0 gravity=-3.0 part_effect_name="flap_part1" blowup_end buildit_start name="buildit5" coin_y_offset=0.1 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=7,1 obj="zipup_box" obstacle_end obstacle_start chain=7,2 buildit="buildit5" obstacle_end obstacle_start chain=7,3 obj="zipup_target" obstacle_end zipup_start spline="zipup_1" trigger_chain=7,3 zipup_end blowup_start force_name="zipup_box" deb_name="torch_pop_1" deb_name="torch_pop_2" deb_name="Barrel_pop_4" part_effect_name="torch_part" blowup_end ///////////////////////////Zip Up/////////////////////////////////////////////////// zipup_start spline="zipup_3" zipup_end zipup_start spline="zipup_4" zipup_end zipup_start spline="zipup_6" zipup_end /////////////////////////////main Barge Levers//////////////////////////////////////////////////// obstacle_start name="platlever5" lock_spline="lever_lineup5" locked pull_lever obj="lever_5",lever obj="lever5_off" obj="lever5_on" door_close_delay=5.0 play_once obstacle_end obstacle_start name="bargeplat1" obj="lever5_off",trigger obj="platform_barge_01" camera_spline="platform_raise" cam_start_time=0 cam_end_time=4.5 cam_blend_in_time=0 cam_blend_out_time=0.5 obstacle_end /////////////// obstacle_start name="platlever6" lock_spline="lever_lineup6" locked pull_lever obj="lever_6",lever obj="lever6_off" obj="lever6_on" door_close_delay=5.0 play_once obstacle_end obstacle_start name="bargeplat2" obj="lever6_off",trigger obj="platform_barge_02" camera_spline="platform_raise" cam_start_time=0 cam_end_time=4.5 cam_blend_in_time=0 cam_blend_out_time=0.5 obstacle_end ////////////// obstacle_start name="platlever7" lock_spline="lever_lineup7" locked pull_lever obj="lever_7",lever obj="lever7_off" obj="lever7_on" door_close_delay=5.0 play_once obstacle_end obstacle_start name="bargeplat3" obj="lever7_off",trigger obj="platform_barge_03" camera_spline="platform_raise" cam_start_time=0 cam_end_time=4.5 cam_blend_in_time=0 cam_blend_out_time=0.5 obstacle_end /////////////// obstacle_start name="platlever8" lock_spline="lever_lineup8" locked pull_lever obj="lever_8",lever obj="lever8_off" obj="lever8_on" door_close_delay=5.0 obstacle_end obstacle_start name="bargeplat4" obj="lever8_off",trigger obj="platform_barge_04" camera_spline="platform_raise1" cam_start_time=0 cam_end_time=4.5 cam_blend_in_time=0 cam_blend_out_time=0.5 obstacle_end /////////////// obstacle_start name="platlever9" lock_spline="lever_lineup9" locked pull_lever obj="lever_9",lever obj="lever9_off" obj="lever9_on" door_close_delay=5.0 obstacle_end obstacle_start name="bargeplat5" obj="lever9_off",trigger obj="platform_barge_05" camera_spline="platform_raise1" cam_start_time=0 cam_end_time=4.5 cam_blend_in_time=0 cam_blend_out_time=0.5 obstacle_end //////////////////////////////////////////////////////////// ////////// Grate Proximity Blow Up /////////////////////////////////// blowup_start force_name="grate2" obj="edge2",off deb_name="big_pop_1" deb_name="big_pop_2" deb_name="big_pop_3" part_effect_name="flap_part1" blowup_end blowup_start force_name="grate3" obj="edge3",off deb_name="big_pop_1" deb_name="big_pop_2" deb_name="big_pop_3" part_effect_name="flap_part1" blowup_end blowup_start force_name="grate4" obj="edge4",off deb_name="big_pop_1" deb_name="big_pop_2" deb_name="big_pop_3" part_effect_name="flap_part1" blowup_end blowup_start force_name="grate5" obj="edge5",off deb_name="big_pop_1" deb_name="big_pop_2" deb_name="big_pop_3" part_effect_name="flap_part1" blowup_end blowup_start force_name="grate6" obj="edge6",off deb_name="big_pop_1" deb_name="big_pop_2" deb_name="big_pop_3" part_effect_name="flap_part1" blowup_end blowup_start force_name="grate7" obj="edge7",off deb_name="big_pop_1" deb_name="big_pop_2" deb_name="big_pop_3" part_effect_name="flap_part1" blowup_end blowup_start force_name="grate8" obj="edge8",off deb_name="big_pop_1" deb_name="big_pop_2" deb_name="big_pop_3" part_effect_name="flap_part1" blowup_end ///////////////new ganme play/////////////////////////////////////// ////////////////////////////////////////////////// blowup_start force_name="grate" 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" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" hit_points=1 blowup_end obstacle_start chain=11,1 obj="grate" obj="cube_01" obj="dup_01",off obj="dup_02",off obj="dup_03",off obj="dup_04",off obstacle_end obstacle_start chain=11,2 obj="A_pole_01" obj="A_pole_02" obj="A_pole_03" obj="A_pole_04" obj="A_pole_05" obj="A_pole_06" obj="A_pole_07" obj="A_pole_08" obj="A_pole_09" obj="A_pole_10" obj="A_pole_11" obj="A_pole_12" obj="A_pole_13" obj="A_pole_14" obj="A_pole_15" obj="A_pole_16" obj="A_step_01" obj="A_step_02" obj="A_step_03" obj="A_step_04" obstacle_end ///////////////////////////////////////////////// obstacle_start chain=13,1 obj="float_skiff_1" obstacle_end obstacle_start chain=13,2 obj="float_skiff_2" obj="d_01" obj="d_02" obj="d_03" obj="d_04" obj="d_05" obj="d_06" obj="d_07" obj="d_08" obj="d_09" obj="d_10" obj="d_11" obj="d_12" obj="d_13" obj="d_14" obj="d_15" obj="d_16" obj="d_17" obj="d_18" obj="d_19" obj="d_20" obj="d_21" obj="d_22" obj="d_23" obj="d_24" obj="pole" obstacle_end equivalentobject_start obj="float_skiff_1" obj="float_skiff_2" equivalentobject_end ////////////Push Zipup block //////// obstacle_start name="Pushty2" chain=40,1 push="cannonbox_04",1 obstacle_end obstacle_start chain=40,2 obj="cannonbox_04a" auto_start obstacle_end obstacle_start chain=40,3 obj="cannonbox_04b" obj="bollox" obstacle_end obstacle_start chain=40,4 buildit="buildit6" obstacle_end obstacle_start chain=40,5 obj="zipup_target2" obstacle_end 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" pair="build_it_6_1_6","build_it_6_2_6" pair="build_it_6_1_7","build_it_6_2_7" pair="build_it_6_1_8","build_it_6_2_8" pair="build_it_6_1_9","build_it_6_2_9" pair="build_it_6_1_10","build_it_6_2_10" pair="build_it_6_1_11","build_it_6_2_11" pair="build_it_6_1_12","build_it_6_2_12" pair="build_it_6_1_13","build_it_6_2_13" buildit_end zipup_start spline="zipup_2" trigger_chain=40,5 zipup_end blowup_start force_name="cannonbox_04b" deb_name="torch_pop_1" deb_name="torch_pop_2" deb_name="Barrel_pop_4" part_effect_name="torch_part" obj="bollox",off blowup_end blowup_start force_name="bollox" deb_name="torch_pop_1" deb_name="torch_pop_2" deb_name="Barrel_pop_4" part_effect_name="torch_part" obj="cannonbox_04b",off blowup_end //////////////////////////////////////////// obstacle_start name="push_init" chain=42,1 obj="push_orig" obj="lever_orig" obj="push_off_orig" obj="jim_null1" auto_start obstacle_end obstacle_start name="push_spew" chain=42,2 lock_spline="push_lineup" locked pull_lever obj="lever_push",lever obj="push_01" obj="push_off",no_collision obj="push_on",no_collision obstacle_end obstacle_start name="push_push" chain=42,3,1 obj="push_02",trigger obj="push_02" obj="lever_push_p" obj="push_off_p" obstacle_end ///Rear Barge - Freeplay // R2D2 Gate //////////////////////////////// obstacle_start obj="r2_static" obj="r2_pic" range=1.2 obstacle_end obstacle_start lock_spline="r2_door_line" astromech_droid locked obj="red_on" obj="green_on" check_ground range=1.0 obstacle_end obstacle_start obj="green_on",trigger obj="gate_01" camera_spline="gate_01_raise" cam_start_time=0 cam_end_time=4.5 cam_blend_in_time=0 cam_blend_out_time=0.5 obstacle_end obstacle_start obj="r2_static1" obj="r2_pic1" range=1.2 obstacle_end obstacle_start lock_spline="r2_door_line1" astromech_droid locked obj="red_on1" obj="green_on1" check_ground range=1.0 obstacle_end obstacle_start obj="green_on1",trigger obj="gate_03" camera_spline="gate_02_raise" cam_start_time=0 cam_end_time=4.5 cam_blend_in_time=0 cam_blend_out_time=0.5 obstacle_end obstacle_start obj="c3po_static" obj="c3po_pic" range=1.2 obstacle_end obstacle_start lock_spline="c3po_lineup" protocol_droid locked obj="c3po_red_on" obj="c3po_green_on" check_ground range=1.0 obstacle_end obstacle_start obj="c3po_green_on",trigger obj="gate_02" camera_spline="gate_02_raise" cam_start_time=0 cam_end_time=4.5 cam_blend_in_time=0 cam_blend_out_time=0.5 obstacle_end blowup_start force_name="deton_gate" obj="edge6",off deb_name="big_pop_1" deb_name="big_pop_2" deb_name="big_pop_3" part_effect_name="flap_part1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" hit_points=0 blowup_end ////////////freeplay above ent to B//////////////////////////////// obstacle_start name="lever12" lock_spline="lever_lineup12" locked pull_lever obj="lever_12",lever obj="lever12_off" obj="lever12_on" obj="light_2a",no_collision obj="light_2b",no_collision door_close_delay=4 reset_anims obstacle_end obstacle_start name="lever13" lock_spline="lever_lineup13" locked pull_lever obj="lever_13",lever obj="lever13_off" obj="lever13_on" obj="light_3a",no_collision obj="light_3b",no_collision door_close_delay=4 reset_anims obstacle_end obstacle_start name="lever_minikit" obj="lever12_on",trigger obj="lever13_on",trigger obj="lever_11",trigger obj="lever_minikit" obstacle_end //obstacle_start // obj="light_1_null",trigger // obj="light_1a",no_collision // obj="light_1b",no_collision // reset_anims //obstacle_end / //obstacle_start // obj="light_2_null",trigger // obj="light_2a",no_collision // obj="light_2b",no_collision // reset_anims //obstacle_end //obstacle_start // obj="light_3_null",trigger // obj="light_3a",no_collision // obj="light_3b",no_collision // reset_anims //obstacle_end ////////////////// Portals //////////////////// /////first door portaldoor_start obj="shutter_1" p_id=1 // trigger_at_end portaldoor_end ////////////////Freeplay minikit Rear Barge ///////////////////////// blowup_start force_name="df_lock" deb_name="big_pop_1" deb_name="big_pop_2" deb_name="big_pop_3" part_effect_name="flap_part1" sfx="Explode1" blowup_end obstacle_start obj="df_lock",trigger obj="shutter1" obj="shutter2" obj="minikit_1a1" obj="minikit_2a1" obj="minikit_3a1" obj="minikit_4a1" obj="minikit_5a1" obj="minikit_6a1" obj="minikit_7a1" obj="minikit_8a1" obj="minikit_9a1" obj="minikit_10a1" obj="minikit_11a1" obj="minikit_12a1" obj="minikit_13a1" obj="minikit_14a1" obstacle_end buildit_start name="minikit1" pair="minikit_1a","minikit_1b" pair="minikit_2a","minikit_2b" pair="minikit_3a","minikit_3b" pair="minikit_4a","minikit_4b" pair="minikit_5a","minikit_5b" pair="minikit_6a","minikit_6b" pair="minikit_7a","minikit_7b" pair="minikit_8a","minikit_8b" pair="minikit_9a","minikit_9b" pair="minikit_10a","minikit_10b" pair="minikit_11a","minikit_11b" pair="minikit_12a","minikit_12b" pair="minikit_13a","minikit_13b" pair="minikit_14a","minikit_14b" buildit_end obstacle_start name="mk_a" chain=4,1 obj="minikit_1a1" obj="minikit_2a1" obj="minikit_3a1" obj="minikit_4a1" obj="minikit_5a1" obj="minikit_6a1" obj="minikit_7a1" obj="minikit_8a1" obj="minikit_9a1" obj="minikit_10a1" obj="minikit_11a1" obj="minikit_12a1" obj="minikit_13a1" obj="minikit_14a1" obstacle_end obstacle_start name="mk_b" chain=4,2 buildit="minikit1" obstacle_end obstacle_start name="mk_c" chain=4,3 obj="minikit_fullani" auto_start obstacle_end obstacle_start name="mk_d" chain=4,4 obj="minikit_null1" obstacle_end ///////////////////////////////////////// buildit_start name="startup" pair="lever16a_panel","lever16_panel" pair="red_button","red_buttona" pair="lever_16a","lever_16b" buildit_end obstacle_start chain=5,1 buildit="startup" obstacle_end obstacle_start chain=5,2 obj="lever_16" obj="lever16_off" obj="lever16_on" obj="lever16_panel" obstacle_end obstacle_start name="lever_15" lock_spline="lever_lineup15" locked pull_lever obj="lever_15",lever obj="lever15_on" obj="lever15_off" obstacle_end obstacle_start name="lever_16" lock_spline="lever_lineup16" locked pull_lever obj="lever_16",lever,noleversparks obj="lever16_on" obj="lever16_off" chain_interface=5,2 obstacle_end obstacle_start obj="lever15_on",trigger obj="lever16_on",trigger obj="startup" obstacle_end ////////////4 cannons//////////////////////// obstacle_start name="minikit_cannons" // chain_trigger=43,3 // chain_trigger=8,3 // chain_trigger=10,3 // chain_trigger=44,3 // obj="build_8_12_1",trigger // obj="canon12",trigger // obj="build_10_1_13",trigger // obj="can_anim_12",trigger // obj="minikit_cannons" play_once camera_spline="cannons" cam_start_time=0.0 cam_end_time=2.3 cam_blend_in_time=.6 cam_blend_out_time=.6 obstacle_end /////////////blow position 1////////////////////////////// obstacle_start name="blow_pos1" chain=43,1 push="push_02",1 reset_pushblocks obstacle_end obstacle_start name="blow_pos1a" chain=43,2 obj="push_02_01" buildit="buildit8" obstacle_end obstacle_start chain=43,3 obj="cannon_3" obstacle_end buildit_start name="buildit8" pair="build_8_1_1","build_8_1_2" pair="build_8_2_1","build_8_2_2" pair="build_8_3_1","build_8_3_2" pair="build_8_4_1","build_8_4_2" pair="build_8_5_1","build_8_5_2" pair="build_8_6_1","build_8_6_2" pair="build_8_7_1","build_8_7_2" pair="build_8_8_1","build_8_8_2" pair="build_8_9_1","build_8_9_2" pair="build_8_10_1","build_8_10_2" pair="build_8_11_1","build_8_11_2" pair="build_8_12_1","build_8_12_2" character="cannon_3" coin_value=500 buildit_end blowup_start force_name="push_02_01" deb_name="torch_pop_1" deb_name="torch_pop_2" deb_name="Barrel_pop_4" part_effect_name="torch_part" obj="pos1_null",off blowup_end /////////////blow position 2////////////////////////////// obstacle_start name="blow_pos2" chain=44,1 push="push_02",2 reset_pushblocks obstacle_end obstacle_start name="blow_pos2a" chain=44,2 obj="push_02_02" obj="canon1" obj="canon2" obj="canon3" obj="canon4" obj="canon5" obj="canon6" obj="canon7" obj="canon8" obj="canon9" obj="canon10" obj="canon11" obj="canon12" obstacle_end blowup_start force_name="push_02_02" deb_name="torch_pop_1" deb_name="torch_pop_2" deb_name="Barrel_pop_4" part_effect_name="torch_part" obj="pos2_null",off blowup_end /// buildit cannon //////////////////////// buildit_start name="buildit10" pair="build_10_1_1","build_10_2_1" pair="build_10_1_2","build_10_2_2" pair="build_10_1_3","build_10_2_3" pair="build_10_1_4","build_10_2_4" pair="build_10_1_5","build_10_2_5" pair="build_10_1_6","build_10_2_6" pair="build_10_1_7","build_10_2_7" pair="build_10_1_8","build_10_2_8" pair="build_10_1_9","build_10_2_9" pair="build_10_1_10","build_10_2_10" pair="build_10_1_11","build_10_2_11" pair="build_10_1_12","build_10_2_12" pair="build_10_1_13","build_10_2_13" character="cannon_2" coin_value=500 buildit_end obstacle_start chain=8,1 obj="cannonbox_02" obstacle_end obstacle_start chain=8,2 buildit="buildit10" obstacle_end obstacle_start chain=8,3 obj="cannon_2" obstacle_end blowup_start force_name="cannonbox_02" obj="wash_door2",off deb_name="torch_pop_1" deb_name="torch_pop_2" deb_name="Barrel_pop_4" part_effect_name="torch_part" // add_explosion blowup_end //// force cannon /////////////////////// obstacle_start chain=10,1 obj="cannonbox_01" obstacle_end obstacle_start chain=10,2 obj="can_anim_01" obj="can_anim_02" obj="can_anim_03" obj="can_anim_04" obj="can_anim_05" obj="can_anim_06" obj="can_anim_07" obj="can_anim_08" obj="can_anim_09" obj="can_anim_10" obj="can_anim_11" obj="can_anim_12" coin_value=420 obstacle_end blowup_start force_name="cannonbox_01" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" blowup_end