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Inside Mac Games Volume 4 #9
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IMG 40 Sep 1996.iso
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More Goodies
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Dark Forces
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WIELDERS1DEV.GOB
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SECBASE.INF
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Text File
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1996-07-31
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9KB
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298 lines
INF 1.0
LEVELNAME SECBASE
items 22
/* This elevator changes the light level of a sector. The light level */
/* stays at both stops for 1 second. */
item: sector name: change_light
seq
class: elevator change_light
stop: 10 1
stop: 30 1
speed: 50
seqend
/* This elevator moves a sector back and forth. You move */
/* with the sector when you stand on it. Elevator morph_move1 would */
/* not move you with the sector. */
/* The sector remains at both stops for 1 second. */
item: sector name: morph_move2
seq
class: elevator morph_move2
event_mask: 0
stop: 0 1
stop: 8 1
angle: 180
speed: 25
seqend
/* This elevator spins a sector. You spin with the sector when you */
/* stand on it. Elevator morph_spin1 and elevator rotate_wall would */
/* not spin you with the sector. */
/* The stops can be removed to make the sector spin continuously. */
item: sector name: morph_spin2
seq
class: elevator morph_spin2
event_mask: 0
stop: 0 1
stop: 90 1
stop: 180 1
stop: 270 1
stop: 360 1
center: 64 304
speed: 25
seqend
/* This elevator moves the ceiling up and down. If you */
/* want the ceiling to crush you, give the sector flag 1 bit 512 */
/* (crushing sector). */
/* The ceiling remains at each stop for 1 second. */
item: sector name: move_ceiling
seq
class: elevator move_ceiling
event_mask: 0
stop: 14 1
stop: 2 1
speed: 10
seqend
/* This elevator moves the floor up and down. You can bring this elevator */
/* down by nudging it from the outside. It holds at stop 0 and remains */
/* at stop 1 for 2 seconds. */
/* Elevator basic is the same thing as this. */
item: sector name: move_floor
seq
class: elevator move_floor
event_mask: 32
stop: 8 hold
stop: 2 2
speed: 10
seqend
/* This elevator moves the floor and ceiling up and down together. Notice */
/* that stops affect the floor altitude and the ceiling just moves with */
/* the floor. */
/* The floor remains at both stops for 1 second. */
item: sector name: move_fc
seq
class: elevator move_fc
event_mask: 0
stop: 10 1
stop: 2 1
speed: 10
seqend
/* This elevator will scroll the floor texture. You will */
/* move with the floor if you stand on the elevator. Stops can be added */
/* to make the floor scroll in "jerks", otherwise it scrolls */
/* continuously. */
item: sector name: scroll_floor
seq
class: elevator scroll_floor
event_mask: 0
angle: 90
speed: 50
seqend
/* This elevator makes a sector a door. It can be opened by nudging from */
/* the outside. It stays open for 2 seconds. You need the blue key to open */
/* this door. */
item: sector name: door
seq
class: elevator door
key: blue
seqend
/* This elevator makes a sector a door that opens downwards. It can be */
/* opened by nudging from the outside. It stays open for 2 seconds. You */
/* need the red key to open this door. */
item: sector name: door_mid
seq
class: elevator door_mid
addon: 0
key: red
speed: 10
addon: 1
key: red
speed: 10
seqend
/* This elevator causes the ceiling to move up and down, but is used */
/* here as a door as it is in many of the original levels. It stays */
/* open for 2 seconds and can be opened by nudging from the outside. */
/* You need the yellow key to open this door. */
item: sector name: inv
seq
class: elevator inv
event_mask: 32
stop: 0 hold
stop: 8 2
speed: 10
key: yellow
seqend
/* This elevator causes the light level of walls to change. Only */
/* a wall which has flag 1 bit 8 (allow change wall light) will change */
/* - any other walls in the sector won't. */
item: sector name: wall_light
seq
class: elevator change_wall_light
stop: 0 0
stop: 32 0
speed: 50
seqend
/* This elevator causes a wall texture to scroll. Only a wall with */
/* flag 1 bit 64/128/256/512 will scroll, depending on whether it */
/* is a top texture, a bottom texture, a mid texture or a sign texture. */
/* Any other walls in the sector won't scroll. */
/* Stops can be added to make the texture scroll in "jerks". Otherwise */
/* the texture just scrolls continuously. */
item: sector name: scroll_wall
seq
class: elevator scroll_wall
event_mask: 0
angle: 0
speed: 50
seqend
/* These are teleporter chutes. One will teleport you down to a lower */
/* layer and the other one will teleport you back up. Note that the */
/* target must be directly above or below the chute. */
item: sector name: chute1
seq
class: teleporter chute
target: destination1
seqend
item: sector name: chute2
seq
class: teleporter chute
target: destination2
seqend
/* This trigger can be applied to a line or sector. It cannot be applied to */
/* a switch. */
/* Here is applied to a sector. It is triggered by entering the */
/* sector. It causes its client to move through its stops until it reaches */
/* a "hold" stop. Adding a message could change the way it affects its */
/* client. */
item: sector name: trigger_standard
seq
class: trigger standard
event_mask: 4
client: elevator1
seqend
/* The client of the above trigger. */
item: sector name: elevator1
seq
class: elevator move_floor
event_mask: 0
stop: 8 hold
stop: 4 2
speed: 10
seqend
/* This trigger has to be applied to a switch. Here it causes its client */
/* to move through its stops until it reaches a "hold" stop. Adding a message */
/* could change the way it affects its client. */
item: line name: trig_room num: 13
seq
class: trigger switch1
event_mask: 16
client: elevator2
seqend
/* The client of the above trigger. The message tells the switch that it is */
/* ready to be pressed again. */
item: sector name: elevator2
seq
class: elevator move_floor
event_mask: 0
stop: 8 hold
message: 0 trig_room(13) done
stop: 4 2
speed: 10
seqend
/* This trigger has to be applied to a switch. Here it causes its client */
/* to move through its stops until it reaches a "hold" stop. Adding a message */
/* could change the way it affects its client. This trigger can only be used */
/* once. */
item: line name: trig_room num: 11
seq
class: trigger single
event_mask: 16
client: elevator3
seqend
/* The client of the above trigger. Even though a "done" message is sent, */
/* the switch can't be used again because it is a trigger single. */
item: sector name: elevator3
seq
class: elevator move_floor
event_mask: 0
stop: 8 hold
message: 0 trig_room(11) done
stop: 4 2
speed: 10
seqend
/* This trigger has to be applied to a switch. It toggles its client between */
/* stops. */
item: line name: trig_room num: 9
seq
class: trigger toggle
event_mask: 16
client: elevator4
seqend
/* The client of the above trigger. */
item: sector name: elevator4
seq
class: elevator move_floor
event_mask: 0
stop: 8 hold
stop: 4 hold
speed: 10
seqend