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Space Orb 360
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SpaceOrb481.img
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data1.cab
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Trainer
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TRAIN10L.DAT
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1998-04-06
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1,070 lines
##################################################################################
#
# Variables
#
##################################################################################
#
INT orbyZoomInLesson 30
INT orbyZoomOutLesson 40
INT orbyPanRightLesson 50
INT orbyPanLeftLesson 60
INT orbyFirstLesson orbyZoomInLesson
INT orbyLastLesson 5
INT orbyBeginLesson 10
INT orbyDoLesson 35
INT orbyFinishLesson 15
INT orbyNextLesson 30
INT orbyPassedLesson 15
INT orbyFailedLesson 13
INT orbyDoInstructions 20
INT screenAnimationLoops 4
INT failCount 0
INT maxTries 5
INT tryAgain 0
FLOAT orbyDistance 10.0
FLOAT orbyMaxDistance 200.0
STRING orbyTargetObject cone1
STRING screenAnimation face
STRING screenNarration eruditio.wav
MIDI orbyMidiFile 3dark.mid
##################################################################################
#
# Lights
#
##################################################################################
#LIGHT light1 T DIRECTIONAL O -0.26 -0.9 -0.96 I 0.4
#LIGHT light2 T DIRECTIONAL O 0.374 0.3 -0.927 I 0.4
#LIGHT light3 T DIRECTIONAL O 0.718 -0.5 0.615 I 0.4
#LIGHT light4 T DIRECTIONAL O -0.990 -0.4 0.139 I 0.4
LIGHT light1 T DIRECTIONAL O 0.0 -1.0 0.0 I 0.5
LIGHT light2 T DIRECTIONAL O 1.0 -0.6 0.0 I 0.3
LIGHT light2a T DIRECTIONAL O -1.0 -0.5 0.0 I 0.3
LIGHT light3 T DIRECTIONAL O -1.0 0.2 .0 I 0.2
LIGHT light4 T DIRECTIONAL O 0.0 0.2 1.0 I 0.2
LIGHT light5 T DIRECTIONAL O 0.0 0.2 -1.0 I 0.2
##################################################################################
#
# The Main Hall - includes info kiosk
#
##################################################################################
OBJECT screenv screenv.rwx screenv.rwx screenv.rwx F O 0 25 0 R 0 115 0 S 20 N 1 V
ACTION 1 LOOK_AT_OBJECT O arrow
OBJECT screenh screenh.rwx screenh.rwx screenh.rwx F O 0 25 0 R 0 295 0 S 20 N 1 V
ACTION 1 LOOK_AT_OBJECT O arrow
#
# Timer
#
OBJECT timer blank.rwx blank.rwx blank.rwx N 6 X
ACTION 1 WAIT T 10
ACTION 1 ON_TRUE_GOTO_STATE S 2
ACTION 2 ADD_TO_WORLD O screenv
ACTION 2 WAKEUP O screenv
ACTION 2 GOTO_STATE S 3
ACTION 3 WAIT T 4
ACTION 3 ON_TRUE_GOTO_STATE S 4
ACTION 4 REMOVE_FROM_WORLD O screenv
ACTION 4 ADD_TO_WORLD O screenh
ACTION 4 WAKEUP O screenh
ACTION 4 GOTO_STATE S 5
ACTION 5 WAIT T 4
ACTION 5 ON_TRUE_GOTO_STATE S 6
ACTION 6 REMOVE_FROM_WORLD O screenh
ACTION 6 SLEEP O timer
#
# Viewpointer
#
OBJECT arrow vpcube.rwx vpcube.rwx vpcube.rwx S 4 O 0 3 0 N 15 X
# flyby
ACTION 1 GOTO_LOCATION D 0 25 -80
ACTION 1 DRAG_VIEWPOINT
# remove 4 lites
ACTION 1 REMOVE_LIGHT N light1
ACTION 1 REMOVE_LIGHT N light3
ACTION 1 REMOVE_LIGHT N light4
ACTION 1 REMOVE_LIGHT N light5
ACTION 1 GOTO_STATE S 2
ACTION 2 SPIN W A 0 1 0 S 16 G 360
ACTION 2 ON_TRUE_GOTO_STATE S 4
ACTION 2 DRAG_VIEWPOINT
#lightning
#ACTION 3 WAKEUP O flash
ACTION 3 GOTO_STATE S 9
# zoom to floor
ACTION 4 REMOVE_FROM_WORLD O screenv O screenh
ACTION 4 DRAG_VIEWPOINT
ACTION 4 GOTO_LOCATION D 0 3 0 S 20.0
ACTION 4 ON_TRUE_GOTO_STATE S 9
# reset view
ACTION 5 GOTO_LOCATION R
ACTION 5 DRAG_VIEWPOINT
ACTION 5 GOTO_STATE S 6
# disable movement
ACTION 6 DRAG_VIEWPOINT
# enabled movement
ACTION 7 IO_NAV_XZ N 2 C RX C RZ S 0.05 L orby
ACTION 7 LIMIT_CYLINDER C 0 3 0 R 85 Y -10 10
ACTION 7 DRAG_VIEWPOINT
# special slow reset at beginning
ACTION 8 WAKEUP O orby
ACTION 8 DRAG_VIEWPOINT
ACTION 8 LOOK_AT_OBJECT O orby
ACTION 8 ON_TRUE_GOTO_STATE S 6
ACTION 9 WAKEUP O orby
ACTION 9 GOTO_STATE S 5
# reset view before side-to-side training
ACTION 10 GOTO_LOCATION R
ACTION 10 GOTO_LOCATION D 0 3 -5
ACTION 10 DRAG_VIEWPOINT
ACTION 10 GOTO_STATE S 6
# enabled movement backwards
ACTION 11 IO_NAV_XZ N 2 C RX C RZ S 0.05 L orby
ACTION 11 LIMIT_CYLINDER C 0 3 0 R 70 Y -10 10
ACTION 11 DRAG_VIEWPOINT
# enabled movement at end of training
ACTION 12 IO_NAV_XZ N 2 C RX C RZ S 0.05 L blind1 L blind2 L blind3 L blind4 L orby
ACTION 12 LIMIT_CYLINDER C 0 3 0 R 80 Y -10 10
ACTION 12 DRAG_VIEWPOINT
#
# Movie Screen
#
OBJECT screen screen.rwx screen.rwx screen.rwx F N 9 V
# action states 1-6 reserved for io_evaluate
ACTION 1 GOTO_STATE O arrow S 6
ACTION 1 GOTO_OBJECT_DIRECT O arrow D -3 2 5.00
ACTION 1 PLAY_SOUND
ACTION 1 GOTO_STATE S 2
ACTION 2 GOTO_OBJECT_DIRECT O arrow D -3 2 5.00
ACTION 2 ANIMATION P 2 S 1 L 5
ACTION 2 WAIT T 5
ACTION 2 ON_TRUE_GOTO_STATE S 3
ACTION 3 GOTO_STATE O arrow S 5
ACTION 3 GOTO_OBJECT_DIRECT O arrow D -3 2 5.00
ACTION 3 PLAY_SOUND
ACTION 3 GOTO_STATE S 4
ACTION 4 GOTO_OBJECT_DIRECT O arrow D -3 2 5.00
ACTION 4 ANIMATION P 2 S 1 L 5
ACTION 4 WAIT T 5
ACTION 4 ON_TRUE_GOTO_STATE S 5
ACTION 5 REMOVE_FROM_WORLD O screen
ACTION 5 WAKEUP O orby
ACTION 5 GOTO_STATE O arrow S 7
ACTION 5 GOTO_STATE S 1
# general purpose action states
ACTION 7 WAKEUP O themouth
ACTION 7 GOTO_OBJECT_DIRECT O arrow D -3 2 5.00
ACTION 7 ANIMATION P 2 S 1 N screenAnimation L 10
ACTION 7 PLAY_SOUND Y W screenNarration
ACTION 7 ON_TRUE_GOTO_STATE S 8
ACTION 8 SLEEP O themouth
ACTION 8 REMOVE_FROM_WORLD O screen
ACTION 8 WAKEUP O orby
ACTION 8 GOTO_STATE S 1
#
# 1
# teaching pylons 4 0 2
# 3
OBJECT cone0 cone.rwx cone.rwx cone.rwx W O 0 6 12 S 2.0 V
OBJECT cone1 cone.rwx cone.rwx cone.rwx W O 0 6 80 S 2.0 V
OBJECT cone2 cone.rwx cone.rwx cone.rwx W O -80 6 12 S 2.0 V
OBJECT cone3 cone.rwx cone.rwx cone.rwx W O 0 6 -80 S 2.0 V
OBJECT cone4 cone.rwx cone.rwx cone.rwx W O 80 6 12 S 2.0 V
#
# halo around orby
#
OBJECT orbback1 orbback1.rwx orbback1.rwx orbback1.rwx O 0 7 12 S 1.5 N 1 V
ACTION 1 GOTO_OBJECT O orby
ACTION 1 ANIMATION T halo
ACTION 1 LOOK_AT_OBJECT O arrow
OBJECT orbback2 orbback2.rwx orbback2.rwx orbback2.rwx O 0 7 12 S 1.5 N 1 V
ACTION 1 GOTO_OBJECT O orby
ACTION 1 LOOK_AT_OBJECT O arrow
OBJECT orbback3 orbback3.rwx orbback3.rwx orbback3.rwx O 0 7 12 S 1.5 N 1 V
ACTION 1 GOTO_OBJECT O orby
ACTION 1 LOOK_AT_OBJECT O arrow
OBJECT orbback4 orbback4.rwx orbback4.rwx orbback4.rwx O 0 7 12 S 1.5 N 1 V
ACTION 1 GOTO_OBJECT O orby
ACTION 1 LOOK_AT_OBJECT O arrow
#
# "Try again!"
OBJECT tryagain blank.rwx blank.rwx blank.rwx O 0 10 18 N 3 S 1
ACTION 1 GOTO_STATE S 3
ACTION 1 VAR_EQUALS_INT N tryAgain V 1
ACTION 1 ON_TRUE_GOTO_STATE S 2
ACTION 2 SETVAR_INT N tryAgain V 0
ACTION 2 ADD_TO_WORLD O tryagaing
ACTION 2 WAKEUP O tryagaing
ACTION 2 GOTO_STATE S 3
ACTION 3 SLEEP O tryagain
ACTION 3 GOTO_STATE S 1
#
#
OBJECT tryagaing tryagain.rwx tryagain.rwx tryagain.rwx O 0 10 15 N 2 S 2 V
ACTION 1 WAIT T 6
ACTION 1 ON_TRUE_GOTO_STATE S 2
ACTION 2 REMOVE_FROM_WORLD O tryagaing
ACTION 2 GOTO_STATE S 1
#
# the Mouth
OBJECT themouth blank.rwx blank.rwx blank.rwx N 1
ACTION 1 ANIMATION T orbusm S 3
#
# Orby, the teaching minion
#
OBJECT orby orb88l.rwx orb88l.rwx orb88l.rwx O 0 7 25 R 0 180 0 N 100 X S 6
# intro
ACTION 1 PLAY_MIDI M orbyMidiFile
ACTION 1 REMOVE_FROM_WORLD O screen
ACTION 1 GOTO_STATE S 2
ACTION 2 PLAY_SOUND Y W orbi0.wav
ACTION 2 ON_TRUE_GOTO_STATE S 3
ACTION 3 WAKEUP O flash
ACTION 3 GOTO_STATE S 4
ACTION 4 WAIT T 2
ACTION 4 ON_TRUE_GOTO_STATE S 5
ACTION 5 WAKEUP O ctrlc
ACTION 5 GOTO_STATE S 6
ACTION 6 WAIT T 1
ACTION 6 ON_TRUE_GOTO_STATE S 7
#ACTION 7 GOTO_STATE S 4 O arrow
#ACTION 7 SLEEP O orby
ACTION 7 GOTO_STATE S 20
# wrapup
ACTION 10 WAIT T 1
ACTION 10 ON_TRUE_GOTO_STATE S 11
#ACTION 11 GOTO_LOCATION D 0 7 25
# enable movement with collision detection w/crates
ACTION 11 GOTO_STATE S 12 O arrow
ACTION 11 WAKEUP O blind4
ACTION 11 WAKEUP O themouth
ACTION 11 GOTO_STATE S 12
ACTION 12 PLAY_SOUND Y W orbf1.wav
ACTION 12 ON_TRUE_GOTO_STATE S 13
#ACTION 13 PLAY_SOUND Y W grfftt.wav S D 200
ACTION 13 ON_TRUE_GOTO_STATE S 14
# Orby leaves the scene
#ACTION 12 WAIT T 14
#ACTION 12 ON_TRUE_GOTO_STATE S 13
ACTION 14 SLEEP O themouth
ACTION 14 ADD_TO_WORLD O orbback1 O orbback2 O orbback3 O orbback4
ACTION 14 WAKEUP O orbback1 O orbback2 O orbback3 O orbback4
ACTION 14 SPIN A 0 1 0 S 20
ACTION 14 LINEAR A 0 1 0 G 100 S 5
ACTION 14 ON_TRUE_GOTO_STATE S 15
ACTION 15 REMOVE_FROM_WORLD O orby O orbback1 O orbback2 O orbback3 O orbback4
# from here - lightning effects
ACTION 20 WAIT T 0.2
ACTION 20 ON_TRUE_GOTO_STATE S 21
ACTION 21 WAKEUP O flashlite
ACTION 21 GOTO_STATE S 22
ACTION 22 WAIT T 0.3
ACTION 22 ON_TRUE_GOTO_STATE S 23
ACTION 23 WAKEUP O flashlite
ACTION 23 GOTO_STATE S 24
ACTION 24 WAIT T 4
ACTION 24 ON_TRUE_GOTO_STATE S 30
# do zoom in
ACTION 30 SETVAR_INT N failCount V 0
ACTION 30 SETVAR_STRING N screenNarration V orbi1.wav
ACTION 30 SETVAR_STRING N screenAnimation V tzb2.bmp
ACTION 30 WAKEUP O liteoff
ACTION 30 SLEEP O orby
ACTION 30 GOTO_STATE S 39
ACTION 31 GOTO_LOCATION D 0 7 25 A 0 0 -1
ACTION 31 GOTO_STATE S 5 O arrow
ACTION 31 ADD_TO_WORLD O screen T 7
ACTION 31 WAKEUP O screen
ACTION 31 GOTO_STATE S 32
ACTION 32 SLEEP O orby
ACTION 32 GOTO_STATE S 33
ACTION 33 PLAY_SOUND W followme.wav
ACTION 33 GOTO_STATE S 7 O arrow
ACTION 33 GOTO_STATE S 34
ACTION 34 GOTO_OBJECT O cone1 S 30.0
ACTION 34 ON_TRUE_GOTO_STATE S 35
ACTION 35 WAKEUP O tryagain
ACTION 35 DISTANCE D 16 O arrow
ACTION 35 ON_TRUE_GOTO_STATE S 37
ACTION 35 IO_EVALUATE O screen N 2 F A 0 0 -1 E 25 D 3
ACTION 35 ON_FALSE_GOTO_STATE S 36
#
ACTION 36 ADD_TO_WORLD O screen
ACTION 36 WAKEUP O screen
ACTION 36 SETVAR_INT N tryAgain V 1
ACTION 36 GOTO_STATE S 35
# after maxTries tries, move on
ACTION 36 ADDVAR_INT N failCount V 1
ACTION 36 VAR_EQUALS_INT N failCount V maxTries
ACTION 36 ON_TRUE_GOTO_STATE S 38
#
ACTION 36 SLEEP O orby
ACTION 37 RESET O tryagaing
ACTION 37 REMOVE_FROM_WORLD O tryagaing
ACTION 37 PLAY_SOUND Y W excellnt.wav
ACTION 37 ON_TRUE_GOTO_STATE S 38
ACTION 38 RESET O tryagaing
ACTION 38 REMOVE_FROM_WORLD O tryagaing
ACTION 38 SETVAR_INT N tryAgain V 0
ACTION 38 SETVAR_INT N failCount V 0
ACTION 38 GOTO_STATE S 5 O arrow
ACTION 38 GOTO_STATE S 40
# light control
ACTION 39 WAKEUP O litefront
ACTION 39 SLEEP O orby
ACTION 39 GOTO_STATE S 31
# do zoom out
ACTION 40 SETVAR_INT N failCount V 0
ACTION 40 SETVAR_STRING N screenNarration V orbi2.wav
ACTION 40 SETVAR_STRING N screenAnimation V tzf.bmp
ACTION 40 WAKEUP O liteoff
ACTION 40 SLEEP O orby
ACTION 40 GOTO_STATE S 49
#ACTION 40 GOTO_STATE S 41
ACTION 41 GOTO_LOCATION D 0 7 25 A 0 0 -1
ACTION 41 GOTO_STATE S 5 O arrow
ACTION 41 ADD_TO_WORLD O screen T 7
ACTION 41 WAKEUP O screen
ACTION 41 GOTO_STATE S 42
ACTION 42 SLEEP O orby
ACTION 42 GOTO_STATE S 43
# enable movement using special backwards state
ACTION 43 PLAY_SOUND W followme.wav
ACTION 43 GOTO_STATE S 11 O arrow
ACTION 43 GOTO_STATE S 44
ACTION 44 GOTO_OBJECT O cone3 S 30.0
ACTION 44 ON_TRUE_GOTO_STATE S 45
ACTION 45 WAKEUP O tryagain
ACTION 45 DISTANCE D 25 O arrow
ACTION 45 ON_TRUE_GOTO_STATE S 47
ACTION 45 IO_EVALUATE O screen N 2 F A 0 0 1 E 25 D 3
ACTION 45 ON_FALSE_GOTO_STATE S 46
ACTION 46 ADD_TO_WORLD O screen
ACTION 46 WAKEUP O screen
ACTION 46 SETVAR_INT N tryAgain V 1
ACTION 46 GOTO_STATE S 45
# after maxTries tries, move on
ACTION 46 ADDVAR_INT N failCount V 1
ACTION 46 VAR_EQUALS_INT N failCount V maxTries
ACTION 46 ON_TRUE_GOTO_STATE S 48
#
ACTION 46 SLEEP O orby
ACTION 47 RESET O tryagaing
ACTION 47 REMOVE_FROM_WORLD O tryagaing
ACTION 47 PLAY_SOUND Y W excellnt.wav
ACTION 47 ON_TRUE_GOTO_STATE S 48
ACTION 48 RESET O tryagaing
ACTION 48 REMOVE_FROM_WORLD O tryagaing
ACTION 48 SETVAR_INT N tryAgain V 0
ACTION 48 SETVAR_INT N failCount V 0
ACTION 48 GOTO_STATE S 5 O arrow
ACTION 48 GOTO_STATE S 50
# light control
ACTION 49 WAKEUP O liteback
ACTION 49 SLEEP O orby
ACTION 49 GOTO_STATE S 41
# do pan right
ACTION 50 SETVAR_INT N failCount V 0
ACTION 50 SETVAR_STRING N screenNarration V orbi3.wav
ACTION 50 SETVAR_STRING N screenAnimation V txf2.bmp
#ACTION 50 ADD_TO_WORLD O orbback1 O orbback2 O orbback3 O orbback4
#ACTION 50 WAKEUP O orbback1 O orbback2 O orbback3 O orbback4
ACTION 50 WAKEUP O liteoff
ACTION 50 SLEEP O orby
ACTION 50 GOTO_STATE S 59
ACTION 51 GOTO_LOCATION D 0 7 25 A 0 0 -1
ACTION 51 GOTO_STATE S 5 O arrow
ACTION 51 ADD_TO_WORLD O screen T 7
ACTION 51 WAKEUP O screen
ACTION 51 GOTO_STATE S 52
ACTION 52 SLEEP O orby
ACTION 52 GOTO_STATE S 53
ACTION 53 PLAY_SOUND W followme.wav
ACTION 53 GOTO_STATE S 11 O arrow
ACTION 53 GOTO_STATE S 54
ACTION 54 GOTO_OBJECT O cone2 S 30.0
ACTION 54 ON_TRUE_GOTO_STATE S 55
ACTION 55 WAKEUP O tryagain
ACTION 55 DISTANCE D 20 O arrow
ACTION 55 ON_TRUE_GOTO_STATE S 57
ACTION 55 IO_EVALUATE O screen N 2 F A 1 0 0 E 25 D 3
ACTION 55 ON_FALSE_GOTO_STATE S 56
ACTION 56 ADD_TO_WORLD O screen
ACTION 56 WAKEUP O screen
ACTION 56 SETVAR_INT N tryAgain V 1
ACTION 56 GOTO_STATE S 55
# after maxTries tries, move on
ACTION 56 ADDVAR_INT N failCount V 1
ACTION 56 VAR_EQUALS_INT N failCount V maxTries
ACTION 56 ON_TRUE_GOTO_STATE S 58
#
ACTION 56 SLEEP O orby
ACTION 57 RESET O tryagaing
ACTION 57 REMOVE_FROM_WORLD O tryagaing
ACTION 57 PLAY_SOUND Y W excellnt.wav
ACTION 57 ON_TRUE_GOTO_STATE S 58
ACTION 58 RESET O tryagaing
ACTION 58 REMOVE_FROM_WORLD O tryagaing
ACTION 58 SETVAR_INT N tryAgain V 0
ACTION 58 SETVAR_INT N failCount V 0
ACTION 58 GOTO_STATE S 5 O arrow
ACTION 58 ON_TRUE_GOTO_STATE S 60
# light control
ACTION 59 WAKEUP O literight
ACTION 59 SLEEP O orby
ACTION 59 GOTO_STATE S 51
# do pan left
ACTION 60 SETVAR_INT N failCount V 0
ACTION 60 SETVAR_STRING N screenNarration V orbi4.wav
ACTION 60 SETVAR_STRING N screenAnimation V txb.bmp
ACTION 60 WAKEUP O liteoff
ACTION 60 SLEEP O orby
ACTION 60 GOTO_STATE S 91
ACTION 61 GOTO_LOCATION D 0 7 25 A 0 0 -1
ACTION 61 GOTO_STATE S 5 O arrow
ACTION 61 ADD_TO_WORLD O screen T 7
ACTION 61 WAKEUP O screen
ACTION 61 GOTO_STATE S 62
ACTION 62 SLEEP O orby
ACTION 62 GOTO_STATE S 63
ACTION 63 PLAY_SOUND W followme.wav
ACTION 63 GOTO_STATE S 11 O arrow
ACTION 63 GOTO_STATE S 64
ACTION 64 GOTO_OBJECT O cone4 S 30.0
ACTION 64 ON_TRUE_GOTO_STATE S 65
ACTION 65 WAKEUP O tryagain
ACTION 65 DISTANCE D 20 O arrow
ACTION 65 ON_TRUE_GOTO_STATE S 67
ACTION 65 IO_EVALUATE O screen N 2 F A -1 0 0 E 25 D 3
ACTION 65 ON_FALSE_GOTO_STATE S 66
ACTION 66 ADD_TO_WORLD O screen
ACTION 66 WAKEUP O screen
ACTION 66 SETVAR_INT N tryAgain V 1
ACTION 66 GOTO_STATE S 65
# after maxTries tries, move on
ACTION 66 ADDVAR_INT N failCount V 1
ACTION 66 VAR_EQUALS_INT N failCount V maxTries
ACTION 66 ON_TRUE_GOTO_STATE S 68
#
ACTION 66 SLEEP O orby
ACTION 67 RESET O tryagaing
ACTION 67 REMOVE_FROM_WORLD O tryagaing
ACTION 67 PLAY_SOUND Y W awesome.wav
ACTION 67 ON_TRUE_GOTO_STATE S 68
ACTION 68 RESET O tryagaing
ACTION 68 REMOVE_FROM_WORLD O tryagaing
ACTION 68 SETVAR_INT N tryAgain V 0
ACTION 68 SETVAR_INT N failCount V 0
ACTION 68 GOTO_STATE S 5 O arrow
ACTION 68 ON_TRUE_GOTO_STATE S 69
ACTION 69 PLAY_SOUND Y W tryspin.wav
ACTION 69 ON_TRUE_GOTO_STATE S 70
# do spin right
ACTION 70 SETVAR_INT N failCount V 0
ACTION 70 SETVAR_STRING N screenNarration V orbi5.wav
ACTION 70 SETVAR_STRING N screenAnimation V ryf.bmp
ACTION 70 WAKEUP O liteoff
ACTION 70 SLEEP O orby
ACTION 70 GOTO_STATE S 97
ACTION 71 GOTO_LOCATION D 0 7 25 A 0 0 -1
ACTION 71 GOTO_STATE S 5 O arrow
ACTION 71 ADD_TO_WORLD O screen T 7
ACTION 71 WAKEUP O screen
ACTION 71 GOTO_STATE S 72
ACTION 72 SLEEP O orby
ACTION 72 GOTO_STATE S 73
ACTION 73 PLAY_SOUND W followme.wav
ACTION 73 GOTO_STATE S 74
ACTION 74 GOTO_STATE S 7 O arrow
ACTION 74 SPIN W A 0 -1 0 S 100 G 180
ACTION 74 ON_TRUE_GOTO_STATE S 75
ACTION 75 WAKEUP O tryagain
ACTION 75 IS_LOOKING_AT O arrow
ACTION 75 ON_TRUE_GOTO_STATE S 77
ACTION 75 IO_EVALUATE O screen N 2 T A 0 1 0 E 50 D 3
ACTION 75 ON_FALSE_GOTO_STATE S 76
ACTION 76 ADD_TO_WORLD O screen
ACTION 76 WAKEUP O screen
ACTION 76 SETVAR_INT N tryAgain V 1
ACTION 76 GOTO_STATE S 75
# after maxTries tries, move on
ACTION 76 ADDVAR_INT N failCount V 1
ACTION 76 VAR_EQUALS_INT N failCount V maxTries
ACTION 76 ON_TRUE_GOTO_STATE S 78
#
ACTION 76 SLEEP O orby
ACTION 79 ADD_TO_WORLD O screen
ACTION 79 WAKEUP O screen
ACTION 79 GOTO_STATE S 74
ACTION 77 RESET O tryagaing
ACTION 77 REMOVE_FROM_WORLD O tryagaing
#ACTION 77 GOTO_STATE O arrow S 6
ACTION 77 PLAY_SOUND W excellnt.wav
ACTION 77 GOTO_STATE S 78
ACTION 78 RESET O tryagaing
ACTION 78 REMOVE_FROM_WORLD O tryagaing
ACTION 78 SETVAR_INT N tryAgain V 0
ACTION 78 SETVAR_INT N failCount V 0
ACTION 78 GOTO_STATE O arrow S 6
ACTION 78 WAIT T 2
ACTION 78 ON_TRUE_GOTO_STATE S 80
# do spin left
ACTION 80 SETVAR_INT N failCount V 0
ACTION 80 SETVAR_STRING N screenNarration V orbi6.wav
ACTION 80 SETVAR_STRING N screenAnimation V ryb2.bmp
ACTION 80 GOTO_STATE S 81
ACTION 81 GOTO_LOCATION D 0 7 25 A 0 0 -1
ACTION 81 LOOK_AT_OBJECT O arrow
ACTION 81 GOTO_STATE S 5 O arrow
ACTION 81 ADD_TO_WORLD O screen T 7
ACTION 81 WAKEUP O screen
ACTION 81 GOTO_STATE S 82
ACTION 82 SLEEP O orby
ACTION 82 GOTO_STATE S 83
ACTION 83 PLAY_SOUND W followme.wav
ACTION 83 GOTO_STATE S 84
ACTION 84 GOTO_STATE S 7 O arrow
ACTION 84 SPIN W A 0 1 0 S 100 G 180
ACTION 84 ON_TRUE_GOTO_STATE S 85
ACTION 85 WAKEUP O tryagain
ACTION 85 IS_LOOKING_AT O arrow
ACTION 85 ON_TRUE_GOTO_STATE S 87
ACTION 85 IO_EVALUATE O screen N 2 T A 0 -1 0 E 50 D 3
ACTION 85 ON_FALSE_GOTO_STATE S 86
ACTION 86 ADD_TO_WORLD O screen
ACTION 86 WAKEUP O screen
ACTION 86 SETVAR_INT N tryAgain V 1
ACTION 86 GOTO_STATE S 85
# after maxTries tries, move on
ACTION 86 ADDVAR_INT N failCount V 1
ACTION 86 VAR_EQUALS_INT N failCount V maxTries
ACTION 86 ON_TRUE_GOTO_STATE S 88
#
ACTION 86 SLEEP O orby
ACTION 89 ADD_TO_WORLD O screen
ACTION 89 WAKEUP O screen
ACTION 89 GOTO_STATE S 84
ACTION 87 RESET O tryagaing
ACTION 87 REMOVE_FROM_WORLD O tryagaing
#ACTION 87 GOTO_STATE O arrow S 6
ACTION 87 PLAY_SOUND W excellnt.wav
ACTION 87 GOTO_STATE S 88
ACTION 88 RESET O tryagaing
ACTION 88 REMOVE_FROM_WORLD O tryagaing
ACTION 88 SETVAR_INT N tryAgain V 0
ACTION 88 SETVAR_INT N failCount V 0
ACTION 88 GOTO_STATE O arrow S 6
ACTION 88 WAIT T 1
ACTION 88 ON_TRUE_GOTO_STATE S 10
# oops - have to turn on left lights here (called from state 60)
# light control
ACTION 91 WAKEUP O liteleft
ACTION 91 SLEEP O orby
ACTION 91 GOTO_STATE S 61
# light control for center lite
ACTION 97 WAKEUP O litecenter
ACTION 97 SLEEP O orby
ACTION 97 GOTO_STATE S 71
#
# Floor
#
OBJECT floor trfloor.rwx trfloor.rwx trfloor.rwx T S 50
#
# Walls
#
OBJECT wall1 trwallm.rwx trwallm.rwx trwallm.rwx W
OBJECT wall2 trwallm.rwx trwallm.rwx trwallm.rwx W R 0 45 0
OBJECT wall3 trwallm.rwx trwallm.rwx trwallm.rwx W R 0 90 0
OBJECT wall4 trwallm.rwx trwallm.rwx trwallm.rwx W R 0 135 0
OBJECT wall5 trwallm.rwx trwallm.rwx trwallm.rwx W R 0 180 0
OBJECT wall6 trwallm.rwx trwallm.rwx trwallm.rwx W R 0 -135 0
OBJECT wall7 trwallm.rwx trwallm.rwx trwallm.rwx W R 0 -90 0
OBJECT wall8 trwallm.rwx trwallm.rwx trwallm.rwx W R 0 -45 0
#
# Glyph icons
#
OBJECT glyph1 trglyphl.rwx trglyphl.rwx trglyphl.rwx R 0 180 0
OBJECT glyph2 trglyphl.rwx trglyphl.rwx trglyphl.rwx
OBJECT glyph3 trglyphl.rwx trglyphl.rwx trglyphl.rwx R 0 90 0
OBJECT glyph3a trglyphl.rwx trglyphl.rwx trglyphl.rwx R 0 -90 0
#
# dome
#
OBJECT dome1 trdome1.rwx trdome1.rwx trdome1.rwx T S 50
#OBJECT dome2 trdome2.rwx trdome2.rwx trdome2.rwx W S 50
#
# lightning
#
OBJECT flash blank.rwx blank.rwx blank.rwx N 3
ACTION 1 ADD_LIGHT N light1
ACTION 1 ADD_LIGHT N light3
ACTION 1 ADD_LIGHT N light4
ACTION 1 ADD_LIGHT N light5
ACTION 1 PLAY_SOUND W explode.wav P
ACTION 1 GOTO_STATE S 2
ACTION 2 WAIT T 0.1
ACTION 2 ON_TRUE_GOTO_STATE S 3
ACTION 3 REMOVE_LIGHT N light1
ACTION 3 REMOVE_LIGHT N light3
ACTION 3 REMOVE_LIGHT N light4
ACTION 3 REMOVE_LIGHT N light5
ACTION 3 SLEEP O flash
ACTION 3 WAKEUP O orby
ACTION 3 GOTO_STATE S 1
OBJECT flashlite blank.rwx blank.rwx blank.rwx N 3
ACTION 1 ADD_LIGHT N light1
ACTION 1 ADD_LIGHT N light3
ACTION 1 ADD_LIGHT N light4
ACTION 1 ADD_LIGHT N light5
ACTION 1 REMOVE_FROM_WORLD O litectr
ACTION 1 PLAY_SOUND W explode.wav P
ACTION 1 GOTO_STATE S 2
ACTION 2 WAIT T 0.1
ACTION 2 ON_TRUE_GOTO_STATE S 3
ACTION 3 REMOVE_LIGHT N light1
ACTION 3 REMOVE_LIGHT N light3
ACTION 3 REMOVE_LIGHT N light4
ACTION 3 REMOVE_LIGHT N light5
ACTION 3 ADD_TO_WORLD O litectr
ACTION 3 SLEEP O flashlite
ACTION 3 WAKEUP O orby
ACTION 3 GOTO_STATE S 1
# center lite control
OBJECT ctrlc blank.rwx blank.rwx blank.rwx N 2
ACTION 1 REMOVE_FROM_WORLD O lampctr
ACTION 1 ADD_TO_WORLD O lampctrl O litectr
ACTION 1 PLAY_SOUND W glass.wav P S D 200
ACTION 1 GOTO_STATE S 2
ACTION 2 SLEEP O ctrlc
ACTION 1 REMOVE_FROM_WORLD O lite1c O lite2c O lite5c O lite6c O lite7c O lite11c O lite12c O lite15c
# shut off all lights
OBJECT liteoff blank.rwx blank.rwx blank.rwx N 3
ACTION 1 GOTO_OBJECT O lampctr
ACTION 1 REMOVE_FROM_WORLD O lamp1l O lamp2l O lamp3l O lamp4l O lamp5l O lamp6l O lamp7l O lamp8l
ACTION 1 REMOVE_FROM_WORLD O lite1x O lite1a O lite1b O lite2a O lite2b O lite3a O lite3b O lite4a
ACTION 1 REMOVE_FROM_WORLD O lite5x O lite5a O lite5b O lite6a O lite6b O lite7a O lite7b O lite8a
ACTION 1 REMOVE_FROM_WORLD O litectr1 O litectr2 O litectr1r O litectr2r O litectrbig
ACTION 1 ADD_TO_WORLD O lamp1 O lamp2 O lamp3 O lamp4 O lamp5 O lamp6 O lamp7 O lamp8 O litectr
ACTION 1 REMOVE_FROM_WORLD O lamp11l O lamp12l O lamp13l O lamp14l O lamp15l O lamp16l O lamp17l O lamp18l
ACTION 1 REMOVE_FROM_WORLD O lite11x O lite11a O lite11b O lite12a O lite12b O lite13a O lite13b O lite14a
ACTION 1 REMOVE_FROM_WORLD O lite15x O lite15a O lite15b O lite16a O lite16b O lite17a O lite17b O lite18a
ACTION 1 REMOVE_FROM_WORLD O lite1c O lite2c O lite5c O lite6c O lite7c O lite11c O lite12c O lite15c
ACTION 1 ADD_TO_WORLD O lamp11 O lamp12 O lamp13 O lamp14 O lamp15 O lamp16 O lamp17 O lamp18
ACTION 1 PLAY_SOUND W glass.wav P S D 200
ACTION 1 GOTO_STATE S 2
ACTION 2 WAIT T 0.3
ACTION 2 ON_TRUE_GOTO_STATE S 3
ACTION 3 WAKEUP O orby
ACTION 3 SLEEP O liteoff
ACTION 3 GOTO_STATE S 1
# lite control
# forward motion
OBJECT litefront blank.rwx blank.rwx blank.rwx N 10
ACTION 1 REMOVE_FROM_WORLD O lamp1 O litectr1 O litectr180 O litectr1r O litectr1r180
ACTION 1 ADD_TO_WORLD O lite1a O lite1x O lamp1l
ACTION 1 GOTO_OBJECT O lamp1l
ACTION 1 PLAY_SOUND W glass.wav P S D 200
ACTION 1 GOTO_STATE S 2
ACTION 2 WAIT T 0.3
ACTION 2 ON_TRUE_GOTO_STATE S 3
ACTION 3 REMOVE_FROM_WORLD O lite1a O lamp2
ACTION 3 ADD_TO_WORLD O lite2a O lite1b O lamp2l
ACTION 3 GOTO_OBJECT O lamp2l
ACTION 3 PLAY_SOUND W glass.wav P S D 200
ACTION 3 GOTO_STATE S 4
ACTION 4 WAIT T 0.3
ACTION 4 ON_TRUE_GOTO_STATE S 5
ACTION 5 REMOVE_FROM_WORLD O lite2a O lamp3
ACTION 5 ADD_TO_WORLD O lite3a O lite2b O lamp3l
ACTION 5 GOTO_OBJECT O lamp3l
ACTION 5 PLAY_SOUND W glass.wav P S D 200
ACTION 5 GOTO_STATE S 6
ACTION 6 WAIT T 0.3
ACTION 6 ON_TRUE_GOTO_STATE S 7
ACTION 7 REMOVE_FROM_WORLD O lite3a O lamp4 O litectr
ACTION 7 ADD_TO_WORLD O lite4a O lite3b O lamp4l O litectr1
ACTION 7 GOTO_OBJECT O lamp4l
ACTION 7 PLAY_SOUND Y W glass.wav P S D 200
ACTION 7 ON_TRUE_GOTO_STATE S 8
ACTION 8 WAIT T 0.3
ACTION 8 ON_TRUE_GOTO_STATE S 9
ACTION 9 WAKEUP O orby
ACTION 9 SLEEP O litefront
ACTION 9 GOTO_STATE S 1
# lite control
# backward motion
OBJECT liteback blank.rwx blank.rwx blank.rwx N 10
ACTION 1 REMOVE_FROM_WORLD O lamp5 O litectr1 O litectr O litectr1r O litectr1r180
ACTION 1 ADD_TO_WORLD O lite5x O lite5a O lamp5l O litectr180
ACTION 1 GOTO_OBJECT O lamp5l
ACTION 1 PLAY_SOUND W glass.wav P S D 200
ACTION 1 GOTO_STATE S 2
ACTION 2 WAIT T 0.3
ACTION 2 ON_TRUE_GOTO_STATE S 3
ACTION 3 REMOVE_FROM_WORLD O lite5a O lamp6
ACTION 3 ADD_TO_WORLD O lite6a O lite5b O lamp6l
ACTION 3 GOTO_OBJECT O lamp6l
ACTION 3 PLAY_SOUND W glass.wav P S D 200
ACTION 3 GOTO_STATE S 4
ACTION 4 WAIT T 0.3
ACTION 4 ON_TRUE_GOTO_STATE S 5
ACTION 5 REMOVE_FROM_WORLD O lite6a O lamp7
ACTION 5 ADD_TO_WORLD O lite7a O lite6b O lamp7l
ACTION 5 GOTO_OBJECT O lamp7l
ACTION 5 PLAY_SOUND W glass.wav P S D 200
ACTION 5 GOTO_STATE S 6
ACTION 6 WAIT T 0.3
ACTION 6 ON_TRUE_GOTO_STATE S 7
ACTION 7 REMOVE_FROM_WORLD O lite7a O lamp8
ACTION 7 ADD_TO_WORLD O lite7b O lite8a O lamp8l
ACTION 7 GOTO_OBJECT O lamp8l
ACTION 7 PLAY_SOUND W glass.wav P S D 200
ACTION 7 GOTO_STATE S 8
ACTION 8 WAIT T 0.5
ACTION 8 ON_TRUE_GOTO_STATE S 9
ACTION 9 WAKEUP O orby
ACTION 9 SLEEP O liteback
ACTION 9 GOTO_STATE S 1
# lite control
# left lamps
OBJECT liteleft blank.rwx blank.rwx blank.rwx N 10
ACTION 1 REMOVE_FROM_WORLD O lamp11
ACTION 1 ADD_TO_WORLD O lite11a O lite11x O lamp11l
ACTION 1 GOTO_OBJECT O lamp11l
ACTION 1 PLAY_SOUND W glass.wav P S D 200
ACTION 1 GOTO_STATE S 2
ACTION 2 WAIT T 0.3
ACTION 2 ON_TRUE_GOTO_STATE S 3
ACTION 3 REMOVE_FROM_WORLD O lite11a O lamp12
ACTION 3 ADD_TO_WORLD O lite12a O lite11b O lamp12l
ACTION 3 GOTO_OBJECT O lamp12l
ACTION 3 PLAY_SOUND W glass.wav P S D 200
ACTION 3 GOTO_STATE S 4
ACTION 4 WAIT T 0.3
ACTION 4 ON_TRUE_GOTO_STATE S 5
ACTION 5 REMOVE_FROM_WORLD O lite12a O lamp13
ACTION 5 ADD_TO_WORLD O lite13a O lite12b O lamp13l
ACTION 5 GOTO_OBJECT O lamp13l
ACTION 5 PLAY_SOUND W glass.wav P S D 200
ACTION 5 GOTO_STATE S 6
ACTION 6 WAIT T 0.3
ACTION 6 ON_TRUE_GOTO_STATE S 7
ACTION 7 REMOVE_FROM_WORLD O lite13a O lamp14 O litectr O litectr1r180 O litectr1 O litectr180
ACTION 7 ADD_TO_WORLD O lite14a O lite13b O lamp14l O litectr1r
ACTION 7 GOTO_OBJECT O lamp14l
ACTION 7 PLAY_SOUND W glass.wav P S D 200
ACTION 7 GOTO_STATE S 8
ACTION 8 WAIT T 0.3
ACTION 8 ON_TRUE_GOTO_STATE S 9
ACTION 9 WAKEUP O orby
ACTION 9 SLEEP O liteleft
ACTION 9 GOTO_STATE S 1
# lite control
# right lamps
OBJECT literight blank.rwx blank.rwx blank.rwx N 10
ACTION 1 REMOVE_FROM_WORLD O lamp15 O litectr O litectr180 O litectr1 O litectr1r
ACTION 1 ADD_TO_WORLD O lite15x O lite15a O lamp15l O litectr1r180
ACTION 1 GOTO_OBJECT O lamp15l
ACTION 1 PLAY_SOUND W glass.wav P S D 200
ACTION 1 GOTO_STATE S 2
ACTION 2 WAIT T 0.3
ACTION 2 ON_TRUE_GOTO_STATE S 3
ACTION 3 REMOVE_FROM_WORLD O lite15a O lamp16
ACTION 3 ADD_TO_WORLD O lite16a O lite15b O lamp16l
ACTION 3 GOTO_OBJECT O lamp16l
ACTION 3 PLAY_SOUND W glass.wav P S D 200
ACTION 3 GOTO_STATE S 4
ACTION 4 WAIT T 0.3
ACTION 4 ON_TRUE_GOTO_STATE S 5
ACTION 5 REMOVE_FROM_WORLD O lite16a O lamp17
ACTION 5 ADD_TO_WORLD O lite17a O lite16b O lamp17l
ACTION 5 GOTO_OBJECT O lamp17l
ACTION 5 PLAY_SOUND W glass.wav P S D 200
ACTION 5 GOTO_STATE S 6
ACTION 6 WAIT T 0.3
ACTION 6 ON_TRUE_GOTO_STATE S 7
ACTION 7 REMOVE_FROM_WORLD O lite17a O lamp18
ACTION 7 ADD_TO_WORLD O lite17b O lite18a O lamp18l
ACTION 7 GOTO_OBJECT O lamp18l
ACTION 7 PLAY_SOUND W glass.wav P S D 200
ACTION 7 GOTO_STATE S 8
ACTION 8 WAIT T 0.3
ACTION 8 ON_TRUE_GOTO_STATE S 9
ACTION 9 WAKEUP O orby
ACTION 9 SLEEP O literight
ACTION 9 GOTO_STATE S 1
# lite control
# center lamps ( for spin training )
OBJECT litecenter blank.rwx blank.rwx blank.rwx N 10
ACTION 1 REMOVE_FROM_WORLD O lamp13 O lamp16
ACTION 1 ADD_TO_WORLD O lamp13l O lamp16l
ACTION 1 ADD_TO_WORLD O lite12c O lite13a O lite15c O lite16a
ACTION 1 GOTO_OBJECT O lamp13l
ACTION 1 PLAY_SOUND W glass.wav P S D 200
ACTION 1 GOTO_STATE S 2
ACTION 2 WAIT T 0.3
ACTION 2 ON_TRUE_GOTO_STATE S 3
ACTION 3 REMOVE_FROM_WORLD O lamp3 O lamp6
ACTION 3 ADD_TO_WORLD O lamp3l O lamp6l
ACTION 3 ADD_TO_WORLD O lite2c O lite3a O lite5c O lite6a
ACTION 3 GOTO_OBJECT O lamp3l
ACTION 3 PLAY_SOUND W glass.wav P S D 200
ACTION 3 GOTO_STATE S 4
ACTION 4 WAIT T 0.3
ACTION 4 ON_TRUE_GOTO_STATE S 5
ACTION 5 REMOVE_FROM_WORLD O litectr O litectr1r O litectr2r O litectr1 O litectr2
ACTION 5 REMOVE_FROM_WORLD O litectr180 O litectr1r180
ACTION 5 ADD_TO_WORLD O litectrbig
ACTION 5 GOTO_OBJECT O lampctr
ACTION 5 PLAY_SOUND W glass.wav P S D 200
ACTION 5 GOTO_STATE S 6
ACTION 6 WAIT T 0.3
ACTION 6 ON_TRUE_GOTO_STATE S 7
ACTION 7 WAKEUP O orby
ACTION 7 SLEEP O litecenter
ACTION 7 GOTO_STATE S 1
#
# lamps
#
# center
OBJECT lampctr trlampcd.rwx trlampcd.rwx trlampcd.rwx O 0 0.1 0
OBJECT lampctrl trlampcl.rwx trlampcl.rwx trlampcl.rwx O 0 0.1 0 V
OBJECT litectr ntlitemd.rwx ntlitemd.rwx ntlitemd.rwx O 0 0.1 0 W V
OBJECT litectr1 ntlitem1.rwx ntlitem1.rwx ntlitem1.rwx O 0 0.1 0 W V
OBJECT litectr180 ntlitem1.rwx ntlitem1.rwx ntlitem1.rwx O 0 0.1 0 R 0 180 0 W V
OBJECT litectr2 ntlitem2.rwx ntlitem2.rwx ntlitem2.rwx O 0 0.1 0 W V
OBJECT litectr1r ntlitem1.rwx ntlitem1.rwx ntlitem1.rwx O 0 0.1 4 R 0 90 0 W V
OBJECT litectr1r180 ntlitem1.rwx ntlitem1.rwx ntlitem1.rwx O 0 0.1 4 R 0 -90 0 W V
OBJECT litectr2r ntlitem2.rwx ntlitem2.rwx ntlitem2.rwx O 0 0.1 4 R 0 90 0 W V
OBJECT litectrbig ntlitemd.rwx ntlitemd.rwx ntlitemd.rwx O 0 0.1 0 W V S 2.67
# along forward/back path
OBJECT lamp1 trlampdk.rwx trlampdk.rwx trlampdk.rwx O 0 0.1 67.5
OBJECT lamp2 trlampdk.rwx trlampdk.rwx trlampdk.rwx O 0 0.1 52.5
OBJECT lamp3 trlampdk.rwx trlampdk.rwx trlampdk.rwx O 0 0.1 37.5
OBJECT lamp4 trlampdk.rwx trlampdk.rwx trlampdk.rwx O 0 0.1 22.5
OBJECT lamp5 trlampdk.rwx trlampdk.rwx trlampdk.rwx O 0 0.1 -22.5
OBJECT lamp6 trlampdk.rwx trlampdk.rwx trlampdk.rwx O 0 0.1 -37.5
OBJECT lamp7 trlampdk.rwx trlampdk.rwx trlampdk.rwx O 0 0.1 -52.5
OBJECT lamp8 trlampdk.rwx trlampdk.rwx trlampdk.rwx O 0 0.1 -67.5
OBJECT lamp1l trlamp.rwx trlamp.rwx trlamp.rwx O 0 0.1 67.5 V
OBJECT lamp2l trlamp.rwx trlamp.rwx trlamp.rwx O 0 0.1 52.5 V
OBJECT lamp3l trlamp.rwx trlamp.rwx trlamp.rwx O 0 0.1 37.5 V
OBJECT lamp4l trlamp.rwx trlamp.rwx trlamp.rwx O 0 0.1 22.5 V
OBJECT lamp5l trlamp.rwx trlamp.rwx trlamp.rwx O 0 0.1 -22.5 V
OBJECT lamp6l trlamp.rwx trlamp.rwx trlamp.rwx O 0 0.1 -37.5 V
OBJECT lamp7l trlamp.rwx trlamp.rwx trlamp.rwx O 0 0.1 -52.5 V
OBJECT lamp8l trlamp.rwx trlamp.rwx trlamp.rwx O 0 0.1 -67.5 V
# along right/left path
OBJECT lamp11 trlampdk.rwx trlampdk.rwx trlampdk.rwx O 67.5 0.1 4 R 0 90 0
OBJECT lamp12 trlampdk.rwx trlampdk.rwx trlampdk.rwx O 52.5 0.1 4 R 0 90 0
OBJECT lamp13 trlampdk.rwx trlampdk.rwx trlampdk.rwx O 37.5 0.1 4 R 0 90 0
OBJECT lamp14 trlampdk.rwx trlampdk.rwx trlampdk.rwx O 22.5 0.1 4 R 0 90 0
OBJECT lamp15 trlampdk.rwx trlampdk.rwx trlampdk.rwx O -22.5 0.1 4 R 0 90 0
OBJECT lamp16 trlampdk.rwx trlampdk.rwx trlampdk.rwx O -37.5 0.1 4 R 0 90 0
OBJECT lamp17 trlampdk.rwx trlampdk.rwx trlampdk.rwx O -52.5 0.1 4 R 0 90 0
OBJECT lamp18 trlampdk.rwx trlampdk.rwx trlampdk.rwx O -67.5 0.1 4 R 0 90 0
OBJECT lamp11l trlamp.rwx trlamp.rwx trlamp.rwx O 67.5 0.1 4 R 0 90 0 V
OBJECT lamp12l trlamp.rwx trlamp.rwx trlamp.rwx O 52.5 0.1 4 R 0 90 0 V
OBJECT lamp13l trlamp.rwx trlamp.rwx trlamp.rwx O 37.5 0.1 4 R 0 90 0 V
OBJECT lamp14l trlamp.rwx trlamp.rwx trlamp.rwx O 22.5 0.1 4 R 0 90 0 V
OBJECT lamp15l trlamp.rwx trlamp.rwx trlamp.rwx O -22.5 0.1 4 R 0 90 0 V
OBJECT lamp16l trlamp.rwx trlamp.rwx trlamp.rwx O -37.5 0.1 4 R 0 90 0 V
OBJECT lamp17l trlamp.rwx trlamp.rwx trlamp.rwx O -52.5 0.1 4 R 0 90 0 V
OBJECT lamp18l trlamp.rwx trlamp.rwx trlamp.rwx O -67.5 0.1 4 R 0 90 0 V
OBJECT lite1x ntlitebe.rwx ntlitebe.rwx ntlitebe.rwx O 0 0.1 75 V R 0 180 0
OBJECT lite1a ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O 0 0.1 60 V
OBJECT lite1b ntlitect.rwx ntlitect.rwx ntlitect.rwx O 0 0.1 60 V
OBJECT lite2a ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O 0 0.1 45 V
OBJECT lite2b ntlitect.rwx ntlitect.rwx ntlitect.rwx O 0 0.1 45 V
OBJECT lite3a ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O 0 0.1 30 V
OBJECT lite3b ntlitect.rwx ntlitect.rwx ntlitect.rwx O 0 0.1 30 V
OBJECT lite4a ntlitece.rwx ntlitece.rwx ntlitece.rwx O 0 0.1 15 V
#
OBJECT lite5x ntlitece.rwx ntlitece.rwx ntlitece.rwx O 0 0.1 -15 V R 0 180 0
OBJECT lite5a ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O 0 0.1 -30 V
OBJECT lite5b ntlitect.rwx ntlitect.rwx ntlitect.rwx O 0 0.1 -30 V
OBJECT lite6a ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O 0 0.1 -45 V
OBJECT lite6b ntlitect.rwx ntlitect.rwx ntlitect.rwx O 0 0.1 -45 V
OBJECT lite7a ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O 0 0.1 -60 V
OBJECT lite7b ntlitect.rwx ntlitect.rwx ntlitect.rwx O 0 0.1 -60 V
OBJECT lite8a ntlitebe.rwx ntlitebe.rwx ntlitebe.rwx O 0 0.1 -75 V
# right/left lights
OBJECT lite11x ntlitebe.rwx ntlitebe.rwx ntlitebe.rwx O 75 0.1 4 V R 0 -90 0
OBJECT lite11a ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O 60 0.1 4 V R 0 90 0
OBJECT lite11b ntlitect.rwx ntlitect.rwx ntlitect.rwx O 60 0.1 4 V R 0 90 0
OBJECT lite12a ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O 45 0.1 4 V R 0 90 0
OBJECT lite12b ntlitect.rwx ntlitect.rwx ntlitect.rwx O 45 0.1 4 V R 0 90 0
OBJECT lite13a ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O 30 0.1 4 V R 0 90 0
OBJECT lite13b ntlitect.rwx ntlitect.rwx ntlitect.rwx O 30 0.1 4 V R 0 90 0
OBJECT lite14a ntlitece.rwx ntlitece.rwx ntlitece.rwx O 15 0.1 4 V R 0 90 0
#
OBJECT lite15x ntlitece.rwx ntlitece.rwx ntlitece.rwx O -15 0.1 4 V R 0 -90 0
OBJECT lite15a ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O -30 0.1 4 V R 0 90 0
OBJECT lite15b ntlitect.rwx ntlitect.rwx ntlitect.rwx O -30 0.1 4 V R 0 90 0
OBJECT lite16a ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O -45 0.1 4 V R 0 90 0
OBJECT lite16b ntlitect.rwx ntlitect.rwx ntlitect.rwx O -45 0.1 4 V R 0 90 0
OBJECT lite17a ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O -60 0.1 4 V R 0 90 0
OBJECT lite17b ntlitect.rwx ntlitect.rwx ntlitect.rwx O -60 0.1 4 V R 0 90 0
OBJECT lite18a ntlitebe.rwx ntlitebe.rwx ntlitebe.rwx O -75 0.1 4 V R 0 90 0
#
# other lites
#
OBJECT lite1c ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O 0 0.1 60 V R 0 180 0
OBJECT lite2c ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O 0 0.1 45 V R 0 180 0
OBJECT lite5c ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O 0 0.1 -30 V R 0 180 0
OBJECT lite6c ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O 0 0.1 -45 V R 0 180 0
OBJECT lite7c ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O 0 0.1 -60 V R 0 180 0
OBJECT lite11c ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O 60 0.1 4 V R 0 -90 0
OBJECT lite12c ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O 45 0.1 4 V R 0 -90 0
OBJECT lite15c ntlitebt.rwx ntlitebt.rwx ntlitebt.rwx O -30 0.1 4 V R 0 -90 0
#
OBJECT blind1 trcratel.rwx trcratel.rwx trcratel.rwx O -40 2.5 69.28 R 0 -15 0 S 1
OBJECT blind2 trcratel.rwx trcratel.rwx trcratel.rwx O -72.5 2.5 -33.81 R 0 26 0 S 1
OBJECT blind3 trcratel.rwx trcratel.rwx trcratel.rwx O 51.42 2.5 -61.28 R 0 90 0 S 1
OBJECT blind4 trcratel.rwx trcratel.rwx trcratel.rwx O 76.95 0 25.59 R 0 -45 0 S 1 N 8
# actions when viewpoint gets close
ACTION 1 DISTANCE O arrow D 25
ACTION 1 ON_TRUE_GOTO_STATE S 2
ACTION 2 IS_LOOKING_AT O arrow
ACTION 2 ON_TRUE_GOTO_STATE S 3
ACTION 2 DISTANCE O arrow D 25
ACTION 2 ON_FALSE_GOTO_STATE S 1
ACTION 3 PLAY_SOUND W blip2.wav
ACTION 3 GOTO_STATE S 4
ACTION 4 LINEAR A 0 1 0 G 20 S 40
ACTION 4 ON_TRUE_GOTO_STATE S 5
ACTION 5 SPIN A 0 1 0 G 360 S 360
ACTION 5 ON_TRUE_GOTO_STATE S 6
ACTION 6 PLAY_SOUND W blip1.wav
ACTION 6 GOTO_STATE S 7
ACTION 7 LINEAR A 0 -1 0 G 20 S 80
ACTION 7 ON_TRUE_GOTO_STATE S 8
ACTION 8 DISTANCE O arrow D 25
ACTION 8 ON_FALSE_GOTO_STATE S 1
#