###############################################################################
#
# level3.txt
# original level 3 data for XR7: EarthStrike developed by Drake Analytics, Inc.
# www.xandis.com
#
# This is the data for level 3 of the game:
#	Level 3 is the first Gradius-style (horiz scrolling) level. The player flies 
# through space avoiding an asteroid field for a while then a slew of long range 
# fighters ending with an orderly group and bonus item. Then the player briefly encounters
# more asteroids, some odd objects with projectiles and then a base entrance.
# The player then needs to enter the moon base to progress to the next level. This works
# by having a door-like object that can only be triggered (killed actually) by a player
# type (not playerfire or anything else). Once the door is passed through the player goes
# to the next level.
# 
###############################################################################

def lighting MainAmbientLight
	color = 255 255 255 255		# R G B A 
end

def bounds MainBounds
	min	= -5.5 -4.5 -4.5
	max	= 4.5	4.5	 4.5
end

def bounds PlayerBounds
	min	= -4.0 -3.0 -1.0
	max	=  3.80 3.85 1.0
end

def projection NormalProjection
	nearplane	= 1.0
	farplane	= 100.0
	fov		= 0.7850
	aspect	= 1.0
end

def camera NormalCamera
	lookat	= 0.0 0.0 0.0		# where the camera is looking
	pos		= 0.0 0.0 -10.0		# where the camera is located
	up		= 0.0 1.0 0.0		# direction that is UP
end

################## RENDER STATES ######################
#
def renderstate ModelRenderState
	id			= 1
	zenable		= t			# update the z-buffer or not
	specularenable	= f		
	fogenable		= f			# rendering with fog or not
	alphaenable		= f			# alpha blending or not
	lightenable		= t			# lighting or not (requires normals if on)
	fillmode		= SOLID		# SOLID | POINT | WIRE  
	shading		= GOURAUD		# GOURAUD | FLAT
	lighting		= 255 255 255	# R G B  (not used; should have an A too!)
	alphasrc		= SRCCOL
	alphadest		= DESTCOL
	blendop		= ADD
	cull			= CCW		# CCW | CW | NONE
	clipping		= y
end

def renderstate ParticleRenderState
	id			= 2
	zenable		= f
	specularenable	= f
	fogenable		= f
	alphaenable		= t
	lightenable		= f
	fillmode		= SOLID
	shading		= GOURAUD
	lighting		= 255 255 255
	alphasrc		= ONE
	alphadest		= ONE
	blendop		= ADD
	cull			= NONE
	clipping		= y
end

def renderstate SpriteRenderState
	id			= 3
	zenable		= f
	specularenable	= f
	fogenable		= f
	alphaenable		= t
	lightenable		= f
	fillmode		= SOLID
	shading		= GOURAUD
	lighting		= 255 255 255
	alphasrc		= SRCALPHA
	alphadest		= DESTALPHA
	blendop		= ADD
	cull			= NONE
	clipping		= y
end

def renderstate BackImageRenderState
	id			= 4
	zenable		= f
	specularenable	= f
	fogenable		= f
	alphaenable		= f
	lightenable		= f
	fillmode		= SOLID
	shading		= GOURAUD
	lighting		= 255 255 255
	alphasrc		= ONE
	alphadest		= ONE
	blendop		= ADD
	cull			= NONE
	clipping		= y
end

def renderstate ScoreLabelRenderState
	id			= 6
	zenable		= f
	specularenable	= f
	fogenable		= f
	alphaenable		= t
	lightenable		= f
	fillmode		= SOLID
	shading		= GOURAUD
	lighting		= 255 255 255
	alphasrc		= DESTALPHA
	alphadest		= ONE
	blendop		= ADD
	cull			= NONE
	clipping		= y
end

def renderstate TileMapRenderState
	id			= 7
	zenable		= f
	specularenable	= f
	fogenable		= f
	alphaenable		= t
	lightenable		= f
	fillmode		= SOLID
	shading		= GOURAUD
	lighting		= 255 255 255
	alphasrc		= DESTALPHA
	alphadest		= ONE
	blendop		= ADD
	cull			= NONE
	clipping		= y
end

################## .X MODELS #############################
#
def model Asteroid1Model
	source	= models\rock-1.X
	renderstate	= ModelRenderState
end

def model Asteroid2Model
	source	= models\rock-2.X
	renderstate	= ModelRenderState
end

def model ScoutModel
	source	= models\scout.X
	renderstate	= ModelRenderState
end

def model LaserModel
	source	= models\green-laser.X
	renderstate = ModelRenderState
end

def model BonusItemModel
	source	= models\bonus.X
	renderstate = ModelRenderState
end

def model CircuitBallModel
	source	= models\circuitball-2.X
	renderstate	= ModelRenderState
end

def model BaseAsteroid1Model
	source	= models\metal-chunk.X
	renderstate = ModelRenderState
end

def model MoonGuardShipModel
	source	= models\metal-grunt.X
	renderstate	= ModelRenderState
end

def model MetalEntryModel
	source	= models\metal-entry2.X
	renderstate	= ModelRenderState
end

############## WAVE FORMS AND MIDI MUSIC ##################
#
def music Level3Music
	source	= audio\music\ALEX-whyso2se.mid
	repeats	= 1000
end

def wave CollideSound
	source	= audio\waves\collide.wav
	repeats	= 0
end

def wave BigExplode
	source	= audio\waves\big-explode.wav
	repeats 	= 0
end

def wave Explosion
	source	= audio\waves\explosion.wav
	repeats	= 0
end

def wave LaserSound
	source	= audio\waves\laser2.wav
	repeats 	= 0
end

def wave BonusItemGrabbedSound
	source	= audio\waves\fx1.wav
	repeats 	= 2
end

def wave KilledBonusBallSound
	source	= audio\waves\fx2.wav
	repeats 	= 4
end

################### PARTICLE SYSTEMS #####################
#
def particle AsteroidDeathParticle
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 16
	life			= 8
	startcolor		= 1.0		0.2	0.0	0.8
	coloradjmin		= -0.12	-0.03	0.0	-0.12
	coloradjmax		= -0.05	-0.01	0.0	-0.1
	repeat		= 0
	maxonscreen		= 24		# max of these systems on screen not max particles on screen
	size			= 16.0
	posadjmin		= -0.20 -0.20 -0.20
	posadjmax		=  0.20  0.20  0.20
end

def particle AsteroidDeathParticle2
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 32
	life			= 8
	startcolor		= 1.0		0.3	0.0	0.8
	coloradjmin		= -0.12	-0.04	0.0	-0.12
	coloradjmax		= -0.05	-0.01	0.0	-0.1
	repeat		= 0
	maxonscreen		= 16		# max of these systems on screen not max particles on screen
	size			= 24.0
	posadjmin		= -0.05 -0.05 -0.05
	posadjmax		=  0.05  0.05  0.05
end

def particle AsteroidExplosion
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 48
	life			= 24
	startcolor		= 1.0		0.5		0.0	0.8
	coloradjmin		= -0.004	-0.004	-0.0	-0.003
	coloradjmax		= -0.001	-0.001	-0.00	-0.001
	repeat		= 0
	maxonscreen		= 8		# max of these systems on screen not max particles on screen
	size			= 64.0
	posadjmin		= -0.15 -0.15 -0.15
	posadjmax		=  0.15  0.15  0.15
end

def particle BonusBallDeathParticle
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 16
	life			= 16
	startcolor		= 1.0		0.0	1.0	0.8
	coloradjmin		= -0.12	0.03	-0.04	-0.12
	coloradjmax		= -0.05	0.01	-0.02	-0.1
	repeat		= 0
	maxonscreen		= 4		# max of these systems on screen not max particles on screen
	size			= 16.0
	posadjmin		= -0.20 -0.20 -0.20
	posadjmax		=  0.20  0.20  0.20
end

def particle GotBonusItem
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 16
	life			= 12
	startcolor		= 1.0		0.0	1.0	0.8
	coloradjmin		= -0.12	-0.00	-0.12	-0.12
	coloradjmax		= -0.05	-0.00	-0.05	-0.1
	repeat		= 0
	maxonscreen		= 1		# max of these systems on screen not max particles on screen
	size			= 24.0
	posadjmin		= -0.25 -0.25 -0.25
	posadjmax		=  0.25  0.25  0.25
end

def particle LaserHit
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 16
	life			= 6
	startcolor		= 1.0		0.6		0.0	1.0
	coloradjmin		= -0.0625	-0.0125	0.0	-0.12
	coloradjmax		= -0.025	-0.005	0.0	-0.1
	repeat		= 0
	maxonscreen		= 36		# max of these systems on screen not max particles on screen
	size			= 8.0
	posadjmin		= -0.1 -0.1 -0.1
	posadjmax		=  0.1  0.1  0.1
end

def particle DeathParticle
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 16
	life			= 8
	startcolor		= 0.2		1.0	0.0	0.8
	coloradjmin		= -0.03	-0.12	0.0	-0.12
	coloradjmax		= -0.02	-0.05	0.0	-0.1
	repeat		= 0
	maxonscreen		= 32		# max of these systems on screen not max particles on screen
	size			= 16.0
	posadjmin		= -0.20 -0.20 -0.20
	posadjmax		=  0.20  0.20  0.20
end

def particle DeathParticle2
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 32
	life			= 8
	startcolor		= 0.2		1.0	0.0	0.8
	coloradjmin		= -0.04	-0.12	0.0	-0.12
	coloradjmax		= -0.01	-0.05	0.0	-0.1
	repeat		= 0
	maxonscreen		= 32		# max of these systems on screen not max particles on screen
	size			= 24.0
	posadjmin		= -0.05 -0.05 -0.05
	posadjmax		=  0.05  0.05  0.05
end

def particle MoonGuardDeathParticle
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 16
	life			= 8
	startcolor		= 1.0		1.0	1.0	0.8
	coloradjmin		= -0.12	-0.12	-0.12	-0.12
	coloradjmax		= -0.05	-0.05	0.05	-0.1
	repeat		= 0
	maxonscreen		= 32		# max of these systems on screen not max particles on screen
	size			= 8.0
	posadjmin		= -0.20 -0.20 -0.20
	posadjmax		=  0.20  0.20  0.20
end

def particle MoonGuardDeathParticle2
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 32
	life			= 8
	startcolor		= 1.0		1.0	1.0	0.8
	coloradjmin		= -0.08	-0.12	-0.12	-0.12
	coloradjmax		= -0.01	-0.05	0.05	-0.1
	repeat		= 0
	maxonscreen		= 32		# max of these systems on screen not max particles on screen
	size			= 16.0
	posadjmin		= -0.05 -0.05 -0.05
	posadjmax		=  0.05  0.05  0.05
end

def particle EntryParticle
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 124
	life			= 120
	startcolor		= 1.0		1.0	1.0	0.8
	coloradjmin		= -0.08	-0.12	-0.12	-0.12
	coloradjmax		= -0.01	-0.05	0.05	-0.1
	repeat		= 0
	maxonscreen		= 12		# max of these systems on screen not max particles on screen
	size			= 64.0
	posadjmin		= -0.25 -0.25 -0.25
	posadjmax		=  0.25  0.25  0.25
end

def particle EntryOpenParticle
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 16
	life			= 36
	startcolor		= 1.0		1.0	1.0	0.8
	coloradjmin		= -0.08	-0.12	-0.12	-0.12
	coloradjmax		= -0.01	-0.05	0.05	-0.1
	repeat		= 0
	maxonscreen		= 1		# max of these systems on screen not max particles on screen
	size			= 48.0
	posadjmin		= -0.1 -0.1 -0.1
	posadjmax		=  0.1  0.1  0.1
end

################# SEQUENCES ####################
#
def sequence EntrySequence
	playwave		= BigExplode
	startparticle	= EntryParticle
	startparticlehere	= 0.0 0.0 0.0 EntryParticle
	startparticlehere	= 1.2 0.0 0.0 EntryParticle
	startparticlehere	= -2.3 0.0 0.0 EntryParticle
	waitframes		= 16
	playwave		= BigExplode
	startparticlehere	= -2.2 -2.2 0.0 EntryParticle
	startparticlehere	= 2.4 2.8 0.0 EntryParticle
	startparticle	= EntryParticle
end

def sequence EntryOpen
	playwave		= KilledBonusBallSound
	startparticle	= EntryOpenParticle
end

def sequence BonusBallDeathSeq
	playwave		= KilledBonusBallSound
	startparticle	= BonusBallDeathParticle
	startactor		= BonusItem
end

def sequence BonusItemGrabbed
	playwave		= BonusItemGrabbedSound
	startparticle	= GotBonusItem
end

def sequence AsteroidCollisionSeq
	startparticle	= AsteroidDeathParticle
	startactor		= SmallAsteroid1 SmallAsteroid2 SmallAsteroid3 SmallAsteroid4
end

def sequence SmallAsteroidCollisionSeq
	startparticle	= AsteroidDeathParticle
end

def sequence AsteroidDeathSeq
	playwave		= Explosion
	startsequence	= AsteroidCollisionSeq
	startparticle	= AsteroidExplosion
	waitframes		= 6
	startsequence	= AsteroidCollisionSeq
end

def sequence LaserCollision
	playsound		= CollideSound
	startparticle	= LaserHit
end

def sequence LaserFire
	playwave	= LaserSound
	startactor	= Laser
end

def sequence ScoutDeathSeq
	playwave		= Explosion
	startparticle	= DeathParticle2
	waitframes		= 3
	startparticle	= DeathParticle
end

def sequence LaunchShips
	startactoroffset = 0.5 0.0 0.0 MoonGuardShip 
	startactoroffset = 0.5 0.0 0.0 MoonGuardShip2
end

def sequence MoonGuardDeathSeq
	playwave		= Explosion
	startparticle	= MoonGuardDeathParticle2
	waitframes		= 3
	startparticle	= MoonGuardDeathParticle
end

def sequence MoonGuardCollSeq
	startparticle	= MoonGuardDeathParticle2
end

def sequence AsteroidBase1CollSeq
	startsequence = MoonGuardDeathSeq
	startsequence = LaunchShips
end

################### SCRIPTS ##################
#
def script BaseAsteroid1Script
	repeat = 0
#	0	  1		2	3	4		5		6		7		8		9		10		11		12		13		14	15		16		17		18		19		20		21		22		23		24		25
# 	lineN	= action	n	b	px		py		pz		rx		ry		rz		sx		sy		sz		s%		n	seq%		seq		spx		spy		spz		srx		sry		srz		ssx		ssy		ssz
	line1	= adj		0	f	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.00		0.0		0.0		0	0.0		0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2	= adj		80	f	-0.1		0.0		0.0		0.02		0.0		0.0		0.0		0.00		0.0		0.0		0	0.05		LaunchShips	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script MoonGuardScript
	repeat = 0
#	0	  1		2		3	4	5	6		7		8		9		10		11	12		13		14	15	16		17		18		19		20		21		22		23		24		25
# lineN	= action	n		b	px	py	pz		rx		ry		rz		sx		sy	sz		s%		n	seq%	seq		spx		spy		spz		srx		sry		srz		ssx		ssy		ssz
	line1	= adj		0		f	0.0	0.0	0.0		0.0		3.14		0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2	= adj		15		f	0.1	0.0	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		10		f	0.07	0.04	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		10		f	0.04	0.03	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adj		10		f	0.0	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6	= adj		40		f	-0.25	0.0	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script MoonGuardScript2
	repeat = 0
#	0	  1		2		3	4	5	6		7		8	9		10		11	12		13		14	15	16		17		18		19		20		21		22		23		24		25
# 	lineN	= action	n		b	px	py	pz		rx		ry	rz		sx		sy	sz		s%		n	seq%	seq		spx		spy		spz		srx		sry		srz		ssx		ssy		ssz
	line1	= adj		0		f	0.0	0.0	0.0		0.0		3.14	0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2	= adj		15		f	0.1	0.0	0.0		0.0		0.0	0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		10		f	0.07	-0.04	0.0		0.0		0.0	0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		10		f	0.04	-0.03	0.0		0.0		0.0	0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adj		10		f	0.0	-0.02	0.0		0.0		0.0	0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6	= adj		40		f	-0.25	0.0	0.0		0.0		0.0	0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script CircuitBallScript
	repeat = 0
#	0	  1		2		3	4	5		6		7		8	9		10		11	12		13		14	15	16		17		18		19		20		21		22		23		24		25
# lineN	= action	n		b	px	py		pz		rx		ry	rz		sx		sy	sz		s%		n	seq%	seq		spx		spy		spz		srx		sry		srz		ssx		ssy		ssz
	line1	= adj		0		f	0.0	0.0		0.0		0.0		0.0	0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2	= adj		15		f	-0.08	0.0		0.0		0.0		0.15	0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		99999		f	 0.02	0.0		0.0		0.0		0.15	0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script Scout1Script
	repeats = 0
#	0	  1		2		3	4		5	6		7		8		9		10		11	12		13		14	15	16		17		18		19		20		21		22		23		24		25
# lineN	= action	n		b	px		py	pz		rx		ry		rz		sx		sy	sz		s%		n	seq%	seq		spx		spy		spz		srx		sry		srz		ssx		ssy		ssz
	line1	= adj		0		f	0.0		0.0	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2	= adj		30		f	-0.1		0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		12		f	-0.05		-0.07	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		12		f	0.0		-0.05	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adj		12		f	0.00		0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6	= adj		100		f	-0.1		0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= rtn		0		f	0.0		0.0	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8	= adj		100		f	-0.1		0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= rtn		0		f	0.0		0.0	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line10 = adj	30		f	-0.1		0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.025	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line11 = adj	10		f	-0.1		0.05	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.025	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line12 = adj	10		f	-0.05		0.05	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.025	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line13 = adj	10		f	-0.00		0.05	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.025	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line14 = adj	10		f	0.1		0.05	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.025	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line15 = adj	10		f	0.15		0.05	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.025	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line16 = adj	30		f	0.15		0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.025	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line17 = adj	80		f	-0.1		0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.025	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line18 = rtn	0		f	0.0		0.0	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line19 = adj	40		f	-0.1		0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.025	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line20 = adj	99999		f	0.02		0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.025	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script Scout2Script
	repeats = 99999
#	0	  1		2		3	4	5	6		7		8		9		10		11	12		13		14	15	16		17		18		19		20		21		22		23		24		25
# 	lineN	= action	n		b	px	py	pz		rx		ry		rz		sx		sy	sz		s%		n	seq%	seq		spx		spy		spz		srx		sry		srz		ssx		ssy		ssz
	line1	= adj		0		f	0.0	0.0	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2	= adj		30		f	-0.3	0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.00	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= rtn		0		f	0.0	0.0	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		10		f	-0.2	0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adj		60		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6	= adj		10		f	-0.1	0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adj		16		f	-0.1	-0.1	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8	= adj		16		f	-0.05	-0.1	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= adj		16		f	0.02	-0.1	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line10 = adj	16		f	0.07	-0.1	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line11 = adj	32		f	0.12	0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line12 = adj	60		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line13 = adj	50		f	0.2	0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	LaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line14 = rtn	0		f	0.0	0.0	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script Scout3Script
	repeats = 0
#	0	  1		2		3	4	5	6		7		8		9		10		11		12	13		14	15	16			17		18		19		20		21		22		23		24		25
# lineN	= action	n		b	px	py	pz		rx		ry		rz		sx		sy		sz	s%		n	seq%	seq			spx		spy		spz		srx		sry		srz		ssx		ssy		ssz
	line1	= adj		0		f	0.0	0.0	0.0		0.0		0.0		0.0		0.0		0.00		0.0	0.0		0	0.0	0			0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2	= adj		10		f	-0.2	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		10		f	0.02	0.15	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adj		50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6	= adj		20		f	0.02	-0.15	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adj		50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8	= adj		10		f	0.02	0.15	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= adj		50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line10 = adj	10		f	-0.2	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line11 = adj	50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line12 = adj	10		f	0.02	0.15	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line13 = adj	50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line14 = adj	20		f	0.02	-0.15	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line15 = adj	50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line16 = adj	10		f	0.02	0.15	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line17 = adj	50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line18 = adj	10		f	-0.2	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line19 = adj	50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line20 = adj	10		f	0.02	0.15	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line21 = adj	50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line22 = adj	20		f	0.02	-0.15	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line23 = adj	50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line24 = adj	10		f	0.02	0.15	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line25 = adj	50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line26 = adj	10		f	-0.2	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line27 = adj	50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line28 = adj	10		f	0.02	0.15	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line29 = adj	50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line30 = adj	20		f	0.02	-0.15	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line31 = adj	50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line32 = adj	10		f	0.02	0.15	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line33 = adj	50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line34 = adj	10		f	-0.2	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line35 = adj	50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line36 = adj	10		f	0.02	0.15	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line37 = adj	50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line38 = adj	20		f	0.02	-0.15	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line39 = adj	50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line40 = adj	10		f	0.02	0.15	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line41 = adj	50		f	0.02	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line42 = adjchk	10		f	-0.2	0.0	0.0		0.1		0.0		0.0		0.0		0.0		0.00	0.0		0	0.02	LaserFire		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script MetalEntryScript
	repeats = 0
#	0	  1		2		3	4		5		6		7		8		9		10		11	12	13		14	15	16		17		18		19		20		21		22		23		24		25
# 	lineN	= action	n		b	px		py		pz		rx		ry		rz		sx		sy	sz	s%		n	seq%	seq		spx		spy		spz		srx		sry		srz		ssx		ssy		ssz
	line1	= adj		0		f	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0	0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2	= adj		50		f	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0	0.00	0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		99999		f	0.02		0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0	0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script MetalEntryDoorScript
	repeats = 0
#	0	  1		2		3	4		5		6		7		8		9		10		11	12	13		14	15	16		17		18		19		20		21		22		23		24		25
# 	lineN	= action	n		b	px		py		pz		rx		ry		rz		sx		sy	sz	s%		n	seq%	seq		spx		spy		spz		srx		sry		srz		ssx		ssy		ssz
	line1	= adj		0		f	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0	0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2	= adj		25		f	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0	0.00	0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		0		f	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0	0.00	0.0		0	1.0	EntryOpen	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		25		f	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0	0.00	0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adj		99999		f	0.02		0.0		0.0		0.1		1.0		0.0		0.0		0.00	0.0	0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script MovingEntryScript
	repeats = 0
#	0	  1		2		3	4	5		6		7		8	9		10		11	12		13		14	15	16		17		18		19		20		21		22		23		24		25
# 	lineN	= action	n		b	px	py		pz		rx		ry	rz		sx		sy	sz		s%		n	seq%	seq		spx		spy		spz		srx		sry		srz		ssx		ssy		ssz
	line1	= adj		0		f	0.0	0.0		0.0		0.0		0.0	0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2	= adj		10		f	-0.4	0.0		0.0		0.0		-0.03	0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		40		f	0.0	0.0		-0.1		0.0		-0.03	0.0		0.1		0.1	0.1		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		80		f	0.0	0.0		-0.125	0.0		0.00	0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adj		99999		f	0.02	0.0		0.0		0.0		0.0	0.0		0.0		0.00	0.0		0.0		0	0.0	0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

############# COLLISION EFFECTS #############
#
def effect BonusItemPower
	points	= 10000
	energy	= 75
	shield	= 75
	weapon	= WideAngleLaser
	lives		= 0
	ammo		= 100
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

def effect AsteroidCollisionEffect
	points	= 50
	energy	= 0		# only make this < 0 if need ability to bypass shield
	shield	= -25
	weapon	= 0
	lives		= 0
	ammo		= 0
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

def effect SmallAsteroidCollisionEffect
	points	= 25
	energy	= 0		# only make this < 0 if need ability to bypass shield
	shield	= -15
	weapon	= 0
	lives		= 0
	ammo		= 0
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

def effect ScoutCollisionEffect
	points	= 25
	energy	= 0
	shield	= -20
	weapon	= 0
	lives		= 0
	ammo		= 0
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

def effect EnemyLaserCollisionEffect
	points	= 0
	energy	= 0		# only make this < 0 if need ability to bypass shield
	shield	= -5
	weapon	= 0
	lives		= 0
	ammo		= 0
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

def effect MoonGuardCollisionEffect
	points	= 10
	energy	= 0		# only make this < 0 if need ability to bypass shield
	shield	= -5
	weapon	= 0
	lives		= 0
	ammo		= 0
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

def effect AsteroidBase1CollEffect
	points	= 10
	energy	= 0		# only make this < 0 if need ability to bypass shield
	shield	= -25
	weapon	= 0
	lives		= 0
	ammo		= 0
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

def effect MetalEntryCollEff
	points	= 0
	energy	= 0		# only make this < 0 if need ability to bypass shield
	shield	= -5
	weapon	= 0
	lives		= 0
	ammo		= 0
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

def effect EntryCollEff
	points	= 5000
	energy	= 50
	shield	= 50
	weapon	= 0
	lives		= 0
	ammo		= 100
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

################## ACTORS ####################
#
def actor MoonGuardShip
	model				= MoonGuardShipModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= MoonGuardDeathSeq
	collisionseq		= MoonGuardCollSeq
	shieldcollisionseq	= MoonGuardCollSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= MoonGuardCollisionEffect
	collisioneffect		= MoonGuardCollisionEffect
	maxonscreen			= 64
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE 
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.0 0.00 0.0
	rotation			= 0.00 0.0 0.0
	script			= MoonGuardScript	
	input				= SCRIPT
	copy				= 0			
	bounding			= -1		
	shield			= 25			
	energy			= 25			
	maxshield			= 25			
	maxenergy			= 25		
	rot				= 0.0 0.0 0.0
	scale				= 0.25 0.25 0.25
end

def actor MoonGuardShip2
	model				= MoonGuardShipModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= MoonGuardDeathSeq
	collisionseq		= MoonGuardCollSeq
	shieldcollisionseq	= MoonGuardCollSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= MoonGuardCollisionEffect
	collisioneffect		= MoonGuardCollisionEffect
	maxonscreen			= 64
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE 
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.0 0.00 0.0
	rotation			= 0.00 0.0 0.0
	script			= MoonGuardScript2	
	input				= SCRIPT
	copy				= 0			
	bounding			= -1		
	shield			= 25			
	energy			= 25			
	maxshield			= 25			
	maxenergy			= 25		
	rot				= 0.0 0.0 0.0
	scale				= 0.25 0.25 0.25
end

def actor AsteroidBase1
	model				= BaseAsteroid1Model
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= AsteroidBase1CollSeq
	shieldcollisionseq	= AsteroidBase1CollSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= AsteroidBase1CollEffect
	collisioneffect		= AsteroidBase1CollEffect
	maxonscreen			= 8
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE 
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.0 0.00 0.0
	rotation			= 0.00 0.0 0.0
	script			= BaseAsteroid1Script
	input				= SCRIPT
	copy				= 0			
	bounding			= -1		
	shield			= 2750			
	energy			= 2750			
	maxshield			= 2750			
	maxenergy			= 2750		
	rot				= 0.0 0.0 0.0
	scale				= 1.0 1.0 1.0
end

def actor CircuitBall
	model				= CircuitBallModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= BonusBallDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= BonusItemPower
	maxonscreen			= 1
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.0 0.00 0.0
	rotation			= 0.2 0.2 0.0
	script			= CircuitBallScript	
	input				= SCRIPT
	copy				= 0			
	bounding			= -1		
	shield			= 25			
	energy			= 25			
	maxshield			= 25			
	maxenergy			= 25		
	rot				= 0.0 0.0 0.0
	scale				= 0.5 0.5 0.5
end

def actor BonusItem
	model				= BonusItemModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= BonusItemGrabbed
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= BonusItemPower
	maxonscreen			= 1
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.02 00.00 0.0
	rotation			= 0.2 0.2 0.0
	script			= 0	
	input				= DRIFT
	copy				= 0			
	bounding			= -1		
	shield			= 0			
	energy			= 90			
	maxshield			= 0			
	maxenergy			= 90	
	rot				= 0.0 0.0 0.0
	scale				= 0.35 0.35 0.35
end

def actor Laser
	model				= LaserModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= LaserCollision
	shieldcollisionseq	= LaserCollision
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyLaserCollisionEffect
	collisioneffect		= EnemyLaserCollisionEffect
	maxonscreen			= 128		# review logs during testing to see if large enough
	type				= ENEMYFIRE
	collidewith			= PLAYER NEUTRAL
	partnerseq			= 0		
	bounds			= 0			
	drift				= -0.3 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= 0			
	input				= DRIFT		
	copy				= 0			
	bounding			= -1		
	shield			= 0			
	energy			= 1			
	maxshield			= 0			
	maxenergy			= 2			
	rot				= 0.0 0.0 1.57
	scale				= 0.04 0.4 0.04
end

def actor Scout1
	model				= ScoutModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= ScoutDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= ScoutCollisionEffect
	collisioneffect		= ScoutCollisionEffect
	maxonscreen			= 26
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.0 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= Scout1Script
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 1.57
	scale				= 0.4 0.4 0.4
	pos				= 0.0 0.0 0.0
end

def actor Scout2
	model				= ScoutModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= ScoutDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= ScoutCollisionEffect
	collisioneffect		= ScoutCollisionEffect
	maxonscreen			= 16
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.0 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= Scout2Script
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 1.57
	scale				= 0.4 0.4 0.4
	pos				= 0.0 0.0 0.0
end

def actor Scout3
	model				= ScoutModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= ScoutDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= ScoutCollisionEffect
	collisioneffect		= ScoutCollisionEffect
	maxonscreen			= 60
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.0 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= Scout3Script
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 1.57
	scale				= 0.4 0.4 0.4
	pos				= 0.0 0.0 0.0
end

def actor Asteroid1
	model				= Asteroid1Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= AsteroidDeathSeq
	collisionseq		= AsteroidCollisionSeq
	shieldcollisionseq	= AsteroidCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= AsteroidCollisionEffect
	collisioneffect		= AsteroidCollisionEffect
	maxonscreen			= 16
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= -0.1 0.0 0.0
	rotation			= 0.1 0.1 0.0
	script			= 0
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 1.0 1.0 1.0
	pos				= 0.0 0.0 0.0
end

def actor Asteroid2
	model				= Asteroid2Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= AsteroidDeathSeq
	collisionseq		= AsteroidCollisionSeq
	shieldcollisionseq	= AsteroidCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= AsteroidCollisionEffect
	collisioneffect		= AsteroidCollisionEffect
	maxonscreen			= 16
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= -0.1 -0.1 0.0
	rotation			= 0.1 0.3 0.0
	script			= 0
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 1.0 1.0 1.0
	pos				= 0.0 0.0 0.0
end

def actor SmallAsteroid1
	model				= Asteroid1Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= SmallAsteroidCollisionSeq
	collisionseq		= SmallAsteroidCollisionSeq
	shieldcollisionseq	= SmallAsteroidCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= SmallAsteroidCollisionEffect
	collisioneffect		= SmallAsteroidCollisionEffect
	maxonscreen			= 24
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= -0.05 0.0 0.0
	rotation			= 0.1 0.1 0.0
	script			= 0
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 25
	maxshield			= 25
	maxenergy			= 25
	rot				= 0.0 0.0 0.0
	scale				= 0.5 0.5 0.5
	pos					= 0.0 0.0 0.0
end

def actor SmallAsteroid2
	model				= Asteroid1Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= SmallAsteroidCollisionSeq
	collisionseq		= SmallAsteroidCollisionSeq
	shieldcollisionseq	= SmallAsteroidCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= SmallAsteroidCollisionEffect
	collisioneffect		= SmallAsteroidCollisionEffect
	maxonscreen			= 24
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= -0.05 0.05 0.0
	rotation			= 0.1 0.1 0.0
	script			= 0
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 25
	maxshield			= 25
	maxenergy			= 25
	rot				= 0.0 0.0 0.0
	scale				= 0.5 0.5 0.5
end

def actor SmallAsteroid3
	model				= Asteroid1Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= SmallAsteroidCollisionSeq
	collisionseq		= SmallAsteroidCollisionSeq
	shieldcollisionseq	= SmallAsteroidCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= SmallAsteroidCollisionEffect
	collisioneffect		= SmallAsteroidCollisionEffect
	maxonscreen			= 24
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= -0.05 -0.05 0.0
	rotation			= 0.1 0.1 0.0
	script			= 0
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 25
	maxshield			= 25
	maxenergy			= 25
	rot				= 0.0 0.0 0.0
	scale				= 0.5 0.5 0.5
	pos				= 0.0 0.0 0.0
end

def actor SmallAsteroid4
	model				= Asteroid1Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= SmallAsteroidCollisionSeq
	collisionseq		= SmallAsteroidCollisionSeq
	shieldcollisionseq	= SmallAsteroidCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= SmallAsteroidCollisionEffect
	collisioneffect		= SmallAsteroidCollisionEffect
	maxonscreen			= 24
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.06 0.0 0.0
	rotation			= 0.1 0.1 0.0
	script			= 0
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 25
	maxshield			= 25
	maxenergy			= 25
	rot				= 0.0 0.0 0.0
	scale				= 0.5 0.5 0.5
	pos				= 0.0 0.0 0.0
end

def actor MetalEntry
	model				= MetalEntryModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= MoonGuardCollSeq
	shieldcollisionseq	= MoonGuardCollSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= MetalEntryCollEff
	collisioneffect		= MetalEntryCollEff
	maxonscreen			= 1
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.0 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= MetalEntryScript
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 25000
	energy			= 25000
	maxshield			= 25000
	maxenergy			= 25000
	rot				= 0.0 0.75 0.0
	scale				= 1.5 1.5 1.5
	pos				= 0.0 0.0 0.0
end

def actor EntrySpot
	model				= BonusItemModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= EntrySequence
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= EntryCollEff
	maxonscreen			= 1
	type				= ENEMY
	collidewith			= PLAYER 
	partnerseq			= 0
	bounds			= 0
	drift				= 0.02 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= MetalEntryDoorScript
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 1
	maxshield			= 1
	maxenergy			= 1
	rot				= 0.0 0.0 0.0
	scale				= 0.5 0.5 0.5
	pos				= 0.0 0.0 0.0
end

def actor EntrySpotMoving
	model				= MetalEntryModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 1
	type				= ENEMY
	collidewith			= PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.0 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= MovingEntryScript
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 25000
	energy			= 25000
	maxshield			= 25000
	maxenergy			= 25000
	rot				= 0.0 0.75 0.0
	scale				= 1.5 1.5 1.5
	pos				= 0.0 0.0 0.0
end


############## PLAYER INFORMATION ################
#
# Player ship and weapons are the same each
# level so just !INCLUDE that into the level data
# file. (Note - cannot use !INCLUDE in a file that itself
# is being included.)
#
# Note that the player source is a different file than
# before. In order to ensure that weapons are properly
# carried over do review both player.txt and player-gradius.txt
# files.
#
!INCLUDE levels\player-gradius.txt


############## SPRITES #####################
#
def sprite Panel1
	source	= sprites\panel-1.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel2
	source	= sprites\panel-2.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel3
	source	= sprites\panel-3.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel4
	source	= sprites\panel-4.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel5
	source	= sprites\panel-5.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel6
	source	= sprites\panel-6.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel7
	source	= sprites\panel-7.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel8
	source	= sprites\panel-8.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel9
	source	= sprites\panel-9.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel10
	source	= sprites\panel-10.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel11
	source	= sprites\score-1.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end

def sprite Panel12
	source	= sprites\score-2.dds
	transformed = y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end

def sprite Panel13
	source	= sprites\score-3.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end

def sprite Panel14
	source	= sprites\score-4.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end

def sprite Panel15
	source	= sprites\score-5.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end

def sprite Panel16
	source	= sprites\highscore-1.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel17
	source	= sprites\highscore-2.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel18
	source	= sprites\highscore-3.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel19
	source	= sprites\highscore-4.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel20
	source	= sprites\highscore-5.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel21
	source	= sprites\highscore-6.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel22
	source	= sprites\highscore-7.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel23
	source	= sprites\highscore-8.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

######### BACK IMAGES ##################
#
def backimage PanelDisplay
	numimages	= 23
	pos1		= 80.0 536.0	0.0
	pos2		= 144.0 536.0	0.0
	pos3		= 208.0 536.0	0.0
	pos4		= 272.0 536.0	0.0
	pos5		= 336.0 536.0	0.0
	pos6		= 400.0 536.0	0.0
	pos7		= 464.0 536.0	0.0
	pos8		= 528.0 536.0	0.0
	pos9		= 592.0 536.0	0.0
	pos10		= 656.0 536.0	0.0
	pos11		= 556.0 0.0		0.0
	pos12		= 572.0 0.0		0.0
	pos13		= 588.0 0.0		0.0
	pos14		= 604.0 0.0		0.0
	pos15		= 620.0 0.0		0.0
	pos16		= 244.0 0.0		0.0
	pos17		= 260.0 0.0		0.0
	pos18		= 276.0 0.0		0.0
	pos19		= 292.0 0.0		0.0
	pos20		= 308.0 0.0		0.0
	pos21		= 324.0 0.0		0.0
	pos22		= 340.0 0.0		0.0
	pos23		= 356.0 0.0		0.0
	image1	= Panel1
	image2	= Panel2
	image3	= Panel3
	image4	= Panel4
	image5	= Panel5
	image6	= Panel6
	image7	= Panel7
	image8	= Panel8
	image9	= Panel9
	image10	= Panel10
	image11	= Panel11
	image12	= Panel12
	image13	= Panel13
	image14	= Panel14
	image15	= Panel15
	image16	= Panel16
	image17	= Panel17
	image18	= Panel18
	image19	= Panel19
	image20	= Panel20
	image21	= Panel21
	image22	= Panel22
	image23	= Panel23
end

################# FONTS #################
#
def font PanelScoresFont
	usebitmap		= y
	renderstate		= SpriteRenderState
#
# if using bitmap (i.e. extracting chars from a file - old style but faster):
#
	bitmap		= sprites\highscores-font.dds
	size			= 16				# NxN in pixels where N = 8 or 16
	vspacing		= 0
	hspacing		= 0
	maxstringsize	= 64
#
# if creating chars on-the-fly from windows fonts (slow but flexible...and not really tested!):
#
#	typeface		= Arial
#	color			= 255 255 255 		# R G B 
#	size			= 24
#	bold			= 4 				# (-4 to 8 with 0 as normal)
#	italic		= f
#	underline		= f
#	strikeout		= f
end

################# PANEL #################
#
# Note, it is a good idea to include a sysstat font and position
# even if you have showsysstat = n -- this is because during gameplay
# the user may want to see the stats by using the D)isplay Stats key
# (where C)ancel Stats turns them off).
#
def panel DisplayPanel
	labels		= PanelDisplay

	showsysstat		= n
	showlives		= y
	showscore		= y
	showlevel		= n
	showhighscore	= y
	showshield		= y
	showenergy		= y
	showplayer		= y

	barrenderstate	= BackImageRenderState

	sysstatfont		= PanelScoresFont
	playerfont		= PanelScoresFont
	livesfont		= PanelScoresFont
	scorefont		= PanelScoresFont
#	levelfont		= fontname
	highscorefont	= PanelScoresFont
	shieldfont		= HBAR
	energyfont		= HBAR

	playerpos		= 608.0 572.0 0.0
	sysstatpos		= 0.0 0.0 0.0
	livespos		= 565 552.0 0.0
	scorepos		= 640.0 0.0 0.0
#	levelpos		= f f f
	highscorepos	= 368.0 0.0 0.0
	shieldpos		= 223.0 550 0.0
	energypos		= 223.0 574 0.0

	shieldcolor		= 255 0 0 196
	shieldmaxlength 	= 240
	shieldwidth		= 16

	energycolor		= 255 0 0 196
	energymaxlength 	= 240
	energywidth		= 16
end

############# TILEMAP ################
#
def tilemap StarTileMap
	size		= 16			# NxN pixel tile
	pageheight	= 37			# in tiles
	pagewidth	= 50	
	map		= tilemaps\level3-tilemap.txt	
	mapwidth	= 54			# in tiles
	mapheight	= 37			# in tiles
	source	= sprites\level2-tilemap.bmp
	renderstate = TileMapRenderState
	scrolldir	= LEFT		# LEFT | DOWN : left is moving right; down is moving up :)
	drift		= 1
	repeat	= t
	updaterate	= 0			# 0 if each frame, 1 if hold 1 extra frame, etc.
	posx		= 0			# int (screen space)
	posy		= 0			# int (screen space)
	posz		= 0.0			# float (z-buffer)
end


################ SCENE #################
#
def scene main
	setcamera		= NormalCamera
	setprojection	= NormalProjection
	setambientlight 	= MainAmbientLight
	setbackcolor	= 48 48 48			# R G B
	setrenderstate	= ModelRenderState  	# start off with any old render state
	setbounds		= MainBounds
	playmusic		= Level3Music
	setpanel		= DisplayPanel
	setdrift		= -0.02 0.00 0.0 
	settilemap		= StarTileMap

	startactorhere	= -3.0 0.0 0.0 player
	showplayer
	waitframes		= 120

### EASY ASTEROID FIELD
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.5 -2.0 0.0 Asteroid1
	startactorhere	= 3.5 4.5 0.0 Asteroid2
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	watiframes		= 60
	startactorhere	= 4.5 3.0 0.0 Asteroid1
	startactorhere	= 4.5 2.5 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.5 4.5 0.0 Asteroid2
	waitframes		= 50
	startactorhere	= 4.5 -1.0 0.0 Asteroid1
	startactorhere	= 4.5 -2.0 0.0 Asteroid1
	waitframes		= 16
	startactohere	= 4.5 -3.3 0.0 Asteroid1
	waitframes		= 60
	startactorhere	= 3.5 4.5 0.0 Asteroid2
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.5 -2.0 0.0 Asteroid1
	startactorhere	= 3.5 4.5 0.0 Asteroid2
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	watiframes		= 60
	startactorhere	= 4.5 3.0 0.0 Asteroid1
	startactorhere	= 4.5 1.4 0.0 Asteroid1
	waitframes		= 32
	startactorhere	= 4.5 1.0 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.0 4.5 0.0 Asteroid2
	waitframes		= 50
	startactorhere	= 4.5 -1.0 0.0 Asteroid1
	startactorhere	= 4.5 -2.0 0.0 Asteroid1
	waitframes		= 16
	startactohere	= 4.5 -3.4 0.0 Asteroid1
	waitframes		= 60
	startactorhere	= 3.5 4.5 0.0 Asteroid2
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.5 -2.0 0.0 Asteroid1
	startactorhere	= 3.5 4.5 0.0 Asteroid2
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	watiframes		= 60
	startactorhere	= 4.5 3.0 0.0 Asteroid1
	startactorhere	= 4.5 2.0 0.0 Asteroid1
	startactorhere	= 4.5 1.0 0.0 Asteroid1
	startactorhere	= 4.5 4.5 0.0 Asteroid2
	waitframes		= 60
	startactorhere	= 4.5 -1.0 0.0 Asteroid1
	startactorhere	= 4.5 -2.4 0.0 Asteroid1
	startactohere	= 4.5 -3.5 0.0 Asteroid1
	waitframes		= 48
	startactorhere	= 3.5 4.5 0.0 Asteroid2
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.5 -2.0 0.0 Asteroid1
	startactorhere	= 3.5 4.5 0.0 Asteroid2
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	watiframes		= 16
	startactorhere	= 4.5 2.0 0.0 Asteroid1
	startactorhere	= 4.5 1.0 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Asteroid2
	waitframes		= 16
	startactorhere	= 4.5 4.5 0.0 Asteroid2
	waitframes		= 48
	startactorhere	= 4.5 -1.0 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.5 -1.6 0.0 Asteroid1
	startactohere	= 4.5 -3.5 0.0 Asteroid1
	waitframes		= 60
	startactorhere	= 3.5 4.5 0.0 Asteroid2
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.5 -2.0 0.0 Asteroid1
	startactorhere	= 3.5 4.5 0.0 Asteroid2
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	watiframes		= 60
	startactorhere	= 4.5 3.2 0.0 Asteroid1
	startactorhere	= 4.5 2.1 0.0 Asteroid1
	startactorhere	= 4.5 0.5 0.0 Asteroid1
	startactorhere	= 4.5 1.5 0.0 Asteroid2
	waitframes		= 48
	startactorhere	= 4.5 -1.5 0.0 Asteroid1
	startactorhere	= 4.5 -2.7 0.0 Asteroid1
	startactohere	= 4.5 -3.2 0.0 Asteroid1
	waitframes		= 60
	startactorhere	= 3.5 4.5 0.0 Asteroid2
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.5 -2.0 0.0 Asteroid1
	startactorhere	= 3.5 4.5 0.0 Asteroid2
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	watiframes		= 60
	startactorhere	= 4.5 3.0 0.0 Asteroid1
	startactorhere	= 4.5 2.5 0.0 Asteroid2
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	startactorhere	= 4.5 4.5 0.0 Asteroid2
	waitframes		= 50
	startactorhere	= 4.5 -1.21 0.0 Asteroid1
	startactorhere	= 4.5 -2.0 0.0 Asteroid2
	startactohere	= 4.5 -3.5 0.0 Asteroid1
	waitframes		= 60
	startactorhere	= 3.5 4.5 0.0 Asteroid2
	waitframes		= 120
	startactorhere	= 4.5 -3.5 0.0 Asteroid1
	startactorhere	= 4.5 -3.0 0.0 Asteroid1
	startactorhere	= 4.5 -2.5 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.5 -2.0 0.0 Asteroid1
	startactorhere	= 4.5 -1.5 0.0 Asteroid1
	startactorhere	= 4.5 -1.0 0.0 Asteroid1
	startactorhere	= 4.5 -0.5 0.0 Asteroid1
	startactorhere	= 4.5  0.0 0.0 Asteroid1
	startactorhere	= 4.5  3.5 0.0 Asteroid1
	startactorhere	= 4.5  3.0 0.0 Asteroid1
	startactorhere	= 4.5  2.5 0.0 Asteroid1
	waitframes		= 20
	startactorhere	= 4.5  2.0 0.0 Asteroid1
	startactorhere	= 4.5  1.5 0.0 Asteroid1
	startactorhere	= 4.5  1.0 0.0 Asteroid1
	waitframes		= 60

# FIRST WAVE OF SCOUTS
	setbackcolor	= 16 16 32				# R G B
	startactorhere	= 4.5 -2.0 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 -1.5 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 -1.0 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 -0.5 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 0.5 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 1.0 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 1.5 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 2.0 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 2.5 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 3.0 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 3.5 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 4.0 0.0 Scout1

	waitframes		= 180

# SECOND WAVE OF SCOUTS
	setbackcolor	= 32 32 64				# R G B
	startactorhere	= 4.5 3.5 0.0 Scout2
	startactorhere	= 4.5 3.0 0.0 Scout2
	startactorhere	= 4.5 -2.5 0.0 Scout2
	startactorhere	= 4.5 -3.0 0.0 Scout2
	waitframes		= 60
	startactorhere	= 4.5 3.5 0.0 Scout2
	startactorhere	= 4.5 3.0 0.0 Scout2
	startactorhere	= 4.5 -2.5 0.0 Scout2
	startactorhere	= 4.5 -3.0 0.0 Scout2
	waitframes		= 180
	startactorhere	= 4.5 0.0 0.0 Scout2
	startactorhere	= 4.5 0.5 0.0 Scout2
	startactorhere	= 4.5 -0.5 0.0 Scout2
	waitframes		= 180
	startactorhere	= 4.5 -2.0 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 -1.5 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 -1.0 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 -0.5 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 0.5 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 1.0 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 1.5 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 2.0 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 2.5 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 3.0 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 3.5 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 4.0 0.0 Scout1
	startactorhere	= 4.5 -1.5 0.0 Scout2
	startactorhere	= 4.5 -2.0 0.0 Scout2
	waitframes		= 180
	startactorhere	= 4.5 1.0 0.0 Scout2
	startactorhere	= 4.5 2.5 0.0 Scout2
	startactorhere	= 4.5 -0.5 0.0 Scout2

	waituntilactorsdead = Scout1 Scout2

# THIRD WAVE OF SCOUTS
	setbackcolor	= 64 64 128				# R G B

	startactorhere	= 4.5 -3.5 0.0 Scout3
	startactorhere	= 4.5 -3.0 0.0 Scout3
	startactorhere	= 4.5 -2.5 0.0 Scout3
	startactorhere	= 4.5 -2.0 0.0 Scout3
	startactorhere	= 4.5 -1.5 0.0 Scout3
	startactorhere	= 4.5 -1.0 0.0 Scout3
	startactorhere	= 4.5 -0.5 0.0 Scout3
	startactorhere	= 4.5  3.5 0.0 Scout3
	startactorhere	= 4.5  3.0 0.0 Scout3
	startactorhere	= 4.5  2.5 0.0 Scout3
	startactorhere	= 4.5  2.0 0.0 Scout3
	startactorhere	= 4.5  1.5 0.0 Scout3
	startactorhere	= 4.5  1.0 0.0 Scout3
	startactorhere	= 4.5  0.5 0.0 Scout3
	startactorhere	= 4.5  0.0 0.0 Scout3
	waitframes		= 90
	startactorhere	= 4.5 0.0 0.0 CircuitBall
	waitframes		= 180
	startactorhere	= 4.5 -3.5 0.0 Scout3
	startactorhere	= 4.5 -3.0 0.0 Scout3
	startactorhere	= 4.5 -2.5 0.0 Scout3
	startactorhere	= 4.5 -2.0 0.0 Scout3
	startactorhere	= 4.5 -1.5 0.0 Scout3
	startactorhere	= 4.5 -1.0 0.0 Scout3
	startactorhere	= 4.5 -0.5 0.0 Scout3
	startactorhere	= 4.5  3.5 0.0 Scout3
	startactorhere	= 4.5  3.0 0.0 Scout3
	startactorhere	= 4.5  2.5 0.0 Scout3
	startactorhere	= 4.5  2.0 0.0 Scout3
	startactorhere	= 4.5  1.5 0.0 Scout3
	startactorhere	= 4.5  1.0 0.0 Scout3
	startactorhere	= 4.5  0.5 0.0 Scout3
	startactorhere	= 4.5  0.0 0.0 Scout3
	waitframes		= 270
	startactorhere	= 4.5 -3.5 0.0 Scout3
	startactorhere	= 4.5 -3.0 0.0 Scout3
	startactorhere	= 4.5 -2.5 0.0 Scout3
	startactorhere	= 4.5 -2.0 0.0 Scout3
	startactorhere	= 4.5 -1.5 0.0 Scout3
	startactorhere	= 4.5 -1.0 0.0 Scout3
	startactorhere	= 4.5 -0.5 0.0 Scout3
	startactorhere	= 4.5  3.5 0.0 Scout3
	startactorhere	= 4.5  3.0 0.0 Scout3
	startactorhere	= 4.5  2.5 0.0 Scout3
	startactorhere	= 4.5  2.0 0.0 Scout3
	startactorhere	= 4.5  1.5 0.0 Scout3
	startactorhere	= 4.5  1.0 0.0 Scout3
	startactorhere	= 4.5  0.5 0.0 Scout3
	startactorhere	= 4.5  0.0 0.0 Scout3
	waitframes		= 270
	startactorhere	= 4.5 -3.5 0.0 Scout3
	startactorhere	= 4.5 -3.0 0.0 Scout3
	startactorhere	= 4.5 -2.5 0.0 Scout3
	startactorhere	= 4.5 -2.0 0.0 Scout3
	startactorhere	= 4.5 -1.5 0.0 Scout3
	startactorhere	= 4.5 -1.0 0.0 Scout3
	startactorhere	= 4.5 -0.5 0.0 Scout3
	startactorhere	= 4.5  3.5 0.0 Scout3
	startactorhere	= 4.5  3.0 0.0 Scout3
	startactorhere	= 4.5  2.5 0.0 Scout3
	startactorhere	= 4.5  2.0 0.0 Scout3
	startactorhere	= 4.5  1.5 0.0 Scout3
	startactorhere	= 4.5  1.0 0.0 Scout3
	startactorhere	= 4.5  0.5 0.0 Scout3
	startactorhere	= 4.5  0.0 0.0 Scout3
	waitframes		= 270
	startactorhere	= 4.5 -3.5 0.0 Scout3
	startactorhere	= 4.5 -3.0 0.0 Scout3
	startactorhere	= 4.5 -2.5 0.0 Scout3
	startactorhere	= 4.5 -2.0 0.0 Scout3
	startactorhere	= 4.5 -1.5 0.0 Scout3
	startactorhere	= 4.5 -1.0 0.0 Scout3
	startactorhere	= 4.5 -0.5 0.0 Scout3
	startactorhere	= 4.5  3.5 0.0 Scout3
	startactorhere	= 4.5  3.0 0.0 Scout3
	startactorhere	= 4.5  2.5 0.0 Scout3
	startactorhere	= 4.5  2.0 0.0 Scout3
	startactorhere	= 4.5  1.5 0.0 Scout3
	startactorhere	= 4.5  1.0 0.0 Scout3
	startactorhere	= 4.5  0.5 0.0 Scout3
	startactorhere	= 4.5  0.0 0.0 Scout3

	waituntilactorsdead = Scout3
	
# FINAL ASTEROID-ONLY FIELD
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.5 1.0 0.0 Asteroid1
	startactorhere	= 5.5 4.5 0.0 Asteroid2
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	watiframes		= 60
	startactorhere	= 4.5 -3.0 0.0 Asteroid1
	startactorhere	= 4.5 -2.5 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.5 4.5 0.0 Asteroid2
	waitframes		= 50
	startactorhere	= 4.5 1.0 0.0 Asteroid1
	startactorhere	= 4.5 2.0 0.0 Asteroid1
	waitframes		= 16
	startactohere	= 4.5 -3.3 0.0 Asteroid1
	waitframes		= 60
	startactorhere	= 2.5 4.5 0.0 Asteroid2
	startactorhere	= 4.5 -1.0 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.5 1.0 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.5 -1.6 0.0 Asteroid1
	startactohere	= 4.5 -3.5 0.0 Asteroid1
	waitframes		= 60
	startactorhere	= 3.5 4.5 0.0 Asteroid2
	startactorhere	= 4.5 0.0 0.0 Asteroid1
	waitframes		= 16
	startactorhere	= 4.5 -2.0 0.0 Asteroid1
	startactorhere	= 3.5 4.5 0.0 Asteroid2
	waitframes		= 24

# METAL BARGES WITH LAUNCHES
	startactorhere	= 4.5 0.0 0.0 AsteroidBase1
	waitframes		= 12
	startactorhere	= 4.5 -2.0 0.0 AsteroidBase1
	waitframes		= 24
	startactorhere	= 4.5 2.7 0.0 AsteroidBase1
	waitframes		= 8
	startactorhere	= 4.5 -2.3 0.0 AsteroidBase1
	waitframes		= 24
	startactorhere	= 4.5 1.0 0.0 AsteroidBase1
	waitframes		= 12
	startactorhere	= 4.5 -1.5 0.0 AsteroidBase1
	waitframes		= 24
	startactorhere	= 4.5 1.5 0.0 AsteroidBase1
	waitframes		= 12
	startactorhere	= 4.5 3.0 0.0 AsteroidBase1
	waitframes		= 24

	startactorhere	= 4.5 2.1 0.0 AsteroidBase1
	waitframes		= 12
	startactorhere	= 4.5 -2.5 0.0 AsteroidBase1
	waitframes		= 24
	startactorhere	= 4.5 0.0 0.0 AsteroidBase1
	waitframes		= 12
	startactorhere	= 4.5 3.0 0.0 AsteroidBase1
	waitframes		= 24
	startactorhere	= 4.5 -1.5 0.0 AsteroidBase1
	waitframes		= 12
	startactorhere	= 4.5 -3.0 0.0 AsteroidBase1
	waitframes		= 24
	startactorhere	= 4.5 1.7 0.0 AsteroidBase1
	waitframes		= 12
	startactorhere	= 4.5 -0.5 0.0 AsteroidBase1
	waitframes		= 24

	startactorhere	= 4.5 -2.3 0.0 AsteroidBase1
	waitframes		= 24
	startactorhere	= 4.5 1.0 0.0 AsteroidBase1
	waitframes		= 12
	startactorhere	= 4.5 -1.5 0.0 AsteroidBase1
	waitframes		= 24
	startactorhere	= 4.5 0.0 0.0 AsteroidBase1
	waitframes		= 12
	startactorhere	= 4.5 3.0 0.0 AsteroidBase1
	waitframes		= 24
	startactorhere	= 4.5 -1.5 0.0 AsteroidBase1
	startactorhere	= 4.5 -2.5 0.0 AsteroidBase1
	waitframes		= 24
	startactorhere	= 4.5 0.0 0.0 AsteroidBase1
	waitframes		= 24

### MOON BASE SPACE GUARD
	setbackcolor	= 128 128 196				# R G B
	startactorhere	= 4.5 0.0 0.0 MetalEntry

	startactorhere	= 4.5 0.0 0.0 Scout1
	startactorhere	= 4.5 3.0 0.0 Scout1
	startactorhere	= 4.5 -3.0 0.0 Scout1
	startactorhere	= 4.5 3.5 0.0 Scout2
	waitframes		= 16
	startactorhere	= 5.5 2.8 0.0 Scout1
	startactorhere	= 5.5 -2.8 0.0 Scout1
	startactorhere	= 4.5 0.0 0.0 Scout1
	startactorhere	= 4.5 3.5 0.0 Scout2
	waitframes		= 16
	startactorhere	= 5.5 0.0 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Scout2
	startactorhere	= 4.5 3.0 0.0 Scout2
	startactorhere	= 4.5 -3.0 0.0 Scout2
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Scout2
	startactorhere	= 4.5 3.2 0.0 Scout2
	startactorhere	= 4.5 -2.8 0.0 Scout2
	waitframes		= 16	
	startactorhere	= 4.5 3.5 0.0 Scout2
	startactorhere	= 4.5 -3.5 0.0 Scout2
	waitframes		= 36
	startactorhere	= 4.5 -3.0 0.0 AsteroidBase1
	startactorhere	= 4.5 3.0 0.0 AsteroidBase1
 	waitframes		= 12
#	startactorhere	= 4.5 0.0 0.0 AsteroidBase1
	waitframes		= 36
	startactorhere	= 4.5 -3.0 0.0 AsteroidBase1
	startactorhere	= 4.5 3.0 0.0 AsteroidBase1
	waitframes		= 12
#	startactorhere	= 4.5 0.0 0.0 AsteroidBase1
	waitframes		= 36
	startactorhere	= 4.5 -3.0 0.0 AsteroidBase1
	startactorhere	= 4.5 3.0 0.0 AsteroidBase1
	waitframes		= 12
#	startactorhere	= 4.5 0.0 0.0 AsteroidBase1
	waitframes		= 36
	startactorhere	= 4.5 -3.0 0.0 AsteroidBase1
	startactorhere	= 4.5 3.0 0.0 AsteroidBase1
	waitframes		= 12
#	startactorhere	= 4.5 0.0 0.0 AsteroidBase1
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Scout1
	startactorhere	= 4.5 3.0 0.0 Scout1
	startactorhere	= 4.5 -3.0 0.0 Scout1
	startactorhere	= 4.5 3.5 0.0 Scout2
	waitframes		= 16
	startactorhere	= 5.5 2.8 0.0 Scout1
	startactorhere	= 5.5 -2.8 0.0 Scout1
	startactorhere	= 4.5 0.0 0.0 Scout1
	startactorhere	= 4.5 3.5 0.0 Scout2
	waitframes		= 16
	startactorhere	= 5.5 0.0 0.0 Scout1
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Scout2
	startactorhere	= 4.5 3.0 0.0 Scout2
	startactorhere	= 4.5 -3.0 0.0 Scout2
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Scout2
	startactorhere	= 4.5 3.2 0.0 Scout2
	startactorhere	= 4.5 -2.8 0.0 Scout2
	waitframes		= 16	

	startactorhere		= 4.5 0.0 0.0 EntrySpot
	waituntilactordead	= EntrySpot 
	killactors			= Scout1 Scout2 MetalEntry
	startactorhere		= 4.5 0.0 0.0 EntrySpotMoving
	hideplayer
	waitframes			= 130

	eos				
end

### End of Scene



