//Generated by BehavEd

rem ( "comment" );

affect ( "kyle", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_SABER_DEFENSE", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_FORCE_PULL_LEVEL", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_FORCE_MINDTRICK_LEVEL", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_FORCE_GRIP_LEVEL", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "3" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_THERMAL" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_BRYAR_PISTOL" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_BLASTER" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_DET_PACK" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_TRIP_MINE" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_BOWCASTER" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_DISRUPTOR" );
	set ( /*@SET_TYPES*/ "SET_ITEM", /*@ITEM_NAMES*/ "INV_LIGHTAMP_GOGGLES" );
	set ( /*@SET_TYPES*/ "SET_DEATHSCRIPT", "ns_starpad/shutup_lando" );
}

rem ( "set up variables and func_usables for fuel puzzle" );
rem ( "set up the 2 fuel pumps" );
use ( "fuel_pump1" );
use ( "fuel_pump1" );
use ( "fuel_pump2" );
use ( "fuel_pump2" );
use ( "fuel_pump2" );
declare ( /*@DECLARE_TYPE*/ FLOAT, "fuel_code1" );
set ( "fuel_code1", "0" );
declare ( /*@DECLARE_TYPE*/ FLOAT, "fuel_code2" );
set ( "fuel_code2", "0" );
declare ( /*@DECLARE_TYPE*/ FLOAT, "lando_path" );
set ( "lando_path", "0" );
declare ( /*@DECLARE_TYPE*/ FLOAT, "fuel_objective" );
set ( "fuel_objective", "0" );
declare ( /*@DECLARE_TYPE*/ FLOAT, "door_objective" );
set ( "door_objective", "0" );
declare ( /*@DECLARE_TYPE*/ FLOAT, "spawn_back" );
set ( "spawn_back", "1" );
declare ( /*@DECLARE_TYPE*/ FLOAT, "leave_gun" );
set ( "leave_gun", "0" );

affect ( "emplaced", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
	set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "false" );
}


affect ( "lando", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_ALT_FIRE", /*@BOOL_TYPES*/ "true" );
	set ( /*@SET_TYPES*/ "SET_AIM", 5 );
	set ( /*@SET_TYPES*/ "SET_HEALTH", 100 );
	set ( /*@SET_TYPES*/ "SET_ARMOR", 25 );
	set ( /*@SET_TYPES*/ "SET_NO_FORCE", /*@BOOL_TYPES*/ "true" );
}


affect ( "lady_gun", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_INVINCIBLE", /*@BOOL_TYPES*/ "true" );

	if ( $get( FLOAT, "SET_SKILL") = 0$ )
	{
		set ( /*@SET_TYPES*/ "SET_HEALTH", 400 );
	}


	else (  )
	{

		if ( $get( FLOAT, "SET_SKILL") = 0$ )
		{
			set ( /*@SET_TYPES*/ "SET_HEALTH", 300 );
		}


		else (  )
		{
			set ( /*@SET_TYPES*/ "SET_HEALTH", 200 );
		}

	}

}


affect ( "big_elevator", /*@AFFECT_TYPE*/ FLUSH )
{
	move ( $tag( "big_ele_down", ORIGIN)$, 0.000 );
}

wait ( 500.000 );
set ( /*@SET_TYPES*/ "SET_OBJECTIVE_HIDE", /*@OBJECTIVES*/ "NS_HIDEOUT_OBJ1" );
set ( /*@SET_TYPES*/ "SET_OBJECTIVE_HIDE", /*@OBJECTIVES*/ "NS_HIDEOUT_OBJ2" );
set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "NS_STARPAD_OBJ1" );
