linkWithChildren = true;
placeOnGround = false;
facePlayer = false;
useInstancedMesh = false;

Init(vector(3.0,3.0,0.1975), 1094, 3, 1, 1, 0);

mesh.CollisionObjectType = 0;
mesh.Mobility = 2;

[children]

loc.Z += 0.06583 * cubeSize;
SpawnChild(890, rotation(0.0, 0.0, 0.0), vector(3.0, 3.0, 3.0), , -1);

ai.AddActivateNode(29, -1.0, 0.0, 1, 1.0);
ai.AddActivateNode(56, 0.0, 0.0, 8, 1.0, 0.0, 80.0, 1.0, 1.0, 1.0 * scaleHack, 1.0 * scaleHack, -1.0);
ai.AddActivateNode(56, 0.975 / scaleHack, -1.0, 8, 1.0, 0.0, 118.0, 8.0, 8.0, 0.7, 0.7, -1.0);
ai.AddActivateNode(74, 0.975 / scaleHack, 0.0, 2, 3.0, 3.0 * cubeSize);
ai.AddActivateNode(21, -1.0, 0.975 / scaleHack, 1, 2.0);
ai.AddActivateNode(76, -1.0, 0.975 / scaleHack, 0);

loc.X += 0.4999 * cubeSize;
loc.Z += 0.03291 * cubeSize;
SpawnChild(890, rotation(90.0, -90.0, 90.0), vector(0.1975,3.0,3.0), , 334);
ai.AddActivateNode(29, -1.0, 0.0, 1, 1.0);

SpawnChild(890, rotation(180.0, 0.0, 0.0), FVector(3.0, 3.0, 3.0), , -1);
ai.AddActivateNode(29, -1.0, 0.0, 1, 1.0);

loc.X -= 0.4999 * cubeSize;
loc.Z += 0.03291 * cubeSize;
SpawnChild(890, rotation(90.0, -270.0, 90.0), vector(0.1975,3.0,3.0), , 334);
ai.AddActivateNode(29, -1.0, 0.0, 1, 1.0);

loc.Y -= 0.4999 * cubeSize;
loc.Z += 0.03291 * cubeSize;
SpawnChild(890, rotation(90.0, -180.0, 90.0), vector(0.1975,3.0,3.0), , 334);
ai.AddActivateNode(29, -1.0, 0.0, 1, 1.0);

loc.Y += 0.4999 * cubeSize;
loc.Z += 0.03291 * cubeSize;
SpawnChild(890, rotation(90.0, 0.0, 90.0), vector(0.1975,3.0,3.0), , 334);
ai.AddActivateNode(29, -1.0, 0.0, 1, 1.0);

// top part;

loc.Z += 1.16573 * cubeSize;
SpawnChild(890, rotation(0.0, 0.0, 0.0), vector(3.0, 3.0, 3.0), , -1);
ai.AddActivateNode(29, -1.0, 0.0, 1, 1.0);
ai.AddNode(233, -1.0, -1.0, 0);
ai.AddActivateNode(266, -1.0, 0.0, 0);

loc.X += 0.4999 * cubeSize;
loc.Z += 1.13281 * cubeSize;
SpawnChild(890, rotation(90.0, -90.0, 90.0), vector(0.1975,3.0,3.0), , 334);
ai.AddActivateNode(29, -1.0, 0.0, 1, 1.0);

loc.Z += 1.0999 * cubeSize;
SpawnChild(890, rotation(180.0, 0.0, 0.0), FVector(3.0, 3.0, 3.0), , -1);
ai.AddActivateNode(29, -1.0, 0.0, 1, 1.0);
ai.AddNode(233, -1.0, -1.0, 0);
ai.AddActivateNode(266, -1.0, 0.0, 0);

loc.X -= 0.4999 * cubeSize;
loc.Z += 1.13281 * cubeSize;
SpawnChild(890, rotation(90.0, -270.0, 90.0), vector(0.1975,3.0,3.0), , 334);
ai.AddActivateNode(29, -1.0, 0.0, 1, 1.0);

loc.Y -= 0.4999 * cubeSize;
loc.Z += 1.13281 * cubeSize;
SpawnChild(890, rotation(90.0, -180.0, 90.0), vector(0.1975,3.0,3.0), , 334);
ai.AddActivateNode(29, -1.0, 0.0, 1, 1.0);

loc.Y += 0.4999 * cubeSize;
loc.Z += 1.13281 * cubeSize;
SpawnChild(890, rotation(90.0, 0.0, 90.0), vector(0.1975,3.0,3.0), , 334);
ai.AddActivateNode(29, -1.0, 0.0, 1, 1.0);

// Light;
fromScript = false;
loc.Z += 1.05 * cubeSize;
SpawnChild(232, rotation(0.0, 0.0, 90.0), vector(0.75,0.75,0.1), , -1);
movement = 0;
light.LightFunctionFadeDistance = 12.5;
light.AttenuationRadius = 750.0;
mesh.Mobility = 2;
// Need to do this or else the light collides with everything in the level even though its size and location says otherwise.  Couldnt figure it out;
capsule.CollisionResponseToAllChannels = 0;
capsule.Mobility = 2;
canBeDamaged = false;
flammable = false;
fromScript = true;
ai.ClearAllNodes();