;_________________________________________ ; ; Available Cinematic Script Commands ; ; time/frame Create_Object, id (slot), preset_name, x, y, z, facing, animation ; id can be -1 to mean do not store this object, and do not destroy ; 0 Create_Object, 0, .44 Magnum, 0, 0, 0, 180, "Human.jump" ; ; time/frame Destroy_Object, id (slot) ; 0 Destroy_Object, 0 ; ; time/frame Play_Animation, id (slot), animation_name, looping, sub_obj_name ; 0 Play_Animation, 0, "Human.Jump", false ; ; time/frame Control_Camera, id ( slot ) ; use id -1 for disabling control; ; note this will also disable star control and disbale the hud ; 0 Control_Camera, 0 ; ;_________________________________________ ;******************* CHEAT SHEET ****************************** ;Start frame create_object slot number model x,y,z,facing animation name( model*hierarchy*.anim ) ;Start frame Play_Animation slot number anim name ( model*hierarchy*.anim ) looping Sub Object ;Start frame Play_Audio wave filename slot number bone name ; * no slot # / bone name = 2D Audio ;0= NO LOOP ( kills object when finshed ) 1= LOOP ; ****************************** camera -0 Create_Object, 0, "X3_cam0-1464", 0, 0, 0, 0, "X3_cam0-1464.X3_cam0-1464" -1 Control_Camera, 0 -1464 Control_Camera, -1 -1465 Send_Custom, 1111000, 100, 100, 0 -1466 Send_Custom, 1100004, 300, 3, 0 -1586 Send_Custom, 1100004, 301, 3, 0 -2000 Send_Custom, 1111000, 200, 200, 0 ; ****************************** havoc -0 Create_Object, 1, "cx_ag_havoc", 0, 0, 0, 0 -0 Play_Animation, 1, "s_a_head.x3_havexp",0 , "cx_havoc_head" -0 Play_Animation, 1, "s_a_hand_L.x3_havHand_L",0 , "cx_havoc_handL" -0 Play_Animation, 1, "s_a_hand_R.x3_havHand_R",0 , "cx_havoc_handR" -0 Play_Animation, 1, "s_a_human.x3_M_havoc1", 1 -1210 Play_Animation, 1, "s_a_human.x3_M_havoc2", 1 -1280 Play_Animation, 1, "s_a_human.x3_M_havoc3", 1 -1381 Play_Animation, 1, "s_a_human.x3_M_havoc4", 0 ; ****************************** Sakura -1 Create_Object, 2, "cx_ag_sakura", 0, 0, 0, 0 -1 Play_Animation, 2, "s_a_head.x3_sakexp",0 , "cx_nod_sk_head" -1 Play_Animation, 2, "s_b_hand_L.x3_sakHandL",0 , "cx_nod_sk_hL" -1 Play_Animation, 2, "s_b_hand_R.x3_sakHandR",0 , "cx_nod_sk_hR" -1 Play_Animation, 2, "s_b_human.x3_m_sakura", 0 -651 destroy_object, 2 ; ****************************** Cockpit -0 Create_Object, 3, "X3_Cockpit", 0, 0, 0, 0, "X3_Cockpit.X3_Cockpit" -660 destroy_object, 3 ; ****************************** Commanche -1 Create_Object, 4, "v_ag_commanche", 0, 0, 0, 0, -1 Play_Animation, 4, "v_commanche.x3_com0-660",1 -661 Play_Animation, 4, "v_commanche.x3_com661-1069",1 -1070 Play_Animation, 4, "v_commanche.x3_com1070-1150",1 -1151 Play_Animation, 4, "v_commanche.x3_com1151-1200",0 ; ****************************** C-130 -661 Create_Object, 5, "v_nod c-130", 0, 0, 0, 0 -661 Play_Animation, 5, "v_nod c-130.x3_c130_a",0 -1069 Destroy_object, 5 ; ****************************** Muzzleflash -660 Create_Object, 6, "X3_muzzleflash", 0, 0, 0, 0, "X3_muzzleflash.X3_muzzleflash" -960 Destroy_object, 6 ; ****************************** C130-explode -661 Create_Object, 7, "ag_cxp661-1279", 0, 0, 0, 0, "a_cxp661-1279.a_cxp661-1279" -1280 Destroy_object, 7 ; ****************************** Parachute -1280 Create_Object, 8, "x3_parachute", 0, 0, 0, 0, -1280 Play_Animation, 8, "x3_parachute.x3_parachute",0 ; ****************************** Missiles -1000 Create_Object, 9, "x3_ag_missiles", 0, 0, 0, 0, -1000 Play_Animation, 9, "x3_intromissile.x3_intromissile",0 ; ****************************** Ocean -0 Create_Object, 10, "X3_ocean", 0, 0, 0, 0, "X3_ocean.X3_ocean" -1150 Destroy_object, 10 ; ****************************** Water Splash -1365 Create_Object, 11, "X3_AG_splash", 0, 0, 0, 0, "x3_Parasplash.x3_Parasplash"