;_________________________________________ ; ; 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 ;************************* LEVEL 1: Hovercraft troop drop at turret beach ************************ ; ****************************** Tajectory -1 Create_Object, 1, "X1H_Trajectory", 0, 0, 0, 0, -1 Play_Animation, 1, "X1H_Trajectory.X1H_Trajectory",1 -500 destroy_object, 1 ; ****************************** Hovercraft ;-1 Create_Object, 2, "v_ag_HCraft", 0, 0, 0, 0, -1 Create_Real_Object, 2, "GDI_Hovercraft", 1, "BN_HCraft_Traj" -1 Play_Animation, 2, "v_GDI_Hcraft.X1E_Hcraft",1 -1 Attach_to_Bone, 2,1,"BN_HCraft_Traj" -1 Play_Audio, "gdi_hovercraft_idle_01", 2, "Fan_bone1" -190 Play_Audio, "gdi_hovercraft_door_01", 2, "Ramp_bone" -240 Play_Audio, "Metal_Thunk_01", 2, "Ramp_bone" -325 Play_Audio, "gdi_hovercraft_door_01", 2, "Ramp_bone" -385 Play_Audio, "Metal_Thunk_01", 2, "Ramp_bone" -500 destroy_object, 2 ; ****************************** Troop Bone -1 Create_Object, 3, "x1H_troops", 0, 0, 0, 0, -1 Play_Animation, 3, "x1H_troops.x1H_troops",1 -325 destroy_object, 3 ; ****************************** Troops -1 Create_Real_Object, 4, "GDI_Minigunner_0", 3, "bn_human00" -1 Attach_to_Bone, 4,3,"bn_human00" -260 Play_Animation, 4, "S_A_Human.H_A_X1E_Run",0 -320 Attach_to_Bone, 4,-1,"bn_human00" -321 Attach_Script, 4, "M01_GDI_BeachGuy01_JDG", "" ****************************** Troops -1 Create_Real_Object, 5, "GDI_Minigunner_0", 3, "bn_human01" -1 Attach_Script, 5, "M01_TurretBeach_GDI_Guy_02_JDG", "" -1 Attach_to_Bone, 5,3,"bn_human01" -255 Play_Animation, 5, "S_A_Human.H_A_X1E_Run",0 -315 Attach_to_Bone, 5,-1,"bn_human01" ; ****************************** Troops -1 Create_Real_Object, 6, "GDI_Minigunner_0", 3, "bn_human02" -1 Attach_Script, 6, "M01_TurretBeach_GDI_Guy_03_JDG", "" -1 Attach_to_Bone, 6,3,"bn_human02" -265 Play_Animation, 6, "S_A_Human.H_A_X1E_Run",0 -324 Attach_to_Bone, 6,-1,"bn_human02" -324 Attach_Script, 6, "z_Created_PlaySound","reinforcearrived.wav,Reinforcements have arrived.,255,204,0"