;_________________________________________ ; ; 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: POW Medal and signal flare drop ************************ ; ****************************** Nod Chinook -1 Create_Real_Object, 1, "GDI_Transport_Helicopter_Flyover" -1 Attach_Script, 1, "M01_Flyover_Generic_Script_JDG", "" -1 Play_Animation, 1, "v_gdi_trnspt.v_gdi_trnspt", 1 -280 Destroy_Object, 1 ; ****************************** Path -1 Create_Object, 2, "X5D_Chinookfly", 0, 0, 0, 0 -1 Play_Animation, 2, "X5D_Chinookfly.X5D_Chinookfly", 1 -280 Destroy_Object, 2 -1 Attach_To_Bone, 1, 2, "BN_chinook_1" ; ****************************** Parachute_1 -169 Create_Object, 3, "X5D_Parachute", 0, 0, 0, 0 -169 Play_Animation, 3, "X5D_Parachute.X5D_ParaC_1", 1 -260 Destroy_Object, 3 ; ****************************** Parachute_2 -179 Create_Object, 4, "X5D_Parachute", 0, 0, 0, 0 -179 Play_Animation, 4, "X5D_Parachute.X5D_ParaC_2", 1 -270 Destroy_Object, 4 ; ****************************** Parachute_3 -198 Create_Object, 5, "X5D_Parachute", 0, 0, 0, 0 -198 Play_Animation, 5, "X5D_Parachute.X5D_ParaC_3", 1 -280 Destroy_Object, 5 ; ****************************** Box 1 -145 Create_Object, 6, "X5D_Box01", 0, 0, 0, 0 -145 Play_Animation, 6, "X5D_Box01.X5D_Box01", 1 -260 Destroy_Object, 6 ; ****************************** Box 2 -155 Create_Object, 7, "X5D_Box02", 0, 0, 0, 0 -155 Play_Animation, 7, "X5D_Box02.X5D_Box02", 1 -270 Destroy_Object, 7 ; ****************************** Box 3 -165 Create_Object, 8, "X5D_Box03", 0, 0, 0, 0 -165 Play_Animation, 8, "X5D_Box03.X5D_Box03", 1 -280 Destroy_Object, 8 ;******************************* Soldiers -145 Create_Real_Object, 9, "SignalFlare_Gold_Phys3", 6, "Box01" -145 Attach_To_Bone, 9, 6, "Box01" -145 Play_Animation, 9, "H_A_X5D_ParaT_1", 0 -255 Attach_To_Bone, 9, -1, "Box01" -155 Create_Real_Object, 10, "POW_MineRemote_Player", 7, "Box02" -155 Attach_To_Bone, 10, 7, "Box02" -155 Play_Animation, 10, "H_A_X5D_ParaT_2", 0 -265 Attach_To_Bone, 10, -1, "Box02" -165 Create_Real_Object, 11, "POW_MineRemote_Player", 8, "Box03" -165 Attach_To_Bone, 11, 8, "Box03" -165 Play_Animation, 11, "H_A_X5D_ParaT_3", 0 -275 Attach_To_Bone, 11, -1, "Box03"