;_________________________________________ ; ; 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: Orca takes a dip ************************ ; ****************************** Apache Path -0 Create_Object, 1, "X1D_Apache", 0, 0, 0, 0, -0 Play_Animation, 1, "X1D_Apache.X1D_Apache",1 -360 ; ****************************** Apache -0 Create_Object, 2, "V_nod_Apache", 0, 0, 0, 0, -0 Play_Animation, 2, "V_nod_Apache.V_nod_Apache",1 -0 Attach_to_Bone, 2,1, "BN_Apache_00" -360 destroy_object, 2 ; ****************************** Orca_01 -0 Create_Object, 3, "V_AG_X1Borca", 0, 0, 0, 0 -0 Play_Animation, 3, "V_GDI_orca.X1d_orca",1 -201 destroy_object, 3 ; ****************************** Missiles -110 Create_Object, 4, "X1D_AG_Missile", 0, 0, 0, 0, -110 Play_Animation, 4, "X1D_missile.X1D_missile",1 -162 destroy_object, 4 ; ****************************** Explosions -150 Create_Object, 5, "X1D_AG_xplosion", 0, 0, 0, 0, -150 Play_Animation, 5, "X1d_explosions.X1c_explosions",1 -210 destroy_object, 5