;_________________________________________ ; ; 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 2: OrcaStrike ************************ ; ****************************** Orca -2 Create_Object, 1, "V_GDI_orca", 0, 0, 0, 0 -2 Play_Animation, 1, "V_GDI_orca.X2A_Orca",1 -290 destroy_object, 1 ; ****************************** Misiles -110 Create_Object, 2, "X2A_AG_Missiles", 0, 0, 0, 0, -110 Play_Animation, 2, "X2A_Missiles.X2A_Missiles",1 -170 destroy_object, 2