;_________________________________________ ; ; 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: A10 - Strike ************************ ; ****************************** Tajectory -0 Create_Object, 1, "X1G_A-10_Traj", 0, 0, 0, 0, -0 Play_Animation, 1, "X1G_A-10_Traj.X1G_A-10_Traj",0 -170 destroy_object, 1 ; ****************************** A10 -0 Create_real_Object, 2, "GDI_A10_FLyover",1 ,"BN_trajectory" -0 Play_Animation, 2, "V_GDI_a10.V_GDI_a10",0 -0 Attach_to_Bone, 2,1,"BN_trajectory" -170 destroy_object, 2 ; ****************************** Effects -0 Create_Object, 3, "X1G_AG_Effects", 0, 0, 0, 0, ;-0 Create_Object, 3, "X1G_Effects", 0, 0, 0, 0, ;Bones ( BN_Xplode000 - 009 ) No 007 ) -0 Play_Animation, 3, "X1G_Effects.X1G_Effects",0 -95 destroy_object, 3 -95 Send_Custom, 121041, 0, 0, 0 ;sending custom to controller to kill the tanks -170 Send_Custom, 103343, 0, 0, 2 ;sending custom to controller to announce guard tower commander