;_________________________________________
;
; 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 5: Chinook Nod Troop Parachute drop ************************
; ****************************** 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"
; ****************************** Nod C130
-1 Create_Real_Object, 1, "Nod_Apache_Flyover", 2, "BN_chinook_1"
-1 Play_Animation, 1, "v_Nod_cplane.v_Nod_cplane", 1
-1 Play_Animation, 1, "v_Nod_cplane.X5D_C130Anim", 1
-1 Attach_To_Bone, 1, 2, "BN_chinook_1"
-280 Destroy_Object, 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
; ****************************** 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
; ****************************** Attach the object
-1 Attach_To_Bone, 6, "X5D_Box01",
; ****************************** Drop the object off...
-180 Attach_To_Bone, 6, "X5D_Box01",
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