public override void Load() // Code in that block will be called on the load of the sector { base.Load(); MyAudio.ApplyTransition(MyMusicTransitionEnum.CalmAtmosphere, 3); // Sets music group to be played in the sector - no matter if the mission is running or not m_oldRelation = MyFactions.GetFactionsStatus(MyMwcObjectBuilder_FactionEnum.Euroamerican, MyMwcObjectBuilder_FactionEnum.Rainiers); MyScriptWrapper.SetFactionRelation(MyMwcObjectBuilder_FactionEnum.Euroamerican, MyMwcObjectBuilder_FactionEnum.Rainiers, MyFactions.RELATION_WORST); }
public override void Load() { base.Load(); MyScriptWrapper.AlarmLaunched += MyScriptWrapper_AlarmLaunched; // Turn off sunwind, meteorwind and icestorm MyScriptWrapper.EnableGlobalEvent(World.Global.MyGlobalEventEnum.SunWind, false); MyScriptWrapper.EnableGlobalEvent(World.Global.MyGlobalEventEnum.MeteorWind, false); MyScriptWrapper.EnableGlobalEvent(World.Global.MyGlobalEventEnum.IceStorm, false); // Add Fourth Reich FalseId to inventory if player already haven't got one MyScriptWrapper.AddFalseIdToPlayersInventory(MyMwcObjectBuilder_FactionEnum.FourthReich); // Add Radar Jammer to player inventory MyScriptWrapper.AddInventoryItem(MyScriptWrapper.GetPlayerInventory(), MyMwcObjectBuilderTypeEnum.SmallShip_Tool, (int)MyMwcObjectBuilder_SmallShip_Tool_TypesEnum.RADAR_JAMMER, 1f); // Add Hacking Tool to player inventory MyScriptWrapper.AddInventoryItem(MyScriptWrapper.GetCentralInventory(), MyMwcObjectBuilderTypeEnum.SmallShip_HackingTool, (int)MyMwcObjectBuilder_SmallShip_HackingTool_TypesEnum.Level_2, 1f, true); MyScriptWrapper.AddInventoryItem(MyScriptWrapper.GetCentralInventory(), MyMwcObjectBuilderTypeEnum.SmallShip_HackingTool, (int)MyMwcObjectBuilder_SmallShip_HackingTool_TypesEnum.Level_3, 1f, true); // Set musicmood right from script start MyAudio.ApplyTransition(MyMusicTransitionEnum.TensionBeforeAnAction); m_Slave = (MySmallShipBot)MyScriptWrapper.TryGetEntity(328); MySession.PlayerFriends.Add(m_Slave); m_Slave.Follow(MySession.PlayerShip); m_Slave.SetName("Slave"); }
public override void Load() // Code in that block will be called on the load of the sector { base.Load(); MyAudio.ApplyTransition(MyMusicTransitionEnum.HeavyFight, 3); // Sets music group to be played in the sector - no matter if the mission is running or not MyScriptWrapper.SetPlayerFaction(MyMwcObjectBuilder_FactionEnum.Rainiers); MyScriptWrapper.SetFactionRelation(MyMwcObjectBuilder_FactionEnum.Rainiers, MyMwcObjectBuilder_FactionEnum.China, -100); }
public override void Load() // Code in that block will be called on the load of the sector { base.Load(); m_entranceR.OnMissionSuccess += entranceR_OnMissionSuccess; m_entranceL.OnMissionSuccess += entranceL_OnMissionSuccess; m_flyExit.OnMissionSuccess += flyExit_OnMissionSuccess; //MyScriptWrapper.SetPlayerFaction(MyMwcObjectBuilder_FactionEnum.Rainiers); MyScriptWrapper.EntityHacked += MyScriptWrapper_EntityHacked; m_hub = MyScriptWrapper.GetEntity((uint)EntityID.HUB); MySession.PlayerShip.Inventory.AddInventoryItem(MyMwcObjectBuilderTypeEnum.SmallShip_HackingTool, (int)MyMwcObjectBuilder_SmallShip_HackingTool_TypesEnum.Level_2, 1f, true); MySession.PlayerShip.Inventory.AddInventoryItem(MyMwcObjectBuilderTypeEnum.Drone, (int)MyMwcObjectBuilder_Drone_TypesEnum.DroneUS, 1f, true); MyAudio.ApplyTransition(MyMusicTransitionEnum.CalmAtmosphere); // Sets music group to be played in the sector - no matter if the mission is running or not }
public override void Load() // Code in that block will be called on the load of the sector { base.Load(); MyAudio.ApplyTransition(MyMusicTransitionEnum.HeavyFight, 3); // Sets music group to be played in the sector - no matter if the mission is running or not MyScriptWrapper.SetPlayerFaction(MyMwcObjectBuilder_FactionEnum.Rainiers); MyScriptWrapper.SetFactionRelation(MyMwcObjectBuilder_FactionEnum.Russian, MyMwcObjectBuilder_FactionEnum.China, -100); base.Load(); m_Detector1 = MyScriptWrapper.GetDetector(MyScriptWrapper.GetEntity((uint)EntityID.Detector1)); m_Detector1.OnEntityEnter += Detector1Action; m_Detector1.On(); m_Detector2 = MyScriptWrapper.GetDetector(MyScriptWrapper.GetEntity((uint)EntityID.Detector2)); m_Detector2.OnEntityEnter += Detector2Action; m_Detector2.On(); }
void mothershipBattle_OnMissionLoaded(MyMissionBase sender) { MyScriptWrapper.ActivateSpawnPoints(m_battleSpawnpoints); MyAudio.ApplyTransition(MyMusicTransitionEnum.HeavyFight, 100, "KA19"); }
public override void Load() // Code in that block will be called on the load of the sector { base.Load(); MyAudio.ApplyTransition(MyMusicTransitionEnum.DesperateWithStress, 3); // Sets music group to be played in the sector - no matter if the mission is running or not }