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);
 }
Esempio n. 2
0
 public override void Load() // Code in that block will be called on the load of the sector
 {
     base.Load();
     MyScriptWrapper.ApplyTransition(MyMusicTransitionEnum.HeavyFight, 3);
     m_oldRelation = MyFactions.GetFactionsStatus(MyMwcObjectBuilder_FactionEnum.Rainiers, MyMwcObjectBuilder_FactionEnum.Russian);
     MyScriptWrapper.SetFactionRelation(MyMwcObjectBuilder_FactionEnum.Rainiers, MyMwcObjectBuilder_FactionEnum.Russian, MyFactions.RELATION_WORST);
 }
        public override void Load() // Code in that block will be called on the load of the sector
        {
            base.Load();
            MyScriptWrapper.ApplyTransition(MyMusicTransitionEnum.HeavyFight, 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.Russian, MyMwcObjectBuilder_FactionEnum.Russian_KGB);
            MyScriptWrapper.SetFactionRelation(MyMwcObjectBuilder_FactionEnum.Russian, MyMwcObjectBuilder_FactionEnum.Russian_KGB, MyFactions.RELATION_WORST);
        }