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() // 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); }