; camera basic initialization
_camera = "camera" camCreate [0,0,0]
_camera camSetTarget [0,0,0]
_camera cameraEffect ["internal","back"]
_camera camSetFOV 0.700

; random weather ;)
0 setovercast random 1


;=== 10:24:43
_camera camSetTarget leader vcinf1
_camera camSetRelPos [-3,15,2]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera

_MusicArray = ["rtrack2","7thoverdose","7thlifeless","7thIAmGonaFly","7thdecide","7thdarken","7thmylife"];

playmusic [(_MusicArray select random count _MusicArray),0]

titlecut ["","BLACK IN",3];
~15

numloop=0;

#Loop
if (numloop > 2) then { numloop=0; playmusic [(_MusicArray select random count _MusicArray),0]; }

;=== 10:24:43
_camera camSetTarget phantom
_camera camSetRelPos [0,200,5]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera
~6

;=== 10:24:43
_camera camSetTarget phantom
_camera camSetRelPos [10,200,20]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera
~6

;=== 10:24:43
_camera camSetTarget phantom
_camera camSetRelPos [100,500,50]
_camera camSetFOV .2
_camera camCommit 0
@camCommitted _camera
~10


;=== 10:24:43
_camera camSetTarget leader assault1
_camera camSetRelPos [-2,20,3]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera
~10

;=== 10:24:43
_camera camSetTarget leader vcinf2
_camera camSetRelPos [-3,15,2]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera
~15

;=== 10:24:43
_camera camSetTarget leader assault2
_camera camSetRelPos [-2,20,3]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera
~10

;=== 10:24:43
_camera camSetTarget leader assault3
_camera camSetRelPos [-2,20,3]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera
~10

;=== 10:24:43
_camera camSetTarget leader assault4
_camera camSetRelPos [-2,20,3]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera
~10

;=== 10:24:43
_camera camSetTarget leader vcinf3
_camera camSetRelPos [2,20,2]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera
~15

;=== 10:24:43
_camera camSetTarget leader vcinf1
_camera camSetRelPos [2,20,2]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera
~15

;=== 10:24:43
_camera camSetTarget leader civis1
_camera camSetRelPos [2,20,2]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera
~15

;=== 10:24:43
_camera camSetTarget boat1
_camera camSetRelPos [10,100,10]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera
~15

;=== 10:24:43
_camera camSetTarget gunship
_camera camSetRelPos [10,200,100]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera
~6

;=== 10:24:43
_camera camSetTarget gunship
_camera camSetRelPos [100,500,150]
_camera camSetFOV .2
_camera camCommit 0
@camCommitted _camera
~10

;=== 10:24:43
_camera camSetTarget phantom
_camera camSetRelPos [-10,200,100]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera
~6

_A=0;

#SideCammer
~.01
;=== 10:24:43
_camera camSetTarget phantom
_camera camSetRelPos [4,-6,-1]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera
_A=_A+1;
if (_A < 250) then { goto "SideCammer"; };

_A=0;

#SideCammerSEAL
~.01
;=== 10:24:43
_camera camSetTarget leader assault1
_camera camSetRelPos [-2,-5,2]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera
_A=_A+1;
if (_A < 250) then { goto "SideCammerSEAL"; };

_A=0;

#SideCammerVC
~.01
;=== 10:24:43
_camera camSetTarget leader vcinf1
_camera camSetRelPos [2,-10,2]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera
_A=_A+1;
if (_A < 250) then { goto "SideCammerVC"; };

_A=0;

#SideCammerGunship
~.01
;=== 10:24:43
_camera camSetTarget gunship
_camera camSetRelPos [-4,-6,-1]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera
_A=_A+1;
if (_A < 250) then { goto "SideCammerGunship"; };

numloop=numloop+1
goto "Loop";

titlecut ["","BLACK OUT",3];
4 fademusic 0;
~3

; destroy camera - if we use mission cutscene
;_camera cameraEffect ["terminate","back"]

; Destroy the camera
camDestroy _camera

; end the intro
endcut=true

; Exit this script
exit
