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Ghost Graphic Designs

European Modding
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Posts posted by Ghost Graphic Designs

  1. Hi!

     

    Here's some editor pictures of the new RSB Fire Station, inspired in the real 1st Company HQ, located in D. Carlos I Avenue, Lisbon.

     

    CEPkRmJ.jpg?1

    ZTuPMXI.jpg?1

    W2iwlpy.jpg?1

    xWVPzoi.jpg?1

    Mr9YeyG.jpg?1

    zh7h3vU.jpg?2

    IrMCRlk.jpg?1

    4H8U8xj.jpg?1

    SaSwlA4.jpg?1

     

    • The firehouse will have very similar callout system to the LA Mod. You sound the alarm and the predefinied personnel will staff the respective vehicles, if they're empty. You can also hide/show the roofs, repair the units and call firefighters individually. In the middle of the station, there'll be two special trailers (which can be used by Jeep and AC units) and two fire hydrants to refuel the engine tanks, manually.

    • The station will have two buildings, East and West. The West building will be used for the first alarm units. In other words, the vehicles that respond more often and have more calls per-day. The East building will have logistical support and assistance units.

    • West building parking:
      - Pumper 11, Tanker 22.
      - Ladder 31.
      - Light Pumper 11, Special Ops 62.

    • East building parking:
      - Water Rescue 01
      - Pumper 13, Jeep 5
      - Command 65, Logistic Support 7
      - Jeep 6, Personnel Carrier 5.
    ​I also did a ton of new vehicles, personnel and the new freeplay map is almost finished. Some units were also updated, according to reality, and, at the moment, all RSB Pumpers are now capable of providing Advanced Life Support, which means they'll be always crewed by atleast 1 FF/Paramedic that will be able to fetch the EMS bag from it and provide medical care untill further assistance arrives. This means that, at the moment, all RSB Pumpers are able to respond to medical calls, without having to wait for an ambulance.
     
     
    :)
  2. "Dont give attention to my post"                             I think its more comfortable the La mod way to get the Fire fighters into the fire truck.                            you are doing a Nice job. One question: ¿Any armed officers?

    Sorry bad english

    Hi again.

     

    In V3, I'll adapt the LA Mod callout script with some improvements and changes. The police isn't armed on V2, because they're only mean't to do traffic and crowd control, in V3 they'll have all the regular police commands and callouts available. :)

  3. How can I add a tow truck? this Mod has 2 Bugs, (with the hotfix) I cant spawn any tow and the other bug is that when you start freeplay there is a casualty in the port. Buts its the best mod i know. unfortunately its unplayable. Sorry horrible english. good luck with your project (that im obviusly following) and greetings from Argentina!

    For the tow truck, delete the ASF folder from your BV Lisbonenses/Units/Vehicles/TEC folder. :) About the casualty... No idea how that happened. :P To dispatch the units, click on the groups. :)

  4. Just here to announce that I currently have more than 200 playable units, 10 totally new missions, a edited freeplay map, dozens of different personnel types and fully detailed units. I'm just finishing the last units and personnel, before taking a group picture. The callout system was edited and it should be even simpler to dispatch units in the freeplay mode. :)

  5.  

    Unfortunately, what your doing requires a constantly checking script that would eat a considerable amount of FPS. Instead I propse this:

    • In your ToStation script, when the vehicle is in the station at the start of the game, disable its headlights. Then when you send them out through a script, enable their headlights. Then when you send them back into station, disable their headlights. These are all manually done and not automatically when the vehicle leaves the VO. Use this code:

      void EnableHeadLights(bool enable_);
    • For the trigger thing, it isnt possible in normal freeplay. The game does not recognize triggers in freeplay, only mission scripts. So you'd have to just set it manually instead of relying on a trigger.

      bool SetVirtualObjectTerrain(const char* terrain_);

     

    Yeah, I exactly that with my alarm and ToStation scripts (headlights on/off and engine sounds aswell).  About the VO, I had an idea and I'm going to try something out with LA Mod's ToStation script... :)

     

    Well, I use this for playing and stopping a 3D sound for my Automatic Fire Alarm script, playing then stopping the sound.

    int x;x = Audio::PlaySample3D(Sound3D, obj->GetPosition(), true);obj->SetUserData(x);
    int ref = Target->GetUserData();Audio::StopSample(ref);

    The SetUserData might conflict with the functioning of whatever script you're adding it to.

    Alright, thanks. :) 

     

    I am not used to the Scripting language used for EM4 but I have been trying figuring out the pump loop as well. I have not tested this but after quickly searching through some code I have found that the thing that could make it loop is the addition of "soundID ="

     

    Number one is a sample from the Water Switch script for the limited supply and number two is for the Communication vehicles in Brooklyn mod (Which the Audio loops for). Apart from the endings (CarPos and Get Pos) which I believe are just the positions so shouldn't make a difference to looping, the only difference is the "soundID =" part. Number three is the edit I would try, I could be wrong but who knows :P

     

    1) Audio::PlaySample3D("mod:Audio/FX/misc/pump_on.wav", v.GetPosition());

     

    2) soundID = Audio::PlaySample3D("mod:Audio/Ambient/FirehouseRadio.wav", CarPos, true);

     

    3) soundID = Audio::PlaySample3D("mod:Audio/FX/misc/pump_on.wav", v.GetPosition());

    OK, thank you! I'm gonna take a deeper look into that, I'll keep you posted. :)

  6. Hi.

     

    I would like to know if it's possible (I'm almost sure they all are):

    1. Force a squad vehicle to disable the headlights when inside a VO (and enabling when it's outside that VO).
    2. Force a VO to change from "Freely Accessible" to "Barricade" with a trigger (by squad vehicle).
    3. Play a looped sound while the pump switch (from the Limited Water Supply mod) is active.

    I also request some guidelines on how to do this. Just tell me what to edit and I'll do it, I'm kind of experienced with script editing.

     

    Thank you for reading. :)

  7. Hello guys the mod is breath taking, from now it's one of best mods ever made on EM4 in my opinion. But I have some issues with the mod. Some of the lights works fine and some of them are white. Any ideas what could be wrong?

     

    http://i.imgur.com/FHdKS3I.jpg

    http://i.imgur.com/mSmesQl.jpg

    http://i.imgur.com/nX3rNJm.jpg

    Hi!

     

    Please install the "Coronas" (I do believe they're included with the modification ZIP package). Put the Coronas folder in your EM4/Data/Textures folder and also in BV Lisbonenses/Textures folder.

     

    Hope that works and thank you for the feedback! :)

  8. Hello. I downloaded the mod but I don't have any tow trucks. I saw some videos on YouTube where they had tow trucks. I asked some people and they told me that I need an updated version. Where can I get the update? 

    Replied to you on Facebook. Cheers. :)

     

    For some reason I don't have tow trucks. I've installed the patch and they still aren't there.

    You must delete the TEC folder from your Units/Vehicles . Sorry for the mess up, totally forgot to fix those files. :)

     

    How do you dispatch the fly car?

    The fly-car is under "VMER" and it can be dispatched via group-3, I think. It's the AlarmVMER command.

  9. In Portugal, Volunteer FDs can only use Yellow for regular firefighters, Red for team leaders and White for commanders. The Professional FDs use Black for all firefighters, except for the watch/station managers, officers, commanders etc. that use White helmets (sometimes with additional stripes in other colors).

     

    We use yellow Pacific F7s for most of our calls, red/yellow MSA Gallet F2s for wildfires and blue/red modified MSA Gallet F2s for EMS Operations (we have 3 of these per ambulance).

     

    Lisbon's Professional Fire Brigade (RSB Lisboa) has been using the Rosenbauer Heros in black with white stripes (with the FF ID number on the sides and, sometimes, its rank and name). RSB's paramedics use the same helmet model as the USAR teams (lighter than the fire helmets and more exposed), in white/blue with the ID number and name on the sides. The thing is, when RSB paramedics that aren't on ambulance-duty (basically, they are firefighters with additional training that can also respond to regular FD calls), their fire helmets have a white Star of Life on the sides.

     

    Our team-leaders use red Pacific F7s and RSB watch managers, officers, etc. use white Rosenbauer Heros with red stripes (and sometimes with its rank written on the side "Watch Manager", "Operations Commander" or something like that, it really depends).

     

    Our public EMS (INEM) uses yellow helmets with "INEM" on the sides.

     

    Pics:

    These pictures were taken during a training exercise in Chiado, last year.

  10. Ok, I got it solved. 

     

    Instead of sitting and waiting for more suggestions or helping hands in here, I decided not to quit and did every single thing that crossed my mind. Guess that it turned out to be the VO sizes, the smaller, the better... Oh, and no more "No space at fire station!" messages.

     

    This useless topic can be locked by an admin, if you want. Cheers.

  11. Hi. 

     

    I'm currently in the process of changing a freeplay map for my modification. I had to re-add all of the VOs, vehicles and stations to the new map. All of the alarm scripts are working without any trouble and the vehicles were placed exactly where they were in the original map. The problem is that whenever a unit is sent back to the parking spot, I get a message telling me that there's no space available at the fire station. So, still ingame, I emptied the fire station and was only able to park the unit when there were none parked. 

     

    I figured out that it was related to the vehicles physics, so I removed all of the fire station's physics and also shrinked the vehicles' physics to see if they parked correctly. I made no changes to the "Back to station" script since the last version, triple checked the VOs, the script, deleted the station, all of the surrounding buildings, also changed the position of the station and even moved the VOs a little bit away from each other, but no changes. This is really letting me down, because it worked fine in the previous version and the vehicles were really close from each other and there was no script problem at all. The only change I made was adding some gates to the fire station (I also made them freely accessible and removed all physics).

     

    I'm hoping that someone finds out what's going on. Meanwhile, I'll try to recover the script from the last version and use it instead, maybe something went wrong. EDIT: Nope. Still the same. :(

     

    Script:

    //******************************************************************************************// #Version 1.5#//// 		Includes: To parking command.////	- VcmdToFireStation////		Script by Hoppah | Edited by GGD//		//		Usage of this script in other mods is NOT allowed without permission of Hoppah////******************************************************************************************const char CMD_SIREN[]				= "VcmdSiren";const char CMD_AUTOSIREN_OFF[]			= "VcmdAutoSirenOff";const char CMD_WARNINGLIGHTS[] 			= "VcmdWarningLightsOn";const char DUMMY_WARNINGLIGHTS[]		= "DummyHasWarningLights";const char CMD_FLOODLIGHTS_OFF[] 		= "VcmdFloodLightsOff";const char CMD_FLOODLIGHTS_ON[] 		= "VcmdFloodLightsOn";const char CMD_GETTILLER[] 			= "VcmdGetTiller";const char CMD_FLASHINGLIGHTS[] 		= "VcmdFlashingLights";const char CMD_GOHOME[] 			= "GoHome";const char CMD_TOHOSPITAL[] 			= "VcmdToHospital";const char CMD_TOFIRESTATION[] 			= "RSBToFireStation";const char CMD_PATROL[] 			= "VcmdPatrol";const char CMD_STANDBY_ON[]			= "VcmdStandbyOn";const char CMD_STANDBY_OFF[]			= "VcmdStandbyOff";const char CMD_GETTILLER[] 			= "VcmdGetTiller";const char DUMMY_TILLERGOHOME[]			= "DummyTillerGoHome";const char DUMMY_DISABLE[] 			= "DummyDisableSiren";const char DUMMY_HASSIREN[] 			= "DummyHasSiren";const char DUMMY_PATROL[] 			= "DummyPatrol";const char DUMMY_GATES[]			= "DummyGates";const char DUMMY_FIRESTATION[]			= "DummyAtFireStation";const char DUMMY_CHECKPARKED[] 			= "DummyCheckParked";const char DUMMY_ISTRAILED[] 			= "DummyIsTrailed";const char DUMMY_VCALLED[]			= "DummyVehicleCalled";const char DUMMY_HOSESON[] 			= "DummyHosesAreOn";const char DUMMY_TILLER[] 			= "DummyTiller";const char DUMMY_HASLIGHTS[]			= "DummyHasLights";const char DUMMY_ENABLE[]			= "DummyEnableLights";const char DUMMY_DISABLE[]			= "DummyDisableLights";const char DUMMYGOHOME_V[]      = "DUMMYFPGoHome2";const char DUMMYGOHOME_P[]      = "DUMMYFPGoHomePersonal2";const char COMMANDABLE_TRUE[]   = "DUMMYSetCommandableTrue";const char COMMANDABLE_FALSE[]  = "DUMMYSetCommandableFalse";const char FREEFORALERT_TRUE[]  = "DUMMYFPSetFreeForAlertTrue";const char FREEFORALERT_FALSE[] = "DUMMYFPSetFreeForAlertFalse";const char FREEFORALERT[]       = "DUMMYFPIsFreeForAlert";const char INBASE_TRUE[]        = "DUMMYFPSetInBaseTrue";const char INBASE_FALSE[]       = "DUMMYFPSetInBaseFalse";const char INBASE[]             = "DUMMYFPIsInBase";	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		return true;	}// VEHICLES TO PARK LALALALALALALALALLALALALALALAconst char OBJ_PATROL01[]			= "mod:Prototypes/Vehicles/01 BV Lisbonenses/ABSC_01_NEW.e4p";const char OBJ_PATROL02[]			= "mod:Prototypes/Vehicles/01 BV Lisbonenses/ABSC_02.e4p";const char OBJ_PATROL03[]			= "mod:Prototypes/Vehicles/01 BV Lisbonenses/ABSC_03.e4p";const char OBJ_PATROL04[]			= "mod:Prototypes/Vehicles/01 BV Lisbonenses/ABSC_04.e4p";const char OBJ_PATROL05[]			= "mod:Prototypes/Vehicles/01 BV Lisbonenses/ABSC_05.e4p";const char OBJ_PATROL06[]			= "mod:Prototypes/Vehicles/01 BV Lisbonenses/ABSC_06.e4p";const char OBJ_PATROL07[]			= "mod:Prototypes/Vehicles/01 BV Lisbonenses/VUCI_04.e4p";const char OBJ_PATROL08[]			= "mod:Prototypes/Vehicles/01 BV Lisbonenses/VLCI_01.e4p";const char OBJ_PATROL09[]			= "mod:Prototypes/Vehicles/01 BV Lisbonenses/VCOT_01.e4p";const char OBJ_PATROL10[]			= "mod:Prototypes/Vehicles/01 BV Lisbonenses/VFCI_03.e4p";const char OBJ_PATROL11[]			= "mod:Prototypes/Vehicles/01 BV Lisbonenses/VTTU_01.e4p";const char OBJ_PATROL12[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/VLCI_31.e4p";const char OBJ_PATROL13[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/VUCI_32.e4p";const char OBJ_PATROL14[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/VUCI_22.e4p";const char OBJ_PATROL15[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/VE_37.e4p";const char OBJ_PATROL16[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/ABSC_33.e4p";const char OBJ_PATROL17[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/ABSC_34.e4p";const char OBJ_PATROL18[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/VSAT_51.e4p";const char OBJ_PATROL19[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/VCOT_62.e4p";const char OBJ_PATROL20[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/VTPG_53.e4p";const char OBJ_PATROL21[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/VTTU_21.e4p";const char OBJ_PATROL22[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/VTTU_51.e4p";const char OBJ_PATROL23[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/VLCI_22.e4p";const char OBJ_PATROL24[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/VAME_01.e4p";const char OBJ_PATROL25[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/VECI_54.e4p";const char OBJ_PATROL26[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/UCA_1.e4p";const char OBJ_PATROL27[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/VSAE_01.e4p";const char OBJ_PATROL28[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/AA_77.e4p";const char OBJ_PATROL29[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/CT_4.e4p";const char OBJ_PATROL30[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/VCOC_51.e4p";const char OBJ_PATROL31[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/VOPE_16.e4p";const char OBJ_PATROL32[]			= "mod:Prototypes/Vehicles/02 RSB Lisboa/AC_51.e4p";const char OBJ_PATROL33[]			= "mod:Prototypes/Vehicles/INEM/VMER_SJ.e4p";const char VO_P1[]					= "ABSC01_park";const char VO_P1PAD[]				= "ABSC01_pad";const char VO_P1TURN[]				= "ABSC01_turn";const char VO_P2[]					= "ABSC02_park";const char VO_P2PAD[]				= "ABSC02_pad";const char VO_P2TURN[]				= "ABSC02_turn";const char VO_P3[]					= "ABSC03_park";const char VO_P3PAD[]				= "ABSC03_pad";const char VO_P3TURN[]				= "ABSC03_turn";const char VO_P4[]					= "ABSC04_park";const char VO_P4PAD[]				= "ABSC04_pad";const char VO_P4TURN[]				= "ABSC04_turn";const char VO_P5[]					= "ABSC05_park";const char VO_P5PAD[]				= "ABSC05_pad";const char VO_P5TURN[]				= "ABSC05_turn";const char VO_P6[]					= "ABSC06_park";const char VO_P6PAD[]				= "ABSC06_pad";const char VO_P6TURN[]				= "ABSC06_turn";const char VO_P7[]					= "VUCI04_park";const char VO_P7PAD[]				= "VUCI04_pad";const char VO_P7TURN[]				= "VUCI04_turn";const char VO_P8[]					= "VLCI01_park";const char VO_P8PAD[]				= "VLCI01_pad";const char VO_P8TURN[]				= "VLCI01_turn";const char VO_P9[]					= "VCOT01_park";const char VO_P9PAD[]				= "VCOT01_pad";const char VO_P9TURN[]				= "VCOT01_turn";const char VO_P10[]					= "VFCI03_park";const char VO_P10PAD[]				= "VFCI03_pad";const char VO_P10TURN[]				= "VFCI03_turn";const char VO_P11[]					= "VTTU01_park";const char VO_P11PAD[]				= "VTTU01_pad";const char VO_P11TURN[]				= "VTTU01_turn";const char VO_P12[]					= "VLCI51_park";const char VO_P12PAD[]				= "VLCI51_pad";const char VO_P12TURN[]				= "VCLI51_turn";const char VO_P13[]					= "VUCI44_park";const char VO_P13PAD[]				= "VUCI44_pad";const char VO_P13TURN[]				= "VUCI44_turn";const char VO_P14[]					= "VUCI22_park";const char VO_P14PAD[]				= "VUCI22_pad";const char VO_P14TURN[]				= "VUCI22_turn";const char VO_P15[]					= "VE37_park";const char VO_P15PAD[]				= "VE37_pad";const char VO_P15TURN[]				= "VE37_turn";const char VO_P16[]					= "ABSC33_park";const char VO_P16PAD[]				= "ABSC33_pad";const char VO_P16TURN[]				= "ABSC33_turn";const char VO_P17[]					= "ABSC34_park";const char VO_P17PAD[]				= "ABSC34_pad";const char VO_P17TURN[]				= "ABSC34_turn";const char VO_P18[]					= "VSAT51_park";const char VO_P18PAD[]				= "VSAT51_pad";const char VO_P18TURN[]				= "VSAT51_turn";const char VO_P19[]					= "VCOT62_park";const char VO_P19PAD[]				= "VCOT62_pad";const char VO_P19TURN[]				= "VCOT62_turn";const char VO_P20[]					= "VTPG53_park";const char VO_P20PAD[]				= "VTPG53_pad";const char VO_P20TURN[]				= "VTPG53_turn";const char VO_P21[]					= "VTTU21_park";const char VO_P21PAD[]				= "VTTU21_pad";const char VO_P21TURN[]				= "VTTU21_turn";const char VO_P22[]					= "VTTU51_park";const char VO_P22PAD[]				= "VTTU51_pad";const char VO_P22TURN[]				= "VTTU51_turn";const char VO_P23[]					= "VLCI22_park";const char VO_P23PAD[]				= "VLCI22_pad";const char VO_P23TURN[]				= "VLCI22_turn";const char VO_P24[]					= "VAME01_park";const char VO_P24PAD[]				= "VAME01_pad";const char VO_P24TURN[]				= "VAME01_turn";const char VO_P25[]					= "VECI54_park";const char VO_P25PAD[]				= "VECI54_pad";const char VO_P25TURN[]				= "VECI54_turn";const char VO_P26[]					= "UCA1_park";const char VO_P26PAD[]				= "UCA1_pad";const char VO_P26TURN[]				= "UCA1_turn";const char VO_P27[]					= "VSAE01_park";const char VO_P27PAD[]				= "VSAE01_pad";const char VO_P27TURN[]				= "VSAE01_turn";const char VO_P28[]					= "AA77_park";const char VO_P28PAD[]				= "AA77_pad";const char VO_P28TURN[]				= "AA77_turn";const char VO_P29[]					= "CT4_park";const char VO_P29PAD[]				= "CT4_pad";const char VO_P29TURN[]				= "CT4_turn";const char VO_P30[]					= "VCOC51_park";const char VO_P30PAD[]				= "VCOC51_pad";const char VO_P30TURN[]				= "VCOC51_turn";const char VO_P31[]					= "VOPE16_park";const char VO_P31PAD[]				= "VOPE16_pad";const char VO_P31TURN[]				= "VOPE16_turn";const char VO_P32[]					= "AC51_park";const char VO_P32PAD[]				= "AC51_pad";const char VO_P32TURN[]				= "AC51_turn";const char VO_P33[]					= "VMER_park";const char VO_P33PAD[]				= "VMER_pad";const char VO_P33TURN[]				= "VMER_turn";const char SND_TOSTATION[]			= "mod:Audio/FX/hospital.wav";const char HINT_NOTVALID[] 			= "Esta viatura nao pertence ao estacionamento!";const char HINT_NOSPACE[] 			= "No space at the fire station, vehicle returns to base!";const char HINT_BACK[] 			= "Viatura de regresso ao estacionamento.";const char HINT_NOSPACE_AMBULANCE[] 		= "No space at the fire station, vehicle starts a patrol!";const char HINT_TRANSPORTS[] 			= "Esta ambulancia esta a transportar uma vitima, ira para o hospital primeiro!";int DummyGroup = 78;object RSBToFireStation : CommandScript{	RSBToFireStation()	{		SetCursor("tofirestation");		SetIcon("tofirestation");		SetGroupID(DummyGroup); 		SetGroupLeader(true);		SetRestrictions(RESTRICT_SELFEXECUTE);	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false; 		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ISTRAILED) && !v.HasCommand(CMD_GETTILLER)) || v.HasCommand(DUMMY_HOSESON) || v.IsInstalled())			return false;					if (!v.HasCommand("MoveTo"))			return false;					if (v.HasCommand(CMD_FLOODLIGHTS_OFF))			return false;		return true;	}		bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;					return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		Vector Pos = Caller->GetPosition();		Vehicle v(Caller);		if (v.GetVehicleType() == VT_AMBULANCE_RTW && v.GetNumTransported() > 0)		{			v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOHOSPITAL, Caller, 0, false);			Mission::PlayHint(HINT_TRANSPORTS);			return;		}		if (v.IsBlueLightEnabled())			Game::ExecuteCommand(CMD_FLASHINGLIGHTS, &v, &v);		if (v.HasCommand(DUMMY_TILLERGOHOME))			v.RemoveCommand(DUMMY_TILLERGOHOME);		if (v.HasCommand(CMD_STANDBY_OFF))		{			v.RemoveCommand(CMD_STANDBY_OFF);			v.AssignCommand(CMD_STANDBY_ON);		}		if (v.HasCommand(DUMMY_WARNINGLIGHTS))		{			v.EnableBlinker(BLT_NONE);			v.RemoveCommand(DUMMY_WARNINGLIGHTS);			v.AssignCommand(CMD_WARNINGLIGHTS);		}		if (v.HasCommand(CMD_FLOODLIGHTS_OFF))		{			v.EnableSpecialLights(false);			v.RemoveCommand(CMD_FLOODLIGHTS_OFF);			v.AssignCommand(CMD_FLOODLIGHTS_ON);		}		if (v.HasObjectPath(NULL))			Game::ExecuteCommand(DUMMY_PATROL, &v, &v);		if (v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF))			Game::ExecuteCommand(DUMMY_DISABLE, &v, &v);		if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL01) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P1, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P1PAD);				ActorList l2 = Game::GetActors(VO_P1TURN);				ActorList l3 = Game::GetActors(VO_P1);				}			}		}	else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL02) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P2, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P2PAD);				ActorList l2 = Game::GetActors(VO_P2TURN);				ActorList l3 = Game::GetActors(VO_P2);				}			}		}	else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL03) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P3, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P3PAD);				ActorList l2 = Game::GetActors(VO_P3TURN);				ActorList l3 = Game::GetActors(VO_P3);				}			}		}	else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL04) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P4, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P4PAD);				ActorList l2 = Game::GetActors(VO_P4TURN);				ActorList l3 = Game::GetActors(VO_P4);				}			}		}		else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL05) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P5, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P5PAD);				ActorList l2 = Game::GetActors(VO_P5TURN);				ActorList l3 = Game::GetActors(VO_P5);				}			}		}		else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL06) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P6, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P6PAD);				ActorList l2 = Game::GetActors(VO_P6TURN);				ActorList l3 = Game::GetActors(VO_P6);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL07) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P7, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P7PAD);				ActorList l2 = Game::GetActors(VO_P7TURN);				ActorList l3 = Game::GetActors(VO_P7);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL08) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P8, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P8PAD);				ActorList l2 = Game::GetActors(VO_P8TURN);				ActorList l3 = Game::GetActors(VO_P8);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL09) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P9, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P9PAD);				ActorList l2 = Game::GetActors(VO_P9TURN);				ActorList l3 = Game::GetActors(VO_P9);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL10) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P10, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P10PAD);				ActorList l2 = Game::GetActors(VO_P10TURN);				ActorList l3 = Game::GetActors(VO_P10);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL11) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P11, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P11PAD);				ActorList l2 = Game::GetActors(VO_P11TURN);				ActorList l3 = Game::GetActors(VO_P11);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL12) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P12, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P12PAD);				ActorList l2 = Game::GetActors(VO_P12TURN);				ActorList l3 = Game::GetActors(VO_P12);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL13) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P13, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P13PAD);				ActorList l2 = Game::GetActors(VO_P13TURN);				ActorList l3 = Game::GetActors(VO_P13);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL14) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P14, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P14PAD);				ActorList l2 = Game::GetActors(VO_P14TURN);				ActorList l3 = Game::GetActors(VO_P14);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL15) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P15, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P15PAD);				ActorList l2 = Game::GetActors(VO_P15TURN);				ActorList l3 = Game::GetActors(VO_P15);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL16) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P16, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P16PAD);				ActorList l2 = Game::GetActors(VO_P16TURN);				ActorList l3 = Game::GetActors(VO_P16);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL17) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P17, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P17PAD);				ActorList l2 = Game::GetActors(VO_P17TURN);				ActorList l3 = Game::GetActors(VO_P17);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL18) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P18, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P18PAD);				ActorList l2 = Game::GetActors(VO_P18TURN);				ActorList l3 = Game::GetActors(VO_P18);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL19) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P19, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P19PAD);				ActorList l2 = Game::GetActors(VO_P19TURN);				ActorList l3 = Game::GetActors(VO_P19);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL20) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P20, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P20PAD);				ActorList l2 = Game::GetActors(VO_P20TURN);				ActorList l3 = Game::GetActors(VO_P20);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL21) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P21, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P21PAD);				ActorList l2 = Game::GetActors(VO_P21TURN);				ActorList l3 = Game::GetActors(VO_P21);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL22) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P22, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P22PAD);				ActorList l2 = Game::GetActors(VO_P22TURN);				ActorList l3 = Game::GetActors(VO_P22);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL23) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P23, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P23PAD);				ActorList l2 = Game::GetActors(VO_P23TURN);				ActorList l3 = Game::GetActors(VO_P23);				}			}		}				else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL24) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P24, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P24PAD);				ActorList l2 = Game::GetActors(VO_P24TURN);				ActorList l3 = Game::GetActors(VO_P24);				}			}		}		else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL25) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P25, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P25PAD);				ActorList l2 = Game::GetActors(VO_P25TURN);				ActorList l3 = Game::GetActors(VO_P25);				}			}		}		else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL26) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P26, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P26PAD);				ActorList l2 = Game::GetActors(VO_P26TURN);				ActorList l3 = Game::GetActors(VO_P26);				}			}		}		else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL27) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P27, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P27PAD);				ActorList l2 = Game::GetActors(VO_P27TURN);				ActorList l3 = Game::GetActors(VO_P27);				}			}		}		else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL28) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P28, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P28PAD);				ActorList l2 = Game::GetActors(VO_P28TURN);				ActorList l3 = Game::GetActors(VO_P28);				}			}		}		else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL29) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P29, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P29PAD);				ActorList l2 = Game::GetActors(VO_P29TURN);				ActorList l3 = Game::GetActors(VO_P29);				}			}		}		else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL30) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P30, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P30PAD);				ActorList l2 = Game::GetActors(VO_P30TURN);				ActorList l3 = Game::GetActors(VO_P30);				}			}		}		else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL31) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P31, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P31PAD);				ActorList l2 = Game::GetActors(VO_P31TURN);				ActorList l3 = Game::GetActors(VO_P311);				}			}		}		else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL32) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P32, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P32PAD);				ActorList l2 = Game::GetActors(VO_P32TURN);				ActorList l3 = Game::GetActors(VO_P32);				}			}		}		else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL33) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_P33, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_P33PAD);				ActorList l2 = Game::GetActors(VO_P33TURN);				ActorList l3 = Game::GetActors(VO_P33);				}			}		}		else if(StrCompare(v.GetPrototypeFileName(), OBJ_CRANE) == 0)		{			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_C2, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Mission::PlayHint(HINT_NOSPACE);				v.PushActionReturnToBase(ACTION_NEWLIST);				return;			} else			{				{				ActorList l1 = Game::GetActors(VO_C2PAD);				ActorList l2 = Game::GetActors(VO_C2TURN);				ActorList l3 = Game::GetActors(VO_C2);				}			}		}		 else		{			Mission::PlayHint(HINT_NOTVALID);			return;		}				if(l1.GetNumActors() > 0)			Vector Pad = l1.GetActor(0)->GetPosition();		if(l2.GetNumActors() > 0)			Vector TurnTo = l2.GetActor(0)->GetPosition();		if(l3.GetNumActors() > 0)			Vector Park = l3.GetActor(0)->GetPosition();						Audio::PlaySample3D(SND_TOSTATION, Caller->GetPosition());				v.PushActionMove(ACTION_NEWLIST, Pad);		v.PushActionTurnTo(ACTION_APPEND, TurnTo);		v.PushActionWait(ACTION_APPEND, 1.0f);		v.PushActionWait(ACTION_APPEND, 1.0f);		v.PushActionMove(ACTION_APPEND, Park);		v.PushActionTurnTo(ACTION_APPEND, TurnTo);		v.PushActionWait(ACTION_APPEND, 1.0f);		Game::ExecuteCommand(FREEFORALERT_TRUE, &v, &v);		v.PushActionExecuteCommand(ACTION_APPEND, INBASE_TRUE, &v, 1, true);		v.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_FALSE, &v, 1, true);		v.PushActionExecuteCommand(ACTION_APPEND, DUMMYGOHOME_P, &v, 1, true);		v.PushActionExecuteCommand(ACTION_APPEND, "CloseGate", Caller, 1, true);		v.PushActionExecuteCommand(ACTION_APPEND, "VcmdHeadlightsOn", &v, 1, true);		Mission::PlayHint(HINT_BACK);				if (v.HasCommand(DUMMY_WARNINGLIGHTS))				{					v.EnableBlinker(BLT_NONE);					v.RemoveCommand(DUMMY_WARNINGLIGHTS);					v.AssignCommand(CMD_WARNINGLIGHTS);				} else		v.EnableBlinker(BLT_NONE);	}};object DummyEngine : CommandScript{	DummyEngine()	{		SetGroupID(DummyGroup);	}	bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID)	{	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{	}};object DUMMYFPGoHomePersonal2 : CommandScript{ 	DUMMYFPGoHomePersonal2()	{		SetGroupID(DummyGroup);	}	bool CheckPossible(GameObject *Caller)	{		return true;	}		bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID)	{		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int childID)	{			Vehicle v(Caller);			PersonList pl = v.GetPassengers();			for(int i=0; i < pl.GetNumPersons(); i++)			{				Person p = pl.GetPerson(i);				v.RemovePassenger(&p);				p.PushActionDeleteOwner(ACTION_NEWLIST);			}	}};

    Thanks for reading. :)

  12. Like lapdlafd said, your issue is caused by the alpha textures of the barricade.

     

    You've got to:

    1. Unpack the barricade's skin (change it to v3o then unpack it in the editor)
    2. Change it back to DDS 
    3. Convert it to jpg (using some kind of software)
    4. After that, the skin will become visible, change it to png (with paint or something similar)
    5. Open the barricade v3o file with notepad. Scroll down and change the texture from "dds" to "png".
    6. Save it on the original folder, then go to the editor again, select the barricade model and uncheck "Alpha Reflections". 
    7. Done! 

    That issue happened to me a few years ago when messing around with LA mod. 

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