I can not on him to conform because all is in rows!
This is:
// Alamierungsscript für den Löschzug der Altstadt // // Angepasst an den mG3lite Mod // // Script V1.0 // // Script made by Ritchi // anpassung dani // Dieser Kommentar muss erhalten bleiben. // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// object Rufe_Loeschzug_Feuerwehr_City_Feuer_Mittel : CommandScript { Rufe_Loeschzug_Feuerwehr_City_Feuer_Mittel() { SetValidTargets(ACTOR_FLOOR); SetPossibleCallers(ACTOR_PERSON); SetIcon("sosi"); SetCursor("moveto"); } bool CheckPossible(GameObject *Caller) { if(Caller->GetType() != ACTOR_PERSON) return false; Person pd(Caller); if(!pd.HasName("dispatcher")) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(Caller->GetID() == Target->GetID() || Target->GetType() != ACTOR_FLOOR) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { GameObjectList l0 = Game::GetGameObjects(TYPE_VEHICLE); Mission::PlayHint("Figyelem Riasztas! Figyelem Riasztas! 1-es fecskendo,2-es fecskendo, tuzoltasi csaoport, magasmento."); Audio::PlaySample("mod:audio/fx/riasztas/riasztas.wav"); Vector TargetPos=Game::GetCommandPos(); for(int i=0; iHasCommand("csoport") && !Obj->HasCommand("ich_bin_nicht_frei")) { Vehicle v(Obj); v.EnableBlinker(BLT_NONE); v.AssignCommand("ich_bin_nicht_frei"); v.EnableBlueLights(false); Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "csoport"); v.AddPassenger(&p1); Person p2 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "csoport"); v.AddPassenger(&p2); v.PushActionWait(ACTION_NEWLIST, 3); // EDIT BY SMUNDT: // ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!! Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",&Obj,0,false); v.PushActionWait(ACTION_APPEND, 3); v.EnableBlueLights(true); Game::FindFreePosition(Obj, TargetPos, 100); Obj->PushActionMove(ACTION_APPEND, TargetPos); } if(Obj->HasCommand("merci") && !Obj->HasCommand("ich_bin_nicht_frei")) { Vehicle v(Obj); v.EnableBlinker(BLT_NONE); v.AssignCommand("ich_bin_nicht_frei"); v.EnableBlueLights(false); Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p1); Person p2 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p2); Person p3 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p3); Person p4 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p4); Person p5 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p5); Person p6 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p6); v.PushActionWait(ACTION_NEWLIST, 3); // EDIT BY SMUNDT: // ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!! Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",&Obj,0,false); v.PushActionWait(ACTION_APPEND, 6); v.EnableBlueLights(true); Game::FindFreePosition(Obj, TargetPos, 100); Obj->PushActionMove(ACTION_APPEND, TargetPos); } if(Obj->HasCommand("merci1") && !Obj->HasCommand("ich_bin_nicht_frei")) { Vehicle v(Obj); v.EnableBlinker(BLT_NONE); v.AssignCommand("ich_bin_nicht_frei"); v.EnableBlueLights(false); Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p1); Person p2 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p2); Person p3 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p3); Person p4 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p4); Person p5 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p5); Person p6 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p6); v.PushActionWait(ACTION_NEWLIST, 3); // EDIT BY SMUNDT: // ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!! Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",&Obj,0,false); v.PushActionWait(ACTION_APPEND, 6); v.EnableBlueLights(true); Game::FindFreePosition(Obj, TargetPos, 100); Obj->PushActionMove(ACTION_APPEND, TargetPos); } if(Obj->HasCommand("volvo") && !Obj->HasCommand("ich_bin_nicht_frei")) { Vehicle v(Obj); v.EnableBlinker(BLT_NONE); v.AssignCommand("ich_bin_nicht_frei"); v.EnableBlueLights(false); Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "volvo"); v.AddPassenger(&p1); v.PushActionWait(ACTION_NEWLIST, 3); // EDIT BY SMUNDT: // ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!! Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",&Obj,0,false); v.PushActionWait(ACTION_APPEND, 6); v.EnableBlueLights(true); Game::FindFreePosition(Obj, TargetPos, 100); Obj->PushActionMove(ACTION_APPEND, TargetPos); } } } };