Hello, I have a qeustion. Can some body help me, i have this call script, but who can makes that the script calls the nearst car? Thnxs. ////////////////////////////////////////////////////////////////////////////////////////////////////////// // Freeplay Alarm STW - Script v1.7 // // ************************************************ // // // // 1.0| PCmdFPAlarmSTW // // // // _____________________ // // // ////////////////////////////////////////////////////////////////////////////////////////////////////////// const char IMG_ICON[] = "STW"; const char IMG_CURSOR[] = "STW"; 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"; // 1.0 object PCmdFPAlarmSTW : CommandScript { PCmdFPAlarmSTW() { SetIcon(IMG_ICON); SetCursor(IMG_CURSOR); SetValidTargets(ACTOR_FLOOR | ACTOR_STREET); SetDoubleClickable(false); SetActivationByLeftClick(false); } bool CheckPossible(GameObject *Caller) { return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { Person p(Caller); Vehicle v(Caller); if (p.HasName("LeitstellePerson") || v.HasName("ELW1") || v.HasName("KdoW") || v.HasName("FGRI") || v.HasName("ASF1") || v.HasName("ASF2") || v.HasName("ASF3") || v.HasName("STW1") || v.HasName("STW2") || v.HasName("STW3") || v.HasName("RTW1") || v.HasName("RTW2") || v.HasName("RTW3") || v.HasName("NEF1") || v.HasName("NEF2")) return true; if (Caller->GetID() == Target->GetID()) return false; return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { GameObjectList ol; GameObject *o; ol = Game::GetGameObjects("STW1"); o = *ol.GetObject(0); Vehicle v(o); GameObjectList ol1; GameObject *o1; ol1 = Game::GetGameObjects("STW2"); o1 = *ol1.GetObject(0); Vehicle v1(o1); GameObjectList ol2; GameObject *o2; ol2 = Game::GetGameObjects("STW3"); o2 = *ol2.GetObject(0); Vehicle v2(o2); Vector tpos; // nicht oder nur teilweise einsatzbereit if ((!v.HasCommand(FREEFORALERT)) && (!v1.HasCommand(FREEFORALERT)) && (!v2.HasCommand(FREEFORALERT))) { Mission::PlayHint("Kein STW verfuegbar!"); } else if ((v.HasCommand(FREEFORALERT)) || (v1.HasCommand(FREEFORALERT)) || (v2.HasCommand(FREEFORALERT))) { // einsatzort tpos = Game::GetCommandPos(); if (v.HasCommand(FREEFORALERT)) { Game::ExecuteCommand("PCmdFPAlarmSTW1",Caller,Target); } else if (v1.HasCommand(FREEFORALERT)) { Game::ExecuteCommand("PCmdFPAlarmSTW2",Caller,Target); } else if (v2.HasCommand(FREEFORALERT)) { Game::ExecuteCommand("PCmdFPAlarmSTW3",Caller,Target); } } else { Mission::PlayHint("Kein STW verfuegbar!"); return; } return; } };