The LA Patrol Script dosn't make them obay traffic laws to my knowlage! ( Thats why units patroling cause traffic jams ) However im sure its possible. But at this point im not to sure on how to carry it out! I would look at doing somthing like making the car a civil uint, Im not sure what command would have to begiven to do it though or use this some how const char DUMMY_TL[] = "TLT_RED "; Object o(barricade); If (o.EnableTrafficLight(DUMMY_TL)); Game::ExecuteCommand(HALT_VEHICLES, &v, &v); And set it timed some how, Also the Object to barricade my not be set right. But at lest it will give you a direction to look! I looked around for a minute and didn't see any where to do the task force, But in the SDK stuff i found this namespace Game { ActorList GetActors(); ActorList GetActors(const char *Name_); ActorList GetActors(ActorType type_); Actor GetActor(int ID_); int GetNumActors(ActorType type_); int GetNumInjuredPersonNotOnTransport(); GameObjectList GetGameObjects(); GameObjectList GetGameObjects(GameObjectType type_); GameObjectList GetGameObjects(const char *Name_); GameObjectList GetGameObjectsWithPrefix(const char* Prefix_); GameObjectList GetSelectedGameObjects(); int GetNumSelectedGameObjects(); bool IsParamedicWithInjuredInSelection(GameObject *Caller_); PersonList GetParamedics(); PersonList GetDoctors(); PersonList GetFirefighters(); GameObject CreateObject(const char* Prototype_, const char *Name_); Person CreatePerson(const char *Prototype_, const char *Name_); Vehicle CreateVehicle(const char* Prototype_, const char *Name_); void RemoveGameObject(GameObject *obj_); bool ExecuteCommand(const char *Command_, GameObject *Caller_); bool ExecuteCommand(const char *Command_, GameObject *Caller_, Actor *Target_); float MetersToUnits(float Meters_); float UnitsToMeters(float Units_); void PrintObjectText(Actor &Obj_, const char *Text_); bool LoadMap(const char* MapName_); void ScheduleMissionstart(int Mission_, bool isNewMission_ = false); void PlayEmitter(const char *File_, const Vector &Pos_); float GetGameSpeed(); void SetGameSpeed(float Speed_); float GetLastTickDuration(); float GetRealTime(); float GetTime(); void SetDefaultMessageGroup(const char* Default_); void ShowHelpText(const char *Text_, float Duration_ = -1.0f); void ShowHelpTextWindow(const char *Text_, float Duration = -1.0f); void CloseHelpTextWindow(); bool CollectObstaclesOnPath(const char* path, GameObjectList &list); bool CollectObstaclesOnTrigger(const char* trigger, GameObjectList &list, unsigned int typefilter_ = ACTOR_VEHICLE|ACTOR_PERSON|ACTOR_OBJECT); bool CollectObstaclesOnVirtualObject(const char* vobj, GameObjectList &list, unsigned int typefilter_ = ACTOR_VEHICLE|ACTOR_PERSON|ACTOR_OBJECT); bool IsSquadInTrigger(const char* trigger, unsigned int typefilter_ = ACTOR_PERSON|ACTOR_VEHICLE); bool IsCivilianInTrigger(const char* trigger, unsigned int typefilter_ = ACTOR_PERSON, bool isInjured_=false); bool IsSquadInVirtualObject(const char* vobj); bool IsCivilianInVirtualObject(const char* vobj); bool IsBurningObjectInVirtualObject(const char* vobj); void HideObjects(const GameObjectList &list); void ShowObjects(const GameObjectList &list); int GetNrObjectsWithFlagSet(int flag_); bool ExistsObjectWithFlagSet(int flag_); bool ExistsNormalObjectWithFlagSet(int flag_); //checks only objects with status != FULLBURNED, which arent hidden bool ExistsFreeLandingStage(bool tfmb_); // bool ExistsFreeBridgeInstallPoint(); // bool ExistsFreeTFMB(); bool ExistsFreeFMB(); bool ExistsFreeDLKInstallPosition(); // bool ExistsEmptyFGRR_TRL(); bool ExistsEmptyFGRR_RL(); bool ExistsCoolableobject(); bool ExistsExtinguishableObject(); bool ExistsDrowningPerson(); // bool ExistsInjuredPerson(); // bool ExistsNonInjuredPerson(); // bool ExistsWoundedSquad(); bool ExistsAccessibleHouse(); bool ExistsFreeRescueDog(); bool ExistsDiveArea(); // bool ExistsCarWithEnclosedPerson(); bool ExistsCutableObject(); bool ExistsLockedHouse(); bool ExistsFreeHoseConnection(); bool ExistsAskablePerson(); bool ExistsFreeDLK(); bool ExistsRepairableCar(); bool ExistsHouseForJumpad(); bool ExistsInstalledJumppad(); bool ExistsInstalledRoadblock(); bool ExistsFreeVehicle(VehicleType type_, int minFreePassengers, int minFreeTransports); bool ExistsFreeVehicle(VehicleType type_, VehicleType type2_, int minFreePassengers, int minFreeTransports); bool ExistsFreeVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, int minFreePassengers, int minFreeTransports); bool ExistsFreeVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, VehicleType type4_, int minFreePassengers, int minFreeTransports); bool ExistsFreeSquadVehicle(VehicleType type_, int minFreePassengers, int minFreeTransports); bool ExistsFreeSquadVehicle(VehicleType type_, VehicleType type2_, int minFreePassengers, int minFreeTransports); bool ExistsFreeSquadVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, int minFreePassengers, int minFreeTransports); bool ExistsFreeSquadVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, VehicleType type4_, int minFreePassengers, int minFreeTransports); bool ActivateTrigger(const char *name); bool DeactivateTrigger(const char *name); bool ActivateWaitingPoint(const char *name_); bool DeactivateWaitingPoint(const char *name_); bool IsInTrigger(const char *name, const Vector &Pos_); void CreateAreaLightsAroundTrigger(const char *name_, const char *nameForLights_, float gap_); bool ActivateLiquid(const char *name); bool DeactivateLiquid(const char *name); bool IsWater(const Vector &Pos_, bool ignoreHeight_ = true); bool IsSubmergible(const Vector &Pos_); int GetPhysicsStep(); int GetTick(); bool FindFreePosition(GameObject *obj_, Vector &Pos_, float radius_ = 100.0f); bool FindAvailablePosition(GameObject *obj_, Vector &Pos_, float radius_ = 50.0f, bool allowHouses_ = true); bool GetPotentialCollisions(Actor *obj_, ActorList &list_, float radius_, unsigned int typefilter_); void ExtinguishAllFires(); void ActivateSceneLens(bool active_); void StopAmbientSound(const char* name_); void SetAmbientSoundVolumeByName(const char *name_, float volume_); void SetAmbientSoundVolumeBySound(const char *sound_, float volume_); void SetObjectsSelectable(bool enable_); void SetMapBoundsBlockCamera(bool enable_); void ForceShowContextMenu(bool enable_); void EnableMultiSelection(bool enable_); void GetTime(int &hour_, int &minute_, int &second_); void SetTime(int hour_, int minute_, int second_); int GetTimeSpeed(); void SetTimeSpeed(int speed_); float GetGroundHeight(float posx_, float posy_); float GetFloorHeight(float posx_, float posy_); void DrawPermanentLine(Vector &start, Vector &end, int R, int G, int B); Vector GetCommandPos(); GameMode GetGameMode(); bool HasNamePrefix(const char* Name_, const char *Prefix_); void EnableUpdateMissiononpause(bool enable_); bool IsFreeplay(); bool IsMultiplayer(); bool IsCampaign(); bool IsMission(); void AddToGroup(GameObject *object_, int group_); bool RemoveFromGroup(GameObject *object_, int group_); bool IsInGroup(GameObject *object_, int group_); };