Hello!!!!Hum I don't know how add gungan in my map and someone created a map with gungan please explaine me how add it thanks*
Ch@llenger
Help for add gungan in my map
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CCT*Ch@llenger
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CCT*Ch@llenger
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Lord-Bandu
heres the full lua. you will have to add a new side ....to do this go onto psychofreds forum in the thread called 'sides the hard way' ...its not very hard tho ...just follow exactly what he says except putting in GUN instead of ALL.
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Empire Attacking (attacker is always #1)
local REP = 2
local CIS = 1
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(CIS, "red", "level.NPM.objectives.1");
AddMissionObjective(CIS, "orange", "level.NPM.objectives.2");
AddMissionObjective(CIS, "orange", "level.NPM.objectives.3");
AddMissionObjective(REP, "red", "level.NPM.objectives.1");
AddMissionObjective(REP, "orange", "level.NPM.objectives.2");
AddMissionObjective(REP, "orange", "level.NPM.objectives.3");
ReadDataFile("sound\\nab.lvl;nab1cw");
-- ReadDataFile("SIDE\\rep.lvl",
-- "rep_inf_basic",
-- "rep_inf_macewindu",
-- "rep_inf_jet_trooper");
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_basic_battledroids",
"cis_fly_fedcoreship_dome",
"cis_fly_fedlander_dome",
"cis_hover_stap",
"cis_hover_aat",
"cis_hover_mtt",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("dc:SIDE\\gun.lvl",
"gun_inf_basic",
"gun_walk_kaadu",
"rep_walk_kaadu",
"nab_bldg_fambaa_shield");
SetAttackingTeam(ATT);
-- Republic Stats
SetTeamName(REP, "Gungans")
SetTeamIcon(REP, "rep_icon")
AddUnitClass(REP, "gun_inf_soldier", 35)
AddUnitClass(REP, "gun_inf_rider", 10)
AddUnitClass(REP, "gun_inf_defender", 10)
-- SetHeroClass(REP, "rep_inf_macewindu")
-- CIS Stats
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")
AddUnitClass(CIS, "cis_inf_battledroid_inf",35)
AddUnitClass(CIS, "cis_inf_assault",5)
AddUnitClass(CIS, "cis_inf_pilotdroid",5)
AddUnitClass(CIS, "cis_inf_assassindroid",5)
AddUnitClass(CIS, "cis_inf_droideka",5)
SetHeroClass(CIS, "cis_inf_countdooku")
-- Attacker Stats
SetUnitCount(ATT, 55)
SetReinforcementCount(ATT, 600)
-- AddBleedThreshold(ATT, 31, 0.0)
-- AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 0.75)
AddBleedThreshold(ATT, 10, 1.5)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 55)
SetReinforcementCount(DEF, 650)
-- AddBleedThreshold(DEF, 31, 0.0)
-- AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 0.75)
AddBleedThreshold(DEF, 10, 1.5)
AddBleedThreshold(DEF, 1, 3.0)
-- Local Stats
-- SetTeamName(3, "locals")
-- AddUnitClass(3, "gam_inf_gamorreanguard",3)
-- SetUnitCount(3, 3)
-- SetTeamAsEnemy(3, ATT)
-- SetTeamAsEnemy(3, DEF)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 10) -- Droidekas
AddWalkerType(1, 20) -- number of leg pairs, count
AddWalkerType(2, 0)
SetMemoryPoolSize ("CommandHover", 4)
SetMemoryPoolSize("EntityHover", 24)
-- SetMemoryPoolSize("EntityFlyer", 5)
SetMemoryPoolSize("EntityBuildingArmedDynamic", 19)
SetMemoryPoolSize("EntityTauntaun", 20)
SetMemoryPoolSize("MountedTurret", 22)
-- SetMemoryPoolSize("SoundSpaceRegion", 81)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityCarrier", 24)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:NPM\\NPM.lvl")
SetDenseEnvironment("false")
--AddDeathRegion("Sarlac01")
--SetMaxFlyHeight(90)
--SetMaxPlayerFlyHeight(90)
-- Birdies
SetNumBirdTypes(1);
SetBirdType(0,1.0,"bird");
-- Sound Stats
OpenAudioStream("sound\\nab.lvl", "nabcw_music");
--OpenAudioStream("dc:sound\\tat.lvl", "tat3");
--OpenAudioStream("dc:sound\\tat.lvl", "tat3");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\nab.lvl", "nab1");
OpenAudioStream("sound\\nab.lvl", "nab1");
--OpenAudioStream("dc:sound\\tat.lvl", "tat3_emt");
--OpenAudioStream("dc:sound\\tat.lvl", "tat3_emt");
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1);
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1);
SetOutOfBoundsVoiceOver(2, "repleaving");
SetOutOfBoundsVoiceOver(1, "cisleaving");
SetAmbientMusic(REP, 1.0, "rep_nab_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_nab_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_nab_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_nab_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_nab_amb_end", 2,1);
SetVictoryMusic(REP, "rep_nab_amb_victory");
SetDefeatMusic (REP, "rep_nab_amb_defeat");
SetVictoryMusic(CIS, "cis_nab_amb_victory");
SetDefeatMusic (CIS, "cis_nab_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null");
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null");
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "cis_bonus_cis_medical");
--SetPlanetaryBonusVoiceOver(CIS, REP, 0, "cis_bonus_rep_medical");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
--SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "cis_bonus_cis_sensors");
--SetPlanetaryBonusVoiceOver(CIS, REP, 2, "cis_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "cis_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(CIS, REP, 3, "cis_bonus_rep_hero");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "cis_bonus_cis_reserves");
--SetPlanetaryBonusVoiceOver(CIS, REP, 4, "cis_bonus_rep_reserves");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "cis_bonus_cis_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(CIS, REP, 5, "cis_bonus_rep_sabotage");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
--SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "cis_bonus_cis_training");--advanced training
--SetPlanetaryBonusVoiceOver(CIS, REP, 7, "cis_bonus_rep_training");--advanced training
--SetPlanetaryBonusVoiceOver(REP, REP, 0, "rep_bonus_rep_medical");
--SetPlanetaryBonusVoiceOver(REP, CIS, 0, "rep_bonus_cis_medical");
--SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
--SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
--SetPlanetaryBonusVoiceOver(REP, REP, 2, "rep_bonus_rep_sensors");
--SetPlanetaryBonusVoiceOver(REP, CIS, 2, "rep_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(REP, REP, 3, "rep_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(REP, CIS, 3, "rep_bonus_cis_hero");
--SetPlanetaryBonusVoiceOver(REP, REP, 4, "rep_bonus_rep_reserves");
--SetPlanetaryBonusVoiceOver(REP, CIS, 4, "rep_bonus_cis_reserves");
--SetPlanetaryBonusVoiceOver(REP, REP, 5, "rep_bonus_rep_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(REP, CIS, 5, "rep_bonus_cis_sabotage");
--SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
--SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
--SetPlanetaryBonusVoiceOver(REP, REP, 7, "rep_bonus_rep_training");--advanced training
--SetPlanetaryBonusVoiceOver(REP, CIS, 7, "rep_bonus_cis_training");--advanced training
-- Camera Stats
--NPM - The Phantom Menace
AddCameraShot(0.616494, 0.080341, -0.776682, 0.101217, 157.447662, 1.686089, -16.926500);
AddCameraShot(0.539118, 0.056925, 0.835659, -0.088236, 2.670710, 1.686089, -20.388227);
AddCameraShot(-0.374140, -0.056840, -0.915128, 0.139028, -208.377655, 1.686089, 189.354614);
AddCameraShot(-0.414992, -0.069602, -0.894663, 0.150053, -290.105499, 1.686089, 278.031189);
AddCameraShot(0.927219, 0.128105, -0.348618, 0.048165, -305.138824, 1.686089, 292.248657);
AddCameraShot(0.796215, 0.035747, -0.603349, 0.027088, -2.764606, 1.686089, 292.102966);
AddCameraShot(0.886263, 0.155671, -0.429661, 0.075469, 176.656235, 1.686089, 169.328369);
end
ps ....i dont know what you mean by fix cab. And if you mean MTT then you have to add a vehicle the normal way then adding SetMemoryPoolSize ("CommandHover", 4) ...this is in the lua above
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Empire Attacking (attacker is always #1)
local REP = 2
local CIS = 1
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(CIS, "red", "level.NPM.objectives.1");
AddMissionObjective(CIS, "orange", "level.NPM.objectives.2");
AddMissionObjective(CIS, "orange", "level.NPM.objectives.3");
AddMissionObjective(REP, "red", "level.NPM.objectives.1");
AddMissionObjective(REP, "orange", "level.NPM.objectives.2");
AddMissionObjective(REP, "orange", "level.NPM.objectives.3");
ReadDataFile("sound\\nab.lvl;nab1cw");
-- ReadDataFile("SIDE\\rep.lvl",
-- "rep_inf_basic",
-- "rep_inf_macewindu",
-- "rep_inf_jet_trooper");
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_basic_battledroids",
"cis_fly_fedcoreship_dome",
"cis_fly_fedlander_dome",
"cis_hover_stap",
"cis_hover_aat",
"cis_hover_mtt",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("dc:SIDE\\gun.lvl",
"gun_inf_basic",
"gun_walk_kaadu",
"rep_walk_kaadu",
"nab_bldg_fambaa_shield");
SetAttackingTeam(ATT);
-- Republic Stats
SetTeamName(REP, "Gungans")
SetTeamIcon(REP, "rep_icon")
AddUnitClass(REP, "gun_inf_soldier", 35)
AddUnitClass(REP, "gun_inf_rider", 10)
AddUnitClass(REP, "gun_inf_defender", 10)
-- SetHeroClass(REP, "rep_inf_macewindu")
-- CIS Stats
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")
AddUnitClass(CIS, "cis_inf_battledroid_inf",35)
AddUnitClass(CIS, "cis_inf_assault",5)
AddUnitClass(CIS, "cis_inf_pilotdroid",5)
AddUnitClass(CIS, "cis_inf_assassindroid",5)
AddUnitClass(CIS, "cis_inf_droideka",5)
SetHeroClass(CIS, "cis_inf_countdooku")
-- Attacker Stats
SetUnitCount(ATT, 55)
SetReinforcementCount(ATT, 600)
-- AddBleedThreshold(ATT, 31, 0.0)
-- AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 0.75)
AddBleedThreshold(ATT, 10, 1.5)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 55)
SetReinforcementCount(DEF, 650)
-- AddBleedThreshold(DEF, 31, 0.0)
-- AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 0.75)
AddBleedThreshold(DEF, 10, 1.5)
AddBleedThreshold(DEF, 1, 3.0)
-- Local Stats
-- SetTeamName(3, "locals")
-- AddUnitClass(3, "gam_inf_gamorreanguard",3)
-- SetUnitCount(3, 3)
-- SetTeamAsEnemy(3, ATT)
-- SetTeamAsEnemy(3, DEF)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 10) -- Droidekas
AddWalkerType(1, 20) -- number of leg pairs, count
AddWalkerType(2, 0)
SetMemoryPoolSize ("CommandHover", 4)
SetMemoryPoolSize("EntityHover", 24)
-- SetMemoryPoolSize("EntityFlyer", 5)
SetMemoryPoolSize("EntityBuildingArmedDynamic", 19)
SetMemoryPoolSize("EntityTauntaun", 20)
SetMemoryPoolSize("MountedTurret", 22)
-- SetMemoryPoolSize("SoundSpaceRegion", 81)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityCarrier", 24)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:NPM\\NPM.lvl")
SetDenseEnvironment("false")
--AddDeathRegion("Sarlac01")
--SetMaxFlyHeight(90)
--SetMaxPlayerFlyHeight(90)
-- Birdies
SetNumBirdTypes(1);
SetBirdType(0,1.0,"bird");
-- Sound Stats
OpenAudioStream("sound\\nab.lvl", "nabcw_music");
--OpenAudioStream("dc:sound\\tat.lvl", "tat3");
--OpenAudioStream("dc:sound\\tat.lvl", "tat3");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\nab.lvl", "nab1");
OpenAudioStream("sound\\nab.lvl", "nab1");
--OpenAudioStream("dc:sound\\tat.lvl", "tat3_emt");
--OpenAudioStream("dc:sound\\tat.lvl", "tat3_emt");
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1);
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1);
SetOutOfBoundsVoiceOver(2, "repleaving");
SetOutOfBoundsVoiceOver(1, "cisleaving");
SetAmbientMusic(REP, 1.0, "rep_nab_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_nab_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_nab_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_nab_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_nab_amb_end", 2,1);
SetVictoryMusic(REP, "rep_nab_amb_victory");
SetDefeatMusic (REP, "rep_nab_amb_defeat");
SetVictoryMusic(CIS, "cis_nab_amb_victory");
SetDefeatMusic (CIS, "cis_nab_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null");
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null");
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "cis_bonus_cis_medical");
--SetPlanetaryBonusVoiceOver(CIS, REP, 0, "cis_bonus_rep_medical");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
--SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "cis_bonus_cis_sensors");
--SetPlanetaryBonusVoiceOver(CIS, REP, 2, "cis_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "cis_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(CIS, REP, 3, "cis_bonus_rep_hero");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "cis_bonus_cis_reserves");
--SetPlanetaryBonusVoiceOver(CIS, REP, 4, "cis_bonus_rep_reserves");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "cis_bonus_cis_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(CIS, REP, 5, "cis_bonus_rep_sabotage");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
--SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "cis_bonus_cis_training");--advanced training
--SetPlanetaryBonusVoiceOver(CIS, REP, 7, "cis_bonus_rep_training");--advanced training
--SetPlanetaryBonusVoiceOver(REP, REP, 0, "rep_bonus_rep_medical");
--SetPlanetaryBonusVoiceOver(REP, CIS, 0, "rep_bonus_cis_medical");
--SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
--SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
--SetPlanetaryBonusVoiceOver(REP, REP, 2, "rep_bonus_rep_sensors");
--SetPlanetaryBonusVoiceOver(REP, CIS, 2, "rep_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(REP, REP, 3, "rep_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(REP, CIS, 3, "rep_bonus_cis_hero");
--SetPlanetaryBonusVoiceOver(REP, REP, 4, "rep_bonus_rep_reserves");
--SetPlanetaryBonusVoiceOver(REP, CIS, 4, "rep_bonus_cis_reserves");
--SetPlanetaryBonusVoiceOver(REP, REP, 5, "rep_bonus_rep_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(REP, CIS, 5, "rep_bonus_cis_sabotage");
--SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
--SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
--SetPlanetaryBonusVoiceOver(REP, REP, 7, "rep_bonus_rep_training");--advanced training
--SetPlanetaryBonusVoiceOver(REP, CIS, 7, "rep_bonus_cis_training");--advanced training
-- Camera Stats
--NPM - The Phantom Menace
AddCameraShot(0.616494, 0.080341, -0.776682, 0.101217, 157.447662, 1.686089, -16.926500);
AddCameraShot(0.539118, 0.056925, 0.835659, -0.088236, 2.670710, 1.686089, -20.388227);
AddCameraShot(-0.374140, -0.056840, -0.915128, 0.139028, -208.377655, 1.686089, 189.354614);
AddCameraShot(-0.414992, -0.069602, -0.894663, 0.150053, -290.105499, 1.686089, 278.031189);
AddCameraShot(0.927219, 0.128105, -0.348618, 0.048165, -305.138824, 1.686089, 292.248657);
AddCameraShot(0.796215, 0.035747, -0.603349, 0.027088, -2.764606, 1.686089, 292.102966);
AddCameraShot(0.886263, 0.155671, -0.429661, 0.075469, 176.656235, 1.686089, 169.328369);
end
ps ....i dont know what you mean by fix cab. And if you mean MTT then you have to add a vehicle the normal way then adding SetMemoryPoolSize ("CommandHover", 4) ...this is in the lua above
