-- Sickness Emergency Vehicles local Category = "Sickness Emergency" local V = { // Required information Name = "GTA4 LCPD", Class = "prop_vehicle_jeep", Category = Category, // Optional information Author = "SgtSgt, Rockstar Games", Information = "GTA4 LCPD", Model = "models/sickness/lcpddr.mdl", SeatType = "jeep_seat", VC_Horn = {Sound = "buzzerhorn.wav", Pitch = 100, Looping = false}, //Horn sound the car will use. Customexits = { Vector(-90,36,22), Vector(82,36,22), Vector(22,24,90) ,Vector(2,100,30) }, ModView = { FirstPerson = Vector(4,0,2) }, KeyValues = { vehiclescript = "scripts/vehicles/ecpd01.txt" } } list.Set( "Vehicles", "GTA4 LCPD", V ) local V = { // Required information Name = "GTA4 Firetruck", Class = "prop_vehicle_jeep", Category = Category, // Optional information Author = "SgtSgt, Rockstar Games", Information = "GTA4 Firetruck", Model = "models/sickness/truckfire.mdl", SeatType = "jeep_seat", Horn = {Sound = "firetruck_horn.mp3", Pitch = 90}, Customexits = { Vector(-90,36,22), Vector(82,36,22), Vector(22,24,90) ,Vector(2,100,30) }, ModView = { FirstPerson = Vector(4,0,2) }, KeyValues = { vehiclescript = "scripts/vehicles/truckfire.txt" } } list.Set( "Vehicles", "GTA4 FireTruck", V ) local V = { // Required information Name = "GTA4 Ambulance", Class = "prop_vehicle_jeep", Category = Category, // Optional information Author = "SgtSgt, Rockstar Games", Information = "GTA4 Ambulance", Model = "models/sickness/meatwagon.mdl", SeatType = "jeep_seat", Horn = {Sound = "ambulance_siren.mp3", Pitch = 90}, Customexits = { Vector(-90,36,22), Vector(82,36,22), Vector(22,24,90) ,Vector(2,100,30) }, ModView = { FirstPerson = Vector(4,0,2) }, //Vehicle Controller VC_Lights = { //Pos can be a simple Vector() relative to the vehicle or an attachment name, else is self explanatory, can be an infinite amount of these. {Pos = Vector(35.5, -144, 22), Mat = "sprites/glow1.vmt", Alpha = 180, Size = 1, DynLight = true, NormalColor = "255 0 0", BrakeColor = "255 0 0"}, {Pos = Vector(29, -144, 22), Mat = "sprites/glow1.vmt", Alpha = 180, Size = 1, DynLight = true, NormalColor = "255 0 0", BrakeColor = "255 0 0", ReverseColor = "255 255 255"}, {Pos = Vector(-35.5, -144, 22), Mat = "sprites/glow1.vmt", Alpha = 180, Size = 1, DynLight = true, NormalColor = "255 0 0", BrakeColor = "255 0 0"}, {Pos = Vector(-29, -144, 22), Mat = "sprites/glow1.vmt", Alpha = 180, Size = 1, DynLight = true, NormalColor = "255 0 0", BrakeColor = "255 0 0", ReverseColor = "255 255 255"}, {Pos = Vector(34.5, 114.9, 43.6), Mat = "sprites/glow1.vmt", Alpha = 180, Size = 0.8, DynLight = true, NormalColor = "255 255 255"}, {Pos = Vector(-34.5, 114.9, 43.6), Mat = "sprites/glow1.vmt", Alpha = 180, Size = 0.8, DynLight = true, NormalColor = "255 255 255"}, {Pos = Vector(25.5, 114.9, 43.6), Size = 1, GlowSize = 1, HeadLightAngle = Angle(5, 95, 0)}, {Pos = Vector(-25.5, 114.9, 43.6), Size = 1, GlowSize = 1, HeadLightAngle = Angle(5, 85, 0)}, {Pos = Vector(40, 114.9, 43.6), Mat = "sprites/glow1.vmt", Alpha = 180, Size = 0.8, DynLight = true, BlinkersColor = "255 80 0"}, {Pos = Vector(-40, 114.9, 43.6), Mat = "sprites/glow1.vmt", Alpha = 180, Size = 0.8, DynLight = true, BlinkersColor = "255 80 0"}, {Pos = Vector(40, 114.9, 43.6), Mat = "sprites/glow1.vmt", Alpha = 180, Size = 0.8, DynLight = true, BlinkersColor = "255 80 0"}, {Pos = Vector(-40, 114.9, 37), Mat = "sprites/glow1.vmt", Alpha = 180, Size = 0.8, DynLight = true, BlinkersColor = "255 80 0"}, {Pos = Vector(41.5, -144, 22), Mat = "sprites/glow1.vmt", Alpha = 180, Size = 0.8, DynLight = true, BlinkersColor = "255 80 0"}, {Pos = Vector(-41.5, -144, 22), Mat = "sprites/glow1.vmt", Alpha = 180, Size = 0.8, DynLight = true, BlinkersColor = "255 80 0"} }, VC_Siren = { Sound = "vehicles/vc_police_short.wav", //Siren sound. Pitch = 100, //Siren sound pitch. AffectNPCs = true, //NPC's hearing the siren become agitated. Color = "240 0 10", //Color - Red, Green, Blue. Size = 4, //Effect size, effects flicker rate. Rate = 0.01, //Flicker rate, not in seconds. DynLightPos = Vector(0, -144, 101), //Dynamic lights pos, relative to the vehicle, simple Vector() or an attachment name string. DecalMat = "sprites/light_glow02.spr", //Decal sprite material. Decals = { //Can be infinite amount. Vector(40, -144, 101), //Decal pos, relative to the vehicle, or an attachment name string. Vector(31, -144, 101), Vector(21, -144, 101), Vector(11, -144, 101), Vector(0, -144, 101), Vector(-11, -144, 101), Vector(-21, -144, 101), Vector(-31, -144, 101), Vector(-40, -144, 101), Vector(38, -144, 94), Vector(-38, -144, 94), Vector(-49, 2, 92), Vector(-49, -130.5, 92), Vector(49, 2, 92), Vector(49, -130.5, 92), Vector(-21, 36, 90), Vector(-7, 44, 90), Vector(7, 44, 90), Vector(21, 36, 90), Vector(-14, 116.9, 44), Vector(14, 116.9, 44) } }, KeyValues = { vehiclescript = "scripts/vehicles/meatwagon.txt" } } list.Set( "Vehicles", "GTA4 Ambulance", V ) local V = { // Required information Name = "GTA4 Buffalo", Class = "prop_vehicle_jeep", Category = Category, // Optional information Author = "SgtSgt, Rockstar Games", Information = "GTA4 Buffalo", Model = "models/sickness/buffalodr.mdl", SeatType = "jeep_seat", //Vehicle Controller VC_Lights = { //Pos can be a simple Vector() relative to the vehicle or an attachment name, else is self explanatory, can be an infinite amount of these. [1] = {Pos = Vector(-31.5, -106, 46.5), Mat = "sprites/glow1.vmt", Alpha = "165", Size = 1, NormalColor = "255 0 0", BrakeColor = "255 0 0", BlinkersColor = "255 200 0", ReverseColor = "255 255 255"}, [2] = {Pos = Vector(31.5, -106, 46.5), Mat = "sprites/glow1.vmt", Alpha = "165", Size = 1, NormalColor = "255 0 0", BrakeColor = "255 0 0", BlinkersColor = "255 200 0", ReverseColor = "255 255 255"}, [3] = {Pos = Vector(-33.3, 109, 23.3), Mat = "sprites/glow1.vmt", Alpha = "165", Size = 0.8, NormalColor = "180 220 255", BlinkersColor = "180 230 255"}, [4] = {Pos = Vector(33.3, 109, 23.3), Mat = "sprites/glow1.vmt", Alpha = "165", Size = 0.8, NormalColor = "180 220 255", BlinkersColor = "180 230 255"} }, VC_Exhaust = { //Exhaust effect, only active when engine is on, can be infinite amount. [1] = {Pos = Vector(-25,-119,20.2), Ang = Angle(0,0,90), EffectIdle = "Exhaust", EffectStress = "Exhaust"}, //Pos and Ang are relative to the vehicle, Pos - a simple vector or an attachment name, effect has to be a looping particle effect. [2] = {Pos = Vector(25,-119,20.2), Ang = Angle(0,0,90), EffectIdle = "Exhaust", EffectStress = "Exhaust"} }, //VuMod HeadLights = { Light1 = {Pos = Vector(-33,-102,39.5), Ang = Angle(0,10,80)}, Light2 = {Pos = Vector(33,-102,39.5), Ang = Angle(0,-10,80)} }, Horn = {Sound = "vu_horn_double.wav", Pitch = 90}, Customexits = { Vector(-90,36,22), Vector(82,36,22), Vector(22,24,90) ,Vector(2,100,30) }, ModView = { FirstPerson = Vector(4,0,2) }, KeyValues = { vehiclescript = "scripts/vehicles/buffalo.txt" } } list.Set( "Vehicles", "GTA4 Buffalo", V ) local V = { // Required information Name = "GTA4 Noose Stockade", Class = "prop_vehicle_jeep", Category = Category, // Optional information Author = "SgtSgt, cameleot, Rockstar Games", Information = "GTA4 Noose Stockade", Model = "models/sickness/stockade2dr.mdl", SeatType = "jeep_seat", Horn = {Sound = "truckhorn2.wav", Pitch = 90}, Customexits = { Vector(-90,36,22), Vector(82,36,22), Vector(22,24,90) ,Vector(2,100,30) }, ModView = { FirstPerson = Vector(4,0,2) }, KeyValues = { vehiclescript = "scripts/vehicles/newstock.txt" } } list.Set( "Vehicles", "GTA4 Noose Stockade", V )