These two lines are responsible for that window:
| CODE |
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_WTSIGN to #OD_CHARIOT 03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_CHARIOT to #OD_WTSIGN |
The first one puts the window in the game and the second one removes it. So there are two objects:
#OD_CHARIOT - window object,
#OD_WTSIGN - emty space.
So you just remove the first line from that mission and input the second line in the main part of main.scm file and the window is gone. The bad news: unleas you have something like a save game editor you're gonna have to start the game from the begining. I tried to built a CLEO by using object numbers (-155 and -156) but it ain't gonna work, I don't know why

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EDIT: I figured out what's the problem and here's the CLEO code:
| CODE |
{$CLEO .cs} thread 'Jack'
:Check wait 0 04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 if and 8443: not player $PLAYER_CHAR in_a_car 0021: 2@ > 50.0 // floating-point values jf @Check 03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from -158 to -157 03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from -156 to -155
:Check1 wait 0 04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 if 8021: NOT 2@ > 50.0 // floating-point values jf @Check1 03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from -157 to -158 03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from -155 to -156 jump @Check |
Put that in some text document, save it, install Sanny Builder and CLEO for VC and put the document in the CLEO folder, open it with SB then run, compile. The window is now history

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This post has been edited by JACK JONES on Thursday, Jul 19 2012, 14:29