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Potential FAQ
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Q: Is this mod compatible with "XYZ" mod?
A: This mod is NOT compatible with mission packs or game expansion scripts, which use vanilla scripted features of the game, such as those using the mobile phone contact list.
	Smaller mission mods may be compatible, if they use no such scripted features, and extra care is taken by the user.
	Other mods are generally compatible.

Q: This mod states it can save and reload my game. How can I save my game?
A: To save your game, you'll need a runnable mission script, which calls the appropriate script function to show the 'Save Game' menu. You can save your game there.

Q: Where do I acquire a mission script from?
A: You can get a script from someone, who already made a YOS script mod, though generally this is not the case.
	To write a script yourself, download the Compiler from the mod's GTA5-Mods website, and start scripting. You might also want to look at the Script Examples.

Q: How to write a mission?
A: The mission scripting methodology of YOS is similar to that of 3D-era games (GTA III, VC, and SA), but is not compatible with them.
	It's more like a mixture of 3D-era games and GTA V Natives.
	To learn about the scripting methodology, visit https://gtamods.com/wiki/Category:Mission_Scripting
	You might also want to look at the Script Examples.

Q: I don't understand the concept of opcodes, jumps, and stuff.
A: Opcodes are the binary identifiers of YOS script functions. However, if you use YOSCmp2, you don't need to write any opcodes.
	Jumps, gosubs, and threads are basic script flow control structures; even if you don't like, their usage is mandatory.

Q: Why can't I use function results or array items directly?
A: Function results must be stored in a variable, before they could be passed into other functions as parameters.
	Also, array items can only be queried or modified through variables.
	Mathematical expressions also cannot be used directly; they must be cut into separate operations, and used as variables.

Q: How can I reenable a scripted game feature?
A: As this mod kills all GTA V vanilla scripts, disabling virtually all scripted functionality, you might want to reenable some of them.
	You have two choices: either write a full reimplementation in YOS script, or removing the vanilla script from the script kill list.
	If you want to remove a script from the script kill list, you have to remove its name from the 'yos_data/data/GTAScriptList.dat' file.
	This is not recommended, however, as vanilla scripts are so much interconnected with each other, that reenabling a single script would result in major bugs.
