it's not the car problem. Anyway if changing GroundRef to GameRef doesn't work, then create new GameRef type variable.
Added 1 minute later:
Spoiler:
package java.game;
import java.io.*;
import java.util.*;
import java.util.resource.*;
import java.game.*;
import java.render.*; //Text
import java.render.osd.*; //Text
import java.sound.*;
import java.render.osd.dialog.*; //Dialog Window
import java.game.parts.*;
import java.game.parts.enginepart.*;
public class CCGarage extends Track
{
final static String MapName = "CC - Garage";
final static String MapDescription = "Indoors garage meant for screenshots \n and other fun";
final static String MapAuthor = "Author: Coprone";
final static ResourceRef MapImage = new ResourceRef(Maps.Addon_Maps.CCGarage:0x0005r); // Image for track selector
final static float TS_Version = 1.0; // Do not change it!
int defaultCar = cars.racers.Nonus:0x0006r; // Default car for opponents if no custom cars found
Bot raceBot1;
Vector3 raceBot1_posStart;
Ypr raceBot1_oriStart;
public CCGarage()
{
posStart = new Vector3( -0.220, -1.076, -1.110 ); // Start car position
oriStart = new Ypr( 1.600, 0.000, 0.000 ); // Start car rotation
map = new GroundRef( Maps.Addon_Maps.CCGarage:0x00000001r );
gr = new GameRef( Maps.Addon_Maps.CCGarage:0x00000001r );
//nav = new Navigator( -5.317-2.64, -15.996, 2.64, maps.test_track.smallmap:0x00000001r, maps.test_track.smallmap:0x00000002r, maps.test_track.smallmap:0x00000005r, 6, 8, 10 ); // GPS map
//}
raceBot1 = new Bot( Math.random()*59, 3, 1, 2.0, 2.0, 20.0);
raceBot1.driverID = null;
raceBot1.createCar( gr, GameLogic.carSaveDir + "CCgarage" );
raceBot1.car.wakeUp();
raceBot1.brain.queueEvent( null, EVENT_COMMAND, "AI_params 90.0 90.35" ); // make it faster
raceBot1.car.setMatrix(new Vector3( 0.197, -0.721, 6.368 ), new Ypr (1.605, -0.161, -0.007));
}
public void StartMap()
{ // Track selector run this function when you click "TAKE IT"
GameLogic.changeActiveSection( new CCGarage() );
}
public void enter( GameState prev_state )
{
Frontend.loadingScreen.show();
GfxEngine.flush();
map.setWater( -100, 300.0, 50.0 ); // set water 100 meters under world orgin
super.enter( prev_state );
}
public void exit( GameState next_state )
{
super.exit( next_state );
}
}