spaceeinstein Posted July 31, 2005 Share Posted July 31, 2005 (edited) New descriptions for opcodes discovered by me! (Look how much!) 067F: control_car @1 lights 0 0689: car @1 break_car_component 0 visible 0/1 (non visible/visible damage) 0657: car @1 open_car_component 0 0950: trip_skip X Y Z angle 0 07F7: set_object @1 indestructible 0/1 (enabled/disabled) 0936: set_camera X1 Y1 Z1 position_to X2 Y2 Z2 0 ms 1 0920: point_camera X1 Y1 Z1 transverse_to X2 Y2 Z2 0 ms 1 04A9: actor $PLAYER_ACTOR driving_helicopter (if) 04C8: actor $PLAYER_ACTOR driving_flying_vehicle (if) 04AB: actor $PLAYER_ACTOR driving_plane (if) 04AD: actor $PLAYER_ACTOR touching_water (if) 0965: actor $PLAYER_ACTOR swimming_in_water (if) 04A7: actor $PLAYER_ACTOR driving_boat (if) 0513: text_1number_text_box 'SLOT_02' @1 06AF: set_player $PLAYER_CHAR sprint 0 (enabled) / 1 (disabled) 0707: start_scene_skip_to £LABEL 0701: end_scene_skip 09AD: vehicle_camera_mode 0 07A7: put_jetpack_on_actor $PLAYER_ACTOR 07FF: set_car @1 hydraulics 0 (0 = off / 1 = on) 07E0: set_marker @1 type 0 (0 = enemy / 1 = friendly) 07CC: player $PLAYER_CHAR disable_key_15 0 (0 = disable / 1 = enable) 05BC: action_sequence actor @15 jump 0 (0 = small jump / 1 = large jump) 0A19: display_zone_text 'MARKS' (CAN ONLY BE SEEN IF SCREEN IS FADED) 0583: player $PLAYER_CHAR in_zone 'GAN1' (was not sure by Barton) 0638: action_sequence actor @1 stand_still 1 09CA: set_object @1 immunities 1 1 1 1 1 0A24: toggle_military_wanted_level 1 (disable) (both Area 69 and Aircraft Carrier) 09E4: toggle_aircraftcarrier_sam 0 (disable) 08B2: toggle_thermal_vision 0 069B: attach_object @1 to_actor $PLAYER_ACTOR at_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 0474: actor $PLAYER_ACTOR near_object @1 radius 30.0 10.0 100.0 unknown 0 0A2A: text_box 'SGPUNT' displayed (if) 06E3: action_sequence actor @1 roll_sideways 0 (0=left 1=right) 0597: actor $PLAYER_ACTOR crouching 05BA: action_sequence actor @1 chew_gum -1 ms 0669: attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 1 @1 (always goes with 064C) 064C: make_particle @1 visible 0967: actor $PLAYER_ACTOR move_mouth_for 30000 ms 064B: create_particle "TEARGASAD" at 2351.718 -1170.982 26.7609 1 @1 (always goes with 064C) 05DD: action_sequence actor @1 fear_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 0917: audio_zone 'BEACH' toggle_sound 1 (Audio zone are defined in the IPL) 0905: toggle_door @12 openable 0 (0=open/1=not open) 07EE: car @1 toggle_tire_marks 1 (0=off/1=on) 069A: attach_object @1 to_object @2 offset 0.0 0.0 0.0 roatation 0.0 0.0 0.0 0924: set_world_lighting 1 for -1 ms 0737: actor $PLAYER_ACTOR lifting_object @1 096F: car @1 street_racer (you know, cars only moddable in Wheels Arch Angels) (if) 0975: car @1 emergency_vehicle (like cars that look like it's for the EV Crane, including the Predator, but not Hunter!) (if) 08DE: keep_stuff_after_busted 0 (0=on/1=off) 08DD: keep_stuff_after_wasted 0 (0=on/1=off) 08E0: override_restart_if_busted_at -1379.843 2635.74 54.4315 within_radius 1500.0 angle 170.6194 08DF: override_restart_if_wasted_at -2570.511 1139.582 54.8547 within_radius 1500.0 angle 160.0 093A: set_paynspray 'sprLAe' type_to_girlfriend 1 (0=regular/1=girfriend) 0294: set_car @1 sprayable 0 (0=can't spray/1=can spray) 0684: detach_car @1 0.0 0.0 0.0 collision_detection 0 08FE: text_box_displayed (if) 076F: text_priority_displayed (if) 0686: car @1 attached (if) 0939: attach_car @1 to_object @2 at_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 0673: AS_actor @5 dive_to_offset 1.0 -3.0 time_on_ground 1000 ms 0992: set_player $PLAYER_CHAR weapons_scrollable 0 (0=can't scroll/1=can scroll) 09AE: actor $PLAYER_ACTOR driving_train (if) 066C: attach_particle "CEMENT" to_vehicle @4 offset 0.0 -4.4 0.0 rotation 0.0 -1.0 0.0 1 = @1 0679: put_camera_on_vehicle @1 offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 0.0 2 07C0: load_path 201 07C1: path 201 available 05EB: assign_vehicle @1 to_path 201 0873: release_path 201 066B: attach_particle "PRT_SPARK" to_car @4 offset -1.69 3.607 -.271 1 = @1 066D: attach_particle "SMOKE_FLARE" to_object @2 offset 0.0 0.0 0.0 1 = @1 067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 0.0 2 0627: change_stat 143 to 1 0624: stat 41 add 100.0 0628: stat 40 add 100.0 08E7: disable_entrance_markers 1 (0=enable marker/1=diable) 051C: car @1 hit_by_actor $PLAYER_ACTOR (if) 09BB: car @1 recieved_heavy_damage 0 (0=front/1=sides and back/2=left side/3=blown) (if) 0726: helictoper @1 follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 08FB: set_checkpoint @1 type_to 0 056E: carcass_of_car @1 valid 056D: carcass_of_actor @1 valid 0458: player $PLAYER_CHAR targeting_object @1 (if) 0723: shatter_object @1 intensity 0 0716: object_model -1 in_object_group_at X Y Z radius 1.0 destroyed 0 1 (organized version, not original) 098D: get_car @1 extra_parts_angle @0 054A: set_actor @1 immune_to_car_headshots 0 0547: actor $PLAYER_ACTOR colliding_with_car @1 (if) 051E: @1 = get radio station 087A: gang_war_provoking 0619: set_actor @1 collision_detection 0 0968: actor @1 stop_mouth (after using 0967) 087E: set_actor @5 weapon_droppable 0 (0=no weapon dropped/1=weapon can drop) 06A7: put_actor $PLAYER_ACTOR into_turret_on_car @1 at_car_offset -.2 .5 0.0 position 1 shooting_angle 110.0 70.0 with_weapon 23 (don't know what second to last param does) 09B8: create_blood_gush_at $73 $74 $75 offset 5.0 -5.0 10.0 density 100 on_actor $PLAYER_ACTOR 08E3: object @1 1955.0 -2413.0 1960.0 -2403.0 radius 20.0 sphere 0 02D6: actor $PLAYER_ACTOR fires_weapon_in_rectangle -2774.03 -1572.78 -2837.13 -1468.24 sphere 0 085E: assign_car @4 looped_path 551 0A40: create_entrance_marker_at 1955.0 -2416.0 13.5 10 = @0 0A41: destroy_entrance_marker @0 05BB: AS_actor @0 fall_down 0 time_on_ground 500 0803: car @0 have_hydraulics (if) 067A: put_camera_on_car @0 offset 15.0 15.0 10.0 point_to_car @1 tilt 0.0 2 067B: put_camera_on_car @0 offset -1.5 1.5 1.5 point_to_actor @1 tilt 0.0 2 08C6: set_actor @1 stay_on_bike 1 (0=stay off/1=stay on) 09E7: player $PLAYER_CHAR not_frozen (if) 050F: @0 = get_max_wanted_level 0560: car @1 create_random_driver @0 (actor doesn't need to be loaded, actor can be treated just like any other actors created) 09C0: get_random_car_in_area $oX1, $oY1, $oX2, $oY2, $oZ with_actors -1 = @0 0852: set_car @0 visible_damage 0 (0=not visible/1=visible) (like the car won't get visible damage when hitting stuff but it'll still be damaged) 09C4: set_car @0 gas_tank_explosion 0 (0=hit gas tank does't blow/1=hit gas tank blow up) 04D8: set_actor @0 ability_to_swim 0 (0=swim/1=Tommy) 0668: AS_actor @0 rotate_to_point @1 @2 @3 10000 ms 07AC: detach_trailer @0 from_cab @1 08CB: char_car @0 sound 0 0 0 (it doesn't have explosion, 1 1 1 makes sound of explosion) 0337: set_actor @0 visibility 0 (0=invisi/1=visi, cj cant) 0489: set_actor @0 audible 0 (0=talkative/1=quiet) 0635: AS_actor @0 aim_at_actor @1 10000 ms 08A5: set_car @0 attractive_to_magnet 0 (0 = repels from magnet/1 = attracts to magnet) 039E: set_actor @0 jackable 0 (0=normal/1=can't jack) 0827: give_obejct @0 lod_object @1 (like giving a created object its lod form) 0A0C: player $PLAYER_CHAR on_jetpack (if) 07F1: player $PLAYER_CHAR performing_wheelie (if) 07F2: player $PLAYER_CHAR performing_stoppie (if) Numbers for 067F: 0 = normal lights 1 = always lights on 2 = always lights off Numbers for 0657 and 0689's second parameter: 0 = hood 1 = trunk (same as 04E1 if you use 067F) 2 = driver's door 3 = front passenger door 4 = left passenger door 5 = right passenger door Numbers for 09AD: 0 = first person 1 = close camera 2 = default camera 3 = far camera 4 = cinematic camera Numbers for 0730: 0 - hood 1 - trunk 2 - driver door 3 - front passenger door 4 - left rear door 5 - right rear door 6 - left bulb 7 - right bulb 8 - ??? 9 - ??? 10 - window 11 - front bumper 12 - rear bumper For 073C, left bulb start with 0, then right bulb as 1, and keep going through the list above with different numbers. Last param for 0936, and 0920 are unknown. SASCM form: 067F=2,control_car %1d% lights %2h% 0689=3,car %1d% break_car_component %2h% visible %3h% 0657=2,car %1d% open_car_component %2h% 0950=4,trip_skip %1d% %2d% %3d% angle %4d% 07F7=2,set_object %1d% indestructible %2h% 0936=8,set_camera %1d% %2d% %3d% position_to %4d% %5d% %6d% duration %7d% unknown %8h% 0920=8,point_camera %1d% %2d% %3d% transverse_to %4d% %5d% %6d% duration %7d% unknown %8h% 04A9=1, actor %1d% driving_helicopter04C8=1, actor %1d% driving_flying_vehicle04AB=1, actor %1d% driving_plane04AD=1, actor %1d% touching_water0965=1, actor %1d% swimming_in_water04A7=1, actor %1d% driving_boat0513=2, text_1number_text_box %1g% %2d% 06AF=2,player %1d% sprint_mode %2h% 0707=1,start_scene_skip_to %1p% 09AD=1,vehicle_camera_mode %1h% Edited February 16, 2006 by spaceeinstein koragg 1 Link to comment Share on other sites More sharing options...
BBumper Posted July 31, 2005 Share Posted July 31, 2005 I don't know what the numbers mean but I know what the opcode does.067F: car @12 open_door 2 (As seen in "Jizzy") 0689: car @11 break_door_open 2 1 (As seen in "Stowaway") When I used 0 1 at the end of the 'break door open' opcode the car hood disappeared instantly. Link to comment Share on other sites More sharing options...
Opius Posted July 31, 2005 Author Share Posted July 31, 2005 Maybe it can be used for setting damage parts? Like damaged/gone completely? Although it's obvious it doesn't apply to just doors. Perhaps damage_car_component would be a better name? Link to comment Share on other sites More sharing options...
spaceeinstein Posted July 31, 2005 Share Posted July 31, 2005 (edited) Ok I tested out these middle numbers for 0689 and 067F. 0 = hood (same as 0657 if you use 067F) 1 = trunk (same as 04E1 if you use 067F) 2 = driver's door 3 = front passenger door 4 = left pass door 5 = right pass door Any higher have no effect. The right number seems to have no effect. So 067F is open_car_component and 0689 is break_car_component. Edited July 31, 2005 by spaceeinstein Link to comment Share on other sites More sharing options...
Opius Posted July 31, 2005 Author Share Posted July 31, 2005 What about the last parameter? I reckon that would probably control the type of damage done. (Would test myself, but I'm at work at the moment) Link to comment Share on other sites More sharing options...
spaceeinstein Posted July 31, 2005 Share Posted July 31, 2005 (edited) Read my constantly edited post. Somehow GTAForums takes a LONG time to load the reply/editing page. I used the numbers 0 to 4 for the last param and nothing different happens. The game uses 0 and 1. Somehow I like car-related stuff. 0657: open_and_freeze_hood_of_car @10 There's one for trunk, too, but Barton already got that. Edited July 31, 2005 by spaceeinstein Link to comment Share on other sites More sharing options...
BBumper Posted July 31, 2005 Share Posted July 31, 2005 (edited) 04EB=2,unknown_action_sequence %1d% %2h% This opcode makes the actor (%1d%) crouch in its current position and (%2h%) acts as an on/off switch, (1) activates the action (0) deactivates it, anything other than (1) and (0) appears to have no effect. Once we can confirm this I'm in favor of renaming it to: 04EB=2,actor %1d% crouch %2h% example: 04EB: actor @65 crouch 1 Edited July 31, 2005 by BBumper Link to comment Share on other sites More sharing options...
ckc Posted July 31, 2005 Share Posted July 31, 2005 Excuse me, what is the opcode for showing the gang territories and enabling gang war? (just like after the mission of "doberman") Link to comment Share on other sites More sharing options...
BBumper Posted July 31, 2005 Share Posted July 31, 2005 05BA=2,unknown_action_sequence %1d% %2h% Makes actor (%1d%) stand still there appears to be no way of turning it off using (%2h%), I tried 0-5. Link to comment Share on other sites More sharing options...
BBumper Posted July 31, 2005 Share Posted July 31, 2005 Excuse me, what is the opcode for showing the gang territories and enabling gang war? (just like after the mission of "doberman") Check page 3 post 12 made by Opius Link to comment Share on other sites More sharing options...
ckc Posted July 31, 2005 Share Posted July 31, 2005 That opcode "076C" sets the gang territory. But it does not show the colours on the map in a new game nor enables the player to start a gang war. Link to comment Share on other sites More sharing options...
DeeZire Posted July 31, 2005 Share Posted July 31, 2005 A change from VC. 009A: VAR = create_actor INT{ped type} #MODEL at X Y Z {ped type} param is now;- 0 = PLAYER1 1 = PLAYER2 2 = PLAYER_NETWORK 3 = PLAYER_UNUSED 4 = CIVMALE 5 = CIVFEMALE 6 = COP 7 = GANG1 8 = GANG2 9 = GANG3 10 = GANG4 11 = GANG5 12 = GANG6 13 = GANG7 14 = GANG8 15 = GANG9 16 = GANG10 17 = DEALER 18 = MEDIC 19 = FIREMAN 20 = CRIMINAL 21 = BUM* 22 = PROSTITUTE 23 = SPECIAL 24 = MISSION1 25 = MISSION2 26 = MISSION3 27 = MISSION4 28 = MISSION5 29 = MISSION6 30 = MISSION7 31 = MISSION8 *Whenever I added BUM to ped.dat and assigned relationships to it, the game crashed when I then assigned BUM to a ped in peds.ide. Go figure. Pity really as I wanted all peds to dislike bums (the tramps in the game). Link to comment Share on other sites More sharing options...
Opius Posted July 31, 2005 Author Share Posted July 31, 2005 Some action sequence related stuff. Thanks in part to DeeZire for bringing up the 'bum pissing' thing. 0615: define_action_sequence P1(int) 0616: define_action_sequence_end P1(int) 0618: assign_actor P1(actor) to_action_sequence P2(int) Basically, any action sequence opcodes BETWEEN a set of opcodes 0615 and 0616 will be saved as the variable. However, you will note that nearly all action sequence opcodes have a parameter for an actor handle. For these opcodes to be loaded into a saved action sequence, the actor handle must be set to -1. Example of working code. 0615: $actionsequence1 0605: unknown_action_sequence -1 "PISS_IN" "PAULNMAC" 4.0 0 0 0 0 -1 0605: unknown_action_sequence -1 "PISS_LOOP" "PAULNMAC" 4.0 0 0 0 0 -1 0605: unknown_action_sequence -1 "PISS_OUT" "PAULNMAC" 4.0 0 0 0 0 -1 05DE: unknown_action_sequence -1 0616: $actionsequence1 0618: $actor $actionsequence1 This assigns the action sequence $actionsequence (which consists of the pissing animations) to the actor $actor, who will then follow the action_sequence commands in a loop until other stimuli effects him. Link to comment Share on other sites More sharing options...
DeeZire Posted July 31, 2005 Share Posted July 31, 2005 (edited) Ah, now that makes sense - I submitted this to the database some time back;- 0605: unknown_action_sequence {actor ID} "SEQUENCE" "IFP_FILE_NAME" 4.0 {int} 0 0 0 {timer} Params seem to be;- "SEQUENCE" = the anim sequence name from the IFP file "IFP_FILE_NAME" = IFP filename without extension First number is always 4.0? {int} = 0(once only?) or 1(loop?) Third & fourth numbers are always 0? {timer} = time to play anim in ms (-1 = loop continuously or until told to stop) If -1 is specified for {actorID} then you must use opcodes 0615 and 0616 to begin and end the action sequence for that actor. Edited July 31, 2005 by DeeZire Link to comment Share on other sites More sharing options...
steve-m Posted July 31, 2005 Share Posted July 31, 2005 Why IPL file name? It has nothing to do with IPLs, it's the name of the IFP file (which holds the anims). Link to comment Share on other sites More sharing options...
DeeZire Posted July 31, 2005 Share Posted July 31, 2005 Ack, my bad - corrected Link to comment Share on other sites More sharing options...
BBumper Posted July 31, 2005 Share Posted July 31, 2005 New descriptions for opcodes!067F: car @1 open_car_component 2 (As seen in "Jizzy") 0689: car @1 break_car_component 2 1 (As seen in "Stowaway") 0657: open_and_freeze_hood_of_car @1 For 067F and 0689's second parameter, the numbers are as defined: 0 = hood (same as 0657 if you use 067F) 1 = trunk (same as 04E1 if you use 067F) 2 = driver's door 3 = front passenger door 4 = left passenger door 5 = right passenger door I found out 067F: (2) actually turns on the car head & break lights when the actor is in the vehicle and (0) turns them off so it might not be an opcode that controls the doors. Link to comment Share on other sites More sharing options...
BBumper Posted July 31, 2005 Share Posted July 31, 2005 Example Code: 0633: unknown_action_sequence $actor The actor leaves the car and stands still, in alot of mission the script checks if the actor is still driving before activating this code. example: 00D6: if 000DF: actor $132 driving004D: jump_if_false £SWEET1B_2770633: unknown_action_sequence $132 0002: jump £SWEET1B_278 Link to comment Share on other sites More sharing options...
spaceeinstein Posted August 1, 2005 Share Posted August 1, 2005 (edited) ^I tried 067F and there was nothing special about the lights. Are you sure you didn't do this late in the afternoon/morning? Found new one code! 0950: trip_skip 1242.659 -748.503 94.33 angle 191.586 The text box, key press, and arrow are hardcoded. I tested out 020A's door status. numbers 1 = unlock door 2-5 = locked door (no difference...) 6 = doors can't fall off but unlocked 7 = locked door but doors fall off 8 = locked door Can someone contact Tbm2k? Edited August 1, 2005 by spaceeinstein Link to comment Share on other sites More sharing options...
BBumper Posted August 1, 2005 Share Posted August 1, 2005 (edited) ^I tried 067F and there was nothing special about the lights. Are you sure you didn't do this late in the afternoon/morning? I set the clock to 11AM but I can provide a video tomorrow if you have doubts. Edit: Here's the video and a list of the opcodes I used to make it happen: Video: http://www.putfile.com/media.php?n=gta_sa_mc Opcodes: Lights:067F: $TESTVEHICLE 2 Doors:0657: $TESTVEHICLE 20657: $TESTVEHICLE 3 0657: $TESTVEHICLE 4 0657: $TESTVEHICLE 5 Edited August 1, 2005 by BBumper Link to comment Share on other sites More sharing options...
Opius Posted August 1, 2005 Author Share Posted August 1, 2005 Oooh, search lights! 06B1: create_search_light(SourceX=SourceY=SourceZ=TargetX=TargetY=TargetZ=TargetR=SourceR=LHandle)Source XYZ is the postition from which the light is emitted from.Target XYZ is the postition to where the light will pointSource R is the size of the light beam at it's sourceTarget R is the size of the light beam at it's targetLHandle is the handle used to refer to this particular search light06B2: destroy_search_light(LHandle)LHandle is the handle of the search light you want to destroy.NOTE: Must destroy all attached objects (opcode 06CA) or it will be regenerated!06B4: set_search_light_path(LHandle=X1=Y1=Z1=X2=Y2=Z2=Speed)Lhandle is the handle used to refer to this particular search lightXYZ 1 is the start of the line that the search light will followXYZ 2 is the end of the line that the search light will followSpeed is the speed at which the search light will travel along the line06C1: create_search_light_on_vehicle(VHandle=XOff=YOff=ZOff=TargetX=TargetY=TargetZ=TargetR=SourceR=LHandle)Vhandle is the handle of the vehicle to create the search light onXYZ Off is the offset from the vehicles center that the search light should be emitted fromTarget XYZ is the postition in the world where the search light should pointSource R is the size of the light beam at it's sourceTarget R is the size of the light beam at it's targetLHandle is the handle used to refer to this particular search lightNOTE: The source of the light will move with the vehicle but the target will not! Opcode database turned all my commas into equal signs, so please excuse that. Basically, these opcodes are for controlling the search lights used in missions like 'Black Project' and 'Amphibious Assault'. Link to comment Share on other sites More sharing options...
steve-m Posted August 1, 2005 Share Posted August 1, 2005 Great find! Do they also create the spotlights, or only light beams? If the latter, how are the spotlight models rotated to match the beam? Can they be linked? Edit: I guess they also override the lighting information in col files, so you get spotted easier, or was that coded in those missions? Edit 2: Spotted!! Link to comment Share on other sites More sharing options...
BBumper Posted August 1, 2005 Share Posted August 1, 2005 (edited) Spotted!!! (#2) *drools* Edit: DIVX Video XVID Video Edited August 1, 2005 by BBumper Link to comment Share on other sites More sharing options...
demonj0e Posted August 1, 2005 Share Posted August 1, 2005 umm steve what are they doing in that picc also could someone post working code so iknow what it looks like opius has to much text Link to comment Share on other sites More sharing options...
BBumper Posted August 1, 2005 Share Posted August 1, 2005 (edited) umm steve what are they doing in that picc also could someone post working code so iknow what it looks like opius has to much text Its not that hard to figure out his explanation/examples made it so much easier but do a search in your main.scm file there are plenty of examples plus stuff that wasnt covered here in the forums. Edited August 1, 2005 by BBumper Link to comment Share on other sites More sharing options...
BBumper Posted August 1, 2005 Share Posted August 1, 2005 (edited) 06B2: Handle This destroys all reference to the spotlight at the end of the mission. Edit 0726: $heli $actor -1 70.0 Makes the heli follow the actor at a designated amount of feet in this case its set to 70. Edited August 1, 2005 by BBumper Link to comment Share on other sites More sharing options...
steve-m Posted August 1, 2005 Share Posted August 1, 2005 umm steve what are they doing in that picc Looks like some R AO rated stuff! Link to comment Share on other sites More sharing options...
GodGell Posted August 1, 2005 Share Posted August 1, 2005 yey, searchlights! this will make an excellent addition to my mod! nice find Opius! about the "spotted" pic, wtf? is that part of hot coffee, is it in the original SCM, or did you do that yourself? Link to comment Share on other sites More sharing options...
demonj0e Posted August 1, 2005 Share Posted August 1, 2005 yea ha ha i would love to know how to do that Link to comment Share on other sites More sharing options...
GodGell Posted August 1, 2005 Share Posted August 1, 2005 yea ha ha i would love to know how to do that just find a volunteer Link to comment Share on other sites More sharing options...
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