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cns

fire from car

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cns

can some one helps me how to make actor fire from passenger seat

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Demarest
Did you search the original code? This happens a LOT in the original game.

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cns

I've tried to fix what code is used for this but no success... thats why I need your help.

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Demarest
But it sounds like you want somebody else to do all the work for you. If you're interested in learning, post what you did do and we can go from there.

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cns
But it sounds like you want somebody else to do all the work for you. If you're interested in learning, post what you did do and we can go from there.

I've asked If somebody already found it... Or Can you help me and give names of missions where you noticed this opcode in use...

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Demarest

I've asked If somebody already found it...
No, you asked for help.

 

 

can some one helps me
And then you went on to say that you had already accomplished something, though it didn't work.

 

 

I've tried to fix what code is used for this but no success...
So post what you've accomplished and maybe we can see why it's not working, eh?

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cns
I've asked If somebody already found it...
No, you asked for help.

 

 

can some one helps me
And then you went on to say that you had already accomplished something, though it didn't work.

 

 

I've tried to fix what code is used for this but no success...
So post what you've accomplished and maybe we can see why it's not working, eh?

there are a lot of opcodes that used without any comments, is any library with comments?!

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Demarest

The Opcode Database

 

Should I assume at this point that I was correct in calling your bluff? confused.gif

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cns
The Opcode Database

 

Should I assume at this point that I was correct in calling your bluff? confused.gif

If you are so clever, please find in this table opcode

 

 

08EB: 1580.85 -1752.32 12.91 0.0 0.0 1.0 60

0624: 160 40.0

0A10: 161 1

0A40: 1685.7 -2238.9 14.0 14 $795

038D: 17 $73 $74 @20 @19 128 128 128 255

0628: 2 @17

074B: 20 @428 @429 @430 @431 $72 220 220 220 @404

09AF: 2097.009 1728.284 9.8203 169.1748

 

or maybe you know effect of them all?! In other way if you cant help just stay away, cause as I see you cant only chating and can't do anything useful...

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Demarest
Did you notice I'm the only one responding? We have more than our share of people coming in asking us to do all the work for them. While I can't speak for the others (and with their lack of posting, I really don't need to), I personally have little respect for those not willing to put forth a little effort themselves. So naturally when somebody PRETENDS like they've made some effort to goad us into doing all the work for them, it's really quite appalling. Most of the others keep on stepping. I'm dumb enough to try and encourage you to ante up. A request which you've thrice now failed to comply with. You're on your own. colgate.gif

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Bigun

Sorry, I'm with cns on this one. I don't know if HE tried looking for it, but I looked a lot, in the game code, opcode database and opcode topic... to no avail. I think this opcode is rather hard to find, probably one of those xxxx:@actorid (lots of those when drivebys occur actually and I tried a lot of them) or anything...I would have answered him if I knew the answer, and I've even created a topic for these opcodes I couldnt find and its in it. So I think you shouldn't jump to assumptions straight, especially if you don't have the SCM|game. I think you should get the SCM, and well uh, maybe see if you can find it? Look for Sweet's missions, its in Drive-Thru and Drive-By (obviously lol).

 

Or maybe I'm just a moron sad.gif -Bigun

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Demarest

I don't think anybody in this thread is a moron. It IS sad that those opcodes aren't covered in the database. I've made this topic to address that. Hopefully we'll pull together and figure something out.

 

I DO have the SCM. BUT as with any GTA, I'll only put in as much as somebody's willing to put in for themselves. I've got MY projects too ya know wink.gif And when he says that he tried and his attempts didn't work, but can't post what he tried, it smells like a lie to me. And I usually try to encourage people to at least try. Maybe this IS a harder one. Fine. No need to lie about it though. I hope he finds what he's looking for because I'm certain he's not the only one who could benefit from knowing how to tell somebody to hang out the window and shoot at target X. It's awesome that SA has that ability.

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AmonRa

0464: put_actor $(ACTOR) into_turret_on_car $(CAR) at_car_offset 0.0 -.5 .8 unknown 2 angle 360.0 (the firing angle 360 is all directions in catalyst the train mission wgere you throw crates is 180 and in robbing uncle sam when ryder throws crates its only 15) with_weapon 30 (29-ak-47, 31-m16,38-minigun)

this is the code that appears on all mission that has someone firing from a car a chopper or a boat thou i dont know if thats the only one

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Craig Kostelecky

This may be the magic line that you're searching for.

0713: unknown_action_sequence $131 -1 @40  0.0  0.0  0.0  5000.0  8  0  45

 

The $131 is the global variable used for Sweet. And the @40 is the local variable for the car the Ballas are driving in the "Drive Thru" mission. Since that opcode has both the actor and the car (and since it's used for Sweet and Ryder but not Smoke) I'm guessing that's what you're looking for.

 

Try playing with that opcode to see what results you get.

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Bigun

@Dem: Thanks man, I feel happier now for 'some' reason smile.gif

 

@AmonRa: That is the 1st person mode. It only works for the player, too (I think). It auto sticks him to the vehicle as well.

The actor 'version' is just

attach_actor_to_car

Thats not drive-by, but still thank you fo trying to help.

 

@Craig: Thanks, I'll try that very soon. I thought that Sweet auto attacks Ballas anyway because he is a GSF. I guess that tells him to 'focus' on it though.

 

Also, on another note, when you recruit a gang member, two things happen to him..

 

1. He gains the abillity to swim = SCM|hardcoded

If you swim with a member recruited, then un-recruit him, he will drown biggrin.gif

offtopic: how do you let an actor swim?

2. I dunno if he gains, but he can drive-by, I wonder if that's SCM, hardcoded, or maybe even ped/pedgrp.dat but I doubt it.

 

Also, I dunno if that counts as a 'clue', but in Drive Thru Ryder and Sweet shoot the Ballas, while for that mission, Smoke doesn't ('cuz food > homies).

 

I don't have anything more to say, so:

sign-clinton.gifsign-thompson.gifsign-yee.gif -Bigun

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Craig Kostelecky

 

Also, I dunno if that counts as a 'clue', but in Drive Thru Ryder and Sweet shoot the Ballas, while for that mission, Smoke doesn't ('cuz food > homies).

That was what I used to come to conclusion that I did. I noticed that opcode was used for Sweet and Ryder but not Smoke.

 

That opcode is also used in many other missions (including the first mission to make the Ballas shoot CJ on his bike from their car)

 

I've also figured out a very little bit about that opcode's parameters. The first is the shooter. The second is almost always (or maybe always) -1. The 3rd one is the target that gets shot at. The next 3 are usually all zeroes, but they are sometimes x, y, and z coordinates. I'm not sure what the rest of the parameters are yet.

Edited by Craig Kostelecky

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Bigun

Oh, alright. Push it into the opcode database (if you didnt yet).

 

And I know that's off topic too, but I dont wanna bump up the opcode thread for no real good reason; can you help me with editing the SASCM.ini? lol, I'm okay with coding SCM but I can't figure how to add new opcodes (just like that) to that so they don't appear like

 

unknown_xxx_xx @1 omg omg omg @2

and I can actually tell WTF they are..

If you just tell me the line for this op' it will help smile.gif -Bigun

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Bigun

Um, well, I dont think I should make a new topic for this since this one is related, I made a snippet to make the player able to enter "drive-by" mode whenever he wants. I also made it give him an Ingram. Anyhow here's the code, can anyone help, it does nothing when I press the button. I dont even get the gun. It's late now and I'm sleepy so its likely simple.

 

:drivebyChk0001: wait  50 ms00D6: if  28256:   NOT player $PLAYER_CHAR defined80DF:   NOT actor $PLAYER_ACTOR driving80E1:   NOT key_pressed  0  4004D: jump_if_false ££drivebyReq0001: wait  50 ms0002: jump ££drivebyChk;;03C1: get_player_car $PLAYER_CHAR @1:drivebyReq0247: request model #MICRO_UZI038B: load_requested_models:driveby0001: wait  30 ms00D6: if  28256:   player $PLAYER_CHAR defined80DF:   actor $PLAYER_ACTOR driving8248:   model #MICRO_UZI loaded004D: jump_if_false ££driveby01B2: give_actor $PLAYER_ACTOR weapon  28 ammo  99999 ;; Load the weapon model before using this0713: unknown_action_sequence $PLAYER_ACTOR -1 -1  0.0  0.0  0.0  300.0  8  1  100 0002: jump ££drivebyChk

 

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Demarest
Um, well, I dont think I should make a new topic for this since this one is related, I made a snippet to make the player able to enter "drive-by" mode whenever he wants. I also made it give him an Ingram. Anyhow here's the code, can anyone help, it does nothing when I press the button. I dont even get the gun. It's late now and I'm sleepy so its likely simple.

 

Can the player be driving AND be forced into drive-by mode? All engine functionality aside, here's how the code should look

 

:drivebyChk0001: wait  50 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££drivebyChk00D6: if  100DF:   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  4004D: jump_if_false ££drivebyChk03C1: get_player_car $PLAYER_CHAR @10247: request model #MICRO_UZI038B: load_requested_models:driveby0001: wait  0 ms00D6: if  08248:   model #MICRO_UZI loaded004D: jump_if_false ££driveby01B2: give_actor $PLAYER_ACTOR weapon  28 ammo  999990713: unknown_action_sequence $PLAYER_ACTOR -1 -1  0.0  0.0  0.0  300.0  8  1  100 :drivebyTrap0001: wait  50 ms00D6: if  000E1:   key_pressed  0  4004D: jump_if_false ££drivebyChk00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££drivebyChk0002: jump ££drivebyTrap

 

The final trap is needed to make sure the code isn't executed multiple times from a single keypress.

 

Whenever code doesn't work for me, I usually throw in a make sound command in a spot to at least make sure that code is running when it should. If it is, then you're just asking the engine to do something it can't, which may be the case here. Unless I totally misunderstood your intentions.

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Bigun

Thanks, Dem, gonna try that now.

Yes, I do as you do, the weapon giveness was just like what you use as a confirmation sound.

And yeah, you need to be in a car to be able to do a drive-by, shouldn't you? happy.gif

 

edit: Yep, now when I press the button the game at least crashes tounge2.gif gonna fix it now.

Oh, and I deleted the last label and added this to the end of :driveby

 

0001: wait  500 ms0002: jump ££drivebyChk

 

That way it won't be executed by a single keypress tounge.gif

EDIT--Okay, it doesnt work that way blush.gif

Oh, and to avoid confusion, the drive-by we talking about is just like entering the full aim while driving cheat. Same thing. Not turret mode that attaches you to the roof of the car or something, then goes 1st person, so you have to be in a car first (well, I guess).

 

Edited by Bigun

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Demarest

And yeah, you need to be in a car to be able to do a drive-by, shouldn't you?  happy.gif
Oh, and to avoid confusion, the drive-by we talking about is just like entering the full aim while driving cheat. Same thing. Not turret mode that attaches you to the roof of the car or something, then goes 1st person, so you have to be in a car first (well, I guess).

 

Looks like you answered your own question sly.gif I still think sniffing for a key release is better than a half second wait.

 

So in the end, is the crash because you're telling the driver of the car to also be a passenger like you teased me about, or is it something else?

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Bigun

Actually, I dont know.

I'm checking out the Just Buissness code.

I also noticed that the mission apparently is called Just Business tho ..Yeah

 

If you use the cheat, you can still drive and shoot, so I dont think I'll have to do with it. Still, I'll see what pops with the player as passenger since the cheat has nothing to do with the SCM.

 

EDIT: Oh noes, even when I commented out the

 

0713: unknown_action_sequence $PLAYER_ACTOR -1 -1  0.0  0.0  0.0  300.0  8  1  100 

 

It still crashes. Same for the give weapon line above it, I guess I will just re-write the code from scratch at this point.

Edited by Bigun

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Demarest
No need to do that. This code is too short to have to scratch to actually address the problem. My next step would be to comment out the get car line since at this stage of the code, you don't need it.

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Bigun

Actually, if you look at my original code I posted, it is commented. You just brought it back, I noticed this and scrapped it immediately. Not that it could harm, but meh.

 

I dunno, I don't like breaking my head on some stupid piece of code so KILL IT and make another die.gif

 

 

 

 

 

ph34r.gif

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Craig Kostelecky

I think to use 0713 with $PLAYER_ACTOR as the first parameter and -1 as the third, the player must be a passenger in the car and not driving.

 

I don't think you can access first person aiming while driving through the scm.

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nubbel

Interesting,

 

 

0713: unknown_action_sequence  @1 @2 -1  0.0  0.0  0.0  999999.0  8  0  60

 

 

I can let player @1 shoot at player @2 with these parameters.

Full code (drivebyer in car at CJs home and player 2 under bridge):

 

 

:DriveBy_0010247: request model 5670247: request model #WBDYG10247: request model #MICRO_UZI038B: load_requested_models:DriveBy_Avail_00100D6: if  20248:   model 567 available0248:   model #WBDYG1 available0248:   model #MICRO_UZI available004D: jump_if_false ££DriveBy_Avail_00100A5: @0 = create_car  567 at  2488.577 -1667.997 13.3437501C8: @1 = create_actor  24 #WBDYG1 in_car @0 passenger_seat  0;08C6: @1 001B2: give_actor @1 weapon  28 ammo  99999 ;; Load the weapon model before using this01B9: set_actor @1 armed_weapon_to  2802E2: set_actor @1 weapon_accuracy_to  100  009A: @2 = create_actor 24 #WBDYG1 at  2431.689 -1646.721 13.52241:drivebyChk0001: wait  50 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££drivebyChk00D6: if  100DF:   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  4004D: jump_if_false ££drivebyChk; TEST COUNTER0109: player $PLAYER_CHAR money += 1; Activate driveby0713: unknown_action_sequence  @1 @2 -1  0.0  0.0  0.0  999999.0  8  0  60:drivebyTrap0001: wait  50 ms00D6: if  000E1:   key_pressed  0  4004D: jump_if_false ££drivebyChk0002: jump ££drivebyTrap00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££drivebyChk0002: jump ££drivebyTrap004E: end_thread

 

 

Is it possible to let the drivebyer shoot at other gangs members, police or even ALL peds? Tried around with the parameters, but no luck.

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Demarest

A few things...

 

You never need to do this

004D: jump_if_false ££DriveBy_Avail_00100A5: @0 = create_car  567 at  2488.577 -1667.997 13.34375

Having it like this

004D: jump_if_false ££DriveBy_Avail_00100A5: @0 = create_car  567 at  2488.577 -1667.997 13.34375

...works the same is tidy-er.

 

Speaking of tidy, when posting code, you don't need to include commented out lines unless you're posting a question concerning them.

 

Correct me if I'm wrong, but 0713 sets a behavior. Your code reads as if it's meant to use it every time player pushes the button again. That's not necessary. Plus, once @2 dies, that command is going to crash the game. You would need a check to see if both @1 and @2 are alive before addressing them, just like you normally would use is player defined.

 

For that matter, not once is $PLAYER_CHAR referred to in your code. So using is playerd defined is useless in this particular code.

 

I really enjoy your efforts and do not wish to discourage you. I only want to mention that when immitating existing code (which is very smart), it's very helpful if you can understand WHY it's the way it is.

 

Now, I'm not sure if you can make the actor fire at general pedtypes with that opcode, but I would guess no since the opcode requires a specified target. You can normally set ped flags though to change their disposition against pretty much any ped class. If it were me, I'd investigate Denise's code. IIRC, she liked to fire upon anybody. Or maybe it was anybody that wasn't GSF. Either way, that would be a good way to check how to make your passenger open fire on anybody/everybody smile.gif

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nubbel

 

If it were me, I'd investigate Denise's code. IIRC, she liked to fire upon anybody. Or maybe it was anybody that wasn't GSF. Either way, that would be a good way to check how to make your passenger open fire on anybody/everybody smile.gif

 

Yes, I thought about this "mission", too.

She fires at any non-GS gang members.

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Demarest
So chances are, you'll find a string of identical commands with one var increasing by a factor of 2. One line will be missing, which will be GSF.

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nubbel

Well ok, I found some opcodes to control a driveby. Its possible to define which ped groups shall be attacked by the drivebyer, but I dont now where the group ID's are taken from / where they are defined.

 

The following example code creates a 4-door car at CJs house, with 3 weapon armed homies in the 3 passenger seats.

If you press the secondary fire key, they start attacking other gangs members. If you press the key again, they stop drivebying. And so on...

 

 

:DriveBy_0010004: @12 = 00247: request model 5670247: request model #FAM10247: request model #FAM20247: request model #FAM30247: request model #TEC90247: request model #MP5LNG0247: request model #AK47038B: load_requested_models:DriveBy_Avail_00100D6: if  60248:   model 567 available0248:   model #FAM1 available0248:   model #FAM2 available0248:   model #FAM3 available0248:   model #TEC9 available0248:   model #MP5LNG available0248:   model #AK47 available004D: jump_if_false ££DriveBy_Avail_00100A5: @0 = create_car  567 at  2488.577 -1667.997 13.3437501C8: @1 = create_actor  24 #FAM1 in_car @0 passenger_seat  001C8: @2 = create_actor  24 #FAM2 in_car @0 passenger_seat  101C8: @3 = create_actor  24 #FAM3 in_car @0 passenger_seat  201B2: give_actor @1 weapon  32 ammo  99999 ;; Load the weapon model before using this01B2: give_actor @2 weapon  29 ammo  99999 ;; Load the weapon model before using this01B2: give_actor @3 weapon  30 ammo  99999 ;; Load the weapon model before using this01B9: set_actor @1 armed_weapon_to  3201B9: set_actor @2 armed_weapon_to  2901B9: set_actor @3 armed_weapon_to  3002E2: set_actor @1 weapon_accuracy_to  10002E2: set_actor @2 weapon_accuracy_to  10002E2: set_actor @3 weapon_accuracy_to  1000223: set_actor @1 health_to  5000223: set_actor @2 health_to  5000223: set_actor @3 health_to  500  0350: unknown_actor @1 not_scared_flag  10350: unknown_actor @2 not_scared_flag  10350: unknown_actor @3 not_scared_flag  1:drivebyChk0001: wait  150 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££drivebyChk;00D9: @4 = actor $PLAYER_ACTOR car00D6: if  200DF:   actor $PLAYER_ACTOR driving   ;;;0038:   @4 == @08119:   NOT   car @0 wrecked00E1:   key_pressed  0  4004D: jump_if_false ££drivebyChk;TEST COUNTER0109: player $PLAYER_CHAR money += 1 :drivebyStop00D6: if  00038:   @12 == 0004D: jump_if_false ££drivebyRelease0004: @12 = 10978: unknown_fill/merge_entity  65540 $1230 0709: unknown_set_entity_item $1230  36  1022  0.0  100.0  0.0  0.0  1  0 0709: unknown_set_entity_item $1230  37  1022  0.0  100.0  0.0  0.0  1  0 0709: unknown_set_entity_item $1230  36  1024  0.0  50.0  0.0  0.0  0  1 060B: unknown_actor_use_entity @1 $1230060B: unknown_actor_use_entity @2 $1230060B: unknown_actor_use_entity @3 $1230 077A: @1  4  7 077A: @1  4  9 077A: @1  4  10 077A: @1  4  11 077A: @1  4  12 077A: @1  4  13 077A: @1  4  14077A: @2  4  7 077A: @2  4  9 077A: @2  4  10 077A: @2  4  11 077A: @2  4  12 077A: @2  4  13 077A: @2  4  14077A: @3  4  7 077A: @3  4  9 077A: @3  4  10 077A: @3  4  11 077A: @3  4  12 077A: @3  4  13 077A: @3  4  14:drivebyTrap0001: wait  150 ms00D6: if  000E1:   key_pressed  0  4004D: jump_if_false ££drivebyChk0002: jump ££drivebyTrap00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££drivebyChk0002: jump ££drivebyTrap:drivebyRelease0004: @12 = 0065C: unknown_create_def_entity $1230 ; unknown_destroy077A: @1  0  0077A: @2  0  0077A: @3  0  00002: jump ££drivebyChk004E: end_thread

 

 

There is no checking if the homies are dead (or if you are in the right car), dont push me for that tounge.gif

 

The code:

 

077A

 

seems to control the enemy ped group that will be attacked.

1. parameter = the ped that attacks

2. parameter = ???

3. parameter = enemy ped group

 

As I said, I dont know where the IDs for the ped groups are defined, any ideas?

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