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ludiq

Getting in a car as a passenger

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ludiq

How can I make it possible to enter a car as a passenger?I know that I need to put a certain code in the main.scm, but I don't have it.Any help is appreciated.

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coin-god

 

;------Passenger-------:Label02ABFE0001: wait  0 ms03A4: name_thread "PASSENGER"0004: $422 =  0;; integer values0004: $423 = -1;; integer values00D6: if  08449:  NOT actor $PLAYER_ACTOR in_a_car004D: jump_if_false ££Label02ABFE 00D6: if  000E1:   key_pressed  0  13004D: jump_if_false ££Label02ABFE00A0: store_actor $PLAYER_ACTOR position_to $424 $425 $4260086: $427 = $424;; floating-point values only0009: $427 +=  3.0;; floating-point values0086: $428 = $425;; floating-point values only0009: $428 +=  3.0;; floating-point values0086: $429 = $427;; floating-point values only000D: $429 -=  6.0;; floating-point values0086: $42A = $428;; floating-point values only000D: $42A -=  6.0;; floating-point values053E: $423 = get_random_car_with_actors -1 in_area $427 $428 $429 $42A0004: $422 =  1;; integer values0001: wait  0 ms00D6: if  08038:   NOT   $423 == -1;; integer values004D: jump_if_false ££Label02ABFE00D6: if  08038:   NOT   $422 ==  0;; integer values004D: jump_if_false ££Label02ABFE   :SEATS_CHECK    0001: wait  0 ms00D6: if  00431:  car $423 car_passenger_seat_free  0004D: jump_if_false ££SEATS_CHECK2 07A1:  4 05CA: unknown_action_sequence $PLAYER_ACTOR $423  10000  00002: jump ££DRIVER:SEATS_CHECK2    0001: wait  0 ms00D6: if  00431:  car $423  car_passenger_seat_free  1004D: jump_if_false ££SEATS_CHECK3 07A1:  405CA: unknown_action_sequence $PLAYER_ACTOR $423  10000  10002: jump ££DRIVER:SEATS_CHECK3    0001: wait  0 ms00D6: if  00431:  car $423  car_passenger_seat_free  2004D: jump_if_false ££NOSEATS 07A1:  4 05CA: unknown_action_sequence $PLAYER_ACTOR $423  10000  20002: jump ££DRIVER  :DRIVER0001: wait  0 ms     004F: create_thread ££Label02AE1D 00D6: if  080DB: NOT  actor $PLAYER_ACTOR in_car $423004D: jump_if_false ££Label02ACD9 0001: wait  20000 ms     00D6: if  080DB: NOT  actor $PLAYER_ACTOR in_car $423004D: jump_if_false ££Label02ACD90002: jump ££Label02AE48:Label02ACD90001: wait  0 ms00D6: if  000DB:   actor $PLAYER_ACTOR in_car $423004D: jump_if_false ££Label02ACD900D6: if  00209: $42B = random_int  1  30001: wait  0 ms00D6: if  00038:   $42B ==  1;; integer values004D: jump_if_false ££Label02AD4200AD: set_car $423 max_speed_to  20.000AF: set_car $423 driver_behaviour_to  1000A8: set_car $423 to_psycho_driver0002: jump ££Label02AD92:Label02AD420001: wait  0 ms00D6: if  00038:   $42B ==  2;; integer values004D: jump_if_false ££Label02AD9200AD: set_car $423 max_speed_to  40.000AE: unknown_set_car $423 to_ignore_traffic_lights  200AF: set_car $423 driver_behaviour_to  1000A8: set_car $423 to_psycho_driver0002: jump ££Label02AD92:Label02AD920001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££Label02AE4800D6: if  08119:   NOT   car $423 wrecked004D: jump_if_false ££Label02AE4800D6: if  000DB:   actor $PLAYER_ACTOR in_car $423004D: jump_if_false ££Label02ADEE:Label02ADEE0001: wait  0 ms00D6: if  080DB:   NOT   actor $PLAYER_ACTOR in_car $423004D: jump_if_false ££Label02ADEE00AD: set_car $423 max_speed_to  10.001C3: remove_references_to_car $423;; Like turning a car into any random car0002: jump ££Label02ABFE004E: end_thread:Label02AE1D0001: wait  5000 ms00D6: if  080DB:   NOT   actor $PLAYER_ACTOR in_car $423004D: jump_if_false ££Label02AE4201C3: remove_references_to_car $423;; Like turning a car into any random car004F: create_thread ££Label02ABFE   :Label02AE480001: wait  0 ms01C3: remove_references_to_car $423;; Like turning a car into any random car0002: jump ££Label02ABFE:NOSEATS        0001: wait  0 ms        0002: jump ££Label02ABFE004E: end_thread  

 

 

Back to Reality MOD.

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SteaVor

This code is horrible and bound to be unstable. DON'T PUT A WAIT IN EVERY LABEL!

 

The opcode you want to use is 05CA - you can find it in the B2R code snippet as well.

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ludiq

Ok,I already know the code, but still can't insert it in the main.scm.I open it with Sanny Builder 3 and put it there, but I don't know how to save my new file(sorry, I've never done this before).

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coin-god
Ok,I already know the code, but still can't insert it in the main.scm.I open it with Sanny Builder 3 and put it there, but I don't know how to save my new file(sorry, I've never done this before).

Man! this code is for Barton's Mission Builder! not for Sanny! i use sanny too you can convert the code with the tools.

 

 

 

Steavor: The code its not mine, i didnt even check it.

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SteaVor

I didn't mean to say it was yours.

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ludiq

I seem to be unable to put the code in the main.scm.Is there a tutorial how to insert a script using Barton's Mission Builder?

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IceBrain

Hi! I'm trying to re-create the same passenger script and i'm having some problems with 053E opcode. I've started with Barton's MB and now i'm using Sanny's Builder (to take advantage of the CLEO script possibilities, p.e., not having to start a new game).

 

The script now goes like this:

 

{$CLEO}0000:while true   wait 1000   if       0256: actor $PLAYER_ACTOR defined   then       if and           8449: NOT actor $PLAYER_ACTOR in_a_car           00E1: key_pressed 0 11       then                      04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  3.0  3.0  0.0           04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  -6.0  -6.0  0.0           [email protected] = -1           053E: [email protected] = get_random_vehicle_in_area [email protected] [email protected] [email protected] [email protected] with_actor_type -1                      if               NOT [email protected] == -1           then               0394: play_music 2               00AF: set_car_driver_behaviour [email protected] 0x02           end                      while key_pressed 0 11               wait 50           end        end   endend

 

 

It detects the keypress (if I put a play_music along with 04C4 opcodes it plays) but it seems the 053E (get random vehicle) is always returning -1.

 

I've also tried the Back to Reality approach, using 00A0 (store_actor %ACTOR% position_to) and simply calculation the coords myself, but the results are the same.

 

I simply can't understand what am I doing wrong.

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ceedj

Couple of q's...

 

1) Why the declaration of [email protected] just before using it as a handle? And why at -1?

 

2) Why the hex bits for 00AF?

 

3) I may be wrong, but isn't 053E XYZR, not XYXY?

Edited by ceedj

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IceBrain

1) I wasn't really sure if would return anything in case of finding nothing, so it was just to make sure the var would exist. Probably it isn't necessary, but I could not see any harm. I'll remove it to see if influences something.

 

2) Again, i'm not positive of the use of this opcode. I just saw this in the opcode database:

 

 

- use following bits for behavior (simply add the second values together) -0000 - . - go nowhere0001 - 1 - follow road, drive back if way is blocked0010 - 2 - kill the player0100 - 4 - drive to player and stop1000 - 8 - ignore road-paths 

 

 

But I this was just a testing opcode. My objective is to make the player enter the car (yes, I know the opcode smile.gif ) but I would get to it after this problem. But that shouldn't be the problem, 'cause play_music doesn't work also.

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SteaVor

1) It's unnecessary because 053E will overwrite the old value no matter if it found a vehicle or not.

 

3) As far as I know it expects a rectangle, so IceBrain's coords should be correct.

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Seemann

Opcode 053e in Sanny's default ini look like:

 

 

053E=6,%6d% = get_random_car_with_model %5d% in_rectangle_cornerA %1d% %2d% cornerB %3d% %4d%

 

 

so, you need to put your last parameter before variables:

 

 

053E: [email protected] = get_random_car_with_model -1 [email protected] [email protected] [email protected] [email protected] 

 

 

Also, your 0256 opcode is wrong! It has to check a player, not an actor. You must use the $PLAYER_CHAR variable there.

 

 

ceedj; 0x02 is the hex representation of decimal 2. There's no crime to use a numeral system you like. 0394: play_music 0x0002 would work as well smile.gif

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ceedj
ceedj; 0x02 is the hex representation of decimal 2. There's no crime to use a numeral system you like. 0394: play_music 0x0002 would work as well smile.gif

Did not know that. Thanks for the info kind sir. smile.gif

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IceBrain

Well, I replaced $PLAYER_ACTOR with $PLAYER_CHAR in 0256 opcode, changed the "get_random_vehicle..." to

"053E: [email protected] = get_random_car_with_model -1 [email protected] [email protected] [email protected] [email protected]"

and I've added a "play_music" right before the get_random_car line. Result: 1st music plays, second doesn't (and of course, no car comes after me). confused.gif

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Seemann

try to increase radius of searching. Say from 20.0 to -20.0

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IceBrain

Yeay, it works! Had to put the radius to around 100 (How noobish of me sarcasm.gif), but now it works like a charm! Thank you all very much!

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Doomed_Space_Marine
And why at -1?

opcode returns -1 when there's no car to return ID.

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ceedj

 

And why at -1?

opcode returns -1 when there's no car to return ID.

This I know, and not what I was asking. I wanted to know why he was declaring a variable with a negative number, only to re-declare it on the very next line.

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IceBrain

Well, I think I wrote it that way because of the Back to Reality code (2nd post of this topic). The coder did the thing, and I wasn't sure if it was necessary or not (i normal languages I know it isn't, but this isn't a regular language).

 

BTW, I've finished my script. It's loosely based on Back to Reality passenger script and I almost copy-pasted a part of the SuperCJ code (of the Teleport section) to retrieve the Player Target's coords.

So now my script allows me to select a location in the map, press Y and CJ gets in the car next to him who drives to the selected spot, allowing the player (in this case, me sleepy.gif) to drive-by innocent bystanders or simply goto the bathroom tounge2.gif

 

Thank you PLPyton, cns and the repliers of this topic!

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Rapier

This is a part of my mod that you perform a drive-by. I think can be useful... dozingoff.gif

Barton's Mission Builder syntax.

 

;...00D6: if 080E1:   NOT key_pressed 0 15;Enter in vehicle004D: jump_if_false ££LabelDriveBy;...:LabelDriveBy0050: gosub ££SubLockPlayer ;Lock player0004: $Key = 150001: wait 0 ms00D6: if 00038:   $DRIVEBY_ON == 0;Flag004D: jump_if_false ££LabelDriveBy02004F: create_thread ££LabelDriveByThread0002: jump ££LabelDriveBy04:LabelDriveBy0200D6: if 00038:   $DRIVEBY_WAITING == 0;Flag004D: jump_if_false ££LabelDriveBy03018C: play_sound 1085 at 0.0 0.0 0.0:LabelDriveBy030050: gosub ££SubUnLockPlayer;Unlock player:LabelDriveBy040002: jump ££LabelPowers3_03:LabelDriveByThread; With this script the randon vehicle comes to you, stop, and wait some time.0004: $DRIVEBY_ON = 10605: actor $PLAYER_ACTOR perform_animation_sequence "HANDSUP" from_file "PED" 4.0 loop 0 1 0 0 -1 ms0001: wait 425 ms04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0073E: @4 = get_random_vehicle_at @1 @2 @3 radius 50.0 with_modelID -100D6: if 0056E:   carcass_of_car @4 valid004D: jump_if_false ££LabelDriveByThread1000D6: if 08969:   NOT is_vehicle @4 non_civilian_vehicle004D: jump_if_false ££LabelDriveByThread10046C: @5 = car @4 driver00D6: if 0056D:   carcass_of_actor @5 valid004D: jump_if_false ££LabelDriveByThread100006: @6 = 00050: gosub ££SubFade0350: unknown_actor @5 not_scared_flag 10050: gosub ££SubUnLockPlayer0186: @7 = create_marker_above_car @407E0: set_marker @7 type_to 10209: @0 = random_int 0 10000001: wait @0 ms00AE: unknown_set_car @4 to_ignore_traffic_lights 2:LabelDriveByThread020001: wait 0 ms00D6: if 28117:   NOT player $PLAYER_CHAR wasted 80DF:   NOT actor $PLAYER_ACTOR driving0205:   actor $PLAYER_ACTOR near_car @4 radius 75.0 75.0 75.0 unknown 0004D: jump_if_false ££LabelDriveByThread0700D6: if 48741:   NOT actor $PLAYER_ACTOR busted8119:   NOT car @4 wrecked8118:   NOT actor @5 dead0448:   actor @5 in_car @4851C:   NOT vehicle @4 damaged_by_actor $PLAYER_ACTOR004D: jump_if_false ££LabelDriveByThread0804C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset 0.0 0.0 0.000A7: car @4 drive_to @1 @2 @300D6: if 101C1:   car @4 stopped0202:   actor $PLAYER_ACTOR near_car @4 radius 5.0 5.0 unknown 0004D: jump_if_false ££LabelDriveByThread020004: $DRIVEBY_WAITING = 10209: @0 = random_int 15000 3000005BF: AS_actor @5 look_at_actor $PLAYER_ACTOR @0 ms0006: @32 = 0:LabelDriveByThread030001: wait 0 ms00D6: if 28117:   NOT player $PLAYER_CHAR wasted 0205:   actor $PLAYER_ACTOR near_car @4 radius 100.0 100.0 100.0 unknown 0 801D:   NOT @32 > @0004D: jump_if_false ££LabelDriveByThread0700D6: if 48741:   NOT actor $PLAYER_ACTOR busted8119:   NOT car @4 wrecked8118:   NOT actor @5 dead0448:   actor @5 in_car @4851C:   NOT vehicle @4 damaged_by_actor $PLAYER_ACTOR004D: jump_if_false ££LabelDriveByThread0800D6: if 00202:   actor $PLAYER_ACTOR near_car @4 radius 10.0 10.0 unknown 0004D: jump_if_false ££LabelDriveByThread0300D6: if 2180E1:   NOT key_pressed 0 680E1:   NOT key_pressed 0 15004D: jump_if_false ££LabelDriveByThread040002: jump ££LabelDriveByThread05:LabelDriveByThread04; Here checks amount of seats of vehicle01B4: set_player $PLAYER_CHAR frozen_state 001EA: @8 = car @4 max_passengers01E9: @9 = car @4 num_passengers00D6: if 0803B:   NOT @9 == @8004D: jump_if_false ££LabelDriveByThread070006: @10 = -1:LabelDriveByThread04_02; Here checks a free seat0001: wait 0 ms000A: @10 += 100D6: if 0 0431:   car @4 car_passenger_seat @10 is_free004D: jump_if_false ££LabelDriveByThread04_0205CA: AS_actor $PLAYER_ACTOR enter_vehicle @4 passenger_seat @10 -1 ms01B4: set_player $PLAYER_CHAR frozen_state 1:LabelDriveByThread0500D6: if 0 00DB:   actor $PLAYER_ACTOR in_car @4 004D: jump_if_false ££LabelDriveByThread030006: @6 = 100A8: set_car @4 to_psycho_driver0164: disable_marker @705BF: AS_actor @5 look_at_actor $PLAYER_ACTOR 1 ms0050: gosub ££SubSetSpeed:LabelDriveByThread06; Now, you can control the speed and perform a drive-by0001: wait 0 ms00D6: if 18117:   NOT player $PLAYER_CHAR wasted 00DB:   actor $PLAYER_ACTOR in_car @4004D: jump_if_false ££LabelDriveByThread0700D6: if 38741:   NOT actor $PLAYER_ACTOR busted8118:   NOT actor @5 dead8119:   NOT car @4 wrecked0448:   actor @5 in_car @4004D: jump_if_false ££LabelDriveByThread0900D6: if 080E1:   NOT key_pressed 0 16;Accelerate004D: jump_if_false ££LabelSpeedUp00D6: if 2180E1:   NOT key_pressed 0 17;Fire0038:   $DRIVEBY_MODE_ON == 1004D: jump_if_false ££LabelMaxSpeed00D6: if 080E1:   NOT key_pressed 0 14;Brake/reserve004D: jump_if_false ££LabelSpeedDown00D6: if 080E1:   NOT key_pressed 0 6;Handbrake004D: jump_if_false ££LabelMinSpeed00D6: if 080E1:   NOT key_pressed 0 4;Secondary fire004D: jump_if_false ££LabelDriveByMode0002: jump ££LabelDriveByThread06:LabelSpeedUp0004: $Key = 1600D6: if 08043:   NOT @0 == 100.0004D: jump_if_false ££LabelDriveBySndFail00D6: if 08021:   NOT @0 > 97.5004D: jump_if_false ££LabelSpeedUp02000B: @0 += 2.50002: jump ££LabelSpeedUp03:LabelSpeedUp020007: @0 = 100.00002: jump ££LabelSpeedUp03:LabelMaxSpeed0004: $Key = 1700D6: if 08043:   NOT @0 == 100.0004D: jump_if_false ££LabelDriveBySndFail0007: @0 = 100.0:LabelSpeedUp03018C: play_sound 1083 at 0.0 0.0 0.00002: jump ££LabelDriveByThread06_02:LabelSpeedDown0004: $Key = 1400D6: if 08043:   NOT @0 == 0.0004D: jump_if_false ££LabelDriveBySndFail00D6: if 00021:   @0 > 2.5004D: jump_if_false ££LabelSpeedDown02000F: @0 -= 2.50002: jump ££LabelSpeedDown03:LabelSpeedDown020007: @0 = 0.00002: jump ££LabelSpeedDown03:LabelMinSpeed0004: $Key = 600D6: if 08043:   NOT @0 == 0.0004D: jump_if_false ££LabelDriveBySndFail0007: @0 = 0.0:LabelSpeedDown03018C: play_sound 1084 at 0.0 0.0 0.00002: jump ££LabelDriveByThread06_02:LabelDriveByMode0004: $Key = 400D6: if 00038:   $DRIVEBY_MODE_ON == 0004D: jump_if_false ££LabelDriveByMode0200D6: if 2202D8:   actor $PLAYER_ACTOR current_weapon 2802D8:   actor $PLAYER_ACTOR current_weapon 2902D8:   actor $PLAYER_ACTOR current_weapon 32004D: jump_if_false ££LabelDriveBySndFail0004: $DRIVEBY_MODE_ON = 10050: gosub ££SubFade0713: actor $PLAYER_ACTOR drive_by_actor -1 car -1 point 0.0 0.0 0.0 radius 0.0 0 0 firing_rate 007CC: player $PLAYER_CHAR enable_key_15 00002: jump ££LabelDriveByThread06_03:LabelDriveByMode020004: $DRIVEBY_MODE_ON = 00430: put_actor $PLAYER_ACTOR into_vehicle @4 passenger_seat @907CC: player $PLAYER_CHAR enable_key_15 10002: jump ££LabelDriveByThread06_03:LabelDriveBySndFail018C: play_sound 1085 at 0.0 0.0 0.00002: jump ££LabelDriveByThread06_03:LabelDriveByThread06_0200AD: set_car @4 max_speed_to @0:LabelDriveByThread06_030050: gosub ££SubKeyPress0002: jump ££LabelDriveByThread06:LabelDriveByThread0700A8: set_car @4 to_psycho_driver00AE: unknown_set_car @4 to_ignore_traffic_lights 10050: gosub ££SubSetSpeed00D6: if 0 89E7:   NOT player $PLAYER_CHAR not_frozen004D: jump_if_false ££LabelDriveByThread080001: wait 0 ms01B4: set_player $PLAYER_CHAR frozen_state 1:LabelDriveByThread0800D6: if 00039:   @6 == 0004D: jump_if_false ££LabelDriveByThread090164: disable_marker @7:LabelDriveByThread0901C2: remove_references_to_actor @501C3: remove_references_to_car @40002: jump ££LabelDriveByThread11:LabelDriveByThread100050: gosub ££SubUnLockPlayer:LabelDriveByThread110004: $DRIVEBY_WAITING = 00004: $DRIVEBY_ON = 0004E: end_thread;***** Gosub routines *****:SubLockPlayer;0004: $ONPOWER = 101B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)03F4: 1 (set) cars_can_be_damaged0051: return:SubUnLockPlayer;0004: $ONPOWER = 001B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)0051: return:SubFade0169: set_fade_color 255 255 255043C: unknown_set_game_sounds 0016A: fade 0 0 ms0001: wait 0 ms016A: fade 1 500 ms018C: play_sound 1039 at 0.0 0.0 0.00051: return:SubKeyPress0001: wait 0 ms00D6: if 080E1:   NOT key_pressed 0 $Key004D: jump_if_false ££SubKeyPress0051: return:SubSetSpeed0208: @0 = random_float 12.5 25.000AD: set_car @4 max_speed_to @00051: return

 

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