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spiderman3000

Can anyone test this?

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spiderman3000

But how to make chases? Like when somebody is chasing you and you need to lose or kill them?

 

Also I couldnt understand this cutscene code. Could you elaborate it?

 

 

02A3: enable_widescreen 1 0826: enable_hud 0 0581: enable_radar 0 04E4: unknown_refresh_game_renderer_at  2353.7085 -1652.905 015F: set_camera_position 2353.7085 -1652.905 23.4841 rotation 0.0 0.0 0.00160: set_camera_point_at 2378.6284 -1667.4103 13.5469 mode 2 0001: wait  1000 ms016A: fade 1 (back) 30000006: [email protected] =  0  // integer values:TURF_500001: wait 0 msif0019:   [email protected] >  5000  // integer values004D: jump_if_false @TURF_50016A: fade  0 ()  0 ms02A3: enable_widescreen 0 0826: enable_hud 1 0581: enable_radar 10373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)016A: fade 1 (back) 500

 

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ZAZ

 

But how to make chases? Like when somebody is chasing you and you need to lose or kill them?

The most famous code in gta mission scripting is:

05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR

 

the actor chases than autom. the player, hijack him from car, shoot, fight, go for cover and more

 

05E2 can also be used to let actors fight against actors

 

You can set a predefined behavior by set the right pedtype in the create_actor code

but I think you know this, because you did it right, homies as pedtype 8 and ballas as pedtype 7

you can see in the turf mission that your homies fight with ballas autom.

 

05E2 let an actor only fight against one specified actor, so its not dynamic and if you want that an actor fight first against actor2 and than actor3 and so on needs much script.

A solution is to use 077A:

077A: set_actor [email protected] default_action 1 to_actors_pedtype 0

077A: set_actor [email protected] default_action 4 to_actors_pedtype 0

077A: set_actor [email protected] default_action 1 to_actors_pedtype 6

077A: set_actor [email protected] default_action 4 to_actors_pedtype 6

077A: set_actor [email protected] default_action 1 to_actors_pedtype 8

077A: set_actor [email protected] default_action 4 to_actors_pedtype 8

 

Another interessing code is

0668: AS_actor [email protected] rotate_and_shoot_at 2474.4036 -1671.1002 13.33 3000 ms

can be used to let an actor shot for specified time to a specified point

 

 

Also I couldnt understand this cutscene code. Could you elaborate it?

 

 

02A3: enable_widescreen 1 0826: enable_hud 0 0581: enable_radar 0 04E4: unknown_refresh_game_renderer_at  2353.7085 -1652.905 015F: set_camera_position 2353.7085 -1652.905 23.4841 rotation 0.0 0.0 0.00160: set_camera_point_at 2378.6284 -1667.4103 13.5469 mode 2 0001: wait  1000 ms016A: fade 1 (back) 30000006: [email protected] =  0  // integer values:TURF_500001: wait 0 msif0019:   [email protected] >  5000  // integer values004D: jump_if_false @TURF_50016A: fade  0 ()  0 ms02A3: enable_widescreen 0 0826: enable_hud 1 0581: enable_radar 10373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)016A: fade 1 (back) 500

 

 

Please explain first which kind of cutscene you mean.

Real cutscenes are special files of GTASA\anim\cuts.img and uses the models of GTASA\models\cutscene.img

Till now, nobody could make such a cutscene file unless R*

To show cutscenes needs these codes:

 

02E4: load_cutscene_data 'SWEET4A'

 

00D6: if

86B9: not cutscene_data_loaded

 

02E7: start_cutscene

 

00D6: if

82E9: not cutscene_reached_end

 

02EA: end_cutscene

 

The script part of mission "Drive-By"

 

016A: fade 0 time 1000 :SWEET4_57568800D6: if 016B:   fading 004D: jump_if_false @SWEET4_575712 0001: wait 0 ms 0002: jump @SWEET4_575688 :SWEET4_57571202E4: load_cutscene_data 'SWEET4A' 016A: fade 0 time 0 :SWEET4_57572900D6: if 86B9:   not cutscene_data_loaded 004D: jump_if_false @SWEET4_575753 0001: wait 0 ms 0002: jump @SWEET4_575729 :SWEET4_575753016A: fade 0 time 0 02E7: start_cutscene 016A: fade 0 time 0 016A: fade 1 time 1000 :SWEET4_57577400D6: if 82E9:   not cutscene_reached_end 004D: jump_if_false @SWEET4_575798 0001: wait 0 ms 0002: jump @SWEET4_575774 :SWEET4_575798016A: fade 0 time 0 :SWEET4_57580400D6: if 016B:   fading 004D: jump_if_false @SWEET4_575828 0001: wait 0 ms 0002: jump @SWEET4_575804 :SWEET4_57582802EA: end_cutscene 043C: disable_sounds_after_fade 0 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0

 

 

What I wrote for your Turf mission is a pseudo cutscene

R* often did it also just with enabling widescreen and setting camera to a spot

 

I explained how to do in the previous post, but again:

 

make a fade//-----the screen becomes black

create stuff//----------------create your actors because you need something to show

enable widescreen

disable radar and hud

set camera pos. and point

wait a moment than

fade back//-----------------black screen disappear and the show beginns

 

now the user see anything in widescreen

add a check for time in following loop

At this place I added a time check

 

016A: fade  0 ()  0 ms--------the screen becomes black again because the camera showing will be changed again

disable widescreen

enable radar and hud

restore camera

fade back//--------------black screen disappear and player can continue

 

I think your main quest is about that time check in the middle

Look, for this time when the pseudo cutscene is shown needs any instruction when this scene should end

You can also just insert a wait time for 5000 ms

 

But I recommand to dont work with long wait times in mission coding

1000 ms should allways be enough, maximum 2500

 

Its a basic prinzip of me and R* because the reading process should not stay in a pause

It should allways check if the player is not wasted or busted, or

if

0256: player $PLAYER_CHAR defined

 

BTW.

Add a $PLAYER_CHAR defined-check in your mission starter thread:

 

:MAIN_23080001: wait 0 ms  0256:   player $PLAYER_CHAR defined004D: jump_if_false @MAIN_230800BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes00D6: if 0214:   pickup $MY_SAVE picked_up 004D: jump_if_false @MAIN_2363 03D8: show_save_screen

 

 

In scripts which created stuff, should the $PLAYER_CHAR defined-check provide to release the stuff in cleanup section.

 

Exemble:

you create actors and cars

and a actor should enter a car

now you need to wait till the actor is in car and set in your script:

wait 10000 ms

and than you want that the player enter the car as passenger

 

In the case if player died during this wait time and the wait time ends during the wasted or busted screen can cause a crash because the script commands than the player to enter the car as passenger during the wasted or busted screen

 

Make a loop with checks instead wait 10000 ms

Exemble:

 

:Act

wait 0

if

player defined

jump_if_false @cleanup

if and

not car [email protected] wrecked

not actor [email protected] dead

jump_if_false @cleanup

if

actor [email protected] in car [email protected]

jump_if_false @Act

 

 

Ok, now you dont need a $PLAYER_CHAR defined-check in the mission mode main sub routine,

because the exe do it, but prevent on principle long wait times.

 

The time check is the simplest way to wait for a finished action

use [email protected] as timer it counts automat. in milliseconds

set first

[email protected] = 0

add a check in following loop if [email protected] is greater than specified value

 

[email protected] and [email protected] can not be used as vars for creating stuff or other actions

they can only be used as timer

 

Try this test thread to understand. It displays the value of [email protected]

 

004F: create_thread @Time_check

 

 

:Time_check03A4: name_thread 'TIME'0006: [email protected] =  0  // integer values:Time_check_10001: wait 0 ms03F0: text_draw_toggle  1045A: text_draw_1number  500.0  120.0 'NUMBER' [email protected]// valueif  or0019:   [email protected] >  50000  // integer values00E1:   key_pressed  0  17//-------------------- press Fire key to restore the time004D: jump_if_false @Time_check_10006: [email protected] =  0  // integer values0002: jump @Time_check_1

 

 

The fire key press or if [email protected] is greater than 50000 ms restore the value of [email protected]

 

 

So the final explantion is:

 

Maybe you didnt saw the beginning of the pseudo cutscene.

Its here:

 

:TURF_43180317: increment_mission_attempts0004: $ONMISSION = 101B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)016A: fade 0 time 0//---------------------------------- fade to black screen to hide the next actions//--fade time 0 ms is very fast, a longer fade is smoother//-- by fade time 250 ms you will see the result of the next actions caused by the script below//-- so wait a moment till its really black0001: wait 10 ms0004: $TURF_P_1 = 0// now the game have more performance to create content because the grafic engine can meke a breake023C: load_special_actor 'SWEET' as 1 // models 290-299//-- create content

 

 

//--- the scene is ready02A3: enable_widescreen 1//- wide screen with black bars on top and bottom0826: enable_hud 0//---- unvisible HUD ( HUD is Display of Weapon Icon, Health, Amour and Wanted Level Stars in reight upper corner)0581: enable_radar 0//-- unvisible Radar04E4: unknown_refresh_game_renderer_at  2353.7085 -1652.905//-- a rendering of the place which should be shown (in the case if the showplace have a greater distance to the player)015F: set_camera_position 2353.7085 -1652.905 23.4841 rotation 0.0 0.0 0.0// set the camarea position to view a anything (it needs allways to set the camera target point)0160: set_camera_point_at 2378.6284 -1667.4103 13.5469 mode 2// set the camera target point//- there are much other ways to command the camera mode//-- you dont need to do it, the question is: what would you like to show in your pseudo cutscene0001: wait  1000 ms//--- wait a moment, position of actors, camera change and rendering should be finished016A: fade 1 (back) 3000//-- now change from black screen to show the actionNow you must declare in which case the pseudo cutscene should end0006: [email protected] =  0  // integer values:TURF_500001: wait 0 msif0019:   [email protected] >  5000  // integer values004D: jump_if_false @TURF_50The time check is one way to to let the reading process passing to next code016A: fade  0 ()  0 ms//-- fade again to black screen to hide the camera change02A3: enable_widescreen 0//- disable wide screen0826: enable_hud 1//---- visible HUD0581: enable_radar 1//-- visible Radar0373: set_camera_directly_behind_player//-- camera back to default mode02EB: restore_camera_with_jumpcut//-- camera back to default mode01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)016A: fade 1 (back) 500//-- now change from black screen to show player in default mode//--This end fade is relativ fast, just a half second

 

 

 

 

 

 

 

 

Edited by ZAZ

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spiderman3000

Thanks. I wont be able to post up my new main.scm today or maybe even tomorrow because the fourth mission is pretty big. I'll try to post the fourth mission as soon as possible.

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ZAZ

 

Thanks. I wont be able to post up my new main.scm today or maybe even tomorrow because the fourth mission is pretty big. I'll try to post the fourth mission as soon as possible.

take it easy man, Im on the road the next 3 days and have no PC

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spiderman3000

Ok. But when I finish my fourth mission(its in early stages) I'll upload it. I've added dialogues and cutscenes to my third mission. That mission is originally called"You're On My Turf". Now mission names will also be showing up. So please do test it and tell me if it works. Again I dont have the GTA SA disc right now so I cant test it myself.

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ZAZ
Ok. But when I finish my fourth mission(its in early stages) I'll upload it. I've added dialogues and cutscenes to my third mission. That mission is originally called"You're On My Turf". Now mission names will also be showing up. So please do test it and tell me if it works. Again I dont have the GTA SA disc right now so I cant test it myself.

whats up ?

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spiderman3000

I'll post up the new main.scm later because:

1. I havent done anything new(except dialogues)

2. I'm having exams right now.

I dont know when I will post it up. But I do expect it to be posted after January.

 

By the way can you explain how do these things work?

 

1.How to make car chases?

2.How to get an actor or the main character from one location to another?

3.How to have an actor follow you?

4.How to get an actor to enter/exit car?

 

Thanks in advance

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ZAZ

 

 

By the way can you explain how do these things work?

 

1.How to make car chases?

2.How to get an actor or the main character from one location to another?

3.How to have an actor follow you?

4.How to get an actor to enter/exit car?

 

Thanks in advance

1. by using 00AF: set_car [email protected] driver_behaviour_to 2//--- setting 2 let chase a car for CJ

2. 00A1: put_actor [email protected] at 345.5621 306.2212 998.4484

3.

- A. use 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR

 

- B. create ped as gangmember (pedtype 8) and put him into groupe

0631: put_actor [email protected] in_group $PLAYER_GROUP

07CB: [email protected] 0

 

4.

05CA: AS_actor [email protected] enter_car [email protected] passenger_seat 0 15000 ms

05CB: AS_actor [email protected] enter_car [email protected] as_driver 10000 ms

 

0633: AS_actor [email protected] exit_car

 

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spiderman3000

Hey ZAZ, I'm back. Since my exams are over(for now) I can do some more coding. I've added external scripts using your stripped main with external scripts. The missions are same. I've just added text into the turf mission and have improved it in a way. I am still completing my fourth mission so it will be done soon.

 

Link To Version 3

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spiderman3000

bump

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ZAZ

 

bump

Hi spiderman, I had abreake, got a new pc and installed gta4.

Well, TOKILL and PARADE works

TURF make problems.

The start sequence works so far, fade, widescreen, set camera and fade back is nearly ok.

just one fade 0 to much (i think so)

the mission ends then immediately and start again and I can not cancel

because your checks leads the code to the mission fail label

 

00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138

 

 

and pressing ESC dont work while activ widescreen

 

I tried to skip the many checks for actor [email protected]

 

and jump to the loop, but it crashs

 

 

032B: [email protected] = create_weapon_pickup #AK47 group 3 ammo 350 at 2485.0 -1677.0 14.5 0002: jump @TURF_1915//--------------------------crash

 

 

then I removed the jump and added a wait to can go out of the spot

I addition I changed the mission start radius to 1.

 

00ED: actor $PLAYER_ACTOR 0 near_point 2504.0 -1673.0 radius 1.5 1.0 on_foot

 

 

032B: [email protected] = create_weapon_pickup #AK47 group 3 ammo 350 at 2485.0 -1677.0 14.5 //0002: jump @TURF_19150001: wait 3000 ms

 

 

the game crashed again

I could fix that by deleting 2 codes

05E2: AS_actor [email protected] kill_actor [email protected]

//05E2: AS_actor [email protected] kill_actor [email protected]

//05E2: AS_actor [email protected] kill_actor [email protected]

 

3 commands for AS_actor [email protected] to kill 3 different actors lets the game crash

its strange and happend not allways but allways if I had the wait 3000

 

but the main reason for the crash was your bad load check for special actors

I recomand to do it in this way:

 

023C: load_special_actor 'SWEET' as 1 // models 290-299023C: load_special_actor 'RYDER2' as 2 // models 290-299:TURF_2290001: wait 0 msif  or823D:   NOT   special_actor  1 loaded823D:   NOT   special_actor  2 loaded004D: jump_if_false @TURF_230023C: load_special_actor 'SWEET' as 1 // models 290-299023C: load_special_actor 'RYDER2' as 2 // models 290-2990002: jump @TURF_229

 

 

ok, I fixed something

added the jump to TURF_1915

 

and changed the jumps there

 

:TURF_19150001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_1942 0002: jump @TURF_4138

 

 

the first part of the mission works

but after the the first couple of actors are killed came a fade and then crash again.

 

 

//-------------Mission 35---------------// Originally: Race Tournament / 8-track / Dirt Track:TURF03A4: name_thread "TURF" 0050: gosub @TURF_44 00D6: if 0112:   wasted_or_busted // mission only 004D: jump_if_false @TURF_35 0050: gosub @TURF_4178 :TURF_350050: gosub @TURF_4196 004E: end_thread :TURF_440317: increment_mission_attempts 0004: $ONMISSION = 1 01B4: set_player $PLAYER_CHAR can_move 0 016A: fade 0 time 250 0001: wait 10 ms 0004: $TURF_P_1 = 0 0001: wait 0 ms 0247: load_model #FAM1 0247: load_model #FAM2  0247: load_model #BALLAS1 0247: load_model #BALLAS2 0247: load_model #BALLAS3 0247: load_model #AK47 0247: load_model #ARMOUR 0247: load_model #SNIPER 0247: load_model #GREENWOO 0247: load_model #GLENDALE 0247: load_model #DESERT_EAGLE 0247: load_model #COLT45 0247: load_model #TEC9 0247: load_model #MP5LNG:TURF_2280001: wait 0 ms 00D6: if and 0248:   model #FAM1 available 0248:   model #FAM2 available 0248:   model #BALLAS1 available 0248:   model #BALLAS2 available0248:   model #BALLAS3 available 0248:   model #AK47 available 004D: jump_if_false @TURF_228:TURF_2290001: wait 0 ms 00D6: if and0248:   model #GLENDALE available 0248:   model #DESERT_EAGLE available 0248:   model #COLT45 available 0248:   model #TEC9 available 0248:   model #MP5LNG available 0248:   model #GREENWOO available 0248:   model #SNIPER available 004D: jump_if_false @TURF_229023C: load_special_actor 'SWEET' as 1 // models 290-299023C: load_special_actor 'RYDER2' as 2 // models 290-299:TURF_2300001: wait 0 msif  or823D:   NOT   special_actor  1 loaded823D:   NOT   special_actor  2 loaded004D: jump_if_false @TURF_231023C: load_special_actor 'SWEET' as 1 // models 290-299023C: load_special_actor 'RYDER2' as 2 // models 290-2990002: jump @TURF_230:TURF_231 0395: clear_area 1 at 2504.0 -1673.0 14.5 radius 100.0 00A5: [email protected] = create_car #GREENWOO at 2473.0 -1669.0 14.5 00A5: [email protected] = create_car #GLENDALE at 2477.0 -1696.0 12.1563 00A5: [email protected] = create_car #GLENDALE at 2481.0 -1727.0 14.5 00A5: [email protected] = create_car #GREENWOO at 2458.0 -1650.0 14.5 009A: [email protected] = create_actor_pedtype 8 model #FAM1 at 2488.0 -1665.0 14.5 009A: [email protected] = create_actor_pedtype 8 model #FAM2 at 2450.0 -1685.0 14.5 009A: [email protected] = create_actor_pedtype 8 model #FAM1 at 2477.0 -1692.0 14.5 009A: [email protected] = create_actor_pedtype 8 model #FAM2 at 2462.0 -1688.0 16.8438 009A: [email protected] = create_actor_pedtype 23 model #SPECIAL01 at 2504.0 -1673.0 14.5 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 30 ammo 9999 // Load the weapon model before using this 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 2 0168: set_marker [email protected] size 3 07E0: set_marker [email protected] type_to 1 009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2450.0 -1662.0 16.8438 009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2442.0 -1685.0 16.8438 009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2365.0 -1669.0 16.8438 009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2342.0 -1685.0 14.5 009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2377.0 -1665.0 14.5 009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2400.0 -1654.0 14.5 009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2362.0 -1658.0 12.1563 009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2404.0 -1677.0 19.1875 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 02A3: enable_widescreen 1 0826: enable_hud 0 0581: enable_radar 0 04E4: unknown_refresh_game_renderer_at 2504.0 -1673.0 015F: set_camera_position 2450.0 -1662.0 16.8438 rotation 0.0 0.0 0.0 0001: wait 1000 ms 016A: fade 1 time 100 0668: AS_actor [email protected] rotate_and_shoot_at 2473.0 -1669.0 14.5 4000 ms 0668: AS_actor [email protected] rotate_and_shoot_at 2488.0 -1665.0 14.5 2000 ms 0668: AS_actor [email protected] rotate_and_shoot_at 2458.0 -1650.0 14.5 4000 ms 05E2: AS_actor [email protected] kill_actor [email protected] 05E2: AS_actor [email protected] kill_actor [email protected] 05E2: AS_actor [email protected] kill_actor [email protected] 05E2: AS_actor [email protected] kill_actor [email protected] //05E2: AS_actor [email protected] kill_actor [email protected] //05E2: AS_actor [email protected] kill_actor [email protected] 0001: wait 4000 ms //016A: fade 0 time 100 02A3: enable_widescreen 0 0826: enable_hud 1 0581: enable_radar 1 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 //016A: fade 0 time 200 //00BC: show_text_highpriority GXT 'INGAME' time 3000 flag 1 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 032B: [email protected] = create_weapon_pickup #AK47 group 3 ammo 350 at 2485.0 -1677.0 14.5 0002: jump @TURF_19150001: wait 3000 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'SWEET1' time 3000 flag 1 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'SWEET2' time 3000 flag 1 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'SWEET3' time 1000 flag 1 0001: wait 0 ms 00D6: if or0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 004D: jump_if_false @TURF_1771 00BC: show_text_highpriority GXT 'SWEET4' time 1500 flag 1 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'SWEET5' time 1000 flag 1 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'SWEET6' time 1000 flag 1 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'SWEET7' time 3000 flag 1 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'SWEET8' time 3000 flag 1 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'SWEET9' time 2000 flag 1 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'SWEET10' time 2000 flag 1 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'SWEET11' time 3000 flag 1 :TURF_17710001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'SWEET12' time 3000 flag 1 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'SWEET13' time 3000 flag 1 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'SWEET14' time 3000 flag 1 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'CARL1' time 3000 flag 1 :TURF_19150001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_1942 0002: jump @TURF_4138 :TURF_19420001: wait 0 ms 00D6: if and0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 004D: jump_if_false @TURF_1915 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0215: destroy_pickup [email protected] 016A: fade 0 time 250 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0826: enable_hud 0 0581: enable_radar 0 04E4: unknown_refresh_game_renderer_at 2504.0 -1673.0 015F: set_camera_position 2450.0 -1662.0 16.8438 rotation 0.0 0.0 0.0 009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2450.0 -1662.0 16.8438 009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2442.0 -1685.0 16.8438 009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2365.0 -1669.0 16.8438 009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2342.0 -1685.0 14.5 009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2377.0 -1665.0 14.5 009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2400.0 -1654.0 14.5 009A: [email protected] = create_actor_pedtype 7 model #BALLAS3 at 2362.0 -1658.0 12.1563 009A: [email protected] = create_actor_pedtype 7 model #BALLAS3 at 2404.0 -1677.0 19.1875 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 30 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 0001: wait 1000 ms 016A: fade 1 time 100 0668: AS_actor [email protected] rotate_and_shoot_at 2473.0 -1669.0 14.5 4000 ms 0668: AS_actor [email protected] rotate_and_shoot_at 2488.0 -1665.0 14.5 2000 ms 0668: AS_actor [email protected] rotate_and_shoot_at 2458.0 -1650.0 14.5 4000 ms //00BC: show_text_highpriority GXT 'CUSWEET1' time 3000 flag 1 0001: wait 4000 ms 016A: fade 0 time 100 02A3: enable_widescreen 0 0826: enable_hud 1 0581: enable_radar 1 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 016A: fade 1 time 100 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0004: $TURF_P_1 = 1 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'SWEET15' time 3000 flag 1 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'CARL2' time 3000 flag 1 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 //00BC: show_text_highpriority GXT 'INGAME3' time 3000 flag 1 :TURF_28750001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_2902 0002: jump @TURF_4138 :TURF_29020001: wait 0 ms 00D6: if and0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 004D: jump_if_false @TURF_2875 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 016A: fade 0 time 250 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0826: enable_hud 0 0581: enable_radar 0 04E4: unknown_refresh_game_renderer_at 2504.0 -1673.0 //------------------------------CRASH009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2450.0 -1662.0 16.8438 009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2442.0 -1685.0 16.8438 009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2365.0 -1669.0 16.8438 009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2342.0 -1685.0 14.5 009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2377.0 -1665.0 14.5 009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2400.0 -1654.0 14.5 009A: [email protected] = create_actor_pedtype 7 model #BALLAS3 at 2362.0 -1658.0 12.1563 009A: [email protected] = create_actor_pedtype 7 model #BALLAS3 at 2431.0 -1662.0 26.2188 032B: [email protected] = create_weapon_pickup #GRENADE group 3 ammo 25 at 2469.0 -1692.0 16.8438 009A: [email protected] = create_actor_pedtype 7 model #BALLAS3 at 2473.0 -1658.0 14.5 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 015F: set_camera_position 2450.0 -1662.0 16.8438 rotation 0.0 0.0 0.0 0001: wait 1000 ms 016A: fade 1 time 100 0668: AS_actor [email protected] rotate_and_shoot_at 2473.0 -1669.0 14.5 4000 ms 0668: AS_actor [email protected] rotate_and_shoot_at 2488.0 -1665.0 14.5 4000 ms 0668: AS_actor [email protected] rotate_and_shoot_at 2458.0 -1650.0 14.5 4000 ms 00BC: show_text_highpriority GXT 'CUSWEET2' time 3000 flag 1 0001: wait 4000 ms 016A: fade 0 time 100 02A3: enable_widescreen 0 0826: enable_hud 1 0581: enable_radar 1 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 016A: fade 1 time 100 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0187: [email protected] = create_marker_above_actor [email protected] 0165: set_marker [email protected] color_to 1 0168: set_marker [email protected] size 1 07E0: set_marker [email protected] type_to 0 0004: $TURF_P_1 = 2 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'SWEET16' time 3000 flag 1 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'CARL3' time 3000 flag 1 0001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4138 00BC: show_text_highpriority GXT 'INGAME4' time 3000 flag 1 :TURF_39200001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_3947 0002: jump @TURF_4138 :TURF_39470001: wait 0 ms 00D6: if and0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 004D: jump_if_false @TURF_3920 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0215: destroy_pickup [email protected] 0001: wait 0 ms 016A: fade 0 time 500 016A: fade 1 time 500 0001: wait 0 ms 01E3: show_text_1number_styled GXT 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~0109: player $PLAYER_CHAR money += 5000 0164: disable_marker $MARKER_MISSION2 0008: $CJ_MISSIONS_PASSED += 1 009B: destroy_actor [email protected] 0998: add_respect 25 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 0051: return :TURF_41380001: wait 0 ms 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @TURF_4178 0001: wait 0 ms 00BC: show_text_highpriority GXT 'MFAIL01' time 3000 flag 1 :TURF_417800BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!0051: return :TURF_41960296: unload_special_actor 1 0249: release_model #FAM1 0249: release_model #FAM2 0296: unload_special_actor 2 0249: release_model #BALLAS1 0249: release_model #BALLAS2 0249: release_model #BALLAS3 0249: release_model #AK47 0249: release_model #ARMOUR 0249: release_model #SNIPER 0249: release_model #GREENWOO 0249: release_model #GLENDALE 0249: release_model #DESERT_EAGLE 0249: release_model #COLT45 0249: release_model #TEC9 0249: release_model #MP5LNG 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 00D6: if 0038:   $TURF_P_1 == 1 004D: jump_if_false @TURF_4392 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0215: destroy_pickup [email protected] 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian :TURF_439200D6: if 0038:   $TURF_P_1 == 2 004D: jump_if_false @TURF_4505 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0215: destroy_pickup [email protected] 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian :TURF_450500D6: if 0038:   $TURF_P_1 == 0 004D: jump_if_false @TURF_4603 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 0164: disable_marker [email protected] 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian :TURF_46030004: $ONMISSION = 0 00D8: mission_cleanup 0051: return 

 

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spiderman3000

You help me alot man. Thanks. I'll post my new scm in under a week. But why does it crash?(I dont have a lot of time to play SA so I am not able to test it frequently)

 

Edit: Why does it randomly crash? I dont understand. confused.gif

 

Offtopic: Good for you. You can play GTA IV now(Although I've played it 7 months before you on the 360!)

Edited by spiderman3000

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ZAZ

 

You help me alot man. Thanks. I'll post my new scm in under a week. But why does it crash?(I dont have a lot of time to play SA so I am not able to test it frequently)

 

Edit: Why does it randomly crash? I dont understand. confused.gif

 

Offtopic: Good for you. You can play GTA IV now(Although I've played it 7 months before you on the 360!)

It crashs because of failures in the part below this mark:

 

//------------------------------CRASH

 

(look to previous code post)

I will look again on weekend

 

Yeh fabulously grafic on gta4, but I can not change controler setting for gamepad buttons

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