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trickstar34

Putting actors in cars

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trickstar34

How do you keep enemies from putting thier hands in the air when you aim or shoot at them? The only opcodes I can find tell them to do it, not prevent.

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ZAZ
How do you keep enemies from putting thier hands in the air when you aim or shoot at them? The only opcodes I can find tell them to do it, not prevent.

 

 

 

create him as pedtype 24

060B: set_actor [email protected] decision_maker_to 32

 

what i did is:

if or

0611: actor [email protected] animation == "handsup"

0457: player $PLAYER_CHAR aiming_at_actor [email protected]

004D: jump_if_false @WWW_64

01B2: give_actor [email protected] weapon 22 ammo 100

0668: AS_actor [email protected]_and_shoot_at [email protected] [email protected] [email protected] 500 ms

 

works but not allways

 

 

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trickstar34

how can you tell what each decition maker is without testing it?

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PatrickW
how can you tell what each decition maker is without testing it?

You can't.

Researching the main.scm, existing mods and testing your ideas is the way to find-out this stuff.

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trickstar34

I found out how, I got this from leatherface mod.

 

 

060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1

 

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trickstar34

Ok, when I'm on the top of the building (near the end of the script), when I'm supposed to talk to the jumper, it doesnt display any text, and after the 24.5 seconds my character still couldnt move.

 

FXT Code

 

copUni You must have a Police uniform to start this mission.outside Go outside.weapons There are plenty of weapons and body armour in this facility, go get them if you need it.jumper Somebody is about to jump off a skyscraper in Commerce, go talk him out of it.buildin Get into the building.mafiaIn The Italian Mafia has something to with it, kill them all.elevate Get in the elevator.wrWeapn Where are they getting all these weapons from?inRusMb It looks like the Russian Mafia is involved.gInCar Get in the car.dmgCar Don't damage the car.dontCar Don't leave the car.dmgdCar You damaged the car!leftCar You left the car!jmpkl1 Nobody rips me off! What the f*ck? Kill him!victim1 Take the victim back to the station.talkVic Go talk to the victim.dntjump Don't jump!conv1 Why not? My family is gone, the mob is after me, they destroyed my buisiness. What else is there to live for?conv2 It's like they drove me to do the right thing.conv3 I don't know man, but we can help you.howcnv1 How?conv4 I dont know yet but get down and don't make this mistake.conv5 OK, but dont let them get me.

 

 

CLEO Code

 

{$VERSION 3.1.0027}{$CLEO .cs}thread "Cop"// t = 84// c = 67:RESTARTwait 0jump @SPHERE:SPHEREwait 0 00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 253.0848 67.4299 1003.6406 radius 2.0 2.0 2.0 on_foot jf @SPHERE00D6: if0500:   player $PLAYER_CHAR skin == "POLICETR" on_bodypart 17then jump @MODEL_LOADend00BB: show_text_lowpriority GXT 'copUni' time 3000 flag 1jump @RESTART:MODEL_LOADwait 0 Model.Load(#WMYBU)Model.Load(#MAFFA)Model.Load(#MAFFB)Model.Load(#VMAFF4)Model.Load(#VMAFF3)Model.Load(#VMAFF2)Model.Load(#VMAFF1)Model.Load(#COPCARRU)Model.Load(#ROCKETLA) // 35Model.Load(#DESERT_EAGLE) // 24Model.Load(#MICRO_UZI) // 28Model.Load(#IRGOGGLES) // 45Model.Load(#SNIPER) // 34Model.Load(#TEARGAS) // 17Model.Load(#COLT45) // 22Model.Load(#MP5LNG) // 29Model.Load(#AK47)   // 30Model.Load(#M4)     // 31Model.Load(#SHOTGSPA) // 27Model.Load(#CHROMEGUN) // 25Model.Load(#LVPD1)Model.Load(#SFPD1)Model.Load(#LAPD1)Model.Load(#COPCARLA)Model.Load(#COPCARSF)Model.Load(#COPCARVG)Model.Load(#COPBIKE)Model.Load(#SWAT)Model.Load(#MAFBOSS)Model.Load(#CHEETAH)Model.Load(#ENFORCER)Model.Load(#FBITRUCK)Model.Load(#FBIRANCH)Model.Load(#FBI)Model.Load(#SWATVAN)Model.Load(#ARMY)06E9: load_car_component #NTO_B_TW 038B: load_requested_modelsjump @MODEL_LOAD2 :MODEL_LOAD2wait 0if or  not Model.Available(#COLT45)  not Model.Available(#COPCARSF)  not Model.Available(#COPCARLA)  not Model.Available(#CHEETAH)  not Model.Available(#MAFBOSS)  not Model.Available(#AK47)  not Model.Available(#M4)  not Model.Available(#SHOTGSPA)then jump @MODEL_LOADendjump @MODEL_LOAD3:MODEL_LOAD3wait 0if or  not Model.Available(#SFPD1)  not Model.Available(#LAPD1)  not Model.Available(#COPCARVG)  not Model.Available(#COPBIKE)  not Model.Available(#SWAT)  not Model.Available(#ENFORCER)  not Model.Available(#SFPD1)86EA:   not car_component #NTO_B_TW available then jump @MODEL_LOADendjump @MODEL_LOAD4:MODEL_LOAD4wait 0if or  not Model.Available(#SNIPER)  not Model.Available(#IRGOGGLES)  not Model.Available(#MP5LNG)  not Model.Available(#CHROMEGUN)  not Model.Available(#TEARGAS)  not Model.Available(#MICRO_UZI)  not Model.Available(#DESERT_EAGLE)   not Model.Available(#ROCKETLA)then jump @MODEL_LOADendjump @MODEL_LOAD5:MODEL_LOAD5wait 0if or  not Model.Available(#COPCARRU)  not Model.Available(#VMAFF1)  not Model.Available(#VMAFF2)  not Model.Available(#VMAFF3)  not Model.Available(#VMAFF4)  not Model.Available(#FBITRUCK)  not Model.Available(#FBIRANCH)  not Model.Available(#FBI)then jump @MODEL_LOADendjump @MODEL_LOAD6:MODEL_LOAD6wait 0if or  not Model.Available(#SWATVAN)  not Model.Available(#ARMY)  not Model.Available(#MAFFA)  not Model.Available(#MAFFB)  not Model.Available(#WMYBU)then jump @MODEL_LOADendjump @MISSION:MISSION01F0: set_max_wanted_level_to [email protected] = 1// 0209: [email protected] = random_int_in_ranges 1 300BB: show_text_lowpriority GXT 'weapons' time 6000 flag 1wait 500 ms00BB: show_text_lowpriority GXT 'outside' time 3000 flag [email protected] == 1then gosub @SCENE1end// if// [email protected] == 2// then gosub @SCENE2// end// if// [email protected] == 3// then gosub @SCENE3// end01F0: set_max_wanted_level_to 6jump @RESTART:SCENE1018A: [email protected] = create_checkpoint_at 1552.9596 -1675.8182 16.1953 :LEAVE1wait 0if 00ED:   actor $PLAYER_ACTOR 0 near_point 1552.9596 -1675.8182 radius 15.0 15.0 on_foot then jump @CHECK1endjump @LEAVE1:CHECK1Marker.Disable([email protected])00BB: show_text_lowpriority GXT 'gInCar' time 3000 flag 10674: set_car_model #COPCARLA numberplate "CORRUPT"[email protected] = Car.Create(#COPCARLA, 1534.7372, -1675.2802, 12.9154)Car.Angle([email protected]) = 0.6443    Car.DoorStatus([email protected]) = [email protected] = Marker.CreateAboveCar([email protected])Marker.SetColor([email protected], 2)07AF: $GANG = player $PLAYER_CHAR group 0630: put_actor $PLAYER_ACTOR in_group $GANG [email protected] = Actor.Create(CivMale, #LAPD1, 1534.7372, -1675.2802, 12.9154)0446: set_actor [email protected] immune_to_headshots 1 054A: set_actor [email protected] immune_to_car_headshots 1 01B2: give_actor [email protected] weapon 25 ammo 501B2: give_actor [email protected] weapon 22 ammo 999901B9: set_actor [email protected] armed_weapon_to 250430: put_actor [email protected] into_car [email protected] passenger_seat 00526: set_actor [email protected] stay_in_car 1 [email protected] = Actor.Create(CivMale, #LAPD1, 1534.7372, -1675.2802, 12.9154)0446: set_actor [email protected] immune_to_headshots 1 054A: set_actor [email protected] immune_to_car_headshots 101B2: give_actor [email protected] weapon 22 ammo 999901B9: set_actor [email protected] armed_weapon_to 220430: put_actor [email protected] into_car [email protected] passenger_seat 10526: set_actor [email protected] stay_in_car 1 :InCar1wait 0if Actor.InCar($PLAYER_ACTOR, [email protected])then jump @CREATE1endjump @InCar1:CREATE1 Marker.Disable([email protected])018A: [email protected] = create_checkpoint_at 1723.5991 -1596.3043 13.4536:POINT1wait 0if 00EE:   actor $PLAYER_ACTOR 0 near_point 1700.8208 -1592.4166 radius 34.3764 15.0 in_carthen00BC: show_text_highpriority GXT 'jumper' time 6000 flag 1jump @SPHERE1endjump @POINT1:SPHERE1wait 0if 0103:   actor $PLAYER_ACTOR in_sphere 1723.5991 -1596.3043 13.4536 radius 6.0 6.0 6.0 sphere 1 stopped_in_car thenCar.LockInCurrentPosition([email protected]) = Truejump @MAFIA1endjump @SPHERE1:MAFIA1Marker.Disable([email protected])00BC: show_text_highpriority GXT 'buildin' time 3000 flag 10526: set_actor [email protected] stay_in_car 00526: set_actor [email protected] stay_in_car 00631: put_actor [email protected] in_group $GANG0631: put_actor [email protected] in_group [email protected] = Actor.Create(CivMale, #VMAFF1, 1716.5222, -1625.8837, 20.206)Actor.Angle([email protected]) = 357.44701B2: give_actor [email protected] weapon 30 ammo 999901B9: set_actor [email protected] armed_weapon_to 3005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0638: AS_actor [email protected] stay_put 1060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #VMAFF2, 1727.9799, -1626.1177, 20.2121)Actor.Angle([email protected]) = 356.847901B2: give_actor [email protected] weapon 30 ammo 999901B9: set_actor [email protected] armed_weapon_to 3005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0638: AS_actor [email protected] stay_put 1060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #VMAFF3, 1730.2692, -1636.8693, 20.2173)Actor.Angle([email protected]) = 355.550401B2: give_actor [email protected] weapon 30 ammo 999901B9: set_actor [email protected] armed_weapon_to 3005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0638: AS_actor [email protected] stay_put 1060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #VMAFF4, 1723.7338, -1636.9896, 20.2174)Actor.Angle([email protected]) = 359.52501B2: give_actor [email protected] weapon 30 ammo 999901B9: set_actor [email protected] armed_weapon_to 3005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0638: AS_actor [email protected] stay_put 1060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1:COUNT1wait [email protected] = 0if Actor.Dead([email protected])[email protected] += 1endif Actor.Dead([email protected])[email protected] += 1endif Actor.Dead([email protected])[email protected] += 1endif Actor.Dead([email protected])[email protected] += 1endif [email protected] == 4then 00BC: show_text_highpriority GXT 'buildin' time 3000 flag 1jump @NEXT1_1endif [email protected] == 2then 00BC: show_text_highpriority GXT 'mafiaIn' time 6000 flag 1endwait 1000 msjump @COUNT1:NEXT1_1018A: [email protected] = create_checkpoint_at 1726.1204 -1638.2102 20.2231:CHECK1_1wait 0if 00ED:   actor $PLAYER_ACTOR 0 near_point 1721.8024 -1654.8439 radius 15.0 15.0 on_foot then jump @DONE1endjump @CHECK1_1:DONE1Car.RemoveReferences([email protected])Marker.Disable([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])00BC: show_text_highpriority GXT 'wrWeapn' time 4000 flag 1                           [email protected] = Actor.Create(CivMale, #SWAT, 1712.3607, -1639.7161, 20.2239)Actor.Angle([email protected]) = 207.833801B2: give_actor [email protected] weapon 29 ammo 999901B9: set_actor [email protected] armed_weapon_to 29Actor.Armour([email protected]) = 250060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 10568: set_actor [email protected] targetable [email protected] = Actor.Create(CivMale, #SWAT, 1729.7157, -1641.0674, 20.2282)Actor.Angle([email protected]) = 162.354301B2: give_actor [email protected] weapon 29 ammo 999901B9: set_actor [email protected] armed_weapon_to 29Actor.Armour([email protected]) = 25004EB: AS_actor [email protected] crouch 1 0638: AS_actor [email protected] stay_put 1060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 10568: set_actor [email protected] targetable [email protected] = Actor.Create(CivMale, #SWAT, 1716.9424, -1667.2794, 20.2261)Actor.Angle([email protected]) = 272.686301B2: give_actor [email protected] weapon 29 ammo 999901B9: set_actor [email protected] armed_weapon_to 29Actor.Armour([email protected]) = 250060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 10568: set_actor [email protected] targetable [email protected] = Actor.Create(CivMale, #VMAFF1, 1717.6096, -1649.6875, 20.2286)Actor.Angle([email protected]) = 42.323601B2: give_actor [email protected] weapon 28 ammo 999901B9: set_actor [email protected] armed_weapon_to 28Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor [email protected]: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 105E2: AS_actor [email protected] kill_actor [email protected]@ = Actor.Create(CivMale, #VMAFF2, 1726.2397, -1651.7635, 20.2279)Actor.Angle([email protected]) = 341.198101B2: give_actor [email protected] weapon 28 ammo 999901B9: set_actor [email protected] armed_weapon_to 28Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor [email protected]: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 105E2: AS_actor [email protected] kill_actor [email protected]@ = Actor.Create(CivMale, #VMAFF3, 1726.9573, -1666.3373, 21.5811)Actor.Angle([email protected]) = 79.753701B2: give_actor [email protected] weapon 28 ammo 999901B9: set_actor [email protected] armed_weapon_to 28Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor [email protected]: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 105E2: AS_actor [email protected] kill_actor [email protected]@ = Actor.Create(CivMale, #VMAFF4, 1718.6128, -1673.2313, 20.2232)Actor.Angle([email protected]) = 6.418201B2: give_actor [email protected] weapon 24 ammo 999901B9: set_actor [email protected] armed_weapon_to 2404EB: AS_actor [email protected] crouch 10638: AS_actor [email protected] stay_put 1Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #VMAFF1, 1711.3632, -1659.6742, 20.2218)Actor.Angle([email protected]) = 306.433501B2: give_actor [email protected] weapon 28 ammo 999901B9: set_actor [email protected] armed_weapon_to 28Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #VMAFF2, 1719.7758, -1650.7692, 20.2293)Actor.Angle([email protected]) = 326.797601B2: give_actor [email protected] weapon 28 ammo 999901B9: set_actor [email protected] armed_weapon_to 28Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #VMAFF3, 1720.5684, -1672.2244, 23.6953)Actor.Angle([email protected]) = 1.61501B2: give_actor [email protected] weapon 30 ammo 999901B9: set_actor [email protected] armed_weapon_to 300638: AS_actor [email protected] stay_put 1Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #VMAFF4, 1732.3036, -1659.0941, 23.7146)Actor.Angle([email protected]) = 81.336301B2: give_actor [email protected] weapon 30 ammo 999901B9: set_actor [email protected] armed_weapon_to 300638: AS_actor [email protected] stay_put 1Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #VMAFF1, 1732.2948, -1650.9119, 23.7305)Actor.Angle([email protected]) = 88.656501B2: give_actor [email protected] weapon 30 ammo 999901B9: set_actor [email protected] armed_weapon_to 300638: AS_actor [email protected] stay_put 1Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #VMAFF2, 1710.7607, -1666.8265, 23.7003)Actor.Angle([email protected]) = 275.414701B2: give_actor [email protected] weapon 30 ammo 999901B9: set_actor [email protected] armed_weapon_to 300638: AS_actor [email protected] stay_put 1Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #VMAFF3, 1710.7764, -1659.5255, 23.6953)Actor.Angle([email protected]) = 276.120801B2: give_actor [email protected] weapon 30 ammo 999901B9: set_actor [email protected] armed_weapon_to 300638: AS_actor [email protected] stay_put 1Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #VMAFF4, 1720.7622, -1671.7594, 27.2021)Actor.Angle([email protected]) = 352.839401B2: give_actor [email protected] weapon 34 ammo 999901B9: set_actor [email protected] armed_weapon_to 340638: AS_actor [email protected] stay_put 1Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1:INT_BATTLE1wait 0if Actor.Dead([email protected])then 0631: put_actor [email protected] in_group $GANGendif Actor.Dead([email protected])then 0631: put_actor [email protected] in_group $GANG0638: AS_actor [email protected] stay_put 0endif Actor.Dead([email protected])then 0631: put_actor [email protected] in_group $GANGendif Actor.Dead([email protected])then 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTORendif Actor.Dead([email protected])then 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTORendif Actor.Dead([email protected])then 05E2: AS_actor [email protected] kill_actor [email protected] = 0if Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif [email protected] == 12then jump @OUTSIDE1endjump @INT_BATTLE1:OUTSIDE100BC: show_text_highpriority GXT 'outside' time 3000 flag 1018A: [email protected] = create_checkpoint_at 1696.36 -1667.16 20.1961:CHECK1_2wait 0if 00ED:   actor $PLAYER_ACTOR 0 near_point 1687.8501 -1668.2496 radius 15.0 15.0 on_foot then jump @OUTSIDE1_1endjump @CHECK1_2:OUTSIDE1_1Marker.Disable([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])00BC: show_text_highpriority GXT 'inRusMb' time 4000 flag [email protected] = Actor.Create(CivMale, #SWAT, 1700.313, -1682.5304, 20.2013)Actor.Angle([email protected]) = 98.544101B2: give_actor [email protected] weapon 31 ammo 999901B9: set_actor [email protected] armed_weapon_to 31Actor.Armour([email protected]) = 250Actor.WeaponAccuracy([email protected]) = 100004EB: AS_actor [email protected] crouch 1 0638: AS_actor [email protected] stay_put 1060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 // enemy = [email protected]: set_actor [email protected] targetable [email protected] = Actor.Create(CivMale, #SWAT, 1693.5894, -1671.9287, 20.1981)Actor.Angle([email protected]) = 90.199701B2: give_actor [email protected] weapon 31 ammo 999901B9: set_actor [email protected] armed_weapon_to 31Actor.Armour([email protected]) = 250Actor.WeaponAccuracy([email protected]) = 100004EB: AS_actor [email protected] crouch 1 0638: AS_actor [email protected] stay_put 1060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 // enemy = [email protected]: set_actor [email protected] targetable [email protected] = Actor.Create(CivMale, #VMAFF1, 1688.5284, -1678.5477, 20.2018)Actor.Angle([email protected]) = 255.04701B2: give_actor [email protected] weapon 29 ammo 999901B9: set_actor [email protected] armed_weapon_to 29Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor [email protected]([email protected]) = 100060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 105E2: AS_actor [email protected] kill_actor [email protected]@ = Actor.Create(CivMale, #VMAFF2, 1673.3545, -1671.8893, 21.4375)Actor.Angle([email protected]) = 267.379401B2: give_actor [email protected] weapon 29 ammo 999901B9: set_actor [email protected] armed_weapon_to 29Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor [email protected]([email protected]) = 100060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 105E2: AS_actor [email protected] kill_actor [email protected]@ = Actor.Create(CivMale, #VMAFF3, 1687.8501, -1668.2496, 20.2023)Actor.Angle([email protected]) = 267.478201B2: give_actor [email protected] weapon 29 ammo 999901B9: set_actor [email protected] armed_weapon_to 29Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTORActor.Armour([email protected]) = 100060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #VMAFF4, 1683.3143, -1678.0874, 20.2057)Actor.Angle([email protected]) = 308.433801B2: give_actor [email protected] weapon 30 ammo 999901B9: set_actor [email protected] armed_weapon_to 30Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTORActor.Armour([email protected]) = 100060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #MAFFA, 1679.6655, -1666.2302, 20.2083)Actor.Angle([email protected]) = 266.015401B2: give_actor [email protected] weapon 24 ammo 999901B9: set_actor [email protected] armed_weapon_to 24Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTORActor.Armour([email protected]) = 200060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #MAFFB, 1667.8297, -1672.4712, 21.4375)Actor.Angle([email protected]) = 270.394901B2: give_actor [email protected] weapon 30 ammo 999901B9: set_actor [email protected] armed_weapon_to 30Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTORActor.Armour([email protected]) = 200060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #VMAFF3, 1662.6534, -1664.933, 21.8554)Actor.Angle([email protected]) = 166.542401B2: give_actor [email protected] weapon 25 ammo 999901B9: set_actor [email protected] armed_weapon_to 25Actor.WeaponAccuracy([email protected]) = 100004EB: AS_actor [email protected] crouch 10638: AS_actor [email protected] stay_put 1Actor.Armour([email protected]) = 10005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #VMAFF4, 1681.1971, -1676.7294, 20.2072)Actor.Angle([email protected]) = 317.818701B2: give_actor [email protected] weapon 27 ammo 999901B9: set_actor [email protected] armed_weapon_to 27Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTORActor.Armour([email protected]) = 100060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #LAPD1, 1666.6906, -1695.6025, 20.4724)Actor.Angle([email protected]) = 98.544101B2: give_actor [email protected] weapon 25 ammo 999901B9: set_actor [email protected] armed_weapon_to 25 0638: AS_actor [email protected] stay_put 1060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 // enemy = [email protected]@ = Actor.Create(CivMale, #LAPD1, 1649.4257, -1694.6257, 20.4542)Actor.Angle([email protected]) = 357.261301B2: give_actor [email protected] weapon 22 ammo 999901B9: set_actor [email protected] armed_weapon_to 22 0638: AS_actor [email protected] stay_put 1060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 // enemy = [email protected]@ = Actor.Create(CivMale, #VMAFF1, 1667.8115, -1683.999, 21.4365)Actor.Angle([email protected]) = 176.691601B2: give_actor [email protected] weapon 30 ammo 999901B9: set_actor [email protected] armed_weapon_to 30Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor [email protected]([email protected]) = 100060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 105E2: AS_actor [email protected] kill_actor [email protected]@ = Actor.Create(CivMale, #VMAFF2, 1649.4857, -1686.2367, 21.4158)Actor.Angle([email protected]) = 180.11401B2: give_actor [email protected] weapon 30 ammo 999901B9: set_actor [email protected] armed_weapon_to 30Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor [email protected]([email protected]) = 100060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 105E2: AS_actor [email protected] kill_actor [email protected]@ = Actor.Create(CivMale, #VMAFF3, 1659.5953, -1672.0977, 22.132)Actor.Angle([email protected]) = 278.389201B2: give_actor [email protected] weapon 27 ammo 999901B9: set_actor [email protected] armed_weapon_to 27Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTORActor.Armour([email protected]) = 100060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #VMAFF4, 1649.884, -1657.0315, 22.5156)Actor.Angle([email protected]) = 176.706801B2: give_actor [email protected] weapon 31 ammo 999901B9: set_actor [email protected] armed_weapon_to 31Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTORActor.Armour([email protected]) = 2500638: AS_actor [email protected] stay_put 1060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #MAFFA, 1658.859, -1656.1771, 22.5156)Actor.Angle([email protected]) = 177.329101B2: give_actor [email protected] weapon 31 ammo 999901B9: set_actor [email protected] armed_weapon_to 31Actor.WeaponAccuracy([email protected]) = 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTORActor.Armour([email protected]) = 2500638: AS_actor [email protected] stay_put 1060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1:OUTBATTLE1wait 0if Actor.Dead([email protected])then 0631: put_actor [email protected] in_group $GANG0638: AS_actor [email protected] stay_put 004EB: AS_actor [email protected] crouch 0endif Actor.Dead([email protected])then 0631: put_actor [email protected] in_group $GANG0638: AS_actor [email protected] stay_put 004EB: AS_actor [email protected] crouch 0endif Actor.Dead([email protected])then 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTORendif Actor.Dead([email protected])then 05E2: AS_actor [email protected] kill_actor [email protected] = 0if Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif [email protected] == 13then jump @ELEVATE1endjump @OUTBATTLE1:ELEVATE100BC: show_text_highpriority GXT 'elevate' time 3000 flag 1:ELEVATE1_1wait 0 00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1654.0526 -1657.2867 22.5156 radius 2.0 2.0 2.0 on_foot jf @ELEVATE1_1Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])016A: fade 0 time 2000wait 4000 ms00A1: put_actor $PLAYER_ACTOR at 1649.9215 -1640.9991 83.7812Actor.Angle($PLAYER_ACTOR) = 296.3804wait 1000 ms016A: fade 1 time 2000wait 2100 [email protected] = Actor.Create(CivMale, #WMYBU, 1662.0922, -1636.9614, 83.7812)Actor.Angle([email protected]) = 271.48210638: AS_actor [email protected] stay_put 1060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 10568: set_actor [email protected] targetable [email protected] = Actor.Create(CivMale, #MAFBOSS, 1658.5728, -1633.5571, 83.7812)Actor.Angle([email protected]) = 241.983301B2: give_actor [email protected] weapon 31 ammo 999901B9: set_actor [email protected] armed_weapon_to 31Actor.WeaponAccuracy([email protected]) = 1000Actor.Health([email protected]) = 5000Actor.Armour([email protected]) = 10000638: AS_actor [email protected] stay_put 1060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #VMAFF3, 1658.4058, -1640.5795, 83.7788)Actor.Angle([email protected]) = 301.280701B2: give_actor [email protected] weapon 27 ammo 999901B9: set_actor [email protected] armed_weapon_to 27Actor.WeaponAccuracy([email protected]) = 1000Actor.Health([email protected]) = 50000638: AS_actor [email protected] stay_put 1060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #MAFFA, 1660.6036, -1630.4916, 87.3384)Actor.Angle([email protected]) = 138.750501B2: give_actor [email protected] weapon 30 ammo 999901B9: set_actor [email protected] armed_weapon_to 30Actor.WeaponAccuracy([email protected]) = 10000638: AS_actor [email protected] stay_put 105E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire [email protected] = Actor.Create(CivMale, #VMAFF1, 1660.5065, -1642.9323, 87.3735)Actor.Angle([email protected]) = 46.639801B2: give_actor [email protected] weapon 30 ammo 999901B9: set_actor [email protected] armed_weapon_to 30Actor.WeaponAccuracy([email protected]) = 10000638: AS_actor [email protected] stay_put 105E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR060B: set_actor [email protected] decision_maker_to 655360946: set_actor [email protected] actions_uninterupted_by_weapon_fire 10635: AS_actor [email protected] aim_at_actor [email protected] 1000 mswait 1000 ms05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR00BC: show_text_highpriority GXT 'jmpkl1' time 4000 flag 1:CHECK1_3wait [email protected] = 0if not Actor.Dead([email protected])then 05C5: AS_actor [email protected] cower 100 msendif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif Actor.Dead([email protected])then [email protected] += 1endif [email protected] == 4then jump @NEXT1_2endjump @CHECK1_3:NEXT1_2Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])00BC: show_text_highpriority GXT 'talkvic' time 3000 flag 1:TALKVIC1wait 0 00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1660.7109 -1637.0751 83.7812 radius 1.0 1.0 1.0 on_foot jf @TALKVIC1Actor.Angle($PLAYER_ACTOR) = 177.2529Player.CanMove($PLAYER_CHAR) = False00BC: show_text_highpriority GXT 'dntjump' time 2000 flag 100BC: show_text_highpriority GXT 'conv1' time 7500 flag 100BC: show_text_highpriority GXT 'conv2' time 3000 flag 100BC: show_text_highpriority GXT 'conv3' time 3000 flag 100BC: show_text_highpriority GXT 'howcnv1' time 1000 flag 100BC: show_text_highpriority GXT 'conv4' time 4000 flag 100BC: show_text_highpriority GXT 'conv5' time 3000 flag 1wait 24500 msPlayer.CanMove($PLAYER_CHAR) = True0638: AS_actor [email protected] stay_put 0Actor.Angle([email protected]) = 95.12610631: put_actor [email protected] in_group $GANG00BC: show_text_highpriority GXT 'elevate' time 3000 flag 1:ELEVATE1_2wait 0 00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1649.9215 -1640.9991 83.7812 radius 2.0 2.0 2.0 on_foot jf @ELEVATE1_2wait 4000 ms00A1: put_actor $PLAYER_ACTOR at 1654.0526 -1657.2867 22.5156Actor.Angle($PLAYER_ACTOR) = 177.2529wait 1000 ms016A: fade 1 time 2000wait 2100 ms00BC: show_text_highpriority GXT 'victim1' time 3000 flag [email protected] = Car.Create(#SWATVAN, 1653.844, -1714.3246, 15.6094)Car.Angle([email protected]) = 90.7128    Car.DoorStatus([email protected]) = [email protected] = Marker.CreateAboveCar([email protected])Marker.SetColor([email protected], 2)// jumper = 0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 2000 ms // hands up = 05C3: AS_actor [email protected] hands_cower     0631: put_actor [email protected] in_group $GANGreturn:END0A93: end_custom_thread

 

Edited by trickstar34

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Dutchy3010

trickstar34, please try and fix your own errors. Just delete some things, comment some things (//) or put waits between it. Try to make your own code instead of posting all the time in this forum. You can at least put some effort in your codes... Do you really think we can code without errors? No, but if we have errors, we are going to search for the error. Sometimes it takes hours.

 

 

CJZera,Feb 12 2009, 16:46] ...Come on, try to learn it yourself, it ain't that hard, it just takes time and patience, in a few months you should be able to do it.

Anyways, good luck...

It doesnt take that long, it took me about 3 days for the basics, about a week for novice, about 2 weeks for advanced.

Well, because you are that advanced, I think you can fix your own code. wink.gif

Edited by Dutchy3010

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trickstar34

As you can see this code is over 1200 lines and I have corrected it myself until this point, but I have looked it over for about 3 hours and the only thing that fixes it is removing my Actor.CanMove, but I want it where the player has to stand until they are done talking, but they wont even display my text, I only post here when I cant do it myself. You may see what I mean by advanced when I release my mod "Your The Cop".

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james227uk

Advanced? I'd say an advanced coder works with difficult scripts, fixes 9/10 of script problems, uses higher level constructions (While True, Break) and released big mission mods.

 

BTW: I'm pretty sure the leatherface decision maker is 32 before it's compiled

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ZAZ

 

Ok, when I'm on the top of the building (near the end of the script), when I'm supposed to talk to the jumper, it doesnt display any text, and after the 24.5 seconds my character still couldnt move.

 

 

You made again the same failures like in previous script(read my previous post)

 

this is nonsens:

 

:SPHERE1wait 0if 0103:   actor $PLAYER_ACTOR in_sphere 1723.5991 -1596.3043 13.4536 radius 6.0 6.0 6.0 sphere 1 stopped_in_carthenCar.LockInCurrentPosition([email protected]) = True02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1jump @MAFIA1endjump @SPHERE1

 

what does opcode 0103: means exactly?

 

the text on the top of the building is displayed by me

and after the 24.5 seconds my character can move

 

then going into the last sphere and it crashes because of wrong local vars

 

[email protected] = Car.Create(#SWATVAN, 1653.844, -1714.3246, 15.6094)Car.Angle([email protected]) = 90.7128    Car.DoorStatus([email protected]) = [email protected] = Marker.CreateAboveCar([email protected])Marker.SetColor([email protected], 2)

 

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trickstar34
Advanced? I'd say an advanced coder works with difficult scripts, fixes 9/10 of script problems, uses higher level constructions (While True, Break) and released big mission mods.

 

BTW: I'm pretty sure the leatherface decision maker is 32 before it's compiled

I am working on a big mod. It's called Your The Cop, and the only time somebody should use while and for statements are when its needed, this helps with the code from being misinterpreted by compiler, had this trouble programming Java programs, so I started using the same things I do in SCM (I believe it is just Visual Basic with different built in commands), such as [email protected] = 0 then the list of enemies (if dead [email protected] += 1), also with Sanny, as I have said in different posts, it changes repeats and whiles to if's that end up ruining my script. I have been correcting my code 9/10 times in this script, I wrote over 1000 lines correcting it myself, but this I just couldnt see what was wrong after hours of just starring at it.

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trickstar34

OK, I tried my own formula for a timer but it somehow doesnt work, I cant see what I did wrong, bear with me as I have never used timers before.

 

FXT

 

ytcTime Time: ~1~

 

 

CLEO

 

[email protected] = [email protected] = 0:COUNT1wait 0gosub @TIMER1jump @COUNT1:TIMER1if [email protected] == 0then 01E3: show_text_1number_styled GXT 'M_FAIL' number 10000 time 5000 style 1endif [email protected] == 1000then000C: [email protected] -= [email protected] = 0end0513: show_text_box_1number 'ytcTime' number [email protected] 1000 03E6: remove_text_boxreturn

 

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Dutchy3010

I think the biggest problem is that you put a wait of 1000 ms in it. The game reads everything real fast, so in the beginning, [email protected] isn't 0 and [email protected] isn't 1000. Then the code waits 1000 ms. After that 1000 ms, he starts over again. But then [email protected] still isn't 0, and [email protected] still isn't 1000. It is more then 1000 by then. It will never be 1000, so you will get a loop and there won't happen anything.

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trickstar34

well, I cant find a way to make it work, does anybody know any good tutorials on timers?

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