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Sagari12

What am I doing wrong?

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Sagari12

Okay i made a script for a ghostcar. Dont care about the anim I just wanted to check if it all works.

 

{$CLEO .cs}0000: NOP02A8: $marker = create_marker 37 at 472.5948 2577.6165 54.7128 0247: request_model #GLENsh*t0247: request_model 604038B: load_requested_models00A5: $GHOST = create_car #GLENsh*t at 472.5948 2577.6165 54.71280175: set_car $GHOST z_angle_to 144.563600AD: set_car $GHOST max_speed_to 100129: $DUCH = create_actor_pedtype 12 model 1 in_car $GHOST driverseat0ABE: vehicle $GHOST engine_off:petla1wait 10if and00E1: player 0 pressed_key 150206: actor $PLAYER_ACTOR near_car $GHOST radius 5.0 5.0 3.0 flag 0 on_footjf @petla2:petla2wait 004ED: load_animation "PARK":Load_Model_Check0001: wait  0 ms04EE: animation "PARK" loaded004D: jump_if_false @Load_Model_Check0812: AS_actor $PLAYER_ACTOR perform_animation "TAI_CHI_IN" IFP_file "PARK" 1.0 loopA 1 lockX 1 lockY 1 lockF 1 time -204EF: release_animation "PARK"0792: disembark_instantly_actor $PLAYER_ACTOR0A93: end_custom_thread

 

When i turn on GTA SA it works but when i load a save I see a GTASA.exe crash message.

Whats wrong? facedesk.gif

 

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gtasearcher

You got a hell lot wrong bud.

 

1. NEVER USE GLOBALS IN CLEO SCRIPTS UNLESS ABSOLUTELY NECCESARY!

 

2. duude, you need to check if models are loaded first.

 

3. This is a wrong sentance

:petla1wait 10if and00E1: player 0 pressed_key 150206: actor $PLAYER_ACTOR near_car $GHOST radius 5.0 5.0 3.0 flag 0 on_footjf @petla2:petla2

 

 

In either ocassion the code will jump to petla2.

 

4. 0129: $DUCH = create_actor_pedtype 12 model 1 in_car $GHOST driverseat

 

Model 1?!? You need to set a model, bud, and I think you want model 604.

 

5.

04EE: animation "PARK" loaded004D: jump_if_false @Load_Model_Check

 

Where exactly is the if?

 

6.

0812: AS_actor $PLAYER_ACTOR perform_animation "TAI_CHI_IN" IFP_file "PARK" 1.0 loopA 1 lockX 1 lockY 1 lockF 1 time -204EF: release_animation "PARK"0792: disembark_instantly_actor $PLAYER_ACTOR0A93: end_custom_thread

 

 

Everything will happen at the same time, player won't be able to perform the anim even for a minisecond.

____________

Fixed up code

 

 

thread 'GCAR'02A8: [email protected] = create_marker 37 at 472.5948 2577.6165 54.7128:GCAR1wait 0ifnot [email protected] == -1thenCar.RemoveReferences([email protected])endifnot [email protected] == -1thenActor.RemoveReferences([email protected])ifPlayer.Defined($PLAYER_CHAR)jf @GCAR1ifPlayer.Controllable($PLAYER_CHAR)jf @GCAR1if$ONMISSION == 0jf @GCAR1if00FE: $PLAYER_ACTOR 0 472.5948 2577.6165 54.7128 100.0 100.0 100.0JF @GCAR10247: request_model #GLENsh*t0247: request_model 604038B: load_requested_modelswhile truewait 0if and#GLENsh*t.Available()Model.Available(604)then breakendend00A5: [email protected]= create_car #GLENsh*t at 472.5948 2577.6165 54.71280175: set_car [email protected] z_angle_to 144.563600AD: set_car [email protected] max_speed_to 10.00129: [email protected] = create_actor_pedtype 12 model 604 in_car [email protected] driverseat#GLENsh*t.destroy()Model.Destroy(604)0ABE: vehicle [email protected] engine_offwhile truewait 0ifPlayer.Defined($PLAYER_CHAR)jf @GCAR1ifPlayer.Controllable($PLAYER_CHAR)jf @GCAR1if$ONMISSION == 0jf @GCAR1if00FE: $PLAYER_ACTOR 0 472.5948 2577.6165 54.7128 125.0 125.0 125.0JF @GCAR1if andnot Actor.Dead([email protected])not Car.Wrecked([email protected])jf @GCAR1if and00E1: player 0 pressed_key 150206: actor $PLAYER_ACTOR near_car [email protected] radius 5.0 5.0 3.0 flag 0 on_footthen breakendend04ED: load_animation "PARK":Load_Model_Check0001: wait  0 msif04EE: animation "PARK" loaded004D: jump_if_false @Load_Model_Check0605: $PLAYER_ACTOR "TAI_CHI_IN" "PARK" 4.0 0 0 0 0 -104EF: release_animation "PARK"0A93:

 

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Sagari12

Thanx man. cookie.gifcookie.gifcookie.gif

I have a compile error. Not enough parameters.

Edited by Sagari12

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TheSiggi

 

end_custom_thread

 

 

is missing at the end.....

 

 

 

thread 'GCAR'02A8: [email protected] = create_marker 37 at 472.5948 2577.6165 54.7128:GCAR1wait 0ifnot [email protected] == -1thenCar.RemoveReferences([email protected])endifnot [email protected] == -1thenActor.RemoveReferences([email protected])ifPlayer.Defined($PLAYER_CHAR)jf @GCAR1ifPlayer.Controllable($PLAYER_CHAR)jf @GCAR1if$ONMISSION == 0jf @GCAR1if00FE: $PLAYER_ACTOR 0 472.5948 2577.6165 54.7128 100.0 100.0 100.0JF @GCAR10247: request_model #GLENsh*t0247: request_model 604038B: load_requested_modelswhile truewait 0if and#GLENsh*t.Available()Model.Available(604)then breakendend00A5: [email protected]= create_car #GLENsh*t at 472.5948 2577.6165 54.71280175: set_car [email protected] z_angle_to 144.563600AD: set_car [email protected] max_speed_to 10.00129: [email protected] = create_actor_pedtype 12 model 604 in_car [email protected] driverseat#GLENsh*t.destroy()Model.Destroy(604)0ABE: vehicle [email protected] engine_offwhile truewait 0ifPlayer.Defined($PLAYER_CHAR)jf @GCAR1ifPlayer.Controllable($PLAYER_CHAR)jf @GCAR1if$ONMISSION == 0jf @GCAR1if00FE: $PLAYER_ACTOR 0 472.5948 2577.6165 54.7128 125.0 125.0 125.0JF @GCAR1if andnot Actor.Dead([email protected])not Car.Wrecked([email protected])jf @GCAR1if and00E1: player 0 pressed_key 150206: actor $PLAYER_ACTOR near_car [email protected] radius 5.0 5.0 3.0 flag 0 on_footthen breakendend04ED: load_animation "PARK":Load_Model_Check0001: wait  0 msif04EE: animation "PARK" loaded004D: jump_if_false @Load_Model_Check0605: $PLAYER_ACTOR "TAI_CHI_IN" "PARK" 4.0 0 0 0 0 -104EF: release_animation "PARK"0A93: end_custom_thread

 

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Deji

Is #GLENsh*t even a valid model name? I mean, won't the game crash if you add a * into the model name? I reckon it'd be best to get a new name with letters only and then try again. No wonder it crashes during load...

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TheSiggi

What?

 

did he wrote that or does gtaforums.com censore GLENsh*t?

 

 

XD

 

you live and learn XD

 

whats about.... c*ntgun

 

XD thats toooo much biggrin.gif

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Sagari12

I added end custom thread and opcode.

BUT IT STILL DIDNT COMPILE.

 

Not enough actual parameters. Expected 5 params.

Yes i changed GLENsh*t to normal GLENS H I T. Of course without free spaces.

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james227uk

It's a different opcode that's the problem, not end_custom_thread

 

End custom thread has NO parameters.

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Sagari12

Can you check the code and see what is wrong?

After it can you submit a modified one but change the animation to stomach shoot anim?

And maybe add an hour when the car will be spawned: from 22.00-2.00

The same with radar icon.

When CJ falls down make the screen black and get back to game at 8.00am.

CJ stands up but the car is not there.

Edited by Sagari12

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TheSiggi

fixxed it now but Sannybuilder still can't compile because some highconstructs doesn't end with an 'end'

 

 

 

thread 'GCAR'02A8: [email protected] = create_marker 37 at 472.5948 2577.6165 54.7128:GCAR1wait 0ifnot [email protected] == -1thenCar.RemoveReferences([email protected])endifnot [email protected] == -1thenActor.RemoveReferences([email protected])ifPlayer.Defined($PLAYER_CHAR)jf @GCAR1ifPlayer.Controllable($PLAYER_CHAR)jf @GCAR1if$ONMISSION == 0jf @GCAR1if00FE: $PLAYER_ACTOR 0 472.5948 2577.6165 54.7128 100.0 100.0 100.0JF @GCAR10247: request_model #GLENsh*t0247: request_model 604038B: load_requested_modelswhile truewait 0if and#GLENsh*t.Available()Model.Available(604)then breakendend00A5: [email protected] = create_car #GLENsh*t at 472.5948 2577.6165 54.71280175: set_car [email protected] z_angle_to 144.563600AD: set_car [email protected] max_speed_to 10.00129: [email protected] = create_actor_pedtype 12 model 604 in_car [email protected] driverseat#GLENsh*t.destroy()Model.Destroy(604)0ABE: vehicle [email protected] engine_offwhile truewait 0ifPlayer.Defined($PLAYER_CHAR)jf @GCAR1ifPlayer.Controllable($PLAYER_CHAR)jf @GCAR1if$ONMISSION == 0jf @GCAR1if00FE: $PLAYER_ACTOR 0 472.5948 2577.6165 54.7128 125.0 125.0 125.0JF @GCAR1if andnot Actor.Dead([email protected])not Car.Wrecked([email protected])jf @GCAR1if and00E1: player 0 pressed_key 150206: actor $PLAYER_ACTOR near_car [email protected] radius 5.0 5.0 3.0 flag 0 on_footthen breakendend04ED: load_animation "PARK":Load_Model_Check0001: wait  0 msif04EE: animation "PARK" loaded004D: jump_if_false @Load_Model_Check0605: $PLAYER_ACTOR "TAI_CHI_IN" "PARK" 4.0 0 0 0 0 -104EF: release_animation "PARK"0A93: end_custom_thread

 

Edited by The_Siggi

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Sagari12

Can some1 fix this?

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Sagari12

 

but I'm not quite sure whats the content of the script  wow.gif

 

 

 

You mean what is it for?

For fun. I want a GLENDALE GHOST or GLENDALE S H I T as they call it stand on these coords:472.5948 2577.6165 54.7128

angle:144.5636

The car will spawn at 22.00 and stay there to 4.00

When you try to steal it it plays a stomach shoot anim and when CJ is down shows a black screen.

At 8.00 you wake up and the car is gone. Cj also says WHAT THE HELL WAS THAT.

And add a marker: this one: ?

Edited by Sagari12

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Dutchy3010

I'll explain how "The_Siggi" fixed the SannyBuilder errors.

 

You had to use:

 

02D4: car [email protected] turn_off_engine

 

 

Instead of:

 

0ABE: vehicle [email protected] engine_off

 

 

Besides that, you had no space between the [email protected] and the =:

 

00A5: [email protected]= create_car #GLENsh*t at 472.5948 2577.6165 54.7128

 

 

Then about the High Level Constructions.. It is handy to use spaces in loops, that makes it more organized. As an example, I did it for you. You will know exactly where you missed the end. wink.gif

 

 

thread 'GCAR'02A8: [email protected] = create_marker 37 at 472.5948 2577.6165 54.7128:GCAR1wait 0if not [email protected] == -1then Car.RemoveReferences([email protected])endif // You didn't have an end for this if not [email protected] == -1then Actor.RemoveReferences([email protected]) if   Player.Defined($PLAYER_CHAR) jf @GCAR1  if   Player.Controllable($PLAYER_CHAR) jf @GCAR1  if $ONMISSION == 0 jf @GCAR1  if 00FE: $PLAYER_ACTOR 0 472.5948 2577.6165 54.7128 100.0 100.0 100.0 jf @GCAR1  0247: request_model #GLENsh*t 0247: request_model 604 038B: load_requested_models  while true   wait 0      if and    #GLENsh*t.Available()    Model.Available(604)   then break   end end  00A5: [email protected] = create_car #GLENsh*t at 472.5948 2577.6165 54.7128 0175: set_car [email protected] z_angle_to 144.5636 00AD: set_car [email protected] max_speed_to 10.0 0129: [email protected] = create_actor_pedtype 12 model 604 in_car [email protected] driverseat #GLENsh*t.destroy() Model.Destroy(604) 02D4: car [email protected] turn_off_engine  while true    wait 0   if     Player.Defined($PLAYER_CHAR)   jf @GCAR1    if     Player.Controllable($PLAYER_CHAR)   jf @GCAR1    if     $ONMISSION == 0   jf @GCAR1    if     00FE: $PLAYER_ACTOR 0 472.5948 2577.6165 54.7128 125.0 125.0 125.0   jf @GCAR1    if and     not Actor.Dead([email protected])     not Car.Wrecked([email protected])   jf @GCAR1    if and     00E1: player 0 pressed_key 15     0206: actor $PLAYER_ACTOR near_car [email protected] radius 5.0 5.0 3.0 flag 0 on_foot   then break   end endend // you forgot this one, this is an end which belong to the other //04ED: load_animation "PARK":Load_Model_Checkwait 0if 04EE: animation "PARK" loadedjf @Load_Model_Check0605: $PLAYER_ACTOR "TAI_CHI_IN" "PARK" 4.0 0 0 0 0 -104EF: release_animation "PARK"0A93: end_custom_thread

 

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Sagari12

Cool it compiled but.....

When i reach the marker gtasa.exe crashes.

 

For fun. I want a GLENDALE GHOST or GLENDALE S H I T as they call it stand on these coords:472.5948 2577.6165 54.7128

angle:144.5636

The car will spawn at 22.00 and stay there to 4.00

When you try to steal it it plays a stomach shoot anim and when CJ is down shows a black screen.

At 8.00 you wake up and the car is gone. Cj also says WHAT THE HELL WAS THAT.

And add a marker: this one: ?

When some1 make it work please change it a little.

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Dutchy3010
What happens here? Am I crazy? Did anybody tested this script ingame?

No. tounge.gif I only looked at the errors...

 

@ Sagari12: look at what ZAZ said...

 

 

 00A5: [email protected] = create_car #GLENsh*t at 472.5948 2577.6165 54.71280175: set_car [email protected] z_angle_to 144.563600AD: set_car [email protected] max_speed_to 10.00129: [email protected] = create_actor_pedtype 12 model 604 in_car [email protected] driverseat

 

You create a car with handle [email protected], then you use in_car [email protected]

 

You also check this:

 

not Car.Wrecked([email protected])

 

Just change the [email protected] from the cars in [email protected]

 

There can be other errors, but I'm at the moment too lazy to look. Change this and test it again.

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Sagari12

 

{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------0000: NOP 03A4: name_thread 'GCAR' 02A8: [email protected] = create_marker 37 at 472.5948 2577.616 54.7128 :GCAR_350001: wait 0 ms 00D6: if 8039:   not  [email protected] == -1 004D: jump_if_false @GCAR_62 01C3: remove_references_to_car [email protected] // Like turning a car into any random car :GCAR_6200D6: if 8039:   not  [email protected] == -1 004D: jump_if_false @GCAR_484 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @GCAR_35 00D6: if 03EE:   player $PLAYER_CHAR controllable 004D: jump_if_false @GCAR_35 00D6: if 0038:   $ONMISSION == 0 004D: jump_if_false @GCAR_35 00D6: if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 472.5948 2577.616 54.7128 radius 100.0 100.0 100.0 004D: jump_if_false @GCAR_35 0247: load_model #GLENsh*t 0247: load_model #GLENsh*t 038B: load_requested_models :GCAR_1950001: wait 0 ms 00D6: if and0248:   model #GLENsh*t available 0248:   model #GLENsh*t available 004D: jump_if_false @GCAR_227 0002: jump @GCAR_234 :GCAR_2270002: jump @GCAR_195 :GCAR_23400A5: [email protected] = create_car #GLENsh*t at 472.5948 2577.616 54.7128 0175: set_car [email protected] Z_angle_to 144.5636 00AD: set_car [email protected] max_speed_to 10.0 0129: [email protected] = create_actor_pedtype 12 model #GLENsh*t in_car [email protected] driverseat 0249: release_model #GLENsh*t 0249: release_model #GLENsh*t 02D4: car [email protected] turn_off_engine :GCAR_3050001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @GCAR_35 00D6: if 03EE:   player $PLAYER_CHAR controllable 004D: jump_if_false @GCAR_35 00D6: if 0038:   $ONMISSION == 0 004D: jump_if_false @GCAR_35 00D6: if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 472.5948 2577.616 54.7128 radius 125.0 125.0 125.0 004D: jump_if_false @GCAR_35 00D6: if and8118:   not actor [email protected] dead 8119:   not car [email protected] wrecked 004D: jump_if_false @GCAR_35 00D6: if and00E1:   player 0 pressed_key 15 0206:   actor $PLAYER_ACTOR near_car [email protected] radius 5.0 5.0 3.0 flag 0 on_foot 004D: jump_if_false @GCAR_477 0002: jump @GCAR_484 :GCAR_4770002: jump @GCAR_305 :GCAR_48404ED: load_animation "PARK" :GCAR_4920001: wait 0 ms 00D6: if 04EE:   animation "PARK" loaded 004D: jump_if_false @GCAR_492 0605: actor $PLAYER_ACTOR perform_animation_sequence "TAI_CHI_IN" IFP_file "PARK" 4.0 loop 0 0 0 0 time -1 // versionA 04EF: release_animation "PARK" 0A93: end_custom_thread 

 

I remade i BUT....

The marker is there but the car isint.

facedesk.gif

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ceedj

Color me confused about all of this:

 

 

004D: jump_if_false @GCAR_350247: load_model #GLENsh*t0247: load_model #GLENsh*t038B: load_requested_models:GCAR_1950001: wait 0 ms00D6: if and0248:   model #GLENsh*t available0248:   model #GLENsh*t available004D: jump_if_false @GCAR_2270002: jump @GCAR_234:GCAR_2270002: jump @GCAR_195:GCAR_23400A5: [email protected] = create_car #GLENsh*t at 472.5948 2577.616 54.71280175: set_car [email protected] Z_angle_to 144.563600AD: set_car [email protected] max_speed_to 10.00129: [email protected] = create_actor_pedtype 12 model #GLENsh*t in_car [email protected] driverseat0249: release_model #GLENsh*t0249: release_model #GLENsh*t02D4: car [email protected] turn_off_engine 

 

 

Any particular reason you're using the same model for the car AND actor?

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Sagari12

Im out. Can someone make this script work like i said few posts earlier.

 

I want a GLENDALE GHOST or GLENDALE S H I T as they call it stand on these coords:472.5948 2577.6165 54.7128

angle:144.5636

The car will spawn at 22.00 and stay there to 4.00

When you try to steal it it plays a stomach shoot anim and when CJ is down shows a black screen.

At 8.00 you wake up and the car is gone. Cj also says WHAT THE HELL WAS THAT.

And add a marker: this one: ?

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ceedj

Not that hard. There is an opcode to get the current time, use that in a loop and check if it matches that time, example:

 

get current time hours and minutes (2 variables here)

if time = your value

jump to create car, else do whatever until time reaches that point.

 

To do the stomach shot thing I might check if it's a player car (is car 0 a player car) and if not, do the animation and fades, set the time while the fade is out, then re-fade back in. Since messing with the time will affect Carl's hunger (a weird byproduct), I'd also get the hunger stat CORRECTION - fat and muscle stat - and set it to that when doing the fade back in.

 

This is all off the top of my head, but I'm sure about 95% of this can be found in the original game code.

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Sagari12

Can you make this script for me???

PLEASE.

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TheSiggi

Which actor should drive the car?

 

and about the marker:

is there a marker or is it above a(n) car/actor

Edited by The_Siggi

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Sagari12

This russian mafia guy.

Marker on the map not on the car or guy.

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TheSiggi

there are many mafia guys tounge.gif

 

the four you found on the streets in Las Venturas and three other guys which look very serious

 

+ the guys used in the missions: Sindaco sen. and jun.

 

I will make it with

 

 

#MALE01

 

so you can change thge driver easily

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Sagari12

I mean RUSSIAN mafia guy this one in black jacket.

 

Edited by Sagari12

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TheSiggi

oh....you mean André....the arms dealer from the mission 'Gray Imports'

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Sagari12

Yes.

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Sagari12

How are you going?

Scripting?

Or already finished?

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Deji

Andre is dressed in blue. He is not russian.

 

I think the one you are talking about is the one in all black, right?

 

user posted image

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