Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Summer Special
      2. The Diamond Casino Heist
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Frontier Pursuits
      2. Find Lobbies & Outlaws
      3. Help & Support
    3. Crews

    1. Red Dead Redemption 2

      1. PC
      2. Gameplay
      3. Missions
      4. Help & Support
    2. Red Dead Redemption

    1. Grand Theft Auto Series

    2. GTA 6

      1. St Andrews Cathedral
    3. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA Chinatown Wars

    6. GTA Vice City Stories

    7. GTA Liberty City Stories

    8. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
    9. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
    10. GTA III

      1. Guides & Strategies
      2. Help & Support
    11. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    3. Gangs

    1. Announcements

    2. Support

    3. Suggestions

Sign in to follow this  
TheSiggi

convy script

Recommended Posts

TheSiggi

Hi,

 

I got a question about a script which creates a few cars and bikes which will follow the player to everywhere

 

basicly it's like a motorcade which convoy chief of states or prime ministers....but I think thats quite possible by using codes like:

 

 

07F8: car [email protected] follow_car [email protected] radius 27.0 

 

 

but:

 

is it possible to use more than just more than...lets say...15 cars and at least 18 passengers in the cars and on the bikes?

 

I mean this will be a .scm mod (or a part of it) but is it possible to start this as a mission because then its possible to use more than just 31 locals?

 

and if so:

 

Is it possible to create 2 bikes which will drive in parallel constantly? without tons of math coding?

 

its just a question....

 

 

greets,

 

The_Siggi

 

 

 

 

Share this post


Link to post
Share on other sites
james227uk

Following is possible. Set one to follow the player, then the next to follow that vehicle and so on

Share this post


Link to post
Share on other sites
TheSiggi

Okay...thanx for that so far...but whats about the number of cars and charachters that have to be controlled?

 

using arrays? is that a possibility to use around 30-35 cars, bikes and bodyguards?

Share this post


Link to post
Share on other sites
james227uk

Can't help you with arrays. I don't like the look of Arrays, so I never learnt to use them.

Share this post


Link to post
Share on other sites
EUX adamant4

hi

 

i heard you mention an idea like this a little while ago- i think its a good idea! smile.gif

 

for the bikes travelling side by side couldn't you store the coords of a car in front with an offset of something like -3.0 -5.0 0.0 for one bike and have 3.0 -5.0 0.0 for the other and make the bikes follow them? it would mean more local variables used, but i have tried something like this before and it kind of worked. just have to constantly update the coords.

 

as for the arrays? i don't have a clue- i must look them up. biggrin.gif

Share this post


Link to post
Share on other sites
Deji

Yeah... Not that I can help too much as my Videocard Drivers are rejected by my PC -_-

 

 

This is used in the mission "Management Issues" where you help OG Loc kill Madd Doggs manager... You have to stay inbetween two cars driving at the same speed at equal distance.

 

If I were gonna attempt this, I'd simply get stuck right in. Create the two cars, have them drive at the same time at the same speed and see what happens. You can then work on it from there.

 

You may have to set that cars are not allowed to be in radius of the vehicles (to help them stay straight)...

 

 

Oh yeah, I just remembered... SCMPATH!!!

 

Well, problems may occur with this. You might have to use some simple math and I'm not completely sure it might work. But it's what I'd attempt:

 

 

0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 8.0 0.0 // the right side of the vehicle?02E3: [email protected] = car [email protected] speed05D7: add_point_to_scmpath [email protected] [email protected] [email protected]: AS_assign_scmpath_to_actor [email protected] in_car [email protected] speed [email protected] flags 1 0 105D6: clear_scmpath

 

 

Obviously the code may need work... But try it and tell me the results smile.gif

 

 

 

EDIT: Okay, I started the post a while ago... Watched a film... Then came back and posted it, so I never got to see the above posts tounge.gif

 

 

Anyway, arrays are simple.

 

 

For Global variables... Just add the index number in brackets e.g: $ARRAY[0], $ARRAY[1] ect.

 

 

For Locals... It looks a little like this: [email protected]([email protected],10i)

 

[email protected] is the variable.

 

[email protected] is the index number. Wheras you'd use [0] for globals, locals use another variable...

 

 

[email protected] = [email protected]([email protected],10i)

 

 

 

10i is the array type. 10 is the maximum number of possible indexes. and i specifies that it is an integer.

 

floats would use: f

 

Simple... And believe it or not... Cars, objects and actors are stored as integers.

Edited by Deji

Share this post


Link to post
Share on other sites
TheSiggi

Well I know how to handle arrays ( at least I know how they work sly.gif)

 

 

@ Deji: I read the whole structre of 'Mangement Issues' to find the right code.....in vain confused.gif

 

So thanks for that

 

@Deji (out of topic):

 

wtf is wrong with your pc facedesk.gifbiggrin.gif ?

-------------

 

So but I don't have an idea how to handle with the plenty of variables....one of my ideas was to create something like a mission starter.cs and then start the convoy.scm.....but thats a bit annoying because it shouldn't be a mission with passed and fail...

 

but maybe its possible to ste the mission to passed if all cars reached the red marker destination and failed if the stretch or whatever is wrecked and the VIP is dead.....is that a solution?

 

but that would require a lot of coding.....nearly as complex as R* mission structre, right?

 

greets and thanks,

to everybody who tries to help me beating this mod

 

The_Siggi

 

 

Share this post


Link to post
Share on other sites
Deji

@The_Siggi

 

When I install my videocard drivers... The screen keeps turning off randomly and the computer stalls tounge2.gif

Share this post


Link to post
Share on other sites
james227uk

Not the drivers or the Graphics Card. Conflict on your PC.

Share this post


Link to post
Share on other sites
TheSiggi

If I was you, I would put any stuff I (you) need onto a extern HDD and then formate your pc or better reinstall your operation system and then install all the stuff again and use your old stuff from the extern HDD - that should killed your problems...except yor BIOS is a bit strange....but it shouldn't

 

which graphic card do you use?

Share this post


Link to post
Share on other sites
Deji

nVidia GeForce 6200 (AGP) but I'm not sure that it's a conflict. I've used Driver Sweeper to get rid of all drivers plus I have 2 copies of Windows XP. Both of which don't work.

 

I've installed and uninstalled drivers many times and found that older drivers take longer to crash my computer than newer ones.

 

Having no drivers works great, though... Except that I can't do much with that.

 

Strange thing is... Although these problems were mainly identified when I got the a new videocard... My old videocard had these exact problems after the capacitors burst... I'm not sure when. But I started getting odd DirectX cube shapes... The monitor thing also happened and the computer crashed quite a bit... So all the new card has done is reduced the problems that occur...

Share this post


Link to post
Share on other sites
TheSiggi

@ Deji:

 

maybe there is realy something wrong with your BIOS mercie_blink.gif maybe something isn't initilised correct

 

-------

 

any suggestions to handle that amount of variables?

Share this post


Link to post
Share on other sites
ZAZ

 

any suggestions to handle that amount of variables?

At first you should write a simple mission script which spawns 20 cars and 20 actors in a simple way, then expan the amount step by step. It should be no problem if everything stands still. The problem beginn if they all should drive to somewhere.

switch traffic, emergency and police off to relieve the engine.

 

take a look into my Soldiers69 script

it includes 4 threads. Each thread spawns 15 soldiers by arrays, 45 in the outside area and 15 in the high scurity zone

the 60 actors walk up and down and attack player in some cases.

 

My intesion was, to put the 45 actors also into the high scurity zone if the player enter this area and let them kill the player

But it crashed, so I released 30 actors and used only 30 actors to chase the player

 

In addition can you find some array script templates in my tut

Share this post


Link to post
Share on other sites
TheSiggi

 

At first you should write a simple mission script which spawns 20 cars and 20 actors
mercie_blink.gif

 

mercie_blink.gif what the...????

 

20+20=40 > [email protected].

 

I started learning 'how-to-use arrays' a few days ago, after I wondered myself how did you make multiple people attack CJ (WildWildWest.cs script by you [ZAZ]) and I was not only suprised but also a bit confused:

 

If you use arrays you need to have something like a 'commonality' like in nubbels safe garage: 80 cars or like in the www.cs script X civilians

 

but whats about cars and actors?

 

 

 

using two array constructs at the same time?

 

@ZAZ:

 

there is only one thing which unsettles me every time: mercie_blink.gifmercie_blink.gif

 

 

:ARMY69_11350006: [email protected] = 2 0006: [email protected] = 0 0085: [email protected] = [email protected] // (int) 000E: [email protected] -= 1 0006: [email protected] = 0 0006: [email protected] = 2000 0002: jump @ARMY69_635 

 

 

what the bloody hell???? tounge2.gif

biggrin.gif thats always: decompiling; got it....got it....got i..... mercie_blink.gif wtf??

 

such a big block comes up....

 

-----

Edited by The_Siggi

Share this post


Link to post
Share on other sites
Deji

You can spawn more than one car/actor with the same variable or remove the references to one and then spawn another... You can also put them in a group or use arrays wink.gif

Share this post


Link to post
Share on other sites
TheSiggi

In groups?

what do you mean?

 

and:

 

is it clever to create array constructs for cars and an other for the actors?

 

is that enough? that the 'commonality' is a car?

 

I mean can I handle 2 Huntley, as tretch and two bikes with an array?

Share this post


Link to post
Share on other sites
ZAZ

 

In groups?

what do you mean?

 

and:

 

is it clever to create array constructs for cars and an other for the actors?

 

is that enough? that the 'commonality' is a car?

 

I mean can I handle 2 Huntley, as tretch and two bikes with an array?

the available locals will be allocated by using locals as arrays

 

for 10 actors:0006: [email protected] = 0 0006: [email protected] = 0 0006: [email protected] = 0 0006: [email protected] = 0 0006: [email protected] = 0 0006: [email protected] = 0 0006: [email protected] = 0 0006: [email protected] = 0 0006: [email protected] = 0 0006: [email protected] = [email protected]([email protected],64i)

 

 

and for 10 cars0006: [email protected] = 0 0006: [email protected] = 0 0006: [email protected] = 0 0006: [email protected] = 0 0006: [email protected] = 0 0006: [email protected] = 0 0006: [email protected] = 0 0006: [email protected] = 0 0006: [email protected] = 0 0006: [email protected] = [email protected]([email protected],64i)// in this case the array index must be minimum 11or better:[email protected]([email protected],64i)

 

you must take care that a array costruct is not assigned to an actor when the array index fits to a car definition

 

[email protected] = 5actor [email protected]([email protected],64i) [email protected] = 15car [email protected]([email protected],64i) driveor better:[email protected] = 5car [email protected]([email protected],64i) drive

 

 

 

 

____________________________________________

edit

 

the basic script:

script below will be a simple cs file and spawns 15 cars and 15 actors at the old airplane graveyard with arrays

after 5 seconds they will be destroyed

 

the check if 001B: 15 > [email protected] let the index count up to max 14

if the index is greater than 14 let the code jump out of the array loop

 

 

{$CLEO .cs}:ArrayConvoithread 'ARYCON'0001: wait  1000 ms//00A1: put_actor $PLAYER_ACTOR at 292.8148 2521.2163 16.7244:ArrayConvoi_20001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @ArrayConvoi_200D6: if  000FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot 280.8503 2518.9961 16.6761 radius  5.0  5.0  1.0004D: jump_if_false @[email protected] = [email protected] = 270.00247: request_model #INFERNUS0247: request_model #BFOST:ArrayConvoi_Load_Model_Check0001: wait  0 msif  and0248:   model #INFERNUS available0248:   model #BFOST available004D: jump_if_false @ArrayConvoi_Load_Model_Check:ArrayConvoi_loop_10001: wait  0 ms03F0: enable_text_draw 1045A: text_draw_1number  250.0  50.0 'NUMBER' [email protected]    // valueif001B:   15 > [email protected]: jump_if_false @ArrayConvoi_end_100A5: [email protected]([email protected],64i) = create_car #INFERNUS at [email protected] 2513.303 16.579009A: [email protected]([email protected],64i) = create_actor_pedtype 8 model #BFOST at [email protected] 2523.303 16.579000A: [email protected] += [email protected] -= 5.00002: jump @ArrayConvoi_loop_1:ArrayConvoi_end_10001: wait  5000 [email protected] = 0:ArrayConvoi_loop_50001: wait  0 ms03F0: enable_text_draw 1045A: text_draw_1number  300.0  50.0 'NUMBER' [email protected]    // valueif001B:   15 > [email protected]: jump_if_false @ArrayConvoi_end_5009B: destroy_actor [email protected]([email protected],64i)00A6: destroy_car [email protected]([email protected],64i)000A: [email protected] += 10002: jump @ArrayConvoi_loop_5:ArrayConvoi_end_50001: wait  3000 ms0002: jump @ArrayConvoi_2

 

 

 

 

Next step will be to do it as mission script, .cm to can increase the amount of cars and actor.

Use the mission script structure like documented in gtamodding wiki

change the locals: [email protected] for the index, [email protected] for the x-coord, array construct [email protected]([email protected],96i) for the actors

and [email protected]([email protected],96i) for the cars

32 instead of 15 in the check if 001B: 32 > [email protected]

 

Now the actor will be created as driver. It works so far

 

Increase the value in both checks "if greater than" maybe from 32 to 45

it works also but by more than 32 you can see that the engine makes failures: not all cars will be destroyed at the end

 

 

{$CLEO .cm}:ArrayConvoithread 'ARYCON'0050: gosub @ArrayConvoi_main_1 00D6: if  00112:   wasted_or_busted004D: jump_if_false @ArrayConvoi_end_10050: gosub @ArrayConvoi_fail_1:ArrayConvoi_end_10050: gosub @ArrayConvoi_cleanup_1004E: end_thread:ArrayConvoi_main_10317: increment_mission_attempts//here starts the missionscript0004: $ONMISSION =  [email protected] = [email protected] = 270.00247: request_model #INFERNUS0247: request_model #BFOST:ArrayConvoi_Load_Model_Check0001: wait  0 msif  and0248:   model #INFERNUS available0248:   model #BFOST available004D: jump_if_false @ArrayConvoi_Load_Model_Check:ArrayConvoi_loop_10001: wait  0 ms03F0: enable_text_draw 1045A: text_draw_1number  250.0  50.0 'NUMBER' [email protected]    // valueif001B:   32 > [email protected]: jump_if_false @ArrayConvoi_pass_100A5: [email protected]([email protected],96i) = create_car #INFERNUS at [email protected] 2513.303 16.5790129: [email protected]([email protected],96i) = create_actor  8 #BFOST in_car [email protected]([email protected],96i) driverseat000A: [email protected] += [email protected] -= 5.00002: jump @ArrayConvoi_loop_1:ArrayConvoi_pass_100BA: text_styled 'M_PASSD'  1000 ms  10001: wait  8000 ms0051: return:ArrayConvoi_fail_100BA: text_styled 'M_FAIL'  1000 ms  10051: return:[email protected] = 0:ArrayConvoi_cleanup_loop_10001: wait  0 ms03F0: enable_text_draw 1045A: text_draw_1number  300.0  50.0 'NUMBER' [email protected]    // valueif001B:   32 > [email protected]: jump_if_false @ArrayConvoi_cleanup_loop_3009B: destroy_actor [email protected]([email protected],96i)00A6: destroy_car [email protected]([email protected],96i)000A: [email protected] += 10002: jump @ArrayConvoi_cleanup_loop_1:ArrayConvoi_cleanup_loop_30004: $ONMISSION =  000D8: mission_cleanup0051: return

 

 

 

Now let the car drive to a target

change the mission passed part

 

:ArrayConvoi_pass_100BA: text_styled 'M_PASSD'  1000 ms  10001: wait  8000 ms0051: return

 

with this part

 

:[email protected] = 0:ArrayConvoi_pass_loop_10001: wait  0 ms03F0: enable_text_draw 1045A: text_draw_1number  300.0  50.0 'NUMBER' [email protected]    // valueif001B:   32 > [email protected]: jump_if_false @ArrayConvoi_pass_loop_3////////////////////  the drive-to commands --vv----00A7: car [email protected]([email protected],96i) drive_to 204.559 2559.4934 16.3672//---simple drive-to command04BA: set_car [email protected]([email protected],96i) speed_instantly  20.0//---speed declaration, important!!//00AF: set_car [email protected]([email protected],96i) driver_behaviour_to  1//---optional, can help to let the car follow road, drive back if way is blocked00AE: unknown_set_car [email protected]([email protected],96i) to_ignore_traffic_lights  2//--optional, sets car to ignore red-lights and drive around traffic////////////////////  the drive-to commands --^^----000A: [email protected] += 10002: jump @ArrayConvoi_pass_loop_1:ArrayConvoi_pass_loop_300BA: text_styled 'M_PASSD'  1000 ms  10001: wait  8000 ms0051: return

 

 

 

At the end you should see that simple functions or checks by using arrays allways needs to circle the array construct through a loop which changes the index for each item

smile.gif

 

Instead of an arrayloop you can command the car also by using the child local directly or set the index to a value and command the car in single manner

 

 

:[email protected] = 300A7: car [email protected]([email protected],96i) drive_to 204.559 2559.4934 16.3672//---simple drive-to command04BA: set_car [email protected]([email protected],96i) speed_instantly  20.0//---speed declaration, [email protected] = 700A7: car [email protected]([email protected],96i) drive_to 204.559 2559.4934 16.3672//---simple drive-to command04BA: set_car [email protected]([email protected],96i) speed_instantly  20.0//---speed declaration, important!!00A7: car [email protected] drive_to 204.559 2559.4934 16.3672//---simple drive-to command04BA: set_car [email protected] speed_instantly  20.0//---speed declaration, important!!00A7: car [email protected] drive_to 204.559 2559.4934 16.3672//---simple drive-to command04BA: set_car [email protected] speed_instantly  20.0//---speed declaration, important!!00BA: text_styled 'M_PASSD'  1000 ms  10001: wait  8000 ms0051: return

 

 

 

Edited by ZAZ

Share this post


Link to post
Share on other sites
TheSiggi

Well but if I use mission stuctrue I don't need the arrays anymore.....

 

but I have to add nasty stuff like passed and failed nervous.gif

 

and:

 

 

 

you must take care that a array costruct is not assigned to an actor when the array index fits to a car definition

 

 

[email protected] = 5actor [email protected]([email protected],64i) [email protected] = 15car [email protected]([email protected],64i) driveor better:[email protected] = 5car [email protected]([email protected],64i) drive

 

 

don't get it mercie_blink.gif

Share this post


Link to post
Share on other sites
ZAZ

 

Well but if I use mission stuctrue I don't need the arrays anymore.....

using arrays don't give more locals

using arrays is useful to manage a huge amount of items

how would you check if 30 cars are not wrecked?

 

Share this post


Link to post
Share on other sites
TheSiggi

Can I controll several cars (different models!!) with arrays?

 

and how do I update the coords of the car CJ is driving and the coords of the cars?

 

 

 

An other question: which opcode makes an object/actor disappear?

 

I don't mean that they will just walk away but there was a way to make them go away a few meters and then they will disaapear slowly ( a bit like fading)

 

was it just:

 

 

01C2and01C3

?

 

 

EDIT://

 

This is a fast made script just to test the arangement:

 

 

doesn't work cryani.gif

 

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'VIPTEST1' :VIPTEST_10wait 10if and03EE:   player $PLAYER_CHAR controllable 0256:   player $PLAYER_CHAR defined 80DF:   NOT  actor $PLAYER_ACTOR driving jf @VIPTEST_100A8D: [email protected] = read_memory 9867536 size 3 virtual_protect 0 wait 000D6: if 04A4:   [email protected] == 564950 // @ == anyjf @VIPTEST_10 0A8C: write_memory 9867536 size 4 value 0 virtual_protect 0 0247: load_model #STRETCH0247: load_model #BMYMIB0247: load_model #HUNTLEY0247: load_model #WMOMIB0247: load_model #M40247: load_model #WMYBELLjump @VIPTEST_21:VIPTEST_21wait 10if and0248:   model #WMYBELL0248:   model #STRETCH available 0248:   model #HUNTLEY available0248:   model #WMOMIB available0248:   model #BMYMIB available0248:   model #M4 availablejf @VIPTEST_2104C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -8.0 10.0 0.025      //Huntley   [email protected]: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 10.0 0.025      //stretch    [email protected]: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 20.0 10.0 0.025      //Huntley   [email protected] @VIPTEST_22:VIPTEST_2200A5: [email protected] = create_car #HUNTLEY at [email protected] [email protected] [email protected] 0229: set_car [email protected] primary_color_to 0 secondary_color_to 0 0224: set_car [email protected] health_to 2000 0129: [email protected] = create_actor_pedtype 8 model #WMOMIB in_car [email protected] driverseat 0446: set_actor [email protected] immune_to_headshots 0 0223: set_actor [email protected] health_to 8000 01B2: give_actor [email protected] weapon 31 ammo 99999 // Load the weapon model before using this 081A: set_actor [email protected] weapon_skill_to 10 00A5: [email protected] = create_car #STRETCH at [email protected] [email protected] [email protected] 0229: set_car [email protected] primary_color_to 0 secondary_color_to 0 0224: set_car [email protected] health_to 2000 0129: [email protected] = create_actor_pedtype 8 model #BMYMIB in_car [email protected] driverseat                    //[email protected] (BMYMIB) in [email protected] (stretch)0446: set_actor [email protected] immune_to_headshots 0 0223: set_actor [email protected] health_to 8000 01B2: give_actor [email protected] weapon 31 ammo 99999 // Load the weapon model before using this 081A: set_actor [email protected] weapon_skill_to 10 00A5: [email protected] = create_car #HUNTLEY at [email protected] [email protected] [email protected] 0229: set_car [email protected] primary_color_to 0 secondary_color_to 0 0224: set_car [email protected] health_to 2000 0129: [email protected] = create_actor_pedtype 8 model #WMOMIB in_car [email protected] driverseat 0446: set_actor [email protected] immune_to_headshots 0 0223: set_actor [email protected] health_to 8000 01B2: give_actor [email protected] weapon 31 ammo 99999 // Load the weapon model before using this 081A: set_actor [email protected] weapon_skill_to 10 01C8: [email protected] = create_actor_pedtype 8 model #WMYBELL in_car [email protected] passenger_seat 2                                        0223: set_actor [email protected] health_to 8000jump @VIPTEST_28:VIPTEST_28wait 4000 msjump @VIPTEST_32:VIPTEST_3201C2: remove_references_to_actor [email protected]: remove_references_to_actor [email protected]: remove_references_to_actor [email protected]: remove_references_to_actor [email protected]: remove_references_to_car [email protected]: remove_references_to_car [email protected]: remove_references_to_car [email protected]: release_model #M40249: release_model #WMYBELL0249: release_model #WMOMIB0249: release_model #BMYMIBjump @VIPTEST_10

 

Edited by The_Siggi

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • 2 Users Currently Viewing
    0 members, 0 Anonymous, 2 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.