headscript Posted April 26, 2015 Author Share Posted April 26, 2015 Thanks for this tool, headscript. Could you please explain briefly how to reload the lua files in-game? main.lua function init() local module_folder = "scripts/" package.path = module_folder .. "?.lua;" .. package.path GRAPHICS.SET_DEBUG_LINES_AND_SPHERES_DRAWING_ACTIVE(1)endfunction tick() --print("test") if(get_key_pressed(115)) then if (package.loaded.testmodule ~= nil) then package.loaded.testmodule = nil end end testmodule = require "testmodule" testmodule.tick() end testmodule.lua local testmodule = {}testmodule.loaded = falsefunction testmodule.tick() if(not testmodule.loaded) then local zombieSkinID = GAMEPLAY.GET_HASH_KEY("u_m_y_zombie_01") local playerPed = PLAYER.PLAYER_PED_ID() local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed) local playerPosition = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0.0, 5.0, 0.0) while(not STREAMING.HAS_MODEL_LOADED(zombieSkinID)) do --wait(5) wait function not yet implemented in released version end for i = 0 ,10,1 do PED.CREATE_PED( 26,zombieSkinID,playerPosition.x, playerPosition.y, playerPosition.z,0,true,true) end STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(zombieSkinID) testmodule.loaded = true end --print("Hello World! 2") endreturn testmodule when you press f4 testmodule.lua is getting reloaded Link to comment Share on other sites More sharing options...
Tusillody Posted April 26, 2015 Share Posted April 26, 2015 (edited) Hello, made an account to share my bit of code, adds feature that if you hit a car, pedestrian, or drive in the oncoming lane you'll get a wanted star. Honk your horn to remove the wanted level. It's very simplistic, feel free to use it as you want, it was my first attempt at making something for myself. Variables needed local player = PLAYER.GET_PLAYER_PED(playerPed)local playerPed = PLAYER.PLAYER_PED_ID()local onVehHit = PLAYER.GET_TIME_SINCE_PLAYER_HIT_VEHICLE(player)local onHitPed = PLAYER.GET_TIME_SINCE_PLAYER_HIT_PED(player)local onPavement = PLAYER.GET_TIME_SINCE_PLAYER_DROVE_ON_PAVEMENT(player)local againstTraffic = PLAYER.GET_TIME_SINCE_PLAYER_DROVE_AGAINST_TRAFFIC(player) Function if(PED.IS_PED_IN_ANY_VEHICLE(playerPed, true)) then print("---") print(onHitPed/1000, "Seconds since last ped hit") print(onVehHit/1000, "Seconds since last vehicle hit") print(onPavement/1000, "Seconds since crossed pavement") print(againstTraffic/1000, "Seconds since challenged traffic") print("---") if (onHitPed < 1000) then PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true) PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true) end if (onVehHit < 1000) then PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true) PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true) end if(onPavement < 1000) then --PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true) -- Turned off because annoying --PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true) -- -- -- -- -- -- -- -- -- -- end if(againstTraffic < 1000) then PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true) PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true) end if(PLAYER.IS_PLAYER_PRESSING_HORN(player)) then print("beep") PLAYER.SET_PLAYER_WANTED_LEVEL(player, 0, true) PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true) print("second beep") end end end Also, editing the testmodule script automatically reloads it ingame, pretty handy, really love thisI wanted to make use of "or" to make that neater, but i couldn't figure it out, so several "if"s it is edit: Here is my full testmodule with only this script, uses default main.lua local testmodule = {}function testmodule.tick() -- variables local playerPed = PLAYER.PLAYER_PED_ID() local player = PLAYER.GET_PLAYER_PED(playerPed) local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed) local onVehHit = PLAYER.GET_TIME_SINCE_PLAYER_HIT_VEHICLE(player) local onHitPed = PLAYER.GET_TIME_SINCE_PLAYER_HIT_PED(player) local onPavement = PLAYER.GET_TIME_SINCE_PLAYER_DROVE_ON_PAVEMENT(player) local againstTraffic = PLAYER.GET_TIME_SINCE_PLAYER_DROVE_AGAINST_TRAFFIC(player) -- variables end if(playerExists) then if(PED.IS_PED_IN_ANY_VEHICLE(playerPed, true)) then print("---") print(onHitPed/1000, "Ped hit") print(onVehHit/1000, "Vehicle hit") print(onPavement/1000, "Pavement") print(againstTraffic/1000, "Traffic") print("---") if (onHitPed < 1000) then PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true) PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true) end if (onVehHit < 1000) then PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true) PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true) end if(onPavement < 1000) then --PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true) -- Turned off because driving --PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true) -- into alleys shouldn't want you end if(againstTraffic < 1000) then PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true) PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true) end if(PLAYER.IS_PLAYER_PRESSING_HORN(player)) then print("beep") PLAYER.SET_PLAYER_WANTED_LEVEL(player, 0, true) PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true) print("second beep") end end endendreturn testmodule Edited April 26, 2015 by Tusillody s7s7111 1 Link to comment Share on other sites More sharing options...
Swarm96 Posted April 26, 2015 Share Posted April 26, 2015 This doesnt seem to work. I replaced the x, y,z with my coords.x, etc. But nothing spawns. local zombieSkinID = GAMEPLAY.GET_HASH_KEY("u_m_y_zombie_01") PED.CREATE_PED( 26,zombieSkinID,x, y, z,0,true,true) Link to comment Share on other sites More sharing options...
xsploit Posted April 26, 2015 Share Posted April 26, 2015 i can't get createped to work at all Link to comment Share on other sites More sharing options...
larperdoodle Posted April 26, 2015 Share Posted April 26, 2015 Anyone know how to use this function? I assume the arguments it takes have something to do with defining the diameter of the sphere or something? VEHICLE::GET_RANDOM_VEHICLE_IN_SPHEREHash: 0x57216D03 Any GET_RANDOM_VEHICLE_IN_SPHERE(Any p0, Any p1, Any p2, Any p3,Any p4, Any p5) // 0x57216D03 Link to comment Share on other sites More sharing options...
headscript Posted April 26, 2015 Author Share Posted April 26, 2015 (edited) This doesnt seem to work. I replaced the x, y,z with my coords.x, etc. But nothing spawns. local zombieSkinID = GAMEPLAY.GET_HASH_KEY("u_m_y_zombie_01") PED.CREATE_PED( 26,zombieSkinID,x, y, z,0,true,true) look one down i can't get createped to work at all here is my whole script which works local testmodule = {}testmodule.loaded = falsetestmodule.zombies = {}function testmodule.tick() if(not testmodule.loaded) then local zombieSkinID = GAMEPLAY.GET_HASH_KEY("u_m_y_zombie_01") local playerPed = PLAYER.PLAYER_PED_ID() local player = PLAYER.GET_PLAYER_PED(playerPed) local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed) local playerPosition = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0.0, 5.0, 0.0) --local veh = VEHICLE.CREATE_VEHICLE(GAMEPLAY.GET_HASH_KEY("DINGHY"), playerPosition.x, playerPosition.y, playerPosition.z, -1, true,true); local veh = PED.GET_VEHICLE_PED_IS_IN(playerPed,true) STREAMING.REQUEST_MODEL(zombieSkinID) --ENTITY.SET_ENTITY_COORDS_NO_OFFSET(playerPed, 5303.311, -5189, 92.51867, false, false, true); while(not STREAMING.HAS_MODEL_LOADED(zombieSkinID)) do wait(50) end for i = 0 ,10,1 do testmodule.zombies[i] = PED.CREATE_PED( 26,zombieSkinID,playerPosition.x, playerPosition.y, playerPosition.z,0,false,true) end STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(zombieSkinID) testmodule.loaded = true end --print("Hello World! 2") endreturn testmodule Anyone know how to use this function? I assume the arguments it takes have something to do with defining the diameter of the sphere or something? VEHICLE::GET_RANDOM_VEHICLE_IN_SPHEREHash: 0x57216D03 Any GET_RANDOM_VEHICLE_IN_SPHERE(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5) // 0x57216D03 dunno sorry Edited April 26, 2015 by headscript Link to comment Share on other sites More sharing options...
antd Posted April 26, 2015 Share Posted April 26, 2015 Thanks for this tool, headscript. Could you please explain briefly how to reload the lua files in-game? main.lua function init() local module_folder = "scripts/" package.path = module_folder .. "?.lua;" .. package.path GRAPHICS.SET_DEBUG_LINES_AND_SPHERES_DRAWING_ACTIVE(1)endfunction tick() --print("test") if(get_key_pressed(115)) then if (package.loaded.testmodule ~= nil) then package.loaded.testmodule = nil end end testmodule = require "testmodule" testmodule.tick() end testmodule.lua local testmodule = {}testmodule.loaded = falsefunction testmodule.tick() if(not testmodule.loaded) then local zombieSkinID = GAMEPLAY.GET_HASH_KEY("u_m_y_zombie_01") local playerPed = PLAYER.PLAYER_PED_ID() local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed) local playerPosition = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0.0, 5.0, 0.0) while(not STREAMING.HAS_MODEL_LOADED(zombieSkinID)) do --wait(5) wait function not yet implemented in released version end for i = 0 ,10,1 do PED.CREATE_PED( 26,zombieSkinID,playerPosition.x, playerPosition.y, playerPosition.z,0,true,true) end STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(zombieSkinID) testmodule.loaded = true end --print("Hello World! 2") endreturn testmodule when you press f4 testmodule.lua is getting reloaded main.lua: http://pastebin.com/tqN2hyUb testmodule.lua: http://pastebin.com/MGUJW0ev It does not leave the 'loading story mode' screen. The lua console is displayed with 'loaded main.lua'. I'm not sure what the problem is... If I disable lua.asi, it loads the game fine. Oh, and NativeTrainer does not cause this issue. Link to comment Share on other sites More sharing options...
xsploit Posted April 26, 2015 Share Posted April 26, 2015 Thanks for this tool, headscript. Could you please explain briefly how to reload the lua files in-game? main.lua function init() local module_folder = "scripts/" package.path = module_folder .. "?.lua;" .. package.path GRAPHICS.SET_DEBUG_LINES_AND_SPHERES_DRAWING_ACTIVE(1)endfunction tick() --print("test") if(get_key_pressed(115)) then if (package.loaded.testmodule ~= nil) then package.loaded.testmodule = nil end end testmodule = require "testmodule" testmodule.tick() end testmodule.lua local testmodule = {}testmodule.loaded = falsefunction testmodule.tick() if(not testmodule.loaded) then local zombieSkinID = GAMEPLAY.GET_HASH_KEY("u_m_y_zombie_01") local playerPed = PLAYER.PLAYER_PED_ID() local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed) local playerPosition = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0.0, 5.0, 0.0) while(not STREAMING.HAS_MODEL_LOADED(zombieSkinID)) do --wait(5) wait function not yet implemented in released version end for i = 0 ,10,1 do PED.CREATE_PED( 26,zombieSkinID,playerPosition.x, playerPosition.y, playerPosition.z,0,true,true) end STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(zombieSkinID) testmodule.loaded = true end --print("Hello World! 2") endreturn testmodule when you press f4 testmodule.lua is getting reloaded main.lua: http://pastebin.com/tqN2hyUb testmodule.lua: http://pastebin.com/MGUJW0ev It does not leave the 'loading story mode' screen. The lua console is displayed with 'loaded main.lua'. I'm not sure what the problem is... If I disable lua.asi, it loads the game fine. Oh, and NativeTrainer does not cause this issue. Yeah same thing happened to me. Something isn't right createped should work. Link to comment Share on other sites More sharing options...
headscript Posted April 26, 2015 Author Share Posted April 26, 2015 1. it doesnt check if game already loaded that u can see the player -> add a check then^^ 2. get the new version and at the wait at while(not STREAMING.HAS_MODEL_LOADED(zombieSkinID)) do else the thread lockups Link to comment Share on other sites More sharing options...
xsploit Posted April 26, 2015 Share Posted April 26, 2015 I've just been sitting high as f*ck here trying to get sh*t to work. Just seen i have to update Link to comment Share on other sites More sharing options...
larperdoodle Posted April 26, 2015 Share Posted April 26, 2015 (edited) Is it possible to add scripts without putting them in testmodule.lua yet? (and without modifying main.lua) Edited April 26, 2015 by larperdoodle Link to comment Share on other sites More sharing options...
headscript Posted April 26, 2015 Author Share Posted April 26, 2015 Is it possible to add scripts without putting them in testmodule.lua yet? (and without modifying main.lua) why dont you just add more scripts and run the tick functions of the scripts from main.lua ? and u can load in other luas other luas aswell Link to comment Share on other sites More sharing options...
larperdoodle Posted April 26, 2015 Share Posted April 26, 2015 (edited) Key words there being "without modifying main.lua" Players shouldn't have to know how to code to install a script. If any .lua file put in the scripts folder ran without modifying main, then we could start releasing our scripts. I understand if this feature is just NYI, but it should be eventually Edited April 26, 2015 by larperdoodle burnsyboo 1 Link to comment Share on other sites More sharing options...
headscript Posted April 26, 2015 Author Share Posted April 26, 2015 Key words there being "without modifying main.lua" Players shouldn't have to know how to code to install a script. If any .lua file put in the scripts folder ran without modifying main, then we could start releasing our scripts. then someone (or me maybe) should write it that it calls all scripts in this folder Link to comment Share on other sites More sharing options...
burnsyboo Posted April 26, 2015 Share Posted April 26, 2015 Key words there being "without modifying main.lua" Players shouldn't have to know how to code to install a script. If any .lua file put in the scripts folder ran without modifying main, then we could start releasing our scripts. then someone (or me maybe) should write it that it calls all scripts in this folder it would be nice if you could do that bro it would make it a lot more friendly larperdoodle 1 Link to comment Share on other sites More sharing options...
headscript Posted April 26, 2015 Author Share Posted April 26, 2015 (edited) Key words there being "without modifying main.lua" Players shouldn't have to know how to code to install a script. If any .lua file put in the scripts folder ran without modifying main, then we could start releasing our scripts. then someone (or me maybe) should write it that it calls all scripts in this folder it would be nice if you could do that bro it would make it a lot more friendly alright doing it atm edit: done Edited April 26, 2015 by headscript larperdoodle, burnsyboo and r34ld34l 3 Link to comment Share on other sites More sharing options...
burnsyboo Posted April 26, 2015 Share Posted April 26, 2015 Key words there being "without modifying main.lua" Players shouldn't have to know how to code to install a script. If any .lua file put in the scripts folder ran without modifying main, then we could start releasing our scripts. then someone (or me maybe) should write it that it calls all scripts in this folder it would be nice if you could do that bro it would make it a lot more friendly alright doing it atm edit: done Nice one mate this will surely help people a lot Link to comment Share on other sites More sharing options...
larperdoodle Posted April 26, 2015 Share Posted April 26, 2015 (edited) Awesome, thanks! You should consider posting it on www.gta5-mods.com as a tool You should also make it more clear if scripts should go in the scripts folder or the addins subfolder. Or both? By the looks of it though, custom scripts go in addins Edited April 26, 2015 by larperdoodle Link to comment Share on other sites More sharing options...
headscript Posted April 26, 2015 Author Share Posted April 26, 2015 Awesome, thanks! You should consider posting it on www.gta5-mods.com as a tool You should also make it more clear if scripts should go in the scripts folder or the addins subfolder. Or both? By the looks of it though, custom scripts go in addins custom scripts go in addins thats right^^ but you can still overwrite everything if u want Link to comment Share on other sites More sharing options...
Aardvark2015 Posted April 26, 2015 Share Posted April 26, 2015 (edited) tick is only called every 50ms to not lower the game fps but i can try to set it to 0 which i havent tried but the native trainer uses Maybe you could create a binding for the WAIT/scriptWait function in lua, and put the call main.lua tick. Then everyone can play with the sleep amount and see what works for them Edit: Nevermind, you already did that! Edited April 26, 2015 by Aardvark2015 burnsyboo 1 Link to comment Share on other sites More sharing options...
headscript Posted April 26, 2015 Author Share Posted April 26, 2015 tick is only called every 50ms to not lower the game fps but i can try to set it to 0 which i havent tried but the native trainer uses Maybe you could create a binding for the WAIT/scriptWait function in lua, and put the call main.lua tick. Then everyone can play with the sleep amount and see what works for them Edit: Nevermind, you already did that! yep^^ here a Bodyguard lua script call it bodyguard.lua and put it in the scripts/addins folder Numpad 5 to spawn Bodyguards http://pastebin.com/B4ZzRDUc Link to comment Share on other sites More sharing options...
diamond-optic Posted April 26, 2015 Share Posted April 26, 2015 I wanted to make use of "or" to make that neater, but i couldn't figure it out, so several "if"s it is this works... if (onHitPed < 1000) or (onVehHit < 1000) or (againstTraffic < 1000) then PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true) PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true)end Tusillody 1 Link to comment Share on other sites More sharing options...
noahvt Posted April 26, 2015 Share Posted April 26, 2015 I'm trying to put a cruisecontrol script into the scripthook native trainer but I cannot find one value So, the script goes as following: VEHICLE::SET_VEHICLE_FORWARD_SPEED(veh, cruiseSpeed); and it was converted already but I get the error "identifier "veh" is undefined" so somewhere in the LUA.asi file it should say something like "veh = ?" or "? = veh" but since I cannot decompile the asi file can someone tell me how "veh" is defined? Link to comment Share on other sites More sharing options...
Tusillody Posted April 26, 2015 Share Posted April 26, 2015 I wanted to make use of "or" to make that neater, but i couldn't figure it out, so several "if"s it is this works... if (onHitPed < 1000) or (onVehHit < 1000) or (againstTraffic < 1000) then PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true) PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true)end It does, thanks. Wasn't separating them with () when I tried Link to comment Share on other sites More sharing options...
larperdoodle Posted April 26, 2015 Share Posted April 26, 2015 (edited) I'm trying to put a cruisecontrol script into the scripthook native trainer but I cannot find one value So, the script goes as following: VEHICLE::SET_VEHICLE_FORWARD_SPEED(veh, cruiseSpeed); and it was converted already but I get the error "identifier "veh" is undefined" so somewhere in the LUA.asi file it should say something like "veh = ?" or "? = veh" but since I cannot decompile the asi file can someone tell me how "veh" is defined? This is taken from my cruise control script, and was originally taken from the example script to add 4 stars to the player when they entered a vehicle. local playerPed = PLAYER.PLAYER_PED_ID()local player = PLAYER.GET_PLAYER_PED(playerPed)local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed)if(playerExists) thenif(PED.IS_PED_IN_ANY_VEHICLE(playerPed, false)) thenlocal veh = PED.GET_VEHICLE_PED_IS_IN(playerPed,true) Here is the full code for my cruise control script http://hastebin.com/bijirefegu.lua Edited April 26, 2015 by larperdoodle Link to comment Share on other sites More sharing options...
KingDong Posted April 26, 2015 Share Posted April 26, 2015 Im trying to have 2 different binds but im doing something wrong and i dont know what it is function tick() local playerPed = PLAYER.PLAYER_PED_ID() local player = PLAYER.GET_PLAYER_PED(playerPed) local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed) if(playerExists) then if(PED.IS_PED_IN_ANY_VEHICLE(playerPed, false)) then local veh = PED.GET_VEHICLE_PED_IS_IN(playerPed,true) if(get_key_pressed(97)) then VEHICLE.SET_VEHICLE_FORWARD_SPEED(veh,1200) local testmodule = {} function tick() local playerPed = PLAYER.PLAYER_PED_ID() local player = PLAYER.GET_PLAYER_PED(playerPed) local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed) if(PLAYER.IS_PLAYER_ONLINE() and playerExists) then if(get_key_pressed(76)) then local playerPed = PLAYER.PLAYER_PED_ID(); local coords = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0.0, 5.0, 0.0); local clone = PED.CREATE_RANDOM_PED(coords.x, coords.y, coords.z); local group = PLAYER.GET_PLAYER_GROUP(PLAYER.PLAYER_ID()); PED.SET_PED_AS_GROUP_MEMBER(clone, group); AI.TASK_COMBAT_HATED_TARGETS_AROUND_PED(clone, 5000, 0); PED.SET_PED_KEEP_TASK(clone, true); WEAPON.GIVE_DELAYED_WEAPON_TO_PED(clone, GAMEPLAY.GET_HASH_KEY("weapon_pistol50"), 5, true); ENTITY.SET_ENTITY_INVINCIBLE(clone, false); end endend end end endend Super speed works but the bodyguard one doesnt in the bodyguard one do i change the coords to what i want? or is it supposed to spawn where i aim? local clone = PED.CREATE_RANDOM_PED(coords.x, coords.y, coords.z); Link to comment Share on other sites More sharing options...
burnsyboo Posted April 26, 2015 Share Posted April 26, 2015 (edited) Hello if its not too much to ask please could someone help me get started with lua scripting i am hoping to create several scripts for GTA V PC An idea of a script i am going to try to create is A script that turns water into a solid object that can be walked on Please could someone help me with this as i have zero knowledge when it comes to lua scripting )-: Thank you Edited April 26, 2015 by burnsyboo Link to comment Share on other sites More sharing options...
r34ld34l Posted April 26, 2015 Share Posted April 26, 2015 Hello if its not too much to ask please could someone help me get started with lua scripting i am hoping to create several scripts for GTA V PC An idea of a script i am going to try to create is A script that turns water into a solid object that can be walked on Please could someone help me with this as i have zero knowledge when it comes to lua scripting )-: Thank you Don't think that is possible. Link to comment Share on other sites More sharing options...
wozzy Posted April 26, 2015 Share Posted April 26, 2015 Thank you for this, it works great, ! I didn't realize at first that this had hot reload working, it makes things much easier. Having a debug console's also very useful Now I just need to get a little more used to LUA Link to comment Share on other sites More sharing options...
headscript Posted April 26, 2015 Author Share Posted April 26, 2015 (edited) new Update http://puu.sh/hrRMZ/8fa21dc5f0.png edit updated again to fix the first button action Edited April 26, 2015 by headscript larperdoodle 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now