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MrRobinson

Peds to attack players?

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MrRobinson

Hey people, I am a begginer in this sort of thing. I made a mod in GTA IV (crappy one) and now I think I am ready for a big mod in GTA V. I want to create a zombie apocalypse mod. I am very nearly done with the mod but I'm having 3 problems.

 

1) I want to make the peds (zombies) spawn close to the player but in random places, but I don't know how to do that.

2) I can't get the peds to attack the player, as soon as you click the button to activate, they just stand still, look at you if you nudge them, fight you if you hit them. I want them to attack on site.

3) They flee when you aim a gun, I want them to attack if they are threatened, not run.

local Zombie = {}Zombie.peds = {}Zombie.howMany = 0function Zombie.unload()end function Zombie.tick()	if(get_key_pressed(35)) 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 playerID = PLAYER.PLAYER_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)		local playerGroup = PED.GET_PED_GROUP_INDEX(playerPed)		Zombie.unload()		STREAMING.REQUEST_MODEL(ZombieSkinID)		while(not STREAMING.HAS_MODEL_LOADED(ZombieSkinID)) do				wait(50)		end		for i = 0 ,Zombie.howMany,1 do			Zombie.peds[i] = PED.CREATE_PED( 26,ZombieSkinID,playerPosition.x, playerPosition.y, playerPosition.z,1,false,true)				PED.SET_PED_CAN_SWITCH_WEAPON(Zombie.peds[i],false)			PED.CLONE_PED(Ped > Zombie.peds, 1, false, true)			WEAPON.GIVE_WEAPON_TO_PED(Zombie.peds[i], GAMEPLAY.GET_HASH_KEY("WEAPON_UNARMED"), 1, false, false)			PED.CREATE_GROUP(int > Zombies)			PED.SET_PED_AS_GROUP_MEMBER(Ped > PedHandle, int > Zombies)			PED.SET_PED_COMBAT_ABILITY(Zombie.peds[i], 10)			PED.RESGISTER_TARGET(Player > p0)			PED.SET_CAN_ATTACK_FRIENDLY(Player > p0)			PED.SET_PED_AS_ENEMY(Ped > pedHandle, true)			PED.REGISTER_HATED_TARGETS_AROUND_PED(Ped > PedHandle, float > AreaToAttack)			AI.TASK_COMBAT_HATED_TARGETS_AROUND_PED(Player > p0, float > AreaToAttack, Any > p2)			AI.TASK_COMBAT_PED(Ped > pedHandle, Player > p1, Any > p2, Any > p3)			ENTITY.SET_ENTITY_INVINCIBLE(Zombie.peds[i], true);		end		STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(ZombieSkinID)	end	 end return Zombie

help please

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Supacure

Make the targeted AI TASK target the ped itself rather then the player.

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MrRobinson

Make the targeted AI TASK target the ped itself rather then the player.

This did not help me at all, someone help please!

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Supacure

 

Make the targeted AI TASK target the ped itself rather then the player.

This did not help me at all, someone help please!

 

Sorry, I was just suggesting you try that.

PED.SET_PED_AS_ENEMY(Ped > pedHandle, true)

Change 'Ped' to Player, perhaps? Also...

PED.REGISTER_HATED_TARGETS_AROUND_PED(Ped > PedHandle, float > AreaToAttack)

Change Ped to Player?

 

Just start the mod from scratch rather then using someone elses code straight up. You'll be better able to follow it if you place all the parts yourself!

Edited by Supacure

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xsploit

i don't know what to change but zombies just run away when you point a gun at them. i think you have to set the flee attributes but i'm not sure if that will work

Edited by xsploit

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skyrayfox

From my testing it appears peds will only attack you if you give them an actual weapon. Here's the code that worked for me (written in LUA):

 

 

PED.SET_PED_CAN_SWITCH_WEAPON(ped1,true)WEAPON.GIVE_DELAYED_WEAPON_TO_PED(ped1, GAMEPLAY.GET_HASH_KEY("WEAPON_PISTOL"), 1000, false)AI.TASK_COMBAT_PED(ped1, playerPed, 1, 1)
Edited by skyrayfox
  • Like 1

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MrRobinson

 

From my testing it appears peds will only attack you if you give them an actual weapon. Here's the code that worked for me (written in LUA):

 

 

PED.SET_PED_CAN_SWITCH_WEAPON(ped1,true)WEAPON.GIVE_DELAYED_WEAPON_TO_PED(ped1, GAMEPLAY.GET_HASH_KEY("WEAPON_PISTOL"), 1000, false)AI.TASK_COMBAT_PED(ped1, playerPed, 1, 1)

 

Well, you don't see zombies running around with guns...Do youthink it will work if I give them a bat or a knife?

 

EDIT:

 

I just tried spawning them with a bat, they didn't spawn with it,

I tried spawning with a pistol, and they didn't spawn with it....

Edited by MrRobinson

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Vrock_wave

 

From my testing it appears peds will only attack you if you give them an actual weapon. Here's the code that worked for me (written in LUA):

 

 

PED.SET_PED_CAN_SWITCH_WEAPON(ped1,true)WEAPON.GIVE_DELAYED_WEAPON_TO_PED(ped1, GAMEPLAY.GET_HASH_KEY("WEAPON_PISTOL"), 1000, false)AI.TASK_COMBAT_PED(ped1, playerPed, 1, 1)

 

This works well for all weapons. Except for melee :*(

 

I wrote the code on the appearance of enemies but I don `t know how to unite them against me, they will activate a battle with each other :panic: who knows how to unite them

 

My Lua code:

 

local mod = {}

 

function mod.unload()

end

function mod.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(get_key_pressed(85)) then

 

local playerPosition = ENTITY.GET_ENTITY_COORDS(PLAYER.PLAYER_PED_ID(), false)

local Of = OBJECT.CREATE_AMBIENT_PICKUP(GAMEPLAY.GET_HASH_KEY("PICKUP_MONEY_VARIABLE"), playerPosition.x, playerPosition.y, playerPosition.z, 0, 5000, 1, false, true)

 

local lpstglskinID = GAMEPLAY.GET_HASH_KEY("G_M_Y_Lost_02")

 

local tir = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 5.0, 5.0, 0.0);

STREAMING.REQUEST_MODEL(lpstglskinID)

while(not STREAMING.HAS_MODEL_LOADED(lpstglskinID)) do

wait(50)

end

local lost = PED.CREATE_PED( 26,lpstglskinID,tir.x, tir.y, tir.z,1,false,true)

WEAPON.GIVE_DELAYED_WEAPON_TO_PED(lost, GAMEPLAY.GET_HASH_KEY("WEAPON_PUMPSHOTGUN"), 1000, false);

PED.SET_PED_CAN_SWITCH_WEAPON(lost,true)

PED.SET_PED_ACCURACY(lost, 100)

AI.TASK_COMBAT_PED(lost, playerPed, 1, 1)

 

local SWATskinID = GAMEPLAY.GET_HASH_KEY("G_M_Y_Lost_03")

 

local coords = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0.0, 5.0, 0.0);

STREAMING.REQUEST_MODEL(SWATskinID)

while(not STREAMING.HAS_MODEL_LOADED(SWATskinID)) do

wait(50)

end

local lost2 = PED.CREATE_PED( 26,SWATskinID,coords.x, coords.y, coords.z,1,false,true)

 

AI.TASK_COMBAT_HATED_TARGETS_AROUND_PED(lost2, 5000, 0);

PED.SET_PED_KEEP_TASK(lost2, true);

WEAPON.GIVE_DELAYED_WEAPON_TO_PED(lost2, GAMEPLAY.GET_HASH_KEY("WEAPON_PUMPSHOTGUN"), 1000, false);

PED.SET_PED_CAN_SWITCH_WEAPON(lost2,true)

PED.SET_PED_ACCURACY(lost2, 100)

AI.TASK_COMBAT_PED(lost2, playerPed, 1, 1)

 

end

end

end

 

return mod

 

Edited by Vrock_wave

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BenBaron

 

 

From my testing it appears peds will only attack you if you give them an actual weapon. Here's the code that worked for me (written in LUA):

 

 

PED.SET_PED_CAN_SWITCH_WEAPON(ped1,true)WEAPON.GIVE_DELAYED_WEAPON_TO_PED(ped1, GAMEPLAY.GET_HASH_KEY("WEAPON_PISTOL"), 1000, false)AI.TASK_COMBAT_PED(ped1, playerPed, 1, 1)

 

This works well for all weapons. Except for melee :*(

 

I wrote the code on the appearance of enemies but I don `t know how to unite them against me, they will activate a battle with each other :panic: who knows how to unite them

 

My Lua code:

 

local mod = {}

 

function mod.unload()

end

function mod.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(get_key_pressed(85)) then

 

local playerPosition = ENTITY.GET_ENTITY_COORDS(PLAYER.PLAYER_PED_ID(), false)

local Of = OBJECT.CREATE_AMBIENT_PICKUP(GAMEPLAY.GET_HASH_KEY("PICKUP_MONEY_VARIABLE"), playerPosition.x, playerPosition.y, playerPosition.z, 0, 5000, 1, false, true)

 

local lpstglskinID = GAMEPLAY.GET_HASH_KEY("G_M_Y_Lost_02")

 

local tir = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 5.0, 5.0, 0.0);

STREAMING.REQUEST_MODEL(lpstglskinID)

while(not STREAMING.HAS_MODEL_LOADED(lpstglskinID)) do

wait(50)

end

local lost = PED.CREATE_PED( 26,lpstglskinID,tir.x, tir.y, tir.z,1,false,true)

WEAPON.GIVE_DELAYED_WEAPON_TO_PED(lost, GAMEPLAY.GET_HASH_KEY("WEAPON_PUMPSHOTGUN"), 1000, false);

PED.SET_PED_CAN_SWITCH_WEAPON(lost,true)

PED.SET_PED_ACCURACY(lost, 100)

AI.TASK_COMBAT_PED(lost, playerPed, 1, 1)

 

local SWATskinID = GAMEPLAY.GET_HASH_KEY("G_M_Y_Lost_03")

 

local coords = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0.0, 5.0, 0.0);

STREAMING.REQUEST_MODEL(SWATskinID)

while(not STREAMING.HAS_MODEL_LOADED(SWATskinID)) do

wait(50)

end

local lost2 = PED.CREATE_PED( 26,SWATskinID,coords.x, coords.y, coords.z,1,false,true)

 

AI.TASK_COMBAT_HATED_TARGETS_AROUND_PED(lost2, 5000, 0);

PED.SET_PED_KEEP_TASK(lost2, true);

WEAPON.GIVE_DELAYED_WEAPON_TO_PED(lost2, GAMEPLAY.GET_HASH_KEY("WEAPON_PUMPSHOTGUN"), 1000, false);

PED.SET_PED_CAN_SWITCH_WEAPON(lost2,true)

PED.SET_PED_ACCURACY(lost2, 100)

AI.TASK_COMBAT_PED(lost2, playerPed, 1, 1)

 

end

end

end

 

return mod

 

 

 

Well, you might need to look at the "GROUP" natives. Something like creating a group, putting all enemies into this group and setting the Relationship between this and your own group accordingly. I didn't look at the scripts, but I think you got to temper with those.

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Vrock_wave

I tried so but nothing worked :cry:

 

local mod = {}

function mod.unload()
end
function mod.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(get_key_pressed(85)) then
local playerPosition = ENTITY.GET_ENTITY_COORDS(PLAYER.PLAYER_PED_ID(), false)
local Of = OBJECT.CREATE_AMBIENT_PICKUP(GAMEPLAY.GET_HASH_KEY("PICKUP_MONEY_VARIABLE"), playerPosition.x, playerPosition.y, playerPosition.z, 0, 5000, 1, false, true)
local lpstglskinID = GAMEPLAY.GET_HASH_KEY("G_M_Y_Lost_02")
local tir = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 5.0, 5.0, 0.0);
STREAMING.REQUEST_MODEL(lpstglskinID)
while(not STREAMING.HAS_MODEL_LOADED(lpstglskinID)) do
wait(50)
end
local lost = PED.CREATE_PED( 26,lpstglskinID,tir.x, tir.y, tir.z,1,false,true)
WEAPON.GIVE_DELAYED_WEAPON_TO_PED(lost, GAMEPLAY.GET_HASH_KEY("WEAPON_PUMPSHOTGUN"), 1000, false);
PED.SET_PED_CAN_SWITCH_WEAPON(lost,true)
PED.SET_PED_ACCURACY(lost, 100)
AI.TASK_COMBAT_PED(lost, playerPed, 1, 1)
PED.CREATE_GROUP(lostMS)//////////////////////!!!!!!!!!!!!!!!!!!
PED.SET_PED_AS_GROUP_LEADER(lost, lostMS)//////////////////////!!!!!!!!!!!!!!!!!!
local SWATskinID = GAMEPLAY.GET_HASH_KEY("G_M_Y_Lost_03")
local coords = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0.0, 5.0, 0.0);
STREAMING.REQUEST_MODEL(SWATskinID)
while(not STREAMING.HAS_MODEL_LOADED(SWATskinID)) do
wait(50)
end
local lost2 = PED.CREATE_PED( 26,SWATskinID,coords.x, coords.y, coords.z,1,false,true)
AI.TASK_COMBAT_HATED_TARGETS_AROUND_PED(lost2, 5000, 0);
PED.SET_PED_KEEP_TASK(lost2, true);
WEAPON.GIVE_DELAYED_WEAPON_TO_PED(lost2, GAMEPLAY.GET_HASH_KEY("WEAPON_PUMPSHOTGUN"), 1000, false);
PED.SET_PED_CAN_SWITCH_WEAPON(lost2,true)
PED.SET_PED_ACCURACY(lost2, 100)
AI.TASK_COMBAT_PED(lost2, playerPed, 1, 1)
PED.SET_PED_AS_GROUP_MEMBER(lost2, lostMS)//////////////////////!!!!!!!!!!!!!!!!!!
end
end
end

return mod

 

Edited by Vrock_wave

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kamaitachi

melee AI is really weird in this game ): My melee bodyguards wont attack an enemy unless you yourself are targetting them in close range, it's a nightmare :p

i've been testing a switch that makes the nearest enemy hostile and it never works with baseball bats

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MrRobinson

melee AI is really weird in this game ): My melee bodyguards wont attack an enemy unless you yourself are targetting them in close range, it's a nightmare :p

 

i've been testing a switch that makes the nearest enemy hostile and it never works with baseball bats

My guys aren't even spawning with weapons now :/

 

Heres my updated code:

local TheftPoc = {}TheftPoc.peds = {}TheftPoc.howMany = 0function TheftPoc.unload()endfunction TheftPoc.tick()		if(get_key_pressed(99)) then		local TheftPocSkinID = GAMEPLAY.GET_HASH_KEY("u_m_y_zombie_01")		local playerPed = PLAYER.PLAYER_PED_ID()		local player = PLAYER.GET_PLAYER_PED(playerPed)		local playerID = PLAYER.PLAYER_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)		TheftPoc.unload()		STREAMING.REQUEST_MODEL(TheftPocSkinID)		while(not STREAMING.HAS_MODEL_LOADED(TheftPocSkinID)) do				wait(50)		end		for i = 0 ,TheftPoc.howMany,1 do			TheftPoc.peds = PED.CREATE_PED( 26,TheftPocSkinID,playerPosition.x, playerPosition.y, playerPosition.z,1,false,true)			PED.SET_PED_CAN_SWITCH_WEAPON(TheftPoc.peds[i],true)			PED.CLONE_PED(Ped > TheftPoc.peds, 1, false, true)			WEAPON.GIVE_WEAPON_TO_PED(TheftPoc.peds[i], GAMEPLAY.GET_HASH_KEY("WEAPON_KNIFE"), 1, false, false)			AI.TASK_COMBAT_PED(TheftPoc.peds, playerPed, 1, 1)			ENTITY.SET_ENTITY_INVINCIBLE(TheftPoc.peds[i], false);			print("Done")        end		STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(TheftPocSkinID)    end	endreturn TheftPoc

Could you help me out!

Edited by MrRobinson

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skyrayfox

Here you go, i tested it and the peds spawn with a pistol and attack the player. How to use it with melee weapons is up to you to figure out.

 for i = 0 ,TheftPoc.howMany,1 do   TheftPoc.peds[i] = PED.CREATE_PED( 26,TheftPocSkinID,playerPosition.x, playerPosition.y, playerPosition.z,1,false,true)   PED.SET_PED_CAN_SWITCH_WEAPON(TheftPoc.peds[i],true)   WEAPON.GIVE_DELAYED_WEAPON_TO_PED(TheftPoc.peds[i], GAMEPLAY.GET_HASH_KEY("WEAPON_PISTOL"), 1000, false)   AI.TASK_COMBAT_PED(TheftPoc.peds[i], playerPed, 1, 1)   ENTITY.SET_ENTITY_INVINCIBLE(TheftPoc.peds[i], false);   print("Done") end
Edited by skyrayfox

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xsploit

You might be able to set_ped_flee_atrributes but i'm not sure what is does. in the ps3 gta there is a meta file that you edit and you can just set all the peds to the zombie model. i've gotten nearybypeds to work in .net, so i've an auto set ped as enemy you can also set everyone as cop. some models don't run away when you have a gun sometimes a knife. Maybe there is a hash or something we can edit so all models are agressive no matter what.

needs to figure out

PED::SET_PED_COWER_HASH PED::SET_PED_FLEE_ATTRIBUTES

I've been messing around with this

Private Sub MainScript_Tick(sender As Object, e As EventArgs) Handles Me.Tick            Dim toggle As Boolean            Dim loc As New Vector3(Game.Player.Character.Position.X, Game.Player.Character.Position.Y, Game.Player.Character.Position.Z)            ' Dim player As Ped = Game.Player.Character            If toggle = True And Game.Player.Character.IsAlive = True Then                toggle = True                Dim peds() As Ped = World.GetNearbyPeds(Game.Player.Character, 9000.0F)                For i As Integer = 0 To 10                    On Error Resume Next                    GTA.Native.Function.Call(GTA.Native.Hash.SET_PED_COMBAT_ABILITY, peds(i), 2)                    GTA.Native.Function.Call(GTA.Native.Hash.SET_PED_AS_ENEMY, peds(i), True)                    GTA.Native.Function.Call(GTA.Native.Hash.SET_PED_COMBAT_RANGE, peds(i), 9000)                    GTA.Native.Function.Call(GTA.Native.Hash.TASK_COMBAT_PED, peds(i), Game.Player.Character, 0, 0)                    GTA.Native.Function.Call(GTA.Native.Hash.SET_PED_KEEP_TASK, peds(i), True)                    GTA.Native.Function.Call(GTA.Native.Hash.SET_PED_ALERTNESS, peds(i), 100)                Next            End If            If GTA.Script.IsKeyPressed([End]) = True Then                toggle = False            End If            If GTA.Script.IsKeyPressed(Delete) = True Then                toggle = True            End If                    End Sub
Edited by xsploit

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Colarocker

AI::TASK_COMBAT_PED(closestPed, PedID, 1, 1); doesnt work

AI::TASK_COMBAT_PED(closestPed, PedID, 0, 1); works

 

melee (fistfight) works with this for me.

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Ghost_Rolly

You have to change their flee attributes so they become fearless.

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GlorifiedPig

Change PED.RESGISTER_TARGET(Player > p0) to PED.REGISTER_TARGET(Player > p0)

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