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[HELP] Someone tell me why isn't this thing working please


minhtroller
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minhtroller

ok so help me please. i've been looking at my monitor for 3 hours now and i'm pretty desperated. so any help would be ok please.

 

 

 

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
thread 'DEADEYE'
jump @DEADEYE_18
:DEADEYE_18
03F0: enable_text_draw 1
:DEADEYE_28
wait 0
if or
02D8: actor $PLAYER_ACTOR current_weapon == 24
02D8: actor $PLAYER_ACTOR current_weapon == 26
02D8: actor $PLAYER_ACTOR current_weapon == 25
02D8: actor $PLAYER_ACTOR current_weapon == 33
if and
044B: actor $PLAYER_ACTOR on_foot
0AB0: key_pressed 20
else_jump @DEADEYE_3282
if or
0117: player $PLAYER_CHAR wasted
0741: actor $PLAYER_ACTOR busted
00DF: actor $PLAYER_ACTOR driving
04AD: actor $PLAYER_ACTOR in_water
0AB0: key_pressed 20
gosub @DEADEYE_38
else_jump @DEADEYE_3282
jump @DEADEYE_49
:DEADEYE_38
03F0: enable_text_draw 1
015D: set_gamespeed 1.0
wait 100
03F0: enable_text_draw 0
jump @DEADEYE_18
:DEADEYE_49
wait 0
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 220 120 15 255
015D: set_gamespeed 0.01
0A8D: [email protected] = read_memory 12010640 size 4 virtual_protect 0
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
:DEADEYE_120
0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0
if and
jf @DEADEYE_903
if
803C: not $PLAYER_ACTOR == [email protected] // (int)
jf @DEADEYE_903
if
not Actor.Dead([email protected])
jf @DEADEYE_903
if
not Actor.Driving([email protected])
jf @DEADEYE_903
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if
00FE: actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 30.0 30.0 30.0
jf @DEADEYE_903
if
0457: player $PLAYER_CHAR aiming_at_actor [email protected]
jf @DEADEYE_903
if and
00E1: player 0 pressed_key 6
0AB0: key_pressed 77
jf @DEADEYE_903
if
jf @DEADEYE_381
Actor.RemoveReferences([email protected])
jump @DEADEYE_896
:DEADEYE_381
if
jf @DEADEYE_419
Actor.RemoveReferences([email protected])
jump @DEADEYE_896
:DEADEYE_419
if
jf @DEADEYE_457
Actor.RemoveReferences([email protected])
jump @DEADEYE_896
:DEADEYE_457
if
jf @DEADEYE_495
Actor.RemoveReferences([email protected])
jump @DEADEYE_896
:DEADEYE_495
if
jf @DEADEYE_533
Actor.RemoveReferences([email protected])
jump @DEADEYE_896
:DEADEYE_533
if and
803B: not [email protected] == [email protected] // (int)
803B: not [email protected] == [email protected] // (int)
803B: not [email protected] == [email protected] // (int)
803B: not [email protected] == [email protected] // (int)
jf @DEADEYE_607
if
856D: not actor [email protected] defined
jf @DEADEYE_607
jump @DEADEYE_896
:DEADEYE_607
if and
803B: not [email protected] == [email protected] // (int)
803B: not [email protected] == [email protected] // (int)
803B: not [email protected] == [email protected] // (int)
803B: not [email protected] == [email protected] // (int)
jf @DEADEYE_681
if
856D: not actor [email protected] defined
jf @DEADEYE_681
jump @DEADEYE_896
:DEADEYE_681
if and
803B: not [email protected] == [email protected] // (int)
803B: not [email protected] == [email protected] // (int)
803B: not [email protected] == [email protected] // (int)
803B: not [email protected] == [email protected] // (int)
jf @DEADEYE_755
if
856D: not actor [email protected] defined
jf @DEADEYE_755
jump @DEADEYE_896
:DEADEYE_755
if and
803B: not [email protected] == [email protected] // (int)
803B: not [email protected] == [email protected] // (int)
803B: not [email protected] == [email protected] // (int)
803B: not [email protected] == [email protected] // (int)
jf @DEADEYE_829
if
856D: not actor [email protected] defined
jf @DEADEYE_829
jump @DEADEYE_896
:DEADEYE_829
if and
803B: not [email protected] == [email protected] // (int)
803B: not [email protected] == [email protected] // (int)
803B: not [email protected] == [email protected] // (int)
803B: not [email protected] == [email protected] // (int)
jf @DEADEYE_896
if
856D: not actor [email protected] defined
jf @DEADEYE_896
:DEADEYE_896
:DEADEYE_903
jf @DEADEYE_120
return
:DEADEYE_930
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if
056D: actor [email protected] defined
jf @DEADEYE_1022
if or
Actor.Dead([email protected])
80FE: not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 30.0 30.0 30.0
jf @DEADEYE_1034
:DEADEYE_1022
Actor.RemoveReferences([email protected])
:DEADEYE_1034
if
056D: actor [email protected] defined
jf @DEADEYE_1097
if or
Actor.Dead([email protected])
80FE: not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 30.0 30.0 30.0
jf @DEADEYE_1109
:DEADEYE_1097
Actor.RemoveReferences([email protected])
:DEADEYE_1109
if
056D: actor [email protected] defined
jf @DEADEYE_1172
if or
Actor.Dead([email protected])
80FE: not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 30.0 30.0 30.0
jf @DEADEYE_1184
:DEADEYE_1172
Actor.RemoveReferences([email protected])
:DEADEYE_1184
if
056D: actor [email protected] defined
jf @DEADEYE_1247
if or
Actor.Dead([email protected])
80FE: not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 30.0 30.0 30.0
jf @DEADEYE_1259
:DEADEYE_1247
Actor.RemoveReferences([email protected])
:DEADEYE_1259
if
056D: actor [email protected] defined
jf @DEADEYE_1322
if or
Actor.Dead([email protected])
80FE: not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 30.0 30.0 30.0
jf @DEADEYE_1336
:DEADEYE_1322
Actor.RemoveReferences([email protected])
return
:DEADEYE_1336
return
:DEADEYE_1338
03F0: enable_text_draw 1
if
056D: actor [email protected] defined
jf @DEADEYE_1380
gosub @DEADEYE_1546
:DEADEYE_1380
if
056D: actor [email protected] defined
jf @DEADEYE_1418
gosub @DEADEYE_1546
:DEADEYE_1418
if
056D: actor [email protected] defined
jf @DEADEYE_1456
gosub @DEADEYE_1546
:DEADEYE_1456
if
056D: actor [email protected] defined
jf @DEADEYE_1494
gosub @DEADEYE_1546
:DEADEYE_1494
if
056D: actor [email protected] defined
jf @DEADEYE_1532
gosub @DEADEYE_1546
:DEADEYE_1532
Actor.RemoveReferences([email protected])
return
:DEADEYE_1546
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.7
if
jf @DEADEYE_1631
:DEADEYE_1631
if
not [email protected] > 10.0
jf @DEADEYE_1662
:DEADEYE_1662
if
jf @DEADEYE_1693
:DEADEYE_1693
if
not [email protected] > 10.0
jf @DEADEYE_1724
:DEADEYE_1724
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.7
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.7
if
06BD: no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 1 actor 0 object 1 particle 0
jf @DEADEYE_2009
038E: draw_box_position [email protected] [email protected] size 1.0 8.0 RGBA 220 12 12 255
038E: draw_box_position [email protected] [email protected] size 1.0 8.0 RGBA 220 12 12 255
038E: draw_box_position [email protected] [email protected] size 8.0 1.0 RGBA 220 12 12 255
038E: draw_box_position [email protected] [email protected] size 8.0 1.0 RGBA 220 12 12 255
return
:DEADEYE_2009
038E: draw_box_position [email protected] [email protected] size 1.0 8.0 RGBA 255 55 25 255
038E: draw_box_position [email protected] [email protected] size 1.0 8.0 RGBA 255 55 25 255
038E: draw_box_position [email protected] [email protected] size 8.0 1.0 RGBA 255 55 25 255
038E: draw_box_position [email protected] [email protected] size 8.0 1.0 RGBA 255 55 25 255
return
:DEADEYE_2195
if
80E1: not player 0 pressed_key 6
0AA1: return_if_false
if
0AB0: key_pressed 78
0AA1: return_if_false
if or
056D: actor [email protected] defined
056D: actor [email protected] defined
056D: actor [email protected] defined
jf @DEADEYE_2250
jump @DEADEYE_2266
:DEADEYE_2250
if or
056D: actor [email protected] defined
056D: actor [email protected] defined
0AA1: return_if_false
:DEADEYE_2266
0992: set_player $PLAYER_CHAR weapons_scrollable 0
015D: set_gamespeed 1.5
gosub @DEADEYE_930
if
056D: actor [email protected] defined
jf @DEADEYE_2325
gosub @DEADEYE_2578
:DEADEYE_2325
gosub @DEADEYE_930
if
056D: actor [email protected] defined
jf @DEADEYE_2363
gosub @DEADEYE_2578
:DEADEYE_2363
gosub @DEADEYE_930
if
056D: actor [email protected] defined
jf @DEADEYE_2401
gosub @DEADEYE_2578
:DEADEYE_2401
gosub @DEADEYE_930
if
056D: actor [email protected] defined
jf @DEADEYE_2439
gosub @DEADEYE_2578
:DEADEYE_2439
gosub @DEADEYE_930
if
056D: actor [email protected] defined
jf @DEADEYE_2477
gosub @DEADEYE_2578
:DEADEYE_2477
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Camera.Restore
Camera.SetBehindPlayer
015D: set_gamespeed 1.0
0931: lock_camera_zoom 0
0992: set_player $PLAYER_CHAR weapons_scrollable 1
0687: clear_actor $PLAYER_ACTOR task
return
:DEADEYE_2578
[email protected] = 11990512
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 1
0A8E: [email protected] = [email protected] + 1816 // int
0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 1
0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 1
if
0AA1: return_if_false
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.75
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.75
if
06BD: no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 1 actor 0 object 1 particle 0
0AA1: return_if_false
0635: AS_actor $PLAYER_ACTOR aim_at_actor [email protected] 1650 ms
jump @DEADEYE_3282
:DEADEYE_3282
wait 0
jump @DEADEYE_3477
:DEADEYE_3477
0A9F: [email protected] = current_thread_pointer
0AB1: call_scm_func @DEADEYE_3642 2 [email protected] 0 [email protected]
0AB1: call_scm_func @DEADEYE_3642 2 [email protected] 3 [email protected]
0AB1: call_scm_func @DEADEYE_3642 2 [email protected] 6 [email protected]
0AB1: call_scm_func @DEADEYE_3642 2 [email protected] 9 [email protected]
0AB1: call_scm_func @DEADEYE_3642 2 [email protected] 12 [email protected]
:DEADEYE_3642
if
jf @DEADEYE_3735
if
jf @DEADEYE_3713
[email protected] += 10783072
jump @DEADEYE_3728
:DEADEYE_3713
:DEADEYE_3728
jump @DEADEYE_3742
:DEADEYE_3735
:DEADEYE_3742
0AB2: ret 1 [email protected]
:DEADEYE_3750
0A8D: [email protected] = read_memory 12677188 size 4 virtual_protect 0
0093: [email protected] = integer [email protected] to_float
0A8D: [email protected] = read_memory 12677192 size 4 virtual_protect 0
0093: [email protected] = integer [email protected] to_float
hex
43 6F 70 79 72 69 67 68 74 62 79 41 54 50 32 30
31 30

 

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You just use the 3 hours life for Orange Juice.

{$CLEO .cs}jump @0x10:0x1003F0: enable_text_draw 1while truewait 0if or02D8:   actor $PLAYER_ACTOR current_weapon == 2402D8:   actor $PLAYER_ACTOR current_weapon == 2602D8:   actor $PLAYER_ACTOR current_weapon == 2502D8:   actor $PLAYER_ACTOR current_weapon == 33if and044B:   actor $PLAYER_ACTOR on_foot0AB0:   key_pressed 20else_jump continueif or0117: player $PLAYER_CHAR wasted0741: actor $PLAYER_ACTOR busted00DF: actor $PLAYER_ACTOR driving04AD: actor $PLAYER_ACTOR in_water0AB0: key_pressed 20gosub @0x50else_jump continuejump @0x78:0x5003F0: enable_text_draw 1015D: set_gamespeed 1.0wait 10003F0: enable_text_draw 0jump @0x10:0x78wait 0038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 220 120 15 255015D: set_gamespeed 0.01//..............................end

what you thinking until desperate! you just add 40 lines which is totally mistakes!

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minhtroller

You just use the 3 hours life for Orange Juice.

 

{$CLEO .cs}jump @0x10:0x1003F0: enable_text_draw 1while truewait 0if or02D8:   actor $PLAYER_ACTOR current_weapon == 2402D8:   actor $PLAYER_ACTOR current_weapon == 2602D8:   actor $PLAYER_ACTOR current_weapon == 2502D8:   actor $PLAYER_ACTOR current_weapon == 33if and044B:   actor $PLAYER_ACTOR on_foot0AB0:   key_pressed 20else_jump continueif or0117: player $PLAYER_CHAR wasted0741: actor $PLAYER_ACTOR busted00DF: actor $PLAYER_ACTOR driving04AD: actor $PLAYER_ACTOR in_water0AB0: key_pressed 20gosub @0x50else_jump continuejump @0x78:0x5003F0: enable_text_draw 1015D: set_gamespeed 1.0wait 10003F0: enable_text_draw 0jump @0x10:0x78wait 0038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 220 120 15 255015D: set_gamespeed 0.01//..............................end
what you thinking until desperate! you just add 40 lines which is totally mistakes!

I'll try this now

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minhtroller

ok so now that i'd made another choice and use custom thread instead, is there anyway that i can enable this custom thread when, for ex, CAPS is pressed, and disable it when Home is pressed?

i tried this but it doesnt seem to work at all. the custom thread doesnt work and caps is pressed and only work after both caps and home are pressed.

 

 

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
thread 'DEADEYE'
jump @DEADEYE_18
:DEADEYE_18
wait 0
if and
044B: actor $PLAYER_ACTOR on_foot
80DF: not actor $PLAYER_ACTOR driving
8818: not actor $PLAYER_ACTOR in_air
84AD: not actor $PLAYER_ACTOR in_water
0AB0: key_pressed 20
else_jump @DEADEYE_82
jump @DEADEYE_49
:DEADEYE_49
wait 0
015D: set_gamespeed 0.3
0A92: create_custom_thread "DeadEye.s"
jump @DEADEYE_82
:DEADEYE_82
wait 0
if or
0AB0: key_pressed 36
0117: player $PLAYER_CHAR wasted
0741: actor $PLAYER_ACTOR busted
00DF: actor $PLAYER_ACTOR driving
04AD: actor $PLAYER_ACTOR in_water
else_jump @DEADEYE_18
jump @DEADEYE_113
:DEADEYE_113
wait 0
015D: set_gamespeed 1.0
0A93: end_custom_thread "DeadEye.s"
jump @DEADEYE_18

 

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Bah, now you gotta skip to custom thread that's had make yourself more confused.
Seriously next time tell us the full detail an source that's you will publish. because this very dishonored editing mate mods!!

Check::

You replace gosub with jf that's leaving the worst

You re-writing logical loop in incorect way

You add mixed tons unefective conditions
You set force gamespeed causing the same 015D operate inside uncontrollable
You missing tons math calculate that's ATP's finish

You also had drawing Orange Juice, bery wonder!? what's the point.

038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 220 120 15 255

This just simple fast connections thread (common unstable at end)

But what you need is only understanding where are you place jf/jump_if_false/else_jump & jump/go to that's very trouble right now.

{$CLEO}0000:const    properties_file_used = "test1.s"    current_thread_in_file = 'test1'endwhile truewait 0if03EE:   player 0 controllableelse_jump continueif0AB0:   key_pressed 20else_jump continue0A92: create_custom_thread; properties_file_used0AD1: show_formatted_text "%.4X creating ~n~active script: %s" time 1000 0x0A92 properties_file_usedwhile trueif0256:   player 0 definedelse_jump breakif8AB0:   not key_pressed 36else_jump break03F0: enable_text_draw 1038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 220 120 15 50//..............................wait 0end015A: restore_camera015D: set_gamespeed 1.00931: lock_camera_zoom 00687: clear_actor $3 task0AD1: show_formatted_text "thread: %s ~n~terminated %.4X" time 1000 current_thread_in_file 0x0ABA0ABA: end_custom_thread_named; current_thread_in_fileend

Find new way, close that's mrkaexc script by ATP which contains privacy, scratch new simple script improve your logical loop technique. So Don't start with instant jump before your level enough.

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minhtroller

Bah, now you gotta skip to custom thread that's had make yourself more confused.

Seriously next time tell us the full detail an source that's you will publish. because this very dishonored editing mate mods!!

Check::

You replace gosub with jf that's leaving the worst

You re-writing logical loop in incorect way

You add mixed tons unefective conditions

You set force gamespeed causing the same 015D operate inside uncontrollable

You missing tons math calculate that's ATP's finish

You also had drawing Orange Juice, bery wonder!? what's the point.

 

038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 220 120 15 255
This just simple fast connections thread (common unstable at end)

But what you need is only understanding where are you place jf/jump_if_false/else_jump & jump/go to that's very trouble right now.

 

{$CLEO}0000:const    properties_file_used = "test1.s"    current_thread_in_file = 'test1'endwhile truewait 0if03EE:   player 0 controllableelse_jump continueif0AB0:   key_pressed 20else_jump continue0A92: create_custom_thread; properties_file_used0AD1: show_formatted_text "%.4X creating ~n~active script: %s" time 1000 0x0A92 properties_file_usedwhile trueif0256:   player 0 definedelse_jump breakif8AB0:   not key_pressed 36else_jump break03F0: enable_text_draw 1038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 220 120 15 50//..............................wait 0end015A: restore_camera015D: set_gamespeed 1.00931: lock_camera_zoom 00687: clear_actor $3 task0AD1: show_formatted_text "thread: %s ~n~terminated %.4X" time 1000 current_thread_in_file 0x0ABA0ABA: end_custom_thread_named; current_thread_in_fileend
Find new way, close that's mrkaexc script by ATP which contains privacy, scratch new simple script improve your logical loop technique. So Don't start with instant jump before your level enough.

I might just do that. And thanks for replying

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I might just do that. And thanks for replying

 

It's allright. But just note if you which script like this is be your complication at first time. may i can't assign you more.

I write custom thread by use 0A92 as start and 0ABA as end, that i wasn't finishing notice.

 

The script's now is contain next level gosub statement - with ending by return, ATP's had write 4 gosub at start that's quiet clean, by delete all is be your reason crashing game.

It's also contains advance call_scm_function, this required basic the both just read all tutorial if it's your first time:

gosub tutorial

call_scm_function

Alternative gosub-call-scm

 

By reading Coding Bible I & II you also would gather high evaluations in R* coding and to writing script by start label - continue if with jf/else_jump - go back any label by jump/go_to in correct way.

Coding Bible Part I

Coding Bible Part II

 

I wouldn't repeating more. So After reading all, you can get back with your last trouble script!

Edit: Now read!

Edited by X-Falcon
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