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GTA 3D Era Modding Requests & Finds


TJGM

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Hehe Use colormod or reshade to change colors and adjust graphics cRBEQCm.png

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Jasmine_Azzi

 

Im newbie here,I am looking mod for GTA San Andreas that allows you to change colors in game. And also im looking for girl player.img for GTA SA! cRBEQCm.png

What you mean by change colors?

For girl player.img

http://www.gtainside.com/en/sanandreas/skins/117497-amazing-player-female-remastered/

 

Thank you for girl player.img cRBEQCm.png

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Richie Makyura

What do you mean the Colors? Are you talking about the Clothes colors?

Edited by Richie Makyura
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MISSINGSTRING

Im newbie here,I am looking mod for GTA San Andreas that allows you to change colors in game. And also im looking for girl player.img for GTA SA! cRBEQCm.png

What colors are you talking about? Hud?

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i think shes talking about colormod

(use reshade or colormod )

Edited by Cohex17
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2 THINGS

 

----------

-1) Is there a way to create these boxes with scripts? (sanny builder)

33181613_1688729871220047_23374080510168​

 

----------

-2) http://gtaforums.com/topic/909494-get-car-in-sphere-explanation-please/- How can i take every car with X model in X area? (Example: Take every Patriot from CJ current position with 100 radius)

 

Please help

Edited by Diegoti
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2 THINGS

 

----------

-1) Is there a way to create these boxes with scripts? (sanny builder)

33181613_1688729871220047_23374080510168​

 

----------

-2) http://gtaforums.com/topic/909494-get-car-in-sphere-explanation-please/- How can i take every car X model in X area? (Example: Take every Patriot from CJ current position with 100 radius)

 

Please help

this is the script for creating the object

 

17 @ = Object.Create (1745, 0.0, 0.0, -25.0)04C4: store_coords_to 8 @ 9 @ 10 @ from_actor $ PLAYER_ACTOR with_offset 0.0 1.0 -1.0Object.PutAt (17 @, 8 @, 9 @, 10 @)

and here you have object identifications

http://forum.gamerxserver.com/forum/samp-server-188-165-219-63-8800/questions-and-answers/110-objects-by-category

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2 THINGS

 

----------

-1) Is there a way to create these boxes with scripts? (sanny builder)

33181613_1688729871220047_23374080510168​

 

----------

-2) http://gtaforums.com/topic/909494-get-car-in-sphere-explanation-please/- How can i take every car X model in X area? (Example: Take every Patriot from CJ current position with 100 radius)

 

Please help

this is the script for creating the object

 

17 @ = Object.Create (1745, 0.0, 0.0, -25.0)04C4: store_coords_to 8 @ 9 @ 10 @ from_actor $ PLAYER_ACTOR with_offset 0.0 1.0 -1.0Object.PutAt (17 @, 8 @, 9 @, 10 @)

and here you have object identifications

http://forum.gamerxserver.com/forum/samp-server-188-165-219-63-8800/questions-and-answers/110-objects-by-category

 

Love you :D, nothing about second question :D?

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is there any way to make lampost physics in gta sa a little bit better. (eg. Make lamposts more weight)

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Ryadica926

is there any way to make lampost physics in gta sa a little bit better. (eg. Make lamposts more weight)

Edit object.dat

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in honor of this vehicle... please can some one tell me how can i shoot a rocket (like RPG rocket) from [email protected] coords to [email protected] coords?

33344814_1689560881136946_89350415707851

 

What ill do with this request.

 

 

33237651_1689560851136949_89283977245297

 

 

 

Main thread (http://gtaforums.com/topic/909834-shoot-weapon-from-to-help/) i have other question like this (shoot with other weapons) in there.


//------

P.S: I there a way to disable its function? or reverse it, to make it attack enemy planes?

P.S: I there a way to disable its function? or reverse it, to make it attack enemy planes?

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in honor of this vehicle... please can some one tell me how can i shoot a rocket (like RPG rocket) from [email protected] coords to [email protected] coords?

33344814_1689560881136946_89350415707851

 

What ill do with this request.

 

 

33237651_1689560851136949_89283977245297

 

 

 

Main thread (http://gtaforums.com/topic/909834-shoot-weapon-from-to-help/) i have other question like this (shoot with other weapons) in there.

 

//------

P.S: I there a way to disable its function? or reverse it, to make it attack enemy planes?

P.S: I there a way to disable its function? or reverse it, to make it attack enemy planes?

YOU SHOULD LEAVE THIS MODEL FOR A LARGE TRUCK AND ENLARGE THE SIZE WITH THIS OPCODE

08D2: object [email protected]([email protected],10i) scale_model 0.3

https://libertycity.net/files/resources/script-sources/

{$CLEO}0000:while true    wait 0    if        0AB0: key_pressed 9    then        while 0AB0: key_pressed 9            wait 0        end // Ĺńëč íŕćŕňŕ č îňďóůĺíŕ ęëŕâčřŕ TAB        if            player.Defined($PLAYER_CHAR)        then            if and                not actor.Dead($PLAYER_ACTOR)                actor.Driving($PLAYER_ACTOR)            then                [email protected] = actor.CurrentCar($PLAYER_ACTOR)            else                [email protected] = 0            end            actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])            if                0AE2: [email protected] = random_vehicle_near_point [email protected] [email protected] [email protected] in_radius 100.0 find_next 0 pass_wrecked 1 // Íŕőîäčě ŕâňîěîáčëü â đŕäčóńĺ 100 ţíčňîâ            then                #BRASSKNUCKLE.Load()                [email protected] = object.Create(#BRASSKNUCKLE, 0.0, 0.0, -1000.0)                0750: set_object [email protected] visibility 0                0382: set_object [email protected] collision_detection 0                0A98: [email protected] = object [email protected] struct // Ńîçäŕ¸ě äŕěěč-îáüĺęň, ÷ňîáű čńďîëüçîâŕňü ĺăî ęŕę ńîçäŕňĺë˙ đŕęĺňű (ďîńëĺäíčé ďŕđŕěĺňđ â îďęîäĺ 0AA5)                actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])                [email protected] += 2.0                object.PutAt([email protected], [email protected], [email protected], [email protected])                repeat                    if                        803B: [email protected] <> [email protected] // Ĺńëč ýňî íĺ ŕâňîěîáčëü čăđîęŕ                    then                        [email protected] = 0.0  //                        [email protected] = 0.0 //                        [email protected] = 1.0 // Íŕďđŕâëĺíčĺ đŕęĺňű - "ââĺđő" (ďŕđŕěĺňđ direction â îďęîäĺ 0AA5)                        0A97: [email protected] = car [email protected] struct                        0AA5: call 0x737C80 num_params 8 pop 8 _target_struct [email protected] _direction [email protected] _force 1.0 _src_z [email protected] _src_y [email protected] _src_x [email protected] _weapon_type 20 _launcher_struct [email protected] // Çŕďóńęŕĺě đŕęĺňó                    end                until 8AE2: [email protected] = random_vehicle_near_point [email protected] [email protected] [email protected] in_radius 100.0 find_next 1 pass_wrecked 1 // Âűďîëí˙ĺě öčęë, ďîęŕ íĺ ďĺđĺáĺđ¸ě âńĺ ŕâňîěîáčëč â đŕäčóńĺ                object.Destroy([email protected]) // Óäŕë˙ĺě äŕěěč-îáüĺęň                #BRASSKNUCKLE.Destroy()            end        end    endend
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in honor of this vehicle... please can some one tell me how can i shoot a rocket (like RPG rocket) from [email protected] coords to [email protected] coords?

33344814_1689560881136946_89350415707851

 

What ill do with this request.

 

 

33237651_1689560851136949_89283977245297

 

 

 

Main thread (http://gtaforums.com/topic/909834-shoot-weapon-from-to-help/) i have other question like this (shoot with other weapons) in there.

 

//------

P.S: I there a way to disable its function? or reverse it, to make it attack enemy planes?

P.S: I there a way to disable its function? or reverse it, to make it attack enemy planes?

YOU SHOULD LEAVE THIS MODEL FOR A LARGE TRUCK AND ENLARGE THE SIZE WITH THIS OPCODE

08D2: object [email protected]([email protected],10i) scale_model 0.3

https://libertycity.net/files/resources/script-sources/

{$CLEO}0000:while true    wait 0    if        0AB0: key_pressed 9    then        while 0AB0: key_pressed 9            wait 0        end // Ĺńëč íŕćŕňŕ č îňďóůĺíŕ ęëŕâčřŕ TAB        if            player.Defined($PLAYER_CHAR)        then            if and                not actor.Dead($PLAYER_ACTOR)                actor.Driving($PLAYER_ACTOR)            then                [email protected] = actor.CurrentCar($PLAYER_ACTOR)            else                [email protected] = 0            end            actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])            if                0AE2: [email protected] = random_vehicle_near_point [email protected] [email protected] [email protected] in_radius 100.0 find_next 0 pass_wrecked 1 // Íŕőîäčě ŕâňîěîáčëü â đŕäčóńĺ 100 ţíčňîâ            then                #BRASSKNUCKLE.Load()                [email protected] = object.Create(#BRASSKNUCKLE, 0.0, 0.0, -1000.0)                0750: set_object [email protected] visibility 0                0382: set_object [email protected] collision_detection 0                0A98: [email protected] = object [email protected] struct // Ńîçäŕ¸ě äŕěěč-îáüĺęň, ÷ňîáű čńďîëüçîâŕňü ĺăî ęŕę ńîçäŕňĺë˙ đŕęĺňű (ďîńëĺäíčé ďŕđŕěĺňđ â îďęîäĺ 0AA5)                actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])                [email protected] += 2.0                object.PutAt([email protected], [email protected], [email protected], [email protected])                repeat                    if                        803B: [email protected] <> [email protected] // Ĺńëč ýňî íĺ ŕâňîěîáčëü čăđîęŕ                    then                        [email protected] = 0.0  //                        [email protected] = 0.0 //                        [email protected] = 1.0 // Íŕďđŕâëĺíčĺ đŕęĺňű - "ââĺđő" (ďŕđŕěĺňđ direction â îďęîäĺ 0AA5)                        0A97: [email protected] = car [email protected] struct                        0AA5: call 0x737C80 num_params 8 pop 8 _target_struct [email protected] _direction [email protected] _force 1.0 _src_z [email protected] _src_y [email protected] _src_x [email protected] _weapon_type 20 _launcher_struct [email protected] // Çŕďóńęŕĺě đŕęĺňó                    end                until 8AE2: [email protected] = random_vehicle_near_point [email protected] [email protected] [email protected] in_radius 100.0 find_next 1 pass_wrecked 1 // Âűďîëí˙ĺě öčęë, ďîęŕ íĺ ďĺđĺáĺđ¸ě âńĺ ŕâňîěîáčëč â đŕäčóńĺ                object.Destroy([email protected]) // Óäŕë˙ĺě äŕěěč-îáüĺęň                #BRASSKNUCKLE.Destroy()            end        end    endend
Wow amazing script, but it makes my game get slowed :c, ill use in other things cuz im making a military remake, what about launch a rocket to the sky? :D
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Compile something from my scripts

Model.Load(1598)03CF: load_wav 14407 as 1 jump @SPH_1178 :SPH_1178if or   not Model.Available(1598)83D0:   not wav 1 loaded else_jump @SPH_118E return :SPH_118E04C4: store_coords_to $1598 $1599 $1600 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.5 $1601 = Object.Create(1598, $1598, $1599, $1600)0750: set_object $1601 visibility 1 04D9: object $1601 set_scripted_collision_check 1 Object.CollisionDetection($1601) = True0906: set_object $1601 mass_to 30000.0 // float 0908: set_object $1601 turn_mass_to 30000.0 // float Object.ToggleInMovingList($1601) = True08D2: object $1601 scale_model 0.1 $1602 = Actor.Angle($PLAYER_ACTOR)02F6: $1603 = sine $1602 // (float) 02F7: $1604 = cosine $1602 // (float) $1604 *= 25.0 $1603 *= 25.0 0819: $1605 = actor $PLAYER_ACTOR distance_from_ground $1603 *= -1.0 03D1: play_wav $1606 Object.Throw($1601, $1603, $1604, $1605)Object.StorePos($1601, $11090, $11091, $11092)OBJECT.RemoveReferences($1601)$1607 = 1 jump @SPH_1263 :SPH_1263if   $1607 == 1 else_jump @SPH_13360400: store_coords_to $11090 $11091 $11092 from_object $1601 with_offset 0.0 0.0 0.0 04D5: create_corona_at $11090 $11091 $11092 radius 0.5 type 3 flare 1 RGB 255 0 0 09E5: create_flash_light_at $11090 $11091 $11092 RGB_mask 255 0 0 radius 200.0 jump @SPH_12CB :SPH_12CBwait 0 Object.StorePos($1601, $11090, $11091, $11092)if or8474:   not actor $PLAYER_ACTOR near_object_in_cube $1601 radius 200.0 200.0 200.0 sphere 0 04DA:   has_object $1601 collided else_jump @SPH_1336 040D: unload_wav 1 Object.StorePos($1601, $11090, $11091, $11092)0565: create_soundless_explosion_at $11090 $11091 $11092 type 7OBJECT.RemoveReferences($1601) IF  03CA:   object $1601 exists THENObject.Destroy($1601)Model.Destroy(1598)END$1607 = 0jump @SPH_12CBP :SPH_12CBP:SPH_1336------------------------------------------------------------------------------------------------if 00E1:   player 0 pressed_key 7 else_jump @SPH_14E1 04ED: load_animation "GRENADE" Model.Load(1598)jump @SPH_13EA :SPH_13EA04C4: store_coords_to $11081 $11082 $11083 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.5 0812: AS_actor $PLAYER_ACTOR perform_animation "WEAPON_THROW" IFP "GRENADE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB wait 70 $11084 = Object.Init(1598, $11081, $11082, $11083)Object.ToggleInMovingList($11084) = True08D2: object $11084 scale_model 0.1 04D9: object $11084 set_scripted_collision_check 1 Object.CollisionDetection($11084) = TrueObject.Indestructibility($11084) = True0906: set_object $11084 mass_to 10000.0 // float $11085 = Actor.Angle($PLAYER_ACTOR)0819: $11086 = actor $PLAYER_ACTOR distance_from_ground $11087 = 140.1 02F6: $11088 = sine $11085 // (float) 02F7: $11089 = cosine $11085 // (float) 006B: $11088 *= $11087 // (float) 006B: $11089 *= $11087 // (float) $11088 *= -1.0 $11086 += 3.0 Object.Throw($11084, $11088, $11089, $11086)OBJECT.RemoveReferences($11084)$1608 = 1 jump @SPH_14E1 :SPH_14E1if   $1608 == 1 else_jump @SPH_15E5 0400: store_coords_to [email protected] [email protected] [email protected] from_object $11084 with_offset 0.0 0.0 0.0 04D5: create_corona_at [email protected] [email protected] [email protected] radius 6.5 type 1 flare 1 RGB 200 0 0 095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 0.0 RGBA 0.0 0.0 1.0 1.0 size 0.1 last_factor 0.1 09E5: create_flash_light_at [email protected] [email protected] [email protected] RGB_mask 200 0 0 radius 200.0 jump @SPH_1581 :SPH_1581wait 0 if or04E7:   object $11084 in_water 04DA:   has_object $11084 collided else_jump @SPH_15E5 0400: store_coords_to [email protected] [email protected] [email protected] from_object $11084 with_offset 0.0 0.0 0.0 0948: create_explosion_at [email protected] [email protected] [email protected] type 10 camera_shake 0.2IF  03CA:   object $11084 exists THENObject.Destroy($11084)04EF: release_animation "GRENADE" Model.Destroy(1598)END$1608 = 0 jump @SPH_12CBJ :SPH_12CBJ:SPH_15E5return
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Compile something from my scripts

Model.Load(1598)03CF: load_wav 14407 as 1 jump @SPH_1178 :SPH_1178if or   not Model.Available(1598)83D0:   not wav 1 loaded else_jump @SPH_118E return :SPH_118E04C4: store_coords_to $1598 $1599 $1600 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.5 $1601 = Object.Create(1598, $1598, $1599, $1600)0750: set_object $1601 visibility 1 04D9: object $1601 set_scripted_collision_check 1 Object.CollisionDetection($1601) = True0906: set_object $1601 mass_to 30000.0 // float 0908: set_object $1601 turn_mass_to 30000.0 // float Object.ToggleInMovingList($1601) = True08D2: object $1601 scale_model 0.1 $1602 = Actor.Angle($PLAYER_ACTOR)02F6: $1603 = sine $1602 // (float) 02F7: $1604 = cosine $1602 // (float) $1604 *= 25.0 $1603 *= 25.0 0819: $1605 = actor $PLAYER_ACTOR distance_from_ground $1603 *= -1.0 03D1: play_wav $1606 Object.Throw($1601, $1603, $1604, $1605)Object.StorePos($1601, $11090, $11091, $11092)OBJECT.RemoveReferences($1601)$1607 = 1 jump @SPH_1263 :SPH_1263if   $1607 == 1 else_jump @SPH_13360400: store_coords_to $11090 $11091 $11092 from_object $1601 with_offset 0.0 0.0 0.0 04D5: create_corona_at $11090 $11091 $11092 radius 0.5 type 3 flare 1 RGB 255 0 0 09E5: create_flash_light_at $11090 $11091 $11092 RGB_mask 255 0 0 radius 200.0 jump @SPH_12CB :SPH_12CBwait 0 Object.StorePos($1601, $11090, $11091, $11092)if or8474:   not actor $PLAYER_ACTOR near_object_in_cube $1601 radius 200.0 200.0 200.0 sphere 0 04DA:   has_object $1601 collided else_jump @SPH_1336 040D: unload_wav 1 Object.StorePos($1601, $11090, $11091, $11092)0565: create_soundless_explosion_at $11090 $11091 $11092 type 7OBJECT.RemoveReferences($1601) IF  03CA:   object $1601 exists THENObject.Destroy($1601)Model.Destroy(1598)END$1607 = 0jump @SPH_12CBP :SPH_12CBP:SPH_1336------------------------------------------------------------------------------------------------if 00E1:   player 0 pressed_key 7 else_jump @SPH_14E1 04ED: load_animation "GRENADE" Model.Load(1598)jump @SPH_13EA :SPH_13EA04C4: store_coords_to $11081 $11082 $11083 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.5 0812: AS_actor $PLAYER_ACTOR perform_animation "WEAPON_THROW" IFP "GRENADE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB wait 70 $11084 = Object.Init(1598, $11081, $11082, $11083)Object.ToggleInMovingList($11084) = True08D2: object $11084 scale_model 0.1 04D9: object $11084 set_scripted_collision_check 1 Object.CollisionDetection($11084) = TrueObject.Indestructibility($11084) = True0906: set_object $11084 mass_to 10000.0 // float $11085 = Actor.Angle($PLAYER_ACTOR)0819: $11086 = actor $PLAYER_ACTOR distance_from_ground $11087 = 140.1 02F6: $11088 = sine $11085 // (float) 02F7: $11089 = cosine $11085 // (float) 006B: $11088 *= $11087 // (float) 006B: $11089 *= $11087 // (float) $11088 *= -1.0 $11086 += 3.0 Object.Throw($11084, $11088, $11089, $11086)OBJECT.RemoveReferences($11084)$1608 = 1 jump @SPH_14E1 :SPH_14E1if   $1608 == 1 else_jump @SPH_15E5 0400: store_coords_to [email protected] [email protected] [email protected] from_object $11084 with_offset 0.0 0.0 0.0 04D5: create_corona_at [email protected] [email protected] [email protected] radius 6.5 type 1 flare 1 RGB 200 0 0 095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 0.0 RGBA 0.0 0.0 1.0 1.0 size 0.1 last_factor 0.1 09E5: create_flash_light_at [email protected] [email protected] [email protected] RGB_mask 200 0 0 radius 200.0 jump @SPH_1581 :SPH_1581wait 0 if or04E7:   object $11084 in_water 04DA:   has_object $11084 collided else_jump @SPH_15E5 0400: store_coords_to [email protected] [email protected] [email protected] from_object $11084 with_offset 0.0 0.0 0.0 0948: create_explosion_at [email protected] [email protected] [email protected] type 10 camera_shake 0.2IF  03CA:   object $11084 exists THENObject.Destroy($11084)04EF: release_animation "GRENADE" Model.Destroy(1598)END$1608 = 0 jump @SPH_12CBJ :SPH_12CBJ:SPH_15E5return

Thanks bro but what about rocket launcher? :D

 

How can i turn that granade to a tear-gas one? i want to add it to my Swatvan :)

Edited by Diegoti
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Another GTA Fan

Has anyone created a cleo for a GTA SA Oppressor yet?

 

I can create the model for the bike, but I'd be useless in making a cleo for the actual flying feature.

 

Edit: I'd like one that allows you to turn left and right while airborne.

Edited by Recommended
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any way to add overlay photo in gta sa...

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sneakyboi23334

Is there any mod that replaces GTA III's character and vehicle models with the Xbox 360 models?

Edited by The Lone Spirit
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Is there any mod that adds you orginal sa textures but in High Quality

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How can i shoot a rocket from X to X just like a RPG shoot? same with Shotgun.

Edited by Diegoti
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DingoPachinko

Hi everyone, I just wanted to know, I don't know how complex this would be, but does it exist or can anyone do a mod to improve the riot modes in GTA III/VC? This is the list of things I'd like to find in something like this:

In GTA 3 I only ask that the traffic lights are always in yellow as they did in GTA SA, and because there is no cheat to get traffic out of control as if it was in VC or SA, I would also like this mod to get out of control of traffic, I would also like pedestrians to try to do things to drivers, like take them out of their cars and steal them.

In VC I would like pedestrians to use a larger variety of weapons than in GTA 3 or GTA SA, the VC riot mode is one of the least entertaining, pedestrians do not use RPG's or M60's and I would like to see such weapons added for them to use.

Thanks for reading and have a good day. :beerhat:

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On 5/31/2018 at 10:00 AM, Diegoti said:

How can i shoot a rocket from X to X just like a RPG shoot? same with Shotgun.

x2

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need mod that allows you to attach objects on player (CJ). Eg. attach bag to cj's spin.

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also need help about making mipmap textures. can someone help?

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Mysterdogg
2 hours ago, Cohex17 said:

also need help about making mipmap textures. can someone help?

Here, check it.

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  • 2 weeks later...

The game crashes when fall1.mp3, fall2.mp3 & fall3.mp3 is heard after adding this voice mod: http://www.gamemodding.net/en/gta-san-andreas/gta-sa-cleo-scripts/55633-anime-girl-voice.htmlhttp://www.gamemodding.net/en/gta-san-andreas/gta-sa-cleo-scripts/55633-anime-girl-voice.html

Please fix the problem. 😓 Also please make it compatible with map mods like Alien City.

Edited by MH-T99
Make the mod compatible for map mods.
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