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Nesthor

Truk Cleo

Recommended Posts

Nesthor

Hi all

I would like help with the following code, I am trying to create a truck and 3 armed peds, when I get in the truck they will get on and take a place, until here everything works fine, the problem is that later I want that if the player gets off the peds also do it and be part of his gang, in almost 3 die or the car is damaged or I am arrested the cleo is restarted, but as soon as I get on the truck no longer work, this It's my code:

 

{$CLEO .cs}

//-------------MAIN---------------
thread 'TROK' 

:Start
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @Start 
00D6: if 
00E1:   player 3 pressed_key 1
004D: jump_if_false @Start 
00D6: if 
00E1:   player 3 pressed_key 9
004D: jump_if_false @Start
wait 0 
jf @Start 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 700 
wait 700
Model.Load(#DNMOLC2)
Model.Load(#CWMOFR)
Model.Load(#DWMYLC2)
Model.Load(#BOBCAT)
Model.Load(#AK47)
Model.Load(#M4)
038B: load_requested_models 

:Create
wait 0 
if and
Model.Available(#DNMOLC2)
Model.Available(#CWMOFR)
Model.Available(#DWMYLC2)
Model.Available(#BOBCAT)
Model.Available(#AK47)
Model.Available(#M4)
04ED: load_animation "SMOKING" 
04ED: load_animation  "M_smkstnd_loop"
else_jump @Create
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.0 
0172: [email protected] = actor $PLAYER_ACTOR Z_angle
[email protected] = Car.Create(#BOBCAT,[email protected], [email protected], [email protected])
[email protected] += 90.0
Car.Angle([email protected]) = [email protected]
0172: [email protected] = actor $PLAYER_ACTOR Z_angle
[email protected] += 180.0
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset -2.9 0.0 0.0
[email protected]= Actor.Create(GANG2, #DNMOLC2, [email protected], [email protected], [email protected])
Actor.Angle([email protected]) = [email protected]
07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 
01B2: give_actor [email protected] weapon 31 ammo 9999999 // Load the weapon model before using this 
01B9: set_actor [email protected] armed_weapon_to 35 
02E2: set_actor [email protected] weapon_accuracy_to 100 
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset -2.9 1.0 0.0
[email protected]= Actor.Create(GANG2, #CWMOFR, [email protected], [email protected], [email protected])
Actor.Angle([email protected]) = [email protected]
07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 
01B2: give_actor [email protected] weapon 31 ammo 9999999 // Load the weapon model before using this 
01B9: set_actor [email protected] armed_weapon_to 35 
02E2: set_actor [email protected] weapon_accuracy_to 100 
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset -2.9 1.8 0.0
[email protected]= Actor.Create(GANG2, #DWMYLC2, [email protected], [email protected], [email protected])
Actor.Angle([email protected]) = [email protected]
07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 
01B2: give_actor [email protected] weapon 31 ammo 9999999 // Load the weapon model before using this 
01B9: set_actor [email protected] armed_weapon_to 35 
02E2: set_actor [email protected] weapon_accuracy_to 100 
04FA: reset_sky_colors_with_fade 1
016A: fade 1 time 500

:Patrulla
wait 100
if
00DB:   actor $PLAYER_ACTOR in_car [email protected]
else_jump @Patrulla
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0631: put_actor [email protected] in_group $PLAYER_GROUP
0631: put_actor [email protected] in_group $PLAYER_GROUP
0631: put_actor [email protected] in_group $PLAYER_GROUP
wait 100
0619: enable_actor [email protected] collision_detection 0
0619: enable_actor [email protected] collision_detection 0
0619: enable_actor [email protected] collision_detection 0
wait 1000
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 0.15 -1.0 0.8 position 1 shooting_angle_limit 0.0 with_weapon 31
06B0: AS_actor [email protected] sit_down 400000 ms
wait 100
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset -0.15 -1.8 0.8 position 3 shooting_angle_limit 0.0 with_weapon 31
06B0: AS_actor [email protected] sit_down 400000 ms
wait 100
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 0.0 -0.5 0.8 position 0 shooting_angle_limit 0.0 with_weapon 31
wait 100
0605: actor [email protected] perform_animation "M_smkstnd_loop" IFP "Smoking" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
wait 100

:Fin_01
wait 500
if
80DB: not  actor $PLAYER_ACTOR in_car [email protected]
else_jump @Fin_02
wait 500
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 1.6 -1.5 0.8 position 1 shooting_angle_limit 0.0 with_weapon 31
0465: remove_actor [email protected] from_turret_mode
wait 500
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset -0.8 -1.8 0.8 position 1 shooting_angle_limit 0.0 with_weapon 31
0465: remove_actor [email protected] from_turret_mode
wait 500
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 0.8 -0.5 0.8 position 1 shooting_angle_limit 0.0 with_weapon 31
0465: remove_actor [email protected] from_turret_mode

:Fin_02
wait 500
if and
0118: actor [email protected] dead
0118: actor [email protected] dead
0118: actor [email protected] dead
else_jump @Fin_03
jump @Clear

:Fin_03
Wait 500
if or
0119: car [email protected] wrecked
01F4: car [email protected] flipped
else_jump @Cancel
wait 100
jump @Clear

:Cancel
wait 500
if
00D6: if 
00E1:   player 3 pressed_key 1
004D: jump_if_false @Cancel 
00D6: if 
00E1:   player 3 pressed_key 9
004D: jump_if_false @Patrulla
jump @Clear

:Clear
wait 100
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 
Car.RemoveReferences([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
04FA: reset_sky_colors_with_fade 1
016A: fade 1 time 500
Jump @Start

thanks

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In45do

The main problem of that script is because of "wait ... ms" value is more than 0. If you have to delay the script or to load something, it's good to use more than 0 value.  But if it's used inside a loop, it's better to use 0 value or just don't add "wait ... ms" to make the script work faster.

 

Here is the fixed version:

Spoiler
{$CLEO .cs}
thread 'truck_cleo'

:Start
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
00E1:   player 0 pressed_key 1
00E1:   player 0 pressed_key 9
jf @Start 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 700 
wait 700
Model.Load(#DNMOLC2)
Model.Load(#CWMOFR)
Model.Load(#DWMYLC2)
Model.Load(#BOBCAT)
Model.Load(#AK47)
Model.Load(#M4)
038B: load_requested_models
04ED: load_animation "SMOKING" 

:Create
wait 0 
if and
Model.Available(#DNMOLC2)
Model.Available(#CWMOFR)
Model.Available(#DWMYLC2)
Model.Available(#BOBCAT)
Model.Available(#AK47)
Model.Available(#M4)
else_jump @Create
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.0 
0172: [email protected] = actor $PLAYER_ACTOR Z_angle
[email protected] = Car.Create(#BOBCAT,[email protected], [email protected], [email protected])
[email protected] += 90.0
Car.Angle([email protected]) = [email protected]
0172: [email protected] = actor $PLAYER_ACTOR Z_angle
[email protected] += 180.0
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset -2.9 0.0 0.0
[email protected]= Actor.Create(GANG2, #DNMOLC2, [email protected], [email protected], [email protected])
Actor.Angle([email protected]) = [email protected]
07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 
01B2: give_actor [email protected] weapon 31 ammo 9999999 // Load the weapon model before using this 
01B9: set_actor [email protected] armed_weapon_to 35 
02E2: set_actor [email protected] weapon_accuracy_to 100 
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset -2.9 1.0 0.0
[email protected]= Actor.Create(GANG2, #CWMOFR, [email protected], [email protected], [email protected])
Actor.Angle([email protected]) = [email protected]
07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 
01B2: give_actor [email protected] weapon 31 ammo 9999999 // Load the weapon model before using this 
01B9: set_actor [email protected] armed_weapon_to 35 
02E2: set_actor [email protected] weapon_accuracy_to 100 
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset -2.9 1.8 0.0
[email protected]= Actor.Create(GANG2, #DWMYLC2, [email protected], [email protected], [email protected])
Actor.Angle([email protected]) = [email protected]
07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 
01B2: give_actor [email protected] weapon 31 ammo 9999999 // Load the weapon model before using this 
01B9: set_actor [email protected] armed_weapon_to 35 
02E2: set_actor [email protected] weapon_accuracy_to 100 
04FA: reset_sky_colors_with_fade 1
016A: fade 1 time 500
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0631: put_actor [email protected] in_group $PLAYER_GROUP
0631: put_actor [email protected] in_group $PLAYER_GROUP
0631: put_actor [email protected] in_group $PLAYER_GROUP

:Patrulla
wait 0
if and
8A32:  not actor [email protected] on_turret_of_car
8A32:  not actor [email protected] on_turret_of_car
8A32:  not actor [email protected] on_turret_of_car
00DB:   actor $PLAYER_ACTOR in_car [email protected]
jf @Fin_01
0619: enable_actor [email protected] collision_detection 0
0619: enable_actor [email protected] collision_detection 0
0619: enable_actor [email protected] collision_detection 0
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 0.15 -1.0 0.8 position 1 shooting_angle_limit 0.0 with_weapon 31
06B0: AS_actor [email protected] sit_down 400000 ms
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset -0.15 -1.8 0.8 position 3 shooting_angle_limit 0.0 with_weapon 31
06B0: AS_actor [email protected] sit_down 400000 ms
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 0.0 -0.5 0.8 position 0 shooting_angle_limit 0.0 with_weapon 31
0605: actor [email protected] perform_animation "M_smkstnd_loop" IFP "Smoking" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

:Fin_01
if and
0A32:  actor [email protected] on_turret_of_car
0A32:  actor [email protected] on_turret_of_car
0A32:  actor [email protected] on_turret_of_car
80DB: not  actor $PLAYER_ACTOR in_car [email protected]
jf @Fin_02
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 1.6 -1.5 0.8 position 1 shooting_angle_limit 0.0 with_weapon 31
0465: remove_actor [email protected] from_turret_mode
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset -0.8 -1.8 0.8 position 1 shooting_angle_limit 0.0 with_weapon 31
0465: remove_actor [email protected] from_turret_mode
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 0.8 -0.5 0.8 position 1 shooting_angle_limit 0.0 with_weapon 31
0465: remove_actor [email protected] from_turret_mode
0792: disembark_instantly_actor [email protected]
0792: disembark_instantly_actor [email protected]
0792: disembark_instantly_actor [email protected]

:Fin_02
if and
0118: actor [email protected] dead
0118: actor [email protected] dead
0118: actor [email protected] dead
jf @Fin_03
jump @Clear

:Fin_03
if or
0119: car [email protected] wrecked
01F4: car [email protected] flipped
jf @Cancel
wait 100
jump @Clear

:Cancel
if and
00E1:   player 0 pressed_key 1
00E1:   player 0 pressed_key 9
jf @Patrulla

:Clear
wait 100
0249: release_model #DNMOLC2
0249: release_model #CWMOFR
0249: release_model #DWMYLC2
0249: release_model #BOBCAT
0249: release_model #AK47
04EF: release_animation "SMOKING"
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 
Car.RemoveReferences([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
04FA: reset_sky_colors_with_fade 1
016A: fade 1 time 500
Jump @Start

 

 

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Nesthor
23 hours ago, In45do said:

The main problem of that script is because of "wait ... ms" value is more than 0. If you have to delay the script or to load something, it's good to use more than 0 value.  But if it's used inside a loop, it's better to use 0 value or just don't add "wait ... ms" to make the script work faster.

 

Here is the fixed version:

  Reveal hidden contents

{$CLEO .cs}
thread 'truck_cleo'

:Start
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
00E1:   player 0 pressed_key 1
00E1:   player 0 pressed_key 9
jf @Start 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 700 
wait 700
Model.Load(#DNMOLC2)
Model.Load(#CWMOFR)
Model.Load(#DWMYLC2)
Model.Load(#BOBCAT)
Model.Load(#AK47)
Model.Load(#M4)
038B: load_requested_models
04ED: load_animation "SMOKING" 

:Create
wait 0 
if and
Model.Available(#DNMOLC2)
Model.Available(#CWMOFR)
Model.Available(#DWMYLC2)
Model.Available(#BOBCAT)
Model.Available(#AK47)
Model.Available(#M4)
else_jump @Create
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.0 
0172: [email protected] = actor $PLAYER_ACTOR Z_angle
[email protected] = Car.Create(#BOBCAT,[email protected], [email protected], [email protected])
[email protected] += 90.0
Car.Angle([email protected]) = [email protected]
0172: [email protected] = actor $PLAYER_ACTOR Z_angle
[email protected] += 180.0
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset -2.9 0.0 0.0
[email protected]= Actor.Create(GANG2, #DNMOLC2, [email protected], [email protected], [email protected])
Actor.Angle([email protected]) = [email protected]
07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 
01B2: give_actor [email protected] weapon 31 ammo 9999999 // Load the weapon model before using this 
01B9: set_actor [email protected] armed_weapon_to 35 
02E2: set_actor [email protected] weapon_accuracy_to 100 
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset -2.9 1.0 0.0
[email protected]= Actor.Create(GANG2, #CWMOFR, [email protected], [email protected], [email protected])
Actor.Angle([email protected]) = [email protected]
07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 
01B2: give_actor [email protected] weapon 31 ammo 9999999 // Load the weapon model before using this 
01B9: set_actor [email protected] armed_weapon_to 35 
02E2: set_actor [email protected] weapon_accuracy_to 100 
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset -2.9 1.8 0.0
[email protected]= Actor.Create(GANG2, #DWMYLC2, [email protected], [email protected], [email protected])
Actor.Angle([email protected]) = [email protected]
07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 
01B2: give_actor [email protected] weapon 31 ammo 9999999 // Load the weapon model before using this 
01B9: set_actor [email protected] armed_weapon_to 35 
02E2: set_actor [email protected] weapon_accuracy_to 100 
04FA: reset_sky_colors_with_fade 1
016A: fade 1 time 500
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0631: put_actor [email protected] in_group $PLAYER_GROUP
0631: put_actor [email protected] in_group $PLAYER_GROUP
0631: put_actor [email protected] in_group $PLAYER_GROUP

:Patrulla
wait 0
if and
8A32:  not actor [email protected] on_turret_of_car
8A32:  not actor [email protected] on_turret_of_car
8A32:  not actor [email protected] on_turret_of_car
00DB:   actor $PLAYER_ACTOR in_car [email protected]
jf @Fin_01
0619: enable_actor [email protected] collision_detection 0
0619: enable_actor [email protected] collision_detection 0
0619: enable_actor [email protected] collision_detection 0
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 0.15 -1.0 0.8 position 1 shooting_angle_limit 0.0 with_weapon 31
06B0: AS_actor [email protected] sit_down 400000 ms
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset -0.15 -1.8 0.8 position 3 shooting_angle_limit 0.0 with_weapon 31
06B0: AS_actor [email protected] sit_down 400000 ms
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 0.0 -0.5 0.8 position 0 shooting_angle_limit 0.0 with_weapon 31
0605: actor [email protected] perform_animation "M_smkstnd_loop" IFP "Smoking" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

:Fin_01
if and
0A32:  actor [email protected] on_turret_of_car
0A32:  actor [email protected] on_turret_of_car
0A32:  actor [email protected] on_turret_of_car
80DB: not  actor $PLAYER_ACTOR in_car [email protected]
jf @Fin_02
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 1.6 -1.5 0.8 position 1 shooting_angle_limit 0.0 with_weapon 31
0465: remove_actor [email protected] from_turret_mode
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset -0.8 -1.8 0.8 position 1 shooting_angle_limit 0.0 with_weapon 31
0465: remove_actor [email protected] from_turret_mode
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 0.8 -0.5 0.8 position 1 shooting_angle_limit 0.0 with_weapon 31
0465: remove_actor [email protected] from_turret_mode
0792: disembark_instantly_actor [email protected]
0792: disembark_instantly_actor [email protected]
0792: disembark_instantly_actor [email protected]

:Fin_02
if and
0118: actor [email protected] dead
0118: actor [email protected] dead
0118: actor [email protected] dead
jf @Fin_03
jump @Clear

:Fin_03
if or
0119: car [email protected] wrecked
01F4: car [email protected] flipped
jf @Cancel
wait 100
jump @Clear

:Cancel
if and
00E1:   player 0 pressed_key 1
00E1:   player 0 pressed_key 9
jf @Patrulla

:Clear
wait 100
0249: release_model #DNMOLC2
0249: release_model #CWMOFR
0249: release_model #DWMYLC2
0249: release_model #BOBCAT
0249: release_model #AK47
04EF: release_animation "SMOKING"
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 
Car.RemoveReferences([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
04FA: reset_sky_colors_with_fade 1
016A: fade 1 time 500
Jump @Start

 

 

Thank you very much for the answer, a couple more doubts, opcode 0619 add it because sometimes when you approach the ped to the vehicle it flies and dies, I deduced that if I deactivate the detection of collisions this would no longer fly, is it correct?  

 

Finally, what is the function of opcode 0792?

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In45do
6 hours ago, Nesthor said:

Thank you very much for the answer, a couple more doubts, opcode 0619 add it because sometimes when you approach the ped to the vehicle it flies and dies, I deduced that if I deactivate the detection of collisions this would no longer fly, is it correct? 

I didn't test it with collision turned on. But the script works fine after the player get off the car and those actors instantly gain their collision again.

 

6 hours ago, Nesthor said:

Finally, what is the function of opcode 0792?

It's like a "refresh" button. Usually used on actor so they will stop playing animation.

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Nesthor
6 hours ago, In45do said:

I didn't test it with collision turned on. But the script works fine after the player get off the car and those actors instantly gain their collision again.

 

It's like a "refresh" button. Usually used on actor so they will stop playing animation.

thank you very much, it appears to be then that it is not necessary to reactivate the colposition of the actors

 

Edit:

 

I've tried the cleo and it works, only when the peds are on top of the truck they don't attack they just stay in their position without moving, should I remove the animations so they attack from the trunk?

Edited by Nesthor
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In45do
8 hours ago, Nesthor said:

... should I remove the animations so they attack from the trunk?

Yes

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