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(HELP) Trying to make an object follow the player, but had no sucess on it, how can i do it?


zCajuina
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I started this little test to see if i could make it look like that fary pet from SOTN, i used the  "Funnel" mod as a guide (basically you Type 'funnel' and 6 bottles appears and act like a defense drone)Here is the mod if you wanna see it , i was copy and pasting lines of code in with the intension of only a single pottle follow me and that's it,i tried once, and the game crashed, i tried again but the mod didn't even respond, so if some one could try to teach to me what's wrong i would be very grateful, and sorry for my bad english

 

{$CLEO .cs}

03A4: name_thread 'FADA'

:FADA_11
wait 0
0AB0: is_key_pressed 102 
0107: [email protected] = create_object 1487 with_offset 0.7 -1.0 1.0 
else_jump @FADA_11
0392: make_object [email protected] moveable 1 
09CA: set_object [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1
0382: set_object [email protected] collision_detection 0
0906: set_object [email protected] mass_to 100000.0
0002: jump @FADA_11

:FADA_45
wait 0
0AB0: is_key_pressed 103
else_jump @FADA_45
0108: destroy_object [email protected]
0650: destroy_particle  [email protected]
0002: jump @FADA_11

 

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The script didn't crash for me, but there're mistakes

{$CLEO .cs}

03A4: name_thread 'FADA'

:FADA_11
wait 0
0AB0: is_key_pressed 102 
0107: 5@ = create_object 1487 with_offset 0.7 -1.0 1.0   <-- this isn't a condition
else_jump @FADA_11
0392: make_object 5@ moveable 1 
09CA: set_object 5@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0382: set_object 5@ collision_detection 0
0906: set_object 5@ mass_to 100000.0
0002: jump @FADA_11    <---------------- send code back to beginning

not possible to read the code block below

:FADA_45
wait 0
0AB0: is_key_pressed 103
else_jump @FADA_45
0108: destroy_object 5@
0650: destroy_particle  9@ <--- particle doesn't exist
0002: jump @FADA_1

 

 

this code requires coords of entire coords system not offset
0107: [email protected] = create_object 1487 with_offset 0.7 -1.0 1.0

 

this is correct

0107: [email protected] = create_object 1487 at 0.7 -1.0 1.0
but it would be in the middle of the game world

 

this would be in Grovestreet
0107: [email protected] = create_object 1487 at 2493.9 -1668.4 13.3

 

This would be your correct script

{$CLEO .cs}

03A4: name_thread 'FADA'

:FADA_11
wait 0
if
0AB0: is_key_pressed 102// 	numeric keypad 6 key 
else_jump @FADA_11
0107: 5@ = create_object 1487 at 2493.9 -1668.4 13.3 
0392: make_object 5@ moveable 1 
09CA: set_object 5@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0382: set_object 5@ collision_detection 0
0906: set_object 5@ mass_to 100000.0


:FADA_45
wait 0
if
0AB0: is_key_pressed 103// 	numeric keypad 7 key
else_jump @FADA_45
0108: destroy_object 5@
0002: jump @FADA_11

 

 

 

 

You need to learn about conditional checks !

read at CLEO_Script_Tut

 

only condtion codes can be used inside checks
otherwise it can cause bugs or crashes

 

 

By more than one question in an conditional check requires to determine,
if it means if or or if and

if and
00DF:   actor $PLAYER_ACTOR driving
8119:   NOT   car 0@ wrecked
004D: jump_if_false @AD_5

if or
00E1: key_pressed 0 0
00E1: key_pressed 0 1
00E1: key_pressed 0 14
00E1: key_pressed 0 18
004D: jump_if_false @AD_7

if or
8118:   NOT   actor 7@ dead
8118:   NOT   actor 8@ dead
004D: jump_if_false @AD_25
0002: jump @AD_12

 

maximum 8 condition in a conditional check are valid

 

The most question codes can be changed into the opposite question
example:

00E1: key_pressed 0 10

and

80E1: NOT key_pressed 0 11

 


Back to your object

To spawn the object relative to the player_actor use following codes

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1
0107: [email protected] = create_object 1487 at [email protected] [email protected] [email protected]


Now it requires to check if PLAYER_ACTOR/PLAYER_CHAR is available, not dead, not arrested, not in cutscene

0256: player $PLAYER_CHAR defined

because we wanna use a code depending to $PLAYER_ACTOR

Many bad scripts are crashing because this check is missing


The script

{$CLEO .cs}

03A4: name_thread 'FADA'

:FADA_11
wait 0
if and
0256: player $PLAYER_CHAR defined
0AB0: is_key_pressed 102// 	numeric keypad 6 key 
else_jump @FADA_11
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1 
0107: 5@ = create_object 1487 at 10@ 11@ 12@
0392: make_object 5@ moveable 1 
09CA: set_object 5@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0382: set_object 5@ collision_detection 0
0906: set_object 5@ mass_to 100000.0


:FADA_45
wait 0
if
0AB0: is_key_pressed 103// 	numeric keypad 7 key
else_jump @FADA_45
0108: destroy_object 5@
0002: jump @FADA_11

 

Now you wanna let the object following the player

There're several codes to make that

01BC: put_object [email protected] at [email protected] [email protected] [email protected]
034E: move_object [email protected] to [email protected] [email protected] [email protected] speed 0,5 0,5 0,5 collision_check 1
0381: throw_object [email protected] velocity_in_direction [email protected] [email protected] [email protected]
069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1 rotation 0.0 0.0 0.0


I show the easiest way, attach_object

{$CLEO .cs}

03A4: name_thread 'FADA'

:FADA_11
wait 0
if and
0256: player $PLAYER_CHAR defined
0AB0: is_key_pressed 102// 	numeric keypad 6 key 
else_jump @FADA_11
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1 
0107: 5@ = create_object 1487 at 10@ 11@ 12@
069B: attach_object 5@ to_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1 rotation 0.0 0.0 0.0


:FADA_45
wait 0
if
0AB0: is_key_pressed 103// 	numeric keypad 7 key
else_jump @FADA_45
0108: destroy_object 5@
0002: jump @FADA_11

 

 

And at last the way by put_object

{$CLEO .cs}

03A4: name_thread 'FADA'

:FADA_11
wait 0
if and
0256: player $PLAYER_CHAR defined
0AB0: is_key_pressed 102// 	numeric keypad 6 key 
else_jump @FADA_11
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1 
0107: 5@ = create_object 1487 at 10@ 11@ 12@
0392: make_object 5@ moveable 1 
09CA: set_object 5@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0382: set_object 5@ collision_detection 0
0906: set_object 5@ mass_to 100000.0


:FADA_45
wait 0
if
0256: player $PLAYER_CHAR defined
else_jump @FADA_cleanup
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1
01BC: put_object 5@ at 10@ 11@ 12@
if
0AB0: is_key_pressed 103// 	numeric keypad 7 key
else_jump @FADA_45

:FADA_cleanup
0108: destroy_object 5@
0002: jump @FADA_11

 

 

 

BTW. you should learn HighLevel Coding

 

 

 

Edited by ZAZ
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9 hours ago, ZAZ said:

 

 

The script didn't crash for me, but there're mistakes

{$CLEO .cs}

03A4: name_thread 'FADA'

:FADA_11
wait 0
0AB0: is_key_pressed 102 
0107: 5@ = create_object 1487 with_offset 0.7 -1.0 1.0   <-- this isn't a condition
else_jump @FADA_11
0392: make_object 5@ moveable 1 
09CA: set_object 5@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0382: set_object 5@ collision_detection 0
0906: set_object 5@ mass_to 100000.0
0002: jump @FADA_11    <---------------- send code back to beginning

not possible to read the code block below

:FADA_45
wait 0
0AB0: is_key_pressed 103
else_jump @FADA_45
0108: destroy_object 5@
0650: destroy_particle  9@ <--- particle doesn't exist
0002: jump @FADA_1

 

 

this code requires coords of entire coords system not offset
0107: [email protected] = create_object 1487 with_offset 0.7 -1.0 1.0

 

this is correct

0107: [email protected] = create_object 1487 at 0.7 -1.0 1.0
but it would be in the middle of the game world

 

this would be in Grovestreet
0107: [email protected] = create_object 1487 at 2493.9 -1668.4 13.3

 

This would be your correct script

{$CLEO .cs}

03A4: name_thread 'FADA'

:FADA_11
wait 0
if
0AB0: is_key_pressed 102// 	numeric keypad 6 key 
else_jump @FADA_11
0107: 5@ = create_object 1487 at 2493.9 -1668.4 13.3 
0392: make_object 5@ moveable 1 
09CA: set_object 5@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0382: set_object 5@ collision_detection 0
0906: set_object 5@ mass_to 100000.0


:FADA_45
wait 0
if
0AB0: is_key_pressed 103// 	numeric keypad 7 key
else_jump @FADA_45
0108: destroy_object 5@
0002: jump @FADA_11

 

 

 

 

You need to learn about conditional checks !

read at CLEO_Script_Tut

 

only condtion codes can be used inside checks
otherwise it can cause bugs or crashes

 

 

By more than one question in an conditional check requires to determine,
if it means if or or if and

if and
00DF:   actor $PLAYER_ACTOR driving
8119:   NOT   car 0@ wrecked
004D: jump_if_false @AD_5

if or
00E1: key_pressed 0 0
00E1: key_pressed 0 1
00E1: key_pressed 0 14
00E1: key_pressed 0 18
004D: jump_if_false @AD_7

if or
8118:   NOT   actor 7@ dead
8118:   NOT   actor 8@ dead
004D: jump_if_false @AD_25
0002: jump @AD_12

 

maximum 8 condition in a conditional check are valid

 

The most question codes can be changed into the opposite question
example:

00E1: key_pressed 0 10

and

80E1: NOT key_pressed 0 11

 


Back to your object

To spawn the object relative to the player_actor use following codes

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1
0107: [email protected] = create_object 1487 at [email protected] [email protected] [email protected]


Now it requires to check if PLAYER_ACTOR/PLAYER_CHAR is available, not dead, not arrested, not in cutscene

0256: player $PLAYER_CHAR defined

because we wanna use a code depending to $PLAYER_ACTOR

Many bad scripts are crashing because this check is missing


The script

{$CLEO .cs}

03A4: name_thread 'FADA'

:FADA_11
wait 0
if and
0256: player $PLAYER_CHAR defined
0AB0: is_key_pressed 102// 	numeric keypad 6 key 
else_jump @FADA_11
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1 
0107: 5@ = create_object 1487 at 10@ 11@ 12@
0392: make_object 5@ moveable 1 
09CA: set_object 5@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0382: set_object 5@ collision_detection 0
0906: set_object 5@ mass_to 100000.0


:FADA_45
wait 0
if
0AB0: is_key_pressed 103// 	numeric keypad 7 key
else_jump @FADA_45
0108: destroy_object 5@
0002: jump @FADA_11

 

Now you wanna let the object following the player

There're several codes to make that

01BC: put_object [email protected] at [email protected] [email protected] [email protected]
034E: move_object [email protected] to [email protected] [email protected] [email protected] speed 0,5 0,5 0,5 collision_check 1
0381: throw_object [email protected] velocity_in_direction [email protected] [email protected] [email protected]
069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1 rotation 0.0 0.0 0.0


I show the easiest way, attach_object

{$CLEO .cs}

03A4: name_thread 'FADA'

:FADA_11
wait 0
if and
0256: player $PLAYER_CHAR defined
0AB0: is_key_pressed 102// 	numeric keypad 6 key 
else_jump @FADA_11
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1 
0107: 5@ = create_object 1487 at 10@ 11@ 12@
069B: attach_object 5@ to_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1 rotation 0.0 0.0 0.0


:FADA_45
wait 0
if
0AB0: is_key_pressed 103// 	numeric keypad 7 key
else_jump @FADA_45
0108: destroy_object 5@
0002: jump @FADA_11

 

 

And at last the way by put_object

{$CLEO .cs}

03A4: name_thread 'FADA'

:FADA_11
wait 0
if and
0256: player $PLAYER_CHAR defined
0AB0: is_key_pressed 102// 	numeric keypad 6 key 
else_jump @FADA_11
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1 
0107: 5@ = create_object 1487 at 10@ 11@ 12@
0392: make_object 5@ moveable 1 
09CA: set_object 5@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0382: set_object 5@ collision_detection 0
0906: set_object 5@ mass_to 100000.0


:FADA_45
wait 0
if
0256: player $PLAYER_CHAR defined
else_jump @FADA_cleanup
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1
01BC: put_object 5@ at 10@ 11@ 12@
if
0AB0: is_key_pressed 103// 	numeric keypad 7 key
else_jump @FADA_45

:FADA_cleanup
0108: destroy_object 5@
0002: jump @FADA_11

 

 

 

BTW. you should learn HighLevel Coding

 

 

 

Thank you so much!

I tried fixing it my self with your help and i was filled with happynes, when i saw that bottle appear, follow me lol

 

but i do have some questions

 

1- How to i attach the particle to it ?

You saw one line of code about  a particle i was planing to add a sparkling effect on it,

using the jetpack effect as a base, after i see that it was working i would change to something

but it didn't even work

 

0392: make_object 5@ moveable 1
064B: 7@ = create_particle "JETPACK" attached_to_object 5@ at with_offset 0.7 -1.0 1.0 rotation 0.0 0. 90.0
064C: make_particle 7@ visible
0002: jump @FADA_45

 

2-How to i delete the object when i enter a interior

Yesterday i was testing it and, i save it when the mod was active, and when i came back

there was i flying bottle on carls kitchen lol

again, i tried follow the tutorials and it dind't work either

 

:CLEANINT
wait 0
0256: player $PLAYER_CHAR defined
else_jump @CLEANINT
077E: get_active_interior_to $ACTIVE_INTERIOR
if and
$ACTIVE_INTERIOR == 4
0682: detach_object 5@ 0.0 0.0 0.0 collision_detection 1
0382: set_object 5@ collision_detection 1
0108: destroy_object 5@
0650: destroy_particle 7@
0002: jump @FADA_11

 

Hope i'm not bottering you too much, sorry

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4 hours ago, zCajuina said:

1- How to i attach the particle to it ?

 

It seems that it need to wait a second till the object is ready for attaching particle effect

 

 

4 hours ago, zCajuina said:

2-How to i delete the object when i enter a interior

 

Yesterday i was testing it and, i save it when the mod was active, and when i came back

 

there was i flying bottle on carls kitchen lol

again, i tried follow the tutorials and it dind't work either

 

:CLEANINT
wait 0
0256: player $PLAYER_CHAR defined
else_jump @CLEANINT
077E: get_active_interior_to $ACTIVE_INTERIOR
if and
$ACTIVE_INTERIOR == 4
0682: detach_object 5@ 0.0 0.0 0.0 collision_detection 1
0382: set_object 5@ collision_detection 1
0108: destroy_object 5@
0650: destroy_particle 7@
0002: jump @FADA_11

 

 

 

You need to learn about conditional checks !

read at CLEO_Script_Tut

 

http://zazmahall.de/ZAZGTASANATORIUM/CLEO_Script_Tut_eng5.htm

(the link in my previous post was broken, so you couldn't read what i mean)

 

1. the IF statement

2. the real question

3. the jump instruction by negation

 

 

this is wrong

 

if and
$ACTIVE_INTERIOR == 4
0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 1
0382: set_object [email protected] collision_detection 1
0108: destroy_object [email protected]
0650: destroy_particle [email protected]
0002: jump @FADA_11

 

3. the jump instruction by negation is missing

 

if and is also wrong, because there's only one condition

 

try this

{$CLEO .cs}

03A4: name_thread 'FADA'

:FADA_11
wait 0
if and
0256: player $PLAYER_CHAR defined
0AB0: is_key_pressed 102// 	numeric keypad 6 key 
else_jump @FADA_11
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1 
0107: 5@ = create_object 1487 at 10@ 11@ 12@
wait 1000
066E: create_particle "JETPACK" attached_to_object 5@ with_offset 0.0 -0.1 -0.25 rotation 0.0 0.0 90.0 flag 1 store_to 6@ 
064C: make_particle 6@ visible


:FADA_45
wait 0
if
0256: player $PLAYER_CHAR defined
else_jump @FADA_cleanup
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1
01BC: put_object 5@ at 10@ 11@ 12@
077E: get_active_interior_to 29@
if or
29@ >  0
0AB0: is_key_pressed 103// 	numeric keypad 7 key
else_jump @FADA_45

:FADA_cleanup
0650: delete_particle 6@
0108: destroy_object 5@
0002: jump @FADA_11

 

Edited by ZAZ
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17 hours ago, ZAZ said:

 

It seems that it need to wait a second till the object is ready for attaching particle effect

 

 

 

 

You need to learn about conditional checks !

read at CLEO_Script_Tut

 

http://zazmahall.de/ZAZGTASANATORIUM/CLEO_Script_Tut_eng5.htm

(the link in my previous post was broken, so you couldn't read what i mean)

 

1. the IF statement

2. the real question

3. the jump instruction by negation

 

 

this is wrong

 

if and
$ACTIVE_INTERIOR == 4
0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 1
0382: set_object [email protected] collision_detection 1
0108: destroy_object [email protected]
0650: destroy_particle [email protected]
0002: jump @FADA_11

 

3. the jump instruction by negation is missing

 

if and is also wrong, because there's only one condition

 

try this

{$CLEO .cs}

03A4: name_thread 'FADA'

:FADA_11
wait 0
if and
0256: player $PLAYER_CHAR defined
0AB0: is_key_pressed 102// 	numeric keypad 6 key 
else_jump @FADA_11
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1 
0107: 5@ = create_object 1487 at 10@ 11@ 12@
wait 1000
066E: create_particle "JETPACK" attached_to_object 5@ with_offset 0.0 -0.1 -0.25 rotation 0.0 0.0 90.0 flag 1 store_to 6@ 
064C: make_particle 6@ visible


:FADA_45
wait 0
if
0256: player $PLAYER_CHAR defined
else_jump @FADA_cleanup
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.7 -1.0 -0.1
01BC: put_object 5@ at 10@ 11@ 12@
077E: get_active_interior_to 29@
if or
29@ >  0
0AB0: is_key_pressed 103// 	numeric keypad 7 key
else_jump @FADA_45

:FADA_cleanup
0650: delete_particle 6@
0108: destroy_object 5@
0002: jump @FADA_11

 

It worked, but now the model that i  created is not facing forward, i think that it only stores the position and not the rotation

and i'm quite puzzled of how  "put_object" works, wich one of those codes for making the object move

 

Gives the effect that it has a path finding A.I, like "if it get x.x Far away from his inital position then it really moves closer to the player"

and not like stay attached and turn when the player turns in quite a statue way kwim?

 

Am about the links, i'm trying to study and know really well what every code does, but it still didn't get it

Anyway i will try to work out from here

 

Thanks very much for all the help and support!

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3 hours ago, zCajuina said:

It worked, but now the model that i  created is not facing forward, i think that it only stores the position and not the rotation

it's faced to north by default, it needs to give the z_angle

get z_angle of player to set z_angle for object

 

Quote

i'm quite puzzled of how  "put_object" works, wich one of those codes for making the object move

try 034E: move_object code

find out how it works

 

Quote

Gives the effect that it has a path finding A.I, like "if it get x.x Far away from his inital position

don't know what you mean

 

Quote

then it really moves closer to the player"

and not like stay attached and turn when the player turns in quite a statue way kwim?

it's possible to write code for that

 

 

 

 

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