Feb 12 2011, 05:13 PM Post #41 | |
Ameteur Member Posts: 48 Joined: 19-August 10 | It's working thnx (i've almost found that out by myself, but have no idea how to use that thing) CODE {$CLEO .cs} 0000: NOP :test wait 0 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 11@ closest_ped_to 10@ if actor.Defined(10@) jf @test if 0AB1: call_scm_func @FUNC_isActorNearEnexMarker 2 actor 10@ radius 3.0 jf @test 0ACD: show_text_highpriority "Near enex marker" time 500 05D3: AS_actor 10@ goto_point 5@ 6@ 7@ mode 4 5000 ms // versionA wait 5000 actor.RemoveReferences(10@) jump @test :FUNC_isActorNearEnexMarker 0A8D: 2@ = read_memory 0x96A7D8 size 4 virtual_protect 0 0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0 while true 0A90: 4@ = 3@ * 0x3C 000A: 4@ += 0x10 005A: 4@ += 2@ 0A8D: 5@ = read_memory 4@ size 4 virtual_protect 0 // x 000A: 4@ += 4 0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0 // y 000A: 4@ += 4 0A8D: 7@ = read_memory 4@ size 4 virtual_protect 0 // z if 00FE: actor 0@ sphere 0 in_sphere 5@ 6@ 7@ radius 1@ 1@ 1@ then break end 001B: 0x190 > 3@ jf break 000A: 3@ += 1 end 0AB2: ret 0 All the actors goes in same point... 0 0 0 - start of the SA world's. Did the 5@ 6@ and 7@ cleaning up after 0AB2? |
Feb 12 2011, 06:23 PM Post #42 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Uhh, yeah.. try this to store the coords of the found enex marker: SANNY {$CLEO .cs} 0000: NOP :test wait 0 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 11@ closest_ped_to 10@ actor.Defined(10@) jf @test 0AB1: call_scm_func @FUNC_isActorNearEnexMarker 2 actor 10@ radius 3.0 store_to 5@ 6@ 7@ jf @test 0ACD: show_text_highpriority "Near enex marker" time 500 05D3: AS_actor 10@ goto_point 5@ 6@ 7@ mode 4 5000 ms // versionA wait 5000 actor.RemoveReferences(10@) jump @test :FUNC_isActorNearEnexMarker 0A8D: 2@ = read_memory 0x96A7D8 size 4 virtual_protect 0 0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0 while true 0A90: 4@ = 3@ * 0x3C 000A: 4@ += 0x10 005A: 4@ += 2@ 0A8D: 5@ = read_memory 4@ size 4 virtual_protect 0 // x 000A: 4@ += 4 0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0 // y 000A: 4@ += 4 0A8D: 7@ = read_memory 4@ size 4 virtual_protect 0 // z if 00FE: actor 0@ sphere 0 in_sphere 5@ 6@ 7@ radius 1@ 1@ 1@ then break end 001B: 0x190 > 3@ jf break 000A: 3@ += 1 end 0AB2: ret 3 5@ 6@ 7@ -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Feb 13 2011, 03:23 AM Post #43 | |
The New Guy! Posts: 11 From: INDIA Joined: 11-February 11 | hi .... i want someone to make a mod for me for gta vice city --------------------------------------------------------------------- when player driving a car & press attack button the car will fire bullets like police boat ' predator ' or sea sparrow --------------------------------------------------------------------- i have tried a lot but but nothing works pls.. try some one -------------------- Ashwin The New Boy |
Feb 13 2011, 03:30 AM Post #44 | |
Ameteur Member Posts: 38 Joined: 16-January 11 | [REQ]Skip Wardrobe Animations -When trying on clothes, CJ does that stupid animation of walking into wardrobe, then coming out and doing a stupid animation thinkin' hes P-I-M-P lol Is there a way where changing the clothes in the wardrobe was more instantaneous ? As in .. skipping the wardrobe animations all together ? |
Feb 13 2011, 12:32 PM Post #45 | |
The master of cut retort Posts: 239 From: Warsaw, PL Joined: 21-July 10 | [REQ]Skip Wardrobe Animations -When trying on clothes, CJ does that stupid animation of walking into wardrobe, then coming out and doing a stupid animation thinkin' hes P-I-M-P lol Is there a way where changing the clothes in the wardrobe was more instantaneous ? As in .. skipping the wardrobe animations all together ? Managed to skip these animations via CLEO. I tried to make it 3-friendly, but SA unused string format opcode crashes* SANNY {$CLEO} 05AA: 4@s = "BUY" // @s = 'short' 05AA: 6@s = "IN" // @s = 'short' 05AA: 8@s = "OUT" // @s = 'short' 05AA: 10@s = "LOOP" // @s = 'short' 05AA: 12@s = "TORSO" // @s = 'short' 05AA: 14@s = "LEGS" // @s = 'short' 05AA: 16@s = "SHOES" // @s = 'short' 05AA: 18@s = "WATCH" // @s = 'short' 05AA: 20@s = "HAT" // @s = 'short' while true wait 100 for 33@ = 0 to 10 if 0019: 33@ > 2 then 0A8F: 32@ = 33@ - 2 // (int) 0AD3: 0@v = format "CLO_POSE_%s" 4@(32@,1s) // 098C: 0@v = "CLO_POSE_" + 4@(32@,1s) // Causes nasty crash. else 0085: 32@ = 33@ // (int) 0AD3: 0@v = format "CLO_%s" 4@(32@,1s) // 098C: 0@v = "CLO_" + 4@(32@,1s) // Same here. end if 0611: actor $PLAYER_ACTOR performing_animation 0@v then 0614: set_actor $PLAYER_ACTOR animation 0@v progress_to 0.999 // 1.0 causes bugs end end end Remember about compiling it with "As is" case converting (%s needs to be lowercase). * Well, it always can be done as a bigger loop, but my version is pr0 optimized. |
Feb 14 2011, 04:38 AM Post #46 | |
Ameteur Member Posts: 38 Joined: 16-January 11 | Remember about compiling it with "As is" case converting (%s needs to be lowercase). * Well, it always can be done as a bigger loop, but my version is pr0 optimized. Thank you for taking the time to fulfil my request. Very much appreciated. I just found it as an 'uneeded animation' and thought skipping it would be best option. I don't understand that first line from the quote ("compiling it with "As is" case converting) ? |
Feb 14 2011, 10:42 AM Post #47 | |
The master of cut retort Posts: 239 From: Warsaw, PL Joined: 21-July 10 | Just set "Case converting" in Sanny options to "As is". |
Feb 19 2011, 11:44 AM Post #48 | |
Ameteur Member Posts: 38 Joined: 16-January 11 | Just set "Case converting" in Sanny options to "As is". Ok thank you .. Will this change anything relating to compiling other CLEO mods ? Or is this just a one off ? .. .. We've been discussing adding Gangs over here and spawning them in certain points in San Andreas. CODE {$CLEO .cs} //-------------MAIN--------------- thread "GW" wait 1000 :GW_11 if Player.Defined($PLAYER_CHAR) else_jump @GW_11 jump @GW_34 :GW_34 0237: set_gang 8 weapons_to 24 26 28 //Idlewood //IWD1 Idlewood IWD //IWD2 Idlewood IWD //IWD3a Idlewood IWD //IWD3b Idlewood IWD //IWD4 Idlewood IWD //IWD5 Idlewood IWD 076C: set_zone 'IWD1' gang 8 density_to 90 076C: set_zone 'IWD2' gang 8 density_to 90 076C: set_zone 'IWD3a' gang 8 density_to 90 076C: set_zone 'IWD3b' gang 8 density_to 90 076C: set_zone 'IWD4' gang 8 density_to 90 076C: set_zone 'IWD5' gang 8 density_to 90 //Commerce //THALL1 Commerce COM //COM1a Commerce COM //COM1b Commerce COM //COM2 Commerce COM //COM3 Commerce COM //COM4 Commerce COM 076C: set_zone 'THALL1' gang 8 density_to 90 076C: set_zone 'COM1a' gang 8 density_to 90 076C: set_zone 'COM1b' gang 8 density_to 90 076C: set_zone 'COM2' gang 8 density_to 90 076C: set_zone 'COM3' gang 8 density_to 90 076C: set_zone 'COM4' gang 8 density_to 90 //Downtown Los Santos //LDT1a Downtown Los Santos LDT //LDT1b Downtown Los Santos LDT //LDT1c Downtown Los Santos LDT //LDT3 Downtown Los Santos LDT //LDT4 Downtown Los Santos LDT //LDT5 Downtown Los Santos LDT //LDT6 Downtown Los Santos LDT //LDT7 Downtown Los Santos LDT //LDT8 Downtown Los Santos LDT 076C: set_zone 'LDT1a' gang 8 density_to 90 076C: set_zone 'LDT1b' gang 8 density_to 90 076C: set_zone 'LDT1c' gang 8 density_to 90 076C: set_zone 'LDT3' gang 8 density_to 90 076C: set_zone 'LDT4' gang 8 density_to 90 076C: set_zone 'LDT5' gang 8 density_to 90 076C: set_zone 'LDT6' gang 8 density_to 90 076C: set_zone 'LDT7' gang 8 density_to 90 076C: set_zone 'LDT8' gang 8 density_to 90 //Mulholland Intersection MULINT 076C: set_zone 'MULINT' gang 8 density_to 90 //Red County RED 076C: set_zone 'RED' gang 8 density_to 90 //Bone County BONE 076C: set_zone 'BONE' gang 8 density_to 90 //Montgomery Intersection MONINT 076C: set_zone 'MONINT' gang 8 density_to 90 //The Mako Span MAKO 076C: set_zone 'MAKO' gang 8 density_to 90 //Randolph Industrial Estate RIE 076C: set_zone 'RIE' gang 8 density_to 90 //Julius Thruway South //JTS1 Julius Thruway South JTS //JTS2 Julius Thruway South JTS 076C: set_zone 'JTS1' gang 8 density_to 90 076C: set_zone 'JTS2' gang 8 density_to 90 //Julius Thruway North //JTN1 Julius Thruway North JTN //JTN2 Julius Thruway North JTN //JTN3 Julius Thruway North JTN //JTN4 Julius Thruway North JTN //JTN5 Julius Thruway North JTN //JTN6 Julius Thruway North JTN //JTN7 Julius Thruway North JTN //JTN8 Julius Thruway North JTN 076C: set_zone 'JTN1' gang 8 density_to 90 076C: set_zone 'JTN2' gang 8 density_to 90 076C: set_zone 'JTN3' gang 8 density_to 90 076C: set_zone 'JTN4' gang 8 density_to 90 076C: set_zone 'JTN5' gang 8 density_to 90 076C: set_zone 'JTN6' gang 8 density_to 90 076C: set_zone 'JTN7' gang 8 density_to 90 076C: set_zone 'JTN8' gang 8 density_to 90 //Julius Thruway East //JTE1 Julius Thruway East JTE //JTE2 Julius Thruway East JTE //JTE3 Julius Thruway East JTE //JTE4 Julius Thruway East JTE 076C: set_zone 'JTE2' gang 8 density_to 90 076C: set_zone 'JTE3' gang 8 density_to 90 076C: set_zone 'JTE4' gang 8 density_to 90 //Julius Thruway West //JTW1 Julius Thruway West JTW //JTW2 Julius Thruway West JTW 076C: set_zone 'JTE1' gang 8 density_to 90 076C: set_zone 'JTW1' gang 8 density_to 90 076C: set_zone 'JTW2' gang 8 density_to 90 //Harry Gold Parkway HGP 076C: set_zone 'HGP' gang 8 density_to 90 //East Beach //EBE2a East Beach EBE //EBE2b East Beach EBE //EBE3c East Beach EBE076C: set_zone 'EBE2a' gang 8 density_to 90 076C: set_zone 'EBE2b' gang 8 density_to 90 076C: set_zone 'EBE2c' gang 8 density_to 90 //Las Colinas //CHC1a Las Colinas CHC //CHC1b Las Colinas CHC //CHC2a Las Colinas CHC //CHC2b Las Colinas CHC //CHC3 Las Colinas CHC //CHC4a Las Colinas CHC //CHC4b Las Colinas CHC076C: set_zone 'CHC1a' gang 8 density_to 90 076C: set_zone 'CHC1b' gang 8 density_to 90 076C: set_zone 'CHC2a' gang 8 density_to 90 076C: set_zone 'CHC2b' gang 8 density_to 90 076C: set_zone 'CHC3' gang 8 density_to 90 076C: set_zone 'CHC4a' gang 8 density_to 90 076C: set_zone 'CHC4b' gang 8 density_to 90 //Blackfield Intersection //BINT1 Blackfield Intersection BINT //BINT2 Blackfield Intersection BINT //BINT3 Blackfield Intersection BINT //BINT4 Blackfield Intersection BINT076C: set_zone 'BINT1' gang 8 density_to 90 076C: set_zone 'BINT2' gang 8 density_to 90 076C: set_zone 'BINT3' gang 8 density_to 90 076C: set_zone 'BINT4' gang 8 density_to 90 //Hanky Panky Point HANKY 076C: set_zone 'HANKY' gang 8 density_to 90 //Hunter Quarry QUARY 076C: set_zone 'QUARY' gang 8 density_to 90 //Tierra Robada //ROBAD Tierra Robada ROBAD //ROBAD1 Tierra Robada ROBAD 076C: set_zone 'ROBAD' gang 8 density_to 90 076C: set_zone 'ROBAD1' gang 8 density_to 90 //Whetstone WHET 076C: set_zone 'WHET' gang 8 density_to 90 //Mount Chilliad //MTCHI1 Mount Chiliad MTCHI //MTCHI2 Mount Chiliad MTCHI //MTCHI3 Mount Chiliad MTCHI //MTCHI4 Mount Chiliad MTCHI 076C: set_zone 'MTCHI1' gang 8 density_to 90 076C: set_zone 'MTCHI2' gang 8 density_to 90 076C: set_zone 'MTCHI3' gang 8 density_to 90 076C: set_zone 'MTCHI4' gang 8 density_to 90 //Missionary Hill HILLP 076C: set_zone 'HILLP' gang 8 density_to 90 //Foster Valley //SILLY1 Foster Valley SILLY //SILLY2 Foster Valley SILLY //SILLY3 Foster Valley SILLY //SILLY4 Foster Valley SILLY 076C: set_zone 'SILLY1' gang 8 density_to 90 076C: set_zone 'SILLY2' gang 8 density_to 90 076C: set_zone 'SILLY3' gang 8 density_to 90 076C: set_zone 'SILLY4' gang 8 density_to 90 //Doherty //DOH1 Doherty DOH //DOH2 Doherty DOH 0A93: end_custom_thread 076C: set_zone 'DOH1' gang 8 density_to 90 076C: set_zone 'DOH2' gang 8 density_to 90 //Downtown //SFDWT1 Downtown SFDWT //SFDWT2 Downtown SFDWT //SFDWT3 Downtown SFDWT //SFDWT4 Downtown SFDWT //SFDWT5 Downtown SFDWT //SFDWT6 Downtown SFDWT 076C: set_zone 'SFDWT1' gang 8 density_to 90 076C: set_zone 'SFDWT2' gang 8 density_to 90 076C: set_zone 'SFDWT3' gang 8 density_to 90 076C: set_zone 'SFDWT4' gang 8 density_to 90 076C: set_zone 'SFDWT5' gang 8 density_to 90 076C: set_zone 'SFDWT6' gang 8 density_to 90 //Garver Bridge //GARV Garver Bridge GARV //GARV1 Garver Bridge GARV //GARV2 Garver Bridge GARV 076C: set_zone 'GARV' gang 8 density_to 90 076C: set_zone 'GARV1' gang 8 density_to 90 076C: set_zone 'GARV2' gang 8 density_to 90 //Robada Intersection ROBINT 076C: set_zone 'ROBINT' gang 8 density_to 90 //Bayside SUNN 076C: set_zone 'SUNN' gang 8 density_to 90 //Bayside Tunnel ALDEA 076C: set_zone 'ALDEA' gang 8 density_to 90 //Gant Bridge //GANTB Gant Bridge GANTB //GANTB1 Gant Bridge GANTB 076C: set_zone 'GANTB' gang 8 density_to 90 076C: set_zone 'GANTB1' gang 8 density_to 90 //Verdant Bluffs //BLUF1a Verdant Bluffs BLUF //BLUF1b Verdant Bluffs BLUF //BLUF2 Verdant Bluffs BLUF 076C: set_zone 'BLUF1a' gang 8 density_to 90 076C: set_zone 'BLUF1b' gang 8 density_to 90 076C: set_zone 'BLUF2' gang 8 density_to 90 //Los Santos International //LAIR1 Los Santos International LAIR //LAIR2a Los Santos International LAIR //LAIR2b Los Santos International LAIR //LBAG1 Los Santos International LAIR //LBAG2 Los Santos International LAIR //LBAG3 Los Santos International LAIR 076C: set_zone 'LAIR1' gang 8 density_to 90 076C: set_zone 'LAIR2a' gang 8 density_to 90 076C: set_zone 'LAIR2b' gang 8 density_to 90 076C: set_zone 'LBAG1' gang 8 density_to 90 076C: set_zone 'LBAG2' gang 8 density_to 90 076C: set_zone 'LBAG3' gang 8 density_to 90 //Ocean Docks //LDOC1a Ocean Docks LDOC //LDOC1b Ocean Docks LDOC //LDOC2 Ocean Docks LDOC //LDOC3a Ocean Docks LDOC //LDOC3b Ocean Docks LDOC //LDOC3c Ocean Docks LDOC //LDOC4 Ocean Docks LDOC 076C: set_zone 'LDOC1a' gang 8 density_to 90 076C: set_zone 'LDOC1b' gang 8 density_to 90 076C: set_zone 'LDOC2' gang 8 density_to 90 076C: set_zone 'LDOC3a' gang 8 density_to 90 076C: set_zone 'LDOC3b' gang 8 density_to 90 076C: set_zone 'LDOC3c' gang 8 density_to 90 076C: set_zone 'LDOC4' gang 8 density_to 90 //Playa Del Seville PLS 076C: set_zone 'PLS' gang 8 density_to 90 //East Lost Santos //ELS1a East Los Santos ELS //ELS1b East Los Santos ELS //ELS2 East Los Santos ELS //ELS3a East Los Santos ELS //ELS3b East Los Santos ELS //ELS3c East Los Santos ELS //ELS4 East Los Santos ELS 076C: set_zone 'ELS1a' gang 8 density_to 90 076C: set_zone 'ELS1b' gang 8 density_to 90 076C: set_zone 'ELS2' gang 8 density_to 90 076C: set_zone 'ELS3a' gang 8 density_to 90 076C: set_zone 'ELS3b' gang 8 density_to 90 076C: set_zone 'ELS3c' gang 8 density_to 90 076C: set_zone 'ELS4' gang 8 density_to 90 0A93: end_custom_thread Is there any better way of getting the GANG 9 (which I have changed to the bikers; with all additional data files edited) to spawn on the highways only .. I have added all area names which pop-up while driving on the highways .. but when you aren't on the highway .. but on the streets in that town/territory, they still spawn ? And is there also a way of getting them to spawn in 'packs' ? Biker Gangs roll out in numbers .. not individuals .. Most I've seen on screen @ a time is 5-7 .. But they aren't in a pack .. Spread out across the screen almost :sly: Does anyone know of a better process to achieve this ? I want the GANG_9 to spawn on the highways, in packs (maybe 5-20) on there vehicles (the freeway) which is defined in the .dat files I've also posted this over @ GTAForums in ZAZ's CLEO 3 Mods thread for all others who may be interested in a solution .. Still don't know why R* haven't hired you genius's .. LOL There loss |
Feb 23 2011, 12:47 AM Post #49 | |
Ameteur Member Posts: 38 Joined: 16-January 11 | Hmmm is there a way to make helicopter rotor blades smash obstacles that are blocking it when you try to take off? It sucks having to push a helicopter out of the way of objects or else it won't start. +1 one for this; can get very irritating .. I have a request for you Adler, based on your 'PIMP' thread. Have more pimps (bmypimp) drive round in their car (broadway) with there ho's (hookers/prostitutes) a bit more often; and even doing pickups and drop-offs ? |
Feb 23 2011, 12:52 AM Post #50 | |
Devil's Advocate Posts: 413 From: CA US Joined: 26-July 09 | lol that sounds interesting. So you want them to just drop off a prostitute at some random corner? I might get around to making that. -------------------- |
Feb 23 2011, 02:30 AM Post #51 | |
Ameteur Member Posts: 38 Joined: 16-January 11 | lol that sounds interesting. So you want them to just drop off a prostitute at some random corner? I might get around to making that. Yeah basically .. and maybe just see them driving round in the traffic together before he drops her off, or picks her up. Any other features that you know you could implement that could make it better ? Your the PIMP .. lol .. not me This post has been edited by methodunderg: Feb 23 2011, 02:45 AM |
Feb 23 2011, 04:14 AM Post #52 | |
Devil's Advocate Posts: 413 From: CA US Joined: 26-July 09 | lol not sure. Sounds like a pretty simple script but I don't think there's any way to improve on it. Maybe it could be part of a mod to make peds more realistic altogether. -------------------- |
Feb 23 2011, 08:48 AM Post #53 | |
Ameteur Member Posts: 54 Joined: 8-January 11 | According to this post, i want to ask, is there any way to disable any zoom while aiming in SA? |
Feb 23 2011, 10:11 AM Post #54 | |
Ameteur Member Posts: 38 Joined: 16-January 11 | lol not sure. Sounds like a pretty simple script but I don't think there's any way to improve on it. Maybe it could be part of a mod to make peds more realistic altogether. As far as I'm aware .. peds use the animations from the ped.ifp as well ? Maybe get peds to utilize some of the animations more ... Smoking , drinking , on cellphone , leaning against the wall etc .. Or even get a few homies crouched together in a circle, like the do in the movies when they play that dice-game for money in the ghetto :/ I don't know what its called |
Feb 24 2011, 12:23 AM Post #55 | |
Devil's Advocate Posts: 413 From: CA US Joined: 26-July 09 | Well any actor can use IFP animations; you just have to code them to do so (and some already randomly sit down somewhere). I'll start out by making the Pimp script for you and if I feel like it then I'll expand it to have other peds do everyday things too. -------------------- |
Feb 24 2011, 01:18 AM Post #56 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | I'd be willing to create a dice minigame (I've always wanted to recreate Liars Dice ) but I'm really busy with CD at the moment.. or rather, still... as always -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Feb 24 2011, 01:28 AM Post #57 | |
Devil's Advocate Posts: 413 From: CA US Joined: 26-July 09 | lol never heard of that game in particular, but actually I've never played a game with dice. This post has been edited by Adler: Feb 24 2011, 01:29 AM -------------------- |
Feb 25 2011, 11:59 AM Post #58 | |
Ameteur Member Posts: 38 Joined: 16-January 11 | lol never heard of that game in particular, but actually I've never played a game with dice. Never played yahtzee ? Or isn't even hop-scotch played with dice too ? LOL Anyways; thanks for making the PIMP mod for me Very kind .. Was thinkin' of another mod today, I think its actually a GTA4 feature too .. I've seen CLEO mods out there of CJ sitting, and lying down on the bed .. Maybe to save the game, instead of using the disk, he hasta lie down and go to sleep, and time advances still by 6 hours. |
Feb 25 2011, 12:36 PM Post #59 | |
The master of cut retort Posts: 239 From: Warsaw, PL Joined: 21-July 10 | Was thinkin' of another mod today, I think its actually a GTA4 feature too .. I've seen CLEO mods out there of CJ sitting, and lying down on the bed .. Maybe to save the game, instead of using the disk, he hasta lie down and go to sleep, and time advances still by 6 hours. Hmm? http://www.youtube.com/watch?v=zdIQ9vQ7s30 |
Feb 25 2011, 08:49 PM Post #60 | |
Member Posts: 197 From: Liberty City, Shoreside Joined: 15-July 10 | lol Ive made the same few months ago xDDD |