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GTA Modification Forums
I need some help with a simple CLEO Mission? As the title says...
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ThePlague1988  |
Posted: Wednesday, Apr 4 2012, 21:31
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Square Civilian

Group: Members
Joined: Nov 1, 2010


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I'm working on a simple mission (trying to do a R* Style mission). But the only thing that doesn't work right is when the car blows up... when you get in and out of the car I got that working where it says "hey get back in the car" but, I would like to add a check in there if the car blows up. It respawns the car and you can try it again. Thanks in advance for any help. Here is the code. EDIT: Someone (e.g. ZAZ, spaceeinstein, Dutchy... etc) Please help me out thanks... Updated: Everything works but the getting in and out of the car is sluggish now and the markers don't disable and enable when they're supposed to.. That's all that is wrong with this so far. It's my first real mission so, please be caring and try not to flame me thanks. | CODE | {$CLEO .cm} :Mission thread 'MYTM' gosub @Mission_Main if wasted_or_busted jf @Mission_End gosub @Mission_Fail
:Mission_End gosub @Mission_Cleanup end_thread
:Mission_Main increment_mission_attempts // here is where my mission starts $ONMISSION = 1 wait 1000 00BC: text_highpriority 'MYTM_02' 5000 ms 1
:Mission_11 0247: load_model #GREENWOO 0247: load_model #COLT45 0247: load_model #BFYST 038B: load_requested_models
:Mission_47 if or 8248: not model #GREENWOO available 8248: not model #COLT45 available 8248: not model #BFYST available else_jump @Mission_86 wait 0 ms jump @Mission_47
:Mission_86 0674: set_car_model #GREENWOO numberplate "I_LUV_SA" 00A5: 0@ = create_car #GREENWOO at 2458.2483 -1659.0264 13.3047 Car.Angle(0@) = 270.0 0224: set_car 0@ health_to 250 0186: 1@ = create_marker_above_car 0@ 01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 1000 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 00BC: show_text_highpriority GXT 'MYTM_04' time 3000 flag 1 // Get in the car parked in the middle of grove street. 27@ = 0 // for in the car or not?
:Mission_137 wait 0 ms if and 27@ == 1 not Actor.InCar($PLAYER_ACTOR, 0@) jf @Mission_146 27@ = 2
:Mission_141 Marker.CreateAboveCar(1@, 0@) Marker.Disable(5@) 03BD: destroy_sphere 6@ 00BC: show_text_highpriority GXT 'MYTM_03' time 3000 flag 1 // Hey get back in the car!
:Mission_146 wait 0 ms if Car.Wrecked(0@) then 27@ = 3 // if car is destoryed jump @Mission_Car_Wrecked else if Actor.InCar($PLAYER_ACTOR, 0@) then 27@ = 1 else jump @Mission_146 end end
:Mission_151 Marker.Disable(1@) 0167: 5@ = create_marker_at 2100.9604 -1366.8369 23.9844 flags 0 3 03BC: 6@ = create_sphere_at 2100.9604 -1366.8369 23.9844 radius 5.0 //2100.9604 -1366.8369 23.9844 pos of the marker
:Mission_Car_Wrecked wait 0 ms if 27@ == 3 then 03BD: destroy_sphere 6@ Marker.Disable(5@) Marker.Disable(1@) jump @Mission_86 end
:Mission_156 wait 0 ms if and 00DB: actor $PLAYER_ACTOR in_car 0@ 01AE: car 0@ sphere 0 near_point 2100.9604 -1366.8369 23.9844 radius 5.0 5.0 stopped else_jump @Mission_137 Marker.Disable(5@) 03BD: destroy_sphere 6@ 10@ = Actor.Create(CivFemale, #BFYST, 2094.3499, -1342.9515, 23.9844) Actor.Angle(10@) = 88.44 0187: 11@ = create_marker_above_actor 10@ Actor.WeaponAccuracy(10@) = 90 Actor.Health(10@) = 250 01B2: give_actor 10@ weapon 22 ammo 1000 01B9: set_actor 10@ armed_weapon_to 22 05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
:Mission_178 wait 0 ms if Actor.Dead(10@) else_jump @Mission_178
:Mission_Pass 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 10000 0318: set_latest_mission_passed 'TM_PASS' // My First Mission 01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1 // Mission Passed! return
:Mission_Fail 00BA: text_styled 'M_FAIL' 5000 ms 1 return
:Mission_Cleanup 0249: release_model #GREENWOO 0249: release_model #COLT45 0249: release_model #BFYST Marker.Disable(11@) $ONMISSION = 0 mission_cleanup return | This post has been edited by ThePlague1988 on Thursday, Apr 5 2012, 04:12
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Bad.boy!  |
Posted: Thursday, Apr 5 2012, 06:48
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SA modder

Group: Members
Joined: Jun 20, 2010


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That's because some of the markers are never defined. Your code never get's to this part: | CODE | :Mission_151 Marker.Disable(1@) 0167: 5@ = create_marker_at 2100.9604 -1366.8369 23.9844 flags 0 3 03BC: 6@ = create_sphere_at 2100.9604 -1366.8369 23.9844 radius 5.0 //2100.9604 -1366.8369 23.9844 pos of the marker |
And this part: | CODE | :Mission_156 wait 0 ms if and 00DB: actor $PLAYER_ACTOR in_car 0@ 01AE: car 0@ sphere 0 near_point 2100.9604 -1366.8369 23.9844 radius 5.0 5.0 stopped else_jump @Mission_137 Marker.Disable(5@) 03BD: destroy_sphere 6@ 10@ = Actor.Create(CivFemale, #BFYST, 2094.3499, -1342.9515, 23.9844) Actor.Angle(10@) = 88.44 0187: 11@ = create_marker_above_actor 10@ Actor.WeaponAccuracy(10@) = 90 Actor.Health(10@) = 250 01B2: give_actor 10@ weapon 22 ammo 1000 01B9: set_actor 10@ armed_weapon_to 22 05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
:Mission_178 wait 0 ms if Actor.Dead(10@) else_jump @Mission_178 |
The code is stuck between MISSION_137 and MISSION_146. In your script the player has to get in the car, and the script will keep looping. If you get out of the car, the game will probably crash, because you disable a marker that isn't defined yet. And if your game survives it will evantually get stuck in the loop again.
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Bad.boy!  |
Posted: Thursday, Apr 5 2012, 20:29
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SA modder

Group: Members
Joined: Jun 20, 2010


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Sure, but what do you want? Do you want to check if the player is in the car and then perform the rest of the code or something else? And what about the markers, when do they need to show up? EDIT: I think this is what you want (it was a pretty complicated script, but I think this will work): | CODE | {$CLEO .cm} :Mission thread 'MYTM' gosub @Mission_Main if wasted_or_busted jf @Mission_End gosub @Mission_Fail
:Mission_End gosub @Mission_Cleanup end_thread
:Mission_Main increment_mission_attempts // here is where my mission starts $ONMISSION = 1 wait 1000 00BC: text_highpriority 'MYTM_02' 5000 ms 1
:Mission_11 0247: load_model #GREENWOO 0247: load_model #COLT45 0247: load_model #BFYST 038B: load_requested_models
:Mission_47 if or 8248: not model #GREENWOO available 8248: not model #COLT45 available 8248: not model #BFYST available else_jump @Mission_86 wait 0 ms jump @Mission_47
:Mission_86 0674: set_car_model #GREENWOO numberplate "I_LUV_SA" 00A5: 0@ = create_car #GREENWOO at 2458.2483 -1659.0264 13.3047 Car.Angle(0@) = 270.0 0224: set_car 0@ health_to 250 0186: 1@ = create_marker_above_car 0@ 01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 1000 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 27@ = 0
:MISSION_137 wait 0 if Car.Wrecked(0@) then jump @Mission_Car_Wrecked else if Actor.InCar($PLAYER_ACTOR, 0@) then 0167: 5@ = create_marker_at 2100.9604 -1366.8369 23.9844 flags 0 3 03BC: 6@ = create_sphere_at 2100.9604 -1366.8369 23.9844 radius 5.0 Marker.Disable(1@) jump @Mission_141 else if 27@ == 1 then Marker.Disable(5@) 03BD: destroy_sphere 6@ 27@ = 0 else jump @MISSION_137 end end end
:MISSION_141 wait 0 27@ = 1 if not Actor.InCar($PLAYER_ACTOR, 0@) then jump @Mission_146 else if 00EC: actor $PLAYER_ACTOR 0 near_point 2100.9604 -1366.8369 23.9844 radius 5.0 5.0 then Marker.Disable(6@) 03BD: destroy_sphere 6@ jump @Mission_151 else if Car.Wrecked(0@) then 27@ = 2 jump @Mission_Car_Wrecked else jump @MISSION_141 end end end
:MISSION_146 Marker.CreateAboveCar(1@, 0@) 00BC: show_text_highpriority GXT 'MYTM_04' time 3000 flag 1 // Get in the car parked in the middle of grove street. jump @MISSION_137
:Mission_Car_Wrecked wait 0 ms if 27@ == 2 then 03BD: destroy_sphere 6@ Marker.Disable(5@) 00A5: 0@ = create_car #GREENWOO at 2458.2483 -1659.0264 13.3047 Car.Angle(0@) = 270.0 0224: set_car 0@ health_to 250 0186: 1@ = create_marker_above_car 0@ jump @MISSION_137 else Marker.Disable(1@) 00A5: 0@ = create_car #GREENWOO at 2458.2483 -1659.0264 13.3047 Car.Angle(0@) = 270.0 0224: set_car 0@ health_to 250 0186: 1@ = create_marker_above_car 0@ jump @MISSION_137 end :MISSION_151 10@ = Actor.Create(CivFemale, #BFYST, 2094.3499, -1342.9515, 23.9844) Actor.Angle(10@) = 88.44 0187: 11@ = create_marker_above_actor 10@ Actor.WeaponAccuracy(10@) = 90 Actor.Health(10@) = 250 01B2: give_actor 10@ weapon 22 ammo 1000 01B9: set_actor 10@ armed_weapon_to 22 05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
:Mission_178 wait 0 ms if Actor.Dead(10@) else_jump @Mission_178
:Mission_Pass 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 10000 0318: set_latest_mission_passed 'TM_PASS' // My First Mission 01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1 // Mission Passed! return
:Mission_Fail 00BA: text_styled 'M_FAIL' 5000 ms 1 return
:Mission_Cleanup 0249: release_model #GREENWOO 0249: release_model #COLT45 0249: release_model #BFYST Marker.Disable(11@) $ONMISSION = 0 mission_cleanup return | This post has been edited by Bad.boy! on Thursday, Apr 5 2012, 21:04
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ThePlague1988  |
Posted: Thursday, Apr 5 2012, 23:21
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Square Civilian

Group: Members
Joined: Nov 1, 2010


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You know exactly what I'm trying to do but you missed it the MYTM_04 is supposed to be for when you start the mission and MYTM_03 is for (Hey get back in the car!). Anyway there are some bugs.. like the markers sometimes don't disappear if you get in and out over and over again or if the car blows up twice or more then it doesn't create the marker and sphere again. stuff like that. BTW: I modified a thing or two.. | CODE | {$CLEO .cm} :Mission thread 'MYTM' gosub @Mission_Main if wasted_or_busted jf @Mission_End gosub @Mission_Fail
:Mission_End gosub @Mission_Cleanup end_thread
:Mission_Main increment_mission_attempts // here is where my mission starts $ONMISSION = 1 wait 1000 00BC: text_highpriority 'MYTM_02' 5000 ms 1
:Mission_11 0247: load_model #GREENWOO 0247: load_model #COLT45 0247: load_model #BFYST 038B: load_requested_models
:Mission_47 if or 8248: not model #GREENWOO available 8248: not model #COLT45 available 8248: not model #BFYST available else_jump @Mission_86 wait 0 ms jump @Mission_47
:Mission_86 0674: set_car_model #GREENWOO numberplate "I_LUV_SA" 00A5: 0@ = create_car #GREENWOO at 2458.2483 -1659.0264 13.3047 Car.Angle(0@) = 270.0 0224: set_car 0@ health_to 250 01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 1000 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 00BC: show_text_highpriority GXT 'MYTM_04' time 3000 flag 1 // Get in the car parked in the middle of grove street. Marker.CreateAboveCar(1@, 0@) 27@ = 0
:MISSION_137 wait 0 if Car.Wrecked(0@) then jump @Mission_Car_Wrecked else if Actor.InCar($PLAYER_ACTOR, 0@) then Marker.Disable(1@) 0167: 5@ = create_marker_at 2100.9604 -1366.8369 23.9844 flags 0 3 0168: set_marker 5@ size 3 0165: set_marker 5@ color_to 5 03BC: 6@ = create_sphere_at 2100.9604 -1366.8369 23.9844 radius 5.0 jump @Mission_141 else if 27@ == 1 then Marker.Disable(5@) 03BD: destroy_sphere 6@ 27@ = 0 else jump @MISSION_137 end end end
:MISSION_141 wait 0 27@ = 1 if not Actor.InCar($PLAYER_ACTOR, 0@) then jump @Mission_146 else if 00EC: actor $PLAYER_ACTOR 0 near_point 2100.9604 -1366.8369 23.9844 radius 5.0 5.0 then Marker.Disable(6@) 03BD: destroy_sphere 6@ jump @Mission_151 else if Car.Wrecked(0@) then 27@ = 2 jump @Mission_Car_Wrecked else Marker.Disable(1@) jump @MISSION_141 end end end
:MISSION_146 Marker.CreateAboveCar(1@, 0@) 00BC: show_text_highpriority GXT 'MYTM_03' time 3000 flag 1 // Hey get back in the car. jump @MISSION_137
:Mission_Car_Wrecked wait 0 ms if 27@ == 2 then 03BD: destroy_sphere 6@ Marker.Disable(5@) 00A5: 0@ = create_car #GREENWOO at 2458.2483 -1659.0264 13.3047 Car.Angle(0@) = 270.0 0224: set_car 0@ health_to 250 0186: 1@ = create_marker_above_car 0@ jump @MISSION_137 else Marker.Disable(1@) 00A5: 0@ = create_car #GREENWOO at 2458.2483 -1659.0264 13.3047 Car.Angle(0@) = 270.0 0224: set_car 0@ health_to 250 0186: 1@ = create_marker_above_car 0@ jump @MISSION_137 end
:MISSION_151 10@ = Actor.Create(CivFemale, #BFYST, 2094.3499, -1342.9515, 23.9844) Actor.Angle(10@) = 88.44 0187: 11@ = create_marker_above_actor 10@ Actor.WeaponAccuracy(10@) = 90 Actor.Health(10@) = 250 01B2: give_actor 10@ weapon 22 ammo 1000 01B9: set_actor 10@ armed_weapon_to 22 05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
:Mission_178 wait 0 ms if Actor.Dead(10@) else_jump @Mission_178
:Mission_Pass 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 10000 0318: set_latest_mission_passed 'TM_PASS' // My First Mission 01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1 // Mission Passed! return
:Mission_Fail 00BA: text_styled 'M_FAIL' 5000 ms 1 return
:Mission_Cleanup 0249: release_model #GREENWOO 0249: release_model #COLT45 0249: release_model #BFYST Marker.Disable(11@) $ONMISSION = 0 mission_cleanup return |
But no major mods to it just like added in the stuff I explained above.
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ThePlague1988  |
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Square Civilian

Group: Members
Joined: Nov 1, 2010


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Hey how come this doesn't work man I copied and pasted/edited some of the code. Then in the second part it crashes the game for some reason.... Dunno why? Could you please enlighten me. Thanks in advance. Here is the new code: | CODE | {$CLEO .cm} :Mission thread 'MYTM' gosub @Mission_Main if wasted_or_busted jf @Mission_End gosub @Mission_Fail
:Mission_End gosub @Mission_Cleanup end_thread
:Mission_Main increment_mission_attempts // here is where my mission starts $ONMISSION = 1 wait 1000 00BC: text_highpriority 'MYTM_02' 5000 ms 1
:Mission_11 0247: load_model #GREENWOO 0247: load_model #COLT45 0247: load_model #BFYST 0247: load_model #VWFYST1 038B: load_requested_models
:Mission_47 if or 8248: not model #GREENWOO available 8248: not model #COLT45 available 8248: not model #BFYST available 8248: not model #VWFYST1 available else_jump @Mission_86 wait 0 ms jump @Mission_47
:Mission_86 0674: set_car_model #GREENWOO numberplate "I_LUV_SA" 00A5: 0@ = create_car #GREENWOO at 2458.2483 -1659.0264 13.3047 Car.Angle(0@) = 270.0 0224: set_car 0@ health_to 250 01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 1000 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 Marker.CreateAboveCar(1@, 0@) gosub @Mission_Start_Crap 27@ = 0
:MISSION_137 wait 0 if Car.Wrecked(0@) then jump @Mission_Car_Wrecked else if Actor.InCar($PLAYER_ACTOR, 0@) then Marker.Disable(1@) 0167: 5@ = create_marker_at 2100.9604 -1366.8369 23.9844 flags 0 3 0168: set_marker 5@ size 3 0165: set_marker 5@ color_to 5 03BC: 6@ = create_sphere_at 2100.9604 -1366.8369 23.9844 radius 5.0 jump @Mission_141 else if 27@ == 1 then Marker.Disable(5@) 03BD: destroy_sphere 6@ 27@ = 0 jump @MISSION_137 // I forgot this one else jump @MISSION_137 end end end
:MISSION_141 wait 0 27@ = 1 if not Actor.InCar($PLAYER_ACTOR, 0@) then jump @Mission_146 else if 00EC: actor $PLAYER_ACTOR 0 near_point 2100.9604 -1366.8369 23.9844 radius 5.0 5.0 then Marker.Disable(5@) 03BD: destroy_sphere 6@ jump @Mission_151 else if Car.Wrecked(0@) then 27@ = 2 jump @Mission_Car_Wrecked else Marker.Disable(1@) jump @MISSION_141 end end end
:MISSION_146 Marker.CreateAboveCar(1@, 0@) 00BC: show_text_highpriority GXT 'MYTM_03' time 3000 flag 1 // Hey get back in the car. jump @MISSION_137
:Mission_Car_Wrecked wait 0 ms if 27@ == 2 then 03BD: destroy_sphere 6@ Marker.Disable(5@) 00A5: 0@ = create_car #GREENWOO at 2458.2483 -1659.0264 13.3047 Car.Angle(0@) = 270.0 0224: set_car 0@ health_to 250 0186: 1@ = create_marker_above_car 0@ jump @MISSION_137 else Marker.Disable(1@) 00A5: 0@ = create_car #GREENWOO at 2458.2483 -1659.0264 13.3047 Car.Angle(0@) = 270.0 0224: set_car 0@ health_to 250 0186: 1@ = create_marker_above_car 0@ gosub @Mission_Start_Crap jump @MISSION_137 end
:MISSION_151 10@ = Actor.Create(CivFemale, #BFYST, 2094.3499, -1342.9515, 23.9844) Actor.Angle(10@) = 88.44 0187: 11@ = create_marker_above_actor 10@ Actor.WeaponAccuracy(10@) = 90 Actor.Health(10@) = 250 01B2: give_actor 10@ weapon 22 ammo 1000 01B9: set_actor 10@ armed_weapon_to 22 05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
:Mission_178 wait 0 ms if Actor.Dead(10@) else_jump @Mission_178 Car.StorePos(0@, 19@, 20@, 21@) Car.Destroy(0@)
:Mission_196 Marker.Disable(11@) 11@ = Actor.Create(CivFemale, #VWFYST1, 2094.3499, -1342.9515, 23.9844) 12@ = Car.Create(#GREENWOO, 19@, 20@, 21@) Actor.Angle(11@) = 27.14 Marker.CreateAboveActor(13@, 11@) Actor.Health(11@) = 100 Marker.CreateAboveCar(13@, 12@) gosub @Mission_Start_Crap_2 27@ = 0
:Mission_256 wait 0 if Car.Wrecked(12@) then jump @Mission_Car_Wrecked_2 else if Actor.InCar($PLAYER_ACTOR, 12@) then Marker.Disable(13@) 0167: 14@ = create_marker_at 2458.2483 -1659.0264 13.3047 flags 0 3 0168: set_marker 14@ size 3 0165: set_marker 14@ color_to 5 03BC: 15@ = create_sphere_at 2458.2483 -1659.0264 13.3047 radius 5.0 jump @Mission_298 else if 27@ == 1 then Marker.Disable(14@) 03BD: destroy_sphere 15@ 27@ = 0 jump @Mission_256 // I forgot this one else jump @Mission_256 end end end
:Mission_298 wait 0 27@ = 1 if not Actor.InCar($PLAYER_ACTOR, 12@) then jump @Mission_326 else if not Actor.InCar(11@, 12@) then 05CA: AS_actor 11@ enter_car 12@ passenger_seat 0 10000 ms else 0526: set_actor 11@ stay_in_car 1 end if 00EC: actor $PLAYER_ACTOR 0 near_point 2458.2483 -1659.0264 13.3047 radius 5.0 5.0 then Marker.Disable(14@) 03BD: destroy_sphere 15@ jump @Mission_342 else if Car.Wrecked(12@) then 27@ = 2 jump @Mission_Car_Wrecked_2 else Marker.Disable(13@) jump @Mission_298 end end end
:MISSION_326 Marker.CreateAboveCar(1@, 0@) 00BC: show_text_highpriority GXT 'MYTM_03' time 3000 flag 1 // Hey get back in the car. jump @Mission_256
:Mission_Car_Wrecked_2 wait 0 ms if 27@ == 2 then 03BD: destroy_sphere 15@ Marker.Disable(14@) 00A5: 0@ = create_car #GREENWOO at 2100.9604 -1366.8369 23.9844 Car.Angle(0@) = 270.0 0224: set_car 0@ health_to 1000 0186: 13@ = create_marker_above_car 12@ jump @Mission_256 else Marker.Disable(13@) 00A5: 0@ = create_car #GREENWOO at 2100.9604 -1366.8369 23.9844 Car.Angle(0@) = 270.0 0224: set_car 0@ health_to 1000 0186: 13@ = create_marker_above_car 12@ gosub @Mission_Start_Crap_2 jump @Mission_256 end
:Mission_342 05CD: AS_actor 11@ exit_car 12@ wait 2000 ms Actor.DestroyWithFade(11@)
:Mission_Pass 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 10000 0318: set_latest_mission_passed 'TM_PASS' // My First Mission 01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1 // Mission Passed! return
:Mission_Start_Crap 00BC: show_text_highpriority GXT 'MYTM_04' time 3000 flag 1 // Get in the car parked in the middle of grove street. return
:Mission_Start_Crap_2 00BC: show_text_highpriority GXT 'MYTM_05' time 3000 flag 1 // Get in the car with the marker above it. return
:Mission_Fail 00BA: text_styled 'M_FAIL' 5000 ms 1 return
:Mission_Cleanup 0249: release_model #GREENWOO 0249: release_model #COLT45 0249: release_model #BFYST 0249: release_model #VWFYST1 Marker.Disable(11@) $ONMISSION = 0 mission_cleanup return |
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