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> [REL | CODE] SnakeNOS, NOS component on any car + other stuff
 
Viper187  
Posted: Jun 23 2005, 15:23
Quote Post


Crazy Snake
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Group: Members
Joined: Oct 17, 2002

XXXXX



This allows you to add NOS component to cars, planes, and the Vortex. You can't add it to bikes/boats/trains though. You can, however use the other adjustable NOS. smile.gif

EDIT: V2 now posted. Some button combos are different.
EDIT 2: V3 posted. Remote mode added. Maybe other tweaks/fixes. Sunk car check wasn't quite right, etc.

*works on both RC cars and regular cars
*When your car is on it's roof and stopped, it'll flip back to it's wheel's
*When you drop into the water in a car, it'll will change to a Vortex.
*Each vehicle type has its own NOS var, but they're all set with the same buttons. Whatever vehicle you're in, you'll adjust the NOS for that vehicle type by pressing the buttons listed below.
*ALL choppers will have magnets

All Vehicles:
Handbrake + Shoot + Weapon 2 = rise up
Handbrake + Brake/reverse = Air Brakes
Handbrake + Brake/reverse + Shoot = Emergency/Air Brakes
Horn + Look Left/Right = NOS adjustment
Look Left + Look Right + Weapon 2 = Add Nitro 2x to car
Look Left + Look Right + Prev Radio = Add Nitro 5x to car
Look Left + Look Right + Next Radio = Add Nitro 10x to car
Handbrake + Brake/Reverse + Look Left = rotate left
Handbrake + Brake/Reverse + Look Right = rotate right

Cars/Boats/Motorbikes:
Gas + Shoot (without looking left/right) = NOS
Brake/Reverse + Fire = reverse (not on bikes)

Choppers/Planes:
Gas + Handbrake = NOS
Brake/Reverse + Fire = reverse

Cars/Choppers/Planes:
Skip Trip + Camera = Remote mode (control your current car by remote)
Convo No = Blow up remote car
Convo No + Skip Trip = Blow up remote car & put character at that location
Convo No + Exit Vehicle = End remote mode and put player where car is.
Exit Vehicle = End remote mode

CODE

004F: create_thread ££SNAKENOS00

:SNAKENOS00
0001: wait  0 ms
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££SNAKENOS00B
0484: @0 = player $PLAYER_CHAR rc_car
0002: jump ££SNAKENOS00C

:SNAKENOS00B
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKENOS40
03C0: @0 = actor $PLAYER_ACTOR car

:SNAKENOS00C
00D6: if  1
01F4:   car @0 flipped
01C1:   car @0 stopped
004D: jump_if_false ££SNAKENOS01
00AA: store_car @0 position_to @1 @2 @3
0174: @4 = car @0 z_angle
00AB: put_car @0 at @1 @2 @3
0175: set_car @0 z_angle_to @4

:SNAKENOS01
;;air brakes + left/right rotate
00D6: if  1
00E1:   key_pressed  0  6;; handbrake
00E1:   key_pressed  0  14;; brake/reverse
004D: jump_if_false ££SNAKENOS02
00D6: if  22
01F4:   car @0 flipped
01F3:   car @0 airborne
00E1:   key_pressed  0  17;; fire
004D: jump_if_false ££SNAKENOS01B
04BA: set_car @0 speed_instantly 0

:SNAKENOS01B
00D6: if  2
00E1:   key_pressed  0  5;; look left
004D: jump_if_false ££SNAKENOS01C
0174: @4 = car @0 z_angle
000B: @4 +=  5.0 ;; floating-point values
0175: set_car @0 z_angle_to  @4

:SNAKENOS01C
00D6: if  2
00E1:   key_pressed  0  7;; look right
004D: jump_if_false ££SNAKENOS02
0174: @4 = car @0 z_angle
000F: @4 -=  5.0 ;; floating-point values
0175: set_car @0 z_angle_to  @4

:SNAKENOS02
;;choppers
0441: @6 = car @0 model
00D6: if  6
8039:   NOT   @6 ==  417;; leviathan
8039:   NOT   @6 ==  425;; hunter
8039:   NOT   @6 ==  447;; seaspar
8039:   NOT   @6 ==  465;; rcraider
8039:   NOT   @6 ==  469;; sparrow
8039:   NOT   @6 ==  487;; maverick
8039:   NOT   @6 ==  488;; vcnmav
004D: jump_if_false ££SNAKENOS02B
00D6: if  3
8039:   NOT   @6 ==  497;; polmav
8039:   NOT   @6 ==  501;; rcgoblin
8039:   NOT   @6 ==  548;; cargobob
8039:   NOT   @6 ==  563;; raindanc
004D: jump_if_false ££SNAKENOS02B
;;planes
00D6: if  6
8039:   NOT   @6 ==  460;; skimmer
8039:   NOT   @6 ==  476;; rustler
8039:   NOT   @6 ==  511;; beagle
8039:   NOT   @6 ==  512;; cropdust
8039:   NOT   @6 ==  513;; stunt
8039:   NOT   @6 ==  519;; shamal
8039:   NOT   @6 ==  520;; hydra
004D: jump_if_false ££SNAKENOS02C
00D6: if  4
8039:   NOT   @6 ==  553;; nevada
8039:   NOT   @6 ==  577;; at400
8039:   NOT   @6 ==  592;; adrom
8039:   NOT   @6 ==  593;; dodo
8039:   NOT   @6 ==  464;; rcbaron
004D: jump_if_false ££SNAKENOS02C
;;bikes
00D6: if  2
8039:   NOT   @6 ==  509;; bike
8039:   NOT   @6 ==  510;; mtbike
8039:   NOT   @6 ==  481;; bmx
004D: jump_if_false ££SNAKENOS02D
;;motorbikes
00D6: if  5
8039:   NOT   @6 ==  461;; pcj600
8039:   NOT   @6 ==  462;; faggio
8039:   NOT   @6 ==  463;; freeway
8039:   NOT   @6 ==  448;; pizzaboy
8039:   NOT   @6 ==  468;; sanchez
8039:   NOT   @6 ==  471;; quad
004D: jump_if_false ££SNAKENOS02E
00D6: if  4
8039:   NOT   @6 ==  521;; fcr900
8039:   NOT   @6 ==  522;; nrg500
8039:   NOT   @6 ==  523;; copbike
8039:   NOT   @6 ==  581;; bf400
8039:   NOT   @6 ==  586;; wayfarer
004D: jump_if_false ££SNAKENOS02E
;;boats
00D6: if  5
8039:   NOT   @6 ==  539;; vortex
8039:   NOT   @6 ==  430;; predator
8039:   NOT   @6 ==  446;; sqalo
8039:   NOT   @6 ==  452;; speeder
8039:   NOT   @6 ==  453;; reefer
8039:   NOT   @6 ==  454;; tropic
004D: jump_if_false ££SNAKENOS02F
00D6: if  3
8039:   NOT   @6 ==  472;; coastg
8039:   NOT   @6 ==  473;; dinghy
8039:   NOT   @6 ==  484;; marquis
8039:   NOT   @6 ==  493;; jetmax
004D: jump_if_false ££SNAKENOS02F
;;trains
00D6: if  5
8039:   NOT   @6 ==  449;; tram
8039:   NOT   @6 ==  537;; freight
8039:   NOT   @6 ==  538;; streak
8039:   NOT   @6 ==  569;; freiflat
8039:   NOT   @6 ==  570;; streakc
8039:   NOT   @6 ==  590;; freibox
004D: jump_if_false ££SNAKENOS02G
0004: $SNVTYPE =  0 ;; cars
0002: jump ££SNAKENOS03

:SNAKENOS02B
0004: $SNVTYPE =  1 ;; choppers
0002: jump ££SNAKENOS03

:SNAKENOS02C
0004: $SNVTYPE =  2 ;; planes
0002: jump ££SNAKENOS03

:SNAKENOS02D
0004: $SNVTYPE =  3 ;; bikes
0002: jump ££SNAKENOS03

:SNAKENOS02E
0004: $SNVTYPE =  4 ;; motorbikes
0002: jump ££SNAKENOS03

:SNAKENOS02F
0004: $SNVTYPE =  5 ;; boats
0002: jump ££SNAKENOS03

:SNAKENOS02G
0004: $SNVTYPE =  6 ;; trains
0002: jump ££SNAKENOS03

:SNAKENOS03
;;remote mode
00D6: if  2
00E1:   key_pressed  0  11;; skip trip
00E1:   key_pressed  0  13;; camera
8241:   NOT    player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££SNAKENOS03B
00D6: if  2
8038:   NOT    $SNVTYPE ==  3;; bikes
8038:   NOT    $SNVTYPE ==  4;; motorbikes
8038:   NOT    $SNVTYPE ==  6;; trains
004D: jump_if_false ££SNAKENOS04
00D6: if  21
8038:   NOT    $SNVTYPE ==  5;; boats
00DD:   actor $PLAYER_ACTOR driving_vehicle_type 539;; vortex
004D: jump_if_false ££SNAKENOS04
03C0: @0 = actor $PLAYER_ACTOR car
0407: create_coordinate @7 @8 @9 from_car @0 offset 0.0  -2.0  0.0
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  @7 @8  @9
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
0715: put_player $PLAYER_CHAR in_RC_mode_in_car @0 ; on foot version
04D6: enable_rc_car_detonation  0 ; or opcode 048Ah
048A: enable_rc_car_detonation  0 ; or opcode 04D6h
0004: $SNAKERC =  1 ;; integer values
0002: jump ££SNAKENOS04

:SNAKENOS03B
00D6: if  1
0241:   player $PLAYER_CHAR in_remote_mode
0038:   $SNAKERC ==  1;; integer values
004D: jump_if_false ££SNAKENOS04
0484: @0 = player $PLAYER_CHAR rc_car
00AA: store_car @0 position_to @1 @2 @3
00D6: if  0
00E1:   key_pressed  0  10;; no
004D: jump_if_false ££SNAKENOS03C
020B: explode_car @0
020C: create_explosion_with_radius  10 at @1 @2 @3

:SNAKENOS03C
00D6: if  21
00E1:   key_pressed  0  15;; exit
0119:   car @0 wrecked
004D: jump_if_false ££SNAKENOS04
0004: $SNAKERC =  0 ;; integer values
04DB: exit_rc_mode ; on foot version
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
0001: wait  50 ms

:SNAKENOS03D
00D6: if  0
00E1:   key_pressed  0  11;; skip trip
004D: jump_if_false ££SNAKENOS04
00A1: put_actor $PLAYER_ACTOR at  @1 @2 @3

:SNAKENOS04
;;raise vehicle
00D6: if  2
00E1:   key_pressed  0  6;; handbrake
00E1:   key_pressed  0  4;; weapon 2
00E1:   key_pressed  0  17;; fire
004D: jump_if_false ££SNAKENOS05
00AA: store_car @0 position_to @1 @2 @3
00D6: if  0
01F3:   car @0 airborne
004D: jump_if_false ££SNAKENOS04B
000B: @3 +=  .5 ;; floating-point values
00AB: put_car @0 at @1  @2  @3
0002: jump ££SNAKENOS05

:SNAKENOS04B
000B: @3 +=  4.0 ;; floating-point values
00AB: put_car @0 at @1  @2  @3

:SNAKENOS05        
;;sunk car fix - sort of
00D6: if  1
02BF:   car @0 sunk
8241:   NOT   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££SNAKENOS06
00D6: if  2
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 447;; seaspar
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 460;; skimmer
8038:   NOT    $SNVTYPE ==  5;; integer values
004D: jump_if_false ££SNAKENOS06
0247: request_model  539
038B: load_requested_models
00D6: if  0
0248:   model  539 available
004D: jump_if_false ££SNAKENOS06
00AA: store_car @0 position_to @1 @2 @3
0174: @4 = car @0 z_angle
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  @1 @2  @3
01C3: remove_references_to_car @0 ;; Like turning a car into any random car
00A5: @0 = create_car  539 at @1 @2 @3
0175: set_car @0 z_angle_to @4
036A: put_actor $PLAYER_ACTOR in_car @0
0249: release_model  539

:SNAKENOS06
00D6: if  21
001A:    3 > $SNVTYPE;; integer values
00DD:   actor $PLAYER_ACTOR driving_vehicle_type 539;; vortex
004D: jump_if_false ££SNAKENOS07
00D6: if  4
00E1:   key_pressed  0  5;; look left
00E1:   key_pressed  0  7;; look right
00E1:   key_pressed  0  4;; weapon2
80E1:   NOT   key_pressed  0  6;; handbrake
80E1:   NOT   key_pressed  0  18;; horn
004D: jump_if_false ££SNAKENOS06B
06E9: request_car_component  1008
038B: load_requested_models
00D6: if  0
06EA:   car_component_available 1008
004D: jump_if_false ££SNAKENOS08
06E7: $SNAKENITRO = add_car_component 1008 to_car @0
06EB: release_car_component 1008

:SNAKENOS06B
00D6: if  4
00E1:   key_pressed  0  5;; look left
00E1:   key_pressed  0  7;; look right
00E1:   key_pressed  0  8;; next radio
80E1:   NOT   key_pressed  0  6;; handbrake
80E1:   NOT   key_pressed  0  18;; horn
004D: jump_if_false ££SNAKENOS06C
06E9: request_car_component  1010
038B: load_requested_models
00D6: if  0
06EA:   car_component_available 1010
004D: jump_if_false ££SNAKENOS08
06E7: $SNAKENITRO = add_car_component 1010 to_car @0
06EB: release_car_component 1010

:SNAKENOS06C
00D6: if  4
00E1:   key_pressed  0  5;; look left
00E1:   key_pressed  0  7;; look right
00E1:   key_pressed  0  9;; prev radio
80E1:   NOT   key_pressed  0  6;; handbrake
80E1:   NOT   key_pressed  0  18;; horn
004D: jump_if_false ££SNAKENOS07
06E9: request_car_component  1009
038B: load_requested_models
00D6: if  0
06EA:   car_component_available 1009
004D: jump_if_false ££SNAKENOS08
06E7: $SNAKENITRO = add_car_component 1009 to_car @0
06EB: release_car_component 1009

:SNAKENOS07
00D6: if  2
0038:   $SNVTYPE ==  1;; integer values
8039:   NOT   @6 ==  465;; rcraider
8039:   NOT   @6 ==  501;; rcgoblin
004D: jump_if_false ££SNAKENOS08
0788: enable_heli @0 magnet  1
       
:SNAKENOS08
;;set NOS type
0871: init_jump_table $SNVTYPE total_jumps  7  0 ££SNAKENOS08B  0 ££SNAKENOS08B jumps  1 ££SNAKENOS08C  2 ££SNAKENOS08D  3 ££SNAKENOS08E  4 ££SNAKENOS08F  5 ££SNAKENOS08G  6 ££SNAKENOS08H

:SNAKENOS08B
0089: @1 = $SWNOS1 ;; floating-point values only
0002: jump ££SNAKENOS09

:SNAKENOS08C
0089: @1 = $SWNOS2 ;; floating-point values only
0002: jump ££SNAKENOS09

:SNAKENOS08D
0089: @1 = $SWNOS3 ;; floating-point values only
0002: jump ££SNAKENOS09

:SNAKENOS08E
0089: @1 = $SWNOS4 ;; floating-point values only
0002: jump ££SNAKENOS09

:SNAKENOS08F
0089: @1 = $SWNOS5 ;; floating-point values only
0002: jump ££SNAKENOS09

:SNAKENOS08G
0089: @1 = $SWNOS6 ;; floating-point values only
0002: jump ££SNAKENOS09

:SNAKENOS08H
0089: @1 = $SWNOS7 ;; floating-point values only

:SNAKENOS09
;;NOS check
00D6: if  21
0021:   @1 >  3.0 ;; floating-point values
0023:   1.0 > @1 ;; floating-point values
004D: jump_if_false ££SNAKENOS09B
0007: @1 =  1.22 ;; floating-point values
0002: jump ££SNAKENOS09D

:SNAKENOS09B
00D6: if  0
00E1:   key_pressed  0  18;; horn
004D: jump_if_false ££SNAKENOS10
0087: @2 = @1 ;; floating-point values only
000F: @2 -=  1.0 ;; floating-point values
0013: @2 *=  100.0 ;; floating-point values
0092: @2 = float_to_integer @2  
03F0:  1
0341:  1
03E4:  0
0348:  0
045A:  25.0 25.0 "NUMBER" @2
00D6: if  0
00E1:   key_pressed  0  5;; look left
004D: jump_if_false ££SNAKENOS09C
000F: @1 -=  .01 ;; floating-point values
00D6: if  0
0023:   1.0 > @1 ;; floating-point values
004D: jump_if_false ££SNAKENOS09D
0007: @1 =  2.99 ;; floating-point values
0002: jump ££SNAKENOS09D

:SNAKENOS09C
00D6: if  0
00E1:   key_pressed  0  7;; look right
004D: jump_if_false ££SNAKENOS10
000B: @1 +=  .01 ;; floating-point values
00D6: if  0
0021:   @1 >  3.0 ;; floating-point values
004D: jump_if_false ££SNAKENOS09D
0007: @1 =  1.0 ;; floating-point values

:SNAKENOS09D
0871: init_jump_table $SNVTYPE total_jumps  7  0 ££SNAKENOS09E  0 ££SNAKENOS09E jumps  1 ££SNAKENOS09F  2 ££SNAKENOS09G  3 ££SNAKENOS09H  4 ££SNAKENOS09I  5 ££SNAKENOS09J  6 ££SNAKENOS09K

:SNAKENOS09E
0088: $SWNOS1 = @1 ;; floating-point values only
0002: jump ££SNAKENOS10

:SNAKENOS09F
0088: $SWNOS2 = @1 ;; floating-point values only
0002: jump ££SNAKENOS10

:SNAKENOS09G
0088: $SWNOS3 = @1 ;; floating-point values only
0002: jump ££SNAKENOS10

:SNAKENOS09H
0088: $SWNOS4 = @1 ;; floating-point values only
0002: jump ££SNAKENOS10

:SNAKENOS09I
0088: $SWNOS5 = @1 ;; floating-point values only
0002: jump ££SNAKENOS10

:SNAKENOS09J
0088: $SWNOS6 = @1 ;; floating-point values only
0002: jump ££SNAKENOS10

:SNAKENOS09K
0088: $SWNOS7 = @1 ;; floating-point values only

:SNAKENOS10
00D6: if  0
8038:   NOT    $SNVTYPE ==  3;; bikes
8038:   NOT    $SNVTYPE ==  6;; trains
004D: jump_if_false ££SNAKENOS40
02E3: @4 = car @0 speed        
;;chopper/plane NOS
00D6: if  21
0038:   $SNVTYPE ==  1;; choppers
0038:   $SNVTYPE ==  2;; planes
004D: jump_if_false ££SNAKENOS11
00D6: if  0
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 520;; hydra
004D: jump_if_false ££SNAKENOS11
00D6: if  1
00E1:   key_pressed  0  16;; gas
00E1:   key_pressed  0  6;; handbrake
004D: jump_if_false ££SNAKENOS10B
0002: jump ££SNAKENOS20

:SNAKENOS10B
;;chopper/plane reverse
00D6: if 1
00E1:   key_pressed  0  14;; brake/reverse
00E1:   key_pressed  0  17;; fire
004D: jump_if_false ££SNAKENOS40
0002: jump ££SNAKENOS20B

:SNAKENOS11
0002: jump ££SNAKENOS16

:SNAKENOS16
;;car/motorbike/boat NOS
00D6: if  1
00E1:   key_pressed  0  16;; gas
00E1:   key_pressed  0  17;; fire
004D: jump_if_false ££SNAKENOS16B
0002: jump ££SNAKENOS20

:SNAKENOS16B
;;car/motorbike/boat reverse
00D6: if  2
00E1:   key_pressed  0  14;; brake/reverse
00E1:   key_pressed  0  17;; fire
80E1:   NOT   key_pressed  0  6;; handbrake
004D: jump_if_false ££SNAKENOS40
0002: jump ££SNAKENOS20B

:SNAKENOS20
00D6: if  0
0023:   30.0 > @4 ;; floating-point values
004D: jump_if_false ££SNAKENOS20C
0007: @4 =  40.0 ;; floating-point values
0002: jump ££SNAKENOS20C

:SNAKENOS20B
00D6: if  0
0021:   @4 >  -30.0 ;; floating-point values
004D: jump_if_false ££SNAKENOS20C
0007: @4 =  -25.0 ;; floating-point values

:SNAKENOS20C
006B: @4 *= @1 ;; floating-point values
04BA: set_car @0 speed_instantly @4

:SNAKENOS40
0002: jump ££SNAKENOS00


This post has been edited by Viper187 on Jun 26 2005, 21:54
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MRGREAPER  
Posted: Jun 23 2005, 19:17
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Player Hater
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Joined: Jun 10, 2005

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now that i know where to add the threads in main.scm (thank you again) i have been looking throw the other mods and adding them in i have to say you sure have been busy ! lol
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Capushon  
Posted: Jun 25 2005, 00:26
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Joined: Apr 19, 2003

un.gif

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Your code possible to optimize, having used commands

CODE

847A:   NOT actor $PLAYER_ACTOR driving_a_motorbike
84AB:   NOT actor $PLAYER_ACTOR driving_boat
84C8:   NOT actor $PLAYER_ACTOR driving_plane
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Viper187  
Posted: Jun 25 2005, 06:58
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Crazy Snake
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Joined: Oct 17, 2002

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I edited my original post with a new version. Even crazier than before. smile.gif
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Viper187  
Posted: Jun 26 2005, 21:56
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Crazy Snake
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Joined: Oct 17, 2002

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Updated to V3. Remote mode now added for those with a James Bond fetish. wink.gif
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blackjack39  
Posted: Aug 26 2005, 16:47
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where do i set in the code?
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Demarest  
Posted: Aug 26 2005, 18:25
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what could be
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Joined: Jul 12, 2003

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QUOTE (blackjack39 @ Aug 26 2005, 12:47)
where do i set in the code?

That's more of a general question regarding code modding and not really specific to this mod. Checking that area out, or even a PM to the author might be better than a 2 month bump.

To answer your question, you would need to add the code just before Mission 0. Also be sure to put a create_thread for it in with the others. The MB readme covers this. Since you didn't know this, I should also mention that such a mod will require you to start a new game.

@Viper: Looks like awesome work. Too many lines, so I didn't read through, but I have a question: Does this mod overwrite/replace anything about the way the original game functions? If not, do you have any intentions of releasing a Darkpactor version for those who won't code mod or don't want to start a new game?
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3_kz44  
Posted: Nov 1 2005, 02:56
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there are some errors with remote mode.i think you codes changs the way of remote mode. If i use your snakespawn mod to sapwn a car and press
some keys to activate the remote mode ,then i explode the car,the game
does not crash.IF you explode a car which is not spawned by your snakespawn mod,the game will crash!!!
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