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Pages: (92) « First ... 85 86 [87] 88 89 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 CLEO3 MODS

 a sampler of my favorites scripts
 
scc208  
Posted: Saturday, Nov 19 2011, 13:23
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YEAH That's wt i long for !!!!!!

ZAZ you are simply legend !!

From now on, we no longer need to race with the same AI car smile.gif

hope u optimize it and release it soon !! biggrin.gif
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methodunderg  
Posted: Saturday, Nov 26 2011, 07:50
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QUOTE (ZAZ @ Monday, Apr 18 2011, 18:46)
First script blows up the nearest car of CJ. This can also be an allready wrecked car.
CODE
{$CLEO .cs}
:GETNearCar_0
03A4: name_thread 'GETNCAR'
0@ = -1

:GETNearCar_11
0001: wait 0 ms
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @GETNearCar_11
if
0AB0:   key_pressed 8//-----------------------------press backspace
004D: jump_if_false @GETNearCar_11
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
if
8039:  not 0@ ==  -1  // integer values
004D: jump_if_false @GETNearCar_11
020B: explode_car 0@ // versionA
01C3: remove_references_to_car 0@
wait 500
0@ = -1
jump @GETNearCar_11


Hey ZAZ; finally got round to testing this mod ..

Only problem I have with this one, is that if you are in a car, the nearest car to the player is the one that you are in tounge.gif And you instantly die if you press 'backspace' Can you fix this issue?

I guess just make a check to see if player is in a vehicle or not, and get the nearest vehicle to that vehicle?
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ZAZ  
Posted: Saturday, Nov 26 2011, 10:57
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QUOTE (methodunderg @ Saturday, Nov 26 2011, 07:50)
QUOTE (ZAZ @ Monday, Apr 18 2011, 18:46)
First script blows up the nearest car of CJ. This can also be an allready wrecked car.
CODE
{$CLEO .cs}
:GETNearCar_0
03A4: name_thread 'GETNCAR'
0@ = -1

:GETNearCar_11
0001: wait 0 ms
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @GETNearCar_11
if
0AB0:   key_pressed 8//-----------------------------press backspace
004D: jump_if_false @GETNearCar_11
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
if
8039:  not 0@ ==  -1  // integer values
004D: jump_if_false @GETNearCar_11
020B: explode_car 0@ // versionA
01C3: remove_references_to_car 0@
wait 500
0@ = -1
jump @GETNearCar_11


Hey ZAZ; finally got round to testing this mod ..

Only problem I have with this one, is that if you are in a car, the nearest car to the player is the one that you are in tounge.gif And you instantly die if you press 'backspace' Can you fix this issue?

I guess just make a check to see if player is in a vehicle or not, and get the nearest vehicle to that vehicle?

CODE
{$CLEO .cs}
:GETNearCar_0
03A4: name_thread 'GETNCAR'
0@ = -1

:GETNearCar_11
0001: wait 0 ms
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @GETNearCar_11
if
80DF:  not actor $PLAYER_ACTOR driving
004D: jump_if_false @GETNearCar_12
if
0AB0:   key_pressed 8//-----------------------------press backspace
004D: jump_if_false @GETNearCar_11
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
if
8039:  not 0@ ==  -1  // integer values
004D: jump_if_false @GETNearCar_11
020B: explode_car 0@ // versionA
01C3: remove_references_to_car 0@
wait 500
0@ = -1
jump @GETNearCar_11

:GETNearCar_12
03C0: 5@ = actor $PLAYER_ACTOR car

:GETNearCar_13
0001: wait 0 ms
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @GETNearCar_13
if
00DF:  actor $PLAYER_ACTOR driving
004D: jump_if_false @GETNearCar_11
if
0AB0:   key_pressed 8//-----------------------------press backspace
004D: jump_if_false @GETNearCar_13
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
if
8039:  not 0@ ==  -1  // integer values
004D: jump_if_false @GETNearCar_13
if
803B:  not 0@ == 5@ // (int)
004D: jump_if_false @GETNearCar_13
020B: explode_car 0@ // versionA
01C3: remove_references_to_car 0@
wait 500
0@ = -1
jump @GETNearCar_13
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methodunderg  
Posted: Saturday, Nov 26 2011, 21:46
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Thanks for trying ZAZ. But now no car explodes when I'm in a car ..

I was just after the car that I was in, didn't explode; but still the nearest car to the player (other than the one he is driving) will explode on keypress.
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SilentPL  
Posted: Saturday, Nov 26 2011, 22:15
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You might try to change 0AB5 $PLAYER_ACTOR param to last found nearest ped in 2nd check (@GETNearCar_13). If it doesn't help, try to mess with that CLEO4 "get_random_car" opcode.
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methodunderg  
Posted: Sunday, Nov 27 2011, 03:18
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Yeah, that last one doesn't work for me either confused.gif But the first one did; but just exploded my car if player was driving.
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ZAZ  
Posted: Sunday, Nov 27 2011, 07:20
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QUOTE (methodunderg @ Saturday, Nov 26 2011, 21:46)
Thanks for trying ZAZ. But now no car explodes when I'm in a car ..

Yes, i know biggrin.gif
get_random_car scripts are more complicate and dificult to understand for non-coders

i will explain:
as you can see, the opcode 0AB5: can only do the job if CJ doesn't drive any vehicle

another way would be a cleo4 opcode as SilentPL mentoined
but let's stay at cleo3

so another opcode can be
053E: 0@ = get_random_car_with_actors -1 in_area 1@ 2@ 11@ 12@
with this, in praxis, it happens that the game often get the same car again , also if it is wrecked
the only way to fix would be to remove the wrecked car complete from game, which means thet the wrecked cars diappear imediately


one more method is a strange method to get every ped or actor and check if he drives a vehicle
so it can only get cars with driver

you must decide:
cleo4 code
or
wrecked cars diappear imediately
or
only get cars with driver

I made a script by method 3, only get cars with driver
CODE
{$CLEO .cs}
:BLOW_UP_NEAREST_CAR
03A4: name_thread 'NCAREXP'

:NCAREXP_11
0001: wait 0 ms
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @NCAREXP_11
00D6: if
0AB0:   key_pressed 8//-----------------------------press backspace
//0AB0:   key_pressed 66//  b key  
004D: jump_if_false @NCAREXP_11
0006: 0@ = -1
0006: 1@ = -1
0006: 2@ = -1
0006: 3@ = -1
0006: 4@ = -1
0006: 5@ = -1
0006: 6@ = -1
0006: 7@ = -1
0006: 8@ = -1
0006: 9@ = -1
0006: 10@ = -1
0006: 11@ = -1
0006: 12@ = -1
0006: 13@ = -1
0006: 14@ = -1
0006: 15@ = -1
0006: 16@ = -1
0006: 17@ = -1
0006: 18@ = -1
0006: 19@ = -1
0006: 20@ = -1
0006: 21@ = -1
0006: 22@ = -1
0006: 23@ = -1
0006: 24@ = 0
0050: gosub @NCAREXP_275
00D6: if
0039:   23@ == -1
004D: jump_if_false @NCAREXP_257
0001: wait 0 ms
0050: gosub @NCAREXP_558

:NCAREXP_257
0001: wait 0 ms
0050: gosub @NCAREXP_1364
0002: jump @NCAREXP_11

:NCAREXP_275
0006: 31@ = 0
0006: 27@ = 0

:NCAREXP_289
0085: 30@ = 31@ // (int)
0006: 29@ = 0

:NCAREXP_304
00D6: if and
056D:   actor 30@ defined
803C:   not  $PLAYER_ACTOR == 30@ // (int)
004D: jump_if_false @NCAREXP_485
0085: 0@(27@,32i) = 30@ // (int)
00D6: if
8118:   not actor 30@ dead
004D: jump_if_false @NCAREXP_471
00D6: if
00DF:   actor 30@ driving
004D: jump_if_false @NCAREXP_471
00A0: store_actor 30@ position_to 25@ 26@ 28@
00D6: if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 25@ 26@ 28@ radius 12.0 12.0 12.0
004D: jump_if_false @NCAREXP_471
03C0: 23@ = actor 30@ car
00D6: if
8119:   not car 23@ wrecked
004D: jump_if_false @NCAREXP_471
020B: explode_car 23@ // versionA
0085: 24@ = 27@ // (int)
0051: return

:NCAREXP_471
000A: 27@ += 1
0002: jump @NCAREXP_513

:NCAREXP_485
000A: 30@ += 1
000A: 29@ += 1
0019:   29@ > 127
004D: jump_if_false @NCAREXP_304

:NCAREXP_513
000A: 31@ += 256
00D6: if or
0019:   27@ > 21
0019:   31@ > 35584
004D: jump_if_false @NCAREXP_289
0006: 24@ = 21
0051: return

:NCAREXP_558
0006: 27@ = 0

:NCAREXP_565
0001: wait 0 ms
00D6: if
001D:   24@ > 27@ // (int)
004D: jump_if_false @NCAREXP_759
00D6: if
8039:   not  0@(27@,32i) == -1
004D: jump_if_false @NCAREXP_745
00D6: if
8118:   not actor 0@(27@,32i) dead
004D: jump_if_false @NCAREXP_745
00D6: if
00DF:   actor 0@(27@,32i) driving
004D: jump_if_false @NCAREXP_745
00A0: store_actor 0@(27@,32i) position_to 25@ 26@ 28@
00D6: if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 25@ 26@ 28@ radius 24.0 24.0 24.0
004D: jump_if_false @NCAREXP_745
03C0: 23@ = actor 0@(27@,32i) car
00D6: if
8119:   not car 23@ wrecked
004D: jump_if_false @NCAREXP_745
020B: explode_car 23@ // versionA
0051: return

:NCAREXP_745
000A: 27@ += 1
0002: jump @NCAREXP_565

:NCAREXP_759
0006: 27@ = 0

:NCAREXP_766
0001: wait 0 ms
00D6: if
001D:   24@ > 27@ // (int)
004D: jump_if_false @NCAREXP_960
00D6: if
8039:   not  0@(27@,32i) == -1
004D: jump_if_false @NCAREXP_946
00D6: if
8118:   not actor 0@(27@,32i) dead
004D: jump_if_false @NCAREXP_946
00D6: if
00DF:   actor 0@(27@,32i) driving
004D: jump_if_false @NCAREXP_946
00A0: store_actor 0@(27@,32i) position_to 25@ 26@ 28@
00D6: if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 25@ 26@ 28@ radius 36.0 36.0 36.0
004D: jump_if_false @NCAREXP_946
03C0: 23@ = actor 0@(27@,32i) car
00D6: if
8119:   not car 23@ wrecked
004D: jump_if_false @NCAREXP_946
020B: explode_car 23@ // versionA
0051: return

:NCAREXP_946
000A: 27@ += 1
0002: jump @NCAREXP_766

:NCAREXP_960
0006: 27@ = 0

:NCAREXP_967
0001: wait 0 ms
00D6: if
001D:   24@ > 27@ // (int)
004D: jump_if_false @NCAREXP_1161
00D6: if
8039:   not  0@(27@,32i) == -1
004D: jump_if_false @NCAREXP_1147
00D6: if
8118:   not actor 0@(27@,32i) dead
004D: jump_if_false @NCAREXP_1147
00D6: if
00DF:   actor 0@(27@,32i) driving
004D: jump_if_false @NCAREXP_1147
00A0: store_actor 0@(27@,32i) position_to 25@ 26@ 28@
00D6: if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 25@ 26@ 28@ radius 50.0 50.0 50.0
004D: jump_if_false @NCAREXP_1147
03C0: 23@ = actor 0@(27@,32i) car
00D6: if
8119:   not car 23@ wrecked
004D: jump_if_false @NCAREXP_1147
020B: explode_car 23@ // versionA
0051: return

:NCAREXP_1147
000A: 27@ += 1
0002: jump @NCAREXP_967

:NCAREXP_1161
0006: 27@ = 0

:NCAREXP_1168
0001: wait 0 ms
00D6: if
001D:   24@ > 27@ // (int)
004D: jump_if_false @NCAREXP_1362
00D6: if
8039:   not  0@(27@,32i) == -1
004D: jump_if_false @NCAREXP_1348
00D6: if
8118:   not actor 0@(27@,32i) dead
004D: jump_if_false @NCAREXP_1348
00D6: if
00DF:   actor 0@(27@,32i) driving
004D: jump_if_false @NCAREXP_1348
00A0: store_actor 0@(27@,32i) position_to 25@ 26@ 28@
00D6: if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 25@ 26@ 28@ radius 70.0 70.0 70.0
004D: jump_if_false @NCAREXP_1348
03C0: 23@ = actor 0@(27@,32i) car
00D6: if
8119:   not car 23@ wrecked
004D: jump_if_false @NCAREXP_1348
020B: explode_car 23@ // versionA
0051: return

:NCAREXP_1348
000A: 27@ += 1
0002: jump @NCAREXP_1168

:NCAREXP_1362
0051: return

:NCAREXP_1364
0006: 27@ = 0

:NCAREXP_1371
0001: wait 0 ms
00D6: if
001D:   24@ > 27@ // (int)
004D: jump_if_false @NCAREXP_1439
00D6: if
8039:   not  0@(27@,32i) == -1
004D: jump_if_false @NCAREXP_1425
01C2: remove_references_to_actor 0@(27@,32i) // Like turning an actor into a random pedestrian

:NCAREXP_1425
000A: 27@ += 1
0002: jump @NCAREXP_1371

:NCAREXP_1439
0051: return



QUOTE (SilentPL @ Saturday, Nov 26 2011, 22:15)
You might try to change 0AB5 $PLAYER_ACTOR param to last found nearest ped in 2nd check (@GETNearCar_13). If it doesn't help, try to mess with that CLEO4 "get_random_car" opcode.

i tried cleo4 opcode, took the script from previous post and replaced 0AB5: with
00A0: store_actor $PLAYER_ACTOR position_to 11@ 12@ 13@
0AE2: 0@ = random_vehicle_near_point 11@ 12@ 13@ in_radius 12.0 find_next 0 0// - cleo 4 -
it worked but let wrecked cars explode
so i changed last param to 1
0AE2: 0@ = random_vehicle_near_point 11@ 12@ 13@ in_radius 12.0 find_next 0 1// - cleo 4 -
it worked for 2 trails then it crashed
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methodunderg  
Posted: Sunday, Nov 27 2011, 07:22
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I don't mind if it is CLEO4 xD icon14.gif
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SilentPL  
Posted: Sunday, Nov 27 2011, 12:28
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Try this then (untested):

CODE
{$CLEO}
0000: GETNEARCAR

while true
   0001: wait 0 ms
   if
       0AB0:   key_pressed 8       // Backspace
   then
       if
           80DF:  not actor $PLAYER_ACTOR driving
       then
           0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
           if
               0019:   0@ > 0
           then
               020B: explode_car 0@
               01C3: remove_references_to_car 0@    
           end
       else
           03C0: 1@ = actor $PLAYER_ACTOR car
           00AA: store_car 1@ position_to 2@ 3@ 4@
           if
               0AE2: 0@ = random_vehicle_near_point 2@ 3@ 4@ in_radius 50.0 find_next 0 pass_wrecked 1
           then
               0006: 5@ = 0
               
               while 003B:   0@ == 1@
                   if
                       8AE2: not 0@ = random_vehicle_near_point 2@ 3@ 4@ in_radius 50.0 find_next 1 pass_wrecked 1
                   then
                       0006: 5@ = 1
                       break
                   end
               end
               
               if
                   0039:   5@ == 0
               then
                   020B: explode_car 0@
                   01C3: remove_references_to_car 0@
               end
           end
       end
             
       while 0AB0:   key_pressed 8       // Backspace
           0001: wait 0 ms
       end
   end
end


Note that it might not catch the nearest car, but it's the only way to do that without some advanced maths (comparing distances etc. etc.).

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ZAZ  
Posted: Monday, Nov 28 2011, 05:25
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Nice script, SilentPL, works fine. My script works also, ok it'smuch longer and only for cars with driver but without cleo4 codes.
I'm just disappointed that methodunderg ignored it.
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methodunderg  
Posted: Monday, Nov 28 2011, 05:29
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Haha, never ignored. Just didn't get around to testing. Been busy packing up the house last few days, moving @ the weekend.

Last thing to pack will be the computer lol happy.gif

Will test out yours, and SilentPL's scripts soon icon14.gif

EDIT:
Sorry; had no time to test, and won't be able to till the 14th till my new house gets the internet.

This post has been edited by methodunderg on Thursday, Dec 1 2011, 22:31
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gtaXbat  
Posted: Wednesday, Jan 4 2012, 09:48
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these mod for cleo in fact plz dont get angry is sux there is awesome mod in gtagarage and gtagamming and gtainside
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methodunderg  
Posted: Wednesday, Jan 4 2012, 09:52
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GTFO of here ..

ZAZ is one of the 'masters' of CLEO scripting ..

user posted image
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ZAZ  
Posted: Saturday, Jan 14 2012, 20:22
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Back from hollidays,
Happy New Year methodunderg and SilentPL and to all the others who know my mods
I don't know what gtaXbat means but it doesn't look important
Last month i published 3 map mods , look in map showroom
current cleo projects are the NRace scripts and a plane traffic mod
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methodunderg  
Posted: Saturday, Jan 14 2012, 21:00
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Happy New Year to you to bro ! icon14.gif

Hope you had a good Christmas, NY's and holidays. icon14.gif icon14.gif
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JoWie  
Posted: Sunday, Jan 15 2012, 03:04
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Hi ZAZ, could you please help me on a simple one?

I need these cars (Packer, Towtruck) to always spawn at this location:
user posted image

and a Green Sabre in this location but just after you complete "End of the Line":
user posted image

thanks in advance!
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methodunderg  
Posted: Sunday, Jan 15 2012, 03:09
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You could at least provide him with the exact co-ordinates instead of images icon14.gif
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JoWie  
Posted: Sunday, Jan 15 2012, 03:31
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QUOTE (methodunderg @ Sunday, Jan 15 2012, 03:09)
You could at least provide him with the exact co-ordinates instead of images icon14.gif

thanks for the suggestion.

Packer:

X: -2052.32690429688
Y: 139.712463378906
Z: 29.4703559875488
Angle: 180.246

Towtruck:

X: -2046.955078125
Y: 145.967071533203
Z: 28.7182884216309
Angle: 179.484

Green Sabre:

X: 2491.22485351563
Y: -1682.78308105469
Z: 13.075798034668
Angle: 89.467
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ZAZ  
Posted: Sunday, Jan 15 2012, 08:53
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take that script below, JoWie
are you able to compile it yourself with sannybuilder?
CODE
{$CLEO .cs}
:Paked_Car_generator_for_JoWie
03A4: name_thread 'PACR'

:Paked_Car_1
0001: wait  0 ms
00D6: if
0018:   $RIOT_TOTAL_PASSED_MISSIONS > 4
004D: jump_if_false @Paked_Car_1
0A95: enable_thread_saving
014B: 0@ = init_parked_car_generator #TOWTRUCK -1 -1  1 alarm  0 door_lock  0  0  10000 at  -2047.5 144.967 28.8 angle  179.484
014C: set_parked_car_generator 0@ cars_to_generate_to 101
014B: 1@ = init_parked_car_generator #PACKER -1 -1  1 alarm  0 door_lock  0  0  10000 at  -2057.32 137.71 29.5 angle  180.246
014C: set_parked_car_generator 1@ cars_to_generate_to 101
014B: 2@ = init_parked_car_generator #SABRE 86 6  1 alarm  0 door_lock  0  0  10000 at  2491.224 -1682.78 13.1 angle  89.467
014C: set_parked_car_generator 2@ cars_to_generate_to 101
0A93: end_custom_thread

note: TOWTRUCK and PACKER don't appear together at same time
it's a random decinding of the engine to spawn either towtruck or packer
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methodunderg  
Posted: Sunday, Jan 15 2012, 08:56
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Grandpa
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QUOTE (ZAZ @ Saturday, Jan 14 2012, 20:22)
current cleo projects are the NRace scripts and a plane traffic mod

Told ya he was a fricken genius ! inlove.gif

I would like some more information on your new projex ZAZ xD icon14.gif
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