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Pages: (4) 1 [2] 3 4   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [TUT] Gangs 9 & 10

 How to make them work
 
bmb  
Posted: Sunday, Feb 13 2011, 04:22
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QUOTE
If the player defined chack return false the game will crash because there is no wait.

Yes you are correct, I forgot about that. blush.gif I changed my script to yours in the first post and gave you the credit.

QUOTE
Yes Sanny Builder.

I disagree. Although Sanny Builder is my favorite and I use it as much as possible. Some of the modified main.scm's that people have released will not compile because Sanny Builder finds something it doesn't like. That's why I included BW's GTA SA mission Builder it does the job when Sanny Builder wont. I think I made it pretty simple in the 12th post distinguishing between the two of them, but if you have any suggestions I welcome them.

This post has been edited by bmb on Sunday, Feb 13 2011, 05:43
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methodunderg  
Posted: Sunday, Feb 13 2011, 04:35
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Ok, I'm editing the zones now, for where the bikers to spawn, I travelled round the highways for a bit; and got a few zone names, now I'm tryin' to write a quick CLEO to test. 'Downtown Los Santos' is one of the zones, in the Sanny Builder help, it lists these as the names for the zones.
QUOTE
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 

Do I have to do each "LDT**" in the CLEO file, or can I just do one of them to spawn in Downtown Los Santos ? Also, other zones have multiple entries in the Sanny Builder help files, like Idlewood and Commerce.
In the columns, it goes : Name, GXT Value, GXT Entry ..

Or am I wasting my time and theres some hidden codes to make use of 'highways only' smile.gif

This post has been edited by methodunderg on Sunday, Feb 13 2011, 04:38
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bmb  
Posted: Sunday, Feb 13 2011, 05:35
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QUOTE (methodunderg @ Feb 12 2011, 22:30)
You haven't included a line for bikdrug smile.gif I guess that means biker-drug ?
I got the Hellz Angelz mod pack that includes 4 peds. I want those 4 peds in GANG 9, and then I'm goin' to try to create a CLEO to get them to spawn on the highways. I just don't know the line for bikdrug, is it as simple as adding 'GANG9, STAT_GANG9' to the line for bikdrug ? And how to get them to spawn in a pack, not just one here, and one there, but like 6 there, and 10 there smile.gif

Yep you got it. But let me remind you what I said in the final notes:
QUOTE
3. The game uses BIKERA & BIKERB the same way it uses MALE01. They are random peds that get put in by the game. The game will substitute both BIKERA & BIKERB with the white construction workers which looks kinda funny in country areas.
4. After further testing using BIKERA & BIKERB can cause other changes in the game. Ocean Docks had a lot more cops walking around, probably because the construction workers were moved to the country areas. You might want to extract the .dff & .txd for the bikers from your gta3.img file and rename them replace other peds to make a biker gang.


If your going to replace the peds anyhow, why don't you just replace some other peds that will not affect the game. For example you could replace some of the tramps instead.

Change these
CODE
134, SBMOTR2,SBMOTR2, CIVMALE, STAT_TRAMP_MALE, oldman,1000,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_SBMOTR1,VOICE_GEN_SBMOTR2
135, SWMOTR2, SWMOTR2, CIVMALE, STAT_TRAMP_MALE, man,1000,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_SWMOTR2,VOICE_GEN_SWMOTR2
136, SBMYTR3, SBMYTR3, CIVMALE, STAT_TRAMP_MALE, man,1000,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_SBMYTR3 ,VOICE_GEN_SBMYTR3
137, SWMOTR3, SWMOTR3, CIVMALE, STAT_TRAMP_MALE, man,1000,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_SWMOTR3,VOICE_GEN_SWMOTR3


to this
CODE
134, SBMOTR2,SBMOTR2, GANG10, STAT_GANG10, man,110F,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_BIKERA ,VOICE_GEN_BIKERA
135, SWMOTR2, SWMOTR2, GANG10, STAT_GANG10, man,110F,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_BIKERB ,VOICE_GEN_BIKERB
136, SBMYTR3, SBMYTR3, GANG10, STAT_GANG10, man,110F,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_BIKERA ,VOICE_GEN_BIKERA
137, SWMOTR3, SWMOTR3, GANG10, STAT_GANG10, man,110F,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_BIKERB ,VOICE_GEN_BIKERB


If you notice I changed there voices to BIKERA & BIKERB also. wink.gif

open the pedgrp.dat and change it to
CODE
SBMOTR2, SWMOTR2, SBMYTR3, SWMOTR3          # Gang 10  (BIKERS)


Also remove them from POPCYCLE_GROUP_CASUAL_POOR (SF) in the pedgrp.dat

Now just rename your Hellz Angelz mod pack .txd and .dff files that you downloaded to
SBMOTR2
SWMOTR2
SBMYTR3
SWMOTR3

Now you have your bikers with out affecting the game. smile.gif

This post has been edited by bmb on Sunday, Feb 13 2011, 06:12
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bmb  
Posted: Sunday, Feb 13 2011, 07:52
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QUOTE (methodunderg @ Feb 13 2011, 00:35)
Ok, I'm editing the zones now, for where the bikers to spawn, I travelled round the highways for a bit; and got a few zone names, now I'm tryin' to write a quick CLEO to test. 'Downtown Los Santos' is one of the zones, in the Sanny Builder help, it lists these as the names for the zones.
QUOTE
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 

Do I have to do each "LDT**" in the CLEO file, or can I just do one of them to spawn in Downtown Los Santos ? Also, other zones have multiple entries in the Sanny Builder help files, like Idlewood and Commerce.
In the columns, it goes : Name, GXT Value, GXT Entry ..

Or am I wasting my time and theres some hidden codes to make use of 'highways only' smile.gif

If you want them to spawn on the highways you should stay away from the cities and towns or they will spawn on the streets instead of the highways.

Try this
CODE
{$CLEO .cs}

//-------------MAIN---------------
thread "GW"

:GW_6
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @GW_6
0237: set_gang 8 weapons_to 23 30 28
0237: set_gang 9 weapons_to 1 24 25
076C: set_zone 'LDOC1A' gang 8 density_to 60
076C: set_zone 'LDOC1B' gang 8 density_to 60
076C: set_zone 'LDOC2' gang 8 density_to 60
076C: set_zone 'LDOC3A' gang 8 density_to 60
076C: set_zone 'LDOC3B' gang 8 density_to 60
076C: set_zone 'LDOC3C' gang 8 density_to 60
076C: set_zone 'LDOC4' gang 8 density_to 60
076C: set_zone 'ROBAD' gang 9 density_to 90  // Tierra Robada
076C: set_zone 'ROBAD1' gang 9 density_to 90
076C: set_zone 'LA' gang 9 density_to 90  // Los Santos
076C: set_zone 'RED' gang 9 density_to 90  // Red County
076C: set_zone 'SF' gang 9 density_to 90  // San Fierro
076C: set_zone 'FLINTC' gang 9 density_to 90  // Flint County
076C: set_zone 'WHET' gang 9 density_to 90  // Whetstone
076C: set_zone 'VE' gang 9 density_to 90  // Las Venturas
076C: set_zone 'ROBINT' gang 9 density_to 90  // Robada Intersection
076C: set_zone 'BONE' gang 9 density_to 90  // Bone County
076C: set_zone 'GANTB' gang 9 density_to 90  // Gant Bridge
076C: set_zone 'GANTB1' gang 9 density_to 90
076C: set_zone '*DAM' gang 9 density_to 90
076C: set_zone 'MAKO' gang 9 density_to 90  // The Mako Span
076C: set_zone 'FALLO' gang 9 density_to 90  // Fallow Bridge
076C: set_zone 'MART' gang 9 density_to 90  // Martin Bridge
076C: set_zone 'GARV' gang 9 density_to 90  // Garver Bridge
076C: set_zone 'GARV1' gang 9 density_to 90  // Garver Bridge
076C: set_zone 'GARV2' gang 9 density_to 90  // Garver Bridge
076C: set_zone 'MONINT' gang 9 density_to 90  // Montgomery Intersection
076C: set_zone 'HAUL' gang 9 density_to 90  // Fallen Tree
076C: set_zone 'PANOP' gang 9 density_to 90  // The Panopticon
076C: set_zone 'FLINTI' gang 9 density_to 90  // Flint Intersection
076C: set_zone 'BACKO' gang 9 density_to 90  // Back o Beyond
076C: set_zone 'CREEK' gang 9 density_to 90  // Shady Creeks
076C: set_zone 'CREEK1' gang 9 density_to 90
076C: set_zone 'BYTUN' gang 9 density_to 90  // Bayside Tunnel
076C: set_zone 'PINT' gang 9 density_to 90  // Pilson Intersection
076C: set_zone 'HGP' gang 9 density_to 90  // Harry Gold Parkway
076C: set_zone 'BINT1' gang 9 density_to 90
076C: set_zone 'BINT2' gang 9 density_to 90
076C: set_zone 'BINT3' gang 9 density_to 90
076C: set_zone 'BINT4' gang 9 density_to 90
076C: set_zone 'JTS1' gang 9 density_to 90
076C: set_zone 'JTS2' gang 9 density_to 90
076C: set_zone 'JTE1' gang 9 density_to 90
076C: set_zone 'JTE2' gang 9 density_to 90
076C: set_zone 'JTE3' gang 9 density_to 90
076C: set_zone 'JTE4' gang 9 density_to 90
076C: set_zone 'JTW1' gang 9 density_to 90
076C: set_zone 'JTW2' gang 9 density_to 90
076C: set_zone 'JTN1' gang 9 density_to 90
076C: set_zone 'JTN2' gang 9 density_to 90
076C: set_zone 'JTN3' gang 9 density_to 90
076C: set_zone 'JTN4' gang 9 density_to 90
076C: set_zone 'JTN5' gang 9 density_to 90
076C: set_zone 'JTN6' gang 9 density_to 90
076C: set_zone 'JTN7' gang 9 density_to 90
076C: set_zone 'JTN8' gang 9 density_to 90
076C: set_zone 'SUNNN' gang 9 density_to 90  // Bayside
076C: set_zone 'SUNMA' gang 9 density_to 90  // Bayside Marina
0A93: end_custom_thread


This will have your bikers on most of the country and highway areas. I have seen them group together as high as 8. Sometimes you will see a ton of them other times none, it just depends on what the game decides to do. I left Bayside as there territory so you can see them off there bikes also. colgate.gif
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methodunderg  
Posted: Sunday, Feb 13 2011, 08:48
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QUOTE (bmb @ Feb 13 2011, 07:52)
. I left Bayside as there territory so you can see them off there bikes also. colgate.gif

Where is that part defined ? Of what there 'territory' is ?
Would this part come up in the gang wars as well ? Would it have a colour ? If so, how to change smile.gif

I must thank you once again mate, awesome tutorial. inlove.gif
Since these gangs can now be placed in game fairly easily, I'm sure a few more CLEO missions will arise from this smile.gif Good work.
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bmb  
Posted: Monday, Feb 14 2011, 02:52
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QUOTE (methodunderg @ Feb 13 2011, 04:48)
QUOTE (bmb @ Feb 13 2011, 07:52)
. I left Bayside as there territory so you can see them off there bikes also. colgate.gif

Where is that part defined ? Of what there 'territory' is ?

Bayside is where the Boat school is in the northeast corner of the map.

QUOTE
Would this part come up in the gang wars as well ? Would it have a colour ? If so, how to change smile.gif

No this area will not affected by gang wars. Only Grove, Ballas, & Los Santos Vagos zones are colored during gang wars. San Fierro Rifa's, Da Nang Boys, Mountain Cloud Triad's, & Varrio Los Aztecas have no color in there zones.
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methodunderg  
Posted: Monday, Feb 14 2011, 08:39
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This is what I'm using at the moment .. it does need to be fine-tuned though, for sure.
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


At the moment, there is heaps of them driving all over the highways. But some stretches of highway aren't very long, so I could exclude those ones, and that would stop them spawning on the streets in that area.

Thanks once again, for all your help smile.gif
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bmb  
Posted: Tuesday, Feb 15 2011, 07:21
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QUOTE (methodunderg @ Feb 14 2011, 04:39)
This is what I'm using at the moment .. it does need to be fine-tuned though, for sure.

Don't forget the wait code

CODE
:GW_11
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @GW_11

Also looking at the popcycle.dat (in the data folder) under the desert & countryside areas. The gang columns are at 0, increase this number to around 65 for for each time of day (midnight, 2am, 4 am etc). Increase these values in Weekday & Weekend and you should see more of them on the more remote roads.

QUOTE
Thanks once again, for all your help smile.gif

No problem.
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twannie1997  
Posted: Wednesday, Feb 16 2011, 19:06
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How can i make the bikers have Tec-9's or something?
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BnB  
Posted: Wednesday, Feb 16 2011, 19:20
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Using this opcode:
CODE
0237: set_gang 8 weapons_to 24 26 28

0237

Weapon ID
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bmb  
Posted: Thursday, Feb 17 2011, 15:57
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QUOTE (twannie1997 @ Feb 16 2011, 15:06)
How can i make the bikers have Tec-9's or something?

You can also find the weapons numbers when your using Sanny Builder. Press F12 for the help menu navigate to SCM Documentation\GTA SA\Weapon numbers for a complete list.
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methodunderg  
Posted: Saturday, Feb 19 2011, 11:33
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QUOTE (bmb @ Feb 15 2011, 07:21)
CODE
:GW_11
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @GW_11


What does this code do exactly ? just for curiosity .. smile.gif
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methodunderg  
Posted: Saturday, Feb 19 2011, 11:38
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QUOTE (bmb @ Feb 15 2011, 07:21)
Also looking at the popcycle.dat (in the data folder) under the desert & countryside areas. The gang columns are at 0, increase this number to around 65 for for each time of day (midnight, 2am, 4 am etc). Increase these values in Weekday & Weekend and you should see more of them on the more remote roads.

I think I am using Zyonig's popcycle.dat file that is posted on GTAGarage .. Also a ped/vehicle multiplier CLEO found on a russian site .. I'll ad-head to your advice .. and see what I can come up with ..

QUOTE (bmb @ Feb 15 2011, 07:21)
CODE
:GW_11
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @GW_11


What does this code do exactly ? just for curiosity .. smile.gif
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bmb  
Posted: Saturday, Feb 19 2011, 14:34
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BnB pointed this out earlier. If the player defined chack return false the game will crash because there is no wait.
smile.gif

This post has been edited by bmb on Saturday, Feb 19 2011, 14:44
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BnB  
Posted: Saturday, Feb 19 2011, 16:50
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QUOTE (methodunderg @ Feb 19 2011, 13:38)
QUOTE (bmb @ Feb 15 2011, 07:21)
CODE
:GW_11
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @GW_11


What does this code do exactly ? just for curiosity .. smile.gif

0256
QUOTE (gtamodding.com)
This checks if the player is defined. The player is not defined when the player dies or gets busted. It is used throughout the script to check if the player exists before executing codes that requires the player to exist. Use 0117 to check if the player is specifically wasted.

It can be ommited sometimes.

This post has been edited by BnB on Saturday, Feb 19 2011, 17:24
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methodunderg  
Posted: Friday, Feb 25 2011, 04:57
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QUOTE (BnB @ Feb 19 2011, 16:50)
QUOTE (methodunderg @ Feb 19 2011, 13:38)
QUOTE (bmb @ Feb 15 2011, 07:21)
CODE
:GW_11
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @GW_11


What does this code do exactly ? just for curiosity .. smile.gif

0256
QUOTE (gtamodding.com)
This checks if the player is defined. The player is not defined when the player dies or gets busted. It is used throughout the script to check if the player exists before executing codes that requires the player to exist. Use 0117 to check if the player is specifically wasted.

It can be ommited sometimes.

Ok thanks, will update my script.

Is it possible to have a ped in 2 groups @ the same time in pedgrp.dat ? So I can have BIKDRUG in Dealers and in GANG9 ?

CODE


// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .CS}

//-------------MAIN---------------
0000: NOP
04ED: load_animation "GANGS"
Model.Load(#FREEWAY)
Model.Load(#BIKERA)
Model.Load(#BIKERB)
038B: load_requested_models
jump @Noname_35

:Noname_35
wait 0
if and
04EE:   animation "GANGS" loaded
  Model.Available(#FREEWAY)
  Model.Available(#BIKERA)
  Model.Available(#BIKERB)
else_jump @Noname_35
jump @Noname_81

:Noname_81
wait 100
$MARK = Marker.CreateIconAndSphere(0, 1175.081, 1380.601, 10.8203)
jump @Noname_114

:Noname_114
wait 0
if and
  Player.Defined($PLAYER_CHAR)
0102:   actor $PLAYER_ACTOR in_sphere 1175.081 1380.601 10.8203 radius 2.0 2.0 2.0 sphere 1 stopped_on_foot
else_jump @Noname_114
Marker.Disable($MARK)
else_jump @Noname_114
jump @Noname_190

:Noname_190
$BIKE1 = Car.Create(#FREEWAY, 1196.824, 1403.132, 6.9956)
Car.Angle($BIKE1) = 184.7214
Car.SetMaxSpeed($BIKE1, 40.0)
00AE: set_car $BIKE1 traffic_behaviour_to 2
$BIKE2 = Car.Create(#FREEWAY, 1198.768, 1408.834, 6.8558)
Car.Angle($BIKE2) = 184.7214
Car.SetMaxSpeed($BIKE2, 40.0)
00AE: set_car $BIKE2 traffic_behaviour_to 2
$BIKE3 = Car.Create(#FREEWAY, 1198.538, 1416.083, 6.8627)
Car.Angle($BIKE3) = 184.7214
Car.SetMaxSpeed($BIKE3, 40.0)
00AE: set_car $BIKE3 traffic_behaviour_to 2
$BIKE4 = Car.Create(#FREEWAY, 1198.461, 1422.555, 6.865)
Car.Angle($BIKE4) = 184.7214
Car.SetMaxSpeed($BIKE4, 40.0)
00AE: set_car $BIKE4 traffic_behaviour_to 2
$BIKE5 = Car.Create(#FREEWAY, 1201.032, 1427.92, 6.7878)
Car.Angle($BIKE5) = 184.7214
Car.SetMaxSpeed($BIKE5, 40.0)
00AE: set_car $BIKE5 traffic_behaviour_to 2
$BIKE6 = Car.Create(#FREEWAY, 1194.361, 1427.142, 7.487)
Car.Angle($BIKE6) = 184.7214
Car.SetMaxSpeed($BIKE6, 40.0)
00AE: set_car $BIKE6 traffic_behaviour_to 2
$BIKE7 = Car.Create(#FREEWAY, 1194.927, 1420.098, 7.3759)
Car.Angle($BIKE7) = 184.7214
Car.SetMaxSpeed($BIKE7, 40.0)
00AE: set_car $BIKE7 traffic_behaviour_to 2
$BIKE8 = Car.Create(#FREEWAY, 1195.232, 1413.676, 7.3161)
Car.Angle($BIKE8) = 184.7214
Car.SetMaxSpeed($BIKE8, 40.0)
00AE: set_car $BIKE8 traffic_behaviour_to 2
$BIKE9 = Car.Create(#FREEWAY, 1195.506, 1406.18, 7.2622)
Car.Angle($BIKE9) = 184.7214
Car.SetMaxSpeed($BIKE9, 40.0)
00AE: set_car $BIKE9 traffic_behaviour_to 2
$BIKE10 = Car.Create(#FREEWAY, 1198.272, 1400.168, 6.8707)
Car.Angle($BIKE10) = 184.7214
Car.SetMaxSpeed($BIKE10, 40.0)
00AE: set_car $BIKE10 traffic_behaviour_to 2
$ACTOR1 = Actor.Create(Mission1, #BIKERA, 1189.976, 1394.32, 8.3479)
Actor.Angle($ACTOR1) = 0.2523
0605: actor $ACTOR1 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA
$ACTOR2 = Actor.Create(Mission1, #BIKERB, 1185.827, 1409.274, 9.1625)
Actor.Angle($ACTOR2) = 192.3774
$ACTOR3 = Actor.Create(Mission1, #BIKERA, 1188.146, 1412.244, 8.7071)
Actor.Angle($ACTOR3) = 185.9962
0605: actor $ACTOR3 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA
$ACTOR4 = Actor.Create(Mission1, #BIKERB, 1180.303, 1401.662, 10.2389)
Actor.Angle($ACTOR4) = 200.1836
$ACTOR5 = Actor.Create(Mission1, #BIKERA, 1187.356, 1415.419, 8.8543)
Actor.Angle($ACTOR5) = 314.0161
0605: actor $ACTOR5 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA
$ACTOR6 = Actor.Create(Mission1, #BIKERB, 1187.028, 1418.459, 8.9186)
Actor.Angle($ACTOR6) = 214.6165
0605: actor $ACTOR6 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA
$ACTOR7 = Actor.Create(Mission1, #BIKERA, 1190.422, 1416.601, 8.2523)
Actor.Angle($ACTOR7) = 83.0653
$ACTOR8 = Actor.Create(Mission1, #BIKERB, 1189.408, 1412.727, 8.4593)
Actor.Angle($ACTOR8) = 21.2166
0605: actor $ACTOR8 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA
$ACTOR9 = Actor.Create(Mission1, #BIKERA, 1187.43, 1422.23, 8.8399)
Actor.Angle($ACTOR9) = 88.7103
$ACTOR10 = Actor.Create(Mission1, #BIKERB, 1185.221, 1422.049, 9.2735)
Actor.Angle($ACTOR10) = 266.8933
0605: actor $ACTOR10 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA
wait 100
Model.Destroy(#FREEWAY)
Model.Destroy(#BIKERA)
Model.Destroy(#BIKERB)
wait 3950
036A: put_actor $ACTOR1 in_car $BIKE1
036A: put_actor $ACTOR2 in_car $BIKE2
036A: put_actor $ACTOR3 in_car $BIKE3
036A: put_actor $ACTOR4 in_car $BIKE4
036A: put_actor $ACTOR5 in_car $BIKE5
036A: put_actor $ACTOR6 in_car $BIKE6
036A: put_actor $ACTOR7 in_car $BIKE7
036A: put_actor $ACTOR8 in_car $BIKE8
036A: put_actor $ACTOR9 in_car $BIKE9
036A: put_actor $ACTOR10 in_car $BIKE10
wait 3000
Car.SetDriverBehaviour($BIKE1, FollowRoad)
Car.SetDriverBehaviour($BIKE2, FollowRoad)
Car.SetDriverBehaviour($BIKE3, FollowRoad)
Car.SetDriverBehaviour($BIKE4, FollowRoad)
Car.SetDriverBehaviour($BIKE5, FollowRoad)
Car.SetDriverBehaviour($BIKE6, FollowRoad)
Car.SetDriverBehaviour($BIKE7, FollowRoad)
Car.SetDriverBehaviour($BIKE8, FollowRoad)
Car.SetDriverBehaviour($BIKE9, FollowRoad)
Car.SetDriverBehaviour($BIKE10, FollowRoad)
jump @Noname_1490

:Noname_1490
wait 0
if and
0AB0:   key_pressed 66
0AB0:   key_pressed 109
else_jump @Noname_1490
wait 50
Car.RemoveReferences($BIKE1)
Car.RemoveReferences($BIKE2)
Car.RemoveReferences($BIKE3)
Car.RemoveReferences($BIKE4)
Car.RemoveReferences($BIKE5)
Car.RemoveReferences($BIKE6)
Car.RemoveReferences($BIKE7)
Car.RemoveReferences($BIKE8)
Car.RemoveReferences($BIKE9)
Car.RemoveReferences($BIKE10)
Car.Destroy($BIKE1)
Car.Destroy($BIKE2)
Car.Destroy($BIKE3)
Car.Destroy($BIKE4)
Car.Destroy($BIKE5)
Car.Destroy($BIKE6)
Car.Destroy($BIKE7)
Car.Destroy($BIKE8)
Car.Destroy($BIKE9)
Car.Destroy($BIKE10)
Actor.RemoveReferences($ACTOR1)
Actor.RemoveReferences($ACTOR2)
Actor.RemoveReferences($ACTOR3)
Actor.RemoveReferences($ACTOR4)
Actor.RemoveReferences($ACTOR5)
Actor.RemoveReferences($ACTOR6)
Actor.RemoveReferences($ACTOR7)
Actor.RemoveReferences($ACTOR8)
Actor.RemoveReferences($ACTOR9)
Actor.RemoveReferences($ACTOR10)
Actor.DestroyWithFade($ACTOR1)
Actor.DestroyWithFade($ACTOR2)
Actor.DestroyWithFade($ACTOR3)
Actor.DestroyWithFade($ACTOR4)
Actor.DestroyWithFade($ACTOR5)
Actor.DestroyWithFade($ACTOR6)
Actor.DestroyWithFade($ACTOR7)
Actor.DestroyWithFade($ACTOR8)
Actor.DestroyWithFade($ACTOR9)
Actor.DestroyWithFade($ACTOR10)
jump @Noname_1724

:Noname_1724
wait 10
if and
0AB0:   key_pressed 66
0AB0:   key_pressed 107
else_jump @Noname_1724
jump @Noname_1754

:Noname_1754
wait 10
Model.Load(#FREEWAY)
Model.Load(#BIKERA)
Model.Load(#BIKERB)
038B: load_requested_models
jump @Noname_1782

:Noname_1782
wait 0
if and
04EE:   animation "GANGS" loaded
  Model.Available(#FREEWAY)
  Model.Available(#BIKERA)
  Model.Available(#BIKERB)
else_jump @Noname_1782
jump @Noname_190


Found that on my travels; maybe some of that could be used to spawn 'packs' of Bikers smile.gif I wouldn't know where to start smile.gif But I'm sure you would

This post has been edited by methodunderg on Friday, Feb 25 2011, 11:36
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bmb  
Posted: Friday, Feb 25 2011, 17:02
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QUOTE (methodunderg)
Is it possible to have a ped in 2 groups @ the same time in pedgrp.dat ? So I can have BIKDRUG in Dealers and in GANG9 ?

Yes you can have them in both groups. but you also have to change the "STAT" in the peds.ide file.

Example:
CODE
original
254, BIKDRUG,  BIKDRUG , CIVMALE, STAT_CRIMINAL, man, 0,1, null,6,2,PED_TYPE_GEN,VOICE_GEN_BIKDRUG ,VOICE_GEN_BIKDRUG
gang
254, BIKDRUG,  BIKDRUG , GANG9, STAT_GANG9, man, 0,1, null,6,2,PED_TYPE_GEN,VOICE_GEN_BIKDRUG ,VOICE_GEN_BIKDRUG
both
254, BIKDRUG,  BIKDRUG , GANG9, STAT_CRIMINAL, man, 0,1, null,6,2,PED_TYPE_GEN,VOICE_GEN_BIKDRUG ,VOICE_GEN_BIKDRUG


As long as "GANG9" is there that ped will always be associated with that group. You can change "STAT" to anything you want. Your going to encounter two problems when dealing with gangs.

1. The game will usually spawn 3 or more of that particular ped on the sidewalk. When they are associated with gangs they will group together and act like a gang. The "STAT_CRIMINAL" will be ignored.

2. If you do happen to get 1 BIKDRUG to spawn he will act like a dealer, but dealers spawn in gang areas and he will most likely be attacked by that gang.

You can manipulate the peds,ide any way you want to.

Examples:
CODE
original
12, BFYRI, BFYRI, CIVFEMALE, STAT_COWARD, sexywoman, 120C,1, null,7,9,PED_TYPE_GEN,VOICE_GEN_BFYRI ,VOICE_GEN_BFYRI
modified
12, BFYRI, BFYRI, CIVFEMALE, STAT_PROSTITUTE, sexywoman, 120C,1, null,7,9,PED_TYPE_GEN,VOICE_GEN_BFYRI ,VOICE_GEN_BFYRI

This will make BFYRI kind of like a hidden prostitute. She will spawn normally and walk around her normal group areas because she still is a "CIVFEMALE". When your car stops next to her she will run up to it and the text on the screen will ask if you want a good time, with a yes response she will get in the car and you know what happens next. She is not added to the prostitutes in the pedgrp.dat.

CODE
original
282, lvpd1, lvpd1, COP, STAT_COP, swat, 1FFF, 0, null, 9,9, PED_TYPE_EMG,VOICE_EMG_LVPD1 ,VOICE_EMG_LVPD5
modified
282, lvpd1, lvpd1, COP, STAT_COP, sexywoman, 1FFF, 0, null, 9,9, PED_TYPE_GEN,VOICE_GEN_BMYBE ,VOICE_GEN_BMYBE

Try it. mercie_blink.gif lol.gif

QUOTE (methodunderg)
Found that on my travels; maybe some of that could be used to spawn 'packs' of Bikers smile.gif I wouldn't know where to start smile.gif But I'm sure you would

I'm far from being an expert on cleo but first off there are way too may globals ($) in the script.

QUOTE (ZAZ)
$ is used to mark a GLOBAL VARIABLE

The stuff in the game needs a identity for registration to can handle with it
The identities can be variable, for exemble by calculating something

The global variable is builded with the $ sign and a a letter or a word or a number or both
But using global variables in Cleo scripts can cause heavy bugs or crashs
only $PLAYER_CHAR, $PLAYER_ACTOR, $ONMISSION are valid

ZAZ has an awesome tutorial here, he is also incredibly helpful when you ask him questions.

Other than that look at other scripts that have been released relating to vehicle spawning. Use there scripts as examples for a starting point to make your script. If you get stuck post it in GTA Modding / III Era Modding and people who are experts at cleo will be more than happy to help. smile.gif
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methodunderg  
Posted: Monday, Feb 28 2011, 04:16
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Ok; thanks for the tips smile.gif Appreciate it smile.gif Was wanting to add BIKDRUG to dealers and to GANG9 (BIKERS), as well as add a dealer to each of the gangs smile.gif
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Rapier  
Posted: Sunday, Mar 6 2011, 14:41
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@bmb: Very interesting! cookie.gif I have an idea: what would happen if we put more gangs in the same territory? To make a gang war...
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twannie1997  
Posted: Sunday, Mar 6 2011, 19:42
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I got a side-effect, where aztecas hang around in docks, drive sentinels, wield ak47 and silenced pistols.
I think i will make gang 10 something like thugs.
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