Argonath RPG - A World of its own
GTA:SA => SA:MP - San Andreas Multiplayer => SA:MP General => Topic started by: Ted on September 12, 2011, 07:38:16 pm
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A few hours ago a topic was placed by Kalcor on the SA-MP forums. The topic is in regards to a Release Candidate version of SA-MP 0.3d. I'm posting this topic here so that both players and scripters are aware of what's to come in the future for SA-MP and so that we can discuss.
Note that most of the current information is not so useful to regular players but is more suited for scripters
SA-MP 0.3d RC
Changes for SA-MP 0.3d:
- Support for Shoutcast/Icecast internet radio
- All misson sounds (IDs greater than 2000) from GTA:SA single player can now be used with PlayerPlaySound
- RemoveBuildingForPlayer can be used to remove any building or object from the game
- Fixed issue with radar jumping up and down while passengering in a vehicle
- Fixed quite a few issues with the vehicle sync which might cause vehicles to warp or to appear to be moving sideways
- Fixed problems with the motorbike/pushbike sync
- Fixed surfing on train carriages
- MAX_OBJECTS has been increased to 1000
- MAX_PICKUPS has been increased to 4096
- The frame limiter will now default to 50 fps
- Fixed some small issues with the vehicle exiting animation
- Fixed game crashes related to escalators
- Server has a feature to monitor internal frame rate in the network stats string
- Fixed an issue where you might respawn on top of the last vehicle you were surfing
- Removed the PED FACTALK animation from showing up in GetPlayerAnimationIndex
- Fixed the collision on the elevator model which would allow you to jump out while it was moving down
pawn Code:
native PlayAudioStreamForPlayer(playerid, url[], Float:posX = 0.0, Float:posY = 0.0, Float:posZ = 0.0, Float:distance = 50.0, usepos = 0);
native StopAudioStreamForPlayer(playerid);
PlayAudioStreamForPlayer is used so that the player can hear a shoutcast or icecast audio stream. Formats supported are ogg/vorbis streams and MP3 streams. The audio can either by played in the background like the normal San Andreas radio, or it can be played at a particular position, and heard over a certain distance, when 'usepos' is set to 1.
The volume of the audio stream playback is controlled by the player using their San Andreas radio volume. If their San Andreas radio volume is set to 0 they will not play any audio stream sent by the server.
Under most circumstances, audio streaming should just work. If the player requires a proxy to access the web, the SA-MP client will use the proxy they have set in their Windows internet settings. However, there is an option to override the proxy by adding audioproxyoff=1 to the sa-mp.cfg file.
pawn Code:
native RemoveBuildingForPlayer(playerid, modelid, Float:fX, Float:fY, Float:fZ, Float:fRadius);
RemoveBuildingForPlayer can remove existing objects and buildings from San Andreas for a particular player. This function only needs to be called once and the model ID you specify will be removed for that player around the given point and radius. You can specify a large radius to remove all objects of particular model ID.
pawn Code:
native PlayerPlaySound(playerid, soundid, Float:x, Float:y, Float:z);
This function can now play most sound IDs found in the \data\AudioEvents.txt file in your GTA San Andreas folder.
Notes:
- The 0.3d server lists are not yet operational.
- This release is for scripting only.
- More features and models will be added throughout the RC phase.
0.3d files
SA-MP 0.3d RC1 Client: http://team.sa-mp.com/RC/03d/sa-mp-0.3d-RC1-install.exe (http://team.sa-mp.com/RC/03d/sa-mp-0.3d-RC1-install.exe)
SA-MP 0.3d RC1 Windows Server (20 slot): http://team.sa-mp.com/RC/03d/samp03dsvr_RC1_win32.zip (http://team.sa-mp.com/RC/03d/samp03dsvr_RC1_win32.zip)
SA-MP 0.3d RC1 Linux Server (20 slot): http://team.sa-mp.com/RC/03d/samp03dsvr_RC1.tar.gz (http://team.sa-mp.com/RC/03d/samp03dsvr_RC1.tar.gz)
Information is taken from the original topic found here: http://forum.sa-mp.com/showthread.php?t=282775 (http://forum.sa-mp.com/showthread.php?t=282775) Kalcor provided the information.
Note i must stress you should not install this intending to play Argonath RPG SA-MP as it will NOT work.
Edit, any suggestions can be posted here if you a forum account http://forum.sa-mp.com/forumdisplay.php?f=79 (http://forum.sa-mp.com/forumdisplay.php?f=79)
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Wow this is some exciting news. Any idea when Argonath will be scripting 0.3d to SA-MP, or is it too early to say?
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I've no idea about that you'd have to speak to the developers. I wanted to post this so we could collectively come up with suggestions which you never know they may implement in the final release. Or just general chatter about it.
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Its on RC, that means we wont be uploading untill final version.
P.S: We can now modify original GTA:SA Map, and stream argoradio without needing external clients.
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This sounds interesting. I am excited to see what the future holds for us.
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Its on RC, that means we wont be uploading untill final version.
P.S: We can now modify original GTA:SA Map, and stream argoradio without needing external clients.
However I do hope that you guys are busy testing the scripts with this version, so that when the final version is released we can change in short time...
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Hope this has a good effect.
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By the way much better option then using brown boxes to cover vending machines. Remove the object all together as given in the usage example of RemoveBuildingForPlayer.
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By the way much better option then using brown boxes to cover vending machines. Remove the object all together as given in the usage example of RemoveBuildingForPlayer.
Already done this :P
Those who break property rules will actually get their property removed :devroll:
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AWWW YHHEAAA!! Can't wait!! :hurray: :hurray: :hurray: :banana: :banana: :banana:
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Modifying the original GTA Map? Wow!
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Modifying the original GTA Map? Wow!
Finally the big gate at area 69 can be used!! :bow:
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I don't think that gate is an object on it's own if it is then it can be removed and replaced with another operational gate.
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Wow!! I'm excited! :hurray:
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Tried it out on my local server with Jack. Works very nice, faster, more efficient. I like it.
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Now we can blow up LSPD for real! :banana:
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Now we can blow up LSPD for real! :banana:
How about turn DPD upside down?
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How about turn DPD upside down?
Whahahaha! Put a giant chicken there instead :D
My office isn't in DPD
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Hmm....very interesting features, SAMP team has impressed me once again, hopefully we will take good use of these features too. :)
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Yay! Sounds awesome!
Go over Mordor bridge and then remove it, untouchable :lol:
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By the way much better option then using brown boxes to cover vending machines. Remove the object all together as given in the usage example of RemoveBuildingForPlayer.
Well i already had fixed the brown boxes on the Sprunk machines with invisible boxes so it looks better
but now all that painly long taking work was for nothing :cry:
But bieng able to remove objects does make my job easier :)
Post Merge: September 13, 2011, 12:47:51 pm
Already done this :P
About that i was thinking is the script itself not still there?? did you already tested that?
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You could map some vending machines in place of the working ones removed.
I've tested that mike it's not possible to use them once removed.
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Finally the big gate at area 69 can be used!! :bow:
And i have to disappoint you i already tested that the Gate is part of the entire fence surrounding Area 69 if you remove the gate you also remove all the fence
Post Merge: September 13, 2011, 12:50:59 pm
You could map some vending machines in place of the working ones removed.
I've tested that mike it's not possible to use them once removed.
Ah ok and yes we could place them back but whats the point :lol:
Anyway now we can also remove the pay'n spray's and the bomb shops :devroll:
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Well they would simply be visual and have no real use.
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I was thinking of hiring some mercenaries to dismantle city hall and replace it with Cock Rock, then pin the blame on some mafia or a group of immigrants. :lol:
Now we can finally destroy the environment without paying for it with out lives. Just awesome.
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And i have to disappoint you i already tested that the Gate is part of the entire fence surrounding Area 69 if you remove the gate you also remove all the fence
Awww too bad :(
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I've gotten a little carried away with removing things however some good has come out of it for example the 'Turning tricks' gate(LV Driving school) I've now made the same gate open able rather then having to jump over it or use /enter to get to the other side. I've also done the same to the SF driving school however could not use the original gate as it had other objects attached to it.
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I already have allot of uses for it like i said it makes my job easier
Anyway i was thinking replacing LSPD with a donut shop :lol:
And Gas Station 9 with a clucking bell :rofl:
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Pretty neat.
Hope they're telling the truth about fixing syncs :P
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Holy shit you can modify GTA SA, it's like WOW lol
LSPD can be replaced with City Hall and city hall with LSPD :D
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And for Christmas magi we go to the top of Mount Chilland and then make it disappear..... :gd:
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then make it re appear over idlewood :lol:
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RemoveBuildingForPlayer - The Ultimate mindfuck.
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Awesome, bring GS9 to Mordor. Then we got rid of da ballas! :D
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Awesome, bring GS9 to Mordor. Then we got rid of da ballas! :D
You wont get rid of Gvardia ;P
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You wont get rid of Gvardia ;P
Na we already have a plan for them, Did you not hear yet there HQ was transferred to mordor
Oh and your fence is gonna go :rofl:
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Put some real club music inside a club and say good bye to the bullshit default music. :cool:
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How about remove the whole map and force people to live and RP on boats
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How about remove the whole map and force people to live and RP on boats
That's a good idea, that way we can get rid of Ballas since they won't last much with fish instead of McDonalds.. :razz:
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Oh so just cus they black you want them away.. I see, I thought this was over, now there's a black president..
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How about remove the whole map and force people to live and RP on boats
If that happens I will buy Bill Gates' yacth :D
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If that happens I will buy Bill Gates' yacth :D
His yacht would be crap, it would be covered in Windows! :lol:
Sounds awesome, looking forward to seeing this affect Argonath for the better in the near future
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Already done this :P
Those who break property rules will actually get their property removed :devroll:
not to mention, that is step 1 to being able to buy new "exteriors" for houses too :roll:
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How about making an sign out of objects reading ARGONATH RPG and then move the spawn skin select so you are in front of it?
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Awesome, bring GS9 to Mordor. Then we got rid of da ballas! :D
Place GS9 on top of Mt Chiliad along with all the other gang/group hangouts/HQs let the gangwar commence xD
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Awww too bad :(
You could always rebuild the fence surrounding area 69 so it is not all bad.
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Oh so just cus they black you want them away.. I see, I thought this was over, now there's a black president..
No one brought race into this, so don't try and start an argument.
Yay! Now we can remove those annoying lights in front of LSFD so the parking can be adjusted to appear more realistic xD
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Those little farty lights? Yes those can go.
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Those little farty lights? Yes those can go.
For the love of Sauron, please. They barely light up anything and they are a huge annoyance to everyone. I have no idea why they were placed there by R* to begin with, but they are a pain in the butt when I try to back in the Battalion Truck hahaha...
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Client/Server update SA-MP 0.3d RC2
- Added OnPlayerTakeDamage script callback for tracking damage events on a player
- Fixed problems with tow trucks losing their tow around other players
- Added DIALOG_STYLE_PASSWORD for ShowPlayerDialog() which shows a masked input box - No more people getting "hacked" due to entering passwords around others.
- The audio stream will stop playing once the player is disconnected from the server
- Fixed problems playing certain audio IDs above 2000 in PlayerPlaySound
- Added /audiomsg command to disable audio stream URL messages in the chat
- The 0.3d server lists are now live
cessil has been working on some new models for SA-MP 0.3d.
Included in SA-MP 0.3d RC2 are replacement jail cell doors, a replacement SFPD interior model with the cell doors removed, taxi signs which can be attached to any vehicle.
pawn Code:
public OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid)
OnPlayerTakeDamage is called when a player takes damage and loses health.
playerid is the player who has taken damage. issuerid might be the player responsible for the damage. If the player has lost health as the result of a fall or collision, the issuerid will be INVALID_PLAYER_ID. The Float:amount contains the amount of health lost by the player from this damage event. weaponid contains the weapon type which might have caused the damage, similar to OnPlayerDeath.
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Yay! Now we can remove those annoying lights in front of LSFD so the parking can be adjusted to appear more realistic xD
there are lights at LSFD?? O-o
cessil has been working on some new models for SA-MP 0.3d.
Included in SA-MP 0.3d RC2 are replacement jail cell doors, a replacement SFPD interior model with the cell doors removed, taxi signs which can be attached to any vehicle.
does this mean we can actually open/close cell doors?? and also will taxi signs mean we can register vehicles for taxi duty??
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Finally the big gate at area 69 can be used!! :bow:
And i have to disappoint you i already tested that the Gate is part of the entire fence surrounding Area 69 if you remove the gate you also remove all the fence
You could always rebuild the fence surrounding area 69 so it is not all bad.
on rechecking it appears removing those gates is possible however i personaly do not know how yet however i do have a theory :lol:
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Here is what the masked dialog password dialog looks like. I've just not tabbed the dialog.
I'm happy the small things are fixed, such as the annoying tow truck sync. What do you use Mike in terms of mapping etc?
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there are lights at LSFD?? O-o
Yes. There are three short, stubby little lights on the far right side of LSFD if you are facing the building, right in front of the sidewalk just east of the exact spot the Battalion Truck (Federal Rancher) spawns.
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to be honest, i would love to see Abandoned Airfield made less abandoned... all that junk is a waste of space we could have extra hangars etc for people to park planes etc.
or even have all sales aircraft moved there :) itd be more convienient and logical than buying planes at an airport :)
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to be honest, i would love to see Abandoned Airfield made less abandoned... all that junk is a waste of space we could have extra hangars etc for people to park planes etc.
or even have all sales aircraft moved there :) itd be more convienient and logical than buying planes at an airport :)
Agreed. It suits the environment much better.
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It suits the environment much better.
No, it doesn't. It's a damn desert, it's supposed to be abandoned.
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No, it doesn't. It's a damn desert, it's supposed to be abandoned.
People don't sell airplanes at an airport. The abandoned airport looks more like private property, which can obviously be seen as a sales place for planes if correctly set up.
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The SFPD interior they refer to is actually LSPD in Argonath's case.
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The SFPD interior they refer to is actually LSPD in Argonath's case.
Someone swapped the interiors the other day. Probably because the SFPD interior has a better upstairs for meetings and whatnot, and most cops are stationing in Los Santos, so they wouldn't have to drive all the way to SF and then drive all the way back.
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Speedy Gonzales taxi's.
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Speedy Gonzales taxi's.
Pimp my ride :rofl:
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to be honest, i would love to see Abandoned Airfield made less abandoned... all that junk is a waste of space we could have extra hangars etc for people to park planes etc.
or even have all sales aircraft moved there :) itd be more convienient and logical than buying planes at an airport :)
hi cityboy.
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hi cityboy.
says the SA:PD cop O-o..
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Can't wait until Argo Radio gets linked up with this. Would finally give them the incentive to get DJ's on more often and have an offline stream running ;)
says the SA:PD cop O-o..
SA:MP SAPD*
Not trying to provoke you by correcting you BTW. It just bugs me when people type "MTA:VCPD", "VC:PD", or "SA:PD" lol
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Can't wait until Argo Radio gets linked up with this. Would finally give them the incentive to get DJ's on more often and have an offline stream running ;)
SA:MP SAPD*
Not trying to provoke you by correcting you BTW. It just bugs me when people type "MTA:VCPD", "VC:PD", or "SA:PD" lol
L:O:L
tha:t's o:dd
jus kidding...
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says the SA:PD cop O-o..
Dillimore Police Department <3.
Let's go on topic now?
When does the full release of this come? Anyone an idea?
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Let's go on topic now?
When does the full release of this come? Anyone an idea?
yup, detours are fun though...
i found an invisible building the other day, any chance of it getting fixed or removed when this is released?? (Picture attached)
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Move up closer and you will see the building, if you still don't then it's your computers fault. Not sure when there will be an official release but i would estimate 1-2 months going on past minor releases.
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Move up closer and you will see the building, if you still don't then it's your computers fault. Not sure when there will be an official release but i would estimate 1-2 months going on past minor releases.
hmm.. so it wont be removed then?? because i saw it once my car blew up smashing into thin air :trust:
and saw bits of it here and there as i walked around on thin air... but otherwise its basically a hazard with a disco ball out front
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Oh yes it can be removed as it's just an object thats placed there but that's up to the scritpers though.
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If it doesn't load, that can be due to your computer's power, your internet connection, or how well-coded the server's streamer is...or even a combination of the three. Most times though, it's usually the first or the last ones that cause that.
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Oh I fucking love these SA:MP developers.
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yup, detours are fun though...
i found an invisible building the other day, any chance of it getting fixed or removed when this is released?? (Picture attached)
Is this with SA:MP 0.3d RC2?
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Is this with SA:MP 0.3d RC2?
Current version 0.3c
Something I didn't notice until someone pointed it out on the SA:MP forums is that the game now sets the affinity to all cores without you having to do it manually.
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Is that in Argonath? Because judging from the objects near Las Venturas on the train tracks.. there's no junkyard there. Someone placed it randomly, and probably screwed up placing it altogether.
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That is the SA:MP server yes. It's been there for a very long time now.
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yup, detours are fun though...
i found an invisible building the other day, any chance of it getting fixed or removed when this is released?? (Picture attached)
Haha I know what this is. I think xcasio built a massive building here with a lift that went up in the air. I have crashed into it a few times myself! Your PC didn't load it up very well though :P
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Haha I know what this is. I think xcasio built a massive building here with a lift that went up in the air. I have crashed into it a few times myself! Your PC didn't load it up very well though :P
Interesting... guess I'll poke around the train yard in Las Venturas.
EDIT: Apparently it's the Staunton Plaza skyscraper from GTA III :lol:
(http://images3.wikia.nocookie.net/__cb20091201194161/gtawiki/images/thumb/f/fc/FortStaunton-GTA3-southwards.jpg/791px-FortStaunton-GTA3-southwards.jpg)
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i think the building doesnt draw itself because my draw distance is set to minimum as i play on a netbook, its set to max on the gaming PC though :3
does the elevator work by the way?
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i think the building doesnt draw itself because my draw distance is set to minimum as i play on a netbook, its set to max on the gaming PC though :3
does the elevator work by the way?
Well the server will sometimes also have issues streaming things to the users when it's lagging...especially with custom-placed objects.
As for the elevator, can't confirm, but likely not. It may be scriptable if it's a separate object, though.
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As for the elevator, can't confirm, but likely not. It may be scriptable if it's a separate object, though.
It works, I remember testing it at that same building. But things like pressing esc while on it, will make you fall off.
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Because the clients no longer sending information.
Going to go a little off topic myself here thought i'd post some old development videos.
SA-MP's first dev vid (VC-MP April 2005) (http://www.youtube.com/watch?v=3pyz4Kw7qaA#)
If you watch the SA-MP 0.2.5 video you will see trains on opposite tracks!
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<<video>>
/report firemanz watercannon ab00zs
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Also you will never have seen the officially released 0.2.5 client as that was leaked by an ex developer most of it later became 0.3 anyway.
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Sadly it still has some bugs with Placing and removing objects
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yay
i hope they will fix the lagshoot thing ever :P :redface:
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Damage can and will (if the scripts don't lag) be serverwise after 0.3d Release. This also means the damage will be fully synced and shoots you make will be synced via scripts. This also means the HP and Armour hacks will be useless, so will the anti fake death hacks.
The only problem is that this will be all handled by scripts, and it could cause lag, thats why i am planning massive tests.
With the new addition of OnPlayerGiveDamage we can detect damage done clientside, that means if you damage someone, we can sync that for the other to lose HP regardless of if you're shooting with lag or not, the problem with this is that all the player that is being damaged will see is his HP going down for no reason, if we could apply an anim or show something when player is damaged scriptwise it would be perfect.
This also means you will be able to damage players that are paused... well not exactly, but once they come back they will be dead if you shoot them while paused.
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Damage can and will (if the scripts don't lag) be serverwise after 0.3d Release. This also means the damage will be fully synced and shoots you make will be synced via scripts. This also means the HP and Armour hacks will be useless, so will the anti fake death hacks.
The only problem is that this will be all handled by scripts, and it could cause lag, thats why i am planning massive tests.
With the new addition of OnPlayerGiveDamage we can detect damage done clientside, that means if you damage someone, we can sync that for the other to lose HP regardless of if you're shooting with lag or not, the problem with this is that all the player that is being damaged will see is his HP going down for no reason, if we could apply an anim or show something when player is damaged scriptwise it would be perfect.
This also means you will be able to damage players that are paused... well not exactly, but once they come back they will be dead if you shoot them while paused.
if i remember right, script can detect when people are paused i seen it in a DD server (no names will be given)
you could use that to either
A. log'm out
B. make them unhittable
C. teleport them to a "safe spot" until unpaused.
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i think the building doesnt draw itself because my draw distance is set to minimum
Correct the building was implanted manual via script, as fun / test however it seems gimli has never bothered to remove it
Well the server will sometimes also have issues streaming things to the users when it's lagging...especially with custom-placed objects.
As for the elevator, can't confirm, but likely not. It may be scriptable if it's a separate object, though.
Its possible to make the elevator move but the is no point in doing so, we have tested in the past and there are no real solid floors you can go to atleast from what i remember
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if i remember right, script can detect when people are paused i seen it in a DD server (no names will be given)
you could use that to either
A. log'm out
B. make them unhittable
C. teleport them to a "safe spot" until unpaused.
What's the point? I said you would be able to damage paused players, not that you could detect it. And no there's no effective way to detect pausing with SA:MP Natives, unlike the new addition.
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What's the point? I said you would be able to damage paused players, not that you could detect it. And no there's no effective way to detect pausing with SA:MP Natives, unlike the new addition.
well for the record, i dont mind if AFK players can be hurt :3 itd teach them to /q
also itd stop /q abuse in combat etc.
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if AFK players can be hurt :3 itd teach them to /q
also itd stop /q abuse in combat etc.
Its very good to hear this :pop: ..about time
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List of new skins that will be available in 0.3d
http://wiki.sa-mp.com/wiki/Skins:03d (http://wiki.sa-mp.com/wiki/Skins:03d)
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Even Big Smoke with the Body Armour? Anyways, looks cool.
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Even Big Smoke with the Body Armour? Anyways, looks cool.
Yes it is in the game so why not the Armour ofcourse has no real effect
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List of new skins that will be available in 0.3d
http://wiki.sa-mp.com/wiki/Skins:03d (http://wiki.sa-mp.com/wiki/Skins:03d)
tbone andre and jethro o yeaaaa :D
Post Merge: October 13, 2011, 01:11:04 pm
fake Kendl :/
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List of new skins that will be available in 0.3d
http://wiki.sa-mp.com/wiki/Skins:03d (http://wiki.sa-mp.com/wiki/Skins:03d)
will it be scripted that when we get big bear he's skinny, but when Murt n Frank get it, he's fat???
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if they could add this skin in the new 0.3d i would use it forevahhh
GTA SA Midget (http://www.youtube.com/watch?v=W6R0lUt2zR0#)
(p.s, yes it is actually used in gta sa)
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Is that Gimli?
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Is that Gimli?
Dont be racist :devroll:
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if they could add this skin in the new 0.3d i would use it forevahhh
GTA SA Midget (http://www.youtube.com/watch?v=W6R0lUt2zR0#)
(p.s, yes it is actually used in gta sa)
HAHAHAH!! Nice idea =)
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if they could add this skin in the new 0.3d i would use it forevahhh
GTA SA Midget (http://www.youtube.com/watch?v=W6R0lUt2zR0#)
(p.s, yes it is actually used in gta sa)
i can honestly say i have never seen that skin in GTA:SA and i racked up over 100 hours in it...
its like the fat big bear skin i guess...
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i can honestly say i have never seen that skin in GTA:SA and i racked up over 100 hours in it...
its like the fat big bear skin i guess...
GTA San Andreas Mission #92 - A Home In The Hills (HD) (http://www.youtube.com/watch?v=MojJzFpxBy4#ws)
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Chainsaw and knuckles are also being added?
The have always been avalible just never add to the server due possible abuse
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CJ: "We could do with a place like that to setup in LS again ... wait for sweet mhmm, get things moving and get outta this midget game"
Madd Dogg: "But CJ ... my mansion ain't big enough only got 19 bedrooms ya heard"
lol.