p19ue t1 conversion
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• Page 1 of 1
p19ue t1 conversion
I tried to fix the script but I couldn't im sorry
- Code: Select all
/*
VISIT THIS LINK FOR UPDATE NOTES, INSTRUCTIONS, PRESET SCRIPT SETUPS, AND DEMO VIDEOS ON THIS SCRIPT
https://docs.google.com/document/d/1LQ0 ... sp=sharing
FOR SUPPORT WITH THIS SCRIPT YOU CAN CONTACT ME ON DISCORD:PIGUE #6558 OR INSTAGRAM: _zack_vigue_
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////--P19UE SCRIPT--////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
///////////////////**WARNING, THIS SCRIPT ONLY WORKS WITH BUILDER PRO**//////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
//// -CONTROLS- ////
//// ////
//// //AIM ABUSE = ALWAYS ON JUST AIM AND SHOOT \\ ////
//// //AIM ASSIST = ALWAYS ON JUST AIM AND SHOOT \\ ////
//// //GHOST PEEK = ADS + LEFT BUMPER \\ ////
//// //SINGLE SHOT = ADS + RIGHT BUMPER \\ ////
//// //DROPSHOT TOGGLE = ADS + RELOAD TO TOGGLE ON/OFF \\ ////
//// //RAPID FIRE = ADS + DAPD LEFT TO TOGGLE ON/OFF \\ ////
//// //HAIR TRIGGER = ALWAYS ON \\ ////
//// //SWAP TRIGGER = NO TOGGLE \\ ////
//// //INSTA EDIT/RESET = ALWAYS ON \\ ////
//// ////
/////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////--CONFIGURATION--//////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
//----------------CONTACT ME IF YOU NEED HELP CONFIGURING THIS SCRIPT--------------------////
////
//AIM ASSIST\\ ////
int AimAssist = TRUE; //Change "TRUE" to "FALSE" to turn off aim assist ////
int AimAssistValues = 24; //AimAssist shake values (higher numbers = more shake)////
int delay = 50; //AimAssist speed (lower numbers = faster shake) ////
////
//AIM ABUSE FAR\\ ////
int AimAbuseFar = FALSE; //Change "FALSE" to "TRUE" for long range ////
int ZoomInValues1 = 230; //Zoom in values ////
int ZoomOutValues1 = 20; //Zoom out values ////
////
//AIM ABUSE CLOSE\\ ////
int AimAbuseClose = FALSE; //Change "FALSE" to "TRUE" for close range ////
int ZoomInValues2 = 85; //Zoom in values ////
int ZoomOutValues2 = 14; //Zoom out values ////
////
//INSTA EDIT & INSTA RESET\\ ////
int EDIT_BUTTON = BUILD_BTN; //Your in game edit button ////
int EDIT_BUTTON_HOLD = TRUE; //If you dont have hold time make this "FALSE" ////
int HOLD_TIME = 200; //Your in game edit hold time (add a 0 to the end) ////
int EDIT_RESET_BUTTON = CROUCH_BTN //Your in game edit reset button ////
////
//DROPSHOT\\ ////
int DropshotToggle = FALSE; //Press AIM + RELOAD to turn on dropshot ////
int DropshotDown = 45 //Dropshot down values ////
int DropshotUp = 15 //Dropshot up values ////
////
//RAPIDFIRE\\ ////
int RapidFire = FALSE; //Press AIM + DPAD LEFT to turn on rapidfire ////
////
//SWAP TRIGGER\\ ////
int SwapTrigger = FALSE; //Change "FALSE" to "TRUE" if you have swapped tiggers////
////
/*///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////--BUTTON LAYOUT--/////////////////////////////////////////
*////////////////////////////////////////////////////////////////////////////////////////////
define SHOOT_BTN = 4;//RT/R2 ////
define AIM_BTN = 7;//LT/L2 ////
define CROUCH_BTN = 5;//DOWN ON RIGHT STICK ////
define RELOAD_BTN = 20;//X/SQUARE ////
define SPRINT_BTN = 8;//DOWN ON LEFT STICK ////
define JUMP_BTN = 19;//A/CROSS ////
define RIGHT_BUMP = 3;//RB/R1 ////
define LEFT_BUMP = 6;//LB/L1 ////
define SWAP_BTN = 17;//Y/TRIANGLE ////
define BUILD_BTN = 18;//B/CIRCLE ////
define UP = 13;//DPAD UP ////
define DOWN = 14;//DPAD DOWN ////
define LEFT = 15;//DPAD LEFT ////
define RIGHT = 16;//DPAD RIGHT ////
define RX = 9;// ////
define RY = 10;// ////
define LX = 11;// ////
define LY = 12;// ////
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////--MAIN SCRIPT--/////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
main { ////
///////////////////////////////////////HairTrigger///////////////////////////////////////////
if(HairTrigger){ ////
if(get_val(SHOOT_BTN)){set_val(SHOOT_BTN,100);} ////
} ////
/////////////////////////////////// ///FlipTrigger///////////////////////////////////////////
if (SwapTrigger){ ////
swap (7,6) swap (4,3) } ////
////////////////////////////////////////AimAssist////////////////////////////////////////////
if(AimAssist){ ////
if((get_val(AIM_BTN)) && (get_val(SHOOT_BTN))) { ////
combo_run(AimAssist); ////
} ////
if((get_val(RX)) > AimAssistValues || (get_val(RX)) < inv(AimAssistValues)){ ////
combo_stop(AimAssist); ////
} ////
} ////
/////////////////////////////////////AimAbuseFar/////////////////////////////////////////////
if(AimAbuseFar){ ////
if(get_val(AIM_BTN)> 95){ ////
combo_run(AimAbuseFar);} ////
if(event_release(AIM_BTN)){ combo_stop(AimAbuseFar); ////
} ////
} ////
////////////////////////////////////AimAbuseClose////////////////////////////////////////////
if(AimAbuseClose){ ////
if(get_val(AIM_BTN)> 95){ ////
combo_run(AimAbuseClose);} ////
if(event_release(AIM_BTN)){ combo_stop(AimAbuseClose); ////
} ////
} ////
///////////////////////////////////////SingleShot////////////////////////////////////////////
if (get_val(AIM_BTN) && get_val(RIGHT_BUMP)) { ////
combo_run(SingleShot); ////
set_val(RIGHT_BUMP, 0); ////
} else { ////
combo_stop(SingleShot); ////
} ////
///////////////////////////////////////GhostPeek/////////////////////////////////////////////
if (get_val(AIM_BTN)) { ////
if (event_press(LEFT_BUMP)) { ////
combo_run( GhostPeek); ////
} ////
set_val(LEFT_BUMP, 0); ////
} ////
////////////////////////////////////DropShot Toggle//////////////////////////////////////////
if(get_val(AIM_BTN) && event_press(RELOAD_BTN)){ ////
DropshotToggle =! DropshotToggle; ////
rumble_A_if_true(DropshotToggle); ////
} ////
if(DropshotToggle){ ////
if(get_val(AIM_BTN)&&get_val(SHOOT_BTN)){combo_run(DropShot);} ////
if (event_press(BUILD_BTN)){ DropshotToggle = FALSE; } ////
} ////
///////////////////////////////InstaEdit & InstaReset////////////////////////////////////////
if (a) { ////
if (i < num) { ////
if (!combo_running(master)) { ////
combo_run(master); ////
} ////
} else if (i > num) { ////
a = FALSE; ////
} ////
} ////
if(EDIT_BUTTON_HOLD) ////
{ ////
if(get_val(EDIT_BUTTON) && get_ptime(EDIT_BUTTON) > HOLD_TIME) ////
{ ////
edit = TRUE; ////
} ////
} ////
else if(!EDIT_BUTTON_HOLD) ////
{ ////
if(get_val(EDIT_BUTTON)) ////
{ ////
edit = TRUE; ////
} ////
} ////
if (edit == TRUE) { ////
resetPress(0,1,0,0,0,0); ////
if (get_val(BUILD_BTN)) { ////
AimAssist = TRUE; ////
} ////
if (event_release(SHOOT_BTN) || get_val(EDIT_RESET_BUTTON) || get_val(SWAP_BTN)) { ////
set_click(BUILD_BTN, 1, 0); ////
edit = FALSE; ////
} ////
} ////
//////////////////////////////////////RapidFire//////////////////////////////////////////////
if(get_val(AIM_BTN) && event_press(LEFT)) { ////
RapidFire =! RapidFire; ////
rumble_A_if_true(RapidFire); ////
} ////
if(RapidFire){ ////
if (get_val(AIM_BTN) && get_val(SHOOT_BTN)) { ////
combo_run( RapidFire); ////
} ////
} ////
} ////
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////--COMBOS--//////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
combo AimAssist { ////
set_val(RX, AimAssistValues); ////
wait(delay); ////
wait(4); ////
set_val(RX, AimAssistValues*(-1)); ////
wait(delay); ////
} ////
combo AimAbuseFar { ////
set_val(AIM_BTN, 100); ////
wait(ZoomInValues1); ////
set_val(AIM_BTN, 0); ////
wait(ZoomOutValues1); ////
} ////
combo AimAbuseClose { ////
set_val(AIM_BTN, 100); ////
wait(ZoomInValues2); ////
set_val(AIM_BTN, 0); ////
wait(ZoomOutValues2); ////
} ////
combo SingleShot { ////
set_val(SHOOT_BTN,100); ////
wait(100); ////
wait(260); ////
set_val(SHOOT_BTN,100); ////
} ////
combo GhostPeek { ////
set_val(CROUCH_BTN, 100); ////
wait(15); ////
wait(15); ////
set_val(SHOOT_BTN, 100); ////
wait(15); ////
wait(15); ////
set_val(CROUCH_BTN, 100); ////
wait(15); ////
wait(5); ////
} ////
combo DropShot{ ////
set_val(CROUCH_BTN,100); ////
wait(DropshotDown); ////
wait(DropshotUp); ////
set_val(CROUCH_BTN,100); ////
} ////
combo RapidFire { ////
set_val(SHOOT_BTN, 100); ////
wait(120); ////
set_val(SHOOT_BTN, 0); ////
wait(30); ////
} ////
combo VIBRATE { ////
set_rumble(rumble_type, 100); ////
wait(300); ////
reset_rumble(); ////
} ////
function rumble_A_if_true(var) { ////
if (var) rumble_type = RUMBLE_A; ////
else rumble_type = RUMBLE_B; ////
combo_run(VIBRATE); ////
} ////
combo master { ////
wait(WAIT); ////
set_val(button, 100); ////
wait(28); ////
set_val(button, 0); ////
wait(28); ////
i = i + 1; ////
} ////
function resetPress(P0,P1,P2,P3,T,S) { ////
if(!P0){pressedIt[0] = FALSE;} else if(P0) {pressedIt[0] = TRUE;} ////
if(!P1){pressedIt[1] = FALSE;} else if(P1) {pressedIt[1] = TRUE;} ////
if(!P2){pressedIt[2] = FALSE;} else if(P2) {pressedIt[2] = TRUE;} ////
if(!P3){pressedIt[3] = FALSE;} else if(P3) {pressedIt[3] = TRUE;} ////
} ////
function set_click(B, Num, Wait) { ////
WAIT = Wait; ////
i = 0; ////
button = B; ////
num = Num; ////
a = TRUE; ////
} ////
int edit = FALSE; ////
int pressedIt[6]; ////
int WAIT; ////
int num, i, a; ////
int button; ////
int rumble_type = RUMBLE_A ////
int HairTrigger = TRUE ////
/////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////--CREDIT: @PIGUE #6558 ON DISCORD--///////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
-
c0ns013tun3r - Corporal
- Posts: 4
- Joined: Tue Jan 01, 2019 6:26 am
Re: p19ue t1 conversion
this script does not seems to be complete, there are lots variables not defined.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: p19ue t1 conversion
The missing variables are at the end of the script...
this compiles:
this compiles:
- Code: Select all
/*
VISIT THIS LINK FOR UPDATE NOTES, INSTRUCTIONS, PRESET SCRIPT SETUPS, AND DEMO VIDEOS ON THIS SCRIPT
https://docs.google.com/document/d/1LQ0 ... sp=sharing
FOR SUPPORT WITH THIS SCRIPT YOU CAN CONTACT ME ON DISCORD:PIGUE #6558 OR INSTAGRAM: _zack_vigue_
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////--P19UE SCRIPT--////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
///////////////////**WARNING, THIS SCRIPT ONLY WORKS WITH BUILDER PRO**//////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
//// -CONTROLS- ////
//// ////
//// //AIM ABUSE = ALWAYS ON JUST AIM AND SHOOT \\ ////
//// //AIM ASSIST = ALWAYS ON JUST AIM AND SHOOT \\ ////
//// //GHOST PEEK = ADS + LEFT BUMPER \\ ////
//// //SINGLE SHOT = ADS + RIGHT BUMPER \\ ////
//// //DROPSHOT TOGGLE = ADS + RELOAD TO TOGGLE ON/OFF \\ ////
//// //RAPID FIRE = ADS + DAPD LEFT TO TOGGLE ON/OFF \\ ////
//// //HAIR TRIGGER = ALWAYS ON \\ ////
//// //SWAP TRIGGER = NO TOGGLE \\ ////
//// //INSTA EDIT/RESET = ALWAYS ON \\ ////
//// ////
/////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////--CONFIGURATION--//////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
//----------------CONTACT ME IF YOU NEED HELP CONFIGURING THIS SCRIPT--------------------////
/* BUTTON LAYOUT */
define SHOOT_BTN = 4;//RT/R2 ////
define AIM_BTN = 7;//LT/L2 ////
define CROUCH_BTN = 5;//DOWN ON RIGHT STICK ////
define RELOAD_BTN = 20;//X/SQUARE ////
define SPRINT_BTN = 8;//DOWN ON LEFT STICK ////
define JUMP_BTN = 19;//A/CROSS ////
define RIGHT_BUMP = 3;//RB/R1 ////
define LEFT_BUMP = 6;//LB/L1 ////
define SWAP_BTN = 17;//Y/TRIANGLE ////
define BUILD_BTN = 18;//B/CIRCLE ////
define UP = 13;//DPAD UP ////
define DOWN = 14;//DPAD DOWN ////
define LEFT = 15;//DPAD LEFT ////
define RIGHT = 16;//DPAD RIGHT ////
define RX = 9;// ////
define RY = 10;// ////
define LX = 11;// ////
define LY = 12;// ////
////
//AIM ASSIST\\ ////
int AimAssist = TRUE; //Change "TRUE" to "FALSE" to turn off aim assist ////
int AimAssistValues = 24; //AimAssist shake values (higher numbers = more shake)////
int delay = 50; //AimAssist speed (lower numbers = faster shake) ////
////
//AIM ABUSE FAR\\ ////
int AimAbuseFar = FALSE; //Change "FALSE" to "TRUE" for long range ////
int ZoomInValues1 = 230; //Zoom in values ////
int ZoomOutValues1 = 20; //Zoom out values ////
////
//AIM ABUSE CLOSE\\ ////
int AimAbuseClose = FALSE; //Change "FALSE" to "TRUE" for close range ////
int ZoomInValues2 = 85; //Zoom in values ////
int ZoomOutValues2 = 14; //Zoom out values ////
////
//INSTA EDIT & INSTA RESET\\ ////
int EDIT_BUTTON = BUILD_BTN; //Your in game edit button ////
int EDIT_BUTTON_HOLD = TRUE; //If you dont have hold time make this "FALSE" ////
int HOLD_TIME = 200; //Your in game edit hold time (add a 0 to the end) ////
int EDIT_RESET_BUTTON = CROUCH_BTN; //Your in game edit reset button ////
////
//DROPSHOT\\ ////
int DropshotToggle = FALSE; //Press AIM + RELOAD to turn on dropshot ////
int DropshotDown = 45 ; //Dropshot down values ////
int DropshotUp = 15 ; //Dropshot up values ////
////
//RAPIDFIRE\\ ////
int RapidFire = FALSE; //Press AIM + DPAD LEFT to turn on rapidfire ////
////
//SWAP TRIGGER\\ ////
int SwapTrigger = FALSE; //Change "FALSE" to "TRUE" if you have swapped tiggers////
//OTHER
int edit = FALSE; ////
int pressedIt[6]; ////
int WAIT; ////
int num, i, a; ////
int button; ////
int rumble_type = RUMBLE_A; ////
int HairTrigger = TRUE; ////
////
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////--MAIN SCRIPT--/////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
main { ////
///////////////////////////////////////HairTrigger///////////////////////////////////////////
if(HairTrigger){ ////
if(get_val(SHOOT_BTN)){set_val(SHOOT_BTN,100);} ////
} ////
/////////////////////////////////// ///FlipTrigger///////////////////////////////////////////
if (SwapTrigger){ ////
swap (7,6) swap (4,3) } ////
////////////////////////////////////////AimAssist////////////////////////////////////////////
if(AimAssist){ ////
if((get_val(AIM_BTN)) && (get_val(SHOOT_BTN))) { ////
combo_run(cAimAssist); ////
} ////
if((get_val(RX)) > AimAssistValues || (get_val(RX)) < inv(AimAssistValues)){ ////
combo_stop(cAimAssist); ////
} ////
} ////
/////////////////////////////////////AimAbuseFar/////////////////////////////////////////////
if(AimAbuseFar){ ////
if(get_val(AIM_BTN)> 95){ ////
combo_run(cAimAbuseFar);} ////
if(event_release(AIM_BTN)){ combo_stop(cAimAbuseFar); ////
} ////
} ////
////////////////////////////////////AimAbuseClose////////////////////////////////////////////
if(AimAbuseClose){ ////
if(get_val(AIM_BTN)> 95){ ////
combo_run(cAimAbuseClose);} ////
if(event_release(AIM_BTN)){ combo_stop(cAimAbuseClose); ////
} ////
} ////
///////////////////////////////////////SingleShot////////////////////////////////////////////
if (get_val(AIM_BTN) && get_val(RIGHT_BUMP)) { ////
combo_run(SingleShot); ////
set_val(RIGHT_BUMP, 0); ////
} else { ////
combo_stop(SingleShot); ////
} ////
///////////////////////////////////////GhostPeek/////////////////////////////////////////////
if (get_val(AIM_BTN)) { ////
if (event_press(LEFT_BUMP)) { ////
combo_run( GhostPeek); ////
} ////
set_val(LEFT_BUMP, 0); ////
} ////
////////////////////////////////////DropShot Toggle//////////////////////////////////////////
if(get_val(AIM_BTN) && event_press(RELOAD_BTN)){ ////
DropshotToggle =! DropshotToggle; ////
rumble_A_if_true(DropshotToggle); ////
} ////
if(DropshotToggle){ ////
if(get_val(AIM_BTN)&&get_val(SHOOT_BTN)){combo_run(DropShot);} ////
if (event_press(BUILD_BTN)){ DropshotToggle = FALSE; } ////
} ////
///////////////////////////////InstaEdit & InstaReset////////////////////////////////////////
if (a) { ////
if (i < num) { ////
if (!combo_running(master)) { ////
combo_run(master); ////
} ////
} else if (i > num) { ////
a = FALSE; ////
} ////
} ////
if(EDIT_BUTTON_HOLD) ////
{ ////
if(get_val(EDIT_BUTTON) && get_ptime(EDIT_BUTTON) > HOLD_TIME) ////
{ ////
edit = TRUE; ////
} ////
} ////
else if(!EDIT_BUTTON_HOLD) ////
{ ////
if(get_val(EDIT_BUTTON)) ////
{ ////
edit = TRUE; ////
} ////
} ////
if (edit == TRUE) { ////
resetPress(0,1,0,0,0,0); ////
if (get_val(BUILD_BTN)) { ////
AimAssist = TRUE; ////
} ////
if (event_release(SHOOT_BTN) || get_val(EDIT_RESET_BUTTON) || get_val(SWAP_BTN)) { ////
set_click(BUILD_BTN, 1, 0); ////
edit = FALSE; ////
} ////
} ////
//////////////////////////////////////RapidFire//////////////////////////////////////////////
if(get_val(AIM_BTN) && event_press(LEFT)) { ////
RapidFire =! RapidFire; ////
rumble_A_if_true(RapidFire); ////
} ////
if(RapidFire){ ////
if (get_val(AIM_BTN) && get_val(SHOOT_BTN)) { ////
combo_run( RapidFire); ////
} ////
} ////
} ////
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////--COMBOS--//////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
combo cAimAssist { ////
set_val(RX, AimAssistValues); ////
wait(delay); ////
wait(4); ////
set_val(RX, AimAssistValues*(-1)); ////
wait(delay); ////
} ////
combo cAimAbuseFar { ////
set_val(AIM_BTN, 100); ////
wait(ZoomInValues1); ////
set_val(AIM_BTN, 0); ////
wait(ZoomOutValues1); ////
} ////
combo cAimAbuseClose { ////
set_val(AIM_BTN, 100); ////
wait(ZoomInValues2); ////
set_val(AIM_BTN, 0); ////
wait(ZoomOutValues2); ////
} ////
combo SingleShot { ////
set_val(SHOOT_BTN,100); ////
wait(100); ////
wait(260); ////
set_val(SHOOT_BTN,100); ////
} ////
combo GhostPeek { ////
set_val(CROUCH_BTN, 100); ////
wait(15); ////
wait(15); ////
set_val(SHOOT_BTN, 100); ////
wait(15); ////
wait(15); ////
set_val(CROUCH_BTN, 100); ////
wait(15); ////
wait(5); ////
} ////
combo DropShot{ ////
set_val(CROUCH_BTN,100); ////
wait(DropshotDown); ////
wait(DropshotUp); ////
set_val(CROUCH_BTN,100); ////
} ////
combo cRapidFire { ////
set_val(SHOOT_BTN, 100); ////
wait(120); ////
set_val(SHOOT_BTN, 0); ////
wait(30); ////
} ////
combo VIBRATE { ////
set_rumble(rumble_type, 100); ////
wait(300); ////
reset_rumble(); ////
} ////
combo master { ////
wait(WAIT); ////
set_val(button, 100); ////
wait(28); ////
set_val(button, 0); ////
wait(28); ////
i = i + 1; ////
} ////
function resetPress(P0,P1,P2,P3,T,S) { ////
if(!P0){pressedIt[0] = FALSE;} else if(P0) {pressedIt[0] = TRUE;} ////
if(!P1){pressedIt[1] = FALSE;} else if(P1) {pressedIt[1] = TRUE;} ////
if(!P2){pressedIt[2] = FALSE;} else if(P2) {pressedIt[2] = TRUE;} ////
if(!P3){pressedIt[3] = FALSE;} else if(P3) {pressedIt[3] = TRUE;} ////
} ////
function set_click(B, Num, Wait) { ////
WAIT = Wait; ////
i = 0; ////
button = B; ////
num = Num; ////
a = TRUE; ////
} ////
function rumble_A_if_true(var) { ////
if (var) rumble_type = RUMBLE_A; ////
else rumble_type = RUMBLE_B; ////
combo_run(VIBRATE); ////
} ////
/////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////--CREDIT: @PIGUE #6558 ON DISCORD--///////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
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