Post: [Tutorial] How To Make A Bunker Easily Without Lag
01-30-2011, 06:19 PM #1
Chrome Playa
Chrome Gaming Reloaded
(adsbygoogle = window.adsbygoogle || []).push({}); How To Make a Bunker


First off, I would like to say thank you to Killingdyl for the functions.



Downloads
Chrome's Coordinate Patch: You must login or register to view this content.

Example Bunker

Chrome Playa's Watch Tower
------------------------------------------------------------------------------------------
[ame]https://www.youtube.com/watch?v=o5sUm4LxRVk[/ame]

So, Let's start off with building walls to your bunker.

First you will need the two functions that are required to build a wall.

Just paste these anywhere you want in the GSC that you will be making your Bunker in:


    CreateWalls(start, end) 
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
}


roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}


The function CreateWalls() will determine the dimensions of the Care Packages that will be spawned. roundUp( floatVal ) will round the number of Care Packages because obviously, you can't have half a Care Package.

Now, let's create our first wall.

The wall is going to be built from coordinates which are easy to obtain, simply...

Put this in your _missions under OnPlayerSpawned():
    
self thread coord();


And Put this anywhere in your _missions.gsc:
    coord(){
self endon("death");
self endon("disconnect");
for(;Winky Winky{
self iPrintLnBold(self getOrigin());
wait 1;
self iPrintLnBold(self getOrigin());
wait 1;
self iPrintLnBold(self getOrigin());
wait 1;}}


This function will display the coordinate of where your standing on an infinite loop every 1 second.

Are next step is to find the coordinates for our first wall. Start a match on MW2 and find the map that you would prefer to have your bunker. Simply walk over (or us UFO mode) to get to the spot were you want your first wall to start.

This is where I have chosen to start my bunker:
You must login or register to view this content.

As you can see, the coordinates for my position are (-1676.57, 5435.62, 2980.13). Just write down these coordinates when you find them.

Now, we need to to find the second coordinate for your wall. The second coordinate needs to be diagonally across from the first one. For Example, this is the one I have chosen:

You must login or register to view this content.

As you can see, my coordinates are (-1682.62, 6316.92, 3158.21).
You can right these coordinates down as well.

Now, we need to put the cordinates in our GSC. Simply, create a new thread that looks like this:
    myBunker(){
CreateWalls((x, y, z), (x, y, z));
}


All you need to do is replace the first x, y, and z with your first coordinates and the second x, y, and z with your second coordinates.

It should now look something like this:
    myBunker(){
CreateWalls((-1676.57, 5435.62, 2980.13), (-1682.62, 6316.92, 3158.21));
}


You can link this function to an option in your menu.

Now, here is what your first wall will look like:

You must login or register to view this content.

Now, I am goin to make a second floor. Remember, this is just a simple bunker. To make a floor/roof, I am going to need the CreateGrids() function:

    CreateGrids(corner1, corner2, angle) 
{
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_friendly");
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
}
}
center.angles = angle;
}


Paste this function in the same GSC you pasted the others.

Now, we need to find the coordinates for our floor. This will be easy since we already have the coordinates for the wall.

For my first coordinate, all I need to note down is my height which is the z variable in my coordinates. Here is my first corner to my floor:

You must login or register to view this content.

As you can see, my height is 3097.63. You can copy down your coordinate, but since I want the first corner of my floor to be the same as the x and y coordinates for the second corner of my wall, then I will only need the height.

Using the x and y coordinates of the second corner of my wall and the height that I just recorded, the first corner for my floor will be (-1682.62, 6316.92, 3097.63). You can write this down.

Now, I need to find the coordinates for the second corner of my foor. I have chosen this location:

You must login or register to view this content.

For this, I only need to note down the x coordinate since this corner will have the same y coordinate as the first corner of my wall and the same z coordinate (height) as the first corner of my floor. My x coordinate is -1547.12. So, the second corner for my floor is (-1547.12, 5435.62, 3097.63)

Now, we need to input our coordinates into the function for making a grid using this function:

    CreateGrids((x, y, z), (x, y, z), (0, 0, 0));


The (0, 0, 0) is the angle of rotation which you won't have to worry about. Now, you need to input the coordinates of your 2 corners into this function. It should look like this:

    myBunker(){
CreateWalls((-1676.57, 5435.62, 2980.13), (-1682.62, 6316.92, 3158.21));
CreateGrids((-1682.62, 6316.92, 3097.63), (-1547.12, 5435.62, 3097.63), (0, 0, 0));
}


Now this is what the bunker should look like so far:

You must login or register to view this content.

Now, we are going to make a ramp to get up onto the 2nd floor. You will need this function:
    CreateRamps(top, bottom) 
{
D = Distance(top, bottom);
blocks = roundUp(D/30);
CX = top[0] - bottom[0];
CY = top[1] - bottom[1];
CZ = top[2] - bottom[2];
XA = CX/blocks;
YA = CY/blocks;
ZA = CZ/blocks;
CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
Temp = VectorToAngles(top - bottom);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
for(b = 0; b < blocks; b++){
block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)));
block setModel("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
block setModel("com_plasticcase_friendly");
block.angles = (BA[0], BA[1], 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}


Simply paste that with the rest of your functions

To create a ramp, you will need the beginning and end point for your ramp. So, simply find the spot you would like to start your ramp and right down the coordinates. Here is where I chose to start the ramp:
You must login or register to view this content.

As you can see my coordinates are (-1128.86, 5456.32, 2973.2).

Next we need to find the coordinate for where we want the ramp to end. I chose this location:
You must login or register to view this content.

As you can see, my coordinates are (-1527.46, 5470.39, 3112.75)

Now, we need to input these coordinates into this function and add the function to myBunker():
    CreateRamps((x, y, z), (x, y, z));


It should now look like this:
    myBunker(){
CreateWalls((-1676.57, 5435.62, 2980.13), (-1682.62, 6316.92, 3158.21));
CreateGrids((-1682.62, 6316.92, 3097.63), (-1547.12, 5435.62, 3097.63), (0, 0, 0));
CreateRamps((-1128.86, 5456.32, 2973.2), (-1527.46, 5470.39, 3112.75));
}


Your bunker should now look like this:
You must login or register to view this content.


If you want to link multiple bunkers to the same function, but for different maps, you can use this function thanks to DEREKTROTTER:
    myBunker(){level.Mapname = getDvar("mapname"); 
if(level.Mapname=="mp_rust"){
//code here}
else if(level.Mapname=="mp_nightshift"){
//code here}
else if(level.Mapname=="mp_terminal"){
//code here}
else if(level.Mapname=="mp_favela"){
//code here}
else if(level.Mapname=="mp_highrise"){
//code here}
else if(level.Mapname=="mp_checkpoint"){
//code here}
}




Congratulations! You just successfully made a bunker!
[multipage=How to Add Weapons to your Bunker]
How To Add Weapons To Your Bunker

We will be using TheUnknown's functions for weapon spawning which I modified to fit this situation

First, you will need to put this function in your GSC:
    SpawnWeapons(WFunc,Weapon,WeaponName,Location,TakeOnce){  
self endon("disconnect");
weapon_model = getWeaponModel(Weapon);
if(weapon_model=="")weapon_model=Weapon;
Wep=spawn("script_model",Location+(0,0,0));
Wep setModel(weapon_model);
for(;Winky Winky{
foreach(player in level.players){
Radius=distance(Location,player.origin);
if(Radius<60){
player setLowerMessage(WeaponName,"Press ^3[{+usereload}]^7 to swap for "+WeaponName);
if(player UseButtonPressed())wait 0.2;
if(player UseButtonPressed()){
if(!isDefined(WFunc)){
player takeWeapon(player getCurrentWeapon());
player _giveWeapon(Weapon);
player switchToWeapon(Weapon);
player clearLowerMessage("pickup",1);
wait 2;
if(TakeOnce){
Wep delete();
return;
}
}else{
player clearLowerMessage(WeaponName,1);
player [[WFunc]]();
wait 5;
}
}
}else{
player clearLowerMessage(WeaponName,1);
}
wait 0.1;
}
wait 0.5;
}
}


First, we will place an Intervention in your bunker.

You will need to put this code in your myBunker() thread:
    self thread SpawnWeapons(undefined,"cheytac_fmj_xmags_mp","Intervention",(x, y, z),0); 


You can change "Intervention" to whatever you want the screen to say when you can pick it up.

Now, we need to find the coordinates for where you want the intervention to be.

Input the coordinates into the x, y, and z of the function above. You will need to add 5 to the z coordinate in most cases.

Mine looks like this:
    self thread SpawnWeapons(undefined,"cheytac_fmj_xmags_mp","Intervention",(-1677.22, 5899.98, 3160.66),0);


And this is what it looks like in the bunker:
You must login or register to view this content.

If you would like to add a Predator Missle, then add you will need to put this function in your GSC:
    UsePredators(){  
maps\mp\killstreaks\_remotemissile::tryUsePredatorMissile(self.pers["killstreaks"][0].lifeId);
}


And you will need to put this in your myBunker():
    self thread SpawnWeaponsUpside Down Happy:UsePredators,"prop_suitcase_bomb","Chrome's Predator Missile",(x, y, z),0); 


As before, input your desired coordinates into the x, y, and z.

If you would like to add a Shootable Sentry Gun, then add this to your myBunker:
    	Sentry = spawnTurret( "misc_turret", (x, y, z), "sentry_minigun_mp" );
Sentry setModel( "sentry_minigun" );
Sentry.angles = (0,0,0);


Again, input the coordinates into the x, y, and z. To change which direction the turret is facing, you can change the values of the (0, 0, 0.)

Congratulations! Your Bunker is Finished!

[multipage=How To Add Teleporters To Your Bunker]
How To Add Teleporters To Your Bunker

Teleporters can be used to teleport in and out of the map by walking into a flag.

To create a teleporter, you will need this function:
    CreateElevator(enter, exit, angle) 
{
flag = spawn( "script_model", enter );
flag setModel( level.elevator_model["enter"] );
wait 0.01;
flag = spawn( "script_model", exit );
flag setModel( level.elevator_model["exit"] );
wait 0.01;
self thread ElevatorThink(enter, exit, angle);
}

ElevatorThink(enter, exit, angle)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(enter, player.origin) <= 50){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}


Put it along with the other functions in your GSC.

Now, you will need to add this code to your myBunker() thread:
CreateElevator((x, y, z), (x, y, z), (0, 0, 0));

Find the coordinates of where you want your first flag to be and the coordinates of where you want your second flag to be.

Simply input your first coordinates into the first x, y, and z and the second coordinates into the second x, y, and z.

The (0, 0, 0,) changes the direction you will be facing when you are teleported. You can change the middle value to change the direction/angle of which you are facing.

Now, in order to spawn a flag where your teleporter is, you will need to put these lines of code in the init() thread which is located in your _missions.gsc:

    level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
precacheModel( level.elevator_model["enter"] );
precacheModel( level.elevator_model["exit"] );


Congratulations! You have now made a teleporter!

[multipage=How To Create a Door In your Bunker]
How To Create a Door In Your Bunker

First, you will need to put this function in your GSC:
    CreateDoors(open, close, angle, size, height, hp, range) 
{
offset = (((size / 2) - 0.5) * -1);
center = spawn("script_model", open );
for(j = 0; j < size; j++){
door = spawn("script_model", open + ((0, 30, 0) * offset));
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
for(h = 1; h < height; h++){
door = spawn("script_model", open + ((0, 30, 0) * offset) - ((70, 0, 0) * h));
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
}
offset += 1;
}
center.angles = angle;
center.state = "open";
center.hp = hp;
center.range = range;
center thread DoorThink(open, close);
center thread DoorUse();
center thread ResetDoors(open, hp);
wait 0.01;
}

DoorThink(open, close)
{
while(1)
{
if(self.hp > 0){
self waittill ( "triggeruse" , player );
if(player.team == "allies"){
if(self.state == "open"){
self MoveTo(close, level.doorwait);
wait level.doorwait;
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(open, level.doorwait);
wait level.doorwait;
self.state = "open";
continue;
}
}
if(player.team == "axis"){
if(self.state == "close"){
self.hp--;
player iPrintlnBold("HIT");
wait 1;
continue;
}
}
} else {
if(self.state == "close"){
self MoveTo(open, level.doorwait);
}
self.state = "broken";
wait .5;
}
}
}

DoorUse(range)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(self.origin, player.origin) <= self.range){
if(player.team == "allies"){
if(self.state == "open"){
player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";
}
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.team == "axis"){
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.buttonPressed[ "+activate" ] == 1){
player.buttonPressed[ "+activate" ] = 0;
self notify( "triggeruse" , player);
}
}
}
wait .045;
}
}

ResetDoors(open, hp)
{
while(1)
{
level waittill("RESETDOORS");
self.hp = hp;
self MoveTo(open, level.doorwait);
self.state = "open";
}
}


Then, in your myBunker() thread, put this:
    CreateDoors((x, y, z),(x, y, z),(0,0,0), size, height, hp, range);


The first x, y, and z are going to be the coordinates for where the door opens.

The second x, y, and z, are going to be the coordinates for where the door closes.

(0, 0, 0) will be the angle of the door. For and upright door, put (90, 0, 0) and for a trap door put (0, 0, 0).

Size will be how many blocks long the door will be and height is how high the door will be.

Hp will define how much health the door has

Range will determine how far away from the door you will have to be to use it.

Input your preferred values.

Congratulations, you have added a door to your bunker!

[multipage=How To Create a Moving Platform]
How To Create a Moving Platform
Thanks to DEREKTROTTER for this part of the tut

First, you will need to put this function in your GSC along with the many other functions:

    CreatePlate(corner1, corner2, arivee, angle, time) 
{
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_friendly");
block.angles = (0, 0, 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
block thread Escalatore((corner1 + (XA * r, YA * c, ZA * h)), (arivee + (XA * r, YA * c, ZA * h)), time);
wait 0.01;
}
}
}
center.angles = angle;
center thread Escalatore(corner1, arivee, time);
center CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
}

Escalatore(depart, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (time*2.5);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (time*2.5);
self.state = "open";
continue;
}
}
}

CreateAsc(depart, arivee, angle, time)
{
Asc = spawn("script_model", depart );
Asc setModel("com_plasticcase_friendly");
Asc.angles = angle;
Asc Solid();
Asc CloneBrushmodelToScriptmodel( level.airDropCrateCollision );

Asc thread Escalator(depart, arivee, time);
}

Escalator(depart, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (time*1.5);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (time*1.5);
self.state = "open";
continue;
}
}
}

CreateCircle(depart, pass1, pass2, pass3, pass4, arivee, angle, time)
{
Asc = spawn("script_model", depart );
Asc setModel("com_plasticcase_friendly");
Asc.angles = angle;
Asc Solid();
Asc CloneBrushmodelToScriptmodel( level.airDropCrateCollision );

Asc thread Circle(depart, arivee, pass1, pass2, pass3, pass4, time);
}

Circle(depart, pass1, pass2, pass3, pass4, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (time*1.5);
self.state = "op";
continue;
}
if(self.state == "op"){
self MoveTo(pass1, time);
wait (time);
self.state = "opi";
continue;
}
if(self.state == "opi"){
self MoveTo(pass2, time);
wait (time);
self.state = "opa";
continue;
}
if(self.state == "opa"){
self MoveTo(pass3, time);
wait (time);
self.state = "ope";
continue;
}
if(self.state == "ope"){
self MoveTo(pass4, time);
wait (time);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (time);
self.state = "open";
continue;
}
}
}


Then, in your myBunker thread, put this code:

    CreateAsc((x, y, z), (x, y, z), a, t); 


The first x, y, and z will be the coordinates for where the platform departs from. The second x, y, and z will be where the platform arrives.

The a will be the angle of the platform. Just put 0 if you are unsure of what angle you want.

The t represents the time it takes for the platform to reach its destination.

Example Moving Platform:

You must login or register to view this content.
(adsbygoogle = window.adsbygoogle || []).push({});

The following 42 users say thank you to Chrome Playa for this useful post:

_L@ND!NRoCk_, -Numb, Albanian', Alfa, Amanda, Beta-, Blackstorm, Brian235026, candybuddy2, cjmurder123, Correy, DR-Dizzy, Dreamcather, FireWire, GamingPresents, GangstaCupcake1, H4CK_De_TRiiZo, IAMSTEN, IKILLU2014, Jannis96, JordyPordy, kmax102, Mabez96, maxrox, Merkii, Mr. Aimbot, NbK-C0mm4nd3r_, pies5674321, RaverBoy, Scrumilation, Slay No More, SyGnUs, The InvadeR, TheFallen, Vampytwistッ, ww2gamer3, xi_ihOst-_305, XxAKASHIxX, xzxero, Zombie, ZzXr3V0LuTi0NzZ
02-21-2011, 07:00 PM #92
Brian235026
< ^ > < ^ >
Originally posted by Chrome
ok lol. Post it when your finished.


damn man i made my bunker with another tutorial ... the bmp2code lol though this was the same thing until i looked at the tut how to add weps lol any way to convert it? just stand at all the corners of it or somthing...fail lol
02-21-2011, 07:02 PM #93
Chrome Playa
Chrome Gaming Reloaded
Originally posted by Brian235026 View Post
damn man i made my bunker with another tutorial ... the bmp2code lol though this was the same thing until i looked at the tut how to add weps lol any way to convert it? just stand at all the corners of it or somthing...fail lol


Wait so you used BMP2CODE and you want to add weapons?
02-21-2011, 07:03 PM #94
Brian235026
< ^ > < ^ >
Originally posted by Chrome
Wait so you used BMP2CODE and you want to add weapons?


yeah i do and im not sure how i would i mite just end up making one with this tut because it spawns at a specific location and i like that
02-21-2011, 07:05 PM #95
Chrome Playa
Chrome Gaming Reloaded
Originally posted by Brian235026 View Post
yeah i do and im not sure how i would i mite just end up making one with this tut because it spawns at a specific location and i like that


Ok, if you wanted to add weapons to BMP2CODE, you would have to do like (self.origin+whatever) which is difficult.
02-21-2011, 07:07 PM #96
Brian235026
< ^ > < ^ >
Originally posted by Chrome
Ok, if you wanted to add weapons to BMP2CODE, you would have to do like (self.origin+whatever) which is difficult.

yeah i looked at unknowns and i tryed to do it and failed lol and if you wanted to spawn it when you want would you put what you put on player spawned in a thread and add it to a menu?
02-21-2011, 07:08 PM #97
Chrome Playa
Chrome Gaming Reloaded
Originally posted by Brian235026 View Post
yeah i looked at unknowns and i tryed to do it and failed lol and if you wanted to spawn it when you want would you put what you put on player spawned in a thread and add it to a menu?


For BMP2CODE or this one?
02-21-2011, 07:09 PM #98
Brian235026
< ^ > < ^ >
Originally posted by Chrome
For BMP2CODE or this one?


this one
message to short
02-21-2011, 07:10 PM #99
Chrome Playa
Chrome Gaming Reloaded
Originally posted by Brian235026 View Post
this one
message to short


Jus put your finished code anywhere in your GSC. In the menu just call for ::myBunker;
02-21-2011, 07:12 PM #100
Brian235026
< ^ > < ^ >
Originally posted by Chrome
Jus put your finished code anywhere in your GSC. In the menu just call for ::myBunker;


ya thats what i was saying thanks
and can you add me on psn? i wanted to check out your new update (your v9 edit) and i updated a wile ago and i had on derektrotters patch or is ur list full lol

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo