Post: First Bunker Patch
02-19-2011, 10:53 PM #1
GangstaCupcake1
HELLO FRIEND Happy
(adsbygoogle = window.adsbygoogle || []).push({}); I just finished my very first bunker in Terminal ONLY.
There is a video and a screen shot below.
Here's how to get to the bunker:
You must login or register to view this content.
And here's the video I promised (I'm GangstaCupcake1):

Here's the download - You must login or register to view this content.
Here's the actual code:
    myBunker2(){
CreateWalls((-1524.36, 3085.32, 40.125), (-1702.56, 3085.32, 250));
self thread SpawnWeapons(undefined,"cheytac_fmj_xmags_mp","Peter's Intervention",(-601.009, 4704.01, 776.125),0);
}

myBunker1(){
CreateWalls((-1524.36, 2234.2, 40.125), (-1702.56, 2234.2, 250));
self thread SpawnWeapons(undefined,"cheytac_fmj_xmags_mp","Stewie's Intervention",(511.168, 5457.66, 720.125),0);
CreateElevator((-1611.7, 2662.08, 40.125), (696.788, 5468.69, 720.125), (0, 1, 0));
}

myBunker(){
CreateWalls((-1524.36, 2234.2, 40.125), (-1524.36, 3085.32, 250));
CreateGrids((-1524.36, 3085.32, 207.422), (-1677.06, 2234.2, 207.422), (0, 0, 0));
CreateRamps((-2235.52, 2981.08, 40.125), (-1702.56, 2981.08, 207.422));
CreateElevator((2768.87, 3079.22, 68.125), (-1627.71, 2428.06, 40.125), (0, 1, 0));
CreateAsc((-3445.06, 2453.8, 40.125), (-1248.69, 4128.54, 752.141), 0, 14);
self thread SpawnWeapons(undefined,"cheytac_fmj_xmags_mp","Gangsta's Intervention",(-1660.5, 2268.61, 222.547),0);
self thread SpawnWeapons(undefined,"deserteaglegold_mp","xHiiTm4N's Gold Deagle",(-1660.5, 2346.97, 222.547),0);
self thread SpawnWeapons(undefined,"p90_silencer_mp","Genocide's P90",(-1660.5, 2546.86, 222.547),0);
self thread SpawnWeaponsUpside Down Happy:UsePredators,"prop_suitcase_bomb","Gangsta's Predator Missile",(-1660.5, 2438.65, 222.547),0);
}

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;
}
}
}

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;
}
}

UsePredators(){
maps\mp\killstreaks\_remotemissile::tryUsePredator Missile(self.pers["killstreaks"][0].lifeId);
}

SpawnWeapons(WFunc,Weapon,WeaponName,Location,Take Once){
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;
}
}

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;
}

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;
}

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 );
}

If you want to link this to an option in a mod menu, then simply link all of the myBunkers like this:
    doBunker()
{
self thread myBunker();
self thread myBunker1();
self thread myBunker2();
}

And the doBunker is your function.
This is my first time making a bunker, so don't troll. Tell me if there are any bugs.
Thanks. Looks like it's time for a celebration :beer: !
NOTE: I also made it so if you press down on the dpad, you go UFO. For PC that would be the 5 button.
THANKS YOU CHROME PLAYA FOR THE TUTORIAL!
(adsbygoogle = window.adsbygoogle || []).push({});
02-19-2011, 11:33 PM #2
what patch you use to make them
02-20-2011, 12:11 AM #3
GangstaCupcake1
HELLO FRIEND Happy
Originally posted by dakilla010 View Post
what patch you use to make them


I used a cleaned XBOX patch. I just followed Chrome Playa's tutorial on how to make a bunker. This took me four hours to make. I messed up like three time Facepalm
02-20-2011, 12:16 AM #4
nice where can i find the tut
02-20-2011, 01:43 AM #5
VIDEO OF THIS AWESOME BUNKER =
02-20-2011, 02:23 AM #6
Chrome Playa
Chrome Gaming Reloaded
Originally posted by tacobells199 View Post
I just finished my very first bunker in Terminal ONLY.
I have no video, but a friend of mine is gonna make one, so I will insert it. In the meantime, here's two screenshots.
Here's how to get to the bunker:
You must login or register to view this content.
And here's the actual bunker:
You must login or register to view this content.
Here's the download - You must login or register to view this content.
Here's the actual code:
    myBunker2(){
CreateWalls((-1524.36, 3085.32, 40.125), (-1702.56, 3085.32, 250));
self thread SpawnWeapons(undefined,"cheytac_fmj_xmags_mp","Peter's Intervention",(-601.009, 4704.01, 776.125),0);
}

myBunker1(){
CreateWalls((-1524.36, 2234.2, 40.125), (-1702.56, 2234.2, 250));
self thread SpawnWeapons(undefined,"cheytac_fmj_xmags_mp","Stewie's Intervention",(511.168, 5457.66, 720.125),0);
CreateElevator((-1611.7, 2662.08, 40.125), (696.788, 5468.69, 720.125), (0, 1, 0));
}

myBunker(){
CreateWalls((-1524.36, 2234.2, 40.125), (-1524.36, 3085.32, 250));
CreateGrids((-1524.36, 3085.32, 207.422), (-1677.06, 2234.2, 207.422), (0, 0, 0));
CreateRamps((-2235.52, 2981.08, 40.125), (-1702.56, 2981.08, 207.422));
CreateElevator((2768.87, 3079.22, 68.125), (-1627.71, 2428.06, 40.125), (0, 1, 0));
CreateAsc((-3445.06, 2453.8, 40.125), (-1248.69, 4128.54, 752.141), 0, 14);
self thread SpawnWeapons(undefined,"cheytac_fmj_xmags_mp","Gangsta's Intervention",(-1660.5, 2268.61, 222.547),0);
self thread SpawnWeapons(undefined,"deserteaglegold_mp","xHiiTm4N's Gold Deagle",(-1660.5, 2346.97, 222.547),0);
self thread SpawnWeapons(undefined,"p90_silencer_mp","Genocide's P90",(-1660.5, 2546.86, 222.547),0);
self thread SpawnWeaponsUpside Down Happy:UsePredators,"prop_suitcase_bomb","Gangsta's Predator Missile",(-1660.5, 2438.65, 222.547),0);
}

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;
}
}
}

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;
}
}

UsePredators(){
maps\mp\killstreaks\_remotemissile::tryUsePredatorMissile(self.pers["killstreaks"][0].lifeId);
}

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;
}
}

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;
}

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;
}

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 );
}

If you want to link this to an option in a mod menu, then simply link all of the myBunkers like this:
    doBunker()
{
self thread myBunker();
self thread myBunker1();
self thread myBunker2();
}

And the doBunker is your function.
This is my first time making a bunker, so don't troll. Tell me if there are any bugs.
Thanks. Looks like it's time for a celebration :beer: !
NOTE: I also made it so if you press down on the dpad, you go UFO. For PC that would be the 5 button.
THANKS YOU CHROME PLAYA FOR THE TUTORIAL!


Thanks for credits. Smile

---------- Post added at 09:23 PM ---------- Previous post was at 09:21 PM ----------

Originally posted by dakilla010 View Post
nice where can i find the tut


Here is my tutorial: You must login or register to view this content.
02-20-2011, 07:17 AM #7
Janiboy
☆ janiboy95 ☆
Wow this looks cool :y:
02-20-2011, 10:15 AM #8
nice stuff m8 ill try and bang it my edit later m8 nice
02-20-2011, 01:02 PM #9
GangstaCupcake1
HELLO FRIEND Happy
Thanks for the nice comments everybody Happy

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