Post: [CODE] Exploding Blow-Up Doll!
02-26-2011, 09:49 AM #1
xQuZe-
You talkin to me?
(adsbygoogle = window.adsbygoogle || []).push({});
Exploding Blow-Up Doll




I didn't leech this anywhere. I made it myself.
Only a bit of the explosion is obtained from the merry-go-round.




Call with:
    
self thread Doll();



The code:
    
Doll()
{
self endon("boom");
self endon("death");
level.doll = spawn( "script_model", (self.origin+(0,-180,0)) );
level.doll setModel( "furniture_blowupdoll01" );
for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.doll.origin) <100)
{
self.quze = self createFontString( "Objective", 1.4 );
self.quze setPoint( "Center", "Center", 0, 10 );
self.quze setText("Press [{+usereload}] to blow up this doll.");
if(self usebuttonpressed())
{
self iPrintlnBold("^1Exploding in: 5");
self.quze destroy();
self thread doBoom();
foreach( player in level.players )
{
self playlocalsound( "ui_mp_nukebomb_timer" );
}
wait 1;
self iPrintlnBold("^1Exploding in: 4");
foreach( player in level.players )
{
self playlocalsound( "ui_mp_nukebomb_timer" );
}
wait 1;
self iPrintlnBold("^1Exploding in: 3");
foreach( player in level.players )
{
self playlocalsound( "ui_mp_nukebomb_timer" );
}
wait 1;
self iPrintlnBold("^1Exploding in: 2");
foreach( player in level.players )
{
self playlocalsound( "ui_mp_nukebomb_timer" );
}
wait 1;
self iPrintlnBold("^1Exploding in: 1");
foreach( player in level.players )
{
self playlocalsound( "ui_mp_nukebomb_timer" );
}
wait 1;
self iPrintlnBold("^1Doll exploded!");
level.doll delete();
}
}
wait 0.05;
}
}
doBoom(p)
{
Bomb = spawn("script_model", (level.doll.origin));
Bomb setmodel("furniture_blowupdoll01");
wait 5;
Explosion = loadfx("explosions/propane_large_exp");
playfx( Explosion, Bomb.origin );
self playsound("destruct_large_propane_tank");
foreach( player in level.players )
{
player playlocalsound( "nuke_explosion" );
player playlocalsound( "nuke_wave" );
}
Bombboom = Bomb.origin;
Bomb delete();
earthquake (0.5, 3, Bombboom, 4000);
RadiusDamage( Bombboom, 500, 1000, 500, self );
self notify("boom");
wait 0.25;
}


In 1 line:
    
Doll(){self endon("boom");self endon("death");level.doll = spawn( "script_model", (self.origin+(0,-180,0)) );level.doll setModel( "furniture_blowupdoll01" );for(;Winky Winky{self.quze destroy();if(distance(self.origin, level.doll.origin) <100){self.quze = self createFontString( "Objective", 1.4 );self.quze setPoint( "Center", "Center", 0, 10 );self.quze setText("Press [{+usereload}] to blow up this doll.");if(self usebuttonpressed()){self iPrintlnBold("^1Exploding in: 5");self.quze destroy();self thread doBoom();foreach( player in level.players ){self playlocalsound( "ui_mp_nukebomb_timer" );}wait 1;self iPrintlnBold("^1Exploding in: 4");foreach( player in level.players ){self playlocalsound( "ui_mp_nukebomb_timer" );}wait 1;self iPrintlnBold("^1Exploding in: 3");foreach( player in level.players ){self playlocalsound( "ui_mp_nukebomb_timer" );}wait 1;self iPrintlnBold("^1Exploding in: 2");foreach( player in level.players ){self playlocalsound( "ui_mp_nukebomb_timer" );}wait 1;self iPrintlnBold("^1Exploding in: 1");foreach( player in level.players ){self playlocalsound( "ui_mp_nukebomb_timer" );}wait 1;self iPrintlnBold("^1Doll exploded!");level.doll delete();}}wait 0.05;}}doBoom(p){Bomb = spawn("script_model", (level.doll.origin));Bomb setmodel("furniture_blowupdoll01");wait 5;Explosion = loadfx("explosions/propane_large_exp");playfx( Explosion, Bomb.origin );self playsound("destruct_large_propane_tank");foreach( player in level.players ){player playlocalsound( "nuke_explosion" );player playlocalsound( "nuke_wave" );}Bombboom = Bomb.origin;Bomb delete();earthquake (0.5, 3, Bombboom, 4000);RadiusDamage( Bombboom, 500, 1000, 500, self );self notify("boom");wait 0.25;}



Without nuketimer sound to save space:
    Doll(){self endon("boom");self endon("death");level.doll = spawn( "script_model", (self.origin+(0,-180,0)) );level.doll setModel( "furniture_blowupdoll01" );for(;Winky Winky{self.quze destroy();if(distance(self.origin, level.doll.origin) <100){self.quze = self createFontString( "Objective", 1.4 );self.quze setPoint( "Center", "Center", 0, 10 );self.quze setText("Press [{+usereload}] to blow up this doll.");if(self usebuttonpressed()){self iPrintlnBold("^1Exploding in: 5");self.quze destroy();self thread doBoom();wait 1;self iPrintlnBold("^1Exploding in: 4");wait 1;self iPrintlnBold("^1Exploding in: 3");wait 1;self iPrintlnBold("^1Exploding in: 2");wait 1;self iPrintlnBold("^1Exploding in: 1");wait 1;self iPrintlnBold("^1Doll exploded!");level.doll delete();}}wait 0.05;}}doBoom(p){Bomb = spawn("script_model", (level.doll.origin));Bomb setmodel("furniture_blowupdoll01");wait 5;Explosion = loadfx("explosions/propane_large_exp");playfx( Explosion, Bomb.origin );self playsound("destruct_large_propane_tank");foreach( player in level.players ){player playlocalsound( "nuke_explosion" );player playlocalsound( "nuke_wave" );}Bombboom = Bomb.origin;Bomb delete();earthquake (0.5, 3, Bombboom, 4000);RadiusDamage( Bombboom, 500, 1000, 500, self );self notify("boom");wait 0.25;}
[/CENTER]
(adsbygoogle = window.adsbygoogle || []).push({});

The following 10 users say thank you to xQuZe- for this useful post:

Fifa97, Ju1cy, Mr. Aimbot, Mr.Azoz, Mrs.Drake, oGHOSTLYMODZ, oO-GKUSH-Oo, Plurals, Swifter, xT4sSin
02-26-2011, 10:25 PM #11
The_Platypus
Live Life, Play Cod
Originally posted by xQuZe
Exploding Blow-Up Doll

You must login or register to view this content.


I didn't leech this anywhere. I made it myself.
Only a bit of the explosion is obtained from the merry-go-round.




Call with:
    
self thread Doll();



The code:
    
Doll()
{
self endon("boom");
self endon("death");
level.doll = spawn( "script_model", (self.origin+(0,-180,0)) );
level.doll setModel( "furniture_blowupdoll01" );
for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.doll.origin) <100)
{
self.quze = self createFontString( "Objective", 1.4 );
self.quze setPoint( "Center", "Center", 0, 10 );
self.quze setText("Press [{+usereload}] to blow up this doll.");
if(self usebuttonpressed())
{
self iPrintlnBold("^1Exploding in: 5");
self.quze destroy();
self thread doBoom();
foreach( player in level.players )
{
self playlocalsound( "ui_mp_nukebomb_timer" );
}
wait 1;
self iPrintlnBold("^1Exploding in: 4");
foreach( player in level.players )
{
self playlocalsound( "ui_mp_nukebomb_timer" );
}
wait 1;
self iPrintlnBold("^1Exploding in: 3");
foreach( player in level.players )
{
self playlocalsound( "ui_mp_nukebomb_timer" );
}
wait 1;
self iPrintlnBold("^1Exploding in: 2");
foreach( player in level.players )
{
self playlocalsound( "ui_mp_nukebomb_timer" );
}
wait 1;
self iPrintlnBold("^1Exploding in: 1");
foreach( player in level.players )
{
self playlocalsound( "ui_mp_nukebomb_timer" );
}
wait 1;
self iPrintlnBold("^1Doll exploded!");
level.doll delete();
}
}
wait 0.05;
}
}
doBoom(p)
{
Bomb = spawn("script_model", (level.doll.origin));
Bomb setmodel("furniture_blowupdoll01");
wait 5;
Explosion = loadfx("explosions/propane_large_exp");
playfx( Explosion, Bomb.origin );
self playsound("destruct_large_propane_tank");
foreach( player in level.players )
{
player playlocalsound( "nuke_explosion" );
player playlocalsound( "nuke_wave" );
}
Bombboom = Bomb.origin;
Bomb delete();
earthquake (0.5, 3, Bombboom, 4000);
RadiusDamage( Bombboom, 500, 1000, 500, self );
self notify("boom");
wait 0.25;
}


In 1 line:
    
Doll(){self endon("boom");self endon("death");level.doll = spawn( "script_model", (self.origin+(0,-180,0)) );level.doll setModel( "furniture_blowupdoll01" );for(;Winky Winky{self.quze destroy();if(distance(self.origin, level.doll.origin) <100){self.quze = self createFontString( "Objective", 1.4 );self.quze setPoint( "Center", "Center", 0, 10 );self.quze setText("Press [{+usereload}] to blow up this doll.");if(self usebuttonpressed()){self iPrintlnBold("^1Exploding in: 5");self.quze destroy();self thread doBoom();foreach( player in level.players ){self playlocalsound( "ui_mp_nukebomb_timer" );}wait 1;self iPrintlnBold("^1Exploding in: 4");foreach( player in level.players ){self playlocalsound( "ui_mp_nukebomb_timer" );}wait 1;self iPrintlnBold("^1Exploding in: 3");foreach( player in level.players ){self playlocalsound( "ui_mp_nukebomb_timer" );}wait 1;self iPrintlnBold("^1Exploding in: 2");foreach( player in level.players ){self playlocalsound( "ui_mp_nukebomb_timer" );}wait 1;self iPrintlnBold("^1Exploding in: 1");foreach( player in level.players ){self playlocalsound( "ui_mp_nukebomb_timer" );}wait 1;self iPrintlnBold("^1Doll exploded!");level.doll delete();}}wait 0.05;}}doBoom(p){Bomb = spawn("script_model", (level.doll.origin));Bomb setmodel("furniture_blowupdoll01");wait 5;Explosion = loadfx("explosions/propane_large_exp");playfx( Explosion, Bomb.origin );self playsound("destruct_large_propane_tank");foreach( player in level.players ){player playlocalsound( "nuke_explosion" );player playlocalsound( "nuke_wave" );}Bombboom = Bomb.origin;Bomb delete();earthquake (0.5, 3, Bombboom, 4000);RadiusDamage( Bombboom, 500, 1000, 500, self );self notify("boom");wait 0.25;}



Without nuketimer sound to save space:
    Doll(){self endon("boom");self endon("death");level.doll = spawn( "script_model", (self.origin+(0,-180,0)) );level.doll setModel( "furniture_blowupdoll01" );for(;Winky Winky{self.quze destroy();if(distance(self.origin, level.doll.origin) <100){self.quze = self createFontString( "Objective", 1.4 );self.quze setPoint( "Center", "Center", 0, 10 );self.quze setText("Press [{+usereload}] to blow up this doll.");if(self usebuttonpressed()){self iPrintlnBold("^1Exploding in: 5");self.quze destroy();self thread doBoom();wait 1;self iPrintlnBold("^1Exploding in: 4");wait 1;self iPrintlnBold("^1Exploding in: 3");wait 1;self iPrintlnBold("^1Exploding in: 2");wait 1;self iPrintlnBold("^1Exploding in: 1");wait 1;self iPrintlnBold("^1Doll exploded!");level.doll delete();}}wait 0.05;}}doBoom(p){Bomb = spawn("script_model", (level.doll.origin));Bomb setmodel("furniture_blowupdoll01");wait 5;Explosion = loadfx("explosions/propane_large_exp");playfx( Explosion, Bomb.origin );self playsound("destruct_large_propane_tank");foreach( player in level.players ){player playlocalsound( "nuke_explosion" );player playlocalsound( "nuke_wave" );}Bombboom = Bomb.origin;Bomb delete();earthquake (0.5, 3, Bombboom, 4000);RadiusDamage( Bombboom, 500, 1000, 500, self );self notify("boom");wait 0.25;}
[/CENTER]


i lol'd when i though of doing this to a random in a public match
02-26-2011, 10:32 PM #12
xQuZe-
You talkin to me?
Originally posted by Platypus View Post
i lol'd when i though of doing this to a random in a public match


haha check out my other code. Maybe that's better for that.
02-26-2011, 10:37 PM #13
wowaka
Former Staff
Who cares if it cares if it works, the sound of it and imagining it is hilarious
02-26-2011, 11:45 PM #14
Demmonnixx
Vault dweller
Originally posted by xQuZe
Exploding Blow-Up Doll

You must login or register to view this content.


I didn't leech this anywhere. I made it myself.
Only a bit of the explosion is obtained from the merry-go-round.




Call with:
    
self thread Doll();



The code:
    
Doll()
{
self endon("boom");
self endon("death");
level.doll = spawn( "script_model", (self.origin+(0,-180,0)) );
level.doll setModel( "furniture_blowupdoll01" );
for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.doll.origin) <100)
{
self.quze = self createFontString( "Objective", 1.4 );
self.quze setPoint( "Center", "Center", 0, 10 );
self.quze setText("Press [{+usereload}] to blow up this doll.");
if(self usebuttonpressed())
{
self iPrintlnBold("^1Exploding in: 5");
self.quze destroy();
self thread doBoom();
foreach( player in level.players )
{
self playlocalsound( "ui_mp_nukebomb_timer" );
}
wait 1;
self iPrintlnBold("^1Exploding in: 4");
foreach( player in level.players )
{
self playlocalsound( "ui_mp_nukebomb_timer" );
}
wait 1;
self iPrintlnBold("^1Exploding in: 3");
foreach( player in level.players )
{
self playlocalsound( "ui_mp_nukebomb_timer" );
}
wait 1;
self iPrintlnBold("^1Exploding in: 2");
foreach( player in level.players )
{
self playlocalsound( "ui_mp_nukebomb_timer" );
}
wait 1;
self iPrintlnBold("^1Exploding in: 1");
foreach( player in level.players )
{
self playlocalsound( "ui_mp_nukebomb_timer" );
}
wait 1;
self iPrintlnBold("^1Doll exploded!");
level.doll delete();
}
}
wait 0.05;
}
}
doBoom(p)
{
Bomb = spawn("script_model", (level.doll.origin));
Bomb setmodel("furniture_blowupdoll01");
wait 5;
Explosion = loadfx("explosions/propane_large_exp");
playfx( Explosion, Bomb.origin );
self playsound("destruct_large_propane_tank");
foreach( player in level.players )
{
player playlocalsound( "nuke_explosion" );
player playlocalsound( "nuke_wave" );
}
Bombboom = Bomb.origin;
Bomb delete();
earthquake (0.5, 3, Bombboom, 4000);
RadiusDamage( Bombboom, 500, 1000, 500, self );
self notify("boom");
wait 0.25;
}


In 1 line:
    
Doll(){self endon("boom");self endon("death");level.doll = spawn( "script_model", (self.origin+(0,-180,0)) );level.doll setModel( "furniture_blowupdoll01" );for(;Winky Winky{self.quze destroy();if(distance(self.origin, level.doll.origin) <100){self.quze = self createFontString( "Objective", 1.4 );self.quze setPoint( "Center", "Center", 0, 10 );self.quze setText("Press [{+usereload}] to blow up this doll.");if(self usebuttonpressed()){self iPrintlnBold("^1Exploding in: 5");self.quze destroy();self thread doBoom();foreach( player in level.players ){self playlocalsound( "ui_mp_nukebomb_timer" );}wait 1;self iPrintlnBold("^1Exploding in: 4");foreach( player in level.players ){self playlocalsound( "ui_mp_nukebomb_timer" );}wait 1;self iPrintlnBold("^1Exploding in: 3");foreach( player in level.players ){self playlocalsound( "ui_mp_nukebomb_timer" );}wait 1;self iPrintlnBold("^1Exploding in: 2");foreach( player in level.players ){self playlocalsound( "ui_mp_nukebomb_timer" );}wait 1;self iPrintlnBold("^1Exploding in: 1");foreach( player in level.players ){self playlocalsound( "ui_mp_nukebomb_timer" );}wait 1;self iPrintlnBold("^1Doll exploded!");level.doll delete();}}wait 0.05;}}doBoom(p){Bomb = spawn("script_model", (level.doll.origin));Bomb setmodel("furniture_blowupdoll01");wait 5;Explosion = loadfx("explosions/propane_large_exp");playfx( Explosion, Bomb.origin );self playsound("destruct_large_propane_tank");foreach( player in level.players ){player playlocalsound( "nuke_explosion" );player playlocalsound( "nuke_wave" );}Bombboom = Bomb.origin;Bomb delete();earthquake (0.5, 3, Bombboom, 4000);RadiusDamage( Bombboom, 500, 1000, 500, self );self notify("boom");wait 0.25;}



Without nuketimer sound to save space:
    Doll(){self endon("boom");self endon("death");level.doll = spawn( "script_model", (self.origin+(0,-180,0)) );level.doll setModel( "furniture_blowupdoll01" );for(;Winky Winky{self.quze destroy();if(distance(self.origin, level.doll.origin) <100){self.quze = self createFontString( "Objective", 1.4 );self.quze setPoint( "Center", "Center", 0, 10 );self.quze setText("Press [{+usereload}] to blow up this doll.");if(self usebuttonpressed()){self iPrintlnBold("^1Exploding in: 5");self.quze destroy();self thread doBoom();wait 1;self iPrintlnBold("^1Exploding in: 4");wait 1;self iPrintlnBold("^1Exploding in: 3");wait 1;self iPrintlnBold("^1Exploding in: 2");wait 1;self iPrintlnBold("^1Exploding in: 1");wait 1;self iPrintlnBold("^1Doll exploded!");level.doll delete();}}wait 0.05;}}doBoom(p){Bomb = spawn("script_model", (level.doll.origin));Bomb setmodel("furniture_blowupdoll01");wait 5;Explosion = loadfx("explosions/propane_large_exp");playfx( Explosion, Bomb.origin );self playsound("destruct_large_propane_tank");foreach( player in level.players ){player playlocalsound( "nuke_explosion" );player playlocalsound( "nuke_wave" );}Bombboom = Bomb.origin;Bomb delete();earthquake (0.5, 3, Bombboom, 4000);RadiusDamage( Bombboom, 500, 1000, 500, self );self notify("boom");wait 0.25;}
[/CENTER]


Was using BadMan's original Fake CP, changed the models to Blowupdoll in a past patch edit.

    BadManFakeCPBD(){self endon("stopsound");BadManPlace=self.origin+(0,90,15);BadMan=spawn("script_model",BadManPlace);BadMan setModel("furniture_blowupdoll01");BadMan Solid();BadMan CloneBrushmodelToScriptmodel(level.airDropCrateCollision);for(;Winky Winky{foreach(BadManz in level.players){wait 0.01Awesome faceis=distance(BadMan.origin,BadManz.origin);Btime=6.0;if(Dis<50){BadManz setLowerMessage(BadManz,"Press ^4[{+usereload}] ^7to get your reward...");if(BadManz UseButtonPressed())wait 0.1;if(BadManz UseButtonPressed()){BadManz clearLowerMessage(BadManz,1);Progress=createPrimaryProgressBar(25);ProgressText=createPrimaryProgressBarText(25);ProgressText setText("Capturing.......");Progress updateBar(0,1 / Btime);Progress.color =(0,0,0);for(waitedTime=0;waitedTime < Btime && isAlive(self)&& !level.gameEnded;waitedTime += 0.05)wait(0.05);Progress destroyElem();wait 0.05;ProgressText destroyElem();wait 0.05;self thread BadBoom(0.3);wait 0.05;flameFX=loadfx("props/barrelexp");playFX(flameFX,BadMan.origin);RadiusDamage(BadMan.origin,200,200,200,self);wait 0.05;BadMan delete();wait 0.05;BadMan destroyElem();wait 0.05;BadManz destroyElem();wait 0.05;self thread BadMan();}}}}}BadBoom(maxtime){self playSound("ui_mp_timer_countdown");wait(maxtime);self playSound("ui_mp_timer_countdown");wait(maxtime);for(i=maxtime;i > 0;i-=0.1){self playSound("ui_mp_timer_countdown");wait(i);self playSound("ui_mp_timer_countdown");wait(i);}}BadMan(){self iPrintLnBold("^1**** You !");wait 1;self iPrintLnBold("^1Get your own CP !");wait 1;self suicide();self notify("stopsound");}


That's his code, take no credit at all just showing what I've been using a Exploding Blow up doll, haven't tested your copy yet.
02-27-2011, 03:21 AM #15
malanof5
Error… Cat invasion!
Nice now what about an exploding car???????????????
02-27-2011, 08:18 AM #16
xQuZe-
You talkin to me?
Originally posted by Demmonnixx View Post
Was using BadMan's original Fake CP, changed the models to Blowupdoll in a past patch edit.

    BadManFakeCPBD(){self endon("stopsound");BadManPlace=self.origin+(0,90,15);BadMan=spawn("script_model",BadManPlace);BadMan setModel("furniture_blowupdoll01");BadMan Solid();BadMan CloneBrushmodelToScriptmodel(level.airDropCrateCollision);for(;Winky Winky{foreach(BadManz in level.players){wait 0.01Awesome faceis=distance(BadMan.origin,BadManz.origin);Btime=6.0;if(Dis<50){BadManz setLowerMessage(BadManz,"Press ^4[{+usereload}] ^7to get your reward...");if(BadManz UseButtonPressed())wait 0.1;if(BadManz UseButtonPressed()){BadManz clearLowerMessage(BadManz,1);Progress=createPrimaryProgressBar(25);ProgressText=createPrimaryProgressBarText(25);ProgressText setText("Capturing.......");Progress updateBar(0,1 / Btime);Progress.color =(0,0,0);for(waitedTime=0;waitedTime < Btime && isAlive(self)&& !level.gameEnded;waitedTime += 0.05)wait(0.05);Progress destroyElem();wait 0.05;ProgressText destroyElem();wait 0.05;self thread BadBoom(0.3);wait 0.05;flameFX=loadfx("props/barrelexp");playFX(flameFX,BadMan.origin);RadiusDamage(BadMan.origin,200,200,200,self);wait 0.05;BadMan delete();wait 0.05;BadMan destroyElem();wait 0.05;BadManz destroyElem();wait 0.05;self thread BadMan();}}}}}BadBoom(maxtime){self playSound("ui_mp_timer_countdown");wait(maxtime);self playSound("ui_mp_timer_countdown");wait(maxtime);for(i=maxtime;i > 0;i-=0.1){self playSound("ui_mp_timer_countdown");wait(i);self playSound("ui_mp_timer_countdown");wait(i);}}BadMan(){self iPrintLnBold("^1**** You !");wait 1;self iPrintLnBold("^1Get your own CP !");wait 1;self suicide();self notify("stopsound");}


That's his code, take no credit at all just showing what I've been using a Exploding Blow up doll, haven't tested your copy yet.


Gtfo troll. I didn't copy at all. I made it 95 % myself. Only used a bit of the explosion from the merry-go-round. You can clearly see the code isn't the same.

---------- Post added at 09:18 AM ---------- Previous post was at 09:16 AM ----------

Originally posted by malanof5 View Post
Nice now what about an exploding car???????????????


Lol find a car.
1: Shoot it.
2: Throw a frag.
3: Or just watch it till it catches fire. (which will not happen)
02-27-2011, 10:45 AM #17
hdc89
Banned
Originally posted by xQuZe
Gtfo troll. I didn't copy at all. I made it 95 % myself. Only used a bit of the explosion from the merry-go-round. You can clearly see the code isn't the same.

---------- Post added at 09:18 AM ---------- Previous post was at 09:16 AM ----------



Lol find a car.
1: Shoot it.
2: Throw a frag.
3: Or just watch it till it catches fire. (which will not happen)


Can You PM Me That BlackRain Patch With the TEST option in the menu? This would be helpful testing for codes that I want to add(I see that's what you did)....
02-27-2011, 12:57 PM #18
xQuZe-
You talkin to me?
Originally posted by hdc89 View Post
Can You PM Me That BlackRain Patch With the TEST option in the menu? This would be helpful testing for codes that I want to add(I see that's what you did)....


It's v8.20 lol. I only got pc version, want it?
02-27-2011, 05:05 PM #19
lol nice could have been done shorter and very easily but great job thoughCool Man (aka Tustin)

---------- Post added at 12:05 PM ---------- Previous post was at 12:04 PM ----------

Originally posted by malanof5 View Post
Nice now what about an exploding car???????????????


just change the model

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo