Post: [CODE RELEASE] RusterG's Modded Bullet Box [REQUESTED]
03-13-2011, 02:31 PM #1
RusterG
The one and Only
(adsbygoogle = window.adsbygoogle || []).push({}); i made this because it was requested by xReMiiX--69r its basically like my box of misfortune but instead of it giving bad stuff like derank and that, it gives a random modded bullet...

Sound dissapears on the video when it speeds up Happy




add doBox() to your menu functions...

this is the main code add it to as gsc

    
doBox()
{
level.box = spawn( "script_model", (self.origin+(0,-180,15)) );
level.box setModel( "com_plasticcase_Enemy" );
level.box Solid();
level.box CloneBrushmodelToScriptmodel(level.airDropCrateCol lision);

for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.box.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^2Press [{+usereload}] For A Random Modded Bulled.");
if(self usebuttonpressed())
{
self freezeControls(true);
self thread doBar();
wait 1;
self notify("retrieved");
}
}
wait 0.05;
}
}
doBar()
{
self endon( "disconnect" );
self endon( "death" );
barProgress = 0;
useBar = createPrimaryProgressBar( 20 );
useBarText = createPrimaryProgressBarText( 20 );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
barProgress++;
barPercent = ceil( ((barProgress/480)*100) );
useBarText setText( "^4Randomly selecting a modded bullet hold on >...< " + barPercent + " percent");
useBar updateBar( barPercent / 100 );
wait ( 0.04 );
}
self thread doRandomBullet();
useBar destroyElem();
useBarText destroyElem();
}
doRandomBullet()
{
self endon("disconnect");
self endon("retrieved");
self freezeControls(false);
switch(RandomInt(10))
{
case 0:
self iprintlnBold("^5You have been awarded the stinger bullets POWER UP!");
self thread StingerBullets();
break;
case 1:
self iprintlnBold("^5you have been awarded the RPG bullets POWER UP!");
self thread RPGBullets();
break;
case 2:
self iprintlnBold("^1javelin Bullet power up acquiered");
self thread JavelinBullets();
break;
case 3:
self iprintlnBold("^2At4Bullets acquiered!");
self thread At4Bullets();
break;
case 4:
self iprintlnBold("^6AC130 40mm Shells Awarded!");
self thread AC40Bullets();
break;
case 5:
self iprintlnBold("^7Congratulations you have been awarded the AC130 105MM Shells power up!");
self thread AC105Bullets();
break;
case 6:
self iprintlnBold("^4you have been given the ac130 25mm power up!");
self thread AC25Bullets();
break;
case 7:
self iprintlnBold("5you have been awarded harrier missiles, accureccy is key");
self thread HarrierBullets();
break;
case 8:
self iprintlnBold("^1you have been giving projectil explosives, timing is key.");
self thread ProjectileBullets();
break;
case 9:
self iprintln("^3 you have been awarded nube nube grenades!");
self thread TubeBullets();
break;
}
}


add these to a gsc... just make sure it has an include for the main code... these are the modded bullets
    
StingerBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: Stinger Missiles");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337( ), self ); }}}
RPGBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self maps\mp\moss\AllMossysStuffHere::iprintln("Modded Bullets: RPG Missiles");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337( ), self ); }}}
JavelinBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: Javelin Missiles");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "javelin_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337( ), self ); }}}
At4Bullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: AT4 Rockets");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "at4_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337( ), self ); }}}
AC40Bullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: AC130 40mm Shells");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337( ), self ); }}}
AC105Bullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: AC130 105mm Shells");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337( ), self ); }}}
AC25Bullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: AC130 25mm Shells");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337( ), self ); }}}
ProjectileBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: Remote Missile Projectiles");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "remotemissile_projectile_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337( ), self ); }}}
HarrierBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: Harrier Missiles");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "harrier_missile_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337( ), self ); }}}
TubeBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: NoobTube Grenades");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "gl_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337( ), self ); }}}

Credits:

xQuZe- (Mod Box and Progress Bar)

EliteMossy (i think he made the modded bullets)

xReMiiX--69r (idea)

im 100% sure im missing some Happy please help me add them thanks Smile
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The following 3 users say thank you to RusterG for this useful post:

FrozN, PussayPatrol, xQuZe-
03-13-2011, 02:33 PM #2
Spartyy
Do a barrel roll!
nice keep up the good work
03-13-2011, 08:29 PM #3
xQuZe-
You talkin to me?
Originally posted by RusterG View Post
..


Here.. Use the one man army bar. Got it straight from the perkfunctions.
Make it yours Smile
    
omaUseBar( duration )
{
self endon( "disconnect" );

useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
useBarText setText( &"MPUI_CHANGING_KIT" );

useBar updateBar( 0, 1 / duration );
for ( waitedTime = 0; waitedTime < duration && isAlive( self ) && !level.gameEnded; waitedTime += 0.05 )
wait ( 0.05 );

useBar destroyElem();
useBarText destroyElem();
}


And maybe some sexy sounds?
For 3 seconds:
    		self playLocalSound( "foly_onemanarmy_bag3_plr" );
self playSoundToTeam( "foly_onemanarmy_bag3_npc", "allies", self );
self playSoundToTeam( "foly_onemanarmy_bag3_npc", "axis", self );

For 6 seconds:
    		self playLocalSound( "foly_onemanarmy_bag6_plr" );
self playSoundToTeam( "foly_onemanarmy_bag6_npc", "allies", self );
self playSoundToTeam( "foly_onemanarmy_bag6_npc", "axis", self );

The following user thanked xQuZe- for this useful post:

RusterG
03-13-2011, 08:46 PM #4
jkry_2_1_
Call Me The CodFather
its projectile in the print in bold u put projectil
03-14-2011, 09:40 PM #5
PussayPatrol
I'm a neat monster...
Originally posted by RusterG View Post
i made this because it was requested by xReMiiX--69r its basically like my box of misfortune but instead of it giving bad stuff like derank and that, it gives a random modded bullet...

Sound dissapears on the video when it speeds up Happy

You must login or register to view this content.


add doBox() to your menu functions...

this is the main code add it to as gsc

    
doBox()
{
level.box = spawn( "script_model", (self.origin+(0,-180,15)) );
level.box setModel( "com_plasticcase_Enemy" );
level.box Solid();
level.box CloneBrushmodelToScriptmodel(level.airDropCrateCollision);

for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.box.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^2Press [{+usereload}] For A Random Modded Bulled.");
if(self usebuttonpressed())
{
self freezeControls(true);
self thread doBar();
wait 1;
self notify("retrieved");
}
}
wait 0.05;
}
}
doBar()
{
self endon( "disconnect" );
self endon( "death" );
barProgress = 0;
useBar = createPrimaryProgressBar( 20 );
useBarText = createPrimaryProgressBarText( 20 );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
barProgress++;
barPercent = ceil( ((barProgress/480)*100) );
useBarText setText( "^4Randomly selecting a modded bullet hold on >...< " + barPercent + " percent");
useBar updateBar( barPercent / 100 );
wait ( 0.04 );
}
self thread doRandomBullet();
useBar destroyElem();
useBarText destroyElem();
}
doRandomBullet()
{
self endon("disconnect");
self endon("retrieved");
self freezeControls(false);
switch(RandomInt(10))
{
case 0:
self iprintlnBold("^5You have been awarded the stinger bullets POWER UP!");
self thread StingerBullets();
break;
case 1:
self iprintlnBold("^5you have been awarded the RPG bullets POWER UP!");
self thread RPGBullets();
break;
case 2:
self iprintlnBold("^1javelin Bullet power up acquiered");
self thread JavelinBullets();
break;
case 3:
self iprintlnBold("^2At4Bullets acquiered!");
self thread At4Bullets();
break;
case 4:
self iprintlnBold("^6AC130 40mm Shells Awarded!");
self thread AC40Bullets();
break;
case 5:
self iprintlnBold("^7Congratulations you have been awarded the AC130 105MM Shells power up!");
self thread AC105Bullets();
break;
case 6:
self iprintlnBold("^4you have been given the ac130 25mm power up!");
self thread AC25Bullets();
break;
case 7:
self iprintlnBold("5you have been awarded harrier missiles, accureccy is key");
self thread HarrierBullets();
break;
case 8:
self iprintlnBold("^1you have been giving projectil explosives, timing is key.");
self thread ProjectileBullets();
break;
case 9:
self iprintln("^3 you have been awarded nube nube grenades!");
self thread TubeBullets();
break;
}
}


add these to a gsc... just make sure it has an include for the main code... these are the modded bullets
    
StingerBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: Stinger Missiles");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
RPGBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self maps\mp\moss\AllMossysStuffHere::iprintln("Modded Bullets: RPG Missiles");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
JavelinBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: Javelin Missiles");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "javelin_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
At4Bullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: AT4 Rockets");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "at4_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
AC40Bullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: AC130 40mm Shells");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
AC105Bullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: AC130 105mm Shells");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
AC25Bullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: AC130 25mm Shells");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
ProjectileBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: Remote Missile Projectiles");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "remotemissile_projectile_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
HarrierBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: Harrier Missiles");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "harrier_missile_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
TubeBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: NoobTube Grenades");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "gl_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}

Credits:

xQuZe- (Mod Box and Progress Bar)

EliteMossy (i think he made the modded bullets)

xReMiiX--69r (idea)

im 100% sure im missing some Happy please help me add them thanks Smile


Yay! Smile thnxx for makeing it xD
03-18-2011, 10:09 PM #6
RusterG
The one and Only
Originally posted by 69r View Post
Yay! Smile thnxx for makeing it xD


Your welcome... :y:
03-19-2011, 11:03 AM #7
Default Avatar
iamnoob
Guest
Originally posted by RusterG View Post
i made this because it was requested by xReMiiX--69r its basically like my box of misfortune but instead of it giving bad stuff like derank and that, it gives a random modded bullet...

Sound dissapears on the video when it speeds up Happy

You must login or register to view this content.


add doBox() to your menu functions...

this is the main code add it to as gsc

    
doBox()
{
level.box = spawn( "script_model", (self.origin+(0,-180,15)) );
level.box setModel( "com_plasticcase_Enemy" );
level.box Solid();
level.box CloneBrushmodelToScriptmodel(level.airDropCrateCollision);

for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.box.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^2Press [{+usereload}] For A Random Modded Bulled.");
if(self usebuttonpressed())
{
self freezeControls(true);
self thread doBar();
wait 1;
self notify("retrieved");
}
}
wait 0.05;
}
}
doBar()
{
self endon( "disconnect" );
self endon( "death" );
barProgress = 0;
useBar = createPrimaryProgressBar( 20 );
useBarText = createPrimaryProgressBarText( 20 );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
barProgress++;
barPercent = ceil( ((barProgress/480)*100) );
useBarText setText( "^4Randomly selecting a modded bullet hold on >...< " + barPercent + " percent");
useBar updateBar( barPercent / 100 );
wait ( 0.04 );
}
self thread doRandomBullet();
useBar destroyElem();
useBarText destroyElem();
}
doRandomBullet()
{
self endon("disconnect");
self endon("retrieved");
self freezeControls(false);
switch(RandomInt(10))
{
case 0:
self iprintlnBold("^5You have been awarded the stinger bullets POWER UP!");
self thread StingerBullets();
break;
case 1:
self iprintlnBold("^5you have been awarded the RPG bullets POWER UP!");
self thread RPGBullets();
break;
case 2:
self iprintlnBold("^1javelin Bullet power up acquiered");
self thread JavelinBullets();
break;
case 3:
self iprintlnBold("^2At4Bullets acquiered!");
self thread At4Bullets();
break;
case 4:
self iprintlnBold("^6AC130 40mm Shells Awarded!");
self thread AC40Bullets();
break;
case 5:
self iprintlnBold("^7Congratulations you have been awarded the AC130 105MM Shells power up!");
self thread AC105Bullets();
break;
case 6:
self iprintlnBold("^4you have been given the ac130 25mm power up!");
self thread AC25Bullets();
break;
case 7:
self iprintlnBold("5you have been awarded harrier missiles, accureccy is key");
self thread HarrierBullets();
break;
case 8:
self iprintlnBold("^1you have been giving projectil explosives, timing is key.");
self thread ProjectileBullets();
break;
case 9:
self iprintln("^3 you have been awarded nube nube grenades!");
self thread TubeBullets();
break;
}
}


add these to a gsc... just make sure it has an include for the main code... these are the modded bullets
    
StingerBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: Stinger Missiles");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
RPGBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self maps\mp\moss\AllMossysStuffHere::iprintln("Modded Bullets: RPG Missiles");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
JavelinBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: Javelin Missiles");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "javelin_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
At4Bullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: AT4 Rockets");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "at4_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
AC40Bullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: AC130 40mm Shells");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
AC105Bullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: AC130 105mm Shells");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
AC25Bullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: AC130 25mm Shells");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
ProjectileBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: Remote Missile Projectiles");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "remotemissile_projectile_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
HarrierBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: Harrier Missiles");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "harrier_missile_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}
TubeBullets(){
self notify("EndModBullet");
self endon("death"); self endon("disconnect"); self endon("EndModBullet");
self iprintln("Modded Bullets: NoobTube Grenades");
for(;Winky Winky
{
self waittill( "weapon_fired" );
{MagicBullet( "gl_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self ); }}}

Credits:

xQuZe- (Mod Box and Progress Bar)

EliteMossy (i think he made the modded bullets)

xReMiiX--69r (idea)

im 100% sure im missing some Happy please help me add them thanks Smile



"WOW" amazing job Smile
03-19-2011, 11:06 AM #8
Nice Bullet Box Smile
03-19-2011, 11:57 AM #9
*Cough*

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*cough*
03-19-2011, 02:27 PM #10
Beta-
< ^ > < ^ >
Funny Lol Niceee

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