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 1801

Auto Teleport

by dabexclusive - 03-15-2019 - 08:34 PM
#1
Code:
    if (getKeyPressed(AutoTeleport))
    {
        Vector3 coordz = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), true);
        //int VehID = VEHICLE::GET_CLOSEST_VEHICLE(coordz.x, coordz.y, coordz.z, 100.0f, 0, 71);
        Vehicle ReturnToMe = getClosestVehicleFromPedPos(PLAYER::PLAYER_PED_ID(), 21.03F, 33.03F, FALSE);
        //Vector3 CoordsForZeroWaypoint = ENTITY::GET_ENTITY_COORDS(VehID, 1);
        Vector3 ReturnedToMesCoordinates = ENTITY::GET_ENTITY_COORDS(ReturnToMe, 1);
        Vector3 coords = get_blip_marker();

        if (coords.x == 0 && coords.y == 0)
        {
            cantbemessedwith = false;
            AI::SET_PED_WAYPOINT_ROUTE_OFFSET(PLAYER::PLAYER_PED_ID(), ReturnedToMesCoordinates.x, ReturnedToMesCoordinates.y, ReturnedToMesCoordinates.z);
            PrintError_Waypoint();
            Entity e = PLAYER::PLAYER_PED_ID();
            if (PED::IS_PED_IN_ANY_VEHICLE(e, 0))
            {
                e = PED::GET_VEHICLE_PED_IS_USING(e);
            }
            //Vector3 CoordsForZeroWaypoint = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1);
            //AI::SET_PED_WAYPOINT_ROUTE_OFFSET(e, CoordsForZeroWaypoint.x, CoordsForZeroWaypoint.y, CoordsForZeroWaypoint.z);
            //Vector3 CoordsFornoWaypoint = get_blip_marker();
    // load needed map region and check height levels for ground existence
            Vector3 coords = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), true);
            //AI::SET_PED_WAYPOINT_ROUTE_OFFSET(PLAYER::PLAYER_PED_ID(), CoordsForZeroWaypoint.x, CoordsForZeroWaypoint.y, CoordsForZeroWaypoint.z);
            //Vector3 CoordsFornoWaypoint = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1);
            bool groundFound3 = false;
            static float groundCheckHeight[] =
            { 100.0, 150.0, 50.0, 0.0, 200.0, 250.0, 300.0, 350.0, 400.0, 450.0, 500.0, 550.0, 600.0, 650.0, 700.0, 750.0, 800.0 };
            for (int i = 0; i < sizeof(groundCheckHeight) / sizeof(float); i++)
            {
                ENTITY::SET_ENTITY_COORDS_NO_OFFSET(e, ReturnedToMesCoordinates.x, ReturnedToMesCoordinates.y, groundCheckHeight[i] + -36.3f, 0, 0, 1);
                WAIT(100);
                PrintFloaty("Scanning grounds coords and fetching height...", Noti + 0.4965, 0.9300, ParadiseTextureR, 0, ParadiseTextureG, 255);
                WAIT(50);
                if (GAMEPLAY::GET_GROUND_Z_FOR_3D_COORD(ReturnedToMesCoordinates.x, ReturnedToMesCoordinates.y, groundCheckHeight[i], &ReturnedToMesCoordinates.z, 0))
                {
                    groundFound3 = true;
                    ReturnedToMesCoordinates.z += 3.0;
                    PrintMText("~p~Note: ~s~Nearest vehicle it is.");
                    break;
                }
            }
            // if ground not found then set Z in air and give player a parachute
            if (!groundFound3)
            {
                ReturnedToMesCoordinates.z = 1000.0;
                WEAPON::GIVE_DELAYED_WEAPON_TO_PED(PLAYER::PLAYER_PED_ID(), $("WEAPON_RAYPISTOL"), 1, 0);
            }
            return;
        }
        //do it
        Entity c2 = PLAYER::PLAYER_PED_ID();
        if (PED::IS_PED_IN_ANY_VEHICLE(c2, 0))
        {
            c2 = PED::GET_VEHICLE_PED_IS_USING(c2);
        }
        teleport_to_coords(c2, ReturnedToMeCoordinates);
        cantbemessedwith = true;

        if (cantbemessedwith) {
            // get entity to teleport        //// x2
            Entity e = PLAYER::PLAYER_PED_ID();
            if (PED::IS_PED_IN_ANY_VEHICLE(e, 0))
            {
                e = PED::GET_VEHICLE_PED_IS_USING(e);
            }

            // load needed map region and check height levels for ground existence
            bool groundFound = false;
            static float groundCheckHeight[] =
            { 100.0, 150.0, 50.0, 0.0, 200.0, 250.0, 300.0, 350.0, 400.0, 450.0, 500.0, 550.0, 600.0, 650.0, 700.0, 750.0, 800.0 };
            for (int i = 0; i < sizeof(groundCheckHeight) / sizeof(float); i++)
            {
                ENTITY::SET_ENTITY_COORDS_NO_OFFSET(e, coords.x, coords.y, groundCheckHeight[i], 0, 0, 1);
                WAIT(100);
                PrintFloaty("Scanning grounds coords and fetching height...", Noti + 0.4965, 0.9300, GAMEPLAY::GET_RANDOM_FLOAT_IN_RANGE(66, 179), 0, GAMEPLAY::GET_RANDOM_FLOAT_IN_RANGE(133, 255), 255);
                if (GAMEPLAY::GET_GROUND_Z_FOR_3D_COORD(coords.x, coords.y, groundCheckHeight[i], &coords.z, 0))
                {
                    groundFound = true;
                    coords.z += 3.0;
                    break;
                }
            }
            // if ground not found then set Z in air and give player a parachute
            if (!groundFound)
            {
                coords.z = 1000.0;
                WEAPON::GIVE_DELAYED_WEAPON_TO_PED(PLAYER::PLAYER_PED_ID(), 0x55FB16F1, 1, 0);
            }
            //do it
            teleport_to_coords(e, coords);
//ptfx


This is a hotkey of course, look over, the other guys post for "Auto Teleporation" when a waypoint is detected if your really want it that way.
And how this is setup, if no waypoint is detected, your teleported to the nearest found vehicle (useful if your under the ground or other things) this doesn't grab with the furthest distance, left for you.
So, take out unneeded code.
And as you can see I was testing different things with being creative, something no one has on this forum it seems.
Reply
#2
(03-15-2019 - 08:34 PM)dabexclusive Wrote:
Code:
    if (getKeyPressed(AutoTeleport))
    {
        Vector3 coordz = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), true);
        //int VehID = VEHICLE::GET_CLOSEST_VEHICLE(coordz.x, coordz.y, coordz.z, 100.0f, 0, 71);
        Vehicle ReturnToMe = getClosestVehicleFromPedPos(PLAYER::PLAYER_PED_ID(), 21.03F, 33.03F, FALSE);
        //Vector3 CoordsForZeroWaypoint = ENTITY::GET_ENTITY_COORDS(VehID, 1);
        Vector3 ReturnedToMesCoordinates = ENTITY::GET_ENTITY_COORDS(ReturnToMe, 1);
        Vector3 coords = get_blip_marker();

        if (coords.x == 0 && coords.y == 0)
        {
            cantbemessedwith = false;
            AI::SET_PED_WAYPOINT_ROUTE_OFFSET(PLAYER::PLAYER_PED_ID(), ReturnedToMesCoordinates.x, ReturnedToMesCoordinates.y, ReturnedToMesCoordinates.z);
            PrintError_Waypoint();
            Entity e = PLAYER::PLAYER_PED_ID();
            if (PED::IS_PED_IN_ANY_VEHICLE(e, 0))
            {
                e = PED::GET_VEHICLE_PED_IS_USING(e);
            }
            //Vector3 CoordsForZeroWaypoint = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1);
            //AI::SET_PED_WAYPOINT_ROUTE_OFFSET(e, CoordsForZeroWaypoint.x, CoordsForZeroWaypoint.y, CoordsForZeroWaypoint.z);
            //Vector3 CoordsFornoWaypoint = get_blip_marker();
    // load needed map region and check height levels for ground existence
            Vector3 coords = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), true);
            //AI::SET_PED_WAYPOINT_ROUTE_OFFSET(PLAYER::PLAYER_PED_ID(), CoordsForZeroWaypoint.x, CoordsForZeroWaypoint.y, CoordsForZeroWaypoint.z);
            //Vector3 CoordsFornoWaypoint = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1);
            bool groundFound3 = false;
            static float groundCheckHeight[] =
            { 100.0, 150.0, 50.0, 0.0, 200.0, 250.0, 300.0, 350.0, 400.0, 450.0, 500.0, 550.0, 600.0, 650.0, 700.0, 750.0, 800.0 };
            for (int i = 0; i < sizeof(groundCheckHeight) / sizeof(float); i++)
            {
                ENTITY::SET_ENTITY_COORDS_NO_OFFSET(e, ReturnedToMesCoordinates.x, ReturnedToMesCoordinates.y, groundCheckHeight[i] + -36.3f, 0, 0, 1);
                WAIT(100);
                PrintFloaty("Scanning grounds coords and fetching height...", Noti + 0.4965, 0.9300, ParadiseTextureR, 0, ParadiseTextureG, 255);
                WAIT(50);
                if (GAMEPLAY::GET_GROUND_Z_FOR_3D_COORD(ReturnedToMesCoordinates.x, ReturnedToMesCoordinates.y, groundCheckHeight[i], &ReturnedToMesCoordinates.z, 0))
                {
                    groundFound3 = true;
                    ReturnedToMesCoordinates.z += 3.0;
                    PrintMText("~p~Note: ~s~Nearest vehicle it is.");
                    break;
                }
            }
            // if ground not found then set Z in air and give player a parachute
            if (!groundFound3)
            {
                ReturnedToMesCoordinates.z = 1000.0;
                WEAPON::GIVE_DELAYED_WEAPON_TO_PED(PLAYER::PLAYER_PED_ID(), $("WEAPON_RAYPISTOL"), 1, 0);
            }
            return;
        }
        //do it
        Entity c2 = PLAYER::PLAYER_PED_ID();
        if (PED::IS_PED_IN_ANY_VEHICLE(c2, 0))
        {
            c2 = PED::GET_VEHICLE_PED_IS_USING(c2);
        }
        teleport_to_coords(c2, ReturnedToMeCoordinates);
        cantbemessedwith = true;

        if (cantbemessedwith) {
            // get entity to teleport        //// x2
            Entity e = PLAYER::PLAYER_PED_ID();
            if (PED::IS_PED_IN_ANY_VEHICLE(e, 0))
            {
                e = PED::GET_VEHICLE_PED_IS_USING(e);
            }

            // load needed map region and check height levels for ground existence
            bool groundFound = false;
            static float groundCheckHeight[] =
            { 100.0, 150.0, 50.0, 0.0, 200.0, 250.0, 300.0, 350.0, 400.0, 450.0, 500.0, 550.0, 600.0, 650.0, 700.0, 750.0, 800.0 };
            for (int i = 0; i < sizeof(groundCheckHeight) / sizeof(float); i++)
            {
                ENTITY::SET_ENTITY_COORDS_NO_OFFSET(e, coords.x, coords.y, groundCheckHeight[i], 0, 0, 1);
                WAIT(100);
                PrintFloaty("Scanning grounds coords and fetching height...", Noti + 0.4965, 0.9300, GAMEPLAY::GET_RANDOM_FLOAT_IN_RANGE(66, 179), 0, GAMEPLAY::GET_RANDOM_FLOAT_IN_RANGE(133, 255), 255);
                if (GAMEPLAY::GET_GROUND_Z_FOR_3D_COORD(coords.x, coords.y, groundCheckHeight[i], &coords.z, 0))
                {
                    groundFound = true;
                    coords.z += 3.0;
                    break;
                }
            }
            // if ground not found then set Z in air and give player a parachute
            if (!groundFound)
            {
                coords.z = 1000.0;
                WEAPON::GIVE_DELAYED_WEAPON_TO_PED(PLAYER::PLAYER_PED_ID(), 0x55FB16F1, 1, 0);
            }
            //do it
            teleport_to_coords(e, coords);
//ptfx


This is a hotkey of course, look over, the other guys post for "Auto Teleporation" when a waypoint is detected if your really want it that way.
And how this is setup, if no waypoint is detected, your teleported to the nearest found vehicle (useful if your under the ground or other things) this doesn't grab with the furthest distance, left for you.
So, take out unneeded code.
And as you can see I was testing different things with being creative, something no one has on this forum it seems.
LOL. i mean noice it's dif. But messy as shit.

(03-15-2019 - 08:34 PM)dabexclusive Wrote:
Code:
    if (getKeyPressed(AutoTeleport))
    {
        Vector3 coordz = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), true);
        //int VehID = VEHICLE::GET_CLOSEST_VEHICLE(coordz.x, coordz.y, coordz.z, 100.0f, 0, 71);
        Vehicle ReturnToMe = getClosestVehicleFromPedPos(PLAYER::PLAYER_PED_ID(), 21.03F, 33.03F, FALSE);
        //Vector3 CoordsForZeroWaypoint = ENTITY::GET_ENTITY_COORDS(VehID, 1);
        Vector3 ReturnedToMesCoordinates = ENTITY::GET_ENTITY_COORDS(ReturnToMe, 1);
        Vector3 coords = get_blip_marker();

        if (coords.x == 0 && coords.y == 0)
        {
            cantbemessedwith = false;
            AI::SET_PED_WAYPOINT_ROUTE_OFFSET(PLAYER::PLAYER_PED_ID(), ReturnedToMesCoordinates.x, ReturnedToMesCoordinates.y, ReturnedToMesCoordinates.z);
            PrintError_Waypoint();
            Entity e = PLAYER::PLAYER_PED_ID();
            if (PED::IS_PED_IN_ANY_VEHICLE(e, 0))
            {
                e = PED::GET_VEHICLE_PED_IS_USING(e);
            }
            //Vector3 CoordsForZeroWaypoint = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1);
            //AI::SET_PED_WAYPOINT_ROUTE_OFFSET(e, CoordsForZeroWaypoint.x, CoordsForZeroWaypoint.y, CoordsForZeroWaypoint.z);
            //Vector3 CoordsFornoWaypoint = get_blip_marker();
    // load needed map region and check height levels for ground existence
            Vector3 coords = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), true);
            //AI::SET_PED_WAYPOINT_ROUTE_OFFSET(PLAYER::PLAYER_PED_ID(), CoordsForZeroWaypoint.x, CoordsForZeroWaypoint.y, CoordsForZeroWaypoint.z);
            //Vector3 CoordsFornoWaypoint = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1);
            bool groundFound3 = false;
            static float groundCheckHeight[] =
            { 100.0, 150.0, 50.0, 0.0, 200.0, 250.0, 300.0, 350.0, 400.0, 450.0, 500.0, 550.0, 600.0, 650.0, 700.0, 750.0, 800.0 };
            for (int i = 0; i < sizeof(groundCheckHeight) / sizeof(float); i++)
            {
                ENTITY::SET_ENTITY_COORDS_NO_OFFSET(e, ReturnedToMesCoordinates.x, ReturnedToMesCoordinates.y, groundCheckHeight[i] + -36.3f, 0, 0, 1);
                WAIT(100);
                PrintFloaty("Scanning grounds coords and fetching height...", Noti + 0.4965, 0.9300, ParadiseTextureR, 0, ParadiseTextureG, 255);
                WAIT(50);
                if (GAMEPLAY::GET_GROUND_Z_FOR_3D_COORD(ReturnedToMesCoordinates.x, ReturnedToMesCoordinates.y, groundCheckHeight[i], &ReturnedToMesCoordinates.z, 0))
                {
                    groundFound3 = true;
                    ReturnedToMesCoordinates.z += 3.0;
                    PrintMText("~p~Note: ~s~Nearest vehicle it is.");
                    break;
                }
            }
            // if ground not found then set Z in air and give player a parachute
            if (!groundFound3)
            {
                ReturnedToMesCoordinates.z = 1000.0;
                WEAPON::GIVE_DELAYED_WEAPON_TO_PED(PLAYER::PLAYER_PED_ID(), $("WEAPON_RAYPISTOL"), 1, 0);
            }
            return;
        }
        //do it
        Entity c2 = PLAYER::PLAYER_PED_ID();
        if (PED::IS_PED_IN_ANY_VEHICLE(c2, 0))
        {
            c2 = PED::GET_VEHICLE_PED_IS_USING(c2);
        }
        teleport_to_coords(c2, ReturnedToMeCoordinates);
        cantbemessedwith = true;

        if (cantbemessedwith) {
            // get entity to teleport        //// x2
            Entity e = PLAYER::PLAYER_PED_ID();
            if (PED::IS_PED_IN_ANY_VEHICLE(e, 0))
            {
                e = PED::GET_VEHICLE_PED_IS_USING(e);
            }

            // load needed map region and check height levels for ground existence
            bool groundFound = false;
            static float groundCheckHeight[] =
            { 100.0, 150.0, 50.0, 0.0, 200.0, 250.0, 300.0, 350.0, 400.0, 450.0, 500.0, 550.0, 600.0, 650.0, 700.0, 750.0, 800.0 };
            for (int i = 0; i < sizeof(groundCheckHeight) / sizeof(float); i++)
            {
                ENTITY::SET_ENTITY_COORDS_NO_OFFSET(e, coords.x, coords.y, groundCheckHeight[i], 0, 0, 1);
                WAIT(100);
                PrintFloaty("Scanning grounds coords and fetching height...", Noti + 0.4965, 0.9300, GAMEPLAY::GET_RANDOM_FLOAT_IN_RANGE(66, 179), 0, GAMEPLAY::GET_RANDOM_FLOAT_IN_RANGE(133, 255), 255);
                if (GAMEPLAY::GET_GROUND_Z_FOR_3D_COORD(coords.x, coords.y, groundCheckHeight[i], &coords.z, 0))
                {
                    groundFound = true;
                    coords.z += 3.0;
                    break;
                }
            }
            // if ground not found then set Z in air and give player a parachute
            if (!groundFound)
            {
                coords.z = 1000.0;
                WEAPON::GIVE_DELAYED_WEAPON_TO_PED(PLAYER::PLAYER_PED_ID(), 0x55FB16F1, 1, 0);
            }
            //do it
            teleport_to_coords(e, coords);
//ptfx


This is a hotkey of course, look over, the other guys post for "Auto Teleporation" when a waypoint is detected if your really want it that way.
And how this is setup, if no waypoint is detected, your teleported to the nearest found vehicle (useful if your under the ground or other things) this doesn't grab with the furthest distance, left for you.
So, take out unneeded code.
And as you can see I was testing different things with being creative, something no one has on this forum it seems.
Code:
if (getKeyPressed(AutoTeleport)) {
        Vector3 coordz = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), true);
        Vehicle ReturnToMe = getClosestVehicleFromPedPos(PLAYER::PLAYER_PED_ID(), 21.03F, 33.03F, FALSE);
        Vector3 ReturnedToMesCoordinates = ENTITY::GET_ENTITY_COORDS(ReturnToMe, 1);
        Vector3 coords = get_blip_marker();
        if (coords.x == 0 && coords.y == 0) {
            cantbemessedwith = false;
            AI::SET_PED_WAYPOINT_ROUTE_OFFSET(PLAYER::PLAYER_PED_ID(), ReturnedToMesCoordinates.x, ReturnedToMesCoordinates.y, ReturnedToMesCoordinates.z);
            PrintError_Waypoint();
            Entity e = PLAYER::PLAYER_PED_ID();
            if (PED::IS_PED_IN_ANY_VEHICLE(e, 0)) {
                e = PED::GET_VEHICLE_PED_IS_USING(e);
            }
            // load needed map region and check height levels for ground existence
            Vector3 coords = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), true);
            bool groundFound3 = false;
            static float groundCheckHeight[] = { 100.0, 150.0, 50.0, 0.0, 200.0, 250.0, 300.0, 350.0, 400.0, 450.0, 500.0, 550.0, 600.0, 650.0, 700.0, 750.0, 800.0 };
            for (int i = 0; i < sizeof(groundCheckHeight) / sizeof(float); i++) {
                ENTITY::SET_ENTITY_COORDS_NO_OFFSET(e, ReturnedToMesCoordinates.x, ReturnedToMesCoordinates.y, groundCheckHeight[i] + -36.3f, 0, 0, 1);
                WAIT(100);
                PrintFloaty("Scanning grounds coords and fetching height...", Noti + 0.4965, 0.9300, ParadiseTextureR, 0, ParadiseTextureG, 255);
                WAIT(50);
                if (GAMEPLAY::GET_GROUND_Z_FOR_3D_COORD(ReturnedToMesCoordinates.x, ReturnedToMesCoordinates.y, groundCheckHeight[i], &ReturnedToMesCoordinates.z, 0)) {
                    groundFound3 = true;
                    ReturnedToMesCoordinates.z += 3.0;
                    PrintMText("~p~Note: ~s~Nearest vehicle it is.");
                    break;
                }
            }
            // if ground not found then set Z in air and give player a parachute
            if (!groundFound3) {
                ReturnedToMesCoordinates.z = 1000.0;
                WEAPON::GIVE_DELAYED_WEAPON_TO_PED(PLAYER::PLAYER_PED_ID(), $("WEAPON_RAYPISTOL"), 1, 0);
            }
            return;
        }
        //do it
        Entity c2 = PLAYER::PLAYER_PED_ID();
        if (PED::IS_PED_IN_ANY_VEHICLE(c2, 0)) {
            c2 = PED::GET_VEHICLE_PED_IS_USING(c2);
        }
        teleport_to_coords(c2, ReturnedToMeCoordinates);
        cantbemessedwith = true;
        if (cantbemessedwith) {
            // get entity to teleport        //// x2
            Entity e = PLAYER::PLAYER_PED_ID();
            if (PED::IS_PED_IN_ANY_VEHICLE(e, 0)) {
                e = PED::GET_VEHICLE_PED_IS_USING(e);
            }
            // load needed map region and check height levels for ground existence
            bool groundFound = false;
            static float groundCheckHeight[] = { 100.0, 150.0, 50.0, 0.0, 200.0, 250.0, 300.0, 350.0, 400.0, 450.0, 500.0, 550.0, 600.0, 650.0, 700.0, 750.0, 800.0 };
            for (int i = 0; i < sizeof(groundCheckHeight) / sizeof(float); i++) {
                ENTITY::SET_ENTITY_COORDS_NO_OFFSET(e, coords.x, coords.y, groundCheckHeight[i], 0, 0, 1);
                WAIT(100);
                PrintFloaty("Scanning grounds coords and fetching height...", Noti + 0.4965, 0.9300, GAMEPLAY::GET_RANDOM_FLOAT_IN_RANGE(66, 179), 0, GAMEPLAY::GET_RANDOM_FLOAT_IN_RANGE(133, 255), 255);
                if (GAMEPLAY::GET_GROUND_Z_FOR_3D_COORD(coords.x, coords.y, groundCheckHeight[i], &coords.z, 0)) {
                    groundFound = true;
                    coords.z += 3.0;
                    break;
                }
            }
            // if ground not found then set Z in air and give player a parachute
            if (!groundFound) {
                coords.z = 1000.0;
                WEAPON::GIVE_DELAYED_WEAPON_TO_PED(PLAYER::PLAYER_PED_ID(), 0x55FB16F1, 1, 0);
            }
            //do it
            teleport_to_coords(e, coords);
            //ptfx
        }
    }

there, it's Cleaned a little bit more. FYI all those wait functions you're gonna make the function have a lag when used. Better off making a timer.
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#3
Good job, Dress to impress?


wasn't meant to be good more like at the time of doing (experimental). but see how you can be creative more so. I guess thanks? now I can copy and paste the code like the skid I am.

You got a working (SwitchInTeleporation) ?
Used in MP/SP.

I have unneeded waits I guess that make ya indefinitely wait, does any menu even have that.
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#4
Good job thx <3
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