THREAD: Drive-able car
  1. 12-27-2012, 07:50 PM
    758
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    Jun 2010
    NextGenUpdate
    IELITEMODZ originally made this script for cod4 which I personally found pretty cool and is probably one of the best car mods due to it being stable and goes along with the terrain smoothly. I decided to bring this to mw2 to bring a bit more cool content to this section. Smile

    This works for all maps apart from Rust, Highrise and wasteland.

    Video:


    Credits:
    xYARDSALEx
    IELITEMODZ
    premier gamer


    Code:

    spawnVehicle1()
    {
    if(!isDefined(self.car["spawned"]))
    {
    self.car["spawned"] = true;
    vehicle["position"] = bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),150),false,self)["position"];
    thread addVehicle(vehicle["position"],(0,self getPlayerAngles()[1],self getPlayerAngles()[2]));

    }
    else
    iPrintln("^1Error: ^7You Can Only Spawn One Car At A Time!");
    }
    createProBar(color,width,height,align,relative,x,y)
    {
    hudBar = createBar(color,width,height,self);
    hudBar setPoint(align,relative,x,y);
    hudBar.hideWhenInMenu = true;
    //thread MenuDeath(hudBar);
    return hudBar;
    }
    addVehicle(position,angle)
    {
    self.car["model"] = spawn("script_model",position);
    self.car["model"].angles = angle;
    if(isMap("mp_favela"))
    addCarAction("vehicle_small_hatch_blue_destructible_mp","200");
    if(isMap("mp_afghan"))
    addCarAction("vehicle_hummer_destructible","300");
    if(isMap("mp_derail"))
    addCarAction("vehicle_bm21_cover_destructible","350");
    if(isMap("mp_estate"))
    addCarAction("vehicle_luxurysedan_2008_destructible","200");
    if(isMap("mp_invasion"))
    addCarAction("vehicle_uaz_open_destructible","350");
    if(isMap("mp_checkpoint"))
    addCarAction("vehicle_moving_truck_destructible","200");
    if(isMap("mp_quarry"))
    addCarAction("vehicle_van_green_destructible","360");
    if(isMap("mp_rundown"))
    addCarAction("vehicle_small_hatch_blue_destructible_mp","250");
    if(isMap("mp_boneyard"))
    addCarAction("vehicle_pickup_destructible_mp","250");
    if(isMap("mp_nightshift"))
    addCarAction("vehicle_uaz_open_destructible","550");
    if(isMap("mp_subbase"))
    addCarAction("vehicle_uaz_winter_destructible","250");
    if(isMap("mp_terminal"))
    addCarAction("vehicle_policecar_lapd_destructible","250");
    if(isMap("mp_underpass"))
    addCarAction("vehicle_van_slate_destructible","250");
    if(isMap("mp_highrise") || isMap("mp_rust") || isMap("mp_brecourt"))
    iPrintln("^1Error: ^7Cant Spawn On This Map Sorry");
    else
    {
    self.runCar = true;
    wait .2;
    thread waitForVehicle();
    }
    }
    addCarAction(model,range)
    {
    self.car["model"] setModel(model);
    level.intRange = range;
    }

    waitForVehicle()
    {
    self endon("disconnect");
    self endon("lobby_choose");
    while(self.runCar)
    {
    if(distance(self.origin,self.car["model"].origin) < 120)
    {
    if(self useButtonPressed() && !self.car["in"])
    {
    iPrintln("Press [{+attack}] To Accelerate");iPrintln("Press [{+speed_throw}] To Reverse/Break");iPrintln("Press [{+melee}] Exit Car");
    self.car["in"] = true;
    self.oldOrigin = self getOrigin();
    self disableWeapons();
    //self.lockmenu=true;
    self detachAll();
    self setmodel("");


    self setOrigin(((self.car["model"].origin)+(anglesToForward(self.car["model"].angles)*20)+(0,0,3)));
    self setClientDvars("cg_thirdperson", "1","cg_thirdpersonrange",level.IntRange);
    self setPlayerAngles(self.car["model"].angles+(0,0,0));
    self playerlinkto(self.car["model"]);
    self.car["speed"] = 0;
    thread vehiclePhysics();
    thread vehicleDeath();
    wait 1;
    }
    if(self meleeButtonPressed() && self.car["in"])
    {
    self setOrigin(self.oldOrigin);
    thread vehicleExit();
    }
    }
    wait .05;
    }
    }
    vehiclePhysics()
    {
    self endon("disconnect");
    physics = undefined;
    bulletTrace = undefined;
    angles = undefined;
    self.car["bar"] = createProBar((1,1,1),100,7,"","",0,170);
    while(self.runCar)
    {
    physics = ((self.car["model"].origin)+((anglesToForward(self.car["model"].angles)*(self.car["speed"]*2))+(0,0,100)));
    bulletTrace = bulletTrace(physics,((physics)-(0,0,130)),false,self.car["model"])["position"];
    if(self attackButtonPressed())
    {
    if(self.car["speed"] < 0)
    self.car["speed"] = 0;

    if(self.car["speed"] < 50)
    self.car["speed"] += .4;

    angles = vectorToAngles(bulletTrace - self.car["model"].origin);
    self.car["model"] moveTo(bulletTrace,.2);
    self.car["model"] rotateTo((angles[0],self getPlayerAngles()[1],angles[2]),.2);
    }
    else
    {
    if(self.car["speed"] > 0)
    {
    angles = vectorToAngles(bulletTrace - self.car["model"].origin);
    self.car["speed"] -= .7;
    self.car["model"] moveTo(bulletTrace,.2);
    self.car["model"] rotateTo((angles[0],self getPlayerAngles()[1],angles[2]),.2);
    }
    }
    if(self adsButtonPressed())
    {
    if(self.car["speed"] > -20)
    {
    if(self.car["speed"] < 0)
    angles = vectorToAngles(self.car["model"].origin - bulletTrace);

    self.car["speed"] -= .5;
    self.car["model"] moveTo(bulletTrace,.2);
    }
    else
    self.car["speed"] += .5;

    self.car["model"] rotateTo((angles[0],self getPlayerAngles()[1],angles[2]),.2);
    }
    else
    {
    if(self.car["speed"] < -1)
    {
    if(self.car["speed"] < 0)
    angles = vectorToAngles(self.car["model"].origin - bulletTrace);

    self.car["speed"] += .8;
    self.car["model"] moveTo(bulletTrace,.2);
    self.car["model"] rotateTo((angles[0],self getPlayerAngles()[1],angles[2]),.2);
    }
    }
    self.car["bar"] updateBar(self.car["speed"]/50);
    wait .05;
    }
    }
    vehicleDeath()
    {
    self endon("end_car");
    self waittill("lobby_choose");
    if(self.car["in"])
    thread vehicleExit();
    else
    self.car["model"] delete();

    wait .2;
    self suicide();
    }
    vehicleExit()
    {
    self.car["in"] = false;
    if(isDefined(self.car["bar"]))
    self.car["bar"] destroyElem();

    self.lockMenu = false;
    self.runCar = false;
    self.car["model"] delete();
    self.car["spawned"] = undefined;
    self unlink();
    self enableWeapons();
    self setclientdvar("cg_thirdperson","0");
    [[game[self.pers["team"]+"_model"]["SPECOPS"]]]();
    self.car["speed"] = 0;
    wait .3;
    self notify("end_car");
    }
    isMap(map){if(map == getDvar("mapname"))return true;return false;}
    vectorScale(vector, scale){ return (vector[0] * scale, vector[1] * scale, vector[2] * scale);}
    Last edited by Vampytwistッ ; 12-28-2012 at 01:18 PM.

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  3. 12-28-2012, 09:56 AM
    ^TPP^'s Avatar
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    Originally Posted by Vampy View Post
    IELITEMODZ originally made this script for cod4 which I personally found pretty cool and is probably one of the best car mods due to it being stable and goes along with the terrain smoothly. I decided to bring this to mw2 to bring a bit more cool content to this section. Smile

    This works for all maps apart from Rust, Highrise and wasteland.

    Video:


    Credits:
    xYARDSALEx
    IELITEMODZ
    premier gamer


    Code:

    isMap(map){if(map == getDvar("mapname"))return true;return false;}
    vectorScale(vector, scale){ return (vector[0] * scale, vector[1] * scale, vector[2] * scale);}
    spawnVehicle1()
    {
    if(!isDefined(self.car["spawned"]))
    {
    self.car["spawned"] = true;
    vehicle["position"] = bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),150),false,self)["position"];
    thread addVehicle(vehicle["position"],(0,self getPlayerAngles()[1],self getPlayerAngles()[2]));

    }
    else
    iPrintln("^1Error: ^7You Can Only Spawn One Car At A Time!");
    }
    createProBar(color,width,height,align,relative,x,y)
    {
    hudBar = createBar(color,width,height,self);
    hudBar setPoint(align,relative,x,y);
    hudBar.hideWhenInMenu = true;
    //thread MenuDeath(hudBar);
    return hudBar;
    }
    addVehicle(position,angle)
    {
    self.car["model"] = spawn("script_model",position);
    self.car["model"].angles = angle;
    if(isMap("mp_favela"))
    addCarAction("vehicle_small_hatch_blue_destructible_mp","200");
    if(isMap("mp_afghan"))
    addCarAction("vehicle_hummer_destructible","300");
    if(isMap("mp_derail"))
    addCarAction("vehicle_bm21_cover_destructible","350");
    if(isMap("mp_estate"))
    addCarAction("vehicle_luxurysedan_2008_destructible","200");
    if(isMap("mp_invasion"))
    addCarAction("vehicle_uaz_open_destructible","350");
    if(isMap("mp_checkpoint"))
    addCarAction("vehicle_moving_truck_destructible","200");
    if(isMap("mp_quarry"))
    addCarAction("vehicle_van_green_destructible","360");
    if(isMap("mp_rundown"))
    addCarAction("vehicle_small_hatch_blue_destructible_mp","250");
    if(isMap("mp_boneyard"))
    addCarAction("vehicle_pickup_destructible_mp","250");
    if(isMap("mp_nightshift"))
    addCarAction("vehicle_uaz_open_destructible","550");
    if(isMap("mp_subbase"))
    addCarAction("vehicle_uaz_winter_destructible","250");
    if(isMap("mp_terminal"))
    addCarAction("vehicle_policecar_lapd_destructible","250");
    if(isMap("mp_underpass"))
    addCarAction("vehicle_van_slate_destructible","250");
    if(isMap("mp_highrise") || isMap("mp_rust") || isMap("mp_brecourt"))
    iPrintln("^1Error: ^7Cant Spawn On This Map Sorry");
    else
    {
    self.runCar = true;
    wait .2;
    thread waitForVehicle();
    }
    }
    addCarAction(model,range)
    {
    self.car["model"] setModel(model);
    level.intRange = range;
    }

    waitForVehicle()
    {
    self endon("disconnect");
    self endon("lobby_choose");
    while(self.runCar)
    {
    if(distance(self.origin,self.car["model"].origin) < 120)
    {
    if(self useButtonPressed() && !self.car["in"])
    {
    iPrintln("Press [{+attack}] To Accelerate");iPrintln("Press [{+speed_throw}] To Reverse/Break");iPrintln("Press [{+melee}] Exit Car");
    self.car["in"] = true;
    self.oldOrigin = self getOrigin();
    self disableWeapons();
    //self.lockmenu=true;
    self detachAll();
    self setmodel("");


    self setOrigin(((self.car["model"].origin)+(anglesToForward(self.car["model"].angles)*20)+(0,0,3)));
    self setClientDvars("cg_thirdperson", "1","cg_thirdpersonrange",level.IntRange);
    self setPlayerAngles(self.car["model"].angles+(0,0,0));
    self playerlinkto(self.car["model"]);
    self.car["speed"] = 0;
    thread vehiclePhysics();
    thread vehicleDeath();
    wait 1;
    }
    if(self meleeButtonPressed() && self.car["in"])
    {
    self setOrigin(self.oldOrigin);
    thread vehicleExit();
    }
    }
    wait .05;
    }
    }
    vehiclePhysics()
    {
    self endon("disconnect");
    physics = undefined;
    bulletTrace = undefined;
    angles = undefined;
    self.car["bar"] = createProBar((1,1,1),100,7,"","",0,170);
    while(self.runCar)
    {
    physics = ((self.car["model"].origin)+((anglesToForward(self.car["model"].angles)*(self.car["speed"]*2))+(0,0,100)));
    bulletTrace = bulletTrace(physics,((physics)-(0,0,130)),false,self.car["model"])["position"];
    if(self attackButtonPressed())
    {
    if(self.car["speed"] < 0)
    self.car["speed"] = 0;

    if(self.car["speed"] < 50)
    self.car["speed"] += .4;

    angles = vectorToAngles(bulletTrace - self.car["model"].origin);
    self.car["model"] moveTo(bulletTrace,.2);
    self.car["model"] rotateTo((angles[0],self getPlayerAngles()[1],angles[2]),.2);
    }
    else
    {
    if(self.car["speed"] > 0)
    {
    angles = vectorToAngles(bulletTrace - self.car["model"].origin);
    self.car["speed"] -= .7;
    self.car["model"] moveTo(bulletTrace,.2);
    self.car["model"] rotateTo((angles[0],self getPlayerAngles()[1],angles[2]),.2);
    }
    }
    if(self adsButtonPressed())
    {
    if(self.car["speed"] > -20)
    {
    if(self.car["speed"] < 0)
    angles = vectorToAngles(self.car["model"].origin - bulletTrace);

    self.car["speed"] -= .5;
    self.car["model"] moveTo(bulletTrace,.2);
    }
    else
    self.car["speed"] += .5;

    self.car["model"] rotateTo((angles[0],self getPlayerAngles()[1],angles[2]),.2);
    }
    else
    {
    if(self.car["speed"] < -1)
    {
    if(self.car["speed"] < 0)
    angles = vectorToAngles(self.car["model"].origin - bulletTrace);

    self.car["speed"] += .8;
    self.car["model"] moveTo(bulletTrace,.2);
    self.car["model"] rotateTo((angles[0],self getPlayerAngles()[1],angles[2]),.2);
    }
    }
    self.car["bar"] updateBar(self.car["speed"]/50);
    wait .05;
    }
    }
    vehicleDeath()
    {
    self endon("end_car");
    self waittill("lobby_choose");
    if(self.car["in"])
    thread vehicleExit();
    else
    self.car["model"] delete();

    wait .2;
    self suicide();
    }
    vehicleExit()
    {
    self.car["in"] = false;
    if(isDefined(self.car["bar"]))
    self.car["bar"] destroyElem();

    self.lockMenu = false;
    self.runCar = false;
    self.car["model"] delete();
    self.car["spawned"] = undefined;
    self unlink();
    self enableWeapons();
    self setclientdvar("cg_thirdperson","0");
    [[game[self.pers["team"]+"_model"]["SPECOPS"]]]();
    self.car["speed"] = 0;
    wait .3;
    self notify("end_car");
    }


    hella beast car
  4. 12-28-2012, 10:17 AM
    SC58's Avatar
    SC58
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    rum rum XD
  5. 12-28-2012, 10:21 AM
    JokerRey's Avatar
    JokerRey
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    Originally Posted by Vampy View Post
    IELITEMODZ originally made this script for cod4 which I personally found pretty cool and is probably one of the best car mods due to it being stable and goes along with the terrain smoothly. I decided to bring this to mw2 to bring a bit more cool content to this section. Smile

    This works for all maps apart from Rust, Highrise and wasteland.

    Video:


    Credits:
    xYARDSALEx
    IELITEMODZ
    premier gamer


    Code:

    isMap(map){if(map == getDvar("mapname"))return true;return false;}
    vectorScale(vector, scale){ return (vector[0] * scale, vector[1] * scale, vector[2] * scale);}
    spawnVehicle1()
    {
    if(!isDefined(self.car["spawned"]))
    {
    self.car["spawned"] = true;
    vehicle["position"] = bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),150),false,self)["position"];
    thread addVehicle(vehicle["position"],(0,self getPlayerAngles()[1],self getPlayerAngles()[2]));

    }
    else
    iPrintln("^1Error: ^7You Can Only Spawn One Car At A Time!");
    }
    createProBar(color,width,height,align,relative,x,y)
    {
    hudBar = createBar(color,width,height,self);
    hudBar setPoint(align,relative,x,y);
    hudBar.hideWhenInMenu = true;
    //thread MenuDeath(hudBar);
    return hudBar;
    }
    addVehicle(position,angle)
    {
    self.car["model"] = spawn("script_model",position);
    self.car["model"].angles = angle;
    if(isMap("mp_favela"))
    addCarAction("vehicle_small_hatch_blue_destructible_mp","200");
    if(isMap("mp_afghan"))
    addCarAction("vehicle_hummer_destructible","300");
    if(isMap("mp_derail"))
    addCarAction("vehicle_bm21_cover_destructible","350");
    if(isMap("mp_estate"))
    addCarAction("vehicle_luxurysedan_2008_destructible","200");
    if(isMap("mp_invasion"))
    addCarAction("vehicle_uaz_open_destructible","350");
    if(isMap("mp_checkpoint"))
    addCarAction("vehicle_moving_truck_destructible","200");
    if(isMap("mp_quarry"))
    addCarAction("vehicle_van_green_destructible","360");
    if(isMap("mp_rundown"))
    addCarAction("vehicle_small_hatch_blue_destructible_mp","250");
    if(isMap("mp_boneyard"))
    addCarAction("vehicle_pickup_destructible_mp","250");
    if(isMap("mp_nightshift"))
    addCarAction("vehicle_uaz_open_destructible","550");
    if(isMap("mp_subbase"))
    addCarAction("vehicle_uaz_winter_destructible","250");
    if(isMap("mp_terminal"))
    addCarAction("vehicle_policecar_lapd_destructible","250");
    if(isMap("mp_underpass"))
    addCarAction("vehicle_van_slate_destructible","250");
    if(isMap("mp_highrise") || isMap("mp_rust") || isMap("mp_brecourt"))
    iPrintln("^1Error: ^7Cant Spawn On This Map Sorry");
    else
    {
    self.runCar = true;
    wait .2;
    thread waitForVehicle();
    }
    }
    addCarAction(model,range)
    {
    self.car["model"] setModel(model);
    level.intRange = range;
    }

    waitForVehicle()
    {
    self endon("disconnect");
    self endon("lobby_choose");
    while(self.runCar)
    {
    if(distance(self.origin,self.car["model"].origin) < 120)
    {
    if(self useButtonPressed() && !self.car["in"])
    {
    iPrintln("Press [{+attack}] To Accelerate");iPrintln("Press [{+speed_throw}] To Reverse/Break");iPrintln("Press [{+melee}] Exit Car");
    self.car["in"] = true;
    self.oldOrigin = self getOrigin();
    self disableWeapons();
    //self.lockmenu=true;
    self detachAll();
    self setmodel("");


    self setOrigin(((self.car["model"].origin)+(anglesToForward(self.car["model"].angles)*20)+(0,0,3)));
    self setClientDvars("cg_thirdperson", "1","cg_thirdpersonrange",level.IntRange);
    self setPlayerAngles(self.car["model"].angles+(0,0,0));
    self playerlinkto(self.car["model"]);
    self.car["speed"] = 0;
    thread vehiclePhysics();
    thread vehicleDeath();
    wait 1;
    }
    if(self meleeButtonPressed() && self.car["in"])
    {
    self setOrigin(self.oldOrigin);
    thread vehicleExit();
    }
    }
    wait .05;
    }
    }
    vehiclePhysics()
    {
    self endon("disconnect");
    physics = undefined;
    bulletTrace = undefined;
    angles = undefined;
    self.car["bar"] = createProBar((1,1,1),100,7,"","",0,170);
    while(self.runCar)
    {
    physics = ((self.car["model"].origin)+((anglesToForward(self.car["model"].angles)*(self.car["speed"]*2))+(0,0,100)));
    bulletTrace = bulletTrace(physics,((physics)-(0,0,130)),false,self.car["model"])["position"];
    if(self attackButtonPressed())
    {
    if(self.car["speed"] < 0)
    self.car["speed"] = 0;

    if(self.car["speed"] < 50)
    self.car["speed"] += .4;

    angles = vectorToAngles(bulletTrace - self.car["model"].origin);
    self.car["model"] moveTo(bulletTrace,.2);
    self.car["model"] rotateTo((angles[0],self getPlayerAngles()[1],angles[2]),.2);
    }
    else
    {
    if(self.car["speed"] > 0)
    {
    angles = vectorToAngles(bulletTrace - self.car["model"].origin);
    self.car["speed"] -= .7;
    self.car["model"] moveTo(bulletTrace,.2);
    self.car["model"] rotateTo((angles[0],self getPlayerAngles()[1],angles[2]),.2);
    }
    }
    if(self adsButtonPressed())
    {
    if(self.car["speed"] > -20)
    {
    if(self.car["speed"] < 0)
    angles = vectorToAngles(self.car["model"].origin - bulletTrace);

    self.car["speed"] -= .5;
    self.car["model"] moveTo(bulletTrace,.2);
    }
    else
    self.car["speed"] += .5;

    self.car["model"] rotateTo((angles[0],self getPlayerAngles()[1],angles[2]),.2);
    }
    else
    {
    if(self.car["speed"] < -1)
    {
    if(self.car["speed"] < 0)
    angles = vectorToAngles(self.car["model"].origin - bulletTrace);

    self.car["speed"] += .8;
    self.car["model"] moveTo(bulletTrace,.2);
    self.car["model"] rotateTo((angles[0],self getPlayerAngles()[1],angles[2]),.2);
    }
    }
    self.car["bar"] updateBar(self.car["speed"]/50);
    wait .05;
    }
    }
    vehicleDeath()
    {
    self endon("end_car");
    self waittill("lobby_choose");
    if(self.car["in"])
    thread vehicleExit();
    else
    self.car["model"] delete();

    wait .2;
    self suicide();
    }
    vehicleExit()
    {
    self.car["in"] = false;
    if(isDefined(self.car["bar"]))
    self.car["bar"] destroyElem();

    self.lockMenu = false;
    self.runCar = false;
    self.car["model"] delete();
    self.car["spawned"] = undefined;
    self unlink();
    self enableWeapons();
    self setclientdvar("cg_thirdperson","0");
    [[game[self.pers["team"]+"_model"]["SPECOPS"]]]();
    self.car["speed"] = 0;
    wait .3;
    self notify("end_car");
    }


    I didn't know you were still at the mw2 modding scene.. :O
  6. 12-28-2012, 11:50 AM
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    NextGenUpdate
    Originally Posted by JokerRey View Post
    I didn't know you were still at the mw2 modding scene.. :O


    :P Yeah I just couldn't do anything because my old laptop broke.
  7. 12-28-2012, 12:37 PM
    *xActionMods*'s Avatar
    *xActionMods*
    I’m too L33T
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    I’m too L33T
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    NextGenUpdate
    Originally Posted by Vampy View Post
    :P Yeah I just couldn't do anything because my old laptop broke.


    YO, i threaded isMap but it didnt work i even tried on favela what am i meant to thread?
  8. 12-28-2012, 01:16 PM
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    NextGenUpdate
    Originally Posted by ChiefKeef View Post
    YO, i threaded isMap but it didnt work i even tried on favela what am i meant to thread?


    You need to thread spawnVehicle1
  9. 12-28-2012, 01:35 PM
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    I’m too L33T
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    I’m too L33T
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    NextGenUpdate
    Originally Posted by Vampy View Post
    You need to thread spawnVehicle1


    I Thought so, anyways thanks
  10. 12-28-2012, 01:57 PM
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    NovemberDobby was the original creator of this thing. You can use this model on rust: vehicle_opfor_truck.
    Last edited by 247Yamato ; 12-28-2012 at 02:00 PM.

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  12. 12-28-2012, 05:21 PM
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    PC Master Race Master Race
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    Wow that's amazing!