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tonic-_-

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About tonic-_-

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  1. I will just leave this here as written consent but everyone is free to do as they please with this and modify, update, repost etc etc. I have long quit arma and left a long time ago.
  2. Warning to all life mod players out there!

    I agree with this 100% <_<
  3. stringtable.xml is the file included with the download. It needs to be placed in the main directory of the mission where init.sqf and /vas/ are located, without it you won't see text as that is the localization file. If you already have a pre-existing stringtable.xml that is not related to VAS then you'll have to merge the two together.
  4. Locking Building Doors?

    private _building = cursorObject; private _numberofdoors = getNumber(configFile >> "CfgVehicles" >> (typeOf _building) >> "numberOfDoors"); if(_numberofdoors == -1 OR _numberofdoors == 0) exitWith {}; //No entry (Not a compatible building) for "_i" from 1 to _numberOfDoors do { _building animate[format["door_%1_rot",_i],0]; _building setVariable[format["bis_disabled_Door_%1",_i],1,true]; }; This will lock all doors of the current building you look at, gives you an idea of how to do it. Locking doors only works for A3 vanillia buildings and not ports like Zargabad, Takistan or 3rd party maps that do not have the proper config entries. To make the old maps like Zargabad and Takistan be able to have lockable doors you'll have to create a separate addon with this as the config.cpp: class CfgPatches { class a3mp_houseFixes { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAStructures_E_houseA"}; }; }; class CfgVehicles { class House; class House_EP1: House { class DestructionEffects; }; class Land_House_K_3_EP1: House_EP1 { numberOfDoors = 3; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 0]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5"; statement = "this animate [""Dvere1"", 1]"; }; class OpenDoors2: OpenDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0"; statement = "this animate [""Dvere2"", 0]"; }; class CloseDoors2: CloseDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" < 0.5"; statement = "this animate [""Dvere2"", 1]"; }; class OpenDoors3: OpenDoors1 { position = "osa Door_3"; condition = "this animationPhase ""Dvere3"" >= 0.5 AND (this getVariable[""bis_disabled_Door_3"",0]) == 0"; statement = "this animate [""Dvere3"", 0]"; }; class CloseDoors3: CloseDoors1 { position = "osa Door_3"; condition = "this animationPhase ""Dvere3"" < 0.5"; statement = "this animate [""Dvere3"", 1]"; }; }; }; class Land_House_K_7_EP1: House_EP1 { numberOfDoors = 4; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 0]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5"; statement = "this animate [""Dvere1"", 1]"; }; class OpenDoors2: OpenDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0"; statement = "this animate [""Dvere2"", 0]"; }; class CloseDoors2: CloseDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" < 0.5"; statement = "this animate [""Dvere2"", 1]"; }; class OpenDoors3: OpenDoors1 { position = "osa Door_3"; condition = "this animationPhase ""Dvere3"" >= 0.5 AND (this getVariable[""bis_disabled_Door_3"",0]) == 0"; statement = "this animate [""Dvere3"", 0]"; }; class CloseDoors3: CloseDoors1 { position = "osa Door_3"; condition = "this animationPhase ""Dvere3"" < 0.5"; statement = "this animate [""Dvere3"", 1]"; }; class OpenDoors4: OpenDoors1 { position = "osa Door_4"; condition = "this animationPhase ""Dvere4"" >= 0.5 AND (this getVariable[""bis_disabled_Door_4"",0]) == 0"; statement = "this animate [""Dvere4"", 0]"; }; class CloseDoors4: CloseDoors1 { position = "osa Door_4"; condition = "this animationPhase ""Dvere4"" < 0.5"; statement = "this animate [""Dvere4"", 1]"; }; }; }; class Land_House_C_10_EP1: House_EP1 { numberOfDoors = 8; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 0]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5"; statement = "this animate [""Dvere1"", 1]"; }; class OpenDoors2: OpenDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0"; statement = "this animate [""Dvere2"", 0]"; }; class CloseDoors2: CloseDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" < 0.5"; statement = "this animate [""Dvere2"", 1]"; }; class OpenDoors3: OpenDoors1 { position = "osa Door_3"; condition = "this animationPhase ""Dvere3"" >= 0.5 AND (this getVariable[""bis_disabled_Door_3"",0]) == 0"; statement = "this animate [""Dvere3"", 0]"; }; class CloseDoors3: CloseDoors1 { position = "osa Door_3"; condition = "this animationPhase ""Dvere3"" < 0.5"; statement = "this animate [""Dvere3"", 1]"; }; class OpenDoors4: OpenDoors1 { position = "osa Door_4"; condition = "this animationPhase ""Dvere4"" >= 0.5 AND (this getVariable[""bis_disabled_Door_4"",0]) == 0"; statement = "this animate [""Dvere4"", 0]"; }; class CloseDoors4: CloseDoors1 { position = "osa Door_4"; condition = "this animationPhase ""Dvere4"" < 0.5"; statement = "this animate [""Dvere4"", 1]"; }; class OpenDoors5: OpenDoors1 { position = "osa Door_5"; condition = "this animationPhase ""Dvere5"" >= 0.5 AND (this getVariable[""bis_disabled_Door_5"",0]) == 0"; statement = "this animate [""Dvere5"", 0]"; }; class CloseDoors5: CloseDoors1 { position = "osa Door_5"; condition = "this animationPhase ""Dvere5"" < 0.5"; statement = "this animate [""Dvere5"", 1]"; }; class OpenDoors6: OpenDoors1 { position = "osa Door_6"; condition = "this animationPhase ""Dvere6"" >= 0.5 AND (this getVariable[""bis_disabled_Door_6"",0]) == 0"; statement = "this animate [""Dvere6"", 0]"; }; class CloseDoors6: CloseDoors1 { position = "osa Door_6"; condition = "this animationPhase ""Dvere6"" < 0.5"; statement = "this animate [""Dvere6"", 1]"; }; class OpenDoors7: OpenDoors1 { position = "osa Door_7"; condition = "this animationPhase ""Dvere7"" >= 0.5 AND (this getVariable[""bis_disabled_Door_7"",0]) == 0"; statement = "this animate [""Dvere7"", 0]"; }; class CloseDoors7: CloseDoors1 { position = "osa Door_7"; condition = "this animationPhase ""Dvere7"" < 0.5"; statement = "this animate [""Dvere7"", 1]"; }; class OpenDoors8: OpenDoors1 { position = "osa Door_8"; condition = "this animationPhase ""Dvere8"" >= 0.5 AND (this getVariable[""bis_disabled_Door_8"",0]) == 0"; statement = "this animate [""Dvere8"", 0]"; }; class CloseDoors8: CloseDoors1 { position = "osa Door_8"; condition = "this animationPhase ""Dvere8"" < 0.5"; statement = "this animate [""Dvere8"", 1]"; }; }; }; class Land_House_K_1_EP1: House_EP1 { numberOfDoors = 1; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 0]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5"; statement = "this animate [""Dvere1"", 1]"; }; }; }; class Land_Wall_L3_gate_EP1: House_EP1 { numberOfDoors = 2; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 1];this animate [""Dvere2"", 1]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5"; statement = "this animate [""Dvere1"", 0];this animate [""Dvere2"", 0]"; }; class OpenDoors2: OpenDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" < 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0"; statement = "this animate [""Dvere2"", 1];this animate [""Dvere1"", 1]"; }; class CloseDoors2: CloseDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" >= 0.5"; statement = "this animate [""Dvere2"", 0];this animate [""Dvere1"", 0]"; }; }; }; class Land_House_L_6_EP1: House_EP1 { numberOfDoors = 1; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 0]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5"; statement = "this animate [""Dvere1"", 1]"; }; }; }; class Land_House_C_5_V3_EP1: House_EP1 { numberOfDoors = 2; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 0]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5"; statement = "this animate [""Dvere1"", 1]"; }; class OpenDoors2: OpenDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0"; statement = "this animate [""Dvere2"", 0];this animate [""Dvere3"", 0]"; }; class CloseDoors2: CloseDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" < 0.5"; statement = "this animate [""Dvere2"", 1];this animate [""Dvere3"", 1]"; }; }; }; class Land_House_L_3_EP1: House_EP1 { numberOfDoors = 2; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 0]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5"; statement = "this animate [""Dvere1"", 1]"; }; class OpenDoors2: OpenDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0"; statement = "this animate [""Dvere2"", 0];this animate [""Dvere3"", 0]"; }; class CloseDoors2: CloseDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" < 0.5"; statement = "this animate [""Dvere2"", 1];this animate [""Dvere3"", 1]"; }; }; }; class Land_A_Villa_EP1: House_EP1 { numberOfDoors = 12; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 0]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5"; statement = "this animate [""Dvere1"", 1]"; }; class OpenDoors2: OpenDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0"; statement = "this animate [""Dvere2"", 0]"; }; class CloseDoors2: CloseDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" < 0.5"; statement = "this animate [""Dvere2"", 1]"; }; class OpenDoors3: OpenDoors1 { position = "osa Door_3"; condition = "this animationPhase ""Dvere3"" >= 0.5 AND (this getVariable[""bis_disabled_Door_3"",0]) == 0"; statement = "this animate [""Dvere3"", 0]"; }; class CloseDoors3: CloseDoors1 { position = "osa Door_3"; condition = "this animationPhase ""Dvere3"" < 0.5"; statement = "this animate [""Dvere3"", 1]"; }; class OpenDoors4: OpenDoors1 { position = "osa Door_4"; condition = "this animationPhase ""Dvere4"" >= 0.5 AND (this getVariable[""bis_disabled_Door_4"",0]) == 0"; statement = "this animate [""Dvere4"", 0]"; }; class CloseDoors4: CloseDoors1 { position = "osa Door_4"; condition = "this animationPhase ""Dvere4"" < 0.5"; statement = "this animate [""Dvere4"", 1]"; }; class OpenDoors5: OpenDoors1 { position = "osa Door_5"; condition = "this animationPhase ""Dvere5"" >= 0.5 AND (this getVariable[""bis_disabled_Door_5"",0]) == 0"; statement = "this animate [""Dvere5"", 0]"; }; class CloseDoors5: CloseDoors1 { position = "osa Door_5"; condition = "this animationPhase ""Dvere5"" < 0.5"; statement = "this animate [""Dvere5"", 1]"; }; class OpenDoors6: OpenDoors1 { position = "osa Door_6"; condition = "this animationPhase ""Dvere6"" >= 0.5 AND (this getVariable[""bis_disabled_Door_6"",0]) == 0"; statement = "this animate [""Dvere6"", 0]"; }; class CloseDoors6: CloseDoors1 { position = "osa Door_6"; condition = "this animationPhase ""Dvere6"" < 0.5"; statement = "this animate [""Dvere6"", 1]"; }; class OpenDoors7: OpenDoors1 { position = "osa Door_7"; condition = "this animationPhase ""Dvere7"" >= 0.5 AND (this getVariable[""bis_disabled_Door_7"",0]) == 0"; statement = "this animate [""Dvere7"", 0]"; }; class CloseDoors7: CloseDoors1 { position = "osa Door_7"; condition = "this animationPhase ""Dvere7"" < 0.5"; statement = "this animate [""Dvere7"", 1]"; }; class OpenDoors8: OpenDoors1 { position = "osa Door_8"; condition = "this animationPhase ""Dvere8"" >= 0.5 AND (this getVariable[""bis_disabled_Door_8"",0]) == 0"; statement = "this animate [""Dvere8"", 0]"; }; class CloseDoors8: CloseDoors1 { position = "osa Door_8"; condition = "this animationPhase ""Dvere8"" < 0.5"; statement = "this animate [""Dvere8"", 1]"; }; class OpenDoors9: OpenDoors1 { position = "osa Door_9"; condition = "this animationPhase ""Dvere9"" >= 0.5 AND (this getVariable[""bis_disabled_Door_9"",0]) == 0"; statement = "this animate [""Dvere9"", 0]"; }; class CloseDoors9: CloseDoors1 { position = "osa Door_9"; condition = "this animationPhase ""Dvere9"" < 0.5"; statement = "this animate [""Dvere9"", 1]"; }; class OpenDoors10: OpenDoors1 { position = "osa Door_10"; condition = "this animationPhase ""Dvere10"" >= 0.5 AND (this getVariable[""bis_disabled_Door_10"",0]) == 0"; statement = "this animate [""Dvere10"", 0]"; }; class CloseDoors10: CloseDoors1 { position = "osa Door_10"; condition = "this animationPhase ""Dvere10"" < 0.5"; statement = "this animate [""Dvere10"", 1]"; }; class OpenDoors11: OpenDoors1 { position = "osa Door_11"; condition = "this animationPhase ""Dvere11"" >= 0.5 AND (this getVariable[""bis_disabled_Door_11"",0]) == 0"; statement = "this animate [""Dvere11"", 0]"; }; class CloseDoors11: CloseDoors1 { position = "osa Door_11"; condition = "this animationPhase ""Dvere11"" < 0.5"; statement = "this animate [""Dvere11"", 1]"; }; class OpenDoors12: OpenDoors1 { position = "osa Door_12"; condition = "this animationPhase ""Dvere12"" >= 0.5 AND (this getVariable[""bis_disabled_Door_12"",0]) == 0"; statement = "this animate [""Dvere12"", 0]"; }; class CloseDoors12: CloseDoors1 { position = "osa Door_12"; condition = "this animationPhase ""Dvere12"" < 0.5"; statement = "this animate [""Dvere12"", 1]"; }; }; }; }; If the map you are wanting to do this with does not use A3 buildings or A2 buildings (with this above applied) then you'll have to submit the text above to the map author to have them adjust the door actions to be similar to the code above. I sent this code into the person that worked on A3MP and then Kju that did AllInArma and no one ever implemented it so meh.
  5. If you want / need to strip " from a players name you can still utilize mresString.sqf as that was designed to strip out unwanted characters like " to make it SQL friendly and obviously also preventing SQL injections from a string which is only used for player names in life code or any string that can be manipulated by the client. mresArray.sqf and mresToArray.sqf was used for making arrays safe to be injected into the database, with extDB2 its a pointless piece of functionality, functionality that was originally made for arma2MySQL as it did not play nice with SQF formatted arrays, it only exists now as compatibility with older databases. Just a tid bit of information about why those functions exist, useless now a days but hey, the more you know am I right?
  6. TAW View Distance Script

    Umm not sure if I understand the question entirely but if you are setting a specific view distance through the params option and then init.sqf this will override what you have done.
  7. Update: v1.5 Video Change log: Changed: Code brought up to current coding techniques & small fixes Added: Drone slider for changing the view & object settings while operating a UGV/UAV. Added: Edit Boxes (Something the addon version has had for awhile). Added: Save Manager for loading and saving various settings variations. Added: ACE3 Integration, if ACE3 is running you can access the menu via ACE3 Self Interact menu. Download: TAW View Distance Addon v1.5 //unrelated I acted like a spoiled brat 10 months ago and removed all the content off my posts and for that I am sorry but with some time to relax and get away from ARMA I've had some time to rethink some things and I am ready to go back to delivering solid content.
  8. TAW View Distance Script

    Like this? *Edit* If you want to use the scripted version with ACE3 like above you can use this fn_stateTracker.fsm: http://tonic.pw/a3/fn_stateTracker.rar The addon version already includes this and is published.
  9. TAW View Distance Script

    I'm currently in the process of updating the addon version to be up-to-date as this one, I can look into it.
  10. TAW View Distance Script

    Update: v1.5 Video Change log: Changed: Code brought up to current coding techniques & small fixes Added: Drone slider for changing the view & object settings while operating a UGV/UAV. Added: Edit Boxes (Something the addon version has had for awhile). Added: Save Manager for loading and saving various settings variations. Download: View Distance Script v1.5 //unrelated I acted like a spoiled brat 10 months ago and removed all the content off my posts and for that I am sorry but with some time to relax and get away from ARMA I've had some time to rethink some things and I am ready to go back to delivering solid content.
  11. Icebreakr my friend, I love you. this is my all time favorite island for the ARMA series and I am so happy you brought it over to ARMA 3, after 7-9 months of not touching ARMA this makes me want to touch it all over again. :)
  12. i need help with police ranks how can i add or create police ranks in my server?

  13. Coding anti-Cheat

    You are free to nitpick it and stuff so long as you are not selling it like that moron infistar.
  14. Since Jonbons has been doing changes to VAS for TAW Co-op missions I guess I will put all the information back up on the main topic and have included a link for the github where people have been submitting changes and fixes for VAS over time, I'll just leave it at that. If you have changes for VAS just create a pull request and if it's an automatic process it'll be approved. Github: https://github.com/TAWTonic/VAS PS: any commits by me are to spite Jonbons, no real interest in VAS anymore.
  15. I see there are bananas but the question is, do they blend? Good job guys, congrats :D
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