 heist trolls. Because your friends can't get into these sh*tty servers. 
All of the differences between story mode and online, seriously you get multi millions for robbing a bank in story mode but in online you get around 200 grand. Also trackers on cars were apparently made illegal in story mode because you can store any car you find on the street.

Saying everything is in working condition and it needs no attention...
The fact that the Sovereign must have it's livery and that you can't change rims on the Innovation or Sanchez.
The current gen minimap : On last gen you could see your friends on your minimap, now if they're too far away you have to pause to locate them. That's not an improvement.
R*s continuing stance that there's nothing wrong with connectivity / matchmaking etc. Yeah right, it's all of us & only on GTA!
Contact phone calls. TAKE A F***ING HINT - I've not answered in forever, nor will I. They never gave the option to quit these calls. At least after a certain rank.
Kids talking smack on the mic.
Banshee comes with a three point engine strut bar but getting a two point somehow'll cost ya 20k.
Jacking a Sultan then turning it into a Sultan RS resells for less than a legitimately purchased Sultan turned Sultan RS. Guess crime doesn't pay this time.
Pay $800k for a house, can't walk to and from garage without going outside. Elevator turned into an empty wall. Meanwhile a garage on its own has an elevator that does nothing. Brilliant.
You have to zoom in every time you use the sniper rifles' scopes.
I was flying my Buzzard doing some VIP missions. I was kind of close to the ground and randomly sprayed my cannon out of boredom when some guy in a car suddenly got very angry and went hostile against me. He got out of his car with nothing but his fists.
What chance do you have against an attack helicopter, dimwit?
Maybe he played Last Action Hero for the SNES and thought he could reflect your rockets back at you by punching them?
 Lol. Stop.
 Lol. Stop.He's a necrophiliac.
Armour as an addition to the life bar instead of a seperate thing. Crashing a bike should not take off armour etc etc. GTA 4 had it proper like so many other things.
Well since its already been brought back from the dead, I'll bite.
I'm sure I've probably already said this, but a Hind (Savage) being weaker than a Little Bird (Buzzard). I mean, what kind of f**ked up logic is that?
The Little Bird should be weaker to bullets, but able to survive a few bad crashes (like the real one) and the other way around for the Hind.
We all say it......post your best examples here. Please end all entires with "rockstar logic"On the Create panel, click (Space Warps). Choose Forces from the list, then on the Object Type rollout, click Wind. Drag in a viewport. The wind icon appears. Mar 23, �� Create the Wind force and set its orientation towards the curtain. Go to the Cloth panel again and open �Cloth Forces�, select your wind object. Just click on Simulate underneath and the simulation will commence. In addition, you can adjust your curtains manually by using �Live Drag� option under Faces and �Simulate Local� functions.
This plane object will serve as our curtain, therefore a high polycount will help in making it look organic. Before what causes low neutrophils in blood can simulate this plane, we need to convert it into an editable poly.
Otherwise, our simulation will not run properly. The rod needs to have a lot of length segments as well. Right now the curtain is completely flat without any folds. The rod will be the key to getting some nice folds on the curtain. Turn on Auto Key, go the th keyframe and halve the length. First of all, we need to input into the modifier all our collision objects.
These are the objects with which our cloth simulation will interact and collide with. Click on Add Objects and select the walls, ceiling, rod, floor and column. These will be set as Collision Object near the bottom of the right side of the dialog box. Also select the curtain from this list and set it as Cloth. Input these following values for the cloth object:. Furthermore, to make the curtain fold along with yow rod, we need to attach some vertices at the top of the wihd to the rod.
Expand the Cloth modifier in the stack and select Group. Select the i of the curtain where the hooks get attached to the rod. Finally, we need to add the WIND which will blow on our curtain. Create the Wind force and set its orientation towards the curtain.
Just click on Simulate underneath and the simulation will commence. Input these following mac for what does double denim mean cloth ohw Furthermore, to make the curtain fold along with our rod, we need to attach some vertices at the top of the curtain to the rod. Finally, add a turbosmooth modifier to make your folded curtain geometry smooth and seamless. Notify of.
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On the Create panel, make sure (Geometry) is active and Particle Systems is chosen in the object category list, then click Blizzard. Drag in a viewport to create the Blizzard emitter; see Creating a. Nov 11, �� 3ds max wind is uniform and it affects the whole scene. is there a way to change it? like for example if i want to make wind blowing on grass, where you can "see" the wind variation? and how about if i want to make a fan blowing wind? where the wind has an emitter, and its not on the whole place, and it starts to decay until at some point. For some methods of using live dynamics, see this procedure: Example: To view hair dynamics in real time. If you press while using live dynamics, 3ds Max displays a dialog that asks whether you want to stop live dynamics. Both Freeze and Stop reset the mode to.
For hair to seem natural in an animation, it must respond to the motion of the body it's attached to and to external influences such as wind and gravity. Hair's Dynamics functions let the hair behave like real-world hair, in interactive Live or Precomputed mode. Hair dynamics uses guide hairs to calculate collision. To reduce computation, you have to explicitly designate the objects with which hair will collide.
The object from which the hair grows is a special case: to have hair collide with this object for example, a human head, simply turn on Use Growth Object. If you want more than one Hair modifier to interact with a particular collision object, you have to add that object as a collision object for each different Hair And Fur modifier. The modifier provides two different methods for calculating collision: Sphere and Polygon.
Spherical collision uses a bounding sphere for collision objects; polygonal collision uses the collision object's actual geometry. The Polygon option is more accurate, but the Sphere option is quicker to calculate. Example: To view hair dynamics in real time:. The hair moves realistically.
The hair resumes its default position, growing straight out of the object. This time, the hair isn't affected by gravity, but simply blown by the wind. Again, the effect is cumulative and the animation doesn't repeat. All of this animation takes place only in real time; no keyframes are set, so it can't be rendered. To learn how to set up a renderable dynamics simulation with Hair, see the following procedure.
To generate a precomputed dynamics simulation with Hair:. The path and stat file name appear in the text field next to the ellipsis button. Hair runs the dynamics simulation and generates a stat file for each frame in the animation. It also automatically sets the mode to Precomputed, so when you play or render the animation, it reads the stat files and uses the information for the hair positioning in each frame.
The dynamics simulation stored in the stat files appears in the viewports. The dynamics animation no longer appears. However, it's still stored in the stat files, and will reappear if you choose Precomputed.
Click a group box in the image to jump to the description of the corresponding settings. Chooses the method Hair uses to generate dynamics.
Live mode is suitable for experimentation, but for best results when rendering animation with Hair, use Precomputed mode. For some methods of using live dynamics, see this procedure: Example: To view hair dynamics in real time.
If you press while using live dynamics, 3ds Max displays a dialog that asks whether you want to stop live dynamics. Both Freeze and Stop reset the mode to None, but Freeze freezes the hair in its current position. You can use this as a starting point for precomputed dynamics, or as a point from which you style the hair. Stat files let you record and play back a Hair-generated dynamics simulation.
For a workflow example, see this procedure: To generate a precomputed dynamics simulation with Hair. Displays the path and file name for the stat files. Click to choose a name prefix and location for stat files using the Save As dialog. Deletes stat files from the target directory.
The files must have the name prefix you assigned using the Now, when you play or render the animation, Hair uses the stat files as originally generated. Determines the extent of the simulation, and lets you run