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FPSC Classic Scripts / Jetpack Script

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Message
Xilch
18
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Joined: 10th Sep 2005
Location:
Posted: 13th Oct 2005 01:35
First off I'd like to say this is based off of some script I found on the forum by Merranvo. Secondly, I'm a bit new to the FPSC scripting language, so there's something I'm probably missing. I've been fiddling with this today and it's working pretty spiffy, except for a few bugs...anyone want to help work them out?



Bugs: (that I know of)

Timer is not working, so jetpack is not destroyed after 30s. When the player falls there is no damage if he lands on the same layer he took off from, but if he lands on a lower layer there is. In addition, if the player then takes off from the lower layer, he jumps instantly above the original layer. Constant rate of fall where there should be an increasing rate. Player can land on surfaces just fine, but passes right through them on the way up. Sound (not implemented yet) stutters as it is constantly being replayed if the USE key is held down for flight.

Time for a nap! lol

HP Pavilion A705W 2.93 GHz, 1GB RAM, BFG Tech GeForce FX 5500 OC 256MB, 160 GB HDD
BULLSHOCK 2
Retired Moderator
18
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Joined: 14th Jun 2005
Location: Shocking Bulls
Posted: 13th Oct 2005 01:50
the jetpack was already written in full by merranvo, and stolen by monster...

Cellbloc Studios
20
Years of Service
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Joined: 15th Mar 2004
Location: Atlanta, GA
Posted: 13th Oct 2005 02:29
I like the JetPack idea. I may include it in my Riker 9 update (with Merranvo permission). It doesn't HAVE to be a jetpack, it can be a car/motorcycle/etc. Heck, it could be a balloon!

-This...is my boomstick!
transient
19
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Joined: 22nd Apr 2005
Location: Australia Zoo
Posted: 13th Oct 2005 02:32
Complaining about the constant rate of fall is a bit harsh. I wouldn't rate this a priority.

The other stuff can probably be worked out. I'm looking at it too, will post more when I have the time.

Also I found that jumping with the jetpack on caused my game to hang.

The main reason I like this script is that it taught me so much about scripting.

instinct is more valuable than intelligence.....
Pulsar Coder
20
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Joined: 3rd Jan 2004
Location:
Posted: 13th Oct 2005 02:33
You really are Monster's "Alter Ego" ...
Xilch
18
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Joined: 10th Sep 2005
Location:
Posted: 13th Oct 2005 03:27
Bullshock 2

I know, but I'm looking at it as a learning experience. I'll need to learn how to write script sooner or later.

Transient

Yeah I know, I'm being anal about the rate of fall, but I'm trying to get it to be as realistic as possible. I'll probably work on it some more this evening and tomorrow too...etc, until I get it done.

HP Pavilion A705W 2.93 GHz, 1GB RAM, BFG Tech GeForce FX 5500 OC 256MB, 160 GB HDD
BULLSHOCK 2
Retired Moderator
18
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Joined: 14th Jun 2005
Location: Shocking Bulls
Posted: 13th Oct 2005 05:08
your learning to script?

have you seen this?

http://forum.thegamecreators.com/?m=forum_view&t=62366&b=23

Xilch
18
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Joined: 10th Sep 2005
Location:
Posted: 13th Oct 2005 05:26 Edited at: 13th Oct 2005 05:30
Yep, it's one of the first things I read. It helped me quite a bit actually. Basically it's nothing more than a bunch of IF...THEN statements with some branching.

What I'd like to see is documentation on the undocumented features that are in the default scripts, but have no explanation in the manual.

Also, a FPI IDE would be cool, something with watch funtions and the like so you could demo your script before plopping it into FPSC and building a test level. Oops...I guess I shouldn't have said anything about that. It might show up as part of a new pack or something. Maybe if I have the time I'll look into programming it in VB6, C++ or something... *shrug* Of course, this would require a high degree of understanding as to how FPSC actually interprets the scripts.

HP Pavilion A705W 2.93 GHz, 1GB RAM, BFG Tech GeForce FX 5500 OC 256MB, 160 GB HDD
Merranvo
18
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Joined: 24th May 2005
Location: That ^ is a Orange
Posted: 13th Oct 2005 06:08
;Artificial Intelligence Script

;Header

desc = Auto Lift (Up and Down) (activate brings lift to plr)

;Triggers

:state=0:state=6,coloff

:state=1,plrhigher=20:moveup=8
:state=1,raycastup=0 -20:state=3
:state=1,raycastup=70 100:state=4
:state=1:moveup=-4,rotatetoplr
:state=1:unassociateplayer
:state=3:state=1
:state=1,plrusingaction=1,plrcanbeseen:associateplayer,moveup=10
:state=4:state=1,unassociateplayer

:state=1,timergreater=30000:destroy
:state=6,plrdistwithin=50:state=1,associateplayer,setalphafade=0,timerstart

;End of Script

Monster Takes Pity on thou who Can't Afford His Own Meals.

First off, realize that order matters, and that values matter. Adding little tabs onto my script without figuring out what each section was for doesn't make better scripts. I found a few errors that occured, but then again, I am not runing a cash cow computer.

"ye oft de adopte early shalt move mountains, and be gods among men"

He who knows everything knows nothing at all.
Merranvo
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Location: That ^ is a Orange
Posted: 13th Oct 2005 06:26
IDE... easy...

"ye oft de adopte early shalt move mountains, and be gods among men"

He who knows everything knows nothing at all.
Xilch
18
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Joined: 10th Sep 2005
Location:
Posted: 13th Oct 2005 07:10
Thanks very much, that works fantastic! I have a basic understanding of how the script functions, but I am far from an expert at this point.

HP Pavilion A705W 2.93 GHz, 1GB RAM, BFG Tech GeForce FX 5500 OC 256MB, 160 GB HDD
Pulsar Coder
20
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Joined: 3rd Jan 2004
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Posted: 13th Oct 2005 15:07
Evil stick
19
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Joined: 27th Mar 2005
Location:
Posted: 13th Oct 2005 15:11
What commands are undocumented?

I ALWAYS have flame proof jacket...just in case...and a shotgun. If you want any, just ask!

We are all nice,except for that one who's name starts in a m and ends in erranvo.
Wheel Gator
18
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Joined: 1st Sep 2005
Location: Im not sure ???
Posted: 13th Oct 2005 16:47
Quote: "It doesn't HAVE to be a jetpack, it can be a car/motorcycle/etc. Heck, it could be a balloon!"


OMFG LOL!!

transient
19
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Joined: 22nd Apr 2005
Location: Australia Zoo
Posted: 13th Oct 2005 17:10
That's it, I'm making a balloon pack.

Goddamm I'll be rich....as rich as Monster.

instinct is more valuable than intelligence.....
Xilch
18
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Joined: 10th Sep 2005
Location:
Posted: 13th Oct 2005 21:23
Evil Stick

There's a few of them. For instance, plrsound is nowhere to be found in the manual (at least I can't find it). There are others, but I can't remember them all. Compare the manual with what you find in the included .fpi's and you'll find them.

HP Pavilion A705W 2.93 GHz, 1GB RAM, BFG Tech GeForce FX 5500 OC 256MB, 160 GB HDD
Evil stick
19
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Joined: 27th Mar 2005
Location:
Posted: 13th Oct 2005 23:24
O...k, if you find em, please tell me! I'm makin:

A) An IDE.
B) A manual for FPSC.

I ALWAYS have flame proof jacket...just in case...and a shotgun. If you want any, just ask!

We are all nice,except for that one who's name starts in a m and ends in erranvo.
Zero #43
19
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Location: ** in your head **
Posted: 13th Oct 2005 23:29
an IDE for what??

Intel® Pentium® 4 Processor w/ HT Technology 3.4GHz 800MHz FSB w/ 512KB Cache, 1GB DDR PC-2700 at 333MHz - 1x1024 SO-DIMM, ATI RADEON™ 9550 256MB DDR(<<soon ), 80GB Hard Drive
Merranvo
18
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Joined: 24th May 2005
Location: That ^ is a Orange
Posted: 14th Oct 2005 01:56
conword$(AICONDNEVER)="never"
conword$(AICONDALWAYS)="always"
conword$(AICONDSTATE)="state"
conword$(AICONDRANDOM)="random"
conword$(AICONDHEALTH)="health"
conword$(AICONDHEALTHLESS)="healthless"
conword$(AICONDQUANTITY)="quantity"
conword$(AICONDSPEED)="speed"
conword$(AICONDRATEOFFIRE)="rateoffire"
conword$(AICONDPLRHEALTHLESS)="plrhealthless"
conword$(AICONDPLRHEALTHGREATER)="plrhealthgreater"
conword$(AICONDASSOCIATED)="playerassociated"
conword$(AICONDPLRDISTWITHIN)="plrdistwithin"
conword$(AICONDPLRDISTFURTHER)="plrdistfurther"
conword$(AICONDPLRALIVE)="plralive"
conword$(AICONDPLRHIGHER)="plrhigher"
conword$(AICONDPLRELEVWITHIN)="plrelevwithin"
conword$(AICONDPLRELEVFURTHER)="plrelevfurther"
conword$(AICONDANYWITHIN)="anywithin"
conword$(AICONDANYFURTHER)="anyfurther"
conword$(AICONDPLRCANBESEEN)="plrcanbeseen"
conword$(AICONDPLRCANNOTBESEEN)="plrcannotbeseen"
conword$(AICONDPLRHASKEY)="plrhaskey"
conword$(AICONDPLRUSINGACTION)="plrusingaction"
conword$(AICONDSHOTDAMAGE)="shotdamage"
conword$(AICONDIFWEAPON)="ifweapon"
conword$(AICONDCANTAKE)="cantake"
conword$(AICONDACTIVATED)="activated"
conword$(AICONDPLRWITHINZONE)="plrwithinzone"
conword$(AICONDENTITYWITHINZONE)="entitywithinzone"
conword$(AICONDPLRINGUNSIGHT)="plringunsight"
conword$(AICONDNEARACTIVATABLE)="nearactivatable"
conword$(AICONDNEWWEAPONCANBESEEN)="newweaponcanbeseen"
conword$(AICONDNOISEHEARD)="noiseheard"
conword$(AICONDANYWITHINZONE)="anywithinzone"
conword$(AICONDANYKEYWITHINZONE)="anykeywithinzone"
conword$(AICONDRAYCAST)="raycast"
conword$(AICONDRAYCASTUP)="raycastup"
conword$(AICONDRAYCASTBACK)="raycastback"
conword$(AICONDNORAYCASTUP)="noraycastup"
conword$(AICONDFRAMEATEND)="frameatend"
conword$(AICONDFRAMEATSTART)="frameatstart"
conword$(AICONDFRAMEWITHIN)="framewithin"
conword$(AICONDFRAMEBEYOND)="framebeyond"
conword$(AICONDANIMATIONOVER)="animationover"
conword$(AICONDALPHAFADEEQUAL)="alphafadeequal"
conword$(AICONDREACHTARGET)="reachtarget"
conword$(AICONDLOSETARGET)="losetarget"
conword$(AICONDHEADANGLEGREATER)="headanglegreater"
conword$(AICONDHEADANGLELESS)="headangleless"
conword$(AICONDWAYPOINTSTATE)="waypointstate"
conword$(AICONDIFMARKER)="ifmarker"
conword$(AICONDIFPLRTRAIL)="ifplrtrail"
conword$(AICONDHUDSELECTIONMADE)="hudselectionmade"
conword$(AICONDTIMERGREATER)="timergreater"
conword$(AICONDESCAPEKEYPRESSED)="escapekeypressed"
conword$(AICONDHUDEDITDONE)="hudeditdone"
conword$(AICONDHUDHAVENAME)="hudhavename"

rem Set all action keywords
dim actword$(AIACTLAST)
actword$(AIACTNONE)="none"
actword$(AIACTDESTROY)="destroy"
actword$(AIACTSUSPEND)="suspend"
actword$(AIACTFLOORLOGIC)="floorlogic"
actword$(AIACTNOGRAVITY)="nogravity"
actword$(AIACTRUNFPIDEFAULT)="runfpidefault"
actword$(AIACTRUNFPI)="runfpi"
actword$(AIACTSTATE)="state"
actword$(AIACTINCSTATE)="incstate"
actword$(AIACTMOVEUP)="moveup"
actword$(AIACTMOVEFORE)="movefore"
actword$(AIACTMOVEBACK)="moveback"
actword$(AIACTRUNFORE)="runfore"
actword$(AIACTFREEZE)="freeze"
actword$(AIACTROTATEY)="rotatey"
actword$(AIACTROTATEIY)="rotateiy"
actword$(AIACTNOROTATE)="norotate"
actword$(AIACTROTATETOPLR)="rotatetoplr"
actword$(AIACTRESETHEAD)="resethead"
actword$(AIACTROTATEHEAD)="rotatehead"
actword$(AIACTROTATEHEADRANDOM)="rotateheadrandom"
actword$(AIACTFORCEBACK)="forceback"
actword$(AIACTFORCEFORE)="forcefore"
actword$(AIACTFORCELEFT)="forceleft"
actword$(AIACTFORCERIGHT)="forceright"
actword$(AIACTFORCEBOUNCE)="forcebounce"
actword$(AIACTSPINRATE)="spinrate"
actword$(AIACTFLOATRATE)="floatrate"
actword$(AIACTSETFRAME)="setframe"
actword$(AIACTINCFRAME)="incframe"
actword$(AIACTDECFRAME)="decframe"
actword$(AIACTANIMATE)="animate"
actword$(AIACTADVFRAME)="advframe"
actword$(AIACTPLRASS)="associateplayer"
actword$(AIACTPLRNOASS)="unassociateplayer"
actword$(AIACTPLRMOVEUP)="plrmoveup"
actword$(AIACTPLRMOVEDOWN)="plrmovedown"
actword$(AIACTPLRMOVEEAST)="plrmoveeast"
actword$(AIACTPLRMOVEWEST)="plrmovewest"
actword$(AIACTPLRMOVENORTH)="plrmovenorth"
actword$(AIACTPLRMOVESOUTH)="plrmovesouth"
actword$(AIACTPLRMOVETO)="plrmoveto"
actword$(AIACTPLRMOVEIFUSED)="plrmoveifused"
actword$(AIACTACTIVATEIFUSED)="activateifused"
actword$(AIACTACTIVATEIFUSEDNEAR)="activateifusednear"
actword$(AIACTACTIVATETARGET)="activatetarget"
actword$(AIACTACTIVATEALLINZONE)="activateallinzone"
actword$(AIACTACTIVATE)="activate"
actword$(AIACTPLRADDHEALTH)="plraddhealth"
actword$(AIACTSETTARGET)="settarget"
actword$(AIACTROTATETOTARGET)="rotatetotarget"
actword$(AIACTLOOKATTARGET)="lookattarget"
actword$(AIACTMOVETOTARGET)="movetotarget"
actword$(AIACTCOLLECTTARGET)="collecttarget"
actword$(AIACTCHOOSESTRAFE)="choosestrafe"
actword$(AIACTSTRAFE)="strafe"
actword$(AIACTPIVOTRANDOM)="pivotrandom"
actword$(AIACTLOOKATPLR)="lookatplr"
actword$(AIACTSOUND)="plrsound"
actword$(AIACT3DSOUND)="sound"
actword$(AIACTLOOPSOUND)="loopsound"
actword$(AIACTSTOPSOUND)="stopsound"
actword$(AIACTALTTEXTURE)="alttexture"
actword$(AIACTSETALPHAFADE)="setalphafade"
actword$(AIACTINCALPHAFADE)="incalphafade"
actword$(AIACTDECALPHAFADE)="decalphafade"
actword$(AIACTRUNDECAL)="rundecal"
actword$(AIACTSHAPEDECAL)="shapedecal"
actword$(AIACTTRIGGERFORCE)="triggerforce"
actword$(AIACTWAYPOINTSTART)="waypointstart"
actword$(AIACTWAYPOINTSTOP)="waypointstop"
actword$(AIACTWAYPOINTREVERSE)="waypointreverse"
actword$(AIACTWAYPOINTNEXT)="waypointnext"
actword$(AIACTWAYPOINTPREV)="waypointprev"
actword$(AIACTWAYPOINTRANDOM)="waypointrandom"
actword$(AIACTDROPMARKER)="dropmarker"
actword$(AIACTNEXTMARKER)="nextmarker"
actword$(AIACTRESETMARKERS)="resetmarkers"
actword$(AIACTFOLLOWPLR)="followplr"
actword$(AIACTPLRTAKE)="playertake"
actword$(AIACTPLRDROP)="playerdrop"
actword$(AIACTSHOOTPLR)="shootplr"
actword$(AIACTUSEWEAPON)="useweapon"
actword$(AIACTRELOADWEAPON)="reloadweapon"
actword$(AIACTCOLOFF)="coloff"
actword$(AIACTCOLON)="colon"
actword$(AIACTSPAWNON)="spawnon"
actword$(AIACTSPAWNOFF)="spawnoff"
actword$(AIACTAMBIENCE)="ambience"
actword$(AIACTAMBIENCERED)="ambiencered"
actword$(AIACTAMBIENCEGREEN)="ambiencegreen"
actword$(AIACTAMBIENCEBLUE)="ambienceblue"
actword$(AIACTFOG)="fog"
actword$(AIACTFOGRED)="fogred"
actword$(AIACTFOGGREEN)="foggreen"
actword$(AIACTFOGBLUE)="fogblue"
actword$(AIACTSKY)="sky"
actword$(AIACTSKYSCROLL)="skyscroll"
actword$(AIACTBACKDROP)="backdrop"
actword$(AIACTMUSIC)="music"
actword$(AIACTMUSICVOLUME)="musicvolume"
actword$(AIACTSOUNDSCALE)="soundscale"
actword$(AIACTVIDEO)="video"
actword$(AIACTLIGHTON)="lighton"
actword$(AIACTLIGHTOFF)="lightoff"
actword$(AIACTLIGHTRED)="lightred"
actword$(AIACTLIGHTGREEN)="lightgreen"
actword$(AIACTLIGHTBLUE)="lightblue"
actword$(AIACTLIGHTRANGE)="lightrange"
actword$(AIACTHUDRESET)="hudreset"
actword$(AIACTHUDX)="hudx"
actword$(AIACTHUDY)="hudy"
actword$(AIACTHUDZ)="hudz"
actword$(AIACTHUDSIZEX)="hudsizex"
actword$(AIACTHUDSIZEY)="hudsizey"
actword$(AIACTHUDSIZEZ)="hudsizez"
actword$(AIACTHUDRED)="hudred"
actword$(AIACTHUDGREEN)="hudgreen"
actword$(AIACTHUDBLUE)="hudblue"
actword$(AIACTHUDIMAGE)="hudimage"
actword$(AIACTHUDIMAGEFINE)="hudimagefine"
actword$(AIACTHUDFONT)="hudfont"
actword$(AIACTHUDSIZE)="hudsize"
actword$(AIACTHUDTEXT)="hudtext"
actword$(AIACTHUDTYPE)="hudtype"
actword$(AIACTHUDHIDE)="hudhide"
actword$(AIACTHUDSHOW)="hudshow"
actword$(AIACTHUDUNSHOW)="hudunshow"
actword$(AIACTHUDNAME)="hudname"
actword$(AIACTHUDANIM)="hudanim"
actword$(AIACTHUDFADEOUT)="hudfadeout"
actword$(AIACTHUDMAKE)="hudmake"
actword$(AIACTNEWGAME)="newgame"
actword$(AIACTLOADGAME)="loadgame"
actword$(AIACTSAVEGAME)="savegame"
actword$(AIACTCONTINUEGAME)="continuegame"
actword$(AIACTQUITGAME)="quitgame"
actword$(AIACTPAUSEGAME)="pausegame"
actword$(AIACTRESUMEGAME)="resumegame"
actword$(AIACTHOSTGAME)="hostgame"
actword$(AIACTJOINGAME)="joingame"
actword$(AIACTREPEATGAME)="repeatgame"
actword$(AIACTTIMERSTART)="timerstart"

Every Command there is... just ignore "actword$(AIACTTIMERSTART)=""

and WHOSE name starts with an M and ends with erranvo?
Merlinerranvo? Masucerranvo? Monster? Wait, that last one doesn't work.

"ye oft de adopte early shalt move mountains, and be gods among men"

He who knows everything knows nothing at all.
Sunflash
18
Years of Service
User Offline
Joined: 28th Jun 2005
Location: Seattle, Wa
Posted: 14th Oct 2005 18:29
could you keep posting updated versions of the code? I tgets hard for people to have to look close for it

When FPSC gets good enough, lets make a Redwall game!

Merranvo
18
Years of Service
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Joined: 24th May 2005
Location: That ^ is a Orange
Posted: 14th Oct 2005 23:48
That is V1, untampered.
I've done a bit of tampering, but if I get any great tampers, I will send them off to Riker 9, no use having a single engine. Most of the things I feel need tampering, will cause problems while fixing others, so much of the scripting language is tied with other parts (I particularly like the totally redundant code that checks to see if a number is greater then 100. That should have been adressed in the editor, not the engine)

Grab the source code, Although it is hard to just glance read, it makes it easyer when checking up on commands and conditions. (Like the ones that don't exist)

"ye oft de adopte early shalt move mountains, and be gods among men"

He who knows everything knows nothing at all.
Merranvo
18
Years of Service
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Joined: 24th May 2005
Location: That ^ is a Orange
Posted: 12th Nov 2005 01:06
Boom Shaka Laka

Your mod has been erased by a signature which was erased by a mod being erased by a signature.

"Ye oft de adopte early shalt move mountains, and be gods among men"
mr splatface
19
Years of Service
User Offline
Joined: 8th Jan 2005
Location: in fpsc
Posted: 12th Nov 2005 16:11
how do you use the script?

' my cats breath smells like cats food' (ralph wiggum)
'purge your feelings' (darth vadar)
'a-ringdingding, dingadingabooowbaba a ringadingaDING,adingdingading!' (the crazy frog)
Merranvo
18
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Joined: 24th May 2005
Location: That ^ is a Orange
Posted: 12th Nov 2005 16:32 Edited at: 12th Nov 2005 16:42
;Triggers

:state=0:state=6,coloff

:state=1,plrhigher=20:moveup=8
:state=1,raycastup=0 -20:state=3
:state=1,raycastup=70 100:state=4
:state=1:moveup=-4,rotatetoplr
:state=1:unassociateplayer
:state=3:state=1
:state=1,plrusingaction=1,plrcanbeseen:associateplayer,moveup=10
:state=4:state=1,unassociateplayer

:state=1,timergreater=30000:destroy,state=10
:state=6,plrdistwithin=50:state=1,associateplayer,setalphafade=0,timerstart

;End of Script

As you can clearly see, state being three causes all other commands to be skipped.

That is GOOD coding. If I wanted to, I would condense it even more by making use of the activated variable.

don't insult what you don't understand.

Your mod has been erased by a signature which was erased by a mod being erased by a signature.

"Ye oft de adopte early shalt move mountains, and be gods among men"
Merranvo
18
Years of Service
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Joined: 24th May 2005
Location: That ^ is a Orange
Posted: 12th Nov 2005 16:35 Edited at: 12th Nov 2005 16:36
Quote: "of a line"


:line=1:preforme,all,actions,at,once
:line=2:preform,these,actions,latter

Your mod has been erased by a signature which was erased by a mod being erased by a signature.

"Ye oft de adopte early shalt move mountains, and be gods among men"
Merranvo
18
Years of Service
User Offline
Joined: 24th May 2005
Location: That ^ is a Orange
Posted: 12th Nov 2005 16:43 Edited at: 12th Nov 2005 16:44
I have a model for the Script... but the modeler wants to wait till his entire pack is done.

It is all hush hush.

Aren't you suppose to be banned?

Your mod has been erased by a signature which was erased by a mod being erased by a signature.

"Ye oft de adopte early shalt move mountains, and be gods among men"
Merranvo
18
Years of Service
User Offline
Joined: 24th May 2005
Location: That ^ is a Orange
Posted: 12th Nov 2005 17:02
i don't know if it is pay or not...
I just make scripts.

All I know is that it looks good, very good.
And if the modeler would step up, he could show you how good it looks.

Your mod has been erased by a signature which was erased by a mod being erased by a signature.

"Ye oft de adopte early shalt move mountains, and be gods among men"

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