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RE: RUNNING POLL - ScenEdit requests

 
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[Poll]

RUNNING POLL - ScenEdit requests


See RPs and/or No nav zones and/or exclusion zones from all sides
  1% (4)
Local weather fronts (non-global weather)
  37% (87)
EE trigger: ID status change on contact
  0% (0)
AND / OR operators on event conditions
  23% (53)
Dynamic campaign (events on one scen affect the next)
  23% (53)
Add Magazine
  1% (3)
Lua: Join a unit to a group
  0% (2)
Lua: Compel a ship to UNREP
  0% (1)
UI windows for editing magazines and datalinks (like wpns / sensors)
  3% (8)
Add filter-options to the "Teleport_Unit" event action
  0% (0)
Make nav/exclusion zones optionally applicable to specific units
  1% (3)
Persist sprint and drift settings to .inst file
  0% (2)
Lua: Specify unit as escort on a mission
  1% (3)
Lua: Specify desired unit speed/throttle
  1% (3)
Option to scrub a No-Nav Zone if the side is human-played
  0% (0)
Wrecked ships
  3% (8)


Total Votes : 230


(last vote on : 12/11/2019 1:18:45 AM)
(Poll will run till: -- )
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RE: RUNNING POLL - ScenEdit requests - 11/9/2013 2:18:02 AM   
brassem


Posts: 73
Joined: 10/2/2013
From: NE of YMML
Status: offline
The ability to SBR reference points. And to change their global position by key entry for specific location.

They can then be used a standard for such things as border lines, no fly zones, etc, so the mission builder can load them in as a building block module for their new scenario.

(Currently you need to add each and every point individually, and move them by cursor to the approximate position, then save it all as a .scen file. Then build you new scenario over the top of this one. The .scen is compressed so the mission builder has no access to the specific details to check accuracy by text editor numeric.)


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(in reply to navwarcol)
Post #: 31
RE: RUNNING POLL - ScenEdit requests - 11/15/2013 3:54:58 PM   
JCR

 

Posts: 160
Joined: 11/4/2013
Status: offline
In "add unit", it would be nice to be able to sort by unit and by current date.
Like "show all turkish frigates available in 1978"
:)

(in reply to brassem)
Post #: 32
RE: RUNNING POLL - ScenEdit requests - 11/19/2013 8:14:20 AM   
Agathosdaimon


Posts: 1014
Joined: 7/8/2012
Status: offline
please add in the event action of changing weather/sea state - ie, so it can be set to possibily changing mid scenario or even occurring in just a localised RP defined area - (one could make a separate unplayable 'weather' side)

also the ability for a mission type to change per trigger, - this could also make alot of dynamism in a larger scenario (or is this currently possible with the current options and just a lot of big think on the part of the scen developer?)

(in reply to navwarcol)
Post #: 33
RE: RUNNING POLL - ScenEdit requests - 11/20/2013 6:12:55 PM   
Dimitris


Posts: 11686
Joined: 7/31/2005
Status: offline
Added.

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(in reply to navwarcol)
Post #: 34
RE: RUNNING POLL - ScenEdit requests - 11/21/2013 9:07:51 AM   
JCR

 

Posts: 160
Joined: 11/4/2013
Status: offline
A way to change nuclear posture by event. :D

(in reply to Dimitris)
Post #: 35
RE: RUNNING POLL - ScenEdit requests - 11/28/2013 7:26:52 PM   
Dimitris


Posts: 11686
Joined: 7/31/2005
Status: offline
Removed "EE trigger: Unit is detected" as it has been implemented in Build 469. If you voted for this you can vote again.

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(in reply to navwarcol)
Post #: 36
RE: RUNNING POLL - ScenEdit requests - 12/12/2013 11:24:56 PM   
Devast8or

 

Posts: 63
Joined: 4/16/2001
Status: offline

If I currently want to assign a certain unit to a Side in scenario that in reality does not posses such unit I would have to "borrow" it from a country that has it in the DB.
The problem is that whenever you click on that unit in your scenario it will be IDd as "Russian" or "American" or "French" unit. Can we have generic units that don't belong to anyone?
You could create a generic instance of every unit, don't assign any weapons or sensors to it, let the scenario designer build the unit as he sees fit for his side.

(in reply to Dimitris)
Post #: 37
RE: RUNNING POLL - ScenEdit requests - 12/13/2013 2:32:20 AM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
Are you talking about the names?

Make sure no reference points are selected, select the unit, press the r key and rename.

mike

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(in reply to Devast8or)
Post #: 38
RE: RUNNING POLL - ScenEdit requests - 12/13/2013 5:04:10 PM   
Blu3wolf


Posts: 198
Joined: 9/30/2013
From: Western Australia
Status: offline
it doesnt matter too much... the tech is that sides, they did not develop it.

if you tentatively ID something using the contact report, you should expect a lower level of SA anyway...

but the side data is whichever side owns that unit, not specific to the DB but specific to the game you are playing.

(in reply to Devast8or)
Post #: 39
RE: RUNNING POLL - ScenEdit requests - 12/27/2013 3:35:07 AM   
pboiler

 

Posts: 16
Joined: 2/16/2008
Status: offline
1- when adding a new unit, have the country filter set by default to the country selected as the side (or remembers filters from last add)

2-have filter by keyword checked by default when adding a weapon/mount

3- option to auto create a call sign when adding aircraft

something like "aircraft type" Sqn, Det "ship/facility" (i.e. adding F-14s to the Enterprise--> "F-14 Sqn, Det Enterprise"

(in reply to Blu3wolf)
Post #: 40
RE: RUNNING POLL - ScenEdit requests - 1/11/2014 3:08:09 AM   
orca

 

Posts: 404
Joined: 11/6/2013
Status: offline
a way to make it easier to add to magazine by:

-a way to directly add weapons to the units magazine when selecting the appropriate weapon in the weapons window for that unit (the same window that allows add/remove weapon mount). Maybe create another option at the bottom of that window to "add to magazine".

-similar feature to be used when readying an aircraft to add the displayed load out details to the magazine of the ship/facility that aircraft is located

(in reply to pboiler)
Post #: 41
RE: RUNNING POLL - ScenEdit requests - 1/12/2014 3:43:21 PM   
snowburn


Posts: 188
Joined: 9/24/2013
From: Bovril, Argentina
Status: offline
1- Events: when triggered they start a countdown and when it finished the attached action will be executed.

for example:

Event name: incoming bombers

Trigger:
player's aircrafts enters area

Actions:
[inmediate] show message
[inmediate] activate mission: scramble fighters
[30mins delay] activate mission: fire nuclear missiles

i need it for a scenario im doing (http://www.matrixgames.com/forums/tm.asp?m=3519265)

< Message edited by snowburn -- 1/12/2014 4:46:21 PM >

(in reply to orca)
Post #: 42
RE: RUNNING POLL - ScenEdit requests - 1/14/2014 4:15:28 PM   
snowburn


Posts: 188
Joined: 9/24/2013
From: Bovril, Argentina
Status: offline
2- Trigger: Mission finished

example:
Trigger: Mission: Enemy VIP Transport Finished (IL-14 Ferry mission)
Action: End Scenario (lose)


3- Use of variables.

example:
Trigger: SA-2 Site destroyed (repeatable event)
Action: var sites=sites+1

Trigger: SA-2 Site destroyed
Condition: sites > 2
Action: Activate mission: scramble fighters


4- Trigger: Ballistic missile launch detected

5- Trigger: Nuclear detonation detected (including deep charges, torpedoes, sams and aams)

6- Action: Nuclear release granted EDIT: (JCR requested the same)

example:
trigger: Nuclear detonation detected
action: message
action: Nuclear release granted




< Message edited by snowburn -- 1/14/2014 5:22:53 PM >

(in reply to snowburn)
Post #: 43
RE: RUNNING POLL - ScenEdit requests - 1/27/2014 10:07:28 PM   
tanqtonic

 

Posts: 6
Joined: 7/5/2004
Status: offline
Another idea is to allow a "mission" being a series of movements to waypoints: this would allow the builder to not just set a random start point point for a group, but would allow the designers to set a number of different ways for that group to perform.

i.e. in one iteration a group might start at a point, and then work its way to hit Target A

in the next it might be tasked with hitting target B.

I am finding that once you play a single scenario, when you know what the objective is it is easy to counter. If there were multiple ways an an opponent could achieve an objective, it would keep the scenario "fresh".

Say that you have two separate airbases and each had x (tankers, supply) planes, and each were worth one point with a victory being achieved when 1/4x were achieved. The scenario with multiple movements based on random events, coupled with random area starting, would make the problem fresh for each time the scenario is played. Each time not only does one have to identify the position of the enemy group, one would need to determine *which* target it was aimed at as well....

(in reply to snowburn)
Post #: 44
RE: RUNNING POLL - ScenEdit requests - 2/10/2014 8:47:56 PM   
Mini_Von


Posts: 129
Joined: 12/17/2013
Status: offline
"Event Action: Side Changes Posture" is listed in the poll on 2 separate lines.

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(in reply to tanqtonic)
Post #: 45
RE: RUNNING POLL - ScenEdit requests - 2/17/2014 4:16:12 PM   
Elouda

 

Posts: 175
Joined: 2/16/2008
From: Helsinki, Finland
Status: offline
Any chance we might see some kind of logic to the triggers, conditions, etc in the event editor?

What I mean with this, is for example the ability to list two 'triggers' for an 'event', and designate them as either OR (as they are now by default, requiring one or the other to activate) or AND (new option, requires both to be true to trigger the event). This would allow for a much more complex set of events to take place.

Initially just one 'level' would probably be sufficient (ie pick if theyre all AND or all OR), but eventually a 'layered' approach would be nice (ability to have for example an OR operator for a pair of AND triggers, meaning you need to fulfill all the conditions listed under one of the 'second level' triggers). I can illustrate this with example in case the above isn't clear.

A second, much more complex request echos that of snowburn (and maybe others), and that would be the addition of user definable flags/variables - I guess these would be created/handled under a new section (like the existing events, triggers, conditions sections), and have associated triggers, conditions and actions to read, set, increment, etc. them.

For example, the user could creating an amphibious scenario could create a 'hasLanded' variable, initially set to 0 or FALSE. Upon a amphibious unit reaching one of 3 designated LZ's, each with their own event trigger (which would require the variable to still be 0 or FALSE) a certain group of units would teleport onto the beach for that LZ, and the variable would be set to 1 or TRUE. This way the forces could be landed on one beach, but still allow choice.

To my understanding, attempting the above is impossible currently - you would either have to have one 'beach', or allow for dropping off units at several locations. This simple example illustrates a fraction of the potential that this sort of system could have - it could allow for some very complex 'behind the scenes' work when joined with existing functionality.

< Message edited by Elouda -- 2/17/2014 5:23:09 PM >

(in reply to Mini_Von)
Post #: 46
RE: RUNNING POLL - ScenEdit requests - 2/17/2014 5:19:10 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline

quote:

ORIGINAL: Mini_Von

"Event Action: Side Changes Posture" is listed in the poll on 2 separate lines.


Yes scientifically proven Florida polling technique.

In this case will fix before the vote is in though:)


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(in reply to Mini_Von)
Post #: 47
RE: RUNNING POLL - ScenEdit requests - 2/17/2014 5:27:49 PM   
tanqtonic

 

Posts: 6
Joined: 7/5/2004
Status: offline
The AND operator really should be rolled into the trigger.... also an event of "enable/disable event" might be useful along with the ability to set the initial enable/disable state of an event in the editor.

Example

Event Amphib 1 into Area 1
Status : Enabled
Number : one time only
Trigger : amphib ship gets into Area 1
Action : a) move force 1 to area 1
b) enable Event Amphib 2 into Area 1
c) enable Event Amphib 2 into Area 2
d) disable Event Amphib 1 into Area 2
e) disable Event Amphib 1 into Area 3
f) enable Event Amphib 2 into Area 3


Event Amphib 1 into Area 2
Status : Enabled
Number : one time only
Trigger : amphib ship gets into Area 2
Action : a) move force 1 to area 2
b) enable Event Amphib 2 into Area 2
c) enable Event Amphib 2 into Area 3
d) disable Event Amphib 1 into Area 1
e) disable Event Amphib 1 into Area 3
f) enable Event Amphib 2 into Area 1


Event Amphib 2 into Area 1 after Force 1 in Area 1
Status : Disabled
Number : one time only
Trigger : amphib ship gets into Area 1
Action : a) move force 2 into area 1
b) enable Event Amphib 3 into Area 1
c) assign force 1, force 2 to mission Assault Facility
d) enable mission Assault into neighboring Facility
e) disable Event Amphib 2 into Area 2
f) disable Event Amphib 2 into Area 3

When the first amphib rolls into AREA 1, Force 1 is placed at the beach and does whatever.
The event for that force going into other areas are all disabled, and the "2nd time" event are all enabled

When the second amphib rolls into area 1, FORCE 2 is placed in AREA 1. If it is the 2nd force at that area event, they are combined and assigned an assault mission. The possibilities of Force 2 going elsewhere are disabled.

A combination of enable/disable events as an event itself could be used to define some really neat "campaign-like" actions; especially with the ability to assign/deassign units to missions.


In fact the simple enable/disable state with the enablement and disablement through actions of events would give the previous poster the full ability to do what he wants to do in his example.

< Message edited by tanqueray_tonic -- 2/17/2014 6:34:07 PM >

(in reply to Elouda)
Post #: 48
RE: RUNNING POLL - ScenEdit requests - 3/18/2014 9:15:37 PM   
mcp5500


Posts: 142
Joined: 2/2/2014
Status: offline
I would like to see a trigger for side classification of a unit. It could be part of the detection trigger. Now when a side detects a selected target, The detector side does not know what it is or knows because that is the only trigger available and there is no sensor data available yet. If a classification trigger was also available, The user could select a classification by sensor types for a ship or aircraft or wait for a ship or sub or aircraft make it by sensors or visual classification. Much more detail could be added to scenarios and mistakes can be made by the player adding more fog of war and error consequence.

One example would be a sub looking for a particular sub. The current detector trigger tells the player he found it without knowing what he/she found.

A second maybe would be detection of a ship classification detection could trigger one of many different types of actions like air attack or ship attack. Also a user error in classification detection to lead to a different response.

Let me know what you think.

< Message edited by mcp5500 -- 3/18/2014 10:30:59 PM >

(in reply to tanqtonic)
Post #: 49
RE: RUNNING POLL - ScenEdit requests - 3/18/2014 10:18:57 PM   
Dimitris


Posts: 11686
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: mcp5500

I would like to see a trigger for side classification of a unit. It could be part of the detection trigger. Now when a side detects a selected target, The detector side does not know what it is or knows because that is the only trigger available and there is no sensor data available yet. If a classification trigger was also available, The user could select a classification by sensor types for a ship or aircraft or wait for a ship or sub or aircraft make it by sensors or visual classification. Much more detail could be added to scenarios and mistakes can be made by the player adding more fog of war and error consequence.

One example would be a sub looking for a particular sub. The current detector trigger tells the player he found it without knowing what he/she found.

A second maybe would be detection of a ship classification detection could trigger one of many different types of actions like air attack or ship attack. Also a user error in classification detection to lead to a different response.

Let me know what you think.


I'm sorry but I don't understand this at all.

_____________________________


(in reply to mcp5500)
Post #: 50
RE: RUNNING POLL - ScenEdit requests - 3/18/2014 10:40:35 PM   
mcp5500


Posts: 142
Joined: 2/2/2014
Status: offline
Currently when building a scenario, the builder can make a decision when one side detects a unit. The detector side detects the unit and events are triggered based on that detection. The detector does not necessarily know what the unit is. Here is a simple example. I create a sub scenario where the player can only play one side. The player mission is to detect one particular enemy sub out of many enemy subs. As soon as the player detects the one sub, the detection trigger sub, the mission ends. The player, or detector side, does not know what happened because the player did not have to work harder to get a target classification by its sub sonar and systems. How the new detector trigger would work is the trigger would not execute until the player side classifies the detected unit. It would be a check-mark in the detection trigger labeled detector must classify. The detection trigger would not fire until the detector side makes a classification of the detected unit. For other types of units The human can use sensor data to select a classification. Imagine how this could be used.

< Message edited by mcp5500 -- 4/2/2014 5:29:26 PM >

(in reply to Dimitris)
Post #: 51
RE: RUNNING POLL - ScenEdit requests - 3/25/2014 7:54:22 AM   
Dimitris


Posts: 11686
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: Elouda

Any chance we might see some kind of logic to the triggers, conditions, etc in the event editor?

What I mean with this, is for example the ability to list two 'triggers' for an 'event', and designate them as either OR (as they are now by default, requiring one or the other to activate) or AND (new option, requires both to be true to trigger the event). This would allow for a much more complex set of events to take place.

Initially just one 'level' would probably be sufficient (ie pick if theyre all AND or all OR), but eventually a 'layered' approach would be nice (ability to have for example an OR operator for a pair of AND triggers, meaning you need to fulfill all the conditions listed under one of the 'second level' triggers). I can illustrate this with example in case the above isn't clear.

A second, much more complex request echos that of snowburn (and maybe others), and that would be the addition of user definable flags/variables - I guess these would be created/handled under a new section (like the existing events, triggers, conditions sections), and have associated triggers, conditions and actions to read, set, increment, etc. them.

For example, the user could creating an amphibious scenario could create a 'hasLanded' variable, initially set to 0 or FALSE. Upon a amphibious unit reaching one of 3 designated LZ's, each with their own event trigger (which would require the variable to still be 0 or FALSE) a certain group of units would teleport onto the beach for that LZ, and the variable would be set to 1 or TRUE. This way the forces could be landed on one beach, but still allow choice.

To my understanding, attempting the above is impossible currently - you would either have to have one 'beach', or allow for dropping off units at several locations. This simple example illustrates a fraction of the potential that this sort of system could have - it could allow for some very complex 'behind the scenes' work when joined with existing functionality.


Logged.

_____________________________


(in reply to Elouda)
Post #: 52
RE: RUNNING POLL - ScenEdit requests - 3/29/2014 4:59:30 PM   
Vici Supreme

 

Posts: 550
Joined: 12/4/2013
From: Southern Germany
Status: offline
Hello

I think a function to regulate the amount of ammunition used in a launch interval would be pretty useful, espacially when playing against the AI.
Like "Use small amount of ammo", "Use normal amount of ammo", "Use high amount of ammo" that is used for the Engage target automatically order.

For example to tell your surface combatants to encounter an incoming ASM with only one(small amount) missile instead of two(normal amount) at a time or fire half of all(high amount) surface to surface missiles at once against an enemy ship. I know I kinda can influence that via "Engage target manually" but this often gets to micro when played large scaled scenarios. For me, this is sometimes really annoying as I play with "Hold Fire" for my ships because they use air defense missiles in such a bountiful amount. Two missiles are fired for one closing sea skimmer and the first air defense missile often hits. Also having the ability to set this in the scenario editor for the sides could improve the endurance of the AI played faction enormously. I think the same refers to aircrafts with air to air weapons and submarines when using ISBM's.

Think about this

(in reply to navwarcol)
Post #: 53
RE: RUNNING POLL - ScenEdit requests - 4/15/2014 7:34:51 PM   
mcp5500


Posts: 142
Joined: 2/2/2014
Status: offline
I would like to see an entry in the player log each time the player (side) receives a message from the event engine, message Action. For example the scenario reports the location of a convoy, by simulating a radio message. the message type could be: radio, intelligence, or regular message received (or others you can think of). The message type would be selected by the designer as type x and when the side recieves it it is titled and logged. 1300 4/12 Radio Message Recived.

< Message edited by mcp5500 -- 4/16/2014 12:37:19 PM >

(in reply to Vici Supreme)
Post #: 54
RE: RUNNING POLL - ScenEdit requests - 4/16/2014 3:02:52 PM   
mcp5500


Posts: 142
Joined: 2/2/2014
Status: offline
I found it in the options page. Once a message is displayed, is there a way to see it again after it is gone?

(in reply to mcp5500)
Post #: 55
RE: RUNNING POLL - ScenEdit requests - 4/21/2014 2:04:37 PM   
JTurbine


Posts: 24
Joined: 4/18/2014
Status: offline
I would like a Crew Eject Event, in the case of an aircraft shootdown. It would be possible
if the Scenario author could assign a reference Point to any unit at Scenario creation (the Crew could then be teleported to the
shootdown Location).

I want to challenge the Player with possible SAR missions.

I can't think of a really good way to do it with the logic available now. If anyone has a
Suggestion, please let me know.

Thanks, JT

(in reply to mcp5500)
Post #: 56
RE: RUNNING POLL - ScenEdit requests - 5/3/2014 6:40:21 AM   
Windom Earle

 

Posts: 20
Joined: 3/27/2014
Status: offline
This
quote:

ORIGINAL: JCR
In "add unit", it would be nice to be able to sort by unit and by current date.
Like "show all turkish frigates available in 1978"

and this
quote:

ORIGINAL: pboiler
1- when adding a new unit, have the country filter set by default to the country selected as the side (or remembers filters from last add)
I'd vote for.


(in reply to JTurbine)
Post #: 57
RE: RUNNING POLL - ScenEdit requests - 5/3/2014 6:56:46 AM   
Tomcat84

 

Posts: 1951
Joined: 7/10/2013
Status: offline
My vote right now is still with this: Event Action: Assign or unassign unit/group to/from a Mission

as well as forcing an RTB or forcing a side change.

But an addition is to allow more (event controlled) control over magazines.
Option: build an airbase manually with an ammo bunker full of goodies. But it's peacetime at scenario start so I dont want player to have access to the munitions in the bunker (the goodies :) )
But then conflict erupts! So I would like to event trigger based get an action to "allow magazine access" or something? The event would be linked to one or more magazines in different units. It could also be used on ships. For land bases you cuold make two bunkers, one with air to air weaponry and one with air to surface as well and that way stagger the access to first air to air when defensive and when offensive ops start unlock the second magazine as well. For a carrier this might be more tricky.

Other options, allow event based direct adding of certain weapons in certain quantities to magazines. This might become more laborious though having to make events for all the various kinds of weapons.


Lastly a different request: make it so that units can be toggled not to be visible in the order of battle, and additionally make it event based possible to reveal them / hide them. This can be useful when teleporting in paratroopers and stuff so they arent easily seen hanging out on antarctica before because you read the OOB :)

_____________________________

My Scenarios and Tutorials for Command

(Scenarios focus on air-warfare :) )

(in reply to Windom Earle)
Post #: 58
RE: RUNNING POLL - ScenEdit requests - 7/29/2014 6:40:58 AM   
snowburn


Posts: 188
Joined: 9/24/2013
From: Bovril, Argentina
Status: offline
how about strict ROE?

for example:

-Only fire when fired.
-Need visual ID to engage targets
-Cant engage routing enemies (i dont know if it exists)
-Cant engage when neutrals/allies are on proximity
-Cant use Electronic Warfare

(in reply to Tomcat84)
Post #: 59
RE: RUNNING POLL - ScenEdit requests - 7/29/2014 12:54:56 PM   
Primarchx


Posts: 2975
Joined: 1/20/2013
Status: offline
Teleportation of units entering a given area. Right now I have to make a trigger of a unit entering an area and a specific action for that unit to teleport it. It would be nice to have an action that teleports any unit in the specified area on a given trigger.

< Message edited by Primarchx -- 7/29/2014 2:28:05 PM >

(in reply to snowburn)
Post #: 60
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