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  3. [Resource] [GSC] Working Tombstone Fix - Works on Tranzit and Town

[Resource] [GSC] Working Tombstone Fix - Works on Tranzit and Town

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  • JezuzLizardundefined JezuzLizard

    LuqyAF Anything after a for loop with no end condition will not be read put the isTown() above the level.perk_purchase_limit = 9; so it will run it.

    A while loop or for loop tells a computer to do something indefinitely until told otherwise, this means in your current code isTown() is never read since the current for loop you are using has no end condition which means everything after it won't be run.

    Tomlemanundefined Offline
    Tomlemanundefined Offline
    Tomleman
    wrote on last edited by
    #10

    JezuzLizard #include maps\mp_utility;
    #include common_scripts\utility;
    #include maps\mp\gametypes_zm_hud_util;
    #include maps\mp\gametypes_zm_hud_message;
    #include maps\mp\zombies_zm_perks;

    init();
    isTown();
    {
    level.perk_purchase_limit = 9;
    for(;;)
    {
    level waittill("connected", player);
    player thread welcome();
    }

    }

    solo_tombstone_removal()
    {
    notify( "tombstone_on" );
    }

    turn_tombstone_on()
    {
    while ( 1 )
    {
    machine = getentarray( "vending_tombstone", "targetname" );
    machine_triggers = getentarray( "vending_tombstone", "target" );
    i = 0;
    while ( i < machine.size )
    {
    machine[ i ] setmodel( level.machine_assets[ "tombstone" ].off_model );
    i++;
    }
    level thread do_initial_power_off_callback( machine, "tombstone" );
    array_thread( machine_triggers, ::set_power_on, 0 );
    level waittill( "tombstone_on" );
    i = 0;
    while ( i < machine.size )
    {
    machine[ i ] setmodel( level.machine_assets[ "tombstone" ].on_model );
    machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0,3, 0,4, 3 );
    machine[ i ] playsound( "zmb_perks_power_on" );
    machine[ i ] thread perk_fx( "tombstone_light" );
    machine[ i ] thread play_loop_on_machine();
    i++;
    }
    level notify( "specialty_scavenger_power_on" );
    array_thread( machine_triggers, ::set_power_on, 1 );
    if ( isDefined( level.machine_assets[ "tombstone" ].power_on_callback ) )
    {
    array_thread( machine, level.machine_assets[ "tombstone" ].power_on_callback );
    }
    level waittill( "tombstone_off" );
    if ( isDefined( level.machine_assets[ "tombstone" ].power_off_callback ) )
    {
    array_thread( machine, level.machine_assets[ "tombstone" ].power_off_callback );
    }
    array_thread( machine, ::turn_perk_off );
    players = get_players();
    _a1718 = players;
    _k1718 = getFirstArrayKey( _a1718 );
    while ( isDefined( _k1718 ) )
    {
    player = _a1718[ _k1718 ];
    player.hasperkspecialtytombstone = undefined;
    _k1718 = getNextArrayKey( _a1718, _k1718 );
    }
    }
    }

    isTown()
    {
    if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
    {
    level thread perk_machine_spawn_init();
    thread solo_tombstone_removal();
    thread turn_tombstone_on();
    }
    }

    welcome()
    {
    self endon("disconnect");
    self waittill("spawned_player");
    wait 7;
    self iprintln("^2" +self.name + "^7 , your perk limit has been removed");
    }

    i have it like this but it says it has a ad syntax around line 6

    1 Reply Last reply
    0
    • Altrucityundefined Offline
      Altrucityundefined Offline
      Altrucity
      wrote on last edited by
      #11

      I'm having some issues getting this to work, I'm getting these errors:

      **** 5 script error(s):
      **** Unresolved external : "array_thread" with 3 parameters in "tombstone" at l
      ines 1,1 ****
      **** Too many parameters: "vibrate" with 6 parameters in "tombstone"
      **** Unresolved external : "array_thread" with 2 parameters in "tombstone" at l
      ines 1,1,1 *

      The only lines that have been modified are lines 1 - 7, everything else has not been touched, only copied from the original post.

      Here is the code:

      #include maps\mp\zombies\_zm_perks;
      
      init()
      {
      	isTown();
      }
      
      solo_tombstone_removal()
      {
      	notify( "tombstone_on" );
      }
      
      turn_tombstone_on()
      {
      	while ( 1 )
      	{
      		machine = getentarray( "vending_tombstone", "targetname" );
      		machine_triggers = getentarray( "vending_tombstone", "target" );
      		i = 0;
      		while ( i < machine.size )
      		{
      			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].off_model );
      			i++;
      		}
      		level thread do_initial_power_off_callback( machine, "tombstone" );
      		array_thread( machine_triggers, ::set_power_on, 0 );
      		level waittill( "tombstone_on" );
      		i = 0;
      		while ( i < machine.size )
      		{
      			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].on_model );
      			machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0,3, 0,4, 3 );
      			machine[ i ] playsound( "zmb_perks_power_on" );
      			machine[ i ] thread perk_fx( "tombstone_light" );
      			machine[ i ] thread play_loop_on_machine();
      			i++;
      		}
      		level notify( "specialty_scavenger_power_on" );
      		array_thread( machine_triggers, ::set_power_on, 1 );
      		if ( isDefined( level.machine_assets[ "tombstone" ].power_on_callback ) )
      		{
      			array_thread( machine, level.machine_assets[ "tombstone" ].power_on_callback );
      		}
      		level waittill( "tombstone_off" );
      		if ( isDefined( level.machine_assets[ "tombstone" ].power_off_callback ) )
      		{
      			array_thread( machine, level.machine_assets[ "tombstone" ].power_off_callback );
      		}
      		array_thread( machine, ::turn_perk_off );
      		players = get_players();
      		_a1718 = players;
      		_k1718 = getFirstArrayKey( _a1718 );
      		while ( isDefined( _k1718 ) )
      		{
      			player = _a1718[ _k1718 ];
      			player.hasperkspecialtytombstone = undefined;
      			_k1718 = getNextArrayKey( _a1718, _k1718 );
      		}
      	}
      }
      
      perk_machine_spawn_init()
      {
      	match_string = "";
      	location = level.scr_zm_map_start_location;
      	if ( location != "default" && location == "" && isDefined( level.default_start_location ) )
      	{
      		location = level.default_start_location;
      	}
      	match_string = ( level.scr_zm_ui_gametype + "_perks_" ) + location;
      	pos = [];
      	if ( isDefined( level.override_perk_targetname ) )
      	{
      		structs = getstructarray( level.override_perk_targetname, "targetname" );
      	}
      	else
      	{
      		structs = getstructarray( "zm_perk_machine", "targetname" );
      	}
      	_a3578 = structs;
      	_k3578 = getFirstArrayKey( _a3578 );
      	while ( isDefined( _k3578 ) )
      	{
      		struct = _a3578[ _k3578 ];
      		if ( isDefined( struct.script_string ) )
      		{
      			tokens = strtok( struct.script_string, " " );
      			_a3583 = tokens;
      			_k3583 = getFirstArrayKey( _a3583 );
      			while ( isDefined( _k3583 ) )
      			{
      				token = _a3583[ _k3583 ];
      				if ( token == match_string )
      				{
      					pos[ pos.size ] = struct;
      				}
      				_k3583 = getNextArrayKey( _a3583, _k3583 );
      			}
      		}
      		else pos[ pos.size ] = struct;
      		_k3578 = getNextArrayKey( _a3578, _k3578 );
      	}
      	if ( !isDefined( pos ) || pos.size == 0 )
      	{
      		return;
      	}
      	precachemodel( "zm_collision_perks1" );
      	i = 0;
      	while ( i < pos.size )
      	{
      		perk = pos[ i ].script_noteworthy;
      		if ( isDefined( perk ) && isDefined( pos[ i ].model ) )
      		{
      			use_trigger = spawn( "trigger_radius_use", pos[ i ].origin + vectorScale( ( 0, -1, 0 ), 30 ), 0, 40, 70 );
      			use_trigger.targetname = "zombie_vending";
      			use_trigger.script_noteworthy = perk;
      			use_trigger triggerignoreteam();
      			perk_machine = spawn( "script_model", pos[ i ].origin );
      			perk_machine.angles = pos[ i ].angles;
      			perk_machine setmodel( pos[ i ].model );
      			if ( isDefined( level._no_vending_machine_bump_trigs ) && level._no_vending_machine_bump_trigs )
      			{
      				bump_trigger = undefined;
      			}
      			else
      			{
      				bump_trigger = spawn( "trigger_radius", pos[ i ].origin, 0, 35, 64 );
      				bump_trigger.script_activated = 1;
      				bump_trigger.script_sound = "zmb_perks_bump_bottle";
      				bump_trigger.targetname = "audio_bump_trigger";
      				if ( perk != "specialty_weapupgrade" )
      				{
      					bump_trigger thread thread_bump_trigger();
      				}
      			}
      			collision = spawn( "script_model", pos[ i ].origin, 1 );
      			collision.angles = pos[ i ].angles;
      			collision setmodel( "zm_collision_perks1" );
      			collision.script_noteworthy = "clip";
      			collision disconnectpaths();
      			use_trigger.clip = collision;
      			use_trigger.machine = perk_machine;
      			use_trigger.bump = bump_trigger;
      			if ( isDefined( pos[ i ].blocker_model ) )
      			{
      				use_trigger.blocker_model = pos[ i ].blocker_model;
      			}
      			if ( isDefined( pos[ i ].script_int ) )
      			{
      				perk_machine.script_int = pos[ i ].script_int;
      			}
      			if ( isDefined( pos[ i ].turn_on_notify ) )
      			{
      				perk_machine.turn_on_notify = pos[ i ].turn_on_notify;
      			}
      			if ( perk == "specialty_scavenger" || perk == "specialty_scavenger_upgrade" )
      			{
      				use_trigger.script_sound = "mus_perks_tombstone_jingle";
      				use_trigger.script_string = "tombstone_perk";
      				use_trigger.script_label = "mus_perks_tombstone_sting";
      				use_trigger.target = "vending_tombstone";
      				perk_machine.script_string = "tombstone_perk";
      				perk_machine.targetname = "vending_tombstone";
      				if ( isDefined( bump_trigger ) )
      				{
      					bump_trigger.script_string = "tombstone_perk";
      				}
      			}
      			if ( isDefined( level._custom_perks[ perk ] ) && isDefined( level._custom_perks[ perk ].perk_machine_set_kvps ) )
      			{
      				[[ level._custom_perks[ perk ].perk_machine_set_kvps ]]( use_trigger, perk_machine, bump_trigger, collision );
      			}
      		}
      		i++;
      	}
      }
      
      isTown()
      {
      	if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
      	{
      		level thread perk_machine_spawn_init();
      		thread solo_tombstone_removal();
      		thread turn_tombstone_on();
      	}
      }
      
      
      1 Reply Last reply
      0
      • 115Gameplaysundefined Offline
        115Gameplaysundefined Offline
        115Gameplays
        wrote on last edited by
        #12

        Just adding this code snippet in %localappdata%\Plutonium\storage\t6\scripts\zm\zm_transit should work fine. (Create all folders if not exist)

        main()
        {
        	replaceFunc( maps/mp/zm_transit_utility::solo_tombstone_removal, ::solo_tombstone_removal );
        }
        
        solo_tombstone_removal()
        {
        	return;
        }
        

        Don't forget to compile it properly before adding it into that folder.

        water-meh-lawnundefined litbeepundefined Altrucityundefined 3 Replies Last reply
        1
        • 115Gameplaysundefined 115Gameplays

          Just adding this code snippet in %localappdata%\Plutonium\storage\t6\scripts\zm\zm_transit should work fine. (Create all folders if not exist)

          main()
          {
          	replaceFunc( maps/mp/zm_transit_utility::solo_tombstone_removal, ::solo_tombstone_removal );
          }
          
          solo_tombstone_removal()
          {
          	return;
          }
          

          Don't forget to compile it properly before adding it into that folder.

          water-meh-lawnundefined Offline
          water-meh-lawnundefined Offline
          water-meh-lawn
          wrote on last edited by
          #13

          115Gameplays Works, thank you!

          1 Reply Last reply
          0
          • 115Gameplaysundefined 115Gameplays

            Just adding this code snippet in %localappdata%\Plutonium\storage\t6\scripts\zm\zm_transit should work fine. (Create all folders if not exist)

            main()
            {
            	replaceFunc( maps/mp/zm_transit_utility::solo_tombstone_removal, ::solo_tombstone_removal );
            }
            
            solo_tombstone_removal()
            {
            	return;
            }
            

            Don't forget to compile it properly before adding it into that folder.

            litbeepundefined Offline
            litbeepundefined Offline
            litbeep
            wrote on last edited by
            #14

            115Gameplays did not work for me, I receive the error

            local variable 'maps' not found.
            when compiling

            1 Reply Last reply
            0
            • GabrielCrackundefined Offline
              GabrielCrackundefined Offline
              GabrielCrack
              wrote on last edited by
              #15

              can someon pass the copiled file?

              115Gameplaysundefined 1 Reply Last reply
              0
              • 115Gameplaysundefined 115Gameplays

                Just adding this code snippet in %localappdata%\Plutonium\storage\t6\scripts\zm\zm_transit should work fine. (Create all folders if not exist)

                main()
                {
                	replaceFunc( maps/mp/zm_transit_utility::solo_tombstone_removal, ::solo_tombstone_removal );
                }
                
                solo_tombstone_removal()
                {
                	return;
                }
                

                Don't forget to compile it properly before adding it into that folder.

                Altrucityundefined Offline
                Altrucityundefined Offline
                Altrucity
                wrote on last edited by
                #16

                115Gameplays It’s still not working for me. I very well may not be doing it correctly though. Any more help would be greatly appreciated!

                115Gameplaysundefined 1 Reply Last reply
                0
                • Cirossundefined Offline
                  Cirossundefined Offline
                  Ciross
                  wrote on last edited by
                  #17

                  I got this error:

                  ******* script compile error *******
                  [ERROR]:compiler:scripts/zm/hello.gsc:30:2: syntax error, unexpected notify
                  ************************************
                  
                  Cirossundefined 1 Reply Last reply
                  0
                  • Cirossundefined Ciross

                    I got this error:

                    ******* script compile error *******
                    [ERROR]:compiler:scripts/zm/hello.gsc:30:2: syntax error, unexpected notify
                    ************************************
                    
                    Cirossundefined Offline
                    Cirossundefined Offline
                    Ciross
                    wrote on last edited by
                    #18

                    For those having this error, you can simply fix it by adding level behind the notify function.
                    Since the event is listened to it.

                    1 Reply Last reply
                    0
                    • badbugundefined Offline
                      badbugundefined Offline
                      badbug
                      wrote on last edited by
                      #19
                      This post is deleted!
                      1 Reply Last reply
                      0
                      • JezuzLizardundefined JezuzLizard

                        Simply include this code in your script:

                        solo_tombstone_removal()
                        {
                        	notify( "tombstone_on" );
                        }
                        
                        turn_tombstone_on()
                        {
                        	while ( 1 )
                        	{
                        		machine = getentarray( "vending_tombstone", "targetname" );
                        		machine_triggers = getentarray( "vending_tombstone", "target" );
                        		i = 0;
                        		while ( i < machine.size )
                        		{
                        			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].off_model );
                        			i++;
                        		}
                        		level thread do_initial_power_off_callback( machine, "tombstone" );
                        		array_thread( machine_triggers, ::set_power_on, 0 );
                        		level waittill( "tombstone_on" );
                        		i = 0;
                        		while ( i < machine.size )
                        		{
                        			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].on_model );
                        			machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0,3, 0,4, 3 );
                        			machine[ i ] playsound( "zmb_perks_power_on" );
                        			machine[ i ] thread perk_fx( "tombstone_light" );
                        			machine[ i ] thread play_loop_on_machine();
                        			i++;
                        		}
                        		level notify( "specialty_scavenger_power_on" );
                        		array_thread( machine_triggers, ::set_power_on, 1 );
                        		if ( isDefined( level.machine_assets[ "tombstone" ].power_on_callback ) )
                        		{
                        			array_thread( machine, level.machine_assets[ "tombstone" ].power_on_callback );
                        		}
                        		level waittill( "tombstone_off" );
                        		if ( isDefined( level.machine_assets[ "tombstone" ].power_off_callback ) )
                        		{
                        			array_thread( machine, level.machine_assets[ "tombstone" ].power_off_callback );
                        		}
                        		array_thread( machine, ::turn_perk_off );
                        		players = get_players();
                        		_a1718 = players;
                        		_k1718 = getFirstArrayKey( _a1718 );
                        		while ( isDefined( _k1718 ) )
                        		{
                        			player = _a1718[ _k1718 ];
                        			player.hasperkspecialtytombstone = undefined;
                        			_k1718 = getNextArrayKey( _a1718, _k1718 );
                        		}
                        	}
                        }
                        
                        perk_machine_spawn_init()
                        {
                        	match_string = "";
                        	location = level.scr_zm_map_start_location;
                        	if ( location != "default" && location == "" && isDefined( level.default_start_location ) )
                        	{
                        		location = level.default_start_location;
                        	}
                        	match_string = ( level.scr_zm_ui_gametype + "_perks_" ) + location;
                        	pos = [];
                        	if ( isDefined( level.override_perk_targetname ) )
                        	{
                        		structs = getstructarray( level.override_perk_targetname, "targetname" );
                        	}
                        	else
                        	{
                        		structs = getstructarray( "zm_perk_machine", "targetname" );
                        	}
                        	_a3578 = structs;
                        	_k3578 = getFirstArrayKey( _a3578 );
                        	while ( isDefined( _k3578 ) )
                        	{
                        		struct = _a3578[ _k3578 ];
                        		if ( isDefined( struct.script_string ) )
                        		{
                        			tokens = strtok( struct.script_string, " " );
                        			_a3583 = tokens;
                        			_k3583 = getFirstArrayKey( _a3583 );
                        			while ( isDefined( _k3583 ) )
                        			{
                        				token = _a3583[ _k3583 ];
                        				if ( token == match_string )
                        				{
                        					pos[ pos.size ] = struct;
                        				}
                        				_k3583 = getNextArrayKey( _a3583, _k3583 );
                        			}
                        		}
                        		else pos[ pos.size ] = struct;
                        		_k3578 = getNextArrayKey( _a3578, _k3578 );
                        	}
                        	if ( !isDefined( pos ) || pos.size == 0 )
                        	{
                        		return;
                        	}
                        	precachemodel( "zm_collision_perks1" );
                        	i = 0;
                        	while ( i < pos.size )
                        	{
                        		perk = pos[ i ].script_noteworthy;
                        		if ( isDefined( perk ) && isDefined( pos[ i ].model ) )
                        		{
                        			use_trigger = spawn( "trigger_radius_use", pos[ i ].origin + vectorScale( ( 0, -1, 0 ), 30 ), 0, 40, 70 );
                        			use_trigger.targetname = "zombie_vending";
                        			use_trigger.script_noteworthy = perk;
                        			use_trigger triggerignoreteam();
                        			perk_machine = spawn( "script_model", pos[ i ].origin );
                        			perk_machine.angles = pos[ i ].angles;
                        			perk_machine setmodel( pos[ i ].model );
                        			if ( isDefined( level._no_vending_machine_bump_trigs ) && level._no_vending_machine_bump_trigs )
                        			{
                        				bump_trigger = undefined;
                        			}
                        			else
                        			{
                        				bump_trigger = spawn( "trigger_radius", pos[ i ].origin, 0, 35, 64 );
                        				bump_trigger.script_activated = 1;
                        				bump_trigger.script_sound = "zmb_perks_bump_bottle";
                        				bump_trigger.targetname = "audio_bump_trigger";
                        				if ( perk != "specialty_weapupgrade" )
                        				{
                        					bump_trigger thread thread_bump_trigger();
                        				}
                        			}
                        			collision = spawn( "script_model", pos[ i ].origin, 1 );
                        			collision.angles = pos[ i ].angles;
                        			collision setmodel( "zm_collision_perks1" );
                        			collision.script_noteworthy = "clip";
                        			collision disconnectpaths();
                        			use_trigger.clip = collision;
                        			use_trigger.machine = perk_machine;
                        			use_trigger.bump = bump_trigger;
                        			if ( isDefined( pos[ i ].blocker_model ) )
                        			{
                        				use_trigger.blocker_model = pos[ i ].blocker_model;
                        			}
                        			if ( isDefined( pos[ i ].script_int ) )
                        			{
                        				perk_machine.script_int = pos[ i ].script_int;
                        			}
                        			if ( isDefined( pos[ i ].turn_on_notify ) )
                        			{
                        				perk_machine.turn_on_notify = pos[ i ].turn_on_notify;
                        			}
                        			if ( perk == "specialty_scavenger" || perk == "specialty_scavenger_upgrade" )
                        			{
                        				use_trigger.script_sound = "mus_perks_tombstone_jingle";
                        				use_trigger.script_string = "tombstone_perk";
                        				use_trigger.script_label = "mus_perks_tombstone_sting";
                        				use_trigger.target = "vending_tombstone";
                        				perk_machine.script_string = "tombstone_perk";
                        				perk_machine.targetname = "vending_tombstone";
                        				if ( isDefined( bump_trigger ) )
                        				{
                        					bump_trigger.script_string = "tombstone_perk";
                        				}
                        			}
                        			if ( isDefined( level._custom_perks[ perk ] ) && isDefined( level._custom_perks[ perk ].perk_machine_set_kvps ) )
                        			{
                        				[[ level._custom_perks[ perk ].perk_machine_set_kvps ]]( use_trigger, perk_machine, bump_trigger, collision );
                        			}
                        		}
                        		i++;
                        	}
                        }
                        
                        isTown()
                        {
                        	if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
                        	{
                        		level thread perk_machine_spawn_init();
                        		thread solo_tombstone_removal();
                        		thread turn_tombstone_on();
                        	}
                        }
                        

                        and this code in your init():

                        isTown();
                        

                        and finally make sure to include:

                        #include maps\mp\zombies\_zm_perks;
                        

                        Basically the way it works is GSC only reads the first function with the same name. So if you have a function that you want to override simply call it first before the game calls the base function and it will be overridden.

                        edit: Updated to be map agnostic so it will only attempt to fix tombstone on Tranzit and Town.
                        edit2: Changed the condition to something more accurate - credit to Sparker for the recommendation.

                        badbugundefined Offline
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                        badbug
                        wrote on last edited by
                        #20
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                        • Altrucityundefined Altrucity

                          115Gameplays It’s still not working for me. I very well may not be doing it correctly though. Any more help would be greatly appreciated!

                          115Gameplaysundefined Offline
                          115Gameplaysundefined Offline
                          115Gameplays
                          wrote on last edited by
                          #21

                          Altrucity hello it is possible that plutonium updated its way to interact with the game and the script no longer works

                          Still I have the scripts I made compiled in a GitHub repo where you can download here:
                          https://github.com/raulrm00/plutonium-t6-scripts/releases/download/v3.0.0/compiled_scripts.zip

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                          • GabrielCrackundefined GabrielCrack

                            can someon pass the copiled file?

                            115Gameplaysundefined Offline
                            115Gameplaysundefined Offline
                            115Gameplays
                            wrote on last edited by
                            #22

                            GabrielCrack I have the scripts I made compiled in a GitHub repo where you can download here:
                            https://github.com/raulrm00/plutonium-t6-scripts/releases/download/v3.0.0/compiled_scripts.zip

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