Page 12 of 57 FirstFirst ... 2345678910111213141516171819202122 ... LastLast
Results 551 to 600 of 2838

[OF/ToV] ZombieMod - First Alpha Footage

  1. #551
    churchill rifle
    Guest
    2 boomers at a time but if one dies you can replace it as many times as you want

  2. #552
    you should try to rope a modeler who has what you need then this mod we be even better, then it is now cause we'd have proper vehicles weapons and such
    For the Greater Good!!

  3. #553
    churchill rifle
    Guest
    my friend has 3ds max 7 or 8 he doesn't know which but he knows he it is pretty recent and he said he would make models for us

  4. #554
    Member burtondrummerNY's Avatar
    Join Date
    Sep 2008
    Location
    A beach somewhere, watching the sun rise
    Tell him that would be great and have him send me an email at usafdrummer1994@yahoo.com

  5. #555
    victory

  6. #556
    im guessing nothing I got you worked lol. Meh, it happens, well, actually, it doesn't really but there's a first time for everything
    AKA Sad_eyed_Irony!!

  7. #557
    Member burtondrummerNY's Avatar
    Join Date
    Sep 2008
    Location
    A beach somewhere, watching the sun rise
    Nope

  8. #558
    Member burtondrummerNY's Avatar
    Join Date
    Sep 2008
    Location
    A beach somewhere, watching the sun rise
    Epic good news!

    I got the opel blitz to look like a normal pick up truck. As soon as the guide on how to make people visible in it comes out survivors will be able to ride in the back and shoot at zombies!

    Yay

  9. #559
    I feel your not going to have any luck with the people in the back, many have tried and none have succeded unfortunately, its a similar problem with one of the tanks, theres no point to attach something or someone, others have even tried applying the bunker marker alteration so theres markers for ppl but still no luck. Is a bummer I know, would be a great idea

  10. #560
    Member Niftyeye's Avatar
    Join Date
    Nov 2006
    Location
    Norwich, United Kingdom
    What about just reskinning the Panzer Elite Infantry Halftrack and having survivors shoot out of that?

    I know it would look weird, but you could say its a National Guard APC or something.

  11. #561
    What about just reskinning the Panzer Elite Infantry Halftrack and having survivors shoot out of that?
    I agree... I think when it comes to appearence vs functionality, the latter should always win... Having a truck that works and looks weird is much better (I think) than having one that looks right but doesn't work the way you want it to... You'd have to do something about the halftrack's MG 42 though...

    This is yet another reason why all along I've thought that it would be a better idea to set this mod in the post-WWII period (perhaps the zombies could have been a secret German weapon), where you could have gotten away with using the British Bren Carrier for this...

  12. #562
    Yeah I agree, its the only working solution around the existing problem, I tried several other things last night, changing the blueprint plus altering things with the PE Halftrack that I hadnt tried in the past but still no success. Might be able to alter the skin (alpha channel) of the PE Halftrack to remove the sides and make it a traytop(although still will have halftrack wheels) but this also depends if those parts of the skin are used elsewhere on the vehicle, I'll try this later this evening to see if its possible.

  13. #563
    Papent of the Pofia mod managed to attach a flak 20mm
    Bang Enterprise

  14. #564
    what about normal cars? Maybe using those old model cars that litter the streets in vanilla can be used as modes of transportation and drivebyes

  15. #565
    Member burtondrummerNY's Avatar
    Join Date
    Sep 2008
    Location
    A beach somewhere, watching the sun rise
    Ok taking a detour here over to new units. Instead of the government response thing in the National Guard tree, i am proud to introduce the zombie squad.

    These guys (no shit) are real life zombie fanatics who are fully armed and dangerous. Check out their website here. http://www.zombiehunters.org/

    They will use PE armored car and halftrack, and maybe puma idk

  16. #566
    ...I disagree

  17. #567
    Member tutt6's Avatar
    Join Date
    Jul 2008
    Location
    Did someone change my thing?The balls?

    Drunkish rant (kinda)

    Truck problem if you havent decided:

    PE halftrack=el camiro (whatever)one drives 4 shoot

    weapons:No clue.

    building:zombie pit ftw

  18. #568
    Member burtondrummerNY's Avatar
    Join Date
    Sep 2008
    Location
    A beach somewhere, watching the sun rise
    ...i disagree
    why?

  19. #569
    Hey Burton, "semi good news", I followed your last post on Bonte's thread for the unit slots, that was the one I was previously talking about, anyway, I hadnt followed it in ages and I seen the bit with the units on the tank, well I figured it out and can get units on the tank as he did, I'll now try and replicate on civilian vehicles and the opel blitz. But there could still be a flaw, I noticed when you moved the tank around the units riding on it moved jerkedly with the tank, its like if there feet are still in sync with the ground(although they're above riding the tank). I didnt see anything about that on the post, although I cant read German.....lol...I had to decipher between his screen shots and certain words like copy/paste/units...so after 2 tries I got it, 1st try they loaded the vehicle and mounted the 50cal but no units on top, and 2nd works, but like I said, if they wobble like this when there on the truck etc. I'm still not sure if it looks natural....I'll put up pics if I get it to work on opel blitz, and if it still wobbles I'll see if I can upload a video(not done that yet on this site so I'd have to look into how to...) to show you what I mean...hmmm....I just had a thought, there might be a way yet, that guys thread, he used (as I did) the brits antitank for the combat slots for the sherman, Im now thinking theres got to be a slot I can alter so its like the guys who are loaded on vehicles that seem to be entirely in sync with the vehicles movements. eg. jeepgunners/tankgunners/bikes etc. hopefully we can get it one step further than him and perfect it.....back later for an update on this

  20. #570
    PE halftrack=el camiro (whatever)one drives 4 shoot
    Right... and you're going to turn an Sdkfz. 251 into an El Camino... how... exactly?

  21. #571
    Member burtondrummerNY's Avatar
    Join Date
    Sep 2008
    Location
    A beach somewhere, watching the sun rise
    ^lol

    Thanks sirpsychoj. Yeah that was what I was trying to do, but I got almost as far as you. If they jerk around a lot, we'll scrap it. But, if it looks like they're shaking around (as if the truck is actually driving) then we'll keep it.

  22. #572
    Member Niftyeye's Avatar
    Join Date
    Nov 2006
    Location
    Norwich, United Kingdom
    Ok so the survivor tree is this...



    Zombie Hunters
    Hunters
    Police


    ?


    Why replace the National Guard? Wouldnt it be better to replace the Hunters we already had in the game?

    So it would be:

    National Guard
    Zombie Hunters (Instead of the normal Hunters)
    Police


    I dont mind.. but it just doesnt seem realistic enough, because Im sure this real life group of fanatics wouldnt be numerous enough to take on a horde >.>

    And where did they manage to get the armoured cars and things from? lol


    I dont mind, but I dont see the point in replacing national guard with yet more hunters, so 2 trees end up being both Hunters.


    Unless you made a mistype or Im mistaken.

  23. #573
    Member tutt6's Avatar
    Join Date
    Jul 2008
    Location
    Did someone change my thing?The balls?
    Easy captian:Just change the color and hope for the best..Lol..Or Tiff up ze models..

  24. #574
    I think Niftyeye just proved my point before I had a chance to write

  25. #575
    Member burtondrummerNY's Avatar
    Join Date
    Sep 2008
    Location
    A beach somewhere, watching the sun rise
    nah i mistyped. Remember the government clean up team? well, we replace them with the zombie fanatics, not the national guard.

  26. #576
    Member tutt6's Avatar
    Join Date
    Jul 2008
    Location
    Did someone change my thing?The balls?
    Just make a unit called SPARTATATATATATA and make it 20 pershings for 200k manpower XP

  27. #577
    Member Niftyeye's Avatar
    Join Date
    Nov 2006
    Location
    Norwich, United Kingdom
    Ah ok, so you're replacing the National Guard squad with a hardcapped elite unit of zombie hunters?

  28. #578
    but...why?

  29. #579
    Member burtondrummerNY's Avatar
    Join Date
    Sep 2008
    Location
    A beach somewhere, watching the sun rise
    No! I'm not replacing the National Guard squad. A while back, we decided the last unit for the tree would be a government "Clean-Up" team. I decided to replace them with the zombie hunters.

  30. #580
    hey, i made a new weapon for the mod, its the shotgun.
    its not finish yet, but it work very well.
    its problems are with the critical hits (the shotgun kill every zombie in the short range with one shot) and with scattering(in short range scatter some of the bullets to places that cannt be in the reality).
    and the shotgun need a new skin\model (i used with the lee enfield).
    Attached Images

  31. #581
    Member burtondrummerNY's Avatar
    Join Date
    Sep 2008
    Location
    A beach somewhere, watching the sun rise
    YES! Thank you! I really needed a shotgun, and I didn't know how to do it. If you could send me everything, I can take care of the icons and stuff.

    Thank you so much.

  32. #582
    here is me DataAttrib it include the shotgun and a lot of other changes (include the ZSB), just extract it to the mod folder.
    and i say it another time, the shotgun isnt finish.
    Attached Files

  33. #583
    Member burtondrummerNY's Avatar
    Join Date
    Sep 2008
    Location
    A beach somewhere, watching the sun rise
    I can mess around with the shotgun to make it perfect.

    Thank you very much. I will give you credit

  34. #584
    Member Niftyeye's Avatar
    Join Date
    Nov 2006
    Location
    Norwich, United Kingdom
    Ah I see what you mean, it would kind of make sense since the Zombie Hunter squad look Military style anyway.

    I kind of knew what you meant, but felt like being picky

  35. #585
    Member burtondrummerNY's Avatar
    Join Date
    Sep 2008
    Location
    A beach somewhere, watching the sun rise
    lol ok

    Well, it works fairly well, a halftrack and an armored car come on the field with 2 squads of zombie squad dudes. But how can I get them to come in the halftrack?

  36. #586
    Well, it works fairly well, a halftrack and an armored car come on the field with 2 squads of zombie squad dudes. But how can I get them to come in the halftrack?
    If this proves difficult, I personally wouldn't waste time trying to get it to work, because if a player who wants to garrison the squads in the halftrack immediately, there's nothing stopping him from doing so...

  37. #587
    Member Niftyeye's Avatar
    Join Date
    Nov 2006
    Location
    Norwich, United Kingdom
    Im not sure, but the Battle of the Bulge team somehow did it, when you play as Infantry Company and call in armoured reinforcements a unit of infantry come already inside the halftrack.

    Maybe you could ask them? Although its not a major issue, I just want to play some aggressive zombies

  38. #588
    Oh, so the last tech in the National Guard tree is the Zombie hunters? I always though it was a good idea to have like bio-hazard clean up guys. Soldiers with things like:
    Disease Countering Agent grenade: a grenade that explodes like a smoke grenade but neutralizes the zombies and does not harm humans.
    Noise Cannon: a Halftrack with, instead of a quad, its a modern Sound Amplifier that disrupts the zombies and isntantly supresses them.
    Antidote Weapons: Soldiers can be armed with weapons that shoot darts with the antidote, takes down zombies much faster and, if there is a human medic bunker around, it will take in the injured or what can be called the people who survived the change form zombie into normal.

  39. #589
    I can preload squads(random or set squads) in halftracks in SCAR, if this is what your after? And not hard to do either. Also if your after any smoke that causes damadge, I made some mustard gas bombs a while back in one of my mods for my planes, only pity was changing the colour, a nice yellowy haze would've looked nice, seen someone do it once but never put up the exact files that change that specific cloud. I altered shitloads of pictures of smoke to find my way amongst all the files but couldnt find it, so I gave up on the colour part. And keeping the Zombie theme going, I got ResEvil 5 today and Im in Zombie heaven
    Last edited by sirpsychoj; 12th Mar 09 at 10:36 AM.

  40. #590
    Well, it works fairly well, a halftrack and an armored car come on the field with 2 squads of zombie squad dudes. But how can I get them to come in the halftrack?
    i think, i know how to do it(like how the do it in BotB); first of all, you need to make a new unit of the halftrack squad.
    then make a new upgrade in the axis upgrades folder and write\choose in the action options: action\upgrade_action\garrison_squad_action.lua and write in the "squad_blueprint" the location of the unit you want to put in.
    after that just put the upgrade in the "squad_upgrade_apply_ext".

  41. #591
    This is how I do it in Scar, it comes in offmap from script but I cant see why it also couldnt be used as a Doctrine call-in ability if thats what your thinking. It could be altered to suite, and can even get the units to unmount at a specific point on map also. Have used this similar setup previously having Halftracks bring troop deployments to an arean drop them off them bugger off of the map or whatever purpose you have for them next.

    Code:
     sg_halftrack2 = SGroup_CreateIfNotFound("sg_halftrack2")
    	   Util_CreateSquadsAtMarkerFacing(player7, sg_halftrack2, SBP.ALLIES.HALFTRACK, mkr_convoy_start, mkr_convoy_end, 1)
    	   Modify_UnitSpeed(sg_halftrack2, 0.4)
    	   sg_halftrack2_squad = SGroup_CreateIfNotFound("sg_halftrack2_squad")
    	   Util_CreateSquadsAndGarrison(player7, sg_halftrack2_squad, SBP.ALLIES.RANGER, sg_halftrack2, 1)	
    	   Cmd_SquadPath(sg_halftrack2, "convoy", true, false, false, 0)
    Last edited by sirpsychoj; 12th Mar 09 at 12:10 PM.

  42. #592
    Member burtondrummerNY's Avatar
    Join Date
    Sep 2008
    Location
    A beach somewhere, watching the sun rise
    I'll let sirpsychoj do it.

    When I send out the next beta I'll give you instructions on what squads and such.

  43. #593
    Hokey dokey, sounds good. By the way is the beta very far away, coz at present I'm using your first beta to use with the Scar just so I got units(zombies) without there weapons and act similar to a zombie to test the Zombie Waves and other scripts, but as in the first beta(zombies) they dont really attack well and with only one squad my Scar scripts are kindoff stalled until I get some of the newer units/squads, even if your beta is still a while away, could you send me maybe another squad or two so I have some variants to work with, one other thing I'm trying at present that maybe very cool and Zombie like, you know when a unit gets burnt and they go into that frenzy, wavin all there hands around and stuff(kinda Zombie looking) Im trying to activate that, so you maybe able to use it on a specific zombie unit(a more aggressive/active zombie) possibly, but I'll get it working then you can choose if it looks the part and if its useable on a zombie unit/squad of your choice. Also I got a few questions and maybe some ideas from yourself or others involved with or interested in this thread/zombie mod on a Zombie Mission map, so rather than p.m. you I thought I might just write it up in next thread. And you and the others can feed some input.

  44. #594
    Member bwc153's Avatar
    Join Date
    Aug 2007
    Location
    Shawnee, Kansas, United States
    i was just thinking, what about for ALL auto weapons, make them semi auto, but make an ability that makes all the automatic weapons in the squad shoot fully auto, this would only work well in close quarters, and would be used in a last ditch effort to kill off the hoard thats about to eat you.
    fully auto weapons can be used effectively in semiauto mode, some german machinegunners during WWII used MG42s and MG34s as rifles to conserve ammunition.

  45. #595
    Member burtondrummerNY's Avatar
    Join Date
    Sep 2008
    Location
    A beach somewhere, watching the sun rise
    I think the semi auto -> full auto would be a great upgrade for squads, as well as a double barrel -> semi auto shotgun.

    Also, sirpsychoj:

    the beta is still a while away, but I can send you the zombie squads now. I'll have them to you hopefully tomorrow.

  46. #596
    At present I'm making a Town map for the Zombie Mod, at the moment I'm thinking 2 player CoOp(thats how its set at present) but specifically I want it to be a Mission Objective Map, I have a fair few ideas already written down on Objectives and intereaction for the Map but would like some more input on Objectives that suit the Zombie gameplay/atmoshpere a ZombieMod should have. I'll list it best as I can and these arent in any specific order of Missions or Objectives(except the begining I suppose for entering the Town), so lets see if we can link it all together into a story mode consisting with the relevant units and ideas from people already in this thread, and the ZombieMod and if we can get enough ideas we maybe able to get a few different maps or make it a Campaign linking them all together maybe, and of course permission from the others involved in this mod if they would like/enjoy this, but that aside here goes. Remember this is all adjustable and not set in concrete as such. This may become a TextWall with all that needs to be explained so bare with me plz, (if so I'll edit to a Spoiler).


    A town was under seige, but now all contact has been lost and noone really knows who or what the cause is, so either another towns locals/police/or whoever needs to investigate(would prefer it start with subtle units eg. locals/police or an isolated group of NationalGuardsmen as it will build up with units over time by rescue's). Upon approaching the Town, all main Roadways/Entrances have been barricaded with whatever the townsfolk could find to use(someone say riot? lol) This doesnt look good to whoever is investigating, as it seems these barricades where meant to protect the Town to keeping something out, but in doing so has made the town an entombed prison so to speak. You somehow need to find an entrance (Objective) in to see if the Locals are safe inside and are just unable to comminicate with the outside world.(Electricity has been cut to most of the town and what parts do work, work sparatically- lights flickering on and off in certain areas. You find an entrance(foot only) by means of a Tunnel through an old mine shaft on outskirts of town that leads to a sewer/sewer plant maybe? or just another shaft inside the perimeter, now obviously some objectives will be finding people(all diff sorts eg.your hunters/civilians/police, but not all straight away of course). So the way it could go is your told(by an Objective to search an area) you come across a, or, some survivors who inform you of whats happend/happening(by means of Text on Screen and on short cut scenes(movies, standard, not NIS yet, too time consuming, maybe I'll try one for Ending/Begining sequence later). So, now that youve been alerted, those survivors? or whoever will now become one of your squads( same as in the PE missions when you click on them or I'll just transfer them over in the script, either way will do).
    Then the excitement and begining of this quest begins, after the cut scenes the first zombie/zombies spot you(from here it could go with 2 ideas I have, or leave to next/or later parts).

    Ideas: (1) You attack with little you have(as the locals you found prior have no weapons and are few as yet, but maybe a basic ability to help a little rather than hinder-non essential) the first zombies you meet are also few and less battle hardened. So from here we can kill them and progress to look for more ppl, or

    (2) we are forced back upon a different route with a new objective, now that I've written this i think (2) should be a later scenario. So to keep it easier than writing every word for every alternative I'll now shorten my explanations and inform you more of certain ideas/objectives along this same type of gameplay. Keep in mind that heaps of ideas, yours and mine are possible as you will see, but please ppl understand we only have animations/models etc. available within the game or its mods(skins/mixed units etc.) so I love ideas of rampant zombie dogs amongst everything else we see in some movies but these things in that grouptype are impossible to achieve, so keep ideas within the limits of COH, its mods and models/animations(but plz also dont hesitate to ask though if your unsure of something that could be pheasable)

    Okay, moving ahead, along previous mission of saving ppl, this can be used several times but with different rewards, so diff units you will find, but inside of this, you will need to arm some of your civilians along the way(not powerful or overkill weapons either, just enough to help), so rather than leave scattered weapons just lying around to pick up by whoever, as done in many maps, maybe have allocated weapons in ceratin areas mixed with the missions.

    Example: the first/ and basic townspeople you rescue will trigger info from them to you that if they can get too? here!(where here is) Farm? Old Fred kept a couple of Rifles(and maybe a handgun) in his house/shed, so now its your choice whether to choose to get them/those or progress further through map(but essentially one would think it would be to difficult without some at least) and on that note, I feel that one of the Main Objectives at that point should be if too many(percentage) survivors/civilians die it results in Fail(but for final Objective Ive come up with a twist/similar to movies which I'll mention later)

    So as same as above, future rescues/intereactions would use different units, another idea/objective along these same lines, you come across a lone police officer who informs you he escaped from the station which is under attack with other officers holding up in the station still, you need to rescue/help these ooficers resulting in a bigger cache of available weapons, obviously new officers and on too another objective, I even thought of some of these people we save are injured and we have set up a base camp near begining map outskirts(once were aware of the situation, which could result in another objective-setup a medivac) in the map i'm building a local sportsfield, so it could be setup on the oval, as i need a retreat somewhere....which now begs me too ask.... in the past, previously before this mod and map, Ive tried shifting/moving/despawning/even having multiple HQ's then destroy inactive ones so as to move my retreat positions forward with HQ's into my mission maps without success, can anyone help with this again? I know in single player/campaign it has a SP entry i think that acts like that, i tried converting in coop's but doesnt work, am I missing something? ....any input on this at all would be highly welcomed by myself. Okay, other objectives that give the map/mission some atmosphere I have restoring/rebuilding/ removing zombies from an out of town powergrid to restore power ta an area you need to progress(have some ideas already..gates etc.) by doing this it restores power to certain parts of map but not all, as its damadged and reacts that way...but hopefully as an effect I'll put flickering lights around to reflect distress within the station itself. Also along the way will need to clear blockades by small explosions(gathered from local supplies/fuel etc. as a replacement of a charge so it fits the scene, its not like the local hardware sells rpg's or charges, or maybe they do in USA, I dunno, I'm in Oz...lol) and also limited building of barricades in areas to direct your path along the mission and coincideing with making the zombies change there course and actions. Also thought of getting a local Deuce/or similar to use as a means to blow a blockade or a house containing zombies. Have something for that already from previous mod, got a deuce rigged to a Goliath, change the icon/text so its just a primitive detonator to ignite the fuel/oil? whatever barrels in back to blow, also limiting the vehicle so it cant be driven all over the map, but could also have the odd ones around that are useable as a weapon like that,... eg. maybe 1/3 through the map, over distance on the map you come across random ones for use if you choose, otherwise as part of an overall Objective. So these are the types of more ideas I need here, I have others like blowing footbridges in areas after fighting the zombies u cant kill them all, so after a time limit you need to pull back and isolate them in an area they cant escape, by blowing footbridges, dont really want big bodies of water in this map, if water at all(maybe dams/local pool).

    .....Also I failed to mention other intereaction/gameplay along the way that will be in there by doing things like: clearing out some of those zombie pits i seen/read in this thread, so you'll need to destroy designated infected house along the way that contain hordes of zombies(scarcode - spawning attack zombies that leave the houses to attack you. Also lots of triggers, I want you @!#*ers to jump if possible, hehe..so if you get near certain areas you'll trigger hopefully something to put us on our toes/ panick us a little/ then reaccess the threat and take control, ....IDEAS needed here too plz ppl, need more than just units always popping out(with maybe sounds/increased in volume so as a quick loud burst) but zombies dont really hit you with mortars or arty as you know, but we need to incoporate somehow but without being extreme, would it be possible to allow semi smart zombies in gameplay so they can also use fuel cans to set basic small traps for us befor the pop out? Because a "Bang" before the zombies pop out and freak you out has the desired effect needed for some intensity? ....What are peoples and the Teams view on this possibility?....So as I've stated, need more ideas plz, maybe even something/alternative too the last idea.......PLEASE keep in mind that this is not a seperate mod looking for newer units/abilities as such, this will run parallel with Burtons ZombieMod and will be Scarcoded into the map along with running the mod, but if there was an idea for something that needed a specific unit/ability/upgrade, and didnt conflict with the mod and the Team agreed to it, I wouldnt see a problem with it being incoporated, can make it so its only available for the map if need be........This is in know way to derail Burtons main thread on his mod, its a map/mission to coincide specifically with his mod, so I felt this is where this thread belongs and makes sense to all who know about his mod. I will hopefully get some skirmish maps made as well. Thnx for reading this and please reply with any ideas or input.


    Edit: Thnx Burton that'd be great.
    Last edited by sirpsychoj; 12th Mar 09 at 7:54 PM.

  47. #597
    could I make a map that would be a final episode to a series? It'll be a quickly put-together fort that the remaining survivors take refuge in, and wave after wave of zombies attack, trying to overcome them. The humans must survive for 30-50minutes with waves of increasing difficulty before some other company comes to savethem. Sound good?
    The Specialized Production Mod is released!
    Also, Check out My new Mod

  48. #598
    Member burtondrummerNY's Avatar
    Join Date
    Sep 2008
    Location
    A beach somewhere, watching the sun rise
    Wow, well thought out mission sirpsycho. I see no problems with that at all!

    And Kabizzle; feel free to make the map. Just one suggestion. Can you make it so that after the time period is up the sun comes up? That would be like a stereotypical zombie movie happy ending.

  49. #599
    and make it rain....let it rain, let it rain, let it rain

  50. #600
    I'm going to put the the odd thunderclap and lightning bolt in mine for the atmosphere, plus other things like fog and fire in certain places, and obviously its going to be at night time being Zombies, didnt want a full rain map, maybe I could make it drizzle from time to time, also, different music themes for intensity and mood which are in relics files, theres many to choose from. Can even pick diff ones at different times from memory.

    Edit: Oops, I forgot, I can put some varying Rain/Night files in the Weather/Time Choices for those who wish.
    Last edited by sirpsychoj; 13th Mar 09 at 1:14 PM.

Page 12 of 57 FirstFirst ... 2345678910111213141516171819202122 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •