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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 08-08-2004, 05:38 PM   #1 (permalink)
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Default Editing construction list

I am trying to modify the US General Granger to be able to construct more aircraft. I want to have a plane that looks like an aurora bomber, but drops a single nuclear bomb (which drops on a parachute and explodes 10 seconds later so that the plane has to get away). How can I add this plane to the construction queue of an airbase? This is for Zero Hour, by the way.
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Old 08-08-2004, 06:16 PM   #2 (permalink)
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First you'll have to go into AirforceGeneral.ini (after extracting the ini files. You'll need XCC Mixer. Type it into Google) and Copy the Aurora Entry and paste it below. You'll have to then modify the unit name (So it's not JetAurora but JetX where x is the new name)

You'll then have to modify the weapon on the unit and then create that weapon, as well as put it in the commandset and add a command button.

Give it a shot and if you have problems post some code.

~Wize/Skywaters
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Old 08-08-2004, 06:36 PM   #3 (permalink)
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I found multiple entries dealing with aurora, but here is the main one for the actual Jet, I think. The rest I do not know how to do.

Edit: Oh, sorry, I thought you wanted me to post it below here.

Also, I will use a different armor for that plane. I already changed the armor and weapon name. I know where to find the weapon, but which file do I find the armors in?
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Old 08-08-2004, 08:41 PM   #4 (permalink)
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Armor Settings can be found in armor.ini. It's best to extract all files and then modify (Your files btw should be going to cncgzh/data/INI.

Tell you what, post your code here bit by bit (in the forums) and we/I will go through it with you.
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Old 08-08-2004, 09:09 PM   #5 (permalink)
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I found everything and changed the files:

Armor:
Code:
Armor NukeJetArmor
  Armor = DEFAULT           60%  ;this sets the level for all nonspecified damage types
  Armor = SMALL_ARMS        80%  ;gives Quad and gattling a little more punch. 
  Armor = GATTLING          80%  ;resistant to gattling tank
  Armor = EXPLOSION         60%  ;gives patriot some more punch
  Armor = INFANTRY_MISSILE  80%  ;gives missile guys some more punch
  Armor = LASER             0%    ;lasers are anti-personel and anti-projectile only (for point defense laser)
  Armor = HAZARD_CLEANUP    0%    ;Not harmed by cleaning weapons
  Armor = KILL_PILOT        0%    ;Jarmen Kell uses against vehicles only.
  Armor = SURRENDER         0%    ;Capture type weapons are effective only against infantry.
  Armor = JET_MISSILES      15%   ;aircraft do less damage to one another in the skies. 
  Armor = POISON            15%    ;Poison does a little damage, just for balance reasons.  
  Armor = RADIATION         15%    ;Radiation does a little damage, just for balance reasons.  
  Armor = MICROWAVE          0%
  Armor = SNIPER            0%
  Armor = SUBDUAL_MISSILE   0%
  Armor = SUBDUAL_VEHICLE   0%
  Armor = SUBDUAL_BUILDING  0%
End

;****************************************************
;***IF YOU CHANGE THESE, CHANGE AirplaneArmor TOO!***
;****************************************************
;This armor is the countermeasures upgrade based off AirplaneArmor. We reduce
;the damage of SMALL_ARMS and GATTLING by 25%.
Armor CountermeasuresNukeJetArmor
  Armor = DEFAULT           60%  
  Armor = SMALL_ARMS        35%   ; currently set to 37.5% increase (120 x 0.75 -- 25% reduction off AirplaneArmor) 
  Armor = GATTLING          35%   ; currently set to 37.5% increase (120 x 0.75 -- 25% reduction off AirplaneArmor) 
  Armor = EXPLOSION         50%  
  Armor = INFANTRY_MISSILE  60%  
  Armor = LASER             0%    
  Armor = HAZARD_CLEANUP    0%    
  Armor = KILL_PILOT        0%    
  Armor = SURRENDER         0%    
  Armor = JET_MISSILES      10%   
  Armor = POISON            10%   
  Armor = RADIATION         10%   
  Armor = MICROWAVE         0%
  Armor = SNIPER            0%
  Armor = SUBDUAL_MISSILE   0%
  Armor = SUBDUAL_VEHICLE   0%
  Armor = SUBDUAL_BUILDING  0%
End
AirforceGeneral:
Code:
Object AirF_AmericaJetNuclearBomber

  ; *** ART Parameters ***
  SelectPortrait         = SAAurora_L
  ButtonImage            = SAAurora
  
  UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo2 = Upgrade_AmericaCountermeasures
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE
  
  Draw = W3DModelDraw ModuleTag_01

    DefaultConditionState
      Model               = AVAurora
      HideSubObject       = BurnerFX03 BurnerFX04
      WeaponLaunchBone = PRIMARY WeaponA
    End

    ConditionState        = JETEXHAUST
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
    End

    ConditionState        = JETEXHAUST JETAFTERBURNER
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
      ; afterburner
      ShowSubObject       = BurnerFX03 BurnerFX04
      ParticleSysBone     = Engine01 JetLenzflare
      ParticleSysBone     = Engine02 JetLenzflare
    End

    ConditionState        = REALLYDAMAGED
      Model               = AVAurora_D
      ; damage
      ParticleSysBone     = Smoke01 JetSmoke
      ParticleSysBone     = Engine01 JetEngineDamagedSmoke
    End
    
    ConditionState        = REALLYDAMAGED JETEXHAUST
      Model               = AVAurora_D
      ; damage
      ParticleSysBone     = Smoke01 JetSmoke
      ParticleSysBone     = Engine01 JetEngineDamagedSmoke
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
    End

    ConditionState        = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
      Model               = AVAurora_D
      ; damage
      ParticleSysBone     = Smoke01 JetSmoke
      ParticleSysBone     = Engine01 JetEngineDamagedSmoke
      ; afterburner
      ShowSubObject       = BurnerFX03 BurnerFX04
      ParticleSysBone     = Engine01 JetLenzflare
      ParticleSysBone     = Engine02 JetLenzflare
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
    End

    ConditionState        = RUBBLE
      Model               = AVAurora_D1
      HideSubObject       = None 
      ShowSubObject       = None
    End

    ConditionState        = RUBBLE JETEXHAUST JETAFTERBURNER
      Model               = AVAurora_D1
      ;HideSubObject is needed cause there're inherited from default condition state      
      HideSubObject       = None 
      ShowSubObject       = None
      ParticleSysBone     = Engine01 JetExhaust
      ParticleSysBone     = Engine02 JetExhaust
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
    End

    OkToChangeModelColor = Yes
  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:Aurora
  EditorSorting       = VEHICLE
  Side                = AmericaAirForceGeneral
  TransportSlotCount  = 0                 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange         = 240.0 
  ShroudClearingRange = 600
  Prerequisites
    Object = AirF_AmericaAirfield
    Object = AirF_AmericaStrategyCenter
  End
  BuildCost           = 4000
  BuildTime           = 40.0          ;in seconds     
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY JetNuclearBomb
  End
  ArmorSet
    Conditions      = None
    Armor           = NukeJetArmor
    DamageFX        = None
  End
  ArmorSet
    Conditions            = PLAYER_UPGRADE
    Armor                 = CountermeasuresNukeJetArmor
    DamageFX              = None
  End

  ExperienceValue = 200 200 400 400   ;Experience point value at each level
  ExperienceRequired = 0 200 400 800  ;Experience points needed to gain each level
  IsTrainable = Yes                   ;Can gain experience
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet        = AmericaJetAuroraCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = AuroraBomberVoiceSelect
  VoiceMove = AuroraBomberVoiceMove
  VoiceGuard = AuroraBomberVoiceMove
  VoiceAttack = AuroraBomberVoiceAttack
  SoundAmbient = AuroraBomberAmbientLoop
  SoundAmbientRubble    = NoSound
  UnitSpecificSounds
    VoiceCreate          = AuroraBomberVoiceCreate
    SoundEject           = PilotSoundEject
    VoiceEject           = PilotVoiceEject
    Afterburner          = RaptorAfterburner
    VoiceLowFuel         = AuroraBomberVoiceLowFuel
    VoiceGarrison        = AuroraBomberVoiceMove
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 120 ;80.0 
    InitialHealth   = 120 ;80.0
  End

  Behavior                          = JetSlowDeathBehavior ModuleTag_03
    FXOnGroundDeath                 = FX_JetOnGroundDeath
    OCLOnGroundDeath                = OCL_AuroraDeathFinalBlowUp
    DestructionDelay                = 99999999; destruction will happen when we
    RollRate                        = 0.2
    RollRateDelta                   = 100% ;each frame, rollrate = rollrate * rollrateDelta
    PitchRate                       = 0.0
    FallHowFast                     = 110.0%  ;Bigger is faster (can be over 100%,it's a fraction of gravity)
    FXInitialDeath                  = FX_AuroraDeathInitial
    ;OCLInitialDeath                = None
    DelaySecondaryFromInitialDeath  = 500  ; in milliseconds
    FXSecondary                     = FX_JetDeathSecondary
    ;OCLSecondary                   = None
    FXHitGround                     = FX_JetDeathHitGround
    ;OCLHitGround                   = None
    DelayFinalBlowUpFromHitGround   = 200 ; in milliseconds
    FXFinalBlowUp                   = FX_JetDeathFinalBlowUp
    OCLFinalBlowUp                  = OCL_AuroraDeathFinalBlowUp
;   DeathLoopSound                  = MICAL NEEDS TO MAKE ME
  End
  Behavior = EjectPilotDie ModuleTag_04
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_EjectPilotViaParachute
    ExemptStatus = HIJACKED
    VeterancyLevels =  ALL -REGULAR ;only vet+ gives pilot
  End

  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 500.0
  End

  Behavior = ExperienceScalarUpgrade ModuleTag_06
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  End

  Behavior = JetAIUpdate ModuleTag_07
    OutOfAmmoDamagePerSecond    = 10%    ; amount of damage to take per SEC (not per frame) when out of ammo
                                         ; note that it's expressed as a percent of max health, not an absolute
    TakeoffDistForMaxLift       = 0%   ; larger numbers give more lift sooner when taking off
    TakeoffPause                = 500
    MinHeight                   = 5
    SneakyOffsetWhenAttacking   = -20.0  ; this is how far behind us people aim when we are in attack mode
    AttackLocomotorType         = SET_SUPERSONIC
    AttackLocomotorPersistTime  = 100    ; we start slowing down almost immediately
    AttackersMissPersistTime    = 2000   ; but remain untargetable fer a bit longer
    ReturnForAmmoLocomotorType  = SET_SLUGGISH
    ReturnToBaseIdleTime        = 10000         ; if idle for this long, return to base, even if not out of ammo
  End
  Locomotor = SET_NORMAL      AuroraJetLocomotor
  Locomotor = SET_SUPERSONIC  AuroraJetSupersonicLocomotor
  Locomotor = SET_SLUGGISH    AuroraJetSluggishLocomotor
  Locomotor = SET_TAXIING     BasicJetTaxiLocomotor

  Behavior                = ArmorUpgrade ModuleTag_Armor01
    TriggeredBy           = Upgrade_AmericaCountermeasures
  End

  Behavior                = CountermeasuresBehavior ModuleTag_10
    TriggeredBy           = Upgrade_AmericaCountermeasures
    FlareTemplateName     = CountermeasureFlare
    FlareBoneBaseName     = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
    VolleySize            = 2     ; Number of flares launched per volley (requires bones)
    VolleyArcAngle        = 60.0  ; Max angle of flare relative to forward direction (with VolleySize of 1, flare 

will always goes straight back).
    VolleyVelocityFactor  = 2.0   ; Shoots out flares at a stronger velocity with a higher value.
    DelayBetweenVolleys   = 1000  ; Time between flare volleys
    NumberOfVolleys       = 3     ; Number of times the volleys will fire before reloading
    ReloadTime            = 0     ; After all volleys launched, then reloading must occur. If 0, then reloading 

occurs at airstrip only.
    EvasionRate           = 30%   ; With active flares, the specified percentage will be diverted.
    ReactionLaunchLatency = 0     ; Reaction between getting shot at and the firing of the first volley of 

countermeasures.
    MissileDecoyDelay     = 200   ; A reported missile that has been determined to hit a decoy will wait this long 

before acquiring countermeasures.
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior                 = TransitionDamageFX ModuleTag_22
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
    ReallyDamagedFXList1         = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
  End

  Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One
    WeaponTemplate        = AirF_PointDefenseLaser
    PrimaryTargetTypes    = BALLISTIC_MISSILE SMALL_MISSILE
    ScanRate              = 0
    ScanRange             = 200.0
    PredictTargetVelocityFactor = 1.0
  End


  Geometry                 = Box
  GeometryIsSmall          = Yes
  GeometryMajorRadius      = 14.0
  GeometryMinorRadius      = 7.0
  GeometryHeight           = 5.0
  Shadow                   = SHADOW_VOLUME
  ShadowSizeX              = 89  ; minimum elevation angle above horizon. Used to limit shadow length

End
CommandButton:
Code:
CommandButton Command_ConstructAmericaJetNuclearBomber
  Command       = UNIT_BUILD
  Object        = AirF_AmericaJetNuclearBomber
  TextLabel     = CONTROLBAR:ConstructAmericaJetAurora
  ButtonImage   = SAAurora
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildAurora
End



CommandButton Command_UpgradeAmericaCountermeasuresNukeJetArmor
  Command       = PLAYER_UPGRADE
  Upgrade       = AirF_Command_UpgradeCountermeasuresNukeJetArmor
  TextLabel     = CONTROLBAR:AirF_Command_UpgradeCountermeasuresNukeJetArmor
  ButtonImage   = SAFlares
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:TooltipUSAUpgradeCountermeasures
End
CommandSet:
Code:
CommandSet AirF_AmericaAirfieldCommandSet
  1 = AirF_Command_ConstructAmericaJetRaptor
  2 = AirF_Command_ConstructAmericaVehicleComanche
  3 = AirF_Command_ConstructAmericaJetAurora
  4 = AirF_Command_ConstructAmericaJetStealthFighter
  5 = AirF_Command_ConstructAmericaJetNuclearBomber
  7 = Command_UpgradeComancheRocketPods
  8 = Command_UpgradeAmericaLaserMissiles
  9 = Command_UpgradeAmericaCountermeasures
 10 = Command_UpgradeAmericaBunkerBusters
 11 = AirF_Command_UpgradeStealthComanche
 12 = AirF_Command_UpgradeCountermeasuresNukeJetArmor
 13 = Command_SetRallyPoint
 14 = Command_Sell 
End
Upgrade:
Code:
Upgrade AirF_Command_UpgradeCountermeasuresNukeJetArmor
  DisplayName        = UPGRADE:AmericaCountermeasures
  BuildTime          = 40.0
  BuildCost          = 2000
  ButtonImage        = SAFlares
  ResearchSound      = RaptorVoiceUpgradeCounterMeasures
End
I got an error when I started the game.

Error is:
Code:
Release Crash at Sun Aug 08 21:22:41 2004
; Reason Error parsing INI file 'Data\INI\CommandSet.ini' (Line: 'CommandSet AirF_AmericaAirfieldCommandSet ')


Last error:


Current stack:
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Old 08-08-2004, 09:43 PM   #6 (permalink)
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Allrighties. Just so you know you can run WorldBuilder in ZH as a debugging tool as well. It'll tell you any errors your having

Here's the problems:

The Commandset Error is because you have the Command Buttons as Command_XX whereas in the CommandSet they are called as AirF_Command_XX. Remove the AirF_ and that should fix that problem

1. Where's the weapon? No Weapon? No working.

2. In the "block" of the Aurora you have the countmeasures section but what you've done is added a space and therefore the game reads the next line which is "will etc. etc." Unless it's how I took it "down" from the forums that's probably another problem it's having. Just deleted everything after the ; it's just useless "stuff" that's featured on all the countermeasures modules.

It should look like this:
Code:
VolleyArcAngle        = 60.0  ; 
VolleyVelocityFactor  = 2.0   ;
It also appears in the Tag "Reload Time". Just do the same (unless again it's the forum and not your file)
Code:
ReloadTime            = 0
I keep finding it as i'm going which leads me to believe it's the forums however it might not be. Just go through the CountermeasuresBehavior ModuleTag_10 and delete all the comments after the ; Just to be safe

3. ResearchSound is NOT a valid tag in the upgrade section for the Aurora. You have to fix it. Is must read ResearchSound = xx (XX being a sound. Just put an Aurora one of some sort) otherwise it's crashes to death.

After that you should be fixed. Happy Hunting

~Skywaters/Wize
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Old 08-08-2004, 09:47 PM   #7 (permalink)
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Oops, here's the weapon, I did do it, I just forgot to add it:

Code:
Weapon JetNuclearBomb
  PrimaryDamage           = 1000.0            
  PrimaryDamageRadius     = 40.0      
  AttackRange             = 350.0       ; this needs to be pretty high, since the Aurora moves so fast
  AcceptableAimDelta      = 45          ; we don't really need to be aimed directly at the target.
  DamageType              = AURORA_BOMB
  DeathType               = EXPLODED
  WeaponSpeed             = 1000
  ProjectileObject        = SupW_AuroraFuelAirBomb

 ; FireFX                  = FX_AuroraBombLaunch
;  ProjectileDetonationFX  = FX_AuroraBombDetonate
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  ClipSize                = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 5000              ; how long to reload a Clip, msec
  AutoReloadsClip         = RETURN_TO_BASE                 ; must return to base to reload this weapon
  ShowsAmmoPips           = Yes

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith  = STRUCTURES
End
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Old 08-08-2004, 09:50 PM   #8 (permalink)
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Also, I did not even see/edit ResearchSound or the two Volley parameters. Those were copied and pasted from the BIG extraction. I don't think that it is the problem since the game works fine with it when it is with the aurora bomber.
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Old 08-08-2004, 09:54 PM   #9 (permalink)
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Hmmm... Try the CommandSet "Stuff" and see what happens
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Old 08-08-2004, 10:08 PM   #10 (permalink)
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Quote:
Originally Posted by Wize
Hmmm... Try the CommandSet "Stuff" and see what happens
What CommandSet stuff?
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