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Modding Question Thread

This is a discussion on Modding Question Thread within the SW:EaW Modding, Mapping and Editing forums, part of the Star Wars: Empire At War category; sith of Steel zerox did something similar i think with the sovereign class star dreadnaught in one of his mods. ...

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  #51  
Old December 18th, 2008
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Default Re: Modding Question Thread

sith of Steel

zerox did something similar i think with the sovereign class star dreadnaught in one of his mods. i think instead of using the big red button, he made it a special like Piett's proton beam ability. He might know.
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  #52  
Old December 18th, 2008
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Default Re: Modding Question Thread

I know about z3r0x's Sovereign, the problem is the superlaser doesn't work. He has the superlaser has an ability, yes, but I click it and the target and it never activates.
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  #53  
Old December 18th, 2008
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Default Re: Modding Question Thread

Quote:
Originally Posted by Sith of Steel View Post
I know about z3r0x's Sovereign, the problem is the superlaser doesn't work. He has the superlaser has an ability, yes, but I click it and the target and it never activates.
Post the coding so that I can take a look at it
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  #54  
Old December 19th, 2008
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Default Re: Modding Question Thread

Quote:
Originally Posted by Admiral_Jamoking View Post
Post the coding so that I can take a look at it
Sure thing:

<SpaceUnit Name="Sovereign_Super_Star_Destroyer">
<GUI_Bounds_Scale>0.01</GUI_Bounds_Scale>
<Text_ID>TEXT_UNIT_SSD_SOVEREIGN</Text_ID>
<Encyclopedia_Good_Against> MC90_Calamari_Cruiser Rebel_Star_Base_5 Kedalbe_Battleship </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> Y-wing B-Wing Skipray_Blastboat </Encyclopedia_Vulnerable_To>
<Encyclopedia_Text> TEXT_TOOLTIP_SOVEREIGN </Encyclopedia_Text>
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_SSD </Encyclopedia_Unit_Class>

<Custom_Hard_XExtent> 100.0 </Custom_Hard_XExtent>
<Custom_Hard_YExtent> 100.0 </Custom_Hard_YExtent>

<Icon_Name>i_button_Sovereign.tga</Icon_Name>

<GUI_Row> 1 </GUI_Row>
<Space_Model_Name>EV_SOVEREIGN.ALO</Space_Model_Name>

<Ranking_In_Category>5</Ranking_In_Category>
<GUI_Bracket_Size>2</GUI_Bracket_Size>

<Select_Box_Scale>6000</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Reinforcement_Prevention_Radius>500</Reinforcement_Prevention_Radius>

<Scale_Factor>0.65</Scale_Factor>
<Mass>0.999</Mass>
<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>

<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
<Armor_Type> Armor_SSD </Armor_Type>
<Shield_Armor_Type> Shield_SSD </Shield_Armor_Type>

<Max_Speed>0.5</Max_Speed>
<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
<MovementClass> Space </MovementClass>
<Space_Layer> SuperCapital </Space_Layer>
<Layer_Z_Adjust>-675.0</Layer_Z_Adjust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>3</Bank_Turn_Angle>
<OverrideAcceleration> .02 </OverrideAcceleration>
<OverrideDeceleration> .02 </OverrideDeceleration>

<Max_Thrust>0.05</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1</Hyperspace_Speed>
<Maintenance_Cost>0.3</Maintenance_Cost>

<Affiliation>Empire</Affiliation>
<Tech_Level>5</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>5</Required_Star_Base_Level>
<Required_Special_Structures>Empire_Kuat_Drive_Yar ds</Required_Special_Structures>
<Required_Planets>Kuat</Required_Planets>
<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<Damage>70</Damage>
<Autoresolve_Health>20000</Autoresolve_Health>
<Shield_Points>9000</Shield_Points>

<Tactical_Health>10000</Tactical_Health>

<Shield_Refresh_Rate>150</Shield_Refresh_Rate>
<Energy_Capacity>99000</Energy_Capacity>
<Energy_Refresh_Rate>1000</Energy_Refresh_Rate>
<Ship_Class>super</Ship_Class>
<Surface_Bombardment_Capable>yes</Surface_Bombardment_Capable>

<Political_Faction>Empire</Political_Faction>
<Squadron_Capacity>40</Squadron_Capacity>
<Build_Cost_Credits>20000</Build_Cost_Credits>
<AI_Combat_Power>5900</AI_Combat_Power>
<Build_Time_Seconds>180</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Size_Value>8</Size_Value>

<Build_Countdown_Timer> Yes </Build_Countdown_Timer>
<Build_Countdown_Text_ID> TEXT_SOVEREIGN_COUNTDOWN_TIMER </Build_Countdown_Text_ID>
<Build_Countdown_Text_RGBA> 64, 128, 255, 255 </Build_Countdown_Text_RGBA>
<Build_Music_Completed> Galactic_Death_Star_Complete_Music_Event </Build_Music_Completed>

<!-- Fighter Spawners -->
<Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadro n, 4</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron , 16</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>TIE_Interceptor_Squ adron, 6</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Interceptor_Squa dron, 24</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron , 4</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadro n, 16</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>TIE_Defender_Squadr on, 1</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Defender_Squadro n, 5</Reserve_Spawned_Units_Tech_0>

<Spawned_Squadron_Delay_Seconds>8</Spawned_Squadron_Delay_Seconds>

<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN,SIMPLE_SPACE_LOCO MOTOR, POWERED, SHIELDED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, SPAWN_SQUADRON, DUMMY_TOOLTIP, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior>

<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Friggin_Huge_Explosion_Space</Death_Explosions>
<Asteroid_Damage_Hit_Particles>Large_Damage_Spac e</Asteroid_Damage_Hit_Particles>

<Death_Clone>Damage_Normal, Sovereign_Death_Clone</Death_Clone>
<Space_FOW_Reveal_Range>6000.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>2200.0</Targeting_Max_Attack_Distance>

<HardPoints>

Sovereign_shield,
Sovereign_tractorbeam,
Sovereign_hangar,
Sovereign_engines01,
Sovereign_engines02,
Sovereign_engines03,
Sovereign_GravWell,
Sovereign_heavy_turbolaser01,
Sovereign_heavy_turbolaser02,
Sovereign_LeftHP02,
Sovereign_LeftHP03,
Sovereign_LeftHP04,
Sovereign_LeftHP05,
Sovereign_LeftHP06,
Sovereign_LeftHP07,
Sovereign_LeftHP08,
Sovereign_LeftHP09,
Sovereign_LeftHP10,
Sovereign_LeftHP11,
Sovereign_RightHP02,
Sovereign_RightHP03,
Sovereign_RightHP04,
Sovereign_RightHP05,
Sovereign_RightHP06,
Sovereign_RightHP07,
Sovereign_RightHP08,
Sovereign_RightHP09,
Sovereign_RightHP10,
Sovereign_RightHP11
</HardPoints>




<SFXEvent_Select>Unit_Select_Vader_Executor</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Vader_Executor</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Vader_Executo r</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Vader_Executor</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Vader_Executor</SFXEvent_Guard>
<SFXEvent_Barrage>Unit_Barrage_Vader_Executor</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Vader_Executor </SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula> Unit_Nebula_Vader_Executor </SFXEvent_Move_Into_Nebula>
<SFXEvent_Bombard_Select_Target> EHD_Bombard_Select_Target </SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming> EHD_Bombard_Incoming </SFXEvent_Bombard_Incoming>
<SFXEvent_Health_Low_Warning> Unit_Health_Low_Vader_Executor</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning> Unit_Health_Critical_Vader_Executor </SFXEvent_Health_Critical_Warning>
<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>

<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Vader_Executor </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Vader_Executor</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Health_Critical_Vader_Executor </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Vader_Executor </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, Unit_Health_Low_Vader_Executor</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, Unit_Lost_Tractor_Vader_Executor</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Build_Complete>Unit_Respawn_Vader_Execut or</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Respawn_Vader_Execut or</SFXEvent_Hero_Respawned>

<SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Ambient_Loop>Unit_Star_Destroyer_Idle_En gine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>SFX_Death_Bombard</Death_SFXEvent_Start_Die>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Engine_Idle_Loop> Unit_Star_Destroyer_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop> Unit_Star_Destroyer_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Star_Destroyer_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

<CategoryMask> Capital | AntiCapital </CategoryMask>
<Victory_Relevant>yes</Victory_Relevant>
<Space_Full_Stop_Command> Yes </Space_Full_Stop_Command>
<Has_Space_Evaluator>True</Has_Space_Evaluator>

<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>0.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>Capital</Targeting_Priority_Set>

<Is_Valid_Target>Yes</Is_Valid_Target><!-- jdg was no -->
<Target_Bones> Target_00, Target_01, Target_02, Target_03, Target_04 </Target_Bones>


<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_Executor.tga</Radar_Icon_Name>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Radar_Icon_Size>0.4 0.4</Radar_Icon_Size>

<!-- Non-Hero unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
<Type>TRACTOR_BEAM</Type>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
<GUI_Activated_Ability_Name>Sovereign_Tractor_Beam _Attack_Ability</GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
<Recharge_Seconds>20</Recharge_Seconds>
<SFXEvent_Target_Ability>Unit_Tractor_Beam_Vader_E xecutor</SFXEvent_Target_Ability>
<SFXEvent_Special_Ability_Loop> Unit_Star_Destroyer_Tractor_Beam </SFXEvent_Special_Ability_Loop>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>

<Unit_Ability>
<Type>SUPER_LASER</Type>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
<GUI_Activated_Ability_Name> Eclipse_Super_Laser_Attack_Ability </GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
<Recharge_Seconds>10</Recharge_Seconds><!-- jdg was 5 -->
<Expiration_Seconds>10</Expiration_Seconds>
<SFXEvent_Target_Ability> EHD_Death_Star_2_Activate</SFXEvent_Target_Ability>
<SFXEvent_Special_Ability_Loop> Unit_Death_Star_2_Fire </SFXEvent_Special_Ability_Loop>
<Alternate_Description_Text>TEXT_TOOLTIP_SOVEREIGN _SL_DESCRIPTION</Alternate_Description_Text>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>

</Unit_Abilities_Data>

<Abilities SubObjectList="Yes">
<Tractor_Beam_Attack_Ability Name="Sovereign_Tractor_Beam_Attack_Ability">
<Activation_Style> User_Input </Activation_Style>
<Applicable_Unit_Categories>Transport | Corvette | Frigate | Capital</Applicable_Unit_Categories>
<Applicable_Unit_Types>Millennium_Falcon</Applicable_Unit_Types>
<Excluded_Unit_Types>Buzz_Droids</Excluded_Unit_Types>
<Activation_Min_Range>10</Activation_Min_Range>
<Activation_Max_Range>2000</Activation_Max_Range>

<!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" -->
<Target_Speed_Decrease_Percent>0.8</Target_Speed_Decrease_Percent>
<Stacking_Category>0</Stacking_Category>
</Tractor_Beam_Attack_Ability>

<Super_Laser_Ability Name="Eclipse_Super_Laser_Attack_Ability">
<Activation_Style> User_Input </Activation_Style>
<Alternate_Description_Text>TEXT_TOOLTIP_SOVEREIGN _SL_DESCRIPTION</Alternate_Description_Text>
<Applicable_Unit_Categories> Capital | Corvette | Frigate | Structure </Applicable_Unit_Categories>
<Applicable_Unit_Types />
<Owner_Particle_Effect>Piet_Powerup_Particle_Effec t</Owner_Particle_Effect>
<Owner_Particle_Bone_Name>HP_axial</Owner_Particle_Bone_Name>
<Activation_Min_Range>0</Activation_Min_Range>
<Activation_Max_Range>50000</Activation_Max_Range>

<!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" -->
<Damage_Per_Frame>300</Damage_Per_Frame>
<Fire_Frame>106</Fire_Frame>
<Beam_Texture_Name>tractor_beam01.tga</Beam_Texture_Name>
<Num_Anim_Frames>5</Num_Anim_Frames>
<Line_Width>45</Line_Width>
<Line_Color>0 237 119 255</Line_Color>
</Super_Laser_Ability>



</Abilities>

<Score_Cost_Credits> 100000</Score_Cost_Credits>
<Population_Value>8</Population_Value>

<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>40000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>180</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites />
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
<!--<Build_Limit_Lifetime_Per_Player>1</Build_Limit_Lifetime_Per_Player>-->
<!--<MULTIPLAYER SKIRMISH VALUES END>-->
</SpaceUnit>
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  #55  
Old December 19th, 2008
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Default Re: Modding Question Thread

Nothing appears to be wrong, there should be a button for the super laser when the unit is selected, it won't be the big red button, but like Kandosii there should be a regular special ability button to use when it's selected.
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  #56  
Old December 19th, 2008
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Default Re: Modding Question Thread

i am trying to edit the xml files in my eaw game but when i click on C:\Program Files\LucasArts\Star Wars Empire at War\GameData\Data then click on MegaFiles, which is the only xml file there i just get a list like this

<?xml version="1.0" ?>
<Mega_Files>
<File> Data\RussianSpeech.meg </File>
<File> Data\Models.meg </File>
<File> Data\ItalianSpeech.meg </File>
<File> Data\GermanSpeech.meg </File>
<File> Data\EnglishSpeech.meg </File>
<File> Data\JapaneseSpeech.meg </File>
<File> Data\KoreanSpeech.meg </File>
<File> Data\Music.meg </File>
<File> Data\Config.meg </File>
<File> Data\Shaders.meg </File>
<File> Data\ChineseSpeech.meg </File>
<File> Data\Movies.meg </File>
<File> Data\FrenchSpeech.meg </File>
<File> Data\Cinematics.meg </File>
<File> Data\PolishSpeech.meg </File>
<File> Data\ThaiSpeech.meg </File>
<File> Data\Textures.meg </File>
<File> Data\Maps.meg </File>
<File> Data\SpanishSpeech.meg </File>
</Mega_Files>

and cant get any further.
ive had this game a few years ago on a conputer with windows xp sp2 and no problems. but ive just loaded it onto vista ultimate and im stuck. any help please?
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  #57  
Old December 19th, 2008
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Default Re: Modding Question Thread

Quote:
Originally Posted by Admiral_Jamoking View Post
Nothing appears to be wrong, there should be a button for the super laser when the unit is selected, it won't be the big red button, but like Kandosii there should be a regular special ability button to use when it's selected.
That's the thing. The button is there, but it won't let me use the ability. I can click it, but I can't click the thing I want to target, so still no superlaser.
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  #58  
Old December 19th, 2008
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Default Re: Modding Question Thread

@chaos1988

You can get the extracted xml files from EAW files here

@Sith of Steel

I don't understand why it's doing that because there's nothing in the xml that would prevent it from firing at least not from what I can see
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  #59  
Old December 19th, 2008
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Default Re: Modding Question Thread

thanks for the files but havent got a clue what to do? any more help please?
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  #60  
Old December 19th, 2008
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Default Re: Modding Question Thread

I'd like to take the model zerox used for his ISDs and put it in mobbman's ACM mod. What should i do?
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