Home » Renegade Discussions » Mod Release Forum » [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA [message #385242 is a reply to message #383047] |
Sat, 09 May 2009 09:51 |
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Gen_Blacky
Messages: 3250 Registered: September 2006
Karma:
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General (3 Stars) |
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I made some Revivable buildings commands using reborns team fund function and commander function. The team all donate to team fund and if a building dies the commander can revive the building if there is enough money in the team fund. I made it ini configurable for the amount it cost for the buildings to be revived.
Requirements
-Renegade Resurrection
-Add to Reborns Commander plugin so it can uses its functions.
Under the SettingsStruct in the .h file
powerplantcost = 20000;
vehiclefactoriescost = 20000;
soldierfactories = 20000;
refcost = 20000;
basedefensecost = 20000;
Under void Load(); in the .h file
int powerplantcost;
int vehiclefactoriescost;
int soldierfactories;
int refcost;
int basedefensecost;
Under the SettingsLoader;
LoadInt(powerplantcost,"powerplantcost");
printf("The cost for a Power Plant is %i credits\n",powerplantcost);
LoadInt(vehiclefactoriescost,"vehiclefactoriescost");
printf("The cost for a Vehicle Factory is %i credits\n",vehiclefactoriescost);
LoadInt(soldierfactories,"soldierfactories");
printf("The cost for a Charcter Factory is %i credits\n",soldierfactories);
LoadInt(refcost,"refcost");
printf("The cost for the Refinary is %i credits\n",refcost);
LoadInt(basedefensecost,"basedefensecost");
printf("The cost for Basedefences is %i credits\n",basedefensecost);
Add to the .ini file
powerplantcost=20000;
vehiclefactoriescost=20000;
soldierfactories=20000;
refcost=20000;
basedefensecost=20000;
Main Revive Commands
//////////////////////
///Revive Buildings///
//////////////////////
class revive_vehiclefactoriesChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
GameObject *obj = Get_GameObj(ID);
int Team = Get_Object_Type(obj);
int BuildingID = Commands->Get_ID(Find_Vehicle_Factory(Team));
GameObject *thebuilding = Commands->Find_Object(BuildingID);
if(Is_Building_Dead(Find_Vehicle_Factory(Team))) {
if(GDICommander[ID]){
if(GDITeamFund >= CSettings->vehiclefactoriescost){
GDITeamFund = GDITeamFund - CSettings->vehiclefactoriescost;
Console_Input(StrFormat("msg The GDI Commander just revived the Weapons Factory",Get_Player_ID(obj)).c_str());
Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
}
else{
Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->vehiclefactoriescost).c_str());
}
}
else if(NodCommander[ID]){
if(NodTeamFund >= CSettings->vehiclefactoriescost){
NodTeamFund = NodTeamFund - CSettings->vehiclefactoriescost;
Console_Input(StrFormat("msg The GDI Commander just revived the Airstrip",Get_Player_ID(obj)).c_str());
Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
}
else{
Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->vehiclefactoriescost).c_str());
}
}
}
else if(GDICommander[ID]){
Console_Input(StrFormat("ppage %d The Weapons Factory is not dead.",Get_Player_ID(obj)).c_str());
}
else if(NodCommander[ID]){
Console_Input(StrFormat("ppage %d The Airstrip is not dead.",Get_Player_ID(obj)).c_str());
}
else{
Console_Input(StrFormat("ppage %d You are not a team commander and cannot use this command.",ID).c_str());
}
}
};
ChatCommandRegistrant<revive_vehiclefactoriesChatCommand> revive_vehiclefactoriesChatCommandReg("!revive_wf;!revive_air;!r wf;!r air",CHATTYPE_TEAM,0,GAMEMODE_ALL);
class revive_refineriesChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
GameObject *obj = Get_GameObj(ID);
int Team = Get_Object_Type(obj);
int BuildingID = Commands->Get_ID(Find_Refinery(Team));
GameObject *thebuilding = Commands->Find_Object(BuildingID);
//if(CSettings->enablerevive){
if(Is_Building_Dead(Find_Refinery(Team))) {
if(GDICommander[ID]){
if(GDITeamFund >= CSettings->refcost){
GDITeamFund = GDITeamFund - CSettings->refcost;
Console_Input(StrFormat("msg The GDI Commander just revived the GDI Refinary",Get_Player_ID(obj)).c_str());
Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
}
else{
Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->refcost).c_str());
}
}
else if(NodCommander[ID]){
if(NodTeamFund >= CSettings->refcost){
NodTeamFund = NodTeamFund - CSettings->refcost;
Console_Input(StrFormat("msg The Nod Commander just revived the Nod Refinary",Get_Player_ID(obj)).c_str());
Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
}
else{
Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->refcost).c_str());
}
}
}
else if(GDICommander[ID]){
Console_Input(StrFormat("ppage %d The GDI Refinary is not dead.",Get_Player_ID(obj)).c_str());
}
else if(NodCommander[ID]){
Console_Input(StrFormat("ppage %d The Nod Refinary is not dead.",Get_Player_ID(obj)).c_str());
}
else{
Console_Input(StrFormat("ppage %d You are not a team commander and cannot use this command.",ID).c_str());
}
}
};
ChatCommandRegistrant<revive_refineriesChatCommand> revive_refineriesChatCommandReg("!revive_ref;!r_ref",CHATTYPE_TEAM,0,GAMEMODE_AOW);
class revive_powerplantsChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
GameObject *obj = Get_GameObj(ID);
int Team = Get_Object_Type(obj);
int BuildingID = Commands->Get_ID(Find_Power_Plant(Team));
GameObject *thebuilding = Commands->Find_Object(BuildingID);
if(Is_Building_Dead(Find_Power_Plant(Team))) {
if(GDICommander[ID]){
if(GDITeamFund >= CSettings->powerplantcost){
GDITeamFund = GDITeamFund - CSettings->powerplantcost;
Console_Input(StrFormat("msg The GDI Commander just revived the GDI PowerPlant",Get_Player_ID(obj)).c_str());
Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
}
else{
Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->powerplantcost).c_str());
}
}
else if(NodCommander[ID]){
if(NodTeamFund >= CSettings->powerplantcost){
NodTeamFund = NodTeamFund - CSettings->powerplantcost;
Console_Input(StrFormat("msg The Nod Commander just revived the Nod Powerplant",Get_Player_ID(obj)).c_str());
Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
}
else{
Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->powerplantcost).c_str());
}
}
}
else if(GDICommander[ID]){
Console_Input(StrFormat("ppage %d The GDI Powerplant is not dead.",Get_Player_ID(obj)).c_str());
}
else if(NodCommander[ID]){
Console_Input(StrFormat("ppage %d The Nod Powerplant is not dead.",Get_Player_ID(obj)).c_str());
}
else{
Console_Input(StrFormat("ppage %d You are not a team commander and cannot use this command.",ID).c_str());
}
}
};
ChatCommandRegistrant<revive_powerplantsChatCommand> revive_powerplantsChatCommandReg("!revive_pp;!r_pp",CHATTYPE_TEAM,0,GAMEMODE_AOW);
class revive_soldierfactoriesChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
GameObject *obj = Get_GameObj(ID);
int Team = Get_Object_Type(obj);
int BuildingID = Commands->Get_ID(Find_Soldier_Factory(Team));
GameObject *thebuilding = Commands->Find_Object(BuildingID);
if(Is_Building_Dead(Find_Building(Team,SOLDIER_FACTORY))) {
if(GDICommander[ID]){
if(GDITeamFund >= CSettings->soldierfactories){
GDITeamFund = GDITeamFund - CSettings->soldierfactories;
Console_Input(StrFormat("msg The GDI Commander just revived the GDI Barracks",Get_Player_ID(obj)).c_str());
Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
}
else{
Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->soldierfactories).c_str());
}
}
else if(NodCommander[ID]){
if(NodTeamFund >= CSettings->soldierfactories){
NodTeamFund = NodTeamFund - CSettings->soldierfactories;
Console_Input(StrFormat("msg The Nod Commander just revived the Hand of Nod",Get_Player_ID(obj)).c_str());
Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
}
else{
Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->soldierfactories).c_str());
}
}
}
else if(GDICommander[ID]){
Console_Input(StrFormat("ppage %d The GDI Barracks is not dead.",Get_Player_ID(obj)).c_str());
}
else if(NodCommander[ID]){
Console_Input(StrFormat("ppage %d The Hand of Nod is not dead.",Get_Player_ID(obj)).c_str());
}
else{
Console_Input(StrFormat("ppage %d You are not a team commander and cannot use this command.",ID).c_str());
}
}
};
ChatCommandRegistrant<revive_soldierfactoriesChatCommand> revive_soldierfactoriesChatCommandReg("!revive_bar;!revive_hon;!r_hon;!r_bar",CHATTYPE_TEAM,0,GAMEMODE_AOW);
class revive_basedefenseChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
GameObject *obj = Get_GameObj(ID);
int Team = Get_Object_Type(obj);
int BuildingID = Commands->Get_ID(Find_Base_Defense(Team));
GameObject *thebuilding = Commands->Find_Object(BuildingID);
if(Is_Building_Dead(Find_Building(Team,BASE_DEFENSE))) {
if(GDICommander[ID]){
if(GDITeamFund >= CSettings->basedefensecost){
GDITeamFund = GDITeamFund - CSettings->basedefensecost;
Console_Input(StrFormat("msg The GDI Commander just revived the GDI Advance Guard Tower",Get_Player_ID(obj)).c_str());
Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
}
else{
Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->basedefensecost).c_str());
}
}
else if(NodCommander[ID]){
if(NodTeamFund >= CSettings->basedefensecost){
NodTeamFund = NodTeamFund - GDITeamFund - CSettings->basedefensecost;
Console_Input(StrFormat("msg The Nod Commander just revived the Nod Obelisk",Get_Player_ID(obj)).c_str());
Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
}
else{
Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->basedefensecost).c_str());
}
}
}
else if(GDICommander[ID]){
Console_Input(StrFormat("ppage %d The GDI Advance Guard Tower is not dead.",Get_Player_ID(obj)).c_str());
}
else if(NodCommander[ID]){
Console_Input(StrFormat("ppage %d The Nod Obelisk is not dead.",Get_Player_ID(obj)).c_str());
}
else{
Console_Input(StrFormat("ppage %d You are not a team commander and cannot use this command.",ID).c_str());
}
}
};
ChatCommandRegistrant<revive_basedefenseChatCommand> revive_basedefenseChatCommandReg("!revive_ob;!revive_agt;!r_agt;!r_ob",CHATTYPE_TEAM,0,GAMEMODE_AOW);
Commands used to kill buildings so its easier to test the revive commands.
/////////////////////
///Kill Buildings////
/////////////////////
class kill_vehiclefactoriesChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
GameObject *obj = Get_GameObj(ID);
int Team = Get_Object_Type(obj);
int BuildingID = Commands->Get_ID(Find_Vehicle_Factory(Team));
GameObject *thebuilding = Commands->Find_Object(BuildingID);
Vector3 position = Commands->Get_Position(thebuilding);
Commands->Apply_Damage(thebuilding,99999,"Death",false);
if (Team == 1) {
Console_Input(StrFormat("msg War Factory Destroyed",Get_Player_ID(obj)).c_str());
}
else {
Console_Input(StrFormat("msg Airstrip Destroyed",Get_Player_ID(obj)).c_str());
}
}
};
ChatCommandRegistrant<kill_vehiclefactoriesChatCommand> kill_vehiclefactoriesChatCommandReg("!kill_wf;!kill_air",CHATTYPE_TEAM,0,GAMEMODE_ALL);
class kill_refineriesChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
GameObject *obj = Get_GameObj(ID);
int Team = Get_Object_Type(obj);
int BuildingID = Commands->Get_ID(Find_Refinery(Team));
GameObject *thebuilding = Commands->Find_Object(BuildingID);
Vector3 position = Commands->Get_Position(thebuilding);
Commands->Apply_Damage(thebuilding,99999,"Death",false);
if (Team == 1) {
Console_Input(StrFormat("msg GDI Refinary Destroyed",Get_Player_ID(obj)).c_str());
}
else {
Console_Input(StrFormat("msg Nod Refinary Destroyed",Get_Player_ID(obj)).c_str());
}
}
};
ChatCommandRegistrant<kill_refineriesChatCommand> kill_refineriesChatCommandReg("!kill_ref",CHATTYPE_TEAM,0,GAMEMODE_ALL);
class kill_basedefenseChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
GameObject *obj = Get_GameObj(ID);
int Team = Get_Object_Type(obj);
int BuildingID = Commands->Get_ID(Find_Base_Defense(Team));
GameObject *thebuilding = Commands->Find_Object(BuildingID);
Vector3 position = Commands->Get_Position(thebuilding);
Commands->Apply_Damage(thebuilding,99999,"Death",false);
if (Team == 1) {
Console_Input(StrFormat("msg GDI AGT Destroyed",Get_Player_ID(obj)).c_str());
}
else {
Console_Input(StrFormat("msg Nod Obelisk Destroyed",Get_Player_ID(obj)).c_str());
}
}
};
ChatCommandRegistrant<kill_basedefenseChatCommand> kill_basedefenseChatCommandReg("!kill_agt;!kill_ob",CHATTYPE_TEAM,0,GAMEMODE_ALL);
class kill_powerplantChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
GameObject *obj = Get_GameObj(ID);
int Team = Get_Object_Type(obj);
int BuildingID = Commands->Get_ID(Find_Power_Plant(Team));
GameObject *thebuilding = Commands->Find_Object(BuildingID);
Vector3 position = Commands->Get_Position(thebuilding);
Commands->Apply_Damage(thebuilding,99999,"Death",false);
if (Team == 1) {
Console_Input(StrFormat("msg GDI Power Plant Destroyed",Get_Player_ID(obj)).c_str());
}
else {
Console_Input(StrFormat("msg Nod Power Plant Destroyed",Get_Player_ID(obj)).c_str());
}
}
};
ChatCommandRegistrant<kill_powerplantChatCommand> kill_powerplantChatCommandReg("!kill_pp;!kill_powerplant",CHATTYPE_TEAM,0,GAMEMODE_ALL);
class kill_soldierfactoriesChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
GameObject *obj = Get_GameObj(ID);
int Team = Get_Object_Type(obj);
int BuildingID = Commands->Get_ID(Find_Soldier_Factory(Team));
GameObject *thebuilding = Commands->Find_Object(BuildingID);
Vector3 position = Commands->Get_Position(thebuilding);
Commands->Apply_Damage(thebuilding,99999,"Death",false);
if (Team == 1) {
Console_Input(StrFormat("msg GDI Barracks Destroyed",Get_Player_ID(obj)).c_str());
}
else {
Console_Input(StrFormat("msg Nod Hand of Nod Destroyed",Get_Player_ID(obj)).c_str());
}
}
};
ChatCommandRegistrant<kill_soldierfactoriesChatCommand> kill_soldierfactoriesChatCommandReg("!kill_bar;!kill_hon",CHATTYPE_TEAM,0,GAMEMODE_ALL);
The the only problem I have seen so far is when the building is dead and a player that is not a commander uses the command. It wont tell the player hes not a commander. If the building is alive it will.
[Updated on: Sat, 09 May 2009 09:52] Report message to a moderator
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[Plug-in] SSGM2.02 Commander BETA
By: reborn on Mon, 27 April 2009 15:38
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Zeiss on Mon, 27 April 2009 23:40
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Re: [Plug-in] SSGM2.02 Commander BETA
By: ExEric3 on Tue, 28 April 2009 09:01
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Zeiss on Tue, 28 April 2009 09:27
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Tue, 28 April 2009 09:31
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Zeiss on Tue, 28 April 2009 09:43
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Tue, 28 April 2009 09:52
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Zeiss on Tue, 28 April 2009 10:05
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Tue, 28 April 2009 10:37
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Xpert on Tue, 28 April 2009 16:52
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Re: [Plug-in] SSGM2.02 Commander BETA
By: ExEric3 on Tue, 28 April 2009 22:15
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Tue, 28 April 2009 11:23
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Re: [Plug-in] SSGM2.02 Commander BETA
By: LGdirk on Thu, 07 May 2009 12:42
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Re: [Plug-in] SSGM2.02 Commander BETA
By: ExEric3 on Sun, 10 May 2009 01:21
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Hex on Wed, 05 August 2009 08:05
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Wed, 29 April 2009 02:15
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Wed, 12 August 2009 00:34
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Prulez on Wed, 29 April 2009 07:50
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Wed, 29 April 2009 08:14
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Prulez on Wed, 29 April 2009 10:08
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Wed, 29 April 2009 16:52
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Prulez on Thu, 30 April 2009 01:35
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Zeiss on Fri, 01 May 2009 12:29
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Fri, 01 May 2009 12:48
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Prulez on Fri, 01 May 2009 12:40
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Prulez on Sat, 02 May 2009 15:04
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Xpert on Sun, 03 May 2009 00:46
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Prulez on Sun, 03 May 2009 01:32
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Prulez on Sun, 03 May 2009 14:30
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Sun, 03 May 2009 05:00
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
By: ExEric3 on Thu, 07 May 2009 11:07
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Thu, 07 May 2009 11:36
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Thu, 07 May 2009 14:10
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Re: [Plug-in] SSGM2.02 Commander BETA
By: LGdirk on Thu, 07 May 2009 14:32
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
By: LGdirk on Thu, 07 May 2009 22:37
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Fri, 08 May 2009 14:18
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Sat, 09 May 2009 11:00
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Sun, 10 May 2009 02:30
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Sat, 09 May 2009 10:45
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Sat, 09 May 2009 15:26
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Sun, 10 May 2009 05:03
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Sun, 10 May 2009 11:23
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Re: [Plug-in] SSGM2.02 Commander BETA
By: LGdirk on Sun, 17 May 2009 08:50
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Sun, 17 May 2009 08:57
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Re: [Plug-in] SSGM2.02 Commander BETA
By: LGdirk on Mon, 18 May 2009 00:41
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Ma1kel on Mon, 18 May 2009 11:50
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Wed, 20 May 2009 02:24
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Omar007 on Tue, 23 June 2009 01:23
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Re: [Plug-in] SSGM2.02 Commander BETA
By: rhuarc on Tue, 28 July 2009 23:29
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Wed, 29 July 2009 04:28
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Re: [Plug-in] SSGM2.02 Commander BETA
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Knight on Sun, 02 August 2009 21:14
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Re: [Plug-in] SSGM2.02 Commander BETA
By: C C_guy on Wed, 05 August 2009 06:44
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Vaati19 on Tue, 11 August 2009 09:25
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Tue, 11 August 2009 10:23
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Vaati19 on Tue, 11 August 2009 10:54
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Tue, 11 August 2009 13:49
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Vaati19 on Tue, 11 August 2009 14:30
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Tue, 11 August 2009 22:33
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Vaati19 on Tue, 11 August 2009 23:08
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Vaati19 on Wed, 12 August 2009 03:01
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Vaati19 on Wed, 12 August 2009 03:03
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Wed, 12 August 2009 04:46
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Vaati19 on Wed, 12 August 2009 05:04
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Vaati19 on Wed, 12 August 2009 05:11
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Wed, 12 August 2009 05:45
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Vaati19 on Wed, 12 August 2009 06:05
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Wed, 12 August 2009 06:19
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Re: [Plug-in] SSGM2.02 Commander BETA
By: Vaati19 on Wed, 12 August 2009 06:32
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Wed, 26 August 2009 13:43
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Re: [Plug-in] SSGM2.02 Commander BETA
By: infusi0n on Wed, 26 August 2009 22:36
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Re: [Plug-in] SSGM2.02 Commander BETA
By: reborn on Wed, 26 August 2009 22:39
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