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The Ultimate Forge Guide (Everything you need to know)
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The Ultimate Forge Guide (Everything you need to know)Posted:
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Status: Offline
Joined: Apr 17, 201014Year Member
Posts: 3,630
Reputation Power: 6212
Halo Reach Ultimate Forge Guide
***I do not take credit for any of this, all credit goes to Bungie over at Bungie.net***
Object labels
There are no gametype-specific objects anymore like there was in Halo 3. Instead, we have labels that you can assign to ANY object to make it recognized by the game engine.
First, you must select the gametype you want to edit in the forge lobby. The default is "basic editing" which will allow you to view and remove labels from objects, but not add new ones.
You set a label on an object in the Advanced tab of the object properties (press X when holding or highlighting and object)
Safe/Kill Volumes
First, the absolutes:
Kill volumes have highest priority. If you enter an immediate kill volume (that is, not the soft kind) then you are dead. If you enter a soft kill volume, then you are "out of bounds." Being out of bounds starts your ten-second countdown for you to get back in bounds.
Safe volumes are the opposite. If at least one safe volume is on the map, then you are in trouble if you are not inside at least one of them. If any of the safe volumes are immediate, then you will die as soon as you are not inside a safe volume. If all of the safe volumes are "soft," then you are out of bounds and your timer will count down.
Typically you want to make one large soft safe volume over the playable area of your map, and then fill in trouble spots with soft kill volumes. And if you have some kind of falling-to-death area, cover that with an immediate kill volume.
Respawn Influencers
A red team anti respawn zone will cause red team to never respawn there.
All types of respawn influencers only affect the team that owns them (or all teams/players if they belong to neutral).
Non-neutral influencers do not affect FFA spawning, except in FFA gametypes with fake teams like Infection and Juggernaut. In Infection, humans are Red Team and zombies are Blue Team. In Juggernaut, the juggernaut is blue team and everyone else is red team.
General
"team_only" - these objects will not spawn in a FFA game
"ffa_only" - these objects will not spawn in a team game
Each gametype supplies a label that can be used in conjunction with the "gametype-specific" setting that you can use to make any object only appear in a specific gametype. This label is typically the same as the name of the gametype (e.g. "ctf" or "headhunter").
Generally things you label should also have the "gametype-specific" flag set on them, otherwise they will spawn in other gametypes too!
Assault
"as_bomb" - REQUIRED - bomb spawns here (team-specific, can be neutral)
"as_goal" - REQUIRED - plant bomb here (team-specific, can't be neutral)
"as_res_zone" - respawn zone (influencer) which is active when your team's bomb is not planted
"as_res_zone_away" - respawn zone (influencer) which is active when your team's bomb is planted
Note that you CANNOT plant a bomb on the as_goal object if the team that owns that goal is not active in the game (has at least one player).
CTF
"ctf_flag_return" - REQUIRED - flag spawn point and return point (team specific)
"ctf_res_zone" - respawn zone which is active when your team's flag is at home
"ctf_res_zone_away" - respawn zone which is active whne your team's flag is not at home
Note that flags will not spawn for teams that are not active in the game (have at least one player).
NOTE on respawn zone labels in Assault and CTF - these only work as intended when applied to one of the respawn zone objects. But objects with these labels are always turned invincible and can never be picked up (if they are weapons).
NOTE on one-sided Assault and CTF variants - the red team is always on defense in the first round.
Headhunter
"hh_drop_point" - REQUIRED - a place where you can drop skulls
Infection
"inf_spawn" - nothing special (we used this to distinguish spawn points that are infection-specific)
"inf_haven" - REQUIRED - a safe haven.
Note that humans spawn at "red team" spawn points and zombies spawn at "blue team" spawn points.
Juggernaut
nothing special
For purposes of spawning, the juggernaut is blue team and everyone else is red team.
King of the Hill
"koth_hill" - REQUIRED - the hill!
Oddball
"oddball_ball" - REQUIRED - a ball spawn point
Race
"race_spawn" - nothing special
"race_flag" - REQUIRED - a race checkpoint. Use the spawn sequence to set what order you have to hit them in. You can have more than one checkpoint with the same spawn sequence, in which case the driver can hit either one to get the checkpoint.
"none" - will get deleted
Stockpile
"stp_flag" - REQUIRED - a flag spawn point
"stp_goal" - REQUIRED - a flag drop point (team-specific)
Territories
"terr_object" - REQUIRED - a territory. Note that the spawn sequence MUST be set to something other than 0.
Invasion - VERY long read.
The Rules of Invasion
Invasion is a three phased objective game type with two teams, Spartans and Elites. A phase ends when the objective is complete or when the phase timer runs out. The attacking team wins once they successfully complete all three objectives. The defenders win if they can run the phase timer out on any phase.
Important Info
First things first! There are a multitude of things that you need to know about how the internal structure of an Invasion gametype.
There are 3 different objective types available for each phase (27 different permutations)
Each objective type has different requirements that the forged map must support.
Invasion supports fire team player spawning and spawn locations.
Forge objects can be setup to appear or disappear in a specified phase.
Invasion Game Variant Setup
Custom games should only use the "Invasion" variant and never Invasion: Boneyard or Invasion: Spire. The invasion options can be configured to change who is attacking, Spartans or Elites, and what the objective is for each phase.
Invasion Checklist
This is a list of everything your Invasion map should have:
3 total objectives, 1 for each phase
Initial, phased and backfield spawn locations
A Safe Zone to define the boundaries of the map
Important Forge Object Properties for Invasion
Game Type Specific:
An object set as game type specific will only show up in game types that include the Forge object label in its list of predefined labels. Any invasion specific objects that do not already have an invasion specific label should be labeled "Invasion.
Labels:
Labels are a name that can be given to any object and can define game behavior. Each object can have a single label selected from a list of labels supported by the game type being Forged. Note: You must be Forging in Invasion to see the Invasion labels.
Boundary Volumes:
Boundary volumes must be given to all hill locations and flag capture locations, otherwise it will never detect a collision, and the objective will not function.
Teams:
The two team colors in invasion are assigned to the species as opposed to attackers and defenders. Spartans are assigned to red and Elites are assigned to Blue. This makes it important to correctly set the game option, Invasion Options Attacking Team, to the correct race before starting a game of forged invasion.
Getting Started
To begin creating an invasion map, select the Forge lobby.
[ Register or Signin to view external links. ]
Select Invasion from the Game Type field
Select the Map you wish to modify
Start the Game
[ Register or Signin to view external links. ]
Once you are in Forge, Enter Edit mode by press up on the D-pad or select it from the Start Menu. For the most reliable results, it is recommended that you delete all objects from the map so you only have objects that you have placed.
Creating Objectives
There are 3 types of invasion objective and they function much like their stand alone equivalent.
Territories
Assault
Capture the Flag (Capture the Core in the case of Invasion)
[ Register or Signin to view external links. ]
While an Invasion map only needs to support one objective in each phase, it can be setup to handle all cases. There needs to be at least one objective for each phase to complete a round of invasion.
Setting up a Territories Objective
The Territories objective type requires a single object to function. There can be any number of territories per phase.
To setup a territory we need to place an object on the map and give it the INV_OBJECTIVE Label:
[ Register or Signin to view external links. ]
Enter the place object menu
Select an Object (Objectives\Hill Marker is a good choice)
Press X to edit the objects properties
Select the Advanced option and the Game Type Label property
Change the value to INV_OBJECTIVE
Now that you have a territory object, it is time to define the boundary volume:
[ Register or Signin to view external links. ]
Press X to edit the objects properties
Set the shape property to anything but none
Increase the size of the width, top, bottom and length to the desired size
Lastly assign a phase for this territory objective to be active.
[ Register or Signin to view external links. ]
Grab the territory object
Enter the Object Options
Enter the advanced sub-menu
Set the Spawn Sequence field to the phase in which this objective will be used (1,2,3)
Setting up an Assault or CTF Objective
An assault or CTF objective requires taking an object (bomb or core) from one location to one or more destinations. An assault objective requires the carrier to plant the bomb, a countdown within the zone, while a CTF objective only requires the carrier to enter the objective zone.
First off we need to create the location where our Bomb/Core object will be spawned.
[ Register or Signin to view external links. ]
Enter the Place Object menu
Select an object to spawn the Bomb\Core on (Objective\Capture Plate is a good option)
Press X to edit the objects properties
Select the Advanced option and the Label property
Change the value to INV_OBJ_FLAG
Next we need to place the object which will be used for the Bomb\Core Destination.
[ Register or Signin to view external links. ]
Enter the Place Object menu
Select an object to spawn the Bomb\Core on (Objective\Capture Plate is a good option)
Press X to edit the objects properties
Select the Advanced option and the Game Type Label property
Change the value to INV_OBJECTIVE
The destination location needs a boundary volume.
Press X to edit the objects properties
Set the shape property to anything but none
Increase the size of the width, top, bottom and length to the desired size
Lastly assign a phase to assign a phase number to each location.
Grab the territory object
Enter the Object Options
Enter the advanced sub-menu
Set the Spawn Sequence field to the phase in which this objective will be used (1,2,3)
Setting up Multiple Objectives per Phase
There are some considerations when overlapping objectives per phase. Any object labeled as INV_OBJECTIVE will count as an objective. So the objective for Assault Phase will also count as a territory objective which means only one object labeled with INV_OBJECTIVE needs to be present to support all objectives.
Setting up Spawn Locations
There are three types of spawn locations that can be setup for Invasion:
Initial Spawn - The players will spawn at the start of the game at these locations.
Backfield Spawn - These spawns can be used during any phase by anyone on the associated team.
Phase Spawn - These spawns are only active in one phase and are associated to a fire team.
While the attacking team can be changed from the Invasion game options, this will not switch the team positions around. When a player dies they can choose to respawn on a member of their fire team, at a backfield spawn or any phased spawn available to their fire team.
Setting up an Initial Spawn Location
Initial spawn locations need to be set for each player on each team. Initial spawns are not affected by fire team.
[ Register or Signin to view external links. ]
Enter the place object menu
Select a Spawning\Initial Spawn object
Press X to edit the objects properties
Set the team property to either red or blue
Setting up a Backfield Spawn Location
Backfield spawns are optional, but are a good idea to allow players alternative locations to spawn.
[ Register or Signin to view external links. ]
[ Register or Signin to view external links. ]
Enter the place object menu
Select an Objective\Hill Marker object
Press X to edit the objects properties
Set the Team property to either red or blue
Select the Advanced option and the Game Type Label property
Change the value to INV_RES_ZONE
Setting up a Phased Spawn Location.
[ Register or Signin to view external links. ]
Enter the place object menu
Select an Objective\Hill Marker object
Press X to edit the objects properties
Set the Team property to either red or blue
Select the Advanced option and the Game Type Label property
Change the value to either INV_RES_P1, INV_RES_P2 or INV_RES_P3.
Change the Spawn Sequence property to the fire team value (0, 1, 2, 3+)
The players on each team are separated into three fire teams (0, 1, 2) which can have separate phased spawn locations. Assigning a spawn location with fire team value of 3+ will make that spawn accessible to all players on the team. Each fire team needs a respawn location for each phase.
Safe Zones
The safe zone defines the playable area of your map. Without a safe zone a player can go to any location on the map which is usually undesirable. There are two types of safe zones:
Hard Safe Zone: When a player leaves the safe zone they are killed.
Soft Safe Zone: When a player leaves the safe zone they are given 10 seconds to return.
[ Register or Signin to view external links. ]
[ Register or Signin to view external links. ]
While a combination of the two can be placed, having a hard safe zone on the map will overwrite the soft behavior. Best practice is to include only soft safe zones and use hard kill zones to enforce boundaries.
Phased Object Creation and Deletion
Invasion is a phased game type and has some interesting options for the creating and deleting objects based on the current phase of the round.
Gated Objects (Phased Deletion)
A gated object will be deleted after the specified phase has been completed. Warning: this can have strange behavior on vehicles and weapons.
[ Register or Signin to view external links. ]
Create or hover over the object you wish to Gate.
Press X to edit the objects properties
Select the Advanced Option and the Game Type Label property
Change the value to INV_GATES
Change the Spawn Sequence property to the last phase the object should be active (i.e. if the object should disappear after phase one, set the value to 1
Phased Objects (Phased Creation)
A phased object will be start spawning once the specified phase has started.
[ Register or Signin to view external links. ]
Create or hover over the object you wish to Gate.
Press X to edit the objects properties
Select the Advanced Option and the Game Type Label property
Change the value to INV_WEAPON or INV_VEHICLE
Change the Spawn Sequence property to the first phase the object should be active (i.e. if it should appear at the start of phase two, set the value to 2)
Something to consider with phased objects is spawn time. Phased objects do not immediately appear on a round change, they must spawn in. The shortest spawn time is 1 second; do not use "Never" as they will never appear. For weapons and vehicles this is a problem as a short spawn time will mean that the vehicle or weapon will constantly respawn.
The only difference between INV_WEAPON and INV_VEHICLE is that vehicles are given a way point at the start of the phase.
Do not setup any objects with the invasion_cinematics label, as all this data will be deleted on custom maps by default
Do not assig the INV_PLATFORM label to anything as it is specific to the Spire elevator lift that is activated in phase 3 of Invasion: Spire
When working with phased objects do not set an object spawn time to never and place at start to false. If you ever reload the Forge map the object will be lost.
The Assault/CTF Invasion phases are incompatible with the game option "Disable Weapon Pickup" as it will also prevent players from picking up the bomb or flag.
Invasion is a three phased objective game type with two teams, Spartans and Elites. A phase ends when the objective is complete or when the phase timer runs out. The attacking team wins once they successfully complete all three objectives. The defenders win if they can run the phase timer out on any phase.
Important Info
First things first! There are a multitude of things that you need to know about how the internal structure of an Invasion gametype.
There are 3 different objective types available for each phase (27 different permutations)
Each objective type has different requirements that the forged map must support.
Invasion supports fire team player spawning and spawn locations.
Forge objects can be setup to appear or disappear in a specified phase.
Invasion Game Variant Setup
Custom games should only use the "Invasion" variant and never Invasion: Boneyard or Invasion: Spire. The invasion options can be configured to change who is attacking, Spartans or Elites, and what the objective is for each phase.
Invasion Checklist
This is a list of everything your Invasion map should have:
3 total objectives, 1 for each phase
Initial, phased and backfield spawn locations
A Safe Zone to define the boundaries of the map
Important Forge Object Properties for Invasion
Game Type Specific:
An object set as game type specific will only show up in game types that include the Forge object label in its list of predefined labels. Any invasion specific objects that do not already have an invasion specific label should be labeled "Invasion.
Labels:
Labels are a name that can be given to any object and can define game behavior. Each object can have a single label selected from a list of labels supported by the game type being Forged. Note: You must be Forging in Invasion to see the Invasion labels.
Boundary Volumes:
Boundary volumes must be given to all hill locations and flag capture locations, otherwise it will never detect a collision, and the objective will not function.
Teams:
The two team colors in invasion are assigned to the species as opposed to attackers and defenders. Spartans are assigned to red and Elites are assigned to Blue. This makes it important to correctly set the game option, Invasion Options Attacking Team, to the correct race before starting a game of forged invasion.
Getting Started
To begin creating an invasion map, select the Forge lobby.
[ Register or Signin to view external links. ]
Select Invasion from the Game Type field
Select the Map you wish to modify
Start the Game
[ Register or Signin to view external links. ]
Once you are in Forge, Enter Edit mode by press up on the D-pad or select it from the Start Menu. For the most reliable results, it is recommended that you delete all objects from the map so you only have objects that you have placed.
Creating Objectives
There are 3 types of invasion objective and they function much like their stand alone equivalent.
Territories
Assault
Capture the Flag (Capture the Core in the case of Invasion)
[ Register or Signin to view external links. ]
While an Invasion map only needs to support one objective in each phase, it can be setup to handle all cases. There needs to be at least one objective for each phase to complete a round of invasion.
Setting up a Territories Objective
The Territories objective type requires a single object to function. There can be any number of territories per phase.
To setup a territory we need to place an object on the map and give it the INV_OBJECTIVE Label:
[ Register or Signin to view external links. ]
Enter the place object menu
Select an Object (Objectives\Hill Marker is a good choice)
Press X to edit the objects properties
Select the Advanced option and the Game Type Label property
Change the value to INV_OBJECTIVE
Now that you have a territory object, it is time to define the boundary volume:
[ Register or Signin to view external links. ]
Press X to edit the objects properties
Set the shape property to anything but none
Increase the size of the width, top, bottom and length to the desired size
Lastly assign a phase for this territory objective to be active.
[ Register or Signin to view external links. ]
Grab the territory object
Enter the Object Options
Enter the advanced sub-menu
Set the Spawn Sequence field to the phase in which this objective will be used (1,2,3)
Setting up an Assault or CTF Objective
An assault or CTF objective requires taking an object (bomb or core) from one location to one or more destinations. An assault objective requires the carrier to plant the bomb, a countdown within the zone, while a CTF objective only requires the carrier to enter the objective zone.
First off we need to create the location where our Bomb/Core object will be spawned.
[ Register or Signin to view external links. ]
Enter the Place Object menu
Select an object to spawn the Bomb\Core on (Objective\Capture Plate is a good option)
Press X to edit the objects properties
Select the Advanced option and the Label property
Change the value to INV_OBJ_FLAG
Next we need to place the object which will be used for the Bomb\Core Destination.
[ Register or Signin to view external links. ]
Enter the Place Object menu
Select an object to spawn the Bomb\Core on (Objective\Capture Plate is a good option)
Press X to edit the objects properties
Select the Advanced option and the Game Type Label property
Change the value to INV_OBJECTIVE
The destination location needs a boundary volume.
Press X to edit the objects properties
Set the shape property to anything but none
Increase the size of the width, top, bottom and length to the desired size
Lastly assign a phase to assign a phase number to each location.
Grab the territory object
Enter the Object Options
Enter the advanced sub-menu
Set the Spawn Sequence field to the phase in which this objective will be used (1,2,3)
Setting up Multiple Objectives per Phase
There are some considerations when overlapping objectives per phase. Any object labeled as INV_OBJECTIVE will count as an objective. So the objective for Assault Phase will also count as a territory objective which means only one object labeled with INV_OBJECTIVE needs to be present to support all objectives.
Setting up Spawn Locations
There are three types of spawn locations that can be setup for Invasion:
Initial Spawn - The players will spawn at the start of the game at these locations.
Backfield Spawn - These spawns can be used during any phase by anyone on the associated team.
Phase Spawn - These spawns are only active in one phase and are associated to a fire team.
While the attacking team can be changed from the Invasion game options, this will not switch the team positions around. When a player dies they can choose to respawn on a member of their fire team, at a backfield spawn or any phased spawn available to their fire team.
Setting up an Initial Spawn Location
Initial spawn locations need to be set for each player on each team. Initial spawns are not affected by fire team.
[ Register or Signin to view external links. ]
Enter the place object menu
Select a Spawning\Initial Spawn object
Press X to edit the objects properties
Set the team property to either red or blue
Setting up a Backfield Spawn Location
Backfield spawns are optional, but are a good idea to allow players alternative locations to spawn.
[ Register or Signin to view external links. ]
[ Register or Signin to view external links. ]
Enter the place object menu
Select an Objective\Hill Marker object
Press X to edit the objects properties
Set the Team property to either red or blue
Select the Advanced option and the Game Type Label property
Change the value to INV_RES_ZONE
Setting up a Phased Spawn Location.
[ Register or Signin to view external links. ]
Enter the place object menu
Select an Objective\Hill Marker object
Press X to edit the objects properties
Set the Team property to either red or blue
Select the Advanced option and the Game Type Label property
Change the value to either INV_RES_P1, INV_RES_P2 or INV_RES_P3.
Change the Spawn Sequence property to the fire team value (0, 1, 2, 3+)
The players on each team are separated into three fire teams (0, 1, 2) which can have separate phased spawn locations. Assigning a spawn location with fire team value of 3+ will make that spawn accessible to all players on the team. Each fire team needs a respawn location for each phase.
Safe Zones
The safe zone defines the playable area of your map. Without a safe zone a player can go to any location on the map which is usually undesirable. There are two types of safe zones:
Hard Safe Zone: When a player leaves the safe zone they are killed.
Soft Safe Zone: When a player leaves the safe zone they are given 10 seconds to return.
[ Register or Signin to view external links. ]
[ Register or Signin to view external links. ]
While a combination of the two can be placed, having a hard safe zone on the map will overwrite the soft behavior. Best practice is to include only soft safe zones and use hard kill zones to enforce boundaries.
Phased Object Creation and Deletion
Invasion is a phased game type and has some interesting options for the creating and deleting objects based on the current phase of the round.
Gated Objects (Phased Deletion)
A gated object will be deleted after the specified phase has been completed. Warning: this can have strange behavior on vehicles and weapons.
[ Register or Signin to view external links. ]
Create or hover over the object you wish to Gate.
Press X to edit the objects properties
Select the Advanced Option and the Game Type Label property
Change the value to INV_GATES
Change the Spawn Sequence property to the last phase the object should be active (i.e. if the object should disappear after phase one, set the value to 1
Phased Objects (Phased Creation)
A phased object will be start spawning once the specified phase has started.
[ Register or Signin to view external links. ]
Create or hover over the object you wish to Gate.
Press X to edit the objects properties
Select the Advanced Option and the Game Type Label property
Change the value to INV_WEAPON or INV_VEHICLE
Change the Spawn Sequence property to the first phase the object should be active (i.e. if it should appear at the start of phase two, set the value to 2)
Something to consider with phased objects is spawn time. Phased objects do not immediately appear on a round change, they must spawn in. The shortest spawn time is 1 second; do not use "Never" as they will never appear. For weapons and vehicles this is a problem as a short spawn time will mean that the vehicle or weapon will constantly respawn.
The only difference between INV_WEAPON and INV_VEHICLE is that vehicles are given a way point at the start of the phase.
Warnings!
Do not setup any objects with the invasion_cinematics label, as all this data will be deleted on custom maps by default
Do not assig the INV_PLATFORM label to anything as it is specific to the Spire elevator lift that is activated in phase 3 of Invasion: Spire
When working with phased objects do not set an object spawn time to never and place at start to false. If you ever reload the Forge map the object will be lost.
The Assault/CTF Invasion phases are incompatible with the game option "Disable Weapon Pickup" as it will also prevent players from picking up the bomb or flag.
#2. Posted:
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Nice sticky thx for sharing it with TTG
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thank u this helped me alot
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Wow! I just quickly scanned over all that. Very informative
post and it teaches someone the basics of using the Forge in
Halo!
Thanks man!
post and it teaches someone the basics of using the Forge in
Halo!
Thanks man!
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#5. Posted:
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helped alot now know how spawning works
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#6. Posted:
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Thanks man this helped a lot when I first started forging, after this I feel like a pro!
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Thanks For shring this helped me out a lot
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Great post dude defo deserves to be a sticky
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Great topic. Very informative.
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thanks bro this topic is awesome
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