Rythron Posted January 28, 2015 Author Report Share Posted January 28, 2015 Any chance of being able to automatically knock out the offender, fade the screen to black and then fade it back in to show them in the buttsex palace? it is possible you can try this killer.sqf _unit = _this select 0; _veh = (vehicle _unit); if (!alive _unit) exitWith {terminate jail;}; inJail=true; _unit setVariable ["NORRN_unconscious", true, false]; sleep 1; customRemoteMessage = ['titleCut', "You will be send to Prison for killing a player.", _unit]; publicVariable "customRemoteMessage"; sleep 5; // These are the Arma 2 air vehicles that have pilot "manual fire" capabilities as well as gunner and passenger seats. // If Pilot is jailed for a manual fire team kill - one of the crew will move into the pilot seat. // This only works for vehicles that have "pilot manaul fire" capabilities. // Only modify this part if you have "Addon" air vehicles that you would like to add this feature to, otherwise do not change this. if ( (driver _veh == _unit) && ((_veh isKindOf "Ka52") OR (_veh isKindOf "Ka52Black") OR (_veh isKindOf "pook_H13_gunship") OR (_veh isKindOf "AH6J_EP1") OR (_veh isKindOf "UH60M_EP1_DZ") OR (_veh isKindOf "Mi17_rockets_RU") OR (_veh isKindOf "Ka60_GL_PMC") OR (_veh isKindOf "AH1Z") OR (_veh isKindOf "AW159_Lynx_BAF")) ) then { null = [_unit] execVM "addons\jail\toDriver.sqf"; }; if (_veh != _unit) then { doGetOut _unit; sleep 0.5; }; sleep 0.5; [_unit]execVM "addons\jail\jail.sqf"; and jail.sqf private ["_unit"]; _unit = _this select 0; _unit setdir 140; cutText ["","BLACK FADED",5]; _ebayrandomspawn = [[1383.84,4060.98,6.7], [1365.49,4018.96,0.001], [1354.59,4029.89,0.001], [1377.01,4063.66,0.001], [1342.9,4052.88,0.001], [1387.26,4052.39,0.001], [1376.87,4069.25,6.583], [1396.61,4046.41,6.606], [1360.35,4017.93,6.558], [1350.47,4029.77,6.557], [1344.58,4041.73,0.001], [1384.24,4055.02,0.001], [1384.24,4055.02,0.001], [1348.86,4110.56,0.001]] call BIS_fnc_selectRandom; _unit setPosATL _ebayrandomspawn; sleep 6; cutText ["","BLACK IN"]; _unit setVariable ["NORRN_unconscious", false, true]; customRemoteMessage = ['globalChat', "I have been sent to jail, somebody coming to visit me?", _unit]; publicVariable "customRemoteMessage"; sleep 10; customRemoteMessage = ['titleCut', "You will be released after 10 minutes of Jail time.\nDo not try to escape you will be shot!", _unit]; publicVariable "customRemoteMessage"; sleep 600; _unit allowDamage false; customRemoteMessage = ['titleCut', "You will be released from Jail now\nDo not kill Players any more!", _unit]; publicVariable "customRemoteMessage"; sleep 10; inJail=false; isKiller=false; terminate shield; terminate escapee; terminate escapekill; _unit setDir 180; cutText ['','black']; _unit setPos [1361.91,3979.33,0.001]; cutText ['','black in', 5]; sleep 5; customRemoteMessage = ['globalChat', "I have been released from jail, can somebody pick me up?", _unit]; publicVariable "customRemoteMessage"; sleep 65; _unit allowDamage true; Let me know if it works! The buttsex palace you have to imagine it think -_- Link to comment Share on other sites More sharing options...
Rythron Posted January 28, 2015 Author Report Share Posted January 28, 2015 Great mod :) Would there be a way to apply the prison script to certain spots on the map only? for example, if someone kills someone withing a certain radius of a trader. It can be possible if you set the spots in your mission.sqm and then you must adjust the code in server_playerDied.sqf if (_killer isKindOf "Man"|| if kill1 or kill2 or kill3 ) then { [_killer] execVM "addons\jail\start_punish.sqf" } else { if ((count crew _killer) > 1) then { if ((gunner _killer) in (crew _killer)) then { [(gunner _killer)] execVM "addons\jail\start_punish.sqf" } else { [(driver _killer)] execVM "addons\jail\start_punish.sqf" }; } else { [(driver _killer)] execVM "addons\jail\start_punish.sqf" }; }; kill1 and kill2 and kill3 you need to makes sensors in your missions.sqm class Item12 { position[]={1348.44,339,4065.91};// position you want a=100; b=100; activationBy="WEST"; repeating=1; interruptable=0; age="UNKNOWN"; name="kill1"; expCond="(player distance kill1) < 100;"; expActiv="canbuild = true;killZone = true;"; expDesactiv="canbuild = true;killZone = false;"; class Effects { }; }; class Item13 { position[]={1348.44,339,4065.91};// position you want a=100; b=100; activationBy="WEST"; repeating=1; interruptable=0; age="UNKNOWN"; name="kill2"; expCond="(player distance kill2) < 100;"; expActiv="canbuild = true;killZone = true;"; expDesactiv="canbuild = true;killZone = false;"; class Effects { }; }; class Item14 { position[]={1348.44,339,4065.91};// position you want a=100; b=100; activationBy="WEST"; repeating=1; interruptable=0; age="UNKNOWN"; name="kill3"; expCond="(player distance kill3) < 100;"; expActiv="canbuild = true;killZone = true;"; expDesactiv="canbuild = true;killZone = false;"; class Effects { }; }; and make file that actives the zone. in the init.sqf place this add the bottom. [] ExecVM "folderyouwant\killzone.sqf"; past this in your killzone.sqf Private ["_msg"]; if (isServer) exitWith { "PVOZ_EPOCH_KILLZONE" addPublicVariableEventHandler { _msg = _this select 1; _msg = str(_msg); if (isServer) then { [nil, nil, rspawn, [_msg], {systemChat (_this select 0);}] call RE; }; }; }; [] spawn {if (isNil "killZone") then {killZone = false;}; }; This might work let me know. Link to comment Share on other sites More sharing options...
seelenapparat Posted January 29, 2015 Report Share Posted January 29, 2015 regarding the bot problem, I even tried this: if ((side _killer == WEST) && (isPlayer _killer)) then { but nonetheless, bots go to jail. strange thing. I really like your script, but for pve its not usable, if the bots go to jail too. Link to comment Share on other sites More sharing options...
Rythron Posted January 29, 2015 Author Report Share Posted January 29, 2015 regarding the bot problem, I even tried this: if ((side _killer == WEST) && (isPlayer _killer)) then { but nonetheless, bots go to jail. strange thing. I really like your script, but for pve its not usable, if the bots go to jail too. And this ? if ((side _killer) == west) then { Link to comment Share on other sites More sharing options...
stonXer Posted January 29, 2015 Report Share Posted January 29, 2015 any fix to spawning back in same place with full gear? :/ Link to comment Share on other sites More sharing options...
seelenapparat Posted January 29, 2015 Report Share Posted January 29, 2015 And this ? if ((side _killer) == west) then { tried this variation too. and tried only (isPlayer _killer). but nothing worked. or better said: all have the same result. players and bots go to jail. it wouldnt be that big of a problem, but the dzms missions don't finish when there are not all bots dead. Link to comment Share on other sites More sharing options...
Rythron Posted January 29, 2015 Author Report Share Posted January 29, 2015 any fix to spawning back in same place with full gear? :/ You keep your gear after being placed in prison! And this is not related problem to this script. Link to comment Share on other sites More sharing options...
Rythron Posted January 29, 2015 Author Report Share Posted January 29, 2015 tried this variation too. and tried only (isPlayer _killer). but nothing worked. or better said: all have the same result. players and bots go to jail. it wouldnt be that big of a problem, but the dzms missions don't finish when there are not all bots dead. Yeah gonna try some things too thx ! Link to comment Share on other sites More sharing options...
zipper Posted January 29, 2015 Report Share Posted January 29, 2015 It can be possible if you set the spots in your mission.sqm and then you must adjust the code in server_playerDied.sqf if (_killer isKindOf "Man"|| if kill1 or kill2 or kill3 ) then { [_killer] execVM "addons\jail\start_punish.sqf" } else { if ((count crew _killer) > 1) then { if ((gunner _killer) in (crew _killer)) then { [(gunner _killer)] execVM "addons\jail\start_punish.sqf" } else { [(driver _killer)] execVM "addons\jail\start_punish.sqf" }; } else { [(driver _killer)] execVM "addons\jail\start_punish.sqf" }; }; kill1 and kill2 and kill3 you need to makes sensors in your missions.sqm class Item12 { position[]={1348.44,339,4065.91};// position you want a=100; b=100; activationBy="WEST"; repeating=1; interruptable=0; age="UNKNOWN"; name="kill1"; expCond="(player distance kill1) < 100;"; expActiv="canbuild = true;killZone = true;"; expDesactiv="canbuild = true;killZone = false;"; class Effects { }; }; class Item13 { position[]={1348.44,339,4065.91};// position you want a=100; b=100; activationBy="WEST"; repeating=1; interruptable=0; age="UNKNOWN"; name="kill2"; expCond="(player distance kill2) < 100;"; expActiv="canbuild = true;killZone = true;"; expDesactiv="canbuild = true;killZone = false;"; class Effects { }; }; class Item14 { position[]={1348.44,339,4065.91};// position you want a=100; b=100; activationBy="WEST"; repeating=1; interruptable=0; age="UNKNOWN"; name="kill3"; expCond="(player distance kill3) < 100;"; expActiv="canbuild = true;killZone = true;"; expDesactiv="canbuild = true;killZone = false;"; class Effects { }; }; and make file that actives the zone. in the init.sqf place this add the bottom. [] ExecVM "folderyouwant\killzone.sqf"; past this in your killzone.sqf Private ["_msg"]; if (isServer) exitWith { "PVOZ_EPOCH_KILLZONE" addPublicVariableEventHandler { _msg = _this select 1; _msg = str(_msg); if (isServer) then { [nil, nil, rspawn, [_msg], {systemChat (_this select 0);}] call RE; }; }; }; [] spawn {if (isNil "killZone") then {killZone = false;}; }; This might work let me know. Thank you, but i seem to get some errors, while testing i get this: 17:44:00 Error in expression <bject; }; if (_killer isKindOf "Man"|| if kill1 or kill2 or kill3 or kill4 or k> 17:44:00 Error position: <if kill1 or kill2 or kill3 or kill4 or k> 17:44:00 Error if: Type Object, expected Bool 17:44:00 File z\addons\dayz_server\compile\server_playerDied.sqf, line 91 my server_playerDied.sqf : if (_killer isKindOf "Man"|| if kill1 or kill2 or kill3 or kill4 or kill5 ) then { [_killer] execVM "addons\jail\start_punish.sqf" } else { if ((count crew _killer) > 1) then { if ((gunner _killer) in (crew _killer)) then { [(gunner _killer)] execVM "addons\jail\start_punish.sqf" } else { [(driver _killer)] execVM "addons\jail\start_punish.sqf" }; } else { [(driver _killer)] execVM "addons\jail\start_punish.sqf" }; }; Any tips? Link to comment Share on other sites More sharing options...
seelenapparat Posted January 29, 2015 Report Share Posted January 29, 2015 ok, I think I figured it out: I first make a statement that checks for the east side of the killer (for AI is east). if this is the case, the script exits. if the killer is west (player), then he goes to jail. testet it with a friend on my testserver and can confirm, that this does work. the sleeptimer in the second statement is for showing first the killmessage, then the "you go to prison" message. if ((side _killer) == EAST) exitwith { diag_log "Bots dont go to jail!"; }; if ((side _killer) == WEST) then { sleep 8; [_killer] execVM "custom\jail\start_punish.sqf" } else { if (((count crew _killer) > 1) && ((side _killer) == WEST)) then { if (((gunner _killer) in (crew _killer)) && ((side _killer) == WEST)) then { sleep 8; [(gunner _killer)] execVM "custom\jail\start_punish.sqf" } else { sleep 8; [(driver _killer)] execVM "custom\jail\start_punish.sqf" }; } else { sleep 8; [(driver _killer)] execVM "custom\jail\start_punish.sqf" }; }; Link to comment Share on other sites More sharing options...
Rythron Posted January 29, 2015 Author Report Share Posted January 29, 2015 ok, I think I figured it out: I first make a statement that checks for the east side of the killer (for AI is east). if this is the case, the script exits. if the killer is west (player), then he goes to jail. testet it with a friend on my testserver and can confirm, that this does work. the sleeptimer in the second statement is for showing first the killmessage, then the "you go to prison" message. if ((side _killer) == EAST) exitwith { diag_log "Bots dont go to jail!"; }; if ((side _killer) == WEST) then { sleep 8; [_killer] execVM "custom\jail\start_punish.sqf" } else { if (((count crew _killer) > 1) && ((side _killer) == WEST)) then { if (((gunner _killer) in (crew _killer)) && ((side _killer) == WEST)) then { sleep 8; [(gunner _killer)] execVM "custom\jail\start_punish.sqf" } else { sleep 8; [(driver _killer)] execVM "custom\jail\start_punish.sqf" }; } else { sleep 8; [(driver _killer)] execVM "custom\jail\start_punish.sqf" }; }; Great Job ... i will adjust it in the installation post.. Link to comment Share on other sites More sharing options...
seelenapparat Posted January 29, 2015 Report Share Posted January 29, 2015 @zipper: try this: if ((_killer isKindOf "Man") && ((kill1) || (kill2) || (kill3) || (kill4) || (kill5))) then { Rythron 1 Link to comment Share on other sites More sharing options...
Rythron Posted January 29, 2015 Author Report Share Posted January 29, 2015 -- Link to comment Share on other sites More sharing options...
seelenapparat Posted January 29, 2015 Report Share Posted January 29, 2015 Ok try this if ((side _killer) == EAST) exitwith { diag_log "Bots dont go to jail!"; }; if ((side _killer) == WEST && kill1 or kill2 or kill3 or kill4 or kill5 ) then { sleep 8; [_killer] execVM "custom\jail\start_punish.sqf" } else { if (((count crew _killer) > 1) && ((side _killer) == WEST)) then { if (((gunner _killer) in (crew _killer)) && ((side _killer) == WEST)) then { sleep 8; [(gunner _killer)] execVM "custom\jail\start_punish.sqf" } else { sleep 8; [(driver _killer)] execVM "custom\jail\start_punish.sqf" }; } else { sleep 8; [(driver _killer)] execVM "custom\jail\start_punish.sqf" }; }; Hope it works the second if will cause the error. delete it, like I did. then you should be fine. Rythron 1 Link to comment Share on other sites More sharing options...
zipper Posted January 29, 2015 Report Share Posted January 29, 2015 the second if will cause the error. delete it, like I did. then you should be fine. Tested, doesnt seem to work for me :( 20:14:55 Error in expression < jail!"; }; if ((side _killer) == WEST && kill1 or kill2 or kill3 or kill4 or k> 20:14:55 Error position: <&& kill1 or kill2 or kill3 or kill4 or k> 20:14:55 Error &&: Type Object, expected Bool,code 20:14:56 File z\addons\dayz_server\compile\server_playerDied.sqf, line 95 My server_playerDied : if ((side _killer) == EAST) exitwith { diag_log "Bots dont go to jail!"; }; if ((side _killer) == WEST && kill1 or kill2 or kill3 or kill4 or kill5 ) then { sleep 8; [_killer] execVM "scripts\jail\start_punish.sqf" } else { if (((count crew _killer) > 1) && ((side _killer) == WEST)) then { if (((gunner _killer) in (crew _killer)) && ((side _killer) == WEST)) then { sleep 8; [(gunner _killer)] execVM "scripts\jail\start_punish.sqf" } else { sleep 8; [(driver _killer)] execVM "scripts\jail\start_punish.sqf" }; } else { sleep 8; [(driver _killer)] execVM "scripts\jail\start_punish.sqf" }; }; My mission.sqm : class Item6 { position[]={6325.6772,304.99033,7807.7412};// stary killzone a=100; b=100; activationBy="WEST"; repeating=1; interruptable=0; age="UNKNOWN"; name="kill1"; expCond="(player distance kill1) < 500;"; expActiv="canbuild = true;killZone = true;"; expDesactiv="canbuild = true;killZone = false;"; class Effects { }; }; class Item7 { position[]={4063.4226,365.00577,11664.19};// Bash killzone a=100; b=100; activationBy="WEST"; repeating=1; interruptable=0; age="UNKNOWN"; name="kill2"; expCond="(player distance kill2) < 500;"; expActiv="canbuild = true;killZone = true;"; expDesactiv="canbuild = true;killZone = false;"; class Effects { }; }; class Item8 { position[]={11447.472,317.26886,11364.504};// Klen killzone a=100; b=100; activationBy="WEST"; repeating=1; interruptable=0; age="UNKNOWN"; name="kill3"; expCond="(player distance kill3) < 500;"; expActiv="canbuild = true;killZone = true;"; expDesactiv="canbuild = true;killZone = false;"; class Effects { }; }; class Item9 { position[]={1606.6443,289.70795,7803.5156};// bandit killzone a=100; b=100; activationBy="WEST"; repeating=1; interruptable=0; age="UNKNOWN"; name="kill4"; expCond="(player distance kill4) < 500;"; expActiv="canbuild = true;killZone = true;"; expDesactiv="canbuild = true;killZone = false;"; class Effects { }; }; class Item10 { position[]={12944.227,210.19823,12766.889};// hero killzone a=100; b=100; activationBy="WEST"; repeating=1; interruptable=0; age="UNKNOWN"; name="kill5"; expCond="(player distance kill5) < 500;"; expActiv="canbuild = true;killZone = true;"; expDesactiv="canbuild = true;killZone = false;"; class Effects { }; }; and killzone.sqf as instructed: Private ["_msg"]; if (isServer) exitWith { "PVOZ_EPOCH_KILLZONE" addPublicVariableEventHandler { _msg = _this select 1; _msg = str(_msg); if (isServer) then { [nil, nil, rspawn, [_msg], {systemChat (_this select 0);}] call RE; }; }; }; [] spawn {if (isNil "killZone") then {killZone = false;}; }; The original post works as intended, tested and worked. As soon as i try and pin point the locations where players cant kill other players, then i get the errors. Link to comment Share on other sites More sharing options...
Rythron Posted January 29, 2015 Author Report Share Posted January 29, 2015 if ((side _killer) == EAST) exitwith { diag_log "Bots dont go to jail!"; }; if ((kill1 or kill2 or kill3 or kill4 or kill5) && ((side _killer) == WEST )) then { sleep 8; [_killer] execVM "scripts\jail\start_punish.sqf" } else { if (((count crew _killer) > 1) && ((side _killer) == WEST)) then { if (((gunner _killer) in (crew _killer)) && ((side _killer) == WEST)) then { sleep 8; [(gunner _killer)] execVM "scripts\jail\start_punish.sqf" } else { sleep 8; [(driver _killer)] execVM "scripts\jail\start_punish.sqf" }; } else { sleep 8; [(driver _killer)] execVM "scripts\jail\start_punish.sqf" }; }; Would you try it the other way around Because kill1 or the other positions must be true Link to comment Share on other sites More sharing options...
Rythron Posted January 29, 2015 Author Report Share Posted January 29, 2015 or try this if ((side _killer) == EAST) exitwith { diag_log "Bots dont go to jail!"; }; if ((killZone) && ((side _killer) == WEST )) then { sleep 8; [_killer] execVM "scripts\jail\start_punish.sqf" } else { if (((count crew _killer) > 1) && ((side _killer) == WEST)) then { if (((gunner _killer) in (crew _killer)) && ((side _killer) == WEST)) then { sleep 8; [(gunner _killer)] execVM "scripts\jail\start_punish.sqf" } else { sleep 8; [(driver _killer)] execVM "scripts\jail\start_punish.sqf" }; } else { sleep 8; [(driver _killer)] execVM "scripts\jail\start_punish.sqf" }; }; Link to comment Share on other sites More sharing options...
zipper Posted January 30, 2015 Report Share Posted January 30, 2015 Thanks Rythron, Ill give it a go a bit later. Rythron 1 Link to comment Share on other sites More sharing options...
zipper Posted January 30, 2015 Report Share Posted January 30, 2015 I get the following errors: 13:42:02 Error in expression <"Bots dont go to jail!"; }; if ((kill1 or kill2 or kill3 or kill4 or kill5) && > 13:42:02 Error position: <or kill2 or kill3 or kill4 or kill5) && > 13:42:02 Error or: Type Object, expected Bool 13:42:02 File z\addons\dayz_server\compile\server_playerDied.sqf, line 95 and then this on the other suggestion: 13:50:49 Error in expression <g_log "Bots dont go to jail!"; }; if ((killZone) && ((side _killer) == WEST )) > 13:50:49 Error position: <killZone) && ((side _killer) == WEST )) > 13:50:49 Error Undefined variable in expression: killzone 13:50:49 File z\addons\dayz_server\compile\server_playerDied.sqf, line 95 I have however made these alterations to my server, maybe that is causing some issues: Link to comment Share on other sites More sharing options...
Rythron Posted January 30, 2015 Author Report Share Posted January 30, 2015 Ok i have another option. And the deathmessages should be no problem. if ((side _killer) == EAST) exitwith { diag_log "Bots dont go to jail!"; }; if (killZone) && ((side _killer) == WEST ) then { sleep 8; [_killer] execVM "scripts\jail\start_punish.sqf" } else { if (((count crew _killer) > 1) && ((side _killer) == WEST)) then { if (((gunner _killer) in (crew _killer)) && ((side _killer) == WEST)) then { sleep 8; [(gunner _killer)] execVM "scripts\jail\start_punish.sqf" } else { sleep 8; [(driver _killer)] execVM "scripts\jail\start_punish.sqf" }; } else { sleep 8; [(driver _killer)] execVM "scripts\jail\start_punish.sqf" }; }; Try this .. Link to comment Share on other sites More sharing options...
zipper Posted January 30, 2015 Report Share Posted January 30, 2015 Ok i have another option. And the deathmessages should be no problem. if ((side _killer) == EAST) exitwith { diag_log "Bots dont go to jail!"; }; if (killZone) && ((side _killer) == WEST ) then { sleep 8; [_killer] execVM "scripts\jail\start_punish.sqf" } else { if (((count crew _killer) > 1) && ((side _killer) == WEST)) then { if (((gunner _killer) in (crew _killer)) && ((side _killer) == WEST)) then { sleep 8; [(gunner _killer)] execVM "scripts\jail\start_punish.sqf" } else { sleep 8; [(driver _killer)] execVM "scripts\jail\start_punish.sqf" }; } else { sleep 8; [(driver _killer)] execVM "scripts\jail\start_punish.sqf" }; }; Try this .. same stuff : 14:39:43 Error in expression <ag_log "Bots dont go to jail!"; }; if (killZone) && ((side _killer) == WEST ) t> 14:39:43 Error position: <killZone) && ((side _killer) == WEST ) t> 14:39:43 Error then: Undefined variable in expression: killzone 14:39:43 File z\addons\dayz_server\compile\server_playerDied.sqf, line 95 I even tried changing this bit if (killZone) && ((side _killer) == WEST ) then { to if (isNil "killZone") && ((side _killer) == WEST ) then { It works, but everywhere :P Link to comment Share on other sites More sharing options...
Rythron Posted January 30, 2015 Author Report Share Posted January 30, 2015 same stuff : 14:39:43 Error in expression <ag_log "Bots dont go to jail!"; }; if (killZone) && ((side _killer) == WEST ) t> 14:39:43 Error position: <killZone) && ((side _killer) == WEST ) t> 14:39:43 Error then: Undefined variable in expression: killzone 14:39:43 File z\addons\dayz_server\compile\server_playerDied.sqf, line 95 I even tried changing this bit if (killZone) && ((side _killer) == WEST ) then { to if (isNil "killZone") && ((side _killer) == WEST ) then { It works, but everywhere :P lol Link to comment Share on other sites More sharing options...
Rythron Posted January 30, 2015 Author Report Share Posted January 30, 2015 if (!isNil "killZone") && ((side _killer) == WEST ) then { and this? Link to comment Share on other sites More sharing options...
zipper Posted January 30, 2015 Report Share Posted January 30, 2015 if (!isNil "killZone") && ((side _killer) == WEST ) then { and this? It might be progress, diff error. lol 16:58:43 Error in expression <killZone") && ((side _killer) == WEST ) then { sleep 8; [_killer] execVM "script> 16:58:43 Error position: <then { sleep 8; [_killer] execVM "script> 16:58:43 Error then: Type Bool, expected if 16:58:43 File z\addons\dayz_server\compile\server_playerDied.sqf, line 95 Link to comment Share on other sites More sharing options...
zipper Posted January 30, 2015 Report Share Posted January 30, 2015 this works, but once again, its anywhere. if ((!isNil "killZone") && ((side _killer) == WEST )) then { Link to comment Share on other sites More sharing options...
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