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(( Labyrinth ))

LABYRINTH2_zpsqhcfozjk.jpg

 

What is the Labyrinth Event?

It's a maze event meant to encourage close combat. A loot box spawns in a random location inside the maze. The random location is chosen from an array of 11 coordinates. The loot in the box has a chance of being 66% shit or 33% kick ass. There are 5 doors to the maze marked with red arrows. No Ai...yet

 

66.6% shit loot = 40oz gold

33.3% kickass loot = 3 gems and 40oz gold

 

This event has a rare chance to spawn in 19%. You can adjust it easily

 

Example:

_spawnChance =  0.19;

 

 

 

INSTRUCTIONS

1. Copy the code below and save it as labyrinth.sqf inside your modules folder

private ["_spawnChance", "_spawnMarker", "_spawnRadius", "_markerRadius", "_positionarray", "_item", "_debug", "_start_time", "_loot", "_loot_amount", "_loot_box", "_wait_time", "_spawnRoll", "_position", "_event_marker", "_loot_pos", "_debug_marker","_loot_box", "_hint", "_baserunover", "_baserunover1", "_baserunover2", "_baserunover3","_baserunover4","_baserunover5","_baserunover6","_baserunover7","_baserunover8","_baserunover9","_baserunover10","_baserunover11","_baserunover12","_baserunover13","_baserunover14","_baserunover15","_baserunover16","_baserunover17","_baserunover18","_baserunover19","_baserunover20"];


_spawnChance =  0.19; // Percentage chance of event happening
_markerRadius = 350; // Radius the loot can spawn and used for the marker
_debug = true; // Puts a marker exactly were the loot spawns


_loot_box = "GuerillaCacheBox";
_loot_lists = [
[
[],
["ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz"]
],
[
[],
["ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz"]
],
[
[],
["ItemEmerald","ItemRuby","ItemSapphire","ItemGoldBar10oz","ItemGoldBar10oz"]
]
];
_loot = _loot_lists call BIS_fnc_selectRandom;


_loot_amount = 75;
_wait_time = 900; 


// Dont mess with theses unless u know what yours doing
_start_time = time;
_spawnRadius = 5000;
_spawnMarker = 'center';


if (isNil "EPOCH_EVENT_RUNNING") then {
EPOCH_EVENT_RUNNING = false;
};


// Check for another event running
if (EPOCH_EVENT_RUNNING) exitWith {
diag_log("Event already running");
};


// Random chance of event happening
_spawnRoll = random 1;
if (_spawnRoll > _spawnChance and !_debug) exitWith {};


// Random location
_position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos;


diag_log(format["Spawning loot event at %1", _position]);


_event_marker = createMarker [ format ["loot_event_marker_%1", _start_time], _position];
_event_marker setMarkerShape "ELLIPSE";
_event_marker setMarkerColor "ColorYellow";
_event_marker setMarkerAlpha 0.5;
_event_marker setMarkerSize [(_markerRadius + 50), (_markerRadius + 50)];


_positionarray = [
[(_position select 0) + 9, (_position select 1) + 2.3,-0.012],
[(_position select 0) - 18.6, (_position select 1) + 15.6,-0.012],
[(_position select 0) - 8.5, (_position select 1) - 21,-0.012],
[(_position select 0) - 33, (_position select 1) - 6,-0.012],
[(_position select 0) + 5, (_position select 1) - 44,-0.012],
[(_position select 0) - 23, (_position select 1) - 20,-0.012],
[(_position select 0) + 13, (_position select 1) - 23,-0.012],
[(_position select 0) + 7, (_position select 1) - 6,-0.012],
[(_position select 0) - 5, (_position select 1) + 1,-0.012],
[(_position select 0) - 42, (_position select 1) - 6,-0.012],
[(_position select 0) - 4.3, (_position select 1) - 39,-0.012]
];
_loot_pos = _positionarray call BIS_fnc_selectRandom;

if (_debug) then {
_debug_marker = createMarker [ format ["loot_event_debug_marker_%1", _start_time], _loot_pos];
_debug_marker setMarkerShape "ICON";
_debug_marker setMarkerType "mil_dot";
_debug_marker setMarkerColor "ColorBlack";
_debug_marker setMarkerAlpha 1;
};


diag_log(format["Creating ammo box at %1", _loot_pos]);


// Create ammo box
_loot_box = createVehicle [_loot_box,_loot_pos,[], 0, "NONE"];
clearMagazineCargoGlobal _loot_box;
clearWeaponCargoGlobal _loot_box;


// Cut the grass around the loot position
_clutter = createVehicle ["ClutterCutter_small_2_EP1", _loot_pos, [], 0, "CAN_COLLIDE"];
_clutter setPos _loot_pos;
// cut the grass    end


// Buildings and Objects
_baserunover = createVehicle ["Land_MBG_Shoothouse_1",[(_position select 0) - 35, (_position select 1) - 6.5,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover setDir 0;
_baserunover setVectorUp surfaceNormal position _baserunover;
_baserunover1 = createVehicle ["Land_MBG_Shoothouse_1", [(_position select 0) - 12, (_position select 1) + 9,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover1 setDir 0;
_baserunover1 setVectorUp surfaceNormal position _baserunover1;
_baserunover2 = createVehicle ["Land_MBG_Shoothouse_1", [(_position select 0) - 16, (_position select 1) - 19.3,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover2 setDir 0;
_baserunover2 setVectorUp surfaceNormal position _baserunover2;
_baserunover3 = createVehicle ["Land_MBG_Shoothouse_1", [(_position select 0) + 7, (_position select 1) - 15,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover3 setDir 0;
_baserunover3 setVectorUp surfaceNormal position _baserunover3;
_baserunover4 = createVehicle ["Land_MBG_Shoothouse_1",[(_position select 0) + 3, (_position select 1) - 39.5,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover4 setDir 0;
_baserunover4 setVectorUp surfaceNormal position _baserunover4;
_baserunover5 = createVehicle ["Land_A_Castle_Bergfrit", [(_position select 0) + 9.5, (_position select 1) + 3,-10.52],[], 0, "CAN_COLLIDE"];
_baserunover5 setDir 0;
_baserunover5 setVectorUp surfaceNormal position _baserunover5;
_baserunover6 = createVehicle ["Land_A_Castle_Donjon_dam", [(_position select 0) + 4, (_position select 1) + 17,-1.93],[], 0, "CAN_COLLIDE"];
_baserunover6 setDir 0;
_baserunover6 setVectorUp surfaceNormal position _baserunover6;
_baserunover7 = createVehicle ["Land_A_Castle_Wall1_20", [(_position select 0) - 11.6, (_position select 1) + 21.7,-7.28],[], 0, "CAN_COLLIDE"];
_baserunover7 setDir 0;
_baserunover7 setVectorUp surfaceNormal position _baserunover7;
_baserunover8 = createVehicle ["Land_A_Castle_Wall1_20", [(_position select 0) - 35.4, (_position select 1) + 6.4,-7.28],[], 0, "CAN_COLLIDE"];
_baserunover8 setDir 0;
_baserunover8 setVectorUp surfaceNormal position _baserunover8;
_baserunover9 = createVehicle ["Land_A_Castle_Donjon", [(_position select 0) + 16, (_position select 1) - 10.3,-1.93],[], 0, "CAN_COLLIDE"];
_baserunover9 setDir 0;
_baserunover9 setVectorUp surfaceNormal position _baserunover9;
_baserunover10 = createVehicle ["Sign_arrow_down_large_EP1", [(_position select 0) + 15, (_position select 1) - 35,+0.52],[], 0, "CAN_COLLIDE"];
_baserunover10 setDir 0;
_baserunover10 setVectorUp surfaceNormal position _baserunover10;
_baserunover11 = createVehicle ["Sign_arrow_down_large_EP1", [(_position select 0) - 8.6, (_position select 1) - 51,+0.52],[], 0, "CAN_COLLIDE"];
_baserunover11 setDir 0;
_baserunover11 setVectorUp surfaceNormal position _baserunover11;
_baserunover12 = createVehicle ["Sign_arrow_down_large_EP1", [(_position select 0) - 27., (_position select 1) - 30.5,+0.52],[], 0, "CAN_COLLIDE"];
_baserunover12 setDir 0;
_baserunover12 setVectorUp surfaceNormal position _baserunover12;
_baserunover13 = createVehicle ["Sign_arrow_down_large_EP1",[(_position select 0) - 46, (_position select 1) - 17.4,+0.52],[], 0, "CAN_COLLIDE"];
_baserunover13 setDir 0;
_baserunover13 setVectorUp surfaceNormal position _baserunover13;
_baserunover14 = createVehicle ["Sign_arrow_down_large_EP1", [(_position select 0) - 22.7, (_position select 1) + 7.7,+0.52],[], 0, "CAN_COLLIDE"];
_baserunover14 setDir 0;
_baserunover14 setVectorUp surfaceNormal position _baserunover14;
_baserunover15 = createVehicle ["MAP_t_acer2s", [(_position select 0) - 8, (_position select 1) - 31,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover15 setDir 0;
_baserunover15 setVectorUp surfaceNormal position _baserunover15;
_baserunover16 = createVehicle ["MAP_t_acer2s", [(_position select 0) - 46.5, (_position select 1) - 15,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover16 setDir 91.4;
_baserunover16 setVectorUp surfaceNormal position _baserunover16;
_baserunover17 = createVehicle ["MAP_t_acer2s", [(_position select 0) - 23, (_position select 1) + 10,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover17 setDir 89.09;
_baserunover17 setVectorUp surfaceNormal position _baserunover17;
_baserunover18 = createVehicle ["MAP_t_acer2s", [(_position select 0) - 27.3, (_position select 1) - 28,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover18 setDir 90.6;
_baserunover18 setVectorUp surfaceNormal position _baserunover18;
_baserunover19 = createVehicle ["MAP_t_acer2s", [(_position select 0) + 14, (_position select 1) - 32,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover19 setDir -88.1;
_baserunover19 setVectorUp surfaceNormal position _baserunover19;
_baserunover20 = createVehicle ["MAP_t_acer2s", [(_position select 0) - 8.5, (_position select 1) - 48,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover20 setDir 86.08;
_baserunover20 setVectorUp surfaceNormal position _baserunover20;


// Add loot
{
_loot_box addWeaponCargoGlobal [_x,1];
} forEach (_loot select 0);
{
_loot_box addMagazineCargoGlobal [_x,1];
} forEach (_loot select 1);


// Send Top Right message to users , requires Remote message script
_hint = parseText format["<t align='center' color='#FF0000' shadow='2' size='1.75'>LABYRINTH</t><br/><t align='center' color='#ffffff'>A special forces unit lost a precious cargo, Check your Map for the Location!</t>"];
customRemoteMessage = ['hint', _hint];
publicVariable "customRemoteMessage";


// Send center message to users 
[nil,nil,rTitleText,"David Bowie put a loot crate inside a Labyrinth.]", "PLAIN",10] call RE;


diag_log(format["Loot event setup, waiting for %1 seconds", _wait_time]);


// Wait
sleep _wait_time;


// Clean up
EPOCH_EVENT_RUNNING = false;
deleteVehicle _loot_box;
deleteMarker _event_marker;
if (_debug) then {
deleteMarker _debug_marker;
};

 

2. Add this event to the events list inside init.sqf

["any","any","any","any",33,"labyrinth"]

3Make a sandwich (optional)

 

 

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 UPDATED CODE

(July 10th 2015)

Removed this:

_vehclass = cargo_trucks call BIS_fnc_selectRandom;

It wasn't suppose to be in there at all...booops!

+++++++++++++++++++

+++++++++++++++++++

+++++++++++++++++++

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Nice :) I like it. I added this to Infistar for admins to spawn as a event. Here:

private ["_admin", "_position", "_baserunover", "_baserunover1", "_baserunover2", "_baserunover3", "_baserunover4", "_baserunover5", "_baserunover6", "_baserunover7", "_baserunover8", "_baserunover9", "_baserunover10", "_baserunover11", "_baserunover12", "_baserunover13", "_baserunover14", "_baserunover15", "_baserunover16", "_baserunover17", "_baserunover18", "_baserunover19", "_baserunover20", "_fillBOX", "_crate", "_pistols", "_item", "_ammo", "_loot_pos", "_clean_box", "_loot_box", "_cleanup"];


labyrinthClean = false;
_admin = _this select 0;
_position = getPosATL _admin;

_baserunover = createVehicle ["Land_MBG_Shoothouse_1",[(_position select 0) - 35, (_position select 1) - 6.5,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover setDir 0;
_baserunover setVectorUp surfaceNormal position _baserunover;
_baserunover1 = createVehicle ["Land_MBG_Shoothouse_1", [(_position select 0) - 12, (_position select 1) + 9,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover1 setDir 0;
_baserunover1 setVectorUp surfaceNormal position _baserunover1;
_baserunover2 = createVehicle ["Land_MBG_Shoothouse_1", [(_position select 0) - 16, (_position select 1) - 19.3,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover2 setDir 0;
_baserunover2 setVectorUp surfaceNormal position _baserunover2;
_baserunover3 = createVehicle ["Land_MBG_Shoothouse_1", [(_position select 0) + 7, (_position select 1) - 15,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover3 setDir 0;
_baserunover3 setVectorUp surfaceNormal position _baserunover3;
_baserunover4 = createVehicle ["Land_MBG_Shoothouse_1",[(_position select 0) + 3, (_position select 1) - 39.5,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover4 setDir 0;
_baserunover4 setVectorUp surfaceNormal position _baserunover4;
_baserunover5 = createVehicle ["Land_A_Castle_Bergfrit", [(_position select 0) + 9.5, (_position select 1) + 3,-10.52],[], 0, "CAN_COLLIDE"];
_baserunover5 setDir 0;
_baserunover5 setVectorUp surfaceNormal position _baserunover5;
_baserunover6 = createVehicle ["Land_A_Castle_Donjon_dam", [(_position select 0) + 4, (_position select 1) + 17,-1.93],[], 0, "CAN_COLLIDE"];
_baserunover6 setDir 0;
_baserunover6 setVectorUp surfaceNormal position _baserunover6;
_baserunover7 = createVehicle ["Land_A_Castle_Wall1_20", [(_position select 0) - 11.6, (_position select 1) + 21.7,-7.28],[], 0, "CAN_COLLIDE"];
_baserunover7 setDir 0;
_baserunover7 setVectorUp surfaceNormal position _baserunover7;
_baserunover8 = createVehicle ["Land_A_Castle_Wall1_20", [(_position select 0) - 35.4, (_position select 1) + 6.4,-7.28],[], 0, "CAN_COLLIDE"];
_baserunover8 setDir 0;
_baserunover8 setVectorUp surfaceNormal position _baserunover8;
_baserunover9 = createVehicle ["Land_A_Castle_Donjon", [(_position select 0) + 16, (_position select 1) - 10.3,-1.93],[], 0, "CAN_COLLIDE"];
_baserunover9 setDir 0;
_baserunover9 setVectorUp surfaceNormal position _baserunover9;
_baserunover10 = createVehicle ["Sign_arrow_down_large_EP1", [(_position select 0) + 15, (_position select 1) - 35,+0.52],[], 0, "CAN_COLLIDE"];
_baserunover10 setDir 0;
_baserunover10 setVectorUp surfaceNormal position _baserunover10;
_baserunover11 = createVehicle ["Sign_arrow_down_large_EP1", [(_position select 0) - 8.6, (_position select 1) - 51,+0.52],[], 0, "CAN_COLLIDE"];
_baserunover11 setDir 0;
_baserunover11 setVectorUp surfaceNormal position _baserunover11;
_baserunover12 = createVehicle ["Sign_arrow_down_large_EP1", [(_position select 0) - 27., (_position select 1) - 30.5,+0.52],[], 0, "CAN_COLLIDE"];
_baserunover12 setDir 0;
_baserunover12 setVectorUp surfaceNormal position _baserunover12;
_baserunover13 = createVehicle ["Sign_arrow_down_large_EP1",[(_position select 0) - 46, (_position select 1) - 17.4,+0.52],[], 0, "CAN_COLLIDE"];
_baserunover13 setDir 0;
_baserunover13 setVectorUp surfaceNormal position _baserunover13;
_baserunover14 = createVehicle ["Sign_arrow_down_large_EP1", [(_position select 0) - 22.7, (_position select 1) + 7.7,+0.52],[], 0, "CAN_COLLIDE"];
_baserunover14 setDir 0;
_baserunover14 setVectorUp surfaceNormal position _baserunover14;
_baserunover15 = createVehicle ["MAP_t_acer2s", [(_position select 0) - 8, (_position select 1) - 31,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover15 setDir 0;
_baserunover15 setVectorUp surfaceNormal position _baserunover15;
_baserunover16 = createVehicle ["MAP_t_acer2s", [(_position select 0) - 46.5, (_position select 1) - 15,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover16 setDir 91.4;
_baserunover16 setVectorUp surfaceNormal position _baserunover16;
_baserunover17 = createVehicle ["MAP_t_acer2s", [(_position select 0) - 23, (_position select 1) + 10,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover17 setDir 89.09;
_baserunover17 setVectorUp surfaceNormal position _baserunover17;
_baserunover18 = createVehicle ["MAP_t_acer2s", [(_position select 0) - 27.3, (_position select 1) - 28,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover18 setDir 90.6;
_baserunover18 setVectorUp surfaceNormal position _baserunover18;
_baserunover19 = createVehicle ["MAP_t_acer2s", [(_position select 0) + 14, (_position select 1) - 32,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover19 setDir -88.1;
_baserunover19 setVectorUp surfaceNormal position _baserunover19;
_baserunover20 = createVehicle ["MAP_t_acer2s", [(_position select 0) - 8.5, (_position select 1) - 48,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover20 setDir 86.08;
_baserunover20 setVectorUp surfaceNormal position _baserunover20;

_fillBOX = {
_crate = _this select 0;
clearWeaponCargoGlobal _crate;
clearMagazineCargoGlobal _crate;
_crate addWeaponCargoGlobal ["ItemHatchet_DZE",1];
_crate addMagazineCargoGlobal ["ItemBandage",8];
_pistols = [
"M9","M9SD","Makarov","MakarovSD","COLT1911","SA61_EP1","UZI_EP1","UZI_SD_EP1","REVOLVER_EP1","REVOLVER_GOLD_EP1","GLOCK17_EP1",
"RH_deagle","RH_Deagleg","RH_Deaglem","RH_Deaglemz","RH_Deaglemzb","RH_Deagles","RH_g17","RH_g17sd","RH_g18",
"RH_g19","RH_g19t","RH_m1911","RH_m1911old","RH_m1911sd","RH_m9","RH_m93r","RH_m9c","RH_m9csd","RH_m9sd","RH_usp",
"RH_uspm","RH_uspsd","vil_Glock","vil_Glock_o","vil_USP","vil_USP45","vil_USP45SD","vil_USPSD","vil_uzi","vil_uzimini","vil_uzimini_SD",
"vil_uzi_c","vil_uzi_SD"
];
for "_i" from 0 to 2 do {
_item = _pistols call BIS_fnc_selectRandom;
_crate addWeaponCargoGlobal [_item, 1];
_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))+1]; };
};
};

_loot_pos = [
[(_position select 0) + 9, (_position select 1) + 2.3, -0.012],
[(_position select 0) - 18.6, (_position select 1) + 15.6, -0.012],
[(_position select 0) - 8.5, (_position select 1) - 21, -0.012],
[(_position select 0) - 33, (_position select 1) - 6, -0.012],
[(_position select 0) + 5, (_position select 1) - 44, -0.012],
[(_position select 0) - 23, (_position select 1) - 20, -0.012],
[(_position select 0) + 13, (_position select 1) - 23, -0.012],
[(_position select 0) + 7, (_position select 1) - 6, -0.012],
[(_position select 0) - 5, (_position select 1) + 1, -0.012],
[(_position select 0) - 42, (_position select 1) - 6, -0.012],
[(_position select 0) - 4.3, (_position select 1) - 39, -0.012]
];

_clean_box = [];
{
_loot_box = createVehicle ["GuerillaCacheBox", _x, [], 0, "NONE"];
[_loot_box] spawn _fillBOX;
_clean_box = _clean_box + [_loot_box];
} forEach _loot_pos;

_cleanup = [
_baserunover,_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5,_baserunover6,_baserunover7,
_baserunover8,_baserunover9,_baserunover10,_baserunover11,_baserunover12,_baserunover13,_baserunover14,_baserunover15,
_baserunover16,_baserunover17,_baserunover18,_baserunover19,_baserunover20
];

waitUntil {labyrinthClean};
{ deleteVehicle _x; } forEach _cleanup;
{ deleteVehicle _x; } forEach _clean_box;
labyrinthClean = nil;

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  • 2 weeks later...

I installed this event but I am having a bit of a problem with some of your instructions,specifically this part : 

3. Make a sandwich (optional)

I have made the sandwich but want to confirm if I should install it into my mouth.sqf. That part was never made clear in your instructions.

 

:)

 

Nice event man, have some beans. 

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  • 2 months later...

Hey, I am getting some errors. Can you help?

 9:46:46 Error in expression <any","any","any","any",15,"supply_drop"]["any","any","any","any",33,"labyrinth"]>
 9:46:46   Error position: <["any","any","any","any",33,"labyrinth"]>
 9:46:46   Error Missing ]
 9:46:46 File mpmissions\__cur_mp.Chernarus\init.sqf, line 52
 9:46:46 Error in expression <any","any","any","any",15,"supply_drop"]["any","any","any","any",33,"labyrinth"]>
 9:46:46   Error position: <["any","any","any","any",33,"labyrinth"]>
 9:46:46   Error Missing ]
 9:46:46 File mpmissions\__cur_mp.Chernarus\init.sqf, line 52
 9:46:46 Error in expression <any","any","any","any",15,"supply_drop"]["any","any","any","any",33,"labyrinth"]>
 9:46:46   Error position: <["any","any","any","any",33,"labyrinth"]>
 9:46:46   Error Missing ]
 9:46:46 File mpmissions\__cur_mp.Chernarus\init.sqf, line 52
 9:46:46 Error in expression <any","any","any","any",15,"supply_drop"]["any","any","any","any",33,"labyrinth"]>
 9:46:46   Error position: <["any","any","any","any",33,"labyrinth"]>
 9:46:46   Error Missing ]
 9:46:46 File mpmissions\__cur_mp.Chernarus\init.sqf, line 52

I probably put it in the wrong location, but I'm not sure.

Thanks in advance! :-)

EDIT: Never mind, I fixed it. Commas are important. Haha :-)

Edited by ShoobieStomper
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  • 1 year later...

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