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Editing, Expanding and Modifying Domination

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I know this probably has already been answered, but where do I go to change the UH-1Y's in Domi 2.6 ACE to Blackhawks? I've been searching for hours and can't seem to find the correct file. What should I look be looking for?

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I know this probably has already been answered, but where do I go to change the UH-1Y's in Domi 2.6 ACE to Blackhawks? I've been searching for hours and can't seem to find the correct file. What should I look be looking for?

It's visible in the editor. Helicopters are placed in the editor, not through script.

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Thanks Corporal. Was that changed or has it always been like that, because I seem to remember (and am probably wrong) that it used to be scripted.

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It's been like that for as long as I can remember. Wouldn't suprise me if it were scripted in at one point, like everything else. I do remember way back when when you would load Domination up and there was... basically nothing but a few gamelogics for JIP and a couple respawn markers. I love how Xeno is making this awesomely modular map more user friendly by making positions reference positions of markers placed in the editor, putting base vehicles in the editor, all that stuff.

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I cant seem to find an exact match to my query, so I apologize if I've posted this to the wrong thread. Is there a current version of Domination 2 for Isla Duala? I've seen the Bsilenced edit, but that was for the older version of Domination.

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I haven't seen anything for 2.60l or even just 2.60 for Isle Duala. You could update it yourself though. Hell you could make it yourself very easily now that maintargets are positioned on markers, not coordinates.

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Is there an updated "How to" for v 2.6 ? I'll be the first to admit that I cant edit for crap :(

Don't really know what you mean. What exactly are you trying to edit? 2.6 is similar to 2.57 and 54, it just utilizes markers for positions instead of coordinates.

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;2005441']It's been like that for as long as I can remember. Wouldn't suprise me if it were scripted in at one point' date=' like everything else. I do remember way back when when you would load Domination up and there was... basically nothing but a few gamelogics for JIP and a couple respawn markers. I love how Xeno is making this awesomely modular map more user friendly by making positions reference positions of markers placed in the editor, putting base vehicles in the editor, all that stuff.[/quote']

So based on this new system of helos in the editor, how would I place more on the map and script them in to respawn as the others do? Would I just add more parameters to the

if !(__ACEVer) then {

GVAR(choppers_west) = [

["HR1",0,"chopper1",301,"n_air","ColorWhite","1","Lift One"], ["HR2",0,"chopper2",302,"n_air","ColorWhite","2","Lift Two"],

["HR3",0,"chopper3",303,"n_air","ColorWhite","3","Lift Three"], ["HR4",1,"chopper4",304,"n_air","ColorWhite","W","Wreck Lift"],

["HR5",2,"chopper5",305,"n_air","ColorWhite","5","Normal"], ["HR6",2,"chopper6",306,"n_air","ColorWhite","6","Normal"]

];

part of the init.sqf file, and then correspond the names of the inputted choppers in the editor as such? And yes, I am running ACE version of the map, in case anyone wants to point out that I quoted the ACE section.

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Here's a good one. I converted a new island to Domination and when after being in a plane, and I respawn, I get the black fade screen when I respawn. It won't go away even if I respawn. I am using the new F-18's also.

Any ideas what this is and why it shows up after a respawn?

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The first place to look when this happens is the client RPT file, then the server's RPT. If there's nothing relevant there, get hold of SBSMAC'S excellent tool called Squint and let that have a look over your mission files.

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So based on this new system of helos in the editor, how would I place more on the map and script them in to respawn as the others do? Would I just add more parameters to the

part of the init.sqf file, and then correspond the names of the inputted choppers in the editor as such? And yes, I am running ACE version of the map, in case anyone wants to point out that I quoted the ACE section.

Along with that, you have to also edit this in d_init.sqf

} else {
	if (GVAR(enemy_side) == "EAST") then {
		[[ch1,301,true],[ch2,302,true],[ch3,303,false,1500],[ch4,304,false,1500],[ch5,305,false,600],[ch6,306,false,600]] execVM "x_server\x_helirespawn2.sqf"
	} else {
		[[ch1,301,true],[ch2,302,true],[ch3,303,false,1500],[ch4,304,false,1500]] execVM "x_server\x_helirespawn2.sqf"
	};
};

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Has anyone managed to work out the problem with only pilots can fly yet? So far I have put the names in as suggested and also updated the entities section but it still won’t work!

Any ideas.

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Hi!

I need help. I need to add the map a few helicopters and Humvee with the possibility of respawn.

Variant map - 2.60l West ACE OA.

For example - files that I change and changes in them:

file mission.sqm (class Vehicles)

class Vehicles

{

items=XX;

...

// add my chopper and helipad

class Item67

{

position[]={8292.1768,296.04001,1986.296};

azimut=-28.504801;

special="NONE";

id=124;

side="EMPTY";

vehicle="HeliH";

lock="UNLOCKED";

skill=0.60000002;

};

......

class Item70

{

position[]={8292.207,296.04001,1985.6505};

azimut=-28.504801;

id=127;

side="EMPTY";

vehicle="ACE_AH6J_DAGR_FLIR";

lock="UNLOCKED";

skill=0.60000002;

text="ch7";

};

...

// add my vehicles

class Item81

{

position[]={8215.9531,296.04001,1965.0902};

azimut=151.495;

special="NONE";

id=138;

side="EMPTY";

vehicle="HMMWV_M998A2_SOV_DES_EP1";

skill=0.57055777;

text="xvec13";

description="SOV 1";

};

...

}

file d_init.sqf

#else

if !(__ACEVer) then {

[

[ch1,301,true],[ch2,302,true],[ch3,303,false],[ch4,304,false],[ch5,305,false,600],[ch6,306,false,600],[ch7,307,true],

[chR1,401,true],[chR2,402,true],[chR3,403,false],[chR4,404,false],[chR5,405,false,600],[chR6,406,false,600]

] execVM "x_server\x_helirespawn2.sqf";

if (__COVer) then {

_helper = [];

for "_i" from 1 to 32 do {

_v = missionNamespace getVariable format ["vecvec%1", _i];

_helper set [count _helper, _v];

};

_helper execVM "x_server\x_vrespawnn.sqf";

};

} else {

[

[ch1,301,true],[ch2,302,true],[ch3,303,false],[ch4,304,false],[ch5,305,false,600],[ch6,306,false,600],[ch7,307,true],

[chR1,401,true],[chR2,402,true],[chR3,403,false],[chR4,404,false],[chR5,405,false,600],[chR6,406,false,600]

] execVM "x_server\x_helirespawn2.sqf";

};

[

[xvec1,0],[xvec2,1],[xmedvec,10],[xvec3,20],[xvec4,21],[xvec5,22],[xvec6,30],[xvec7,40],[xvec13,43],

[xvecR1,100],[xvecR2,101],[xmedvecR,110],[xvecR3,120],[xvecR4,121],[xvecR5,122],[xvecR6,130],[xvecR7,140]

] execVM "x_server\x_vrespawn2.sqf";

#endif

file i_client.sqf

#else

switch (true) do {

case (__ACEVer || __OAVer): {

GVAR(choppers) = [

["HR1",0,"chopper1",301,"n_air","ColorWhite","1","Lift One"], ["HR2",2,"chopper2",302,"n_air","ColorWhite","2","UH60M"],

["HR3",2,"chopper3",303,"n_air","ColorWhite","3","UH1H"], ["HR4",1,"chopper4",304,"n_air","ColorWhite","W","Wreck Lift"],

["HR5",2,"chopper5",305,"n_air","ColorWhite","5",""], ["HR6",2,"chopper6",306,"n_air","ColorWhite","6",""],

["HR7",2,"chopper6",307,"n_air","ColorWhite","AH6","AH6J"]

];

};

case (__COVer): {

GVAR(choppers) = [

["HR1",0,"chopper1",301,"n_air","ColorWhite","1","Lift One"], ["HR2",2,"chopper2",302,"n_air","ColorWhite","2","UH60M"],

["HR3",2,"chopper3",303,"n_air","ColorWhite","3","UH1H"], ["HR4",1,"chopper4",304,"n_air","ColorWhite","W","Wreck Lift"],

["HR5",2,"chopper5",305,"n_air","ColorWhite","5",""], ["HR6",2,"chopper6",306,"n_air","ColorWhite","6",""],

["HR7",2,"chopper6",307,"n_air","ColorWhite","AH6","AH6J"]

];

};

};

#endif

---

#else

GVAR(p_vecs_west) = [

["MRR1",0,"mobilerespawn1","HQ","ColorYellow","1","West MHQ One"],["MRR2",1,"mobilerespawn2","HQ","ColorYellow","2","West MHQ Two"],

["MEDVEC",10,"medvec","n_med","ColorGreen","M",""],["TR1",20,"truck1","n_maint","ColorGreen","R",""],

["TR2",21,"truck2","n_support","ColorGreen","F",""],["TR3",22,"truck3","n_support","ColorGreen","A",""],

["TR4",30,"truck4","n_service","ColorGreen","E",""],["TR5",40,"truck5","n_support","ColorGreen","T",""],

["TR6",43,"truck6","n_mech_inf","ColorYellow","SOV",""]

];

Following these changes, a helicopter and Humvee appear on the map but there is no respawn.What am I doing wrong?

P.S. Sorry for my english.

Edited by RR_Shmel

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Thx.

Is not the case.

normally with commas. I fail to insert some script in the post - then the text was still.

I will edit post

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Here is what I want to do. Change the flags at the camps that spawns in the towns from us to a swedish flag that is loaded from a addon and changed the path in the handlecamp.fsm to

_texture = ""\sfp_dc_objects\txtur\flag_swe_co.paa""; 

same in the file handlecamps2.fsm. The path works since I've also use it with a un flagcarrier in editor so the texture link is good. Since I changed the flagcarrier to the addonflag in the editor and added it to the var FWEST.

#ifdef __CO__
["FEAST", "FlagCarrierRU"] call FUNC(StoreAdd);
["FWEST", "sfp_FlagCarrierSWE"] call FUNC(StoreAdd);
["FGUER", "FlagCarrierGUE"] call FUNC(StoreAdd);
#endif

. also in the file i_common

#ifdef __OWN_SIDE_WEST__
FLAG_BASE setflagtexture (if !(__A2Ver) then {"\sfp_dc_objects\txtur\flag_swe_co.paa"} else {"\sfp_dc_objects\txtur\flag_swe_co.paa"});
#endif

Cant find any more places in any file using the flagtextures so Im puzzeld. Spent 2 days reading the whole thread and other than the early post about the flag there is none. Guess I overlooked something somewhere just cant find it.

Well it was on 1 more places in the handlecamp2.fsm that I overlooked, also changed them for TT version in the FSM files, not that they should prevent it but it dosen't hurt :)

Edited by metal [MTL]
SORTED

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Hello,

I am wanting to play dom with a few of my friends or even myself with some AI and would like it so the enemy is only infantry. I'm pretty novice when it comes to editing so i wonder if you could help me do this.

only thing I have found that looks remotely like what i need is:

_type = [["Infantry", "Motorized", "Mechanized", "Armored"],[4,3,2,1]] call mso_core_fnc_selectRandomBias; (from the rmm enemy pop folder)

i changed it to [10,0,0,0] but it didn't really do much. other than that i don't know what to look for in all the scripts.

would appreciate the help.

hugs and kisses xxx

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Nobody can help? :(

I try,

at a quick glance on yours u didnt make the numbers in sequence for the Hummer. this is what I've done in my files, note some lines removed do not copy paste.:cool:

d_init

// editor varname, unique number, true = respawn only when the chopper is completely destroyed, false = respawn after some time when no crew is in or chopper is destroyed
	if (GVAR(enemy_side) == "EAST") then {
		[[ch1,[color="red"]301[/color],true],[ch2,[color="red"]302[/color],true],[ch3,[color="red"]303[/color],false,1500],[ch4,[color="red"]304[/color],false,600],[ch5,[color="red"]305[/color],true],[ch6,[color="red"]306[/color],true],[ch7,[color="red"]307[/color],true,600],[ch8,[color="red"]308[/color],false,600]] execVM "x_server\x_helirespawn2.sqf"
	} else {
		[[ch1,301,true],[ch2,302,true],[ch3,303,false,1500],[ch4,304,false,1500]] execVM "x_server\x_helirespawn2.sqf"
	};
};
// editor varname, unique number
//0-9 = MHQ, 10-19 = Medic vehicles, 20-29 = Fuel, Repair, Reammo trucks, 30-39 = Engineer Salvage trucks, 40-49 = Transport trucks
[
	[xvec1,[color="red"]0[/color]],[xvec2,[color="red"]1[/color]],[xmedvec,[color="red"]10[/color]],[xmedvec1,[color="red"]11[/color]],[xvec3,[color="red"]20[/color]],[xvec4,[color="red"]21[/color]],[xvec5,[color="red"]22[/color]],[xvec6,[color="red"]30[/color]],[xvec7,[color="red"]23[/color]],
	[xvec8,[color="red"]24[/color]],[xvec9,[color="red"]25[/color]],[xvec10,[color="red"]31[/color]],[xvec11,[color="red"]40[/color]],[xvec12,[color="red"]41[/color]],[xvec13,[color="red"]42[/color]],[xvec14,[color="red"]43[/color]],[xvec15,[color="red"]44[/color]],[xvec16,[color="red"]45[/color]],[xvec17,[color="red"]46[/color]]
] execVM "x_server\x_vrespawn2.sqf";

i_client

GVAR(choppers) = [
	["HR1",0,"chopper1",[color="red"]301[/color],"n_air","ColorWhite","1-L","Lift One"], ["HR2",2,"chopper2",[color="red"]302[/color],"n_air","ColorWhite","1-Tr-A","Normal"],
	["HR3",2,"chopper3",[color="red"]303[/color],"n_air","ColorBlue","2-Tr-A","Normal"], ["HR4",1,"chopper4",[color="red"]304[/color],"n_air","ColorBlack","W","Wreck Lift"],
	["HR5",2,"chopper5",[color="red"]305[/color],"n_air","ColorWhite","Tr-SM","Normal"], ["HR6",2,"chopper6",[color="red"]306[/color],"n_air","ColorWhite","Tr-A-SM","Normal"],
	["HR7",0,"chopper7",[color="red"]307[/color],"n_air","ColorWhite","2-L-A","Lift Two"],["HR8",0,"chopper8",[color="red"]308[/color],"n_air","ColorBlue","3-L-A","Lift Three"]
	];
};

GVAR(p_vecs) = [
["MRR1",0,"mobilerespawn1","HQ","ColorYellow","1","MHQ One"],["MRR2",1,"mobilerespawn2","HQ","ColorYellow","2","MHQ Two"],
["MEDVEC",[color="Red"]10[/color],"medvec1","n_med","ColorGreen","M",""],["MEDVEC2",[color="red"]11[/color],"medvec2","n_med","ColorGreen","M",""],
["TR1",20,"truck1","n_maint","ColorGreen","R1",""],["TR2",[color="red"]21[/color],"truck2","n_support","ColorGreen","F1",""],
["TR3",[color="red"]22[/color],"truck3","n_support","ColorGreen","A1",""],["TR6",[color="red"]23[/color],"truck4","n_maint","ColorGreen","R2",""],
["TR5",[color="red"]24[/color],"truck5","n_support","ColorGreen","F2",""],["TR4",[color="red"]25[/color],"truck6","n_support","ColorGreen","A2",""],
["TR7",[color="red"]30[/color],"truck7","n_service","ColorBlue","E1",""],["TR8",[color="red"]31[/color],"truck8","n_service","ColorBlue","E2",""],
["TR9",[color="red"]40[/color],"truck9","n_support","ColorGreen","T1",""],["TR10",[color="red"]41[/color],"truck10","n_support","ColorGreen","T2",""],
["TR11",[color="red"]42[/color],"truck11","n_support","ColorGreen","T3",""],["TR12",[color="red"]43[/color],"truck12","n_support","ColorGreen","T4",""],
["TR13",[color="red"]44[/color],"truck13","n_support","ColorGreen","T5",""],["TR14",[color="red"]45[/color],"truck14","n_support","ColorGreen","T6",""],
["TR15",[color="red"]46[/color],"truck15","n_support","ColorGreen","T7",""]
];

Belive I've read about the need of sequence for the numbers. IE: u can add 30, 31 and 40, 41, 42 etc but not 40,43,47.

Also the numbers in d_init needs to match them in i_client. Hope this helps.

Red colored numbers was them I saw in your code that was not in seq.

---------- Post added at 12:19 AM ---------- Previous post was at 12:12 AM ----------

Hello,

I am wanting to play dom with a few of my friends or even myself with some AI and would like it so the enemy is only infantry. I'm pretty novice when it comes to editing so i wonder if you could help me do this.

only thing I have found that looks remotely like what i need is:

_type = [["Infantry", "Motorized", "Mechanized", "Armored"],[4,3,2,1]] call mso_core_fnc_selectRandomBias; (from the rmm enemy pop folder)

i changed it to [10,0,0,0] but it didn't really do much. other than that i don't know what to look for in all the scripts.

would appreciate the help.

hugs and kisses xxx

You will find all related for what u want to do in the file I_server.sqf search after the lines

// first element (array. for example: [2,1]): number of vehicle groups that will get spawned, the first number is the max number that will get spawned,
// the second one the minimum. So [2,0] means, there can be no vehicle groups at all or a maximum of 2 groups of this kind
// second element: maximum number of vehicles in group; randomly chosen

it's pretty selfexplaining what all do below that point, above you have all the diffrent units and their cfg_group combinations.

hope it helps.

Edited by metal [MTL]

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;2010336']I try' date='

at a quick glance on yours u didnt make the numbers in sequence for the Hummer. this is what I've done in my files, note some lines removed do not copy paste.:cool:

d_init

// editor varname, unique number, true = respawn only when the chopper is completely destroyed, false = respawn after some time when no crew is in or chopper is destroyed
	if (GVAR(enemy_side) == "EAST") then {
		[[ch1,[color="red"]301[/color],true],[ch2,[color="red"]302[/color],true],[ch3,[color="red"]303[/color],false,1500],[ch4,[color="red"]304[/color],false,600],[ch5,[color="red"]305[/color],true],[ch6,[color="red"]306[/color],true],[ch7,[color="red"]307[/color],true,600],[ch8,[color="red"]308[/color],false,600]] execVM "x_server\x_helirespawn2.sqf"
	} else {
		[[ch1,301,true],[ch2,302,true],[ch3,303,false,1500],[ch4,304,false,1500]] execVM "x_server\x_helirespawn2.sqf"
	};
};
// editor varname, unique number
//0-9 = MHQ, 10-19 = Medic vehicles, 20-29 = Fuel, Repair, Reammo trucks, 30-39 = Engineer Salvage trucks, 40-49 = Transport trucks
[
	[xvec1,[color="red"]0[/color]],[xvec2,[color="red"]1[/color]],[xmedvec,[color="red"]10[/color]],[xmedvec1,[color="red"]11[/color]],[xvec3,[color="red"]20[/color]],[xvec4,[color="red"]21[/color]],[xvec5,[color="red"]22[/color]],[xvec6,[color="red"]30[/color]],[xvec7,[color="red"]23[/color]],
	[xvec8,[color="red"]24[/color]],[xvec9,[color="red"]25[/color]],[xvec10,[color="red"]31[/color]],[xvec11,[color="red"]40[/color]],[xvec12,[color="red"]41[/color]],[xvec13,[color="red"]42[/color]],[xvec14,[color="red"]43[/color]],[xvec15,[color="red"]44[/color]],[xvec16,[color="red"]45[/color]],[xvec17,[color="red"]46[/color]]
] execVM "x_server\x_vrespawn2.sqf";

i_client

GVAR(choppers) = [
	["HR1",0,"chopper1",[color="red"]301[/color],"n_air","ColorWhite","1-L","Lift One"], ["HR2",2,"chopper2",[color="red"]302[/color],"n_air","ColorWhite","1-Tr-A","Normal"],
	["HR3",2,"chopper3",[color="red"]303[/color],"n_air","ColorBlue","2-Tr-A","Normal"], ["HR4",1,"chopper4",[color="red"]304[/color],"n_air","ColorBlack","W","Wreck Lift"],
	["HR5",2,"chopper5",[color="red"]305[/color],"n_air","ColorWhite","Tr-SM","Normal"], ["HR6",2,"chopper6",[color="red"]306[/color],"n_air","ColorWhite","Tr-A-SM","Normal"],
	["HR7",0,"chopper7",[color="red"]307[/color],"n_air","ColorWhite","2-L-A","Lift Two"],["HR8",0,"chopper8",[color="red"]308[/color],"n_air","ColorBlue","3-L-A","Lift Three"]
	];
};

GVAR(p_vecs) = [
["MRR1",0,"mobilerespawn1","HQ","ColorYellow","1","MHQ One"],["MRR2",1,"mobilerespawn2","HQ","ColorYellow","2","MHQ Two"],
["MEDVEC",[color="Red"]10[/color],"medvec1","n_med","ColorGreen","M",""],["MEDVEC2",[color="red"]11[/color],"medvec2","n_med","ColorGreen","M",""],
["TR1",20,"truck1","n_maint","ColorGreen","R1",""],["TR2",[color="red"]21[/color],"truck2","n_support","ColorGreen","F1",""],
["TR3",[color="red"]22[/color],"truck3","n_support","ColorGreen","A1",""],["TR6",[color="red"]23[/color],"truck4","n_maint","ColorGreen","R2",""],
["TR5",[color="red"]24[/color],"truck5","n_support","ColorGreen","F2",""],["TR4",[color="red"]25[/color],"truck6","n_support","ColorGreen","A2",""],
["TR7",[color="red"]30[/color],"truck7","n_service","ColorBlue","E1",""],["TR8",[color="red"]31[/color],"truck8","n_service","ColorBlue","E2",""],
["TR9",[color="red"]40[/color],"truck9","n_support","ColorGreen","T1",""],["TR10",[color="red"]41[/color],"truck10","n_support","ColorGreen","T2",""],
["TR11",[color="red"]42[/color],"truck11","n_support","ColorGreen","T3",""],["TR12",[color="red"]43[/color],"truck12","n_support","ColorGreen","T4",""],
["TR13",[color="red"]44[/color],"truck13","n_support","ColorGreen","T5",""],["TR14",[color="red"]45[/color],"truck14","n_support","ColorGreen","T6",""],
["TR15",[color="red"]46[/color],"truck15","n_support","ColorGreen","T7",""]
];

Belive I've read about the need of sequence for the numbers. IE: u can add 30, 31 and 40, 41, 43 etc but not 40,43,47.

Also the numbers in d_init needs to match them in i_client. Hope this helps.

Red colored numbers was them I saw in your code that was not in seq.

---------- Post added at 12:19 AM ---------- Previous post was at 12:12 AM ----------

You will find all related for what u want to do in the file I_server.sqf search after the lines

// first element (array. for example: [2,1]): number of vehicle groups that will get spawned, the first number is the max number that will get spawned,
// the second one the minimum. So [2,0] means, there can be no vehicle groups at all or a maximum of 2 groups of this kind
// second element: maximum number of vehicles in group; randomly chosen

it's pretty selfexplaining what all do below that point, above you have all the diffrent units and their cfg_group combinations.

hope it helps.

awesome thank-you so much!

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;2010336']I try' date='

at a quick glance on yours u didnt make the numbers in sequence for the Hummer. this is what I've done in my files, note some lines removed do not copy paste.:cool:

............

hope it helps.[/quote']

Thanks, but it did not work.. I double checked all the commas and set the correct sequence of unique number. Respawn added vehicles not working. :(

Edited by RR_Shmel

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Did you place them in the editor or did you manually edit the mission sqm?

If the later it's easy to mess things up that can brake it all.

---------- Post added at 03:01 PM ---------- Previous post was at 02:52 PM ----------

Also make sure u are in the right ifdef/ifndef section that corrospond with the version u using. I's a bit tricky to find especially in there where it's easy to track the logic wrong.

Edited by metal [MTL]

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First, place the editor, for that would you add vehicles fell into addOns [] and addOnsAuto []. and the number of "items" in "class Vehicles" was right.

Correctness ifdef / ifndef section I also tried it. I tried to write down the value even in all sections. Does not work.

Edited by RR_Shmel

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