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1 hour ago, Waldemar 337 said:

Getting the admin's password is another level of security. The less is the number of these levels, the weaker is the security. I just asked it because while I was lately playing Arma 3 with I&A:Apex missions, I saw the game being hacked in various ways, including making all the players naked. I thought that it may be related to file patching. Maybe it was just a coincidence. I hope so.

 

No, that was an unsecured server.

 

And I don't mean in-game admin access, I mean access to the server itself. If your serverbox is so poorly secured that some script kid has write access to the Arma 3 directory, then you have far bigger issues to tend to than naked players.

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It was not my server. I saw it on random servers in the internet. I understand what you are saying but I think that additional levels of sec. are important, that is why I was asking about a possibility to disable file patching. Would also be good to know about the RHS mod. from the second question. Thanks.

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1 hour ago, Waldemar 337 said:

It was not my server.

 

I didn't say it was.

 

Quote

I think that additional levels of sec. are important


Sure, but again, if your serverbox is open to file uploads from just anyone, you have -no- security.

 

All of the cheating you saw on those servers was either someone injecting code or someone exploiting the server's (not the serverbox's) lack of security - debug menu available to all, no signature verification, no BattlEye, etc. Usually, it's a lack of verifying signatures, which allows script kids to load their own cheat mods.

 

2 hours ago, Waldemar 337 said:

Would also be good to know about the RHS mod.

 

I don't know if anything has changed, but I can't find any indication that it has:
 

On 12/8/2017 at 8:04 AM, fn_Quiksilver said:

it was not designed for modded units/vehicles, lot of classnames are embedded in the files.

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13 hours ago, Harzach said:

 

Why do you want to disable it if you don't know what it does?

 

Lots has changed since the A2 days. The -filePatching parameter was added in A3 v1.49. In this case, it allows the server to load scripts that are unpacked, I.E. not in the mission .pbo, but, in this case, in the @Apex_cfg folder. The scripts in that folder contain data that server admins may want to edit often, and keeping them out of the mission file and directly accessible/editable makes that task far less tedious. 

 

12 hours ago, Waldemar 337 said:

Getting the admin's password is another level of security. The less is the number of these levels, the weaker is the security. I just asked it because while I was lately playing Arma 3 with I&A:Apex missions, I saw the game being hacked in various ways, including making all the players naked. I thought that it may be related to file patching. Maybe it was just a coincidence. I hope so.

 

Harzach is generally correct...

 

The Apex Framework security is quite tight compared to other publicly available missions/gamemodes, but i generally don't discuss it. However server admins can choose how tight they want to keep it. Many coop servers drop the security in favor of allowing client-side mods, that's a cost/benefit decision based on how often the server gets exploited/attacked.

 

Regarding file patching specifically,

 

Server file patching via the commandline -filePatching is irrelevant, since if the script kiddy has gained access to server-side execution, then they can already do whatever they want.

 

Client file patching can be controlled here,

https://github.com/auQuiksilver/Apex-Framework/blob/20e9ec54477e8685dbc7c7a37aef269d44e7aebe/server.cfg#L125

 

That should be set to 0 or 1 for elevated security protection. If you think it is not, contact the server admin and make them aware of it. It is set to 2 by default by accident, I generally drop security on my dev build to work on scripts, and occasionally dev build configs slip through to release builds. (I would suggest all servers running the framework to use that server.cfg file template, as it contains many useful options.)

 

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Updated to 1.2.0

Maintenance update, bug fixes and gameplay tweaks with some moderate optimisation

 

First update after some time away. Areas of focus are key bug fixes, script optimisations, and gameplay ergonomics tweaks. Next update will be focused on mission/gamemode/AI improvements.

 

- [ADDED] (Options Menu) Option to hide 3D group hexagons.

- [ADDED] (Options Menu) Option to hide extended system chat messages (battleye chat spam).

- [ADDED] AI Medics now have more advanced behaviour (Both player-controlled and Zeus-spawned).

- [ADDED] Ability for passengers & other pilots to Take Control of a helicopter mid-air, when the pilot disconnects from server with passengers on-board.

- [ADDED] Increased Helicopter survivability on taking critical damage.

- [TWEAKED] Smoke countermeasures now work much better.

- [TWEAKED] Dramatically reduced probability of T-140 Angara spawning at all missions (due to its superior active protection system)

- [TWEAKED] Dramatically reduced enemy drone spawn frequency at defend missions.

- [TWEAKED] Upgraded our main position-finding functions

- [TWEAKED] Small optimisation, applied new "isNotEqualTo" command across most frequently CPU-evaluated functions.

- [TWEAKED] Small optimisation to network bandwidth of map marker updates

- [TWEAKED] Small optimisation, replacing "compile preprocessfilelinenumbers" with "compilescript"

- [TWEAKED] Improved weapon sway with heavy weapons (MMG & Sniper) when player is standing/crouched and weapon is stabilized but not formally deployed

- [TWEAKED] 1 less enemy sniper team in AOs (if player count is < 25)

- [TWEAKED] Players will now get incapacitated when on the deck of a ship, instead of killed

- [TWEAKED] Enemy vehicles with camo net can now be Reported/Confirmed, it just takes longer

- [TWEAKED] Group leaders can report enemy vehicles to the map if their group size is 4+ (fireteam and above), but not create Fire support tasks like JTAC

- [TWEAKED] Group leaders of groups 4+ players, can see map enemies at much further distances

- [TWEAKED] Improving & Optimising player damage effects feedback (screen post-processing effects)

- [TWEAKED] Reduced skill accuracy of AI spawned by Zeus.

- [TWEAKED] Enemy UAVs at low-player-count times no longer carry bombs.

- [TWEAKED] Enemy plane countermeasures less effective against shoulder-fired AA (to promote infantry gameplay)

- [TWEAKED] Big UI optimisations to map icons, gps and squad radar.

- [TWEAKED] Vehicle crew display now shows the player role icon.

- [TWEAKED] Some FOB respawn tickets are retained from old FOB when new FOB is created.

- [TWEAKED] Robocop hit detection was re-factored & optimised, plus better detection of vehicle ramming.

- [TWEAKED] Robocop now logs recent events to server profile

- [TWEAKED] AI saboteurs now more use a dead-man switch (enemy units which plant explosives on player vehicles)

- [TWEAKED] Helicopters have armor upgrade package

- [FIXED] Fog on Tanoa was higher than intended.

- [FIXED] Enemy helicopters at AO could disobey orders and hover in place for several minutes.

- [FIXED] Players can now correctly get in Helicopters at base in official version.

- [FIXED] Trophy APS system did not work against missiles fired by Zeus-spawned units.

- [FIXED] Uniform MP bug where some players appeared naked to others (but not themselves).

- [FIXED] Whitelisted slots did not work correctly

- [FIXED] Static weapons (mortars, HMG) could not be mounted by the small flatbed truck

- [FIXED] Small ammo/revive crates were not spawning on Altis main base, the collision detection range was too wide.

- [FIXED] Boats were not spawning at north dock (Kalithea)

- [FIXED] Role Selection Menu button was not available in Escape/Pause menu, even when set in parameters.

 

Also recorded a Setup Guide video:

 

 

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Nice work mate, appreciate the continuing of updates. 

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Small but critical script error in 1.2.0 , it will appear in the RPT log.

 

The fix is here:

 

change the || to &&

 

https://github.com/auQuiksilver/Apex-Framework/commit/708d47a020f8b99c61c9e12793957f7a8377dc67

https://github.com/auQuiksilver/Apex-Framework/blob/708d47a020f8b99c61c9e12793957f7a8377dc67/Apex_framework.terrain/code/functions/fn_core.sqf#L377

 

Will publish to the packed PBO versions today

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Mission update 1.3.0 inbound. Currently in RC Branch, about 2 weeks out from dropping.

 

Focus of 1.3.0 has been Headless Client, advanced AI Combat Behaviours, Mission Objective tweaks and general development.

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How to set the time speed to normal?

 

SUGGESTION:
A option I would like to see in the Param file.
-Normal, time is at normal speed
-Enhanced days, daytime normal nighttime speeded up but not as fast as today

-Faster, somewhere between Normal and todays setting.

-Quick, like it is now.

Not dug into the code yet to see if it's an easy fix.
 

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17 hours ago, Metal121 said:

How to set the time speed to normal?

 

SUGGESTION:
A option I would like to see in the Param file.
-Normal, time is at normal speed
-Enhanced days, daytime normal nighttime speeded up but not as fast as today

-Faster, somewhere between Normal and todays setting.

-Quick, like it is now.

Not dug into the code yet to see if it's an easy fix.
 

 

hey, there is nothing in the parameter file for that unfortunately.

 

Currently it operates as:

 

- Very Fast nighttimes (15x speed)

- Faster daytimes (2x speed)

- Slower dawns & dusks (0.5x speed)

 

you can adjust those values here

 

https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_core.sqf#L708-L710

 

Will look into adding time controls to parameter file

 

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On 8/18/2022 at 7:55 AM, fn_Quiksilver said:

Will look into adding time controls to parameter file

Thanks for that, maybe a option in admin menu .. to be able to change during in game.

Run into a issue while doing the radio tower side mission... not sure if it something I'm doing wrong but for me it's indestructible,

-started with 2 Explosive charges, no effect

-4 Explosive charges, no effect

- 1 satchel charge, no effect
- 2 satchel charges no effect

- 4 Satchels, no effect

-5 satchels and 3 explosives (All I could fit into a Bergen Pack), no effect  wtf

 

Is it not supposed to be blown up??
No option at the tower, no other towers in the marked area so I assume I was at the correct one, unless I totally misunderstand the mission.

Reg.

Metal

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On 8/20/2022 at 2:47 AM, Metal121 said:

Thanks for that, maybe a option in admin menu .. to be able to change during in game.

Run into a issue while doing the radio tower side mission... not sure if it something I'm doing wrong but for me it's indestructible,

-started with 2 Explosive charges, no effect

-4 Explosive charges, no effect

- 1 satchel charge, no effect
- 2 satchel charges no effect

- 4 Satchels, no effect

-5 satchels and 3 explosives (All I could fit into a Bergen Pack), no effect  wtf

 

Is it not supposed to be blown up??
No option at the tower, no other towers in the marked area so I assume I was at the correct one, unless I totally misunderstand the mission.

Reg.

Metal

 

- Were you playing as a player at the time (rather than say, as zeus)

 

- Was the radio tower inside the red AO zone?

 

The tower is set to indestructible until players on foot enter the area, to prevent players in vehicles/aircraft from "lone wolfing" the objective, but other than that, there should not be an issue

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Updated to 1.3.0

Content update: AI Overhaul, Feature Implementation, Primary Objective improvements, Code optimisation

 

This is quite a massive update. Key areas of focus were Headless Client implementation, AI Overhaul, changes to AO objective spawning, and a number of other new features.

 

- [ADDED] Headless Client.
- [ADDED] AI Behaviour Overhaul (Patrols, suppressive fire, frag & smoke use, etc).
- [ADDED] Accuracy Leaderboard (both sniper and regular).
- [ADDED] (Classic Mode) Enemy can respawn in towns.
- [ADDED] (Server Option) Hit marker audio cue when you hit an enemy with an appropriate weapon.
- [ADDED] Friendly-fire indicator when you hit a friendly.
- [ADDED] Destroyer (Ship) functional helicopter hangar (roll helicopters in/out of hangar).
- [ADDED] Player parachute deployment.
- [ADDED] Player Suppression Effects (when being shot from unseen direction), including optional toggle.
- [ADDED] Illumination Flares.

- [ADDED] Craters (Artillery & Mortar).
- [ADDED] (Server Option) Group waypoint. Subordinates can see their group leaders [Shift]+[Click] waypoint on the map.
- [ADDED] Zeus can create a scripted mission. (See notes below).
- [TWEAKED] General scripting optimisations (significant).
- [TWEAKED] Leaderboard data structure & network overhaul (significant optimisation).
- [TWEAKED] (Classic Mode) Objectives can now spawn in towns.
- [TWEAKED] Enemy helicopter reinforcements now slightly more survivable.
- [TWEAKED] Enemy killed in "CAR"/"AIR"/"PARACHUTE" class vehicles will no longer be deleted, instead they will fall out of the vehicle.
- [TWEAKED] Enemy have fewer .50 Cal HMG assets at lower player count (replaced with 7.62mm).
- [TWEAKED] Overhauled Zeus AI suppressive fire (Numpad 6).
- [TWEAKED] Enemy CAS bombs can now be detected by nearby friendly radar-equipped assets (and automatically warn ground elements).
- [TWEAKED] Smoke countermeasures more effective against enemy CAS bombs.
- [TWEAKED] Vehicles which can re-arm other vehicles, now attract more enemy attention.
- [TWEAKED] (Classic and Sector Control Modes) GPS Jammer now affects whole AO.
- [TWEAKED] Replaced enemy priority anti-air battery targets with Tigris.
- [TWEAKED] If "dynamic restart" parameter is used, server will not restart during Defend missions (Classic & Insurgency).
- [TWEAKED] Added realistic AAA defense props to Destroyer ship.
- [TWEAKED] Added AI-compatible helipad to Destroyer ship to facilitate AI helicopter landings.
- [TWEAKED] Enemy have fewer advanced AT missile specialists in AO.
- [TWEAKED] Server will inform player when they have been added to whitelist for leaderboards performance.
- [TWEAKED] Removed scripted Medevac AO task (players can still call for medevac).
- [TWEAKED] Added FPS indicator for Zeus spawning when server FPS is low.
- [TWEAKED] Terrain radio towers removed at mission start when gamemode has radio towers as objectives.
- [TWEAKED] HMG towers now use CSAT gunners instead of LDF.
- [TWEAKED] Added a few props to Kavala mission.
- [TWEAKED] (Classic) Enemy Commander now able to call in Fire Support (even outside the AO) on receiving intel.
- [TWEAKED] (Classic) Enemy Commander "beret collector" leaderboard. Take his hat!
- [TWEAKED] (Classic) Enemy Commander has a little extra health.
- [TWEAKED] Enemy recon units get their black helmets back.
- [TWEAKED] Players are now able to access the upper deck on the USS Liberty Destroyer (Ship).
- [TWEAKED] Vehicles which carry Vehicle-Ammo will have a harder time remaining stealthy.
- [TWEAKED] Framework now uses new dedicated .vars file for saving persistent mission data.
- [TWEAKED] Player-created landmines should not despawn.
- [TWEAKED] Fuel consumption module.
- [TWEAKED] Zeus can now give waypoints to non-local groups (limited functionality for network reasons).
- [TWEAKED] (Classic) Added statistics data for AOs: average duration + average player count by AO location.
- [TWEAKED] Added some new national flag Insignia patches to Area-51.
- [FIXED] Weekly leaderboard was not correctly adding top performers to weekly whitelist.
- [FIXED] Random vehicles in AO could spawn inside other mission-placed compositions.
- [FIXED] Player respawning on a Ship could fall below geometry into water (can still occur occasionally).
- [FIXED] Animals were gathering on beaches instead of further inland.
- [FIXED] Enemy were not throwing smokes/frags when they should have been (still WIP).
- [FIXED] Enemy Viper teams could spawn under rocks.
- [FIXED] Player could be reported for friendly-fire by Robocop on server connection.
- [FIXED] 'Help IDAP' side mission could glitch out and medical supplies end up underwater and unretrievable.
- [FIXED] Server FPS marker was disappearing for admins.
- [FIXED] Some objectives could spawn on top of each other
- [FIXED] Player could fire a weapon while captive/invincible/incapacitated.
- [FIXED] Night illumination fires should no longer despawn before AO+Defend is complete
- [KNOWN BUG] Enemy helicopter can stop moving when given a fire mission.
- [KNOWN BUG] AI medics jump out to revive nearby players even when in Crew seats.

 

Change Notes: 

        - 4+ headless clients are supported. They must be on same local network as Server to achieve improved session performance.
        - New AO statistics available with: (missionProfileNamespace getvariable 'QS_statistics_classic_aoDuration'). You will be able to see which AOs are too easy/hard and adjust accordingly (dynamic AI skill).
        - Commander only currently able to call in Mortars for Fire Support. Future plans for many exotic types of fire support.
        - I removed the enemy patrols starting in "safe" mode, now they start in "aware" mode.
        - Enemies respawning in towns can only do so in buildings already occupied by enemy.
        - Zeus can create a scripted Capture task. Simply spawn a "Fugitive" class civilian and remote control him. Spawn him in "Gitmo" prison for orange jump suit. There are plans for future script-assist Zeus missions.

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  I dont know what it is but I downld the all files,  unpack and begin setup. All good,  I go through the apex.cfg and notice the map content param is checked allowed for enemy. I figured its bad bcause I had seen the server params say no map content and are all "0".  so I complete my install, and launch. All good until " invalid difficulty settings  and loading in stops.  So I change the tick back to allowed in the apex.cfg. Same msg-no load in.  so in addition I try the difficulties in .par to allow map content.., allow map content enemy ?  same message..   no load in.    Whats the fix?   Right now the values in the .cfg file  and @apex .cfg disagree... which was the way they came. So I watched the video of the installation and see the files I mention are exactly the same but u didn't get an error like me. 

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Updated to 1.3.1

Stability & Maintenance, Stringtable.xml

 

- [ADDED] Stringtable.xml (WIP)

- [TWEAKED] Server Restart on-screen indicator now displays community logo/flag

- [TWEAKED] Revive - System variables can be adjusted from description.ext.

- [TWEAKED] Revive - First aid kit will only be consumed upon successful revive

- [TWEAKED] Revive - Unconscious players Medikit (in backpack) can be used, if Medikit is required for revive.

- [FIXED] Occasionally unable to Release when dragging soldiers.

- [FIXED] CAS jet could blow up on spawn for players when using Transport Points -based CAS system.

- [FIXED] Script error when adding Sniper to weekly whitelist

- [FIXED] Removed debug variables that slipped into stable build. "QS_fnc_AIHandleUnit" , "QS_fnc_AIGroupEventEnemyDetected"

- [FIXED] "QS_fnc_AIHandleGroup" Script error line 1079

- [FIXED] "QS_fnc_AIHandleUnit" Too many units were attempting suppressive fire in combat (affects performance & FPS)

- [FIXED] Enemy jets had duplicate missile countermeasure system (too hard to kill).

- [REMOVED] Some unused files in "code\functions"

Notes:

- Stringtable.xml and language translations are work in progress and should be considered only an initial implementation.

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On 9/14/2022 at 4:45 AM, Wei Zhao said:

completely unable to spawn armed air vehicles. Any solution to this?

 

the default setting has been changed in 1.3.2 to allow spawning of armed air vehicles.

 

https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_config.sqf#L416

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Updated to 1.3.3

Stability & Maintenance

 

- [TWEAKED] All Laser-equipped Ground vehicles and JTACs handheld Laser designator can now designate targets for VLS Cruise Missiles (Naval Artillery).
- [TWEAKED] Enemy Anti-Air Battery for improved targeting.
- [TWEAKED] Dynamic Simulation system re-factor.
- [TWEAKED] Dynamic Weapon Sway module re-factor.
- [TWEAKED] Parameter option for Time Acceleration.
- [TWEAKED] (Classic) Defend mission HQ flag should behave correctly.
- [TWEAKED] Some code cleanup in various files.
- [TWEAKED] Squad Radar compass lines will disappear when player is in GPS Jammer area.
- [FIXED] Framework was using "worldName" incorrectly in displayed text (presenting "Enoch" instead of "Livonia" as example).
- [FIXED] BuildingChanged event was executing twice.
- [FIXED] Arma bug related to spawning of Boat racks on Destroyer ship.
- [FIXED] Some language translation bugs.
- [FIXED] HMG tower could spawn inside AA battery positions.
- [FIXED] IDAP side mission should not spawn so close to base.
- [FIXED] Incapacitation Respawn Menu showed obsolete player class display name.

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Fix published for a bug related to plane/CAS service points

 

https://github.com/auQuiksilver/Apex-Framework/commit/074425bfb16411822de0a17ae99db9e308efcb7a

 

That fix will make its way into 1.3.4 , but its easy enough to apply to your copy.

 

Simply replace _this with _v on that line (189)

 

Bug introduced with language translation/stringtable updates

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Completely new to arma scripting and really don't know what I'm doing much. Just have done the basics of other programming languages outside of this. But on to the thing I want to know, How do I see the stuff in the Eden editor like the main base and the AO. I put the folder where it should be and loaded it up, but there was barely anything in the eden editor to go off

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On 11/6/2022 at 9:44 AM, Zuki said:

Completely new to arma scripting and really don't know what I'm doing much. Just have done the basics of other programming languages outside of this. But on to the thing I want to know, How do I see the stuff in the Eden editor like the main base and the AO. I put the folder where it should be and loaded it up, but there was barely anything in the eden editor to go off

 

hey, good question

 

the Eden Editor is for you to do custom stuff. the framework generates default systems from files. if you want to create a custom base for instance, you simply toggle the relevant setting in "parameters.sqf" to disable the default base, and then get busy in the eden editor, using the provided map markers in Eden editor, and the documentation folder (to do respawning vehicles for instance).

 

I may do a tutorial vid on how to 'quickly' create a custom base

 

to find out how it all initializes, this is one of the first files here

https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_init.sqf

 

and then the base eventually gets generated from this data file

https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/config/QS_data_missionobjects.sqf

 

the documentation folder provided has solutions to most of the basics

https://github.com/auQuiksilver/Apex-Framework/tree/master/Apex_framework.terrain/documentation

 

 

for example, adding respawning vehicles using the built in vehicle respawn system

https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/documentation/adding respawning vehicles.txt

 

 

 

In my opinion the framework is not for arma beginners. it is complex, extremely detailed and robust in multiplayer, however the cost of that is simplicity and a learning curve

 

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Updated to 1.3.4

Stratis, stability & maintenance, initial CDLC Support

 

Starting work on expanding Zeus Mode and extending framework CDLC support

 

[ADDED] Stratis (Zeus and Classic modes).
[ADDED] Custom vehicle service system to replace vanilla vehicle repair/refuel/rearm.
[ADDED] Local base objects system. Most base props--with integrated bases--are now local to client. (allows Server to commit more CPU time to AI/network evaluations).
[TWEAKED] Recruitable AI can now have their loadout changed using Arsenal.
[TWEAKED] (Classic Mode) AI area patrol logic small tweak.
[TWEAKED] AI flagged as stuck (under rocks or swimming aimlessly) given some logic to unstuck themselves.
[TWEAKED] Ruined military towers should no longer be cleaned up.
[TWEAKED] Changed how framework handles marker positions. Spawn systems now use the marker Z-axis for placement. (May affect custom systems like vehicle and player spawns). Allows designers to fine tune spawn locations easily by simply setting marker height.
[TWEAKED] Triggers placed in editor will no longer be deleted, if given variable:     this setVariable ['QS_missionObject_protected',true];   . It is highly encourage to not use Triggers however.
[TWEAKED] Improved AI Tracer mags system.
[TWEAKED] AI Suppressive Fire.
[TWEAKED] AI armed ground vehicles can now occasionally provide "Direct Fire Support" on red smoke positions (if other Fire Supports are unavailable).
[FIXED] All primary crew in a vehicle can now see Trophy (Active Protection System) countermeasures info.
[FIXED] Headless Client AI were not getting tracer magazines when appropriate.
[FIXED] An old bug in QS_fnc_findSafePos
[FIXED] Small user action error with Civilian interactions
[FIXED] (Classic mode) Bandit camp could spawn over water in rare cases.

 

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