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Rexxenexx

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Posts posted by Rexxenexx


  1. yea you guys are right I dunno why I keep calling it tearing. Lol, I even justified calling it tearing. :D

    EDIT:Changed the title.

    So everyone has this? Theirs no way to increase the LOD in relation to distance or change the imprecision (16-32bit)?

    EDIT: I'm going to try RivaTuner to see if their are anything that would help.

    EDIT2: No dice.Even with D3Doveride forcing triple buffer it doesn't change. It looks like an engine deal -16bit z-buffer.


  2. As a team game, who really cares about the score.
    At first I didnt understand why my team mate had died because there were no enemies anywhere and I thought maybe the AI was shooting at an adversary. It was, in fact, him murdering his comrade.

    Eth

    Yea I agree. Something unmanned should be neutral. When someone gets in it should be the players side. Actually put a crashed chopper and put some OPFOR inf and use the gun in the crashed chopper. Even though the chopper is obviously BLUFOR you get neg points. Maybe they fixed that in 1.03 I dunno, I'm not too hopeful.


  3. You can make any marker move. Check out the first post you did. I deleted it because it might cause an error since the marker and MHQ might not exist in your mission.

    basically put:

      _mobilerespawn_pos = getPos MHQ;
    
      _posx = _mobilerespawn_pos select 0;
      _posz = _mobilerespawn_pos select 1;
      _posy = _mobilerespawn_pos select 2;
    
      "respawn_east" setMarkerPos [_posx+4,_posz,_posy];   // move the respawn marker
    

    back near the bottom, before the sleep. Then in the editor make the "respawn_east" marker and whatever the MHQ is name it "MHQ".

    For my mission it was "respawn_west" and the displayed text was "MHQ" in white. So people saw the MHQ text moving with everything else on the map, but it was actually the respawn_west. :D

    You can really track anything you want. Even create an "empty" marker in the editor and then change it -setMarkerType- to another marker with a trigger if you want.

    EDIT: Be sure you have the respawn settings in the description.ext to respawn!


  4. UNNs code is sound however the dirty hack you want is something like:

    _global="HeliPad" createVehicle ([0,0,0]);

    _global setInitCommand "hint ""seen on everymachine"";deleteVehicle this;";

    processInitCommands;

    sleep 2;

    However I recommend getting UNNs code to work, while he says "I haven't done much Arma2 scripting...", I suspect he's being truthful and modest at the same time. He knows what he's doing. :D

    AAhhh you got it before me!! :p The code I use is

            [] spawn {
               _cone = createVehicle  ["RoadCone",[0,0,0], [], 0, "FLY"];
               _cone setVehicleInit "hint 'I want everyone in MP to see this'";
               processInitCommands;
               deleteVehicle _cone;
            };
    


  5. if you put "mygrp=group this" in more than one group then it won't work.

    ---------- Post added at 04:49 PM ---------- Previous post was at 03:55 PM ----------

    The one I'm working on that doesn't need grouping doesn't work once somebody dies so until I figure that out it's useless. Besides you have to name each unit which maybe I should call it notsimple_gps.sqf ;)

    The only way I see it working with three groups you have is having three sqf's. simple_gps.sqf, simple_gps2.sqf, simple_gps3.sqf. Editing mygrp to mygrp2 for simple_gps2.sqf and mygrp to mygrp3 for simple_gps3.sqf. Then put execVM for all three scripts and mygrp = group this; in the first group mygrp2 = group this; sec. group, mygrp3 = group this; the last group.

    EDIT:

    Try this:

    put mygrp = group this; in the first group mygrp2 = group this; sec. group, mygrp3 = group this; the last group. and use this simple_gps.sqf

    /*
    ##################################################################
    #                                                                #
    #                     [ Simple GPS v1.0]                         #
    #               Script by:KurosM AKA:REXXENEXX                   #
    #                    - Date 12/02/2007 -                         #
    #                   - Modified 7/20/2009 -                       #
    #                                                                #
    #   Required:                                                    #
    #    init.sqf file with the line: execVM "simple_gps.sqf";       #
    #                           and                                  #
    #    This line in your players init: mygrp = group this;         #
    #                                                                #
    #   What does this script do?:                                   #
    #    This script detects if a unit is a player. It then          #
    #    creates a marker with the players name on it and            #
    #    and tracks the position of the player.                      #
    #                                                                #
    #                                                                #
    #                                                                #
    ##################################################################
    */
    
    //     Create _playermarkers
    
    {
      if (isPlayer _x) then {
         _playermarker = (str(_x)) + "_marker" ;   //Get name from array variable!
         _playermarker = createMarker [_playermarker,(position _x)];   //Spawn a new marker!
         _playermarker setMarkerType "Dot";   //Empty marker!
         _playermarker setMarkerColor "ColorBlue";
         _playermarker setMarkerSize [1, 1];
         _playermarker setMarkerDir 0;
         _playermarker setMarkerText (name _x);
      }; //end if
    
    } forEach units mygrp;
    
    {
      if (isPlayer _x) then {
         _playermarker = (str(_x)) + "_marker" ;   //Get name from array variable!
         _playermarker = createMarker [_playermarker,(position _x)];   //Spawn a new marker!
         _playermarker setMarkerType "Dot";   //Empty marker!
         _playermarker setMarkerColor "ColorBlue";
         _playermarker setMarkerSize [1, 1];
         _playermarker setMarkerDir 0;
         _playermarker setMarkerText (name _x);
      }; //end if
    
    } forEach units mygrp2;
    
    {
      if (isPlayer _x) then {
         _playermarker = (str(_x)) + "_marker" ;   //Get name from array variable!
         _playermarker = createMarker [_playermarker,(position _x)];   //Spawn a new marker!
         _playermarker setMarkerType "Dot";   //Empty marker!
         _playermarker setMarkerColor "ColorBlue";
         _playermarker setMarkerSize [1, 1];
         _playermarker setMarkerDir 0;
         _playermarker setMarkerText (name _x);
      }; //end if
    
    } forEach units mygrp3;
    
    //     Start Loop
    
    while {true} do {
    
      {
    
         _playermarker = (str(_x)) + "_marker" ;   //Get name from array variable!
    
         if (isPlayer _x) then {
    
            _playermarker setMarkerPos (position _x);
    
            if (!(alive _x)) then {
    
               _playermarker setMarkerType "Dot" ;
               _playermarker setMarkerColor "ColorBlack";   //Change the players marker to black if dead!
               _playermarker setMarkerText (name _x)+"'s dead body";   //Dead!
    
            } else {
    
               _playermarker setMarkerType "Dot";
               _playermarker setMarkerColor "ColorBlue";
               _playermarker setMarkerText (name _x);
    
            };  //If the Players are alive follow if dead then change marker to black!
    
         } else {
    
            deleteMarker _playermarker;   // remove player who disconnected (fix)
    
         };
    
      } forEach units mygrp;
    
      {
    
         _playermarker = (str(_x)) + "_marker" ;   //Get name from array variable!
    
         if (isPlayer _x) then {
    
            _playermarker setMarkerPos (position _x);
    
            if (!(alive _x)) then {
    
               _playermarker setMarkerType "Dot" ;
               _playermarker setMarkerColor "ColorBlack";   //Change the players marker to black if dead!
               _playermarker setMarkerText (name _x)+"'s dead body";   //Dead!
    
            } else {
    
               _playermarker setMarkerType "Dot";
               _playermarker setMarkerColor "ColorBlue";
               _playermarker setMarkerText (name _x);
    
            };  //If the Players are alive follow if dead then change marker to black!
    
         } else {
    
            deleteMarker _playermarker;   // remove player who disconnected (fix)
    
         };
    
      } forEach units mygrp2;
    
      {
    
         _playermarker = (str(_x)) + "_marker" ;   //Get name from array variable!
    
         if (isPlayer _x) then {
    
            _playermarker setMarkerPos (position _x);
    
            if (!(alive _x)) then {
    
               _playermarker setMarkerType "Dot" ;
               _playermarker setMarkerColor "ColorBlack";   //Change the players marker to black if dead!
               _playermarker setMarkerText (name _x)+"'s dead body";   //Dead!
    
            } else {
    
               _playermarker setMarkerType "Dot";
               _playermarker setMarkerColor "ColorBlue";
               _playermarker setMarkerText (name _x);
    
            };  //If the Players are alive follow if dead then change marker to black!
    
         } else {
    
            deleteMarker _playermarker;   // remove player who disconnected (fix)
    
         };
    
      } forEach units mygrp3;
    
      sleep 3.0;  //Wait! (to reduce lag increase time default=2.5)
    
    }; //end while
    
    if (true) exitWith {};
    


  6. That code looks oddly familiar... :p

    Try this one

    /*
    ##################################################################
    #                                                                #
    #                     [ Simple GPS v1.0]                         #
    #               Script by:KurosM AKA:REXXENEXX                   #
    #                    - Date 12/02/2007 -                         #
    #                   - Modified 7/20/2009 -                       #
    #                                                                #
    #   Required:                                                    #
    #    init.sqf file with the line: execVM "simple_gps.sqf";       #
    #                           and                                  #
    #    This line in your players init: mygrp = group this;         #
    #                                                                #
    #   What does this script do?:                                   #
    #    This script detects if a unit is a player. It then          #
    #    creates a marker with the players name on it and            #
    #    and tracks the position of the player.                      #
    #                                                                #
    #                                                                #
    #                                                                #
    ##################################################################
    */
    
    //     Create _playermarkers
    
    {
      if (isPlayer _x) then {
         _playermarker = (str(_x)) + "_marker" ;   //Get name from array variable!
         _playermarker = createMarker [_playermarker,(position _x)];   //Spawn a new marker!
         _playermarker setMarkerType "Dot";   //Empty marker!
         _playermarker setMarkerColor "ColorBlue";
         _playermarker setMarkerSize [1, 1];
         _playermarker setMarkerDir 0;
         _playermarker setMarkerText (name _x);
      }; //end if
    
    } forEach units mygrp;
    
    //     Start Loop
    
    while {true} do {
    
      {
    
         _playermarker = (str(_x)) + "_marker" ;   //Get name from array variable!
    
         if (isPlayer _x) then {
    
            _playermarker setMarkerPos (position _x);
    
            if (!(alive _x)) then {
    
               _playermarker setMarkerType "Dot" ;
               _playermarker setMarkerColor "ColorBlack";   //Change the players marker to black if dead!
               _playermarker setMarkerText (name _x)+"'s dead body";   //Dead!
    
            } else {
    
               _playermarker setMarkerType "Dot";
               _playermarker setMarkerColor "ColorBlue";
               _playermarker setMarkerText (name _x);
    
            };  //If the Players are alive follow if dead then change marker to black!
    
         } else {
    
            deleteMarker _playermarker;   // remove player who disconnected (fix)
    
         };
    
      } forEach units mygrp;
    
      sleep 3.0;  //Wait! (to reduce lag increase time default=2.5)
    
    }; //end while
    
    if (true) exitWith {};
    


  7. None of those worked but I had another idea I HAD to try and it f'in works! :yay: ring ring ring ring ring ring ring...banana phooone!

    mhq_respawn.sqf:

    if (isServer) then {
    
      sleep 1.0;
    
      _vclname="mhq";
      _type = "HMMWV_Ambulance";
      _pos = getMarkerPos "coastal_farp";
      _vcl = _type createVehicle _pos;
      _vcl SetVehicleVarName _vclname;
      _vcl Call Compile Format ["%1=_this;PublicVariable '%1'",_vclname];
      _vcl setVehicleInit "null = this execVM 'respawn_scripts\mhq_equip.sqf'";
      processInitCommands;
      clearVehicleInit _vcl;
    
      //specify the respawn wait times destroyed vehicles in the following 2 lines
      _respawndelay = 10;
      _dir = Getdir _vcl;
      _pos = Getpos _vcl;
      _type = typeOf _vcl;
      _unit = driver _vcl;
    
      while {!missionComplete} do {
    
         _delay = Time + _respawndelay;
    
         while {canMove _vcl && count crew _vcl > 0 && ({damage _x}forEach crew _vcl)!= 1} do {sleep 5.0};
         while {canMove _vcl && count crew _vcl < 1} do {sleep 5.0};
         while {canMove _vcl && {damage _x} forEach crew _vcl >= 1} do {sleep 5.0};
         while {!canMove _vcl && Time < _delay} do {sleep 5.0};
    
         if ((count crew _vcl) < 1) then {
    
             deleteVehicle _vcl;
            _vcl = _type createVehicle _pos;
            _vcl Call Compile Format ["%1=_this ; PublicVariable '%1'",_vclname];
            _vcl SetVehicleVarName _vclname;
            _vcl setvelocity [0,0,0];
            _vcl setdir _dir;
            _vcl setVehicleInit "null = this execVM 'respawn_scripts\mhq_equip.sqf'";
            processInitCommands;
            clearVehicleInit _vcl;
    
            if (forwardFarpSpawn == 1) then {_pos=Getpos forwardFarpGL};
            _vcl setpos _pos;
    
            [] spawn {
               _cone = createVehicle  ["RoadCone",[0,0,0], [], 0, "FLY"];
               _cone setVehicleInit "hint 'Our MHQ has been damaged too much. A new one respawned'";
               processInitCommands;
               deleteVehicle _cone;
            };
    
         };
    
      };
    
    };
    
    if (true) exitWith {};
    

    mhq_equip.sqf:

    clearWeaponCargo _this;
    clearMagazineCargo _this;
    
    _this addMagazineCargo ["30Rnd_556x45_StanagSD",30];
    _this addMagazineCargo ["30Rnd_556x45_G36",30];
    _this addMagazineCargo ["15Rnd_9x19_M9",20];
    _this addWeaponCargo ["M8_compact",2];
    _this addWeaponCargo ["M8_sharpshooter",2];
    _this addMagazineCargo ["PipeBomb",10];
    _this addAction ["Viewdistance +", "setViewDist.sqf", [500], -1,false, true, ""];
    _this addAction ["Viewdistance -", "setViewDist.sqf", [-500], -1,false, true, ""];
    
    sleep 30.0;
    
    if (true) exitWith {};
    

    I'm gonna just upload the mission. I've had enough of it. :D If theirs any bugs then GFY!:coop:

    j/k :D

    I'll have to get to it WAAAY later. I'm done for a while editing. This time I really mean it. I want to play more now that I know how messed up it is. All I gotta say is do as much as you can IN the editor. That tends to always work properly.


  8. So far it's like this now:

    if (isServer) then {
    
      sleep 1.0;
    
      _type = "HMMWV_Ambulance";
      _pos = getMarkerPos "coastal_farp";
      _vcl = _type createVehicle _pos;
      _vclname="mhq";
      _vcl SetVehicleVarName _vclname;
      _vcl Call Compile Format ["%1=_this ; PublicVariable ""%1""",_vclname];
    
    HQ=[West,"HQ"];
    HQ SideChat format["OUT %1",_vclname];
    
      waitUntil{!(isNull _vcl)};
      _vcl execVM "respawn_scripts\mhq_equip.sqf";
      waitUntil{(time > 3)};
    
      //specify the respawn wait times destroyed vehicles in the following 2 lines
      _respawndelay = 10;
      _dir = Getdir _vcl;
      _pos = Getpos _vcl;
      _type = typeOf _vcl;
      _unit = driver _vcl;
    
      while {!missionComplete} do {
    
         _delay = Time + _respawndelay;
    
         while {canMove _vcl && count crew _vcl > 0 && ({damage _x}forEach crew _vcl)!= 1} do {sleep 5.0};
         while {canMove _vcl && count crew _vcl < 1} do {sleep 5.0};
         while {canMove _vcl && {damage _x} forEach crew _vcl >= 1} do {sleep 5.0};
         while {!canMove _vcl && Time < _delay} do {sleep 5.0};
    
         if ((count crew _vcl) < 1) then {
    
             deleteVehicle _vcl;
            _vcl = _type createVehicle _pos;
            _vcl Call Compile Format ["%1=_this ; PublicVariable '%1'",_vclname];
    
            _vcl SetVehicleVarName _vclname;
            _vcl setvelocity [0,0,0];
            _vcl setdir _dir;
            if (forwardFarpSpawn == 1) then {_pos=Getpos forwardFarpGL};
            _vcl setpos _pos;
    HQ SideChat format["IN %1",_vclname];
            waitUntil{!(isNull _vcl)};
            _vcl execVM "respawn_scripts\mhq_equip.sqf";
            waitUntil{(time > 3)};
    
            [] spawn {
               _cone = createVehicle  ["RoadCone",[0,0,0], [], 0, "FLY"];
               _cone setVehicleInit "hint 'Our MHQ has been damaged too much. A new one respawned'";
               processInitCommands;
               deleteVehicle _cone;
            };
    
         };
    
      };
    
    };
    
    if (true) exitWith {};
    

    mhq_equip:

    private ["_vcl"];
    
    _vcl = _this;
    
    waitUntil{!(isNull _vcl)};
    
    removeAllItems _vcl;
    _vcl addMagazineCargo ["30Rnd_556x45_StanagSD",30];
    _vcl addMagazineCargo ["30Rnd_556x45_G36",30];
    _vcl addMagazineCargo ["15Rnd_9x19_M9",20];
    _vcl addWeaponCargo ["M8_compact",2];
    _vcl addWeaponCargo ["M8_sharpshooter",2];
    _vcl addMagazineCargo ["PipeBomb",10];
    _vcl addAction ["Viewdistance +", "setViewDist.sqf", [500], -1,false, true, ""];
    _vcl addAction ["Viewdistance -", "setViewDist.sqf", [-500], -1,false, true, ""];
    
    sleep 3.0;
    
    if (true) exitWith {};
    

    I deleted the MHQ in the editor to let it spawn one at start and still it works in local host play but no ammo equip on dedicated server. :yay: <-needs to be shot!

    I've tried everything I can think of. I'm gonna try scripting it to poop out an ammocrate with the goods. It probably won't pass the addAction on a dedicated server. :eek: I rared a good copy of this mission yesterday so I'm not scared of totally raping this code to see if anything works. At the least I'll learn more of better scripting for ArmAII. I guess...:confused: Hey I just had an idea! What if I made a script that equips the MHQ like this:

    while {!missionComplete} do {
    
      waitUntil{!(isNull mhq)};
    
      removeAllItems mhq;
      mhq addMagazineCargo ["30Rnd_556x45_StanagSD",30];
      mhq addMagazineCargo ["30Rnd_556x45_G36",30];
      mhq addMagazineCargo ["15Rnd_9x19_M9",20];
      mhq addWeaponCargo ["M8_compact",2];
      mhq addWeaponCargo ["M8_sharpshooter",2];
      mhq addMagazineCargo ["PipeBomb",10];
      mhq addAction ["Viewdistance +", "setViewDist.sqf", [500], -1,false, true, ""];
      mhq addAction ["Viewdistance -", "setViewDist.sqf", [-500], -1,false, true, ""];
    
      sleep 30.0;
    
    };
    
    if (true) exitWith {};
    

    And just fire it at the start! Not in the mhq's code! I'll try that...

    ---------- Post added at 06:58 AM ---------- Previous post was at 06:36 AM ----------

    Wow...This is just stupid:

    while {!missionComplete} do {
    
      waitUntil{!(isNull mhq)};
    
      removeAllItems mhq;
      removeAllWeapons mhq;
      {mhq removeMagazines "30Rnd_556x45_StanagSD"}forEach magazines mhq;
      {mhq removeMagazines "30Rnd_556x45_G36"}forEach magazines mhq;
      {mhq removeMagazines "15Rnd_9x19_M9"}forEach magazines mhq;
      {mhq removeMagazines "PipeBomb"}forEach magazines mhq;
    
      sleep 1.0;
    
      mhq addMagazineCargo ["30Rnd_556x45_StanagSD",30];
      mhq addMagazineCargo ["30Rnd_556x45_G36",30];
      mhq addMagazineCargo ["15Rnd_9x19_M9",20];
      mhq addWeaponCargo ["M8_compact",2];
      mhq addWeaponCargo ["M8_sharpshooter",2];
      mhq addMagazineCargo ["PipeBomb",10];
    
      sleep 3.0;
    
    };
    
    if (true) exitWith {};
    

    It keeps loading the MHQ with ammo. Totally bypassing the remove statements.

    OK I'm done with this 1997 game until Sunday. Can't stand straightforward code not working at all.


  9. lol. I haven't stopped this or drinking yet. :D

    Nobody noticed I put "_vcl = _this;" twice. That doesn't do anything but waste space but blah!..

    I don't see where createVehicleLocal would do anything but make it not spawn on a dedicated server?Unless I'm wrong?

    I tried that waitUntil... -Wiper- everywhere and still on the server it doesn't have ammo. I tried firing waitUntil{!(isNull _vcl)}; under a call compile format so _vcl is pooped out in text -and not- and still it doesn't have ammo. I'm still trying. This is like the last thing troubling for the mission. Everything works perfect when I preview it, like I said, even all these things I've just tried! lol! I actually beat the game in 1hr 22min yesterday on the dedicated server but throughout the game the MHQ had no equipment. Eh I dunno this is for sure beyond me. :P

    EDIT: The thing that ultra-sucks is that it's not throwing any errors that I can see in the RPT.

    tried

    call compile format["%1=_vcl; PublicVariable '%1';waitUntil{!(isNull %1)};%1 execVM 'respawn_scripts\mhq_equip.sqf';",_vclname];

    feces


  10. this is what I have now and it still doesn't spawn on a ded. server with ammo:

    MHQ init:

    _mhqHandler = this execVM "respawn_scripts\mhq_respawn.sqf";
    

    mhq_respawn.sqf:

    if (isServer) then {
    
      _vcl = _this;
      _vclname = vehicleVarName _vcl;
    
      call compile format["%1 execVM 'respawn_scripts\mhq_equip.sqf';",_vclname];
    
      //specify the respawn wait times destroyed vehicles in the following 2 lines
      _respawndelay = 10;
      _dir = Getdir _vcl;
      _pos = Getpos _vcl;
      _type = typeOf _vcl;
      _unit = driver _vcl;
    
      while {!missionComplete} do {
    
         _delay = Time + _respawndelay;
    
         while {canMove _vcl && count crew _vcl > 0 && ({damage _x}forEach crew _vcl)!= 1} do {sleep 5.0};
         while {canMove _vcl && count crew _vcl < 1} do {sleep 5.0};
         while {canMove _vcl && {damage _x} forEach crew _vcl >= 1} do {sleep 5.0};
         while {!canMove _vcl && Time < _delay} do {sleep 5.0};
    
         if ((count crew _vcl) < 1) then {
    
             deleteVehicle _vcl;
            _vcl = _type createVehicle _pos;
            _vcl SetVehicleVarName _vclname;
    
            Call Compile Format ["%1=_vcl; PublicVariable ""%1"";",_vclname];
    
            _vcl setvelocity [0,0,0];
            _vcl setdir _dir;
            if (forwardFarpSpawn == 1) then {_pos=Getpos forwardFarpGL};
            _vcl setpos _pos;
    
            //##########_mhqEquipHandle = _vcl execVM "respawn_scripts\mhq_equip.sqf";
            call compile format["%1 execVM 'respawn_scripts\mhq_equip.sqf';",_vclname];
    
    
            [] spawn {
               _cone = createVehicle  ["RoadCone",[0,0,0], [], 0, "FLY"];
               _cone setVehicleInit "hint 'Our MHQ has been damaged too much. A new one respawned'";
               processInitCommands;
               deleteVehicle _cone;
            };
    
         };
    
      };
    
    };
    
    if (true) exitWith {};
    

    mhq_equip.sqf:

    sleep 1.0;
    
    private ["_vcl"];
    
    _vcl = _this;
    
    clearMagazineCargo _vcl;
    clearWeaponCargo _vcl;
    
    _vcl = _this;
    _vcl addMagazineCargo ["30Rnd_556x45_StanagSD",30];
    _vcl addMagazineCargo ["30Rnd_556x45_G36",30];
    _vcl addMagazineCargo ["15Rnd_9x19_M9",20];
    _vcl addWeaponCargo ["M8_compact",2];
    _vcl addWeaponCargo ["M8_sharpshooter",2];
    _vcl addMagazineCargo ["PipeBomb",10];
    _vcl addAction ["Viewdistance +", "setViewDist.sqf", [500], -1,false, true, ""];
    _vcl addAction ["Viewdistance -", "setViewDist.sqf", [-500], -1,false, true, ""];
    
    sleep 1.0;
    
    if (true) exitWith {};
    


  11. How about this?

    2009/07/21, 22:13:16 Server: Object 3:5 not found (message 213)
    2009/07/21, 22:13:16 Server: Object 3:2 not found (message 213)
    2009/07/21, 22:13:16 Server: Object 3:3 not found (message 213)
    2009/07/21, 22:13:16 Server: Object 3:4 not found (message 213)
    2009/07/21, 22:13:16 Server: Object 3:9 not found (message 213)
    2009/07/21, 22:13:16 Server: Object 3:6 not found (message 213)
    2009/07/21, 22:13:16 Server: Object 3:7 not found (message 213)
    2009/07/21, 22:13:16 Server: Object 3:8 not found (message 213)
    

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