Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Tue Apr 23, 2024 7:38 pm
All times are UTC + 0
.shp turrets
Moderators: Global Moderators, Media Hut Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [28 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed May 19, 2010 6:33 pm    Post subject:  .shp turrets Reply with quote  Mark this post and the followings unread

Was wondering if its possible to make .shp turrets for buildings? I tried several differnet ways, but 8 times got IE and other 2 no turret would show. Is this even possible? Looks like WW tried it on a couple buildings, but then commented the tags out and made them .vxl turrets. I'm stumped.

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed May 19, 2010 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Works fine for me :/

Post code..?

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed May 19, 2010 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is the last setup that I tried, resulted in IE
PATRIOT, PATRIOTMK, and PATRIOT_A are in an ecache.mix file
And sorry, this should have been put in the RA2 Editing Forum. Embarassed

[BuildingTypes]
xx=PATRIOT

[Animations]
xx=PATRIOT_A

[PATRIOT]
UIName=Name:PATRIOT
Name=Patriot Missile
BuildCat=Combat
;Image=PATRIOT
Strength=900
Armor=steel
TechLevel=4
Prerequisite=BARRACKS,GDICNST
Adjacent=4
Sight=10
Owner=Americans,RevengeForce
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
BaseNormal=no
Points=30
Power=-50
Crewed=no
Primary=RedEye2
LandTargeting=1
NavalTargeting=6
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
Maxdebris=3
MinDebris=2
ThreatPosed=0
IsBaseDefense=yes
Powered=yes
Turret=yes
TurretAnim=PATRIOT_A
TurretAnimIsVoxel=false
TurretAnimZAdjust=-20
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
VHPScan=Strong

**Art.ini**

[PATRIOT]
Cameo=SAMICON
;Image=PATRIOT
Remapable=yes
Foundation=1x1
Buildup=PATRIOTMK
Height=3
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=90,50,100
SecondaryFireFLH=90,-50,10
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=1,20

[PATRIOT_A]
Voxel=no
Facings=16

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed May 19, 2010 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

You don't have a ROT on the building & the turret's art entry is set up wrong, needs to be like:

[PATRIOT_A]
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=0

I don't know where you got Facings from? Shp turrets need to be 32 frames too BTW.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Wed May 19, 2010 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

This may help:

Quote:
[XXXX]
UIName=Name:XXXX
Name=XXXX
BuildCat=Combat
Strength=600
Armor=steel
Prerequisite=
TechLevel=1
Adjacent=6
ROT=10
Sight=9
DetectDisguise=no
Owner=French
RequiredHouses=French
ForbiddenHouses=Americans,British,Germans,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=700
BaseNormal=no
Points=30
Power=-30
Powered=true
Crewed=no
Trainable=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Primary=XXXX
ThreatPosed=40
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
ImmuneToPsionics=no
AntiInfantryValue=5
AntiArmorValue=10
AntiAirValue=0
VeteranAbilities=STRONGER,FIREPOWER,SIGHT
EliteAbilities=STRONGER,FIREPOWER,SIGHT,SELF_HEAL,ROF
Turret=yes
TurretAnim=XXXXTUR
TurretAnimDamaged=XXXXTUR_D
TurretAnimIsVoxel=false
TurretAnimY=0
TurretAnimZAdjust=-70


Quote:
[XXXX]
Cameo=XXXXICON
Remapable=yes
Foundation=1x1
Buildup=XXXXMK
Height=3
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
PrimaryFireFLH=XXXX
Recoilless=yes
PBarrelLength=200
PBarrelThickness=30
CanHideThings=True
CanBeHidden=False
OccupyHeight=2
DamageFireOffset0=-5,15

[XXXXTUR]
Start=0
LoopStart=0
LoopEnd=31
LoopCount=-1
Layer=ground
ExtraLight=0
Shadow=yes
NewTheater=no

Back to top
View user's profile Send private message
Eldrei
Missile Trooper


Joined: 11 Mar 2010
Location: Fixin' in mah PPM.

PostPosted: Thu May 20, 2010 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

ArvinCool wrote:
This may help:

Quote:
[XXXX]
UIName=Name:XXXX
Name=XXXX
BuildCat=Combat
Strength=600
Armor=steel
Prerequisite=
TechLevel=1
Adjacent=6
ROT=10
Sight=9
DetectDisguise=no
Owner=French
RequiredHouses=French
ForbiddenHouses=Americans,British,Germans,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=700
BaseNormal=no
Points=30
Power=-30
Powered=true
Crewed=no
Trainable=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Primary=XXXX
ThreatPosed=40
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
ImmuneToPsionics=no
AntiInfantryValue=5
AntiArmorValue=10
AntiAirValue=0
VeteranAbilities=STRONGER,FIREPOWER,SIGHT
EliteAbilities=STRONGER,FIREPOWER,SIGHT,SELF_HEAL,ROF
Turret=yes
TurretAnim=XXXXTUR
TurretAnimDamaged=XXXXTUR_D
TurretAnimIsVoxel=false
TurretAnimY=0
TurretAnimZAdjust=-70


Quote:
[XXXX]
Cameo=XXXXICON
Remapable=yes
Foundation=1x1
Buildup=XXXXMK
Height=3
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
PrimaryFireFLH=XXXX
Recoilless=yes
PBarrelLength=200
PBarrelThickness=30
CanHideThings=True
CanBeHidden=False
OccupyHeight=2
DamageFireOffset0=-5,15

[XXXXTUR]
Start=0
LoopStart=0
LoopEnd=31
LoopCount=-1
Layer=ground
ExtraLight=0
Shadow=yes
NewTheater=no


WTF dude?

_________________
Clazzy wrote:
If the concept of a God was never created, would we invent one to describe what's outside our universe?

Back to top
View user's profile Send private message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu May 20, 2010 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Na, It still wont work. Still get IE when loading but if I comment out the Turret=yes it dont IE. I made a new turret file PATRIOT_A with 32 frames and saved as BuildingAnimation. Here's what I got going on now.

[PATRIOT]
UIName=Name:PATRIOT
Name=Patriot Missile
BuildCat=Combat
Image=PATRIOT
Strength=900
Armor=steel
TechLevel=4
Prerequisite=BARRACKS,GDICNST
adjacent=4
ROT=10
Sight=10
Owner=Americans
AIBasePlanningSide=0
Cost=1000
BaseNormal=no
Points=30
Power=-50
Crewed=no
Primary=RedEye2
LandTargeting=1
NavalTargeting=6
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
Maxdebris=3
MinDebris=2
ThreatPosed=0
IsBaseDefense=yes
Powered=yes
Turret=yes
TurretAnim=PATRIOT_A
TurretAnimIsVoxel=false
TurretAnimX=0
TurretAnimY=0
TurretAnimZAdjust=-20
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
VHPScan=Strong


[PATRIOT]
Cameo=SAMICON
;Image=PATRIOT
Remapable=yes
Foundation=1x1
Buildup=PATRIOTMK
Height=3
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=90,50,100
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=1,20

[PATRIOT_A]
Image=PATRIOT_A
Start=0
LoopStart=0
LoopEnd=31
LoopCount=-1
Layer=ground
Shadow=yes
NewTheater=no



patriot_a.png
 Description:
 Filesize:  53.18 KB
 Viewed:  4449 Time(s)

patriot_a.png



_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Thu May 20, 2010 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

From your code, you're obviously doing this for RA2/YR, but if you happen to have TS, you could also refer to the coding for GDI's Component Tower defense structure, in addition to what everyone else here is suggesting, since that TS structure uses SHP turrets for its upgrades. The code/tags would still be valid for RA2/YR.

Back to top
View user's profile Send private message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu May 20, 2010 5:08 am    Post subject: Reply with quote  Mark this post and the followings unread

@Remus, yes I have TS, but those are upgrades not Turrets, but I guess the codes are somewhat similar, just turrets arent listed on the main art code like the upgrades are.

But anyway, I have it sorta working now, just dont know why ShpBuilder refuses to properly make/save my shp's. I open shp builder, import image, choose RA2, BuildingAnimation, new shp, unittem.pal, blah,blah and then save it and close. Now when I reopen it it says it's a Unit Type .shp and has TS unittem.pal with shodows on, even though I turned shadows off before saving. I dont know it's pissing me off like crazy!

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu May 20, 2010 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quick question, The 32 frames needed for this, does it need to be 16 normal (Facings) frames and 16 shadow frames, or 32 (Facings) normal and no shadow?

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Thu May 20, 2010 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
Quick question, The 32 frames needed for this, does it need to be 16 normal (Facings) frames and 16 shadow frames, or 32 (Facings) normal and no shadow?


32 normal frames and 32 shadow frames, 64 frames in total.

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Twitter Channel URL
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 20, 2010 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:

[PATRIOT_A]
Image=PATRIOT_A
Start=0
LoopStart=0
LoopEnd=31
LoopCount=-1
Layer=ground
Shadow=yes
NewTheater=no

32 frames! Mig Eater has shown already the correct code, so listen to people with more experience like him.
Especially since ArvinCool's code hasn't only one but several mistakes.

The game counts from 0.
It plays the defined start frame up to the defined end frame minus one.
0-32 means it plays frames 0 - 31. 32 is not played anymore. 0-31 are already 32 frames.
Like every turret (also voxel) and voxel unit, they can have ingame only 32 facings. (vxl are rendered in only 32 facings too)

32 facings means of course that the turret needs 32 frames to have the full rotation. That's why it also needs additional 32 frames for the shadow.
Thus the whole SHP needs 32 normal frames + 32 shadow frames which makes a total of 64 frames.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu May 20, 2010 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

yea, I had it set up like Mig showed, but it wasnt working so I was trying all sorts of different combo's. That was just the last one I tried thats all. I only had 32 frames instead of the full 64 thus why it wasnt working correctly. It's knockin aircraft out of the sky beautifully now. Thanks for everyones help again Very Happy your support is really appreciative!

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Fri Jun 04, 2010 8:14 am    Post subject: Reply with quote  Mark this post and the followings unread

I can't get this working.

Everything besides the turret works fine. The turret is ... invisible or doesn't show up in game! What can I do?

Edit: Aro helped me out and it works like a charm now Very Happy

Back to top
View user's profile Send private message
DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sat Jun 05, 2010 1:05 am    Post subject: Reply with quote  Mark this post and the followings unread

I have tried making another turret the same way.

Now I have the opposite problem. I copied and pasted all the code from the previous SHP turret, how ever now the turret is visible but the base of it is not.
All the names in ini have been changed and the graphics are in a ecache.mix.

Heres the code.

Code:
[NAFLMT]
UIName=Name:NAFLMT
Name=Soviet Flame Tower
BuildCat=Combat
BaseNormal=no
Cost=800
Strength=525
Armor=steel
Prerequisite=NACNST ;NAHAND,RADAR,NACNST
TechLevel=6
Adjacent=4
Sight=7
DetectDisguise=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
AIBasePlanningSide=0
Points=45
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
Primary=110mm
;Primary=Flamethrower
Turret=yes
TurretAnim=NAFLMT_A
ROT=6
TurretAnimIsVoxel=false
TurretAnimX=0
TurretAnimY=0
TurretAnimZAdjust=-38
ThreatPosed=30
DamageParticleSystems=SparkSys,LGSparkSys,SmallGreySSys
DamageSmokeOffset=15,-15,36
IsBaseDefense=yes
HasStupidGuardMode=false
ImmuneToPsionics=no
Powered=yes
Power=-20
WorkingSound=PowerOn
NotWorkingSound=PowerOff
AntiInfantryValue=25
AntiArmorValue=15
AntiAirValue=0


[NAFLMT]
Cameo=flmticon
Remapable=yes
Foundation=1x1
Buildup=naflmtmk
Height=3
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=240,2,40
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=-5,15

[NAFLMT_A]
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=0
Shadow=yes

Back to top
View user's profile Send private message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jun 05, 2010 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread

By using the prefix NA --->NAFLMT it requires it to have NewTheater=yes and also all other theater prefixes as well, like NTFLMT,NUFLMT, so I would just rename it to NGFLMT, 'G representing Generic"

Back to top
View user's profile Send private message Visit poster's website Skype Account
DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sat Jun 05, 2010 3:08 am    Post subject: Reply with quote  Mark this post and the followings unread

What theaters do the actual letters stand for?

G= Generic
A=?
U=? I'm Guessing urban?
T=? I'm Guessing temperate?
S=? I'm Guessing snow?

Would be helpful as I do have the snow version of the graphics as well.
And if possilbe I'd like to add seperate desert graphics later on.

Thanks! Smile

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Jun 05, 2010 3:37 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sat Jun 05, 2010 3:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Look [url=http://www.modenc.renegadeprojects.com/Theatres]here[url]


Thanks, but I already figured it out. Very Happy

Back to top
View user's profile Send private message
Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Sat Jun 05, 2010 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

DaRTzO wrote:
What theaters do the actual letters stand for?

A=?


Arctic would be my gess.

So...

G=Generic
A=Arctic
U=urban
T=temperate

_________________


C&C in RA-1 Get it here
http://www.ppmsite.com/forum/viewtopic.php?t=30101 100+ Single Player Missions! Now playable on CnCNet 5!

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jun 05, 2010 10:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you even look at Mig Eater's link? >_>

Quote:
Edit: Aro helped me out and it works like a charm now


Any time, Martin.

Back to top
View user's profile Send private message
DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sat Jun 05, 2010 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Did you even look at Mig Eater's link? >_>


I did but did or did you mean the guy above your post? Laughing
Thanks again Aro.

My first turret worked because it was generic without me realizing it.

Now I got both methods working.

And the second one is spraying flames nicely. Very Happy

Except for one problem it can shoot tanks but doesn't damage them.
I have checked the verses and damage, but no luck. Sad

Back to top
View user's profile Send private message
Edge
Grenadier


Joined: 26 Oct 2003

PostPosted: Wed Jun 09, 2010 6:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm having a bit of problem with my turrets too.
Quote:
[GGCIA]
Remapable=yes
Cameo=GGCIAC
Foundation=1x1
Height=2
Buildup=GGCIA_MK
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=160,0,40
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=1,20

[GGCIA_A]
Image=GGCIA_A
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=0
shadow=yes

[GGAAGUN]
Remapable=yes
;Cameo=GGAAGUN
Foundation=1x1
Height=3
Buildup=GGCIA_MK
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=160,0,40
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=1,20

[GGAAGUN_A]
Image=GGAAGUN_A
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=0
shadow=yes

I can't seem to get the turret's shadows to appear



Untitled.png
 Description:
 Filesize:  150.62 KB
 Viewed:  4092 Time(s)

Untitled.png



Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jun 09, 2010 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shadow=yes

Quote:
I did but did or did you mean the guy above your post?


Allen.

Back to top
View user's profile Send private message
DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Thu Jun 10, 2010 4:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Shadow=yes


Incase you didnt notice he has that tag in his code. I got the same problem with shadows.

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Jun 10, 2010 4:31 am    Post subject: Reply with quote  Mark this post and the followings unread

In-case you didn't notice, tags are Case Sensitive, meaning the 'S' should be capitalized in order for the game to recognize the tag. The 'S' is not capitalized in his code which is what I was emphasizing by bolding the 'S' in Shadow. Shadows also wont work if your SHP doesn't have any shadow frames (LoL).

Back to top
View user's profile Send private message
DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Thu Jun 10, 2010 7:13 am    Post subject: Reply with quote  Mark this post and the followings unread

No need to add the attitude... Confused

Yes, I didn't notice that the difference between your tag and his had any significance... How ever I was/am half asleep and did wonder what was the big idea of the bolded s. Maybe make instructions fool proof next times? Razz

I do know about the shadow frames and INI's being case sensitive but not to each of the tags used..

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Jun 10, 2010 1:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaRTzO wrote:
No need to add the attitude... Confused


I could say the same thing to you since you used the same wording. Razz

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [28 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1834s ][ Queries: 15 (0.0114s) ][ Debug on ]