added nod mission 2b
This commit is contained in:
BIN
mods/cnc/maps/nod02b/map.bin
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mods/cnc/maps/nod02b/map.bin
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mods/cnc/maps/nod02b/map.png
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mods/cnc/maps/nod02b/map.png
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After Width: | Height: | Size: 42 KiB |
402
mods/cnc/maps/nod02b/map.yaml
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402
mods/cnc/maps/nod02b/map.yaml
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@@ -0,0 +1,402 @@
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MapFormat: 7
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RequiresMod: cnc
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Title: Invasion of Egypt (b)
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Description: GDI has kept a stranglehold on Egypt for many years. Set up a forward attack base in your area. To do this you must select your Mobile Construction Vehicle (MCV) and right click on it. From here you can begin to build a base. This area contains plenty of Tiberium, so establishing the base should be easy.
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Author: Westwood Studios
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Tileset: DESERT
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MapSize: 64,64
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Bounds: 3,23,36,26
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||||
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Visibility: MissionSelector
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Type: Campaign
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Videos:
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Briefing: nod2.vqa
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GameLost: deskill.vqa
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GameWon: airstrk.vqa
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GameStart: seige.vqa
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Options:
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Crates: False
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Creeps: False
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Fog: True
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Shroud: True
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AllyBuildRadius: False
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||||
FragileAlliances: False
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StartingCash: 4000
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||||
ConfigurableStartingUnits: False
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ShortGame: False
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Players:
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PlayerReference@GDI:
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Name: GDI
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Race: gdi
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ColorRamp: 31,222,183
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Allies: GDI
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Enemies: Nod
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PlayerReference@Nod:
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Name: Nod
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Playable: True
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AllowBots: False
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Required: True
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||||
LockRace: True
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Race: nod
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LockColor: True
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ColorRamp: 3,255,127
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LockSpawn: True
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LockTeam: True
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Enemies: GDI
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PlayerReference@Neutral:
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Name: Neutral
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OwnsWorld: True
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NonCombatant: True
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Race: gdi
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Actors:
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Actor0: t08
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Location: 34,38
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Owner: Neutral
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Actor1: t18
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Location: 34,36
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Owner: Neutral
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||||
Actor2: t08
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Location: 25,31
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Owner: Neutral
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Actor3: t08
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Location: 26,31
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Owner: Neutral
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Actor4: t08
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Location: 21,40
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Owner: Neutral
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Actor5: t08
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Location: 3,24
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Owner: Neutral
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Actor6: t08
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Location: 3,42
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Owner: Neutral
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Actor7: t08
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Location: 4,42
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Owner: Neutral
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Actor8: t08
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Location: 6,48
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Owner: Neutral
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Actor9: t08
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Location: 16,43
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Owner: Neutral
|
||||
Actor10: t08
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Location: 26,48
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Owner: Neutral
|
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Actor11: t08
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Location: 13,27
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Owner: Neutral
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Actor12: t08
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Location: 6,40
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Owner: Neutral
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Actor13: rock1
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Location: 22,32
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Owner: Neutral
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Actor20: jeep
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Location: 5,24
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Owner: GDI
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Facing: 96
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Actor21: jeep
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Location: 6,32
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Owner: GDI
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Facing: 160
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Actor22: jeep
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Location: 12,27
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Owner: GDI
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Facing: 32
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Actor28: e1
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Location: 10,24
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Owner: GDI
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Facing: 96
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SubCell: 3
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Actor29: e1
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Location: 10,24
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Owner: GDI
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Facing: 96
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SubCell: 1
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Actor30: e1
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Location: 9,24
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Owner: GDI
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Facing: 96
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SubCell: 4
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Actor31: e1
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Location: 5,34
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||||
Owner: GDI
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||||
SubCell: 3
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||||
Actor32: e1
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Location: 5,35
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Owner: GDI
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SubCell: 2
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Actor33: e1
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Location: 10,27
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Owner: GDI
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SubCell: 2
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Actor34: e1
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Location: 11,27
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Owner: GDI
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SubCell: 1
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Actor35: e1
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Location: 10,24
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Owner: GDI
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Facing: 96
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SubCell: 2
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Actor37: e1
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Location: 7,40
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Owner: GDI
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SubCell: 2
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waypoint27: waypoint
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Location: 60,61
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Owner: Neutral
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waypoint26: waypoint
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Location: 26,41
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Owner: Neutral
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waypoint23: waypoint
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Location: 33,45
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Owner: Neutral
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waypoint21: waypoint
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Location: 32,42
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Owner: Neutral
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waypoint17: waypoint
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Location: 32,26
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Owner: Neutral
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waypoint9: waypoint
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Location: 29,47
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Owner: Neutral
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waypoint8: waypoint
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Location: 16,28
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Owner: Neutral
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waypoint7: waypoint
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Location: 23,40
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Owner: Neutral
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waypoint6: waypoint
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Location: 20,47
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Owner: Neutral
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waypoint5: waypoint
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Location: 10,44
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Owner: Neutral
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waypoint4: waypoint
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Location: 13,36
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Owner: Neutral
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waypoint3: waypoint
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Location: 36,41
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Owner: Neutral
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waypoint2: waypoint
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Location: 31,28
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Owner: Neutral
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waypoint1: waypoint
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Location: 18,25
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Owner: Neutral
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waypoint0: waypoint
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Location: 4,26
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Owner: Neutral
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Refinery: proc
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Location: 7,27
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Owner: GDI
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FreeActor: false
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Yard: fact
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Location: 10,28
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Owner: GDI
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Barracks: pyle
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Location: 7,32
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Owner: GDI
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Plant: nuke
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Location: 11,31
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Owner: GDI
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Silo1: silo
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Location: 9,31
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Owner: GDI
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Silo2: silo
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Location: 9,33
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Owner: GDI
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Guard1: e1
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Location: 8,40
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Owner: GDI
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SubCell: 1
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Guard2: e1
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Location: 37,24
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Owner: GDI
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SubCell: 3
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Guard3: e1
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Location: 36,24
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Owner: GDI
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SubCell: 2
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Guard4: e1
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Location: 27,31
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Owner: GDI
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SubCell: 1
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Harvester: harv
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Location: 5,29
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Owner: GDI
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Health: 0.3945313
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Facing: 224
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McvEntry: waypoint
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Location: 33,48
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Owner: Neutral
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McvRally: waypoint
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Location: 33,46
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Owner: Neutral
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UnitsEntry: waypoint
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Location: 30,48
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Owner: Neutral
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UnitsRally: waypoint
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Location: 30,44
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Owner: Neutral
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Smudges:
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Rules:
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Player:
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-ConquestVictoryConditions:
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MissionObjectives:
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EarlyGameOver: true
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World:
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-CrateSpawner:
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-SpawnMPUnits:
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-MPStartLocations:
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ObjectivesPanel:
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PanelName: MISSION_OBJECTIVES
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LuaScript:
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Scripts: nod02b.lua
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^Vehicle:
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Tooltip:
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GenericVisibility: Enemy
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ShowOwnerRow: false
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^Tank:
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Tooltip:
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GenericVisibility: Enemy
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ShowOwnerRow: false
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^Helicopter:
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Tooltip:
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GenericVisibility: Enemy
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ShowOwnerRow: false
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^Infantry:
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Tooltip:
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GenericVisibility: Enemy
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ShowOwnerRow: false
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^Plane:
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Tooltip:
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GenericVisibility: Enemy
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ShowOwnerRow: false
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^Ship:
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Tooltip:
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GenericVisibility: Enemy
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ShowOwnerRow: false
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^Building:
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Tooltip:
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GenericVisibility: Enemy
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ShowOwnerRow: false
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^Wall:
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Tooltip:
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ShowOwnerRow: false
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^Husk:
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Tooltip:
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GenericVisibility: Enemy, Ally, Neutral
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GenericStancePrefix: false
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ShowOwnerRow: false
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NUK2:
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Buildable:
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Prerequisites: ~disabled
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GUN:
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Buildable:
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Prerequisites: ~disabled
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CYCL:
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Buildable:
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Prerequisites: ~disabled
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FIX:
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Buildable:
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Prerequisites: ~disabled
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HPAD:
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Buildable:
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Prerequisites: ~disabled
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OBLI:
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Buildable:
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Prerequisites: ~disabled
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BRIK:
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Buildable:
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Prerequisites: ~disabled
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TMPL:
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Buildable:
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Prerequisites: ~disabled
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FTNK:
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Buildable:
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Prerequisites: ~disabled
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STNK:
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Buildable:
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Prerequisites: ~disabled
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ARTY:
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Buildable:
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Prerequisites: ~disabled
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E5:
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Buildable:
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Prerequisites: ~disabled
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RMBO:
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Buildable:
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Prerequisites: ~disabled
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MLRS:
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Buildable:
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Prerequisites: ~disabled
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MCV:
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Buildable:
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Prerequisites: ~disabled
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LST:
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Buildable:
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Prerequisites: ~disabled
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C17:
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Buildable:
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Prerequisites: ~disabled
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SAM:
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Buildable:
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Prerequisites: ~disabled
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HQ:
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Buildable:
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Prerequisites: ~disabled
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AFLD:
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Buildable:
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Prerequisites: ~disabled
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E4:
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Buildable:
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Prerequisites: ~disabled
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E3:
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Buildable:
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Prerequisites: ~disabled
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E2:
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Buildable:
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Prerequisites: ~disabled
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||||
SBAG:
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||||
Buildable:
|
||||
Prerequisites: ~disabled
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||||
GTWR:
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||||
Buildable:
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||||
Prerequisites: ~disabled
|
||||
WEAP:
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||||
Buildable:
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||||
Prerequisites: ~disabled
|
||||
EYE:
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||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
ATWR:
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Buildable:
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Prerequisites: ~disabled
|
||||
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Sequences:
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VoxelSequences:
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Weapons:
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Voices:
|
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|
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Notifications:
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Translations:
|
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235
mods/cnc/maps/nod02b/nod02b.lua
Normal file
235
mods/cnc/maps/nod02b/nod02b.lua
Normal file
@@ -0,0 +1,235 @@
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NodUnits = { "bggy", "e1", "e1", "e1", "e1", "e1", "bggy", "e1", "e1", "e1", "bggy" }
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NodBaseBuildings = { "hand", "fact", "nuke" }
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Grd2ActorTriggerActivator = { Refinery, Yard }
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Atk4ActorTriggerActivator = { Guard1 }
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Atk3ActorTriggerActivator = { Guard4 }
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Atk6ActorTriggerActivator = { Guard2, Guard3 }
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HuntActorTriggerActivator = { Refinery, Yard, Barracks, Plant, Silo1, Silo2 }
|
||||
|
||||
Atk8TriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(25)
|
||||
Atk7TriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(20)
|
||||
|
||||
Gdi1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3 }
|
||||
Gdi3Waypoints = { waypoint0, waypoint1, waypoint4, waypoint5, waypoint6, waypoint7, waypoint9 }
|
||||
|
||||
UnitToRebuild = 'e1'
|
||||
GDIStartUnits = 0
|
||||
|
||||
Grd2TriggerFunction = function()
|
||||
if not Grd2TriggerSwitch then
|
||||
Grd2TriggerSwitch = true
|
||||
MyActors = getActors(GDI, { ['e1'] = 5 })
|
||||
Utils.Do(MyActors, function(actor)
|
||||
Gdi5Movement(actor)
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
Atk8TriggerFunction = function()
|
||||
MyActors = getActors(GDI, { ['e1'] = 2 })
|
||||
Utils.Do(MyActors, function(actor)
|
||||
Gdi1Movement(actor)
|
||||
end)
|
||||
end
|
||||
|
||||
Atk7TriggerFunction = function()
|
||||
MyActors = getActors(GDI, { ['e1'] = 3 })
|
||||
Utils.Do(MyActors, function(actor)
|
||||
Gdi3Movement(actor)
|
||||
end)
|
||||
end
|
||||
|
||||
Atk4TriggerFunction = function()
|
||||
MyActors = getActors(GDI, { ['e1'] = 3 })
|
||||
Utils.Do(MyActors, function(actor)
|
||||
Gdi3Movement(actor)
|
||||
end)
|
||||
end
|
||||
|
||||
Atk3TriggerFunction = function()
|
||||
MyActors = getActors(GDI, { ['e1'] = 2 })
|
||||
Utils.Do(MyActors, function(actor)
|
||||
Gdi1Movement(actor)
|
||||
end)
|
||||
end
|
||||
|
||||
Atk6TriggerFunction = function()
|
||||
MyActors = getActors(GDI, { ['e1'] = 2 })
|
||||
Utils.Do(MyActors, function(actor)
|
||||
Gdi1Movement(actor)
|
||||
end)
|
||||
end
|
||||
|
||||
Atk5TriggerFunction = function()
|
||||
if not Atk5TriggerSwitch then
|
||||
Atk5TriggerSwitch = true
|
||||
MyActors = getActors(GDI, { ['e1'] = 3 })
|
||||
Utils.Do(MyActors, function(actor)
|
||||
Gdi3Movement(actor)
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
HuntTriggerFunction = function()
|
||||
local list = GDI.GetGroundAttackers()
|
||||
Utils.Do(list, function(unit)
|
||||
unit.Hunt()
|
||||
end)
|
||||
end
|
||||
|
||||
Gdi5Movement = function(unit)
|
||||
unit.Hunt()
|
||||
end
|
||||
|
||||
Gdi1Movement = function(unit)
|
||||
Utils.Do(Gdi1Waypoints, function(waypoint)
|
||||
unit.AttackMove(waypoint.Location)
|
||||
end)
|
||||
unit.Hunt()
|
||||
end
|
||||
|
||||
Gdi3Movement = function(unit)
|
||||
Utils.Do(Gdi3Waypoints, function(waypoint)
|
||||
unit.AttackMove(waypoint.Location)
|
||||
end)
|
||||
unit.Hunt()
|
||||
end
|
||||
|
||||
WorldLoaded = function()
|
||||
GDI = Player.GetPlayer("GDI")
|
||||
Nod = Player.GetPlayer("Nod")
|
||||
|
||||
Trigger.OnObjectiveAdded(Nod, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
|
||||
Trigger.OnObjectiveCompleted(Nod, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
|
||||
Trigger.OnObjectiveFailed(Nod, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerWon(Nod, function()
|
||||
Media.PlaySpeechNotification(Nod, "Win")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(Nod, function()
|
||||
Media.PlaySpeechNotification(Nod, "Lose")
|
||||
end)
|
||||
|
||||
GDIObjective = GDI.AddPrimaryObjective("Kill all enemies!")
|
||||
NodObjective1 = Nod.AddPrimaryObjective("Build a base!")
|
||||
NodObjective2 = Nod.AddPrimaryObjective("Destroy all GDI units!")
|
||||
|
||||
OnAnyDamaged(Grd2ActorTriggerActivator, Grd2TriggerFunction)
|
||||
Trigger.AfterDelay(Atk8TriggerFunctionTime, Atk8TriggerFunction)
|
||||
Trigger.AfterDelay(Atk7TriggerFunctionTime, Atk7TriggerFunction)
|
||||
Trigger.OnAllRemovedFromWorld(Atk4ActorTriggerActivator, Atk4TriggerFunction)
|
||||
Trigger.OnAllRemovedFromWorld(Atk3ActorTriggerActivator, Atk3TriggerFunction)
|
||||
Trigger.OnDamaged(Harvester, Atk5TriggerFunction)
|
||||
Trigger.OnAllRemovedFromWorld(HuntActorTriggerActivator, HuntTriggerFunction)
|
||||
|
||||
Trigger.AfterDelay(0, getStartUnits)
|
||||
Harvester.FindResources()
|
||||
InsertNodUnits()
|
||||
end
|
||||
|
||||
Tick = function()
|
||||
if Nod.HasNoRequiredUnits() then
|
||||
if DateTime.GameTime > 2 then
|
||||
GDI.MarkCompletedObjective(GDIObjective)
|
||||
end
|
||||
end
|
||||
|
||||
if GDI.HasNoRequiredUnits() then
|
||||
Nod.MarkCompletedObjective(NodObjective2)
|
||||
end
|
||||
|
||||
if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(NodObjective1) and CheckForBase(Nod, NodBaseBuildings) then
|
||||
Nod.MarkCompletedObjective(NodObjective1)
|
||||
end
|
||||
|
||||
if DateTime.GameTime % DateTime.Seconds(3) == 0 and Barracks.IsInWorld then
|
||||
checkProduction(GDI)
|
||||
end
|
||||
end
|
||||
|
||||
CheckForBase = function(player, buildings)
|
||||
local checked = { }
|
||||
local baseBuildings = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
|
||||
if actor.Owner ~= Nod or Utils.Any(checked, function(bldng) return bldng.Type == actor.Type end) then
|
||||
return false
|
||||
end
|
||||
|
||||
local found = false
|
||||
for i = 1, #buildings, 1 do
|
||||
if actor.Type == buildings[i] then
|
||||
found = true
|
||||
checked[#checked + 1] = actor
|
||||
end
|
||||
end
|
||||
return found
|
||||
end)
|
||||
return #baseBuildings >= 3
|
||||
end
|
||||
|
||||
OnAnyDamaged = function(actors, func)
|
||||
Utils.Do(actors, function(actor)
|
||||
Trigger.OnDamaged(actor, func)
|
||||
end)
|
||||
end
|
||||
|
||||
getActors = function(owner, units)
|
||||
local maxUnits = 0
|
||||
local actors = { }
|
||||
for type, count in pairs(units) do
|
||||
local globalActors = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
|
||||
return actor.Owner == owner and actor.Type == type and not actor.IsDead
|
||||
end)
|
||||
if #globalActors < count then
|
||||
maxUnits = #globalActors
|
||||
else
|
||||
maxUnits = count
|
||||
end
|
||||
for i = 1, maxUnits, 1 do
|
||||
actors[#actors + 1] = globalActors[i]
|
||||
end
|
||||
end
|
||||
return actors
|
||||
end
|
||||
|
||||
checkProduction = function(player)
|
||||
local Units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
|
||||
return actor.Owner == player and actor.Type == UnitToRebuild
|
||||
end)
|
||||
|
||||
if #Units < GDIStartUnits then
|
||||
local unitsToProduce = GDIStartUnits - #Units
|
||||
if Barracks.IsInWorld and unitsToProduce > 0 then
|
||||
local UnitsType = { }
|
||||
for i = 1, unitsToProduce, 1 do
|
||||
UnitsType[i] = UnitToRebuild
|
||||
end
|
||||
Barracks.Build(UnitsType)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
getStartUnits = function()
|
||||
local Units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
|
||||
return actor.Owner == GDI
|
||||
end)
|
||||
Utils.Do(Units, function(unit)
|
||||
if unit.Type == UnitToRebuild then
|
||||
GDIStartUnits = GDIStartUnits + 1
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
InsertNodUnits = function()
|
||||
Reinforcements.Reinforce(Nod, NodUnits, { UnitsEntry.Location, UnitsRally.Location }, 15)
|
||||
Reinforcements.Reinforce(Nod, { "mcv" }, { McvEntry.Location, McvRally.Location })
|
||||
end
|
||||
@@ -10,5 +10,6 @@ GDI Campaign:
|
||||
Nod Campaign:
|
||||
./mods/cnc/maps/nod01
|
||||
./mods/cnc/maps/nod02a
|
||||
./mods/cnc/maps/nod02b
|
||||
./mods/cnc/maps/nod03a
|
||||
./mods/cnc/maps/nod03b
|
||||
|
||||
Reference in New Issue
Block a user