Forum Replies Created

Viewing 30 posts - 61 through 90 (of 148 total)
    • Captain Keymaster
      August 18, 2021 at 09:23 #3407
      in reply to: heli and rope

      [quote quote=3387]i have no luck yet

      [/quote]

      Hi CoopWarrior.

      I managed to do a test map in NILE, where I have guys exiting the helicopter and they are then set to the rope animation.
      I set the fall damage height to very little so they don’t die when they land on the ground.
      As for the ropes, I used an object that looks like a rope and unhide it when the helo is hovering at the location.

    • Captain Keymaster
      July 9, 2021 at 08:54 #3378
      in reply to: How to destroy the searchlight?

      Hi Andrey

      Thanks for sharing your findings.

      They don’t pass because of the floodlight:
      AW2-Operation Red October
      AW2-OPERATION HOMECOMING
      AW2 Science Friction

      I think we can fix this easily when it comes to the first ones. 

      Have an error in the script:
      AW2 – The Cartel
      AW2 OPERATION PAIN
      AW2-MUTANTVILLE
      AW2 – REUNITING FRIENDS-PART 3
      AW2 – A FRIEND’S REUNION – PART 4

      Can you elaborate on the error, does this have to do with the floodlights or is it some other error?


      Very difficult and not passable because of this:

      AW2-A NEST OF SNIPERS
      AW2-BREAKTHRU
      AW2-RING-O-FIRE
      AW2-Into THE UNKNOWN

      Do you have to destroy the floodlights in these maps?

       

      Crashes on startup:
      AW2-NIGHT AT THE AIRFIELD
      Ow-Go-cart-Go-by-MIA
      AW-Go-Cart-Go-3
      OH, AMEN.
      Attack on the Plain
      Red Dawn
      Forest Fight
      Twin Islands
      AW2 Tank Commander
      Zone 51 Dreamland
      terrains_done
      AW2 – EXPENDABLES 2

      For the ones that are here on awmod.com i’m going to contact the map authors to see if they can fix it.  

    • Captain Keymaster
      July 6, 2021 at 10:15 #3342
      in reply to: NILE: Coop beginner tutorial for JO:E /JOTR

      Hi Rellik

      That’s awesome that you want to start getting into COOP mapmaking, it’s fun.
      Ah yes I see. Really a shame that they closed the site down.

      Anyway since you are new to COOP maps, Id recommend to start by using NILE and its build-in scripting.
      It’s enough to make BG’s go to vehicles, make them go to a waypoint or make the vehicle go on a waypoint route.
      To make Team 1, the players win, after they have destroyed something or many things.

      You can then simply open up the wac file to see the code being generated.
      Granted it’s not the most optimized code but it works.
      You can then learn how it looks like so you know next time what to write by hand.

      I also found an alternative site for you for the Brad G tutorial
      Here is a direct link:
      https://novahq.net/clicktracker.php?Item=Files&ID=512

      More mapping resources are here:
      https://novahq.net/files.php?CategoryID=JOTR&Type=Guide&Game=Joint%20Operations%20Typhoon%20Rising

      I hope this helps

      Cheers

      Captain

    • Captain Keymaster
      June 2, 2021 at 17:17 #3306
      in reply to: How to destroy the searchlight?

      [quote quote=3298]On some maps, you must destroy the searchlights to complete the mission. But how to do it? I’ve tried all kinds of weapons. I tried to undermine it. The floodlights don’t break anyway. But surely the developers know how to destroy them? Or they are completely indestructible. However, the elimination of the spotlight is included in the scenario of many maps! [/quote]

      Hi Andrey

      Thanks for your question.
      The search lights went from destroyable to non-destroyable when we were developing AW2 and coming out with new versions.
      We made it into an “object” instead of a decoration. It can now be found in the object list.
      The reason why it was updated into an object was because there was a new improved version of it, where the mapper would be able to set it to different colors other than just white lights.

      So by default, if you set it to team 0, the light is white. If you set the search light to team 1, it is blue and if set to team 2 it is red.

      Therefore if the map is made from an older version of AW2, then that could be the reason why it is casing an issue.

      In order for to make them destroyable, a mapper needs to add a “hidden” destroyable object around the search light so the players can destroy that instead when they shoot at it. When the “hidden” object is destroyed, the mapper should remove the search light in a wac command.

    • Captain Keymaster
      May 14, 2021 at 23:09 #3255
      in reply to: AW2-NUKE-FEST

      [quote quote=3250]hi all i looking for this map . AW2-NUKE-FEST [/quote]

      I’ll try and keep an eye out.

    • Captain Keymaster
      May 14, 2021 at 23:08 #3254
      in reply to: Looking for cards from Rickman

      [quote quote=3252]I want to collect a complete collection of cards from Rickman. I have some of it, but not all of it. All of these cards have a splash screen with the caption “by Rickman”. Also, these cards are named after the numbers “Mission 1” and so on. I don’t know how many of them there are, but probably at least 16 pieces. These cards are old and probably someone has them. [/quote]

      Hi Andrey

      Here are what we have for download for Rickmans maps at the moment.
      https://awmod.com/tag/rickman/

      There are also some of them already included in AW2 as stockmaps if I remember correctly.

    • Captain Keymaster
      April 4, 2021 at 16:31 #3174
      in reply to: Hello guys

      [quote quote=3162]Hi all,

      Wow, I never knew AW was still alive and kicking, this is awesome!

      I used to play JO back years ago and it was such a fun game. I’ve just started getting a few of my mates back into it, so much fun! Also found SoftEther VPN with bridge mode allows classic LAN play which is great!

      Thanks to the team keeping this mod alive 🙂

      Cheers,

      Ben

      [/quote]

      Welcome Ben,
      Thanks for introducing yourself and great to hear you are having a great time with it!

      Good to know about the tip on SoftEther VPN with bridge mode, so there is a way to play LAN in COOP mode  🙂

    • Captain Keymaster
      April 4, 2021 at 16:29 #3173
      in reply to: disable drivable vehicle

      [quote quote=3161]hi all .how do I disable a drivable vehicle for blue team.i dont remember

      [/quote]

      I believe it is a wac command called

      “disablessn(xxx)”

      Where xxx is the id of the vehicle

    • Captain Keymaster
      April 4, 2021 at 15:47 #3166
      in reply to: How to play a map from our map section?

      [quote quote=3164]Hey Captain! Apologies for the stupid question, but where is the awmod folder? I’ve looked under both my JO and AW2 folders and neither have this subfolder. Any help would be much appreciated! Cheers, Ben [/quote]

      Hi Ben,

      No worries. It’s not a folder called “awmod folder”, it’s just your game directory where Advanced Warfare 2 is installed.

      One way to easily find it, is to go hit (Windows key + S). This will open Window search.
      Now type “AW2 folder” and hit enter.
      This will take you directly to the AW2 folder.

      There you place any extracted map files.
      Next time you start the game, it will show in the COOP map list.

    • Captain Keymaster
      March 31, 2021 at 10:37 #3160
      in reply to: Is LAN only possible

      [quote quote=3158]Captain, I found the problem. It was my antivirus program not liking AW2 Mod accessing the “jointops.exe” file and so it put AW2 in quarantine. I am now able to access AW2 and play. Thank you for your help. This mod is definitely a whole new experience. [/quote]

      Hi Rellik

      Thank you for the kind words and i’m very happy to hear that you found the cause of the problem.

      Have a great time.

      All the best
      Captain

    • Captain Keymaster
      March 7, 2021 at 00:35 #3157
      in reply to: Is LAN only possible

      [quote quote=3156]Hi Captain. Thanks for the info. That is pretty much straight forward as what we have already been doing JOTR. Since I made that post I have noticed that I may not have installed the AW2 Mod and Update correctly. Things I did:

      1. Insured I had JO:TR already installed (Not from Combined Arms Steam download)
      2. Downloaded both the AW2 Mod and the Update.
      3. Installed the AW2 full mod
      4. Installed the update

      When I launch AW2 from the shortcut the window opens, but when I click on link button to run AW2 on the bottom left of the screen, it doesn’t like the “jointops.exe” file. The launch window will open but I don’t seem to be able to activate AW2 from there. It recommended to launch it manually, but that didn’t work either. I get the same error. I am running Windows 7 if that means anything. Any idea where I may have goofed from the above info? I uninstalled AW2 Mod, but I still have the downloaded install files to try it again. [/quote]

      Hi Rellik

      The above steps exactly right. That normally works fine.

      Does your JOTR work like it should and starts up fine?

      Try to go into the AW2 folder and start update.exe. That should startup the AW2 launcher, got to “Game settings” and choose “AW2 MED mod” and choose the exe version 17.1.9. Click “Save settings”.
      Finally click “Start AW2”.

      If that does not work, then maybe there are some things that are not installed right. Maybe a folder permission issue that is causing an installation issue with some files.
      Try to uninstall and reinstall AW2 into another place that is not under “c:\program files\…” but somewhere outside into another folder on a drive D.

    • Captain Keymaster
      March 4, 2021 at 00:41 #3155
      in reply to: Is LAN only possible

      Hi Rellik

      LAN should work fine.

      Go into LAN > Host Game and pick a COOP map.
      Click “Start hosting”

      With your other computer – go to LAN > Join Game and find it there.

      Make sure that both your computers are on the same local network.
      If you cant find the server, try to switch off your firewall and antivirus prgoram in windows on both computers and repeeat the procedure.

      That should do it 🙂

    • Captain Keymaster
      March 4, 2021 at 00:35 #3154
      in reply to: Hello Folks

      [quote quote=3148]I grew playing delta force 2 and delta force land warrior in lan co-op parties. Great fun and nostalgia. The “multiplayer lag” from those old games is starting to become…old. Delta force Black Hawk Down was fun, but didn’t have co-op. I wasn’t impressed by the co-op offered by joint ops or the df xtremes. Imao, they lacked the same quality, style, immersion, class, voice-overs (which are usually removed from co-op maps), variety and types of weapons (stealth, underwater, etc), and last but not least a triumphant “victory sound” when the co-op mission was won. I hoped for a mod that could add in the quality, class, and variety of df2 & dflw, and I came across Advanced Warfare 2! So far I am extremely excited! It adds all the original feel with the addition of new weapons, some pesky rats, and tons of fantastic maps and the benefit of driveable vehicles. Does aw2 have “scuba gear”? I have yet to try more than 1 map; I look forward to finding all the resources necessary for creating custom terrain for maps and try to make some based off df2 & dflw missions! [/quote]

      Hi Noddy

      Welcome to AW2. Happy to have you here and thanks for the compliments. 🙂

      That would be awesome to have some maps based on the DF2 and DFLW missions.
      Unfortunately it does not come with scuba gear. For the scuba gear, you will have to be creative in the map making.
      We have a submarine in it thought and quite a lot of drivable water vehicles.

      If you want to try more maps to play, start with this one https://awmod.com/aw2-the-incursion/. It’s pretty good.
      If you need more help with the map making, let us know.

    • Captain Keymaster
      January 12, 2021 at 19:43 #3130
      in reply to: Trying to Host a server BUT!

      [quote quote=3127]No error code it plays fine on the server side and when my son tries to join or any one else it gives them the enumerating session. I changed to the host set up in the game and even got rid of the router and when straight off my broad band modem and the connection isn’t the problem I can host up to 35 slots with no problem more but might have lag with some maps. I host in BHD all the time I know a different game but this game originated from that game so thought most things would be about the same. And no problems when I do so I am stumped will get my server back in a week or so when I do ill try again and see will do it with the router and see if I can make it work that way. [/quote]

      Alright. Try to disable everything, antivirus, firewall on both sides and see if you can connect 🙂

       

       

    • Captain Keymaster
      January 10, 2021 at 20:54 #3125
      in reply to: Nile map maker

      [quote quote=2737]How do you find SSN numbers without NLH? (Objects, Bldgs, WP, etc.) [/quote]

      You can see it in NILE in the objects list tab. It has its own column in the object when you select it.

      [quote quote=3114]Inactive are you a Admin on this site? [/quote]

      Nope, I am 🙂

    • Captain Keymaster
      January 10, 2021 at 20:52 #3124
      in reply to: add music

      [quote quote=3107]how can i add music. to object. like radio or car [/quote]

      You can use the SSNwave(ssn, “wave.wav”, dist) plays wave file from the mouth of the ssn with max dist to be heard

      You can a whole list of music and sounds already build into AW2 using the map building kit (download available in the downloads section)

       

      Here is a list of possible wac commands for reference

       

      ;—TRIGGERS (# param can be number or variable)
      ;never() true if current IF has never fired, for one time only events
      ;elapse(#) true if past # seconds since current IF activated
      ;
      ;-IF Link (these commands fire once only for every fire of linked IF)
      ;previous true if previous (same nesting level) IF fired
      ;chain(#) true if previous (same nesting level) IF fired # seconds ago
      ;link(#1,#2) true if IF #1 away from current IF fired #2 seconds ago
      ;
      ;-Game Time (seconds of WAC script running)
      ;past(#) true if past # seconds into game, keeps firing after #
      ;before(#) true if before # seconds into game. keeps firing before #
      ;ontick(#) true if ontick #, only fires once
      ;
      ;random(#) randomly true 1 in # times, sets RND for additional tests
      ;location(#) true if you are at that music location
      ;area(#) true if within MED area without checking vertical
      ;area3D(#) true if within MED 3D area
      ;outside() true if you are not in a blink box
      ;waveready() true if no talking going on
      ;groupdead(#) true if entire group is dead
      ;groupalive(#) true if anyone in group is alive
      ;ssnwounded(#) true if ssn is wounded
      ;ssndead(#) true if ssn is dead
      ;ssnalive(#) true if ssn is alive
      ;ssnride(#) true if any organic is standing on SSN
      ;ssnonssn true if SSN is standing on SSN
      ;ssnnearssn true if SSN is near SSN within dist
      ;ssnlosssn true if SSN is near SSN within dist and has LOS
      ;ssnseesssn true if SSN is near SSN within dist and can see it
      ;meride(#) true if player is standing on SSN
      ;meattached(#) true if player is attached to SSN
      ;medrive(#) true if player is driving SSN
      ;meongun(#) true if player is on emplaced weapon on SSN
      ;ssnloc(#,#) true if vehicle or person is in music location
      ;ssnarea(#,#) true if vehicle or person is in 2D med area #
      ;ssnarea3D(#,#) true if vehicle or person is in 3D med area #
      ;dooropen(#) true if group # has door open
      ;event(#) true if med event has triggered
      ;squadevent(#) true if squad event is in que, sets squadSSN to talker
      ;playerfired(#) true if player has pressed fire and has slot # selected
      ; 1=knife, 2=small arm, 3=main weapon, ect..
      ;
      ;—VARIABLE COMPARE
      ;eq(#,#) true if #==#
      ;ne(#,#) true if #!=#
      ;lt(#,#) true if #<#
      ;gt(#,#) true if #>#
      ;le(#,#) true if #<=#
      ;ge(#,#) true if #>=#
      ;true(#) true if #!=0
      ;false(#) true if #==0
      ;
      ;—VARIABLE MODIFY
      ;set(var,#) set var to #
      ;add(var,#) add # to var
      ;sub(var,#) subtract # from var, clamp at 0
      ;inc(var) add 1 to var
      ;dec(var) subtract 1 from var, clamp at 0

      ;—EVENTS (# param can be number or variable)
      ;squadclear clears squadevent selected by squadevent(#)
      ;forceanim(anim) forces all organics into anim slot (debug only)
      ;report(“text”) pop-up debug report window
      ;report#(“text”,#) pop-up debug report window with number
      ;text(“text”) output text to chat – right side
      ;text#(“text”,#) output text to chat w/# – right side
      ;consol(“text”) output text to consol – left side
      ;consol#(“text”,#) output text to consol w/# – left side
      ;
      ;flash produce a flash of lightning & thunder
      ;farflash produce a far away flash of lightning & thunder
      ;quake(#) earthquake for # 10th of a seconds
      ;
      ;colorfade(#) seconds for color to transition (zero is normal)
      ;sun(#,#,#) sets sun rgb ENV override
      ;sky(#,#,#) sets sky rgb
      ;ground(#,#,#) sets ground rgb
      ;ceiling(#,#,#) sets ceiling rgb
      ;floor(#,#,#) sets floor rgb (inside ground)
      ;lightning(#,#,#) sets the color of the lightning
      ;cloud(#,#,#) sets the cloud color
      ;gain(#,#,#) sets the brightness of the whole scene
      ;
      ;fogcolor(#,#,#) set fogcolor to R,G,B, changes at color fade rate
      ;fog(#,#,#) same as fogcolor
      ;skyfogcolor(#,#,#) set skyfogcolor to R,G,B
      ;skyfog(#,#,#) same as skyfogcolor
      ;fogtype(#) set fog type 0=fog, 1=haze, 2=haze wall, 3=fog wall
      ;fogdist(#) sets fogdist to # meters
      ;movefog(#,#) move fogdist to # meters over # seconds
      ;skyspeed(#) sets the sky movement speed
      ;skyheight(#) sets the height of the sky
      ;
      ;sound(sSSNAME, dist, head) plays soundset at distance(meters) and heading(bangle)
      ;
      ;nearwave(“wave.wav”, dist) plays wave file from the mouth of the nearest enemy with max dist to be heard
      ;nearanim(anim_move) sets the nearest enemy to ADM move slot
      ;
      ;SSNwave(ssn, “wave.wav”, dist) plays wave file from the mouth of the ssn with max dist to be heard
      ;wave(“wave.wav”, dist) plays wave file from mouth of player
      ;SSNanim(ssn, anim_move) sets the ssn to ADM move slot
      ;SSNradio(ssn, “wave.wav”) sets the ssn to talk on radio
      ;
      ;SSNmax(ssn, maxengage) set max engage distance
      ;SSNmin(ssn, minengage) set min engage distance
      ;SSNatt(ssn, maxattack) set max attack distance
      ;SSNSpawn(ssn, spawn count) set the spawn count, 0=don’t respawn
      ;GroupMax(group, maxengage) set max engage distance
      ;GroupMin(group, minengage) set min engage distance
      ;GroupAtt(group, maxattack) set max attack distance
      ;GroupSpawn(group, spawn count) set the spawn count, 0=don’t respawn
      ;remove(grp) remove group # without a trace
      ;kill(grp) kill group #
      ;removeSSN(ssn) remove SSN # without a trace
      ;killSSN(ssn) kill SSN #
      ;teleport(grp,tgt) teleport group # to target #
      ;telessn(ssn, tgt) teleport SSN # to target #
      ;targetfx(tgt) create med particle fx at target #
      ;sound2tgt(ss,tgt) create ssoundset at target # (ex. sound2tgt sSoundSet 1)
      ;ss2ssn(ss,ssn) create ssoundset at center of ssn
      ;ammo2tgt(ammo,tgt) create ammo # at target # (ex. ammo2tgt ammo_rocket 1)
      ;fx2tgt(fx,tgt) create fx # at target # (ex. fx2tgt effect_lightning 1)
      ;opendoors(group) open doors in group #
      ;closedoors(group) close doors in group #
      ;SSNtoWP(ssn, wp) redirect SSN to WP list
      ;GtoWP(group, wp) redirect Group to WP list
      ;ammorain(ammo) rain down ammo # somewhere near player
      ;ammoarea(ammo, area) rain down ammo # somewhere inside area #
      ;fxrain(fx) rain down effect # somewhere near player
      ;ssncspd(ssn,speed) set ssn to combat speed of #
      ;ssnpspd(ssn,speed) set ssn to patrol speed of #
      ;ssnuse(ssn) snap ssn to emplaced weapon if within 3 meters
      ;ssnrelease(ssn) remove ssn from emplaced weapon
      ;ssn2ssn(ssn, ssn) have ssn goto ssn and try to snap to emplaced
      ;ssnface(ssn, face) set face expression of ssn
      ;ssnguard(ssn, #) set ssn to guard 1=ON, 0=Off
      ;ssnturn(ssn, heading) turn ssn to heading 0-360
      ;ssnhp(ssn, hp) set ssn’s hitpoints to hp
      ;blockfire(wpnkey, #) blockfiring of weapons under key, 0=fire, 1=block
      ;
      ;example select 1 of 3 randomly
      ; dornd
      ; text “1”
      ; next
      ; text “2”
      ; next
      ; text “3”
      ; enddo
      ;
      ;example select 1 or 3 sequentialy
      ; doseq
      ; text “1”
      ; next
      ; text “2”
      ; next
      ; text “3”
      ; enddo

      ;*********************************************************

      ;if waveready and elapse(12) then // and eq(neartype,1)
      ; consol (“srgt talking”)
      ; nearwave(“taunt1.wav”, 100)
      ; nearanim anim_idle_7 //pace and talk
      ;endif

    • Captain Keymaster
      January 10, 2021 at 20:48 #3123
      in reply to: Happy New Year

      [quote quote=3115]Happy New Year [/quote]

      Happy belated new year. May 2021 be better than 2020!

    • Captain Keymaster
      January 10, 2021 at 20:44 #3122
      in reply to: Trying to Host a server BUT!

      [quote quote=3116]HAPPY NEW YEAR EVERYONE I have a question and hope someone here can help me out. I have tried to host maps on my server I used the hosting platform and I have a Three tier business connection to run it on amost a T1 just not the bandwidth of that. But can host for 35 players with no lag so my question is? When I host no one can join the server I have gone over the hosting in the game and have every thing in place to host but no one can join it gives them a nummerating service and shuts them out. Any ideas on what causes this? Any help much appricated. Walker [/quote]

      Hi Shogun

      Do you get an error code when it comes up with “enumerating session” on the client side?

    • Captain Keymaster
      January 10, 2021 at 20:43 #3121
      in reply to: Automatic weapon change in game

      [quote quote=3120]Does anyone here have the game change your weapon at random during game play. Has gotten me killed like a million time. LOL. But is there a fix for this? [/quote]
      Hi Shogun

      I think it depends on the host settings. If you join somebody else’s server, they can decide.
      If you want to decide you can host yourself.

      Also if you play a single player map, the map creator can also set what loadout it should be (MED only)

    • Captain Keymaster
      December 9, 2020 at 16:59 #3050
      in reply to: maps mix up

      [quote quote=3046]i see a problem. when i have my maps ready. on my 64bit pc and i host them on my 32bit then. my maps mixup houses are half in the ground. or the radios are underground .are there more map makers that have the same problem. and a solution [/quote]

      That’s strange. I’ve never heard of that.
      Is it exactly the same copy of AW2 on both machines?

    • Captain Keymaster
      December 9, 2020 at 16:57 #3049
      in reply to: 3D Wireframe

      [quote quote=3043]When working in 3d wireframe , I am unable to zoom in and aline proerly, any key pushed takes me completly out of 3d mode. Is there a combonation of keys to make it work. It has from time to time worked properly for me and I am able to adjust items to there setting [/quote]
      Hi Zeke

      I’m a little unsure of what you mean. Can you make a video screen recording and upload somewhere so I can see better what you mean?

      If you want to align objects next to each other, use the grid setup in 2D mode.
      Set the Grid spacing to 0.25 in Y and X.
      Now click on the icon “Grid Snap to”. Now objects you move snap to the grid you have made.
      See screenshot below

    • Captain Keymaster
      November 25, 2020 at 14:12 #3037
      in reply to: Map AW2 – Operation Red October

      [quote quote=3002]AW2-NEW-Astroid_Mining AW2 – Poseidon AW2 – Open sky AW2 – The Arena AW2 – Perfect shot[/quote]

      Hi Andrey

      I’ve found the 5 maps for you and they have been posted in the maps section.

       

       

    • Captain Keymaster
      November 25, 2020 at 12:21 #3019
      in reply to: Looking for map again

      [quote quote=3009]Hello, I’ve been playing a nice map today, but can’t find it. Nifty Packange by Chief-C. I’ll be glad if someone will upload it on the site. And also I’d like to get something like “Chief-c map pack” if possible. Few screenshots [/quote]

      Hi Avble

      I managed to find your map Nitfy Package, and have uploaded it to the maps section.
      You can find it here:

    • Captain Keymaster
      October 9, 2020 at 23:24 #2959
      in reply to: AW2 Launcher & Win7

      Thanks guys for the updates.

      I’ve tried forth and back, running AW2 on Windows 10 on a SD drive without any problems.
      I couldnt duplicate the problem so its still a mistery to me where the problem lies.

       

       

    • Captain Keymaster
      October 9, 2020 at 23:18 #2958
      in reply to: Looking for a map

      [quote quote=2952]Hello everyone!Hope someone will see this. I’m looking for a map done by swarrior, it’s full name is AW2_A5_SW_Arctic_Warfare .I’ve tried to search a bunch of sites as well as Fubar’s AW2 map pack. The only site where it appears to be (http://www.operationstaskforce.com) is unavaliable.Can someone help me with this? [/quote]

       

      Hi AVble,

      We have been lucky to receive the map from SWarrior so here it is posted in the maps sections for you and everyone else to download and enjoy.

      Have a great weekend!

       

       

       

Viewing 30 posts - 61 through 90 (of 148 total)