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			| Re: ren fds help pretty plz :) [message #194548 is a reply to message #194164] | Thu, 30 March 2006 18:09   |  
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					|  nickcufs Messages: 12
 Registered: August 2004
 
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	| sorry for the long post... there is no game log in my server 2 thing and i dont have a ssaow ini file  here is my server 2 ini below plz tell me if i have to add some ting or change some ting 
 
 
 ; This file is part of the Server Side AOW Library.
 
 ; The Server Side AOW Library is free software; you can redistribute it and/or
 ; modify it under the terms of the GNU General Public License as published by the
 ; Free Software Foundation; either version 2 of the License, or (at your option)
 ; any later version.
 
 ; The Server Side AOW Library is distributed in the hope that it will be useful,
 ; but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
 ; or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License for
 ; more details.
 
 ; You should have received a copy of the GNU General Public License along with
 ; the Server Side AOW Library; if not, write to the Free Software Foundation,
 ; Inc.,  59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 
 ; ---
 
 ;  Settings for the Server Side AOW Library
 ;
 ;  Settings that control the extended settings for your All Out War server are
 ;  present in this file.  Change these settings to configure how your All Out War
 ;  server will be ran.
 ;
 ;   ************************************************************ ***************
 ;
 
 [General]
 
 ; FDSLogRoot=
 ;
 ;  This setting determines where the logs for the FDS data recorded by the newer
 ;  additions are written to.  This is only the root part of the text file; the date
 ;  will still be added to the end of the file name.  IE if you set this to
 ;  'renlog', the log data will be written to "renlog_<date>.txt".  Default is
 ;  'renlog2'.
 ;
 ;  Note: If you set this to 'renlog', it will be written to the same log output
 ;  file and could be read by older server side bots.
 
 FDSLogRoot=ssaow/ssaowlog
 
 ; MapIDDebug=
 ;
 ;  This setting allows for the FDS to report any ID numbers that can be used to
 ;  identify the loaded map in this file.  It is useful for trying to enable fan
 ;  maps to work.  Set this to 1 to enable this option.  Set this to 0 to disable
 ;  this option.  Default is 0.
 
 MapIDDebug=0
 
 ; ReportBuildingDamage=
 ;
 ;  This setting allows for the FDS to report when a building is under attack, who
 ;  is attacking the building, and what the attack is.  Set this to 1 to enable
 ;  this option.  Set this to 0 to disable this option.  Default is 1.
 
 ReportBuildingDamage=0
 
 ; BuildingDamageInterval=
 ;
 ;  This setting determines how long time should elapse before a building reports
 ;  if it is under attack.  If ReportBuildingDamage is off, ignore this option.
 ;  Default is 30 seconds.
 
 BuildingDamageInterval=30.0
 
 ; ReportBuildingDeath=
 ;
 ;  This setting allows for the FDS to report when a building has been destroyed,
 ;  who killed it, and what the killer was.  Set this to 1 to enable this option.
 ;  Set this to 0 to disable this option.  Default is 1.
 
 ReportBuildingDeath=0
 
 ; BuildingDeathRewardPage=
 ;
 ;  This setting will allow the FDS to send a reward page to the player who kills
 ;  a building.  The message is simple: "X has been destroyed thanks to you!",
 ;  where X is the building name.  This has no game play value.  Set this to 1 to
 ;  enable this option.  Set this to 0 to disable this option.  Default is 0.
 
 BuildingDeathRewardPage=0
 
 ; EnableDropWeapons=
 ;
 ;  This setting allows for players to drop their main weapon when they are killed.
 ;  Set this to 1 to enable this option.  Set this to 0 to disable this option.
 ;  Default is 1.
 
 EnableDropWeapons=1
 
 ; EnableWeather=
 ;
 ;  This setting allows for flowing weather to be drawn on your server.  The type
 ;  of precipitation that falls is determined below.  This setting does not affect
 ;  game play; however, it can cause performance to drop to some players.  Set this
 ;  to 1 to enable this option.  Set this to 0 to disable this option.  Default is
 ;  1.
 
 EnableWeather=0
 
 ; PlayObCharge=
 ;
 ;  This setting allows the Nod Obelisk to play a powerup animation before it
 ;  fires.  The Obelisk and game play are not affected by this setting; however,
 ;  it can cause performance to drop to some players.  Set this to 1 to enable this
 ;  option.  Set this to 0 to disable this option.  Default is 1.
 
 PlayObCharge=1
 
 ; ShowPlayerPurchases=
 ;
 ;  This setting allows the FDS to report when a player purchases a character.
 ;  Set this to 1 to enable this option.  Set this to 0 to disable this option.
 ;  Default is 0.
 
 ShowPlayerPurchases=0
 
 ; ShowPlayerKillMessage=
 ;
 ;  This setting allows the FDS to report when a player is killed, who killed the
 ;  player, and what character the two players were.  Set this to 0 to disable this
 ;  option.  Default is 0.
 
 ShowPlayerKillMessage=0
 
 ; LogVehicleCreate=
 ;
 ;  This setting allows for the FDS to report when a vehicle is 'created'.
 ;  Usually this occurs when a vehicle is purchased.  A server side bot can
 ;  combine this with the "player purchased a vehicle" line written to the renlog
 ;  file to create a message similar to "vloktboky purchased a GDI Humm-vee".  Set
 ;  this to 1 to enable this option.  Set this to 0 to disable this option.
 ;  Default is 0.
 
 LogVehicleCreate=1
 
 ; LogHarvesterDeath=
 ;
 ;  This setting allows the FDS to report when the harvesters are destroyed, who
 ;  killed the harvester, and what the killer was.  LogVehicleDeath does not affect
 ;  this option.  Set this to 1 to enable this option.  Set this to 0 to disable
 ;  this option.  Default is 1.
 
 LogHarvesterDeath=0
 
 ; LogVehicleDeath=
 ;
 ;  This setting allows the FDS to report when a vehicle is killed, who killed the
 ;  vehicle, and what the killer was.  Set this to 1 to enable this option.  Set
 ;  this to 0 to disable this option.  Default is 0.
 
 LogVehicleDeath=0
 
 ; PlayVehicleDeathAnimations=
 ;
 ;  This setting allows for vehicles that are destroyed to play a destruction
 ;  animation.  This setting does not affect game play; however, it can cause
 ;  performance to drop to some players.  Set this to 1 to enable this option.
 ;  Set this to 0 to disable this option.  Default is 1.
 
 PlayVehicleDeathAnimations=1
 
 ; EnableVehicleDamageAnimations=
 ;
 ;  This setting allows for vehicles to play damage animations when they lose
 ;  health.  If enabled, vehicles will have small explosions and catch on fire as
 ;  they drop below a certain point in their total health.  This setting does not
 ;  affect game play; however, it can cause performance to drop to some players.
 ;  Set this to 1 to enable this option.  Set this to 0 to disable this option.
 ;  Default is 1.
 
 EnableVehicleDamageAnimations=0
 
 ; AFKKick=
 ;
 ;  This setting allows for the Auto AFK Kicker to be turned on.  This setting will
 ;  warn and kick any users who do not move for the specified time. (See below)
 ;  Set this to 1 to enable this option.  Set this to 0 to disable this option.
 ;  Default is 0.
 
 AFKKick=0
 
 ; AFKWait=
 ;
 ;  This option controls how long (in minutes) a person is allowed to remain
 ;  inactive before the player is kicked for being idle.  If AFKKick is disabled,
 ;  ignore this option. This setting must be at least 2. (two minutes)  Default is
 ;  10. (ten minutes)
 
 AFKWait=10
 
 ; AFKPageMessage=
 ;
 ;  This option controls what message is paged to an inactive player one minute
 ;  before the player is kicked for being idle.  This message can not exceed 200
 ;  characters.  If AFKKick is disabled, ignore this option.  Default message is
 ;  "Warning! You might be kicked for being AFK/Idle if you do not move!".
 
 AFKPageMessage="Warning! You might be kicked for being AFK/Idle if you do not move!"
 
 ; EnableObGlitchProtect=
 ;
 ;  This setting allows the FDS to prevent players from glitching the obelisk.  If
 ;  the obelisk fires at the player for 8 times in a row, the player is warned.  If
 ;  the obelisk fires at the player for 10 times in a row, the player is kicked.
 ;  Set this to 1 to enable this option.  Set this to 0 to disable this option.
 ;  Default is 0.
 
 EnableObGlitchProtect=0
 
 ; ObGlitchPageMessage=
 ;
 ;  This option controls what message is paged to a player who is glitching the
 ;  obelisk two minutes before the player is kicked.  This message can not exceed
 ;  200 characters.  If EnableObGlitchProtect is disabled, ignore this option.
 ;  Default message is "Warning! You might be kicked for glitching the Obelisk!".
 
 ObGlitchPageMessage="Warning! You might be kicked for glitching the Obelisk!"
 
 ; EnableB2BProtect=
 ;
 ;  This setting allows the FDS to prevent players from base to base attacking.
 ;  Currently, this option only works for C&C_Islands.mix.  If the player attacks
 ;  the building from an illegal position 4 times in a row, the player is warned.
 ;  If the player attacks the building from an illegal position 6 times in a row,
 ;  the player is kicked.  Set this to 1 to enable this option.  Set this to 0 to
 ;  disable this option.  Default is 0.
 
 EnableB2BProtect=0
 
 ; B2BPageMessage=
 ;
 ;  This option controls what message is paged to a player who is base to base
 ;  attacking before they are kicked.  This message can not exceed 200 characters.
 ;  If EnableB2BProtect is disabled, ignore this option.  Default message is
 ;  "Warning! You might be kicked for base to base attacking!".
 
 B2BPageMessage="Warning! You might be kicked for base to base attacking!"
 
 ; DestroyPlayerVeh=
 ;
 ;  This setting allows the server to destroy the vehicle a player is in when the
 ;  player leaves the server and/or commits suicide.  Set this to 1 to enable this
 ;  option.  Set this to 0 to disable this option.  Default is 1.
 
 DestroyPlayerVeh=0
 
 
 
 
 
 
 [Maps]
 
 ; This is where the data needed for the FDS to determine when a map has
 ; loaded/unloaded is stored.  To add your own map, copy the ID of an object
 ; present on the map with the script "M00_BUILDING_EXPLODE_NO_DAMAGE_DAK" attached
 ; to it.  Usually, any building controller has this script attached to it.  Set
 ; the ID# as the key, and the name you want to use to refer to the map as the
 ; value.
 
 1551553=C&C_Field.mix
 1559645=C&C_Under.mix
 1550791=C&C_Volcano.mix
 1550457=C&C_Complex.mix
 1551647=C&C_Walls.mix
 1552060=C&C_City.mix
 1550350=C&C_Canyon.mix
 1551562=C&C_Hourglass.mix
 1550322=C&C_Islands.mix
 1551729=C&C_Mesa.mix
 151403=C&C_Glacier_Flying.mix
 
 
 
 
 
 
 ; [MapName]
 ;
 ;  This area is where specific map settings are configured.
 ;
 ;  Allowed Commands:
 ;  - 'WeatherType' controls the type of precipitation used in the random weather feature.
 ;     You can specify one of three different types of precipitation: Rain, Snow, or Ash.
 ;  - 'WeaponStartEngL1' controls what weapons are given to the basic engineer.
 ;  - 'WeaponStartEngL2' controls what weapons are given to the advanced engineer.
 ;  - 'WeaponStartOther' controls what weapons are given to the other characters.
 ;  - 'DisableList' is a pointer to the disable list to be used on the map.
 ;  - 'DisableBaseDefenses' enables or disables base defenses. 1 = enable, 0 = disable.
 ;  - 'DisablePowerPlants' enables or disables power plants. 1 = enable, 0 = disable.
 ;  - 'DisableRefineries' enables or disables refineries. 1 = enable, 0 = disable.
 ;  - 'DisableSoldierFactories' enables or disables soldier factories. 1 = enable, 0 = disable.
 ;  - 'DisableVehicleFactories' enables or disables vehicle factories. 1 = enable, 0 = disable.
 ;  - 'DisableRepairPads' enables or disables repair pads. 1 = enable, 0 = disable.
 ;  - 'DisableCommCenters' enables or disables communication centers. 1 = enable, 0 = disable.
 
 [C&C_Field.mix]
 WeatherType=Rain
 WeaponStartEngL1="DefaultEngL1"
 WeaponStartEngL2="DefaultEngL2"
 WeaponStartOther="DefaultOther"
 ;DisableList="L1"
 ;DisableBaseDefenses=0
 ;DisablePowerPlants=0
 ;DisableRefineries=0
 ;DisableSoldierFactories=0
 ;DisableVehicleFactories=0
 ;DisableRepairPads=0
 ;DisableCommCenters=0
 
 [C&C_Under.mix]
 WeatherType=Snow
 WeaponStartEngL1="DefaultEngL1"
 WeaponStartEngL2="DefaultEngL2"
 WeaponStartOther="DefaultOther"
 
 [C&C_Volcano.mix]
 WeatherType=Ash
 WeaponStartEngL1="DefaultEngL1"
 WeaponStartEngL2="DefaultEngL2"
 WeaponStartOther="DefaultOther"
 
 [C&C_Complex.mix]
 WeatherType=Rain
 WeaponStartEngL1="DefaultEngL1"
 WeaponStartEngL2="DefaultEngL2"
 WeaponStartOther="DefaultOther"
 
 [C&C_Walls.mix]
 WeatherType=Rain
 WeaponStartEngL1="DefaultEngL1"
 WeaponStartEngL2="DefaultEngL2"
 WeaponStartOther="DefaultOther"
 
 [C&C_City.mix]
 WeatherType=Rain
 WeaponStartEngL1="DefaultEngL1"
 WeaponStartEngL2="DefaultEngL2"
 WeaponStartOther="DefaultOther"
 
 [C&C_Canyon.mix]
 WeatherType=Rain
 WeaponStartEngL1="DefaultEngL1"
 WeaponStartEngL2="DefaultEngL2"
 WeaponStartOther="DefaultOther"
 
 [C&C_Hourglass.mix]
 WeatherType=Rain
 WeaponStartEngL1="DefaultEngL1"
 WeaponStartEngL2="DefaultEngL2"
 WeaponStartOther="DefaultOther"
 
 [C&C_Islands.mix]
 WeatherType=Rain
 WeaponStartEngL1="DefaultEngL1"
 WeaponStartEngL2="DefaultEngL2"
 WeaponStartOther="DefaultOther"
 
 [C&C_Mesa.mix]
 WeatherType=Rain
 WeaponStartEngL1="DefaultEngL1"
 WeaponStartEngL2="DefaultEngL2"
 WeaponStartOther="DefaultOther"
 
 [C&C_Glacier_Flying.mix]
 WeatherType=Snow
 WeaponStartEngL1="DefaultEngL1"
 WeaponStartEngL2="DefaultEngL2"
 WeaponStartOther="DefaultOther"
 
 
 
 
 
 
 [Translated_Preset]
 
 ; This is the Preset Name Library section.  Here, preset names are translated to
 ; text names.  For instance, for the GDI Barracks, which has the key
 ; "mp_GDI_Barracks", you can have the FDS output "GDI Barracks", or "Barracks",
 ; or even "GDI Soldier Factory".  You can also add your own keys here if you ever
 ; see one missing from the library.  If the FDS can not find the preset here, it
 ; will output the preset name, such as "mp_GDI_Barracks".
 
 mp_GDI_Barracks="GDI Barracks"
 mp_GDI_War_Factory="GDI Weapons Factory"
 mp_GDI_Repair_Bay="GDI Repair Facility"
 mp_GDI_Refinery="GDI Tiberium Refinery"
 mp_GDI_Power_Plant="GDI Power Plant"
 mp_GDI_Com_Center="GDI Communications Center"
 mp_Nod_Airstrip="Nod Airstrip"
 mp_Nod_Repair_Bay="Nod Repair Facility"
 mp_Nod_Refinery="Nod Tiberium Refinery"
 mp_Nod_Power_Plant="Nod Power Plant"
 mp_Nod_Com_Center="Nod Communications Center"
 mp_Hand_of_Nod="Hand of Nod"
 mp_GDI_Advanced_Guard_Tower="GDI Advanced Guard Tower"
 mp_GDI_Helipad="GDI Helipad"
 mp_Mutant_Lab="Mutant Lab"
 mp_Nod_Obelisk="Obelisk of Light"
 mp_Nod_Helipad="Nod Helipad"
 Nod_Obelisk="Obelisk of Light"
 GDI_Ceiling_Gun_AGT="Advanced Guard Tower"
 GDI_AGT="Advanced Guard Tower"
 Nod_Turret_MP="Nod Turret"
 Nod_Turret_MP_Improved="Nod Turret"
 GDI_Guard_Tower="GDI Guard Tower"
 CnC_GDI_Engineer_0="GDI Engineer"
 CnC_GDI_Engineer_2SF="Hotwire"
 CnC_GDI_Grenadier_0="GDI Grenadier"
 CnC_GDI_Grenadier_2SF="Patch"
 CnC_Ignatio_Mobius="Mobius"
 CnC_Ignatio_Mobius_ALT2="Mobius"
 CnC_GDI_MiniGunner_0="GDI Minigunner"
 CnC_GDI_MiniGunner_1Off="GDI Officer"
 CnC_GDI_MiniGunner_2SF="Deadeye"
 CnC_GDI_MiniGunner_3Boss="Havoc"
 CnC_GDI_MiniGunner_3Boss_ALT2="Havoc"
 CnC_GDI_MiniGunner_3Boss_ALT3="Havoc"
 CnC_GDI_MiniGunner_3Boss_ALT4="Havoc"
 CnC_GDI_RocketSoldier_0="GDI Shotgunner"
 CnC_GDI_RocketSoldier_1Off="GDI Rocket Soldier"
 CnC_GDI_RocketSoldier_2SF="Gunner"
 CnC_Sydney_PowerSuit="PIC Sydney"
 CnC_Sydney_PowerSuit_ALT2="PIC Sydney"
 CnC_Sydney="Sydney"
 CnC_Nod_Engineer_0="Nod Engineer"
 CnC_Nod_FlameThrower_0="Nod Flamethrower"
 CnC_Nod_FlameThrower_1Off="Chemical Warrior"
 CnC_Nod_FlameThrower_2SF="Stealth Black Hand"
 CnC_Nod_FlameThrower_3Boss="Mendoza"
 CnC_Nod_FlameThrower_3Boss_ALT2="Mendoza"
 CnC_Nod_Minigunner_0="Nod Minigunner"
 CnC_Nod_Minigunner_1Off="Nod Officer"
 CnC_Nod_Minigunner_2SF="Black Hand Sniper"
 CnC_Nod_Minigunner_3Boss="Sakura"
 CnC_Nod_Minigunner_3Boss_ALT2="Sakura"
 CnC_Nod_RocketSoldier_0="Nod Shotgunner"
 CnC_Nod_RocketSoldier_1Off="Nod Rocket Soldier"
 CnC_Nod_RocketSoldier_2SF="Laser Chaingunner"
 CnC_Nod_RocketSoldier_3Boss="Raveshaw"
 CnC_Nod_RocketSoldier_3Boss_ALT2="Raveshaw"
 CnC_Nod_Technician_0="Technician"
 CnC_GDI_APC="GDI APC"
 CnC_GDI_Humm-vee="GDI Humm-vee"
 CnC_GDI_Mammoth_Tank="GDI Mammoth Tank"
 CnC_GDI_Medium_Tank="GDI Medium Tank"
 CnC_GDI_MRLS="GDI MRLS"
 CnC_GDI_Orca="GDI Orca"
 CnC_GDI_Transport="GDI Transport Helicopter"
 CnC_Civilian_Pickup01_Secret="Pickup Truck"
 CnC_Civilian_Sedan01_Secret="Sedan"
 CnC_Nod_Apache="Nod Apache"
 CnC_Nod_APC="Nod APC"
 CnC_Nod_Buggy="Nod Buggy"
 CnC_Nod_Flame_Tank="Nod Flame Tank"
 CnC_Nod_Light_Tank="Nod Light Tank"
 CnC_Nod_Mobile_Artillery="Nod Mobile Artillery"
 CnC_Nod_Recon_Bike="Nod Recon Bike"
 CnC_Nod_Stealth_Tank="Nod Stealth Tank"
 CnC_Nod_Transport="Nod Transport Helicopter"
 Nod_Chameleon="Nod Chameleon"
 CnC_Nod_Harvester="Nod Harvester"
 CnC_GDI_Harvester="GDI Harvester"
 
 
 
 
 
 
 ; Kill Messages are as followed.  SSAOW will use one of the defined strings below
 ; for when it displays a kill message.  Note that ShowPlayerKillMessage must be
 ; enabled for these kill messages to be used.
 ;
 ;  SvSKillMsg = Kill messages for soldier VS soldier fights.
 ;  VvSKillMsg = Kill messages for vehicle VS soldier fights.
 ;
 ; Inside the strings, you can use 4 special words to define where the player's
 ; name, the killer's name, the player's preset, and the killer's preset are
 ; placed:
 ;
 ;  <killer> = Killer's name
 ;  <killed> = Player's name
 ;  <killerpreset> = Killer's preset
 ;  <killedpreset> = Player's preset
 ; Example: <killer> killed <killed> (<killerpreset> VS <killedpreset>)
 ;
 ; To define a new string, use the key "Str#=", where # is the next number in the
 ; sequence.  Be sure that the "Total=" key is the correct amount of strings
 ; defined.
 
 [SvSKillMsg]
 Total=10
 Str1="<killer> killed <killed> (<killerpreset> VS <killedpreset>)"
 Str2="<killed> was assassinated by <killer> (<killerpreset> VS <killedpreset>)"
 Str3="<killer> made mincemeat out of <killed> (<killerpreset> VS <killedpreset>)"
 Str4="<killer> slaughtered <killed> (<killerpreset> VS <killedpreset>)"
 Str5="<killer> exterminated <killed> (<killerpreset> VS <killedpreset>)"
 Str6="<killed> bit the dust thanks to <killer> (<killerpreset> VS <killedpreset>)"
 Str7="<killed> was cut down by <killer> (<killerpreset> VS <killedpreset>)"
 Str8="<killer> crushed <killed> (<killerpreset> VS <killedpreset>)"
 Str9="<killed> is taking the dirt nap thanks to <killer> (<killerpreset> VS <killedpreset>)"
 Str10="<killer> beat the shit out of <killed> (<killerpreset> VS <killedpreset>)"
 
 [VvSKillMsg]
 Total=5
 Str1="<killed> got ran over by <killer> (<killerpreset> VS <killedpreset>)"
 Str2="<killer> made a pancake out of <killed> (<killerpreset> VS <killedpreset>)"
 Str3="<killed> was hit by <killer> (<killerpreset> VS <killedpreset>)"
 Str4="<killer> made <killed> into roadkill (<killerpreset> VS <killedpreset>)"
 Str5="<killed> was splattered all over by <killer> (<killerpreset> VS <killedpreset>)"
 
 
 
 
 
 
 ; WeaponStart - Here, you can define what weapons (powerups) are given to a player
 ; when he/she spawns.
 ;
 ; WeaponStartEngL1 = Basic Engineer weapons.
 ; WeaponStartEngL2 = Advanced Engineer weapons. (Hotwire/Tech)
 ; WeaponStartOther = Other soldier's weapons.
 ;
 ; The name of the list you define here containing the weapons should be the value
 ; of one of the keys above under the map's settings.
 ;
 ;  [C&C_Field.mix]
 ;  WeaponStartEngL1="DefaultEngL1"
 ;  WeaponStartEngL2="DefaultEngL2"
 ;  WeaponStartOther="DefaultOther"
 ;
 ; Note: The sequence in the key values must go in order.  When the next sequence
 ; is not found, the list will halt.
 
 [DefaultEngL1]
 01="CnC_POW_MineTimed_Player_01"
 02="POW_Pistol_Player"
 03="CnC_POW_MineRemote_02"
 
 [DefaultEngL2]
 01="CnC_POW_MineRemote_02"
 02="POW_Pistol_Player"
 03="CnC_POW_MineTimed_Player_02"
 04="CnC_MineProximity_05"
 
 [DefaultOther]
 01="CnC_POW_MineTimed_Player_01"
 02="POW_Pistol_Player"
 
 
 
 
 
 
 ; Disable List - Here, you can set up any amount of lists of objects that should
 ; be disabled on a map.  The "DisabledList=" key should be defined in the map's
 ; settings above, and the value should be set to the name of the list you define
 ; below.  For example:
 ;
 ;  [C&C_Field.mix]
 ;  DisableList="L1"
 ;
 ; Note: The sequence in the key values must go in order.  When the next sequence
 ; is not found, the list will halt.
 ;
 ; List L1 defined below is a test list.  This list disables the Havoc and Sakura
 ; characters, as well as the GDI Mammoth Tank.
 
 [L1]
 01="CnC_GDI_MiniGunner_3Boss"
 02="CnC_GDI_MiniGunner_3Boss_ALT2"
 03="CnC_GDI_MiniGunner_3Boss_ALT3"
 04="CnC_GDI_MiniGunner_3Boss_ALT4"
 05="CnC_Nod_Minigunner_3Boss"
 06="CnC_Nod_MiniGunner_3Boss_ALT2"
 07="CnC_GDI_Mammoth_Tank"
 
 
 
 RENGAURD CHANGED MY LIFE FROM A CHEATER TO A NOT CHEATER
 |  
	|  |  | 
	Goto Forum:
	|  |  | ren fds help pretty plz :) By: nickcufs  on Tue, 28 March 2006 12:01 |  
	|  |  | Re: ren fds help pretty plz :) By: Goztow  on Tue, 28 March 2006 12:46 |  
	|  |  | Re: ren fds help pretty plz :) By: nickcufs  on Tue, 28 March 2006 12:55 |  
	|  |  | Re: ren fds help pretty plz :) |  
	|  |  | Re: ren fds help pretty plz :) By: nickcufs  on Tue, 28 March 2006 14:05 |  
	|  |  | Re: ren fds help pretty plz :) |  
	|  |  | Re: ren fds help pretty plz :) By: nickcufs  on Tue, 28 March 2006 15:38 |  
	|  |  | Re: ren fds help pretty plz :) By: Hex  on Tue, 28 March 2006 16:42 |  
	|  |  | Re: ren fds help pretty plz :) By: nickcufs  on Tue, 28 March 2006 20:16 |  
	|  |  | Re: ren fds help pretty plz :) By: Hex  on Wed, 29 March 2006 00:14 |  
	|  |  | Re: ren fds help pretty plz :) |  
	|  |  | Re: ren fds help pretty plz :) By: Goztow  on Wed, 29 March 2006 01:33 |  
	|  |  | Re: ren fds help pretty plz :) |  
	|  |  | Re: ren fds help pretty plz :) By: Goztow  on Wed, 29 March 2006 02:15 |  
	|  |  | Re: ren fds help pretty plz :) |  
	|  |  | Re: ren fds help pretty plz :) By: Goztow  on Wed, 29 March 2006 14:19 |  
	|  |  | Re: ren fds help pretty plz :) |  
	|  |  | Re: ren fds help pretty plz :) By: nickcufs  on Thu, 30 March 2006 13:18 |  
	|  |  | Re: ren fds help pretty plz :) By: Goztow  on Thu, 30 March 2006 13:38 |  
	|  |  | Re: ren fds help pretty plz :) By: nickcufs  on Thu, 30 March 2006 18:09 |  
	|  |  | Re: ren fds help pretty plz :) By: nickcufs  on Thu, 30 March 2006 18:33 |  
	|  |  | Re: ren fds help pretty plz :) By: nickcufs  on Thu, 30 March 2006 23:11 |  
	|  |  | Re: ren fds help pretty plz :) |  
	|  |  | Re: ren fds help pretty plz :) By: nickcufs  on Thu, 30 March 2006 23:39 |  
	|  |  | Re: ren fds help pretty plz :) By: nickcufs  on Fri, 31 March 2006 17:16 |  
 
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