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Missions Depot => Mission Discussion => ArmA - Reviewed Missions => Topic started by: fleepee on 27 Sep 2008, 11:22:45

Title: (Review Completed) [1-8 MP Coop] Operation Sabotage
Post by: fleepee on 27 Sep 2008, 11:22:45
OPERATION SABOTAGE

Mission type: multiplayer Coop
Author: FleePee
Players Numbers: 8

Version: 3-2
Size: 3850 ko
patch 1.14

Required addons
Language: english and french
Hidden objectives, moving respawn points as you progress and weapons respawn.
(you keep weapons and ammo after you die)

Description: Intel reports that a BMP factory will be soon operational right in the center of Porto...
Your mission is really simple: destroy it!!!
Otherwise, it could be impossible to take the control of the island...
Be careful approaching Porto, there is a lot of infantry and we know they also have pickups with machine guns...
And if you are not fast enough, you'll find some BMPs on your way...

Enjoy!!!

Installation: Copy the pbo file into your "ArmA\MPmissions" folder.

scripts:   
- hostages by Nataniel (edited)
- Weapons Respawn Script v1.04 by toadlife revised by norrin
- dismount by sharkattack
- Random House Patrol Script v0.9 by Tophe of Östgöta
- ANTI-TURNOVER TANK v1.0, By Miguel Rodriguez
- initFlags by Spooner
- bodydelete by Mr-Murray
[/list]

OFPEC Review (http://www.ofpec.com/missions_depot/index.php?action=details&id=203)
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: fleepee on 08 Nov 2008, 08:01:00
 :( I 've get rid of french addons, so perhaps somebody will test that funny mission!!!
Title: Re: [1-8 MP Coop] Operation Sabotage without french army addons!
Post by: hoz on 08 Nov 2008, 15:27:29
Don't be discouraged about including addons and no one playing the mission, if anything create a non addon version along with the one with addons might be a bit more work to keep them both up to date so that's for you to decide. You missions had some downloads so people are playing it, just not reporting on it.
Title: Re: [1-8 MP Coop] Operation Sabotage without french army addons!
Post by: fleepee on 10 Nov 2008, 12:10:18
there have been 2 download of the mission: by me and a friend!! :whistle:
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: hoz on 17 Jan 2009, 05:49:11
This mission won't load on the dedicated server. Your missing some ; in the description.ext and the dedicated server is a little more particular about the missing ;.

This is a small sample of the rpt file on the server

Code: [Select]
File description.ext, line 24: '.respawnvehicle': Missing ';' at the end of line
File description.ext, line 25: '.respawnVehicleDelay': Missing ';' at the end of line
File description.ext, line 26: '.respawndelay': Missing ';' at the end of line
File description.ext, line 27: '.disabledAI': Missing ';' at the end of line

Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: fleepee on 17 Jan 2009, 09:00:45
 ???are you sure it's the right file?
I don't have these codes in my description.ext file... :dunno:
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: hoz on 17 Jan 2009, 15:03:05
your right. I'll check my server again and see if its loading qg.

edit:
Ok I missed the requirement for the G85 editor update

edit2:

The briefing should have a pic.
The info in the briefing is pretty sparse and there's not really any notes. Could use some spiffing up.
Markers all work and so far makes sense.

The intro is short, its kinda plain, maybe notch it up a bit and include some custom radio voices. this really polishes off the mission. Use voices for the respawn updates too.

Should include mission versioning in the mission name. really helps with finding the mission.
In the weapons pool the mk12spr doesn't autoload its bullets so it think you have the incorrect ammo for it.
Its a very long walk to starting bunker. should really consider dressing the bunker up.
Second spawn point has east ammo where there's a US flag.

There are lots of crew guys running around and bmps bunched up. i wonder if you are  creating too many, too quick and they start bouncing around and then get dammaged and the crews jump out.  You might consider making a max of 5 at any given time, update the player when each one is made with a hint and start making bmps once the first spawn point is reached.  also give the bmp some smarts and perhaps load them up with guys when they are spawned, have them push the players back, as it is the bmps were mostly stuck in town. get them out on patrol away from the town.


Over all not bad, it needs a bit of work. there are so many dead units you might want to consider a dead bodies script. Also the grass really lags me out and is terrible on porto island. Not your fault but try out the grass removal (http://www.ofpec.com/ed_depot/index.php?action=details&id=574&game=ArmA) script.
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: fleepee on 22 Jan 2009, 18:23:21
Thanks again for your feedback! :good:

There is now a pic in the notes part, a dead bodies remover script, a grass removal option in the lobby...
I hope the BMP will react correctly...
Quote
In the weapons pool the mk12spr doesn't autoload its bullets
I searched the right ammo for the mk12spr, but find... it was a 20 bullets magazine that was fitting it... the gun works well with the classic 30 bullets M16 magazine... it's now up to you to change from 20 to 30 bullets magazines! ;)

Quote
Second spawn point has east ammo where there's a US flag
there's an us flag when the respawn point changes, but you're in an east base!


Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: hoz on 22 Jan 2009, 18:43:40
Excellent, I'll put it in the que, we'll get to it over the next couple days.  :good:

edit:

tsk tsk for not including a new version number in the mission name. It makes it difficult to find when you have several missions the same name. :D


edit:

The mission didn't end when the pow was killed.
The hidden objectives didn't seem to come up at the appropriate time.
The bmp's that are built in the factory, are they supposed to be manned and moving around?
So far the bmps that do move around have alot of trouble moving around town. Your probably best to put them in patrols to the outside of town. The roads in town wreak havoc on them.

So far it seems like a decent mission, its coming along.

Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: fleepee on 24 Jan 2009, 11:39:03
I'm working on it, but even with the driver skill set to max, BMPs still can be stuck by walls in town... ::)
Look around the factory to get the next objective... I don't think you had the messages for it... (surprise!)
what pow are you talking about? (there can be 3 pows...), but the missions only ends when you evac the island...
After a team demand, there are now 24 players slots available...
First post updated with new mission version (and correct version number)
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: hoz on 24 Jan 2009, 20:06:18
Set the drivers WPs behavior to  safe. but i still think if you had them on partols just outside of town they'd be more effective.
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: fleepee on 25 Jan 2009, 08:15:18
Quote
if you had them on partols just outside of town they'd be more effective
that's what I've done, moving the marker where they are created out of the "base" of the town, but sometimes they take short cuts!! :dunno:
Title: Re: [1-24 MP Coop] Operation Sabotage
Post by: hoz on 26 Jan 2009, 18:40:08
What about the bmps which are created? are they supposed to be on patrol once they are created? because they just sit there like lame ducks and there are quite a few crew members running around.
Title: Re: [1-24 MP Coop] Operation Sabotage
Post by: fleepee on 26 Jan 2009, 21:42:13
Quote
What about the bmps which are created? are they supposed to be on patrol once they are created?
Yes... they are created, then the crew is created, assigned to that bmp, then the bmp goes on patrol... that's what I see when I play it...
I upload a new version (2-4) right now...
Title: Re: [1-24 MP Coop] Operation Sabotage
Post by: hoz on 28 Jan 2009, 15:36:09
Ok we gave this another go last night....

THe briefing in my opinion could use some work. when you use ... after a sentence its a bit of a turn off. consider using proper punctation.  have a look at one of sharkattacks breifings these are top notch. well layed out and easy to read. your briefing has all the information you need it should just be polished off. the sat map looks great too btw but its a bit large.

With all those AI enabled, with 2 players we were able to complete it in just under 30 mins. A big difference then with no AI enabled. So I think there are too many AI players. Not to too mention the blood bath of them dieing all around you and respawning.

The BMP's were working better actually engaging us occasionally. The BMP's though still piled up behind town and we really only saw 2 or 3 who were active.  Really I think you need to include more rockets at the first respawn point. speaking of which, you have a US flag there now with east ammo. I think you should double up on the full loaded ammo box here.  additional choices of weapons in the weaponspool would be nice.


Perhaps consider using mando hints for the messages you receive through out the mission. they look a bit better then the standard hints.

overall this time around I think the increase of playable units is a mistake. especially for respawn to base. it made the mission pretty easy in terms of time. there was no struggle. I look forward to see how you solve this. :D


Title: Re: [1-24 MP Coop] Operation Sabotage
Post by: fleepee on 28 Jan 2009, 21:16:53
I'm sure you did blow the factory in 30 mn, but also sure you did'nt end the mission! (it ends when you evacuate porto) :D
there'a another objective after the sabotage... Did you have it?
Quote
So I think there are too many AI players
I will disable again AIs in next version, I enabled them just to help me finishing the mission quicker ,for testing!
Quote
The BMP's though still piled up behind town and we really only saw 2 or 3 who were active.
It's normal you only had 3 bmps if you ended the mission in 30 mn, it takes 10mn to have one created.

Quote
you have a US flag there now with east ammo. I think you should double up on the full loaded ammo box here.  additional choices of weapons in the weaponspool would be nice.
I understand your wishes... and I do remember Clint Eastwood's reply as a marine instructor: "We improvise, we adapt, we overcome!" ;)

I changed the intro and looked for the tutorials to add custom voices and music... I'm ready for it (F.....g scripts, one bracket took me 3 hours to solve), I don't have a lot of sentences to record... :scratch:


Title: Re: [1-24 MP Coop] Operation Sabotage
Post by: hoz on 28 Jan 2009, 22:18:51
Quote
there'a another objective after the sabotage... Did you have it?
YEs the radio tower and we did that one objective as well.
And the captive got killed as well.
We did make it to the extraction in 30 mins.

Quote
It's normal you only had 3 bmps if you ended the mission in 30 mn, it takes 10mn to have one created.
But there were 4 or more bmps in behind the town doing nothing. we blew them up for fun.

Title: Re: [1-24 MP Coop] Operation Sabotage
Post by: fleepee on 28 Jan 2009, 22:46:36
Quote
But there were 4 or more bmps in behind the town
The first one appears after 5mn, then the others every ten minutes... ???
30 mn, really?
Congratulations! :good:
Try disabling the AIs in the lobby...
Title: Re: [1-24 MP Coop] Operation Sabotage
Post by: hoz on 29 Jan 2009, 14:59:29
So is the script thats creating the bmps running only on the server? Are you sure there isn't 1 being created per client?
Title: Re: [1-24 MP Coop] Operation Sabotage
Post by: fleepee on 29 Jan 2009, 17:41:23
that must be that... I knew, reading your messages, that there was a problem... :whistle:
I've checked it, i think it's ok now...
here's the version 2.6!
new weapon pool
back to 8 players slots
new intro
some testing custom voices... I think I'll go soon in the recruitement lounge to have correct voices... :D
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: hoz on 02 Feb 2009, 05:29:29
Another go tonite, 2 people about 2 hours to play before we quit.

Breifing

Mission Credits link doesn't work any more.
Didn't see many other changes here...

Intro

A much better beginning cutscene, except we got dropped off in the water.

We received the radio messages but something didn't seem right. Each player got it with thier name in the message. Just didn't seem right but atlas I've forgotten the messeages.

Mission

The music is better overall. Good job.

Saw a message "you may encounter some."  This just doesn't sound right. some rewording here might be better.

Got this code error around the radio tower kill.
Code: [Select]
Error in expression <telecdead=true; publicVariable telecdead; "5" objStatus >
  Error position: <publicVariable telecdead; "5" objStatus >

The battle this time seemed well balanced. It seemed like there were less east units this time around.  Once we went to get the second adviser the mission started seeming long. I would of been happy with an extraction right there at the docs after you release that last guy. The drive back to the other end of the island seemed long and we eventually just gave up.

I think you should give the admin the ability to enable/disable ai. it would be helpful to have those units on occasion.

The respawn with east weapons always results with you having a tonne of smoke grenades. Not sure why it seems silly. 

I think you need to have more of the middle ammo boxes. The two on the ends at each respawn are pretty useless. Ammo was a big problem through the mission. maybe consider a ammo call in script.

Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: fleepee on 02 Feb 2009, 13:58:29
Quote
The respawn with east weapons always results with you having a tonne of smoke grenades. Not sure why it seems silly. 
i don't understand why...

Quote
Ammo was a big problem through the mission.
you'll have 2 arms boxes on the beach, following you at the first respawn point...

Quote
The drive back to the other end of the island seemed long and we eventually just gave up.
Did you see the paratroops after releasing the last prisoner? it makes sense to the far evacuation point if it's more than a walk... Evacuation is possible only if the zone of evac is secured.


Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: hoz on 02 Feb 2009, 15:02:27
I forgot to mention that now the weaponspool ammo for g36 doesn't auto load now.
Also forgot mention the bmps are much more effective now. we saw a total of like 4 or 5.
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: fleepee on 03 Feb 2009, 11:14:51
i've send a request in the recruitement lounge for voices...
I've done the changements depending on your remarks, but the evac point: it's still the same...
Did you see the paratroops after releasing the last prisoner? it makes sense to the far evacuation point if it's more than a walk...

I'll update to version2.7 and upload it when i have the voices in game... ;)
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: hoz on 03 Feb 2009, 14:55:18
we never saw the paratroops we ended becuase we were over 2 hours in the mission. IMHO its a tad long.
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: fleepee on 07 Feb 2009, 17:04:32
Quote
we never saw the paratroops
You should have seen 6 squads of 12 men after the last prisoner release... :dunno:
I tried a version with the evac near him: there was no interest...
Going to the evac point keeping the adviser alive with six squads running towards you is a good challenge...
I'm uploading a new version with Hoz's voices and factory sound, I hope you'll see these reinforcement squads!! ;)
I'm gonna wait a bit for voices, but if it's too long, I'll do it myself!
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: hoz on 09 Feb 2009, 15:31:18
We gave it another go last night with 4 players. version 2.6. We basically gave up after the second adviser (1h 45m) into it. It just drags on after taking the factory. I think you should consider cutting it off after the factory objective or the second adviser. Consider splitting the mission into  two missions.
Everyone enjoyed the assault on town and taking of the factory.
In both cases the advisers were killed. oh also you should include some more civi vehicles with more seating.

the weapons pool has no ammo for the g36k and therefore several of us started with no weapons. we had to do a sacrificial killing of one of our own units to get some guns. I guess we could of started over but we didn't realize until we reached the first respawn point.  btw. the long walk to the first respawn point I think is a bit unnecessary.

Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: fleepee on 09 Feb 2009, 19:24:20
 :good: Glad you enjoyed yourselves,that's the reason why i'm doing all this!
I've spent a lot of time on it, working on the 2.8 version with a random position in Largo (you can find trucks on the island now) for the second adviser...

Quote
the weapons pool has no ammo for the g36k and therefore several of us started with no weapons
I've not seen your ammo problem of G36, seems ok at home. Idem for the "no weapon on start" problem... There's a script for weapons respawn, perhaps the problem is there... Now ammo and guns crates are disembarked on the beach and follow you up to the second respawn point.

Quote
the long walk to the first respawn point I think is a bit unnecessary.
It permits to have more random positions of patrols by the time you meet them, but if you want sooner action, you can take the south coast and find action near the little pear and huts, then get to the MG on the hill...
Still waiting for more voices but uploading the 2.8 version now!  :D
by the way, still no paratroops?
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: hoz on 16 Feb 2009, 06:11:51
v2.8

Make it so the Team leader is the first person on the list in the lobby.
Intro is much better now, but remove the text about it being good music.
Starting out in the boat proved to be disastrous,  two guys jumped out so we start just did the manual respawn and we started out at the base.
The ammo at the base is great! TX.
JIP respawn point isn't being updated properly.
You have a DKsmoke effects addon requirement but its not needed so make sure you remove it from the sqm. The dedicated server has the addon and its not needed in the mission.sqm.


We played for an hour and then gave up after we cleared the town. The other objectives weren't appearing any ways just the first 2. (kill the factory) & (tower) 3 played for an hour and 20 min so we just gave up after the JIP respawn point issue. The first part of the mission your trek up the hill to the second rsp is great and along with the battle into town is quite tense and often a struggle, really well done with great unit placement in the town. By the time you get to that bmp factory we are ready for a change of scenery and switch to a different mission.

Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: fleepee on 16 Feb 2009, 10:31:02
Quote
remove the text about it being good music.
isn't it good music? ;) I saw them live in 84!! (I'm getting old!!)

Quote
Starting out in the boat proved to be disastrous
I've never had that prob, anyway I'm adding an "assignascargo" in every unit's init field...

Quote
JIP respawn point isn't being updated properly
I'm adding "onplayerconnected' a "publicvariable "respawnpos"" in the init file, and hope it'll be ok!

Quote
You have a DKsmoke effects addon requirement but its not needed so make sure you remove it from the sqm
I didn't find that addon requirement in the mission sqm file...

Quote
The other objectives weren't appearing any ways just the first 2.
You can have the next objective in 3 ways (factory must be destroyed of course):
- by the allied prisoner officer in the hangar south from the factory
- by an east officer, prisoner if all the members of his squad are dead
- by the hq if both prisoners are dead

I don't know why you don't have the next objective... :dunno:

Quote
By the time you get to that bmp factory we are ready for a change of scenery and switch to a different mission.
I don't understand what you mean exactly...
I'm updating the post with the changes...
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: hoz on 16 Feb 2009, 16:23:39
Quote
I've never had that prob, anyway I'm adding an "assignascargo" in every unit's init field...

The boat should already be on to the destination while your viewing the cutscene. In this case the cut scene was over and the boat wasn't moving and there was a lot of confusion by the ai leader. especially after we bailed and respawned. The leader just sat there in the water waiting for us to board.

Quote
I didn't find that addon requirement in the mission sqm file...
Weird we keep getting that error...

Quote
Quote
By the time you get to that bmp factory we are ready for a change of scenery and switch to a different mission.
I don't understand what you mean exactly...

I mean the mission tends to get tiring after your done to the bmp factory and the tower, the battle is long and hard and once we get more then an hour into a mission we often run out of time or the aspiration to complete it.  In my case we only play two or 3 hours max and while thats plenty of time to finish your mission it doesn't leave time to review and beta test other missions. I guess what I'm getting at is the mission is simply too long for our tastes. Each time we try it, it gets longer and longer, like adding that extra trip in the boat, adding the multiple captives objectives and alternate evacs. You have lots of great ideas and have created very well done battles but I think you need to limit the timing.



Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: fleepee on 16 Feb 2009, 18:20:58
I see!

And I understand that my missions can be long for you...
They are long because I like tough fights and adding some events to the basic scenario I fixed...
But I think, it can interest some other players to play one long mission with several objectives and then stop playing, just like watching a DVD or a game...

I laughed at your description of the intro of the mission!
I never had a problem at the begining of the mission, in the boat, or on the beach if you select "no!" in the lobby for the choice of viewing the intro.

Quote
You have a DKsmoke effects addon requirement
Do you think it can come from that line in the smoke script of the factory? (i erased of course the parameters)
Code: [Select]
_particleSource setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d"
Quote
You have lots of great ideas and have created very well done battles but I think you need to limit the timing.
Thanks and perhaps you're right for the timing, but the work to go back and supress the second part of the mission makes me afraid...
Anyway, I promised: next time, I'll do a shorter one!
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: Ironman on 16 Feb 2009, 18:30:29
if you have DMSmoke running while editing  a mission it will insert it automatically. Partical effects have nothing to do with that.
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: hoz on 16 Feb 2009, 19:33:14
Quote
Thanks and perhaps you're right for the timing, but the work to go back and supress the second part of the mission makes me afraid...
Anyway, I promised: next time, I'll do a shorter one!

I think it can be quite simple to break it into  2 parts. make a copy of the mission and then remove the first part. show a cut scene maybe of the previous battle a reminder of where you are. ;)

so far though the first part of the mission runs quite well, a big step since the first betas.
Title: Re: [1-8 MP Coop] Operation Sabotage V3
Post by: fleepee on 17 Feb 2009, 20:00:55
:DHere comes the version 3!! :D

No more long running across the island (but the first one)...
New random position for the adviser in Porto rather than in Largo, at the other side of the island...
New evac point at Porto's harbour! :good:
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: hoz on 23 Feb 2009, 04:54:23
Ok we replayed this again...

something we noticed...

On the battle back towards the start from the tower, many east guys had no guns, this is a sign they spent sometime in the water.

The battle once you get to the tower, I think the west respawn needs some more cover its very chaotic and I dunno how many times I died there but it was certainly taking its toll on other players.

The begining cut scene and landing is much better done now. Everything worked smooth.

You have a lot of hidden guys, well done on that painstaking work :)

The respawn after the tower is too far, and probably not needed. what might be nice to have is a respawn half way between the 2nd and the tower. maybe off the to the left.

We killed the prisoner again, hes in a bad spot, the objective didn't change any when we killed him.

I think you should consider a marker for the respawn, you can link it in the briefing and then update the marker pos when the respawn point changes and the briefing should be dynamic and move with it.

Still bordering on the long side but the newer evac point seemed to keep our interests this time around. 

Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: fleepee on 23 Feb 2009, 08:47:43
 
:D New version 3-1with full radio voices! :D
(nosy voices: I'm sick, that's why I had time to do it!)
Quote
The respawn after the tower is too far, and probably not needed. what might be nice to have is a respawn half way between the 2nd and the tower. maybe off the to the left.
Let's be clear: there are 4 respawn points in the Version 3 you played:
- 1: in the middle of nowhere
- 2: up the hill with the machine guns nests, available once you get there
- 3: near the factory once it's destroyed
- 4: halfway between factory and harbour, where the adviser is...

I've understood that when you're talking about the tower, I'm talking about the factory, which is the main objective, am I wrong?
I'm adding a respawn point between 2 and 3, on the left of the trucks on the picture below...
Quote
The battle once you get to the tower, I think the west respawn needs some more cover
I'm moving the respawn near the factory in a more protected area...

Quote
many east guys had no guns, this is a sign they spent sometime in the water.
it's because they can't surf with a gun in their hands!
More seriously, I've seen that too, i've tried several things for those 3 squads on boats, disembarking oftenly too soon and swimming to the beach... I wish I could use/create (Argh!!) a script to give them their weapons back... I know one but it works only with players, not with AIs...

Quote
We killed the prisoner again, hes in a bad spot, the objective didn't change any when we killed him.
The prisoner near the factory is'nt important, he's just there to give you the info to get the second prisoner, i'm calling "the adviser"...
You can also have that info by an east group leader, surrendering if all members of his squad are dead...
If you kill both of these guys at the factory, the info about the adviser is given by the HQ.
I'ts only once you've destroyed the factory and got that info that the "adviser's objective" appears.
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: hoz on 18 Apr 2009, 23:49:12
IS this one ready for review now fleepee?
Title: Re: [1-8 MP Coop] Operation Sabotage
Post by: fleepee on 20 Apr 2009, 13:21:49
I've made some minor changes, i think that it's ready for review!
First post updated with version 3.2  :good:
Title: Re: [1-8 MP Coop] Operation Sabotage (review please)
Post by: hoz on 02 May 2009, 03:24:52
We gave this a go last night.

We didn't find any problems all the objectives worked as they should.  2 people about 1h 10 mins.  Everything worked as expected.

Good job.   :good:
Title: Re: [1-8 MP Coop] Operation Sabotage (review please)
Post by: fleepee on 03 May 2009, 12:21:47
cool!
Glad to hear that!! ;)