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[L4D2] Automatic Campaign Switcher (ACS) [v2.0.0 (Nov 16, 2021)] - OVERHAULED!


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ProdigySim
SourceMod Plugin Approver
Join Date: Feb 2010
Old 06-08-2011 , 13:40   Re: [L4D2] Automatic Campaign Switcher (ACS) [v1.2.2 (May 21, 2011)]
Reply With Quote #31

Nice job.

PHP Code:
//Find the current gamemode and store it into this plugin
FindGameMode()
{
    
//Get the gamemode string from the fgame
    
decl String:strGameMode[20];
    
GetConVarString(FindConVar("mp_gamemode"), strGameModesizeof(strGameMode));
    
    
//Set the global gamemode int for this plugin
    
if(StrEqual(strGameMode"coop"))
        
g_iGameMode GAMEMODE_COOP;
    else if(
StrEqual(strGameMode"realism"))
        
g_iGameMode GAMEMODE_COOP;
....
    else if(
StrEqual(strGameMode"community5"))    //Death's Door
        
g_iGameMode GAMEMODE_COOP;
    else
        
g_iGameMode GAMEMODE_UNKNOWN;

I think a trie would help here That's a looot of string compares.

Edit: I whipped this up real quick:
https://bitbucket.org/ProdigySim/mis.../gamemodes.inc

Of course, this is also an option:
PHP Code:
(FileToKeyValues(kv"scripts/gamemodes.txt")) 

Last edited by ProdigySim; 06-08-2011 at 17:11.
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instantn00b
Member
Join Date: Jun 2011
Old 06-11-2011 , 11:40   Re: [L4D2] Automatic Campaign Switcher (ACS) [v1.2.2 (May 21, 2011)]
Reply With Quote #32

I can confirm it's crashing, always on c5m5_bridge. It's easy to reproduce because it happens every time about 3/4 minutes after the map has started.

Same on cold stream, happens there as well. It's not other plugins btw, even if you remove all plugins it still crashes. As soon as I removed ACS crashes stopped, so back to FMC for now and hoping you can fix this

Edit: I think it has to do with the announcer, if you set the announcer to say 300 seconds it crashes after 5 minutes in the map? I'm not sure though but I'm sure it happens always on c5m5.
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Chaosxk
Veteran Member
Join Date: Aug 2010
Location: Westeros
Old 06-12-2011 , 15:48   Re: [L4D2] Automatic Campaign Switcher (ACS) [v1.2.2 (May 21, 2011)]
Reply With Quote #33

Yea, it seems like its crashing. It crashes maybe a few times a day. I went back to FMC and it hasn't crashed within the past 24 hours.
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Sammit92
Member
Join Date: Apr 2010
Old 06-18-2011 , 06:57   Re: [L4D2] Automatic Campaign Switcher (ACS) [v1.2.2 (May 21, 2011)]
Reply With Quote #34

Hi.
I downloaded ACS v1.2.2.sp and changed it:

Code:
//Define the number of campaigns and maps in rotation
#define NUMBER_OF_CAMPAIGNS			7		/* CHANGE TO MATCH THE TOTAL NUMBER OF CAMPAIGNS */
#define NUMBER_OF_SCAVENGE_MAPS		13		/* CHANGE TO MATCH THE TOTAL NUMBER OF SCAVENGE MAPS */

//Define the wait time after round before changing to the next map in each game mode
#define WAIT_TIME_BEFORE_SWITCH_COOP			7.0
#define WAIT_TIME_BEFORE_SWITCH_VERSUS			6.0
#define WAIT_TIME_BEFORE_SWITCH_SCAVENGE		11.0

//Define Game Modes
#define GAMEMODE_UNKNOWN	-1
#define GAMEMODE_COOP 		0
#define GAMEMODE_VERSUS 	1
#define GAMEMODE_SCAVENGE 	2
#define GAMEMODE_SURVIVAL 	3

#define DISPLAY_MODE_DISABLED	0
#define DISPLAY_MODE_HINT		1
#define DISPLAY_MODE_CHAT		2
#define DISPLAY_MODE_MENU		3

#define SOUND_NEW_VOTE_START	"ui/Beep_SynthTone01.wav"
#define SOUND_NEW_VOTE_WINNER	"ui/alert_clink.wav"


//Global Variables

new g_iGameMode;					//Integer to store the gamemode
new g_iRoundEndCounter;				//Round end event counter for versus
new g_iCoopFinaleFailureCount;		//Number of times the Survivors have lost the current finale
new g_iMaxCoopFinaleFailures = 2;	//Amount of times Survivors can fail before ACS switches in coop
new bool:g_bFinaleWon;				//Indicates whether a finale has be beaten or not

//Campaign and map strings/names
new String:g_strCampaignFirstMap[NUMBER_OF_CAMPAIGNS][32];		//Array of maps to switch to
new String:g_strCampaignLastMap[NUMBER_OF_CAMPAIGNS][32];		//Array of maps to switch from
new String:g_strCampaignName[NUMBER_OF_CAMPAIGNS][32];			//Array of names of the campaign
new String:g_strScavengeMap[NUMBER_OF_SCAVENGE_MAPS][32];		//Array of scavenge maps
new String:g_strScavengeMapName[NUMBER_OF_SCAVENGE_MAPS][32];	//Name of scaveenge maps

//Voting Variables
new bool:g_bVotingEnabled = true;							//Tells if the voting system is on
new g_iVotingAdDisplayMode = DISPLAY_MODE_MENU;				//The way to advertise the voting system
new Float:g_fVotingAdDelayTime = 1.0;						//Time to wait before showing advertising
new bool:g_bVoteWinnerSoundEnabled = true;					//Sound plays when vote winner changes
new g_iNextMapAdDisplayMode = DISPLAY_MODE_HINT;			//The way to advertise the next map
new Float:g_fNextMapAdInterval = 600.0;						//Interval for ACS next map advertisement
new bool:g_bClientShownVoteAd[MAXPLAYERS + 1];				//If the client has seen the ad already
new bool:g_bClientVoted[MAXPLAYERS + 1];					//If the client has voted on a map
new g_iClientVote[MAXPLAYERS + 1];							//The value of the clients vote
new g_iWinningMapIndex;										//Winning map/campaign's index
new g_iWinningMapVotes;										//Winning map/campaign's number of votes
new Handle:g_hMenu_Vote[MAXPLAYERS + 1]	= INVALID_HANDLE;	//Handle for each players vote menu

//Console Variables (CVars)
new Handle:g_hCVar_VotingEnabled			= INVALID_HANDLE;
new Handle:g_hCVar_VoteWinnerSoundEnabled	= INVALID_HANDLE;
new Handle:g_hCVar_VotingAdMode				= INVALID_HANDLE;
new Handle:g_hCVar_VotingAdDelayTime		= INVALID_HANDLE;
new Handle:g_hCVar_NextMapAdMode			= INVALID_HANDLE;
new Handle:g_hCVar_NextMapAdInterval		= INVALID_HANDLE;
new Handle:g_hCVar_MaxFinaleFailures		= INVALID_HANDLE;



/*======================================================================================
##################            A C S   M A P   S T R I N G S            #################
========================================================================================
###                                                                                  ###
###      ***  EDIT THESE STRINGS TO CHANGE THE MAP ROTATIONS TO YOUR LIKING  ***     ###
###                                                                                  ###
========================================================================================
###                                                                                  ###
###       Note: The order these strings are stored is important, so make             ###
###             sure these match up or it will not work properly.                    ###
###                                                                                  ###
###       Make all three of the string variables match, for example:                 ###
###                                                                                  ###
###             Format(g_strCampaignFirstMap[1], 32, "c1m1_hotel");                  ###
###             Format(g_strCampaignLastMap[1], 32, "c1m4_atrium");                  ###
###             Format(g_strCampaignName[1], 32, "Dead Center");                     ###
###                                                                                  ###
###       Notice, all of the strings corresponding with [1] in the array match.      ###
###                                                                                  ###
======================================================================================*/

SetupMapStrings()
{	
	//The following three variables are for all game modes except Scavenge.
	
	//*IMPORTANT* Before editing these change NUMBER_OF_CAMPAIGNS near the top 
	//of this plugin to match the total number of campaigns or it will not 
	//loop through all of them when the check is made to change the campaign.
	
	//First Maps of the Campaign
	Format(g_strCampaignFirstMap[0], 32, "c1m1_hotel");
	Format(g_strCampaignFirstMap[1], 32, "c7m1_docks");
	Format(g_strCampaignFirstMap[2], 32, "c6m1_riverbank");
	Format(g_strCampaignFirstMap[3], 32, "c2m1_highway");
	Format(g_strCampaignFirstMap[4], 32, "c3m1_plankcountry");
	Format(g_strCampaignFirstMap[5], 32, "c4m1_milltown_a");
	Format(g_strCampaignFirstMap[6], 32, "c5m1_waterfront");
	
	//Last Maps of the Campaign
	Format(g_strCampaignLastMap[0], 32, "c1m4_atrium");
	Format(g_strCampaignLastMap[1], 32, "c7m3_port");
	Format(g_strCampaignLastMap[2], 32, "c6m3_port");
	Format(g_strCampaignLastMap[3], 32, "c2m5_concert");
	Format(g_strCampaignLastMap[4], 32, "c3m4_plantation");
	Format(g_strCampaignLastMap[5], 32, "c4m5_milltown_escape");
	Format(g_strCampaignLastMap[6], 32, "c5m5_bridge");
	
	//Campaign Names
	Format(g_strCampaignName[0], 32, "Dead Center");
	Format(g_strCampaignName[1], 32, "The Sacrifice");
	Format(g_strCampaignName[2], 32, "The Passing");
	Format(g_strCampaignName[3], 32, "Dark Carnival");
	Format(g_strCampaignName[4], 32, "Swamp Fever");
	Format(g_strCampaignName[5], 32, "Hard Rain");
	Format(g_strCampaignName[6], 32, "The Parish");
	
	
	//The following string variables are only for Scavenge
	
	//*IMPORTANT* Before editing these change NUMBER_OF_SCAVENGE_MAPS 
	//near the top of this plugin to match the total number of scavenge  
	//maps, or it will not loop through all of them when changing maps.
Then I compiled it here:http://www.sourcemod.net/compiler.php and downloaded from there ready compiled file ACS v1.2.2.smx

Problem: it doesn't change campaigns. All players get kicked after the first campaign Dead Center and then this Dead Center begin again.
But plugin loads and Sourcemod views it.
Sammit92 is offline
instantn00b
Member
Join Date: Jun 2011
Old 06-19-2011 , 15:01   Re: [L4D2] Automatic Campaign Switcher (ACS) [v1.2.2 (May 21, 2011)]
Reply With Quote #35

Quote:
Originally Posted by Lömmels View Post
With ACS i got the same problem like with FMC.

I use custom maps on my coop server and on campaign change you see black/purple squares and the server kicks you off with that message:
map names are 100% right.
This is a known issue. It's just the Valve VPK system that is broken. It searches for the actual files in the maps/ folder instead of looking for them in the VPK (this is client error, non-server).

I found a workaround for it.

Download GCFscape: http://nemesis.thewavelength.net/index.php?p=26

Install it, open the VPK and extract the maps folder from the VPK. Put the whole content in the following folder on your client:

left4dead2/left4dead2/maps.

You will still see the pink/black screen but the next map will load just fine now. That's the only way I know to not get kicked out on a custom campaign change. Of course it takes even more effort for other players and you need to host the bsp-files somehwere for them to download. I can recommend filefront.com though.
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Doswhore
Junior Member
Join Date: Feb 2011
Old 06-25-2011 , 03:24   Re: [L4D2] Automatic Campaign Switcher (ACS) [v1.2.2 (May 21, 2011)]
Reply With Quote #36

Hello, I have a problem when using this plugin with difficulty override. As in when we vote a map in and it starts. The difficulty resets to normal. This only happens when voting in a map. Ive tried asking for help on that plugins thread with no luck. So Im trying here. Thank you.
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rava
Senior Member
Join Date: Aug 2009
Old 07-02-2011 , 10:01   Re: [L4D2] Automatic Campaign Switcher (ACS) [v1.2.2 (May 21, 2011)]
Reply With Quote #37

Quote:
Originally Posted by instantn00b View Post
I can confirm it's crashing, always on c5m5_bridge. It's easy to reproduce because it happens every time about 3/4 minutes after the map has started.

Same on cold stream, happens there as well. It's not other plugins btw, even if you remove all plugins it still crashes. As soon as I removed ACS crashes stopped, so back to FMC for now and hoping you can fix this

Edit: I think it has to do with the announcer, if you set the announcer to say 300 seconds it crashes after 5 minutes in the map? I'm not sure though but I'm sure it happens always on c5m5.
Hello instantn00b

what version you use FMC that works well? because here too there are a lot more change.
thank you
Sorry for my bad english
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instantn00b
Member
Join Date: Jun 2011
Old 07-02-2011 , 11:54   Re: [L4D2] Automatic Campaign Switcher (ACS) [v1.2.2 (May 21, 2011)]
Reply With Quote #38

Quote:
Originally Posted by rava View Post
Hello instantn00b

what version you use FMC that works well? because here too there are a lot more change.
thank you
Sorry for my bad english
This one should work fine:

http://forums.alliedmods.net/showpos...&postcount=592
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rava
Senior Member
Join Date: Aug 2009
Old 07-02-2011 , 19:24   Re: [L4D2] Automatic Campaign Switcher (ACS) [v1.2.2 (May 21, 2011)]
Reply With Quote #39

ok I'll try
thank you instantn00b
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Grambo
New Member
Join Date: Aug 2011
Old 08-07-2011 , 16:45   Re: [L4D2] Automatic Campaign Switcher (ACS) [v1.2.2 (May 21, 2011)]
Reply With Quote #40

Whenever the map changes, the loading screen has purple and black squares and it kicks everyone out of the game. When I try to rejoin the game, Left 4 Dead crashes with this error: map_loadmodelguts: map with no texinfo, (mapname)
("mapname" is the name of the map it was supposed to switch to).
Here is what I have written:
Quote:
#include <sourcemod>
#include <sdktools>

#define PLUGIN_VERSION "v1.2.2"

//Define the number of campaigns and maps in rotation
#define NUMBER_OF_CAMPAIGNS 30 /* CHANGE TO MATCH THE TOTAL NUMBER OF CAMPAIGNS */
#define NUMBER_OF_SCAVENGE_MAPS 13 /* CHANGE TO MATCH THE TOTAL NUMBER OF SCAVENGE MAPS */

//Define the wait time after round before changing to the next map in each game mode
#define WAIT_TIME_BEFORE_SWITCH_COOP 7.0
#define WAIT_TIME_BEFORE_SWITCH_VERSUS 6.0
#define WAIT_TIME_BEFORE_SWITCH_SCAVENGE 11.0

//Define Game Modes
#define GAMEMODE_UNKNOWN -1
#define GAMEMODE_COOP 0
#define GAMEMODE_VERSUS 1
#define GAMEMODE_SCAVENGE 2
#define GAMEMODE_SURVIVAL 3

#define DISPLAY_MODE_DISABLED 0
#define DISPLAY_MODE_HINT 1
#define DISPLAY_MODE_CHAT 2
#define DISPLAY_MODE_MENU 3

#define SOUND_NEW_VOTE_START "ui/pickup_misc42.wav"
#define SOUND_NEW_VOTE_WINNER "ui/helpful_event_1.wav"


//Global Variables

new g_iGameMode; //Integer to store the gamemode
new g_iRoundEndCounter; //Round end event counter for versus
new g_iCoopFinaleFailureCount; //Number of times the Survivors have lost the current finale
new g_iMaxCoopFinaleFailures = 5; //Amount of times Survivors can fail before ACS switches in coop
new bool:g_bFinaleWon; //Indicates whether a finale has be beaten or not

//Campaign and map strings/names
new String:g_strCampaignFirstMap[NUMBER_OF_CAMPAIGNS][32]; //Array of maps to switch to
new String:g_strCampaignLastMap[NUMBER_OF_CAMPAIGNS][32]; //Array of maps to switch from
new String:g_strCampaignName[NUMBER_OF_CAMPAIGNS][32]; //Array of names of the campaign
new String:g_strScavengeMap[NUMBER_OF_SCAVENGE_MAPS][32]; //Array of scavenge maps
new String:g_strScavengeMapName[NUMBER_OF_SCAVENGE_MAPS][32]; //Name of scaveenge maps

//Voting Variables
new bool:g_bVotingEnabled = true; //Tells if the voting system is on
new g_iVotingAdDisplayMode = DISPLAY_MODE_HINT; //The way to advertise the voting system
new Float:g_fVotingAdDelayTime = 1.0; //Time to wait before showing advertising
new bool:g_bVoteWinnerSoundEnabled = true; //Sound plays when vote winner changes
new g_iNextMapAdDisplayMode = DISPLAY_MODE_HINT; //The way to advertise the next map
new Float:g_fNextMapAdInterval = 600.0; //Interval for ACS next map advertisement
new bool:g_bClientShownVoteAd[MAXPLAYERS + 1]; //If the client has seen the ad already
new bool:g_bClientVoted[MAXPLAYERS + 1]; //If the client has voted on a map
new g_iClientVote[MAXPLAYERS + 1]; //The value of the clients vote
new g_iWinningMapIndex; //Winning map/campaign's index
new g_iWinningMapVotes; //Winning map/campaign's number of votes
new Handle:g_hMenu_Vote[MAXPLAYERS + 1] = INVALID_HANDLE; //Handle for each players vote menu

//Console Variables (CVars)
new Handle:g_hCVar_VotingEnabled = INVALID_HANDLE;
new Handle:g_hCVar_VoteWinnerSoundEnabled = INVALID_HANDLE;
new Handle:g_hCVar_VotingAdMode = INVALID_HANDLE;
new Handle:g_hCVar_VotingAdDelayTime = INVALID_HANDLE;
new Handle:g_hCVar_NextMapAdMode = INVALID_HANDLE;
new Handle:g_hCVar_NextMapAdInterval = INVALID_HANDLE;
new Handle:g_hCVar_MaxFinaleFailures = INVALID_HANDLE;



/*============================================ ==========================================
################## A C S M A P S T R I N G S #################
============================================= ===========================================
### ###
### *** EDIT THESE STRINGS TO CHANGE THE MAP ROTATIONS TO YOUR LIKING *** ###
### ###
============================================= ===========================================
### ###
### Note: The order these strings are stored is important, so make ###
### sure these match up or it will not work properly. ###
### ###
### Make all three of the string variables match, for example: ###
### ###
### Format(g_strCampaignFirstMap[1], 32, "c1m1_hotel"); ###
### Format(g_strCampaignLastMap[1], 32, "c1m4_atrium"); ###
### Format(g_strCampaignName[1], 32, "Dead Center"); ###
### ###
### Notice, all of the strings corresponding with [1] in the array match. ###
### ###
============================================= =========================================*/

SetupMapStrings()
{
//The following three variables are for all game modes except Scavenge.

//*IMPORTANT* Before editing these change NUMBER_OF_CAMPAIGNS near the top
//of this plugin to match the total number of campaigns or it will not
//loop through all of them when the check is made to change the campaign.

//First Maps of the Campaign
Format(g_strCampaignFirstMap[0], 32, "the_return_lvl1");
Format(g_strCampaignFirstMap[1], 32, "l4d2_base_east");
Format(g_strCampaignFirstMap[2], 32, "l4d_149_1");
Format(g_strCampaignFirstMap[3], 32, "bloodtracks_01");
Format(g_strCampaignFirstMap[4], 32, "eu01_residential_b12");
Format(g_strCampaignFirstMap[5], 32, "kokiri_forest");
Format(g_strCampaignFirstMap[6], 32, "l4d2_diescraper1_apartment_32");
Format(g_strCampaignFirstMap[7], 32, "lost01_club");
Format(g_strCampaignFirstMap[8], 32, "rh_map01");
Format(g_strCampaignFirstMap[9], 32, "l4d_dbd2dc_anna_is_gone");
Format(g_strCampaignFirstMap[10], 32, "l4d2_deadcity01_riverside");
Format(g_strCampaignFirstMap[11], 32, "aircrash");
Format(g_strCampaignFirstMap[12], 32, "l4d2_stadium1_apartment");
Format(g_strCampaignFirstMap[13], 32, "l4d_deathaboard01_prison");
Format(g_strCampaignFirstMap[14], 32, "wth_1");
Format(g_strCampaignFirstMap[15], 32, "gasfever_1");
Format(g_strCampaignFirstMap[16], 32, "hf01_theforest");
Format(g_strCampaignFirstMap[17], 32, "l4d_ihm01_forest");
Format(g_strCampaignFirstMap[18], 32, "2ee_01");
Format(g_strCampaignFirstMap[18], 32, "l4d2_wanli01");
Format(g_strCampaignFirstMap[20], 32, "city_02");
Format(g_strCampaignFirstMap[21], 32, "c8m1_apartment");
Format(g_strCampaignFirstMap[22], 32, "c1m1_hotel");
Format(g_strCampaignFirstMap[23], 32, "c7m1_docks");
Format(g_strCampaignFirstMap[24], 32, "c6m1_riverbank");
Format(g_strCampaignFirstMap[25], 32, "c2m1_highway");
Format(g_strCampaignFirstMap[26], 32, "c3m1_plankcountry");
Format(g_strCampaignFirstMap[27], 32, "c4m1_milltown_a");
Format(g_strCampaignFirstMap[28], 32, "c5m1_waterfront");
Format(g_strCampaignFirstMap[29], 32, "c13m1_alpinecreek");

//Last Maps of the Campaign
Format(g_strCampaignLastMap[0], 32, "the_return_lvl5");
Format(g_strCampaignLastMap[1], 32, "l4d2_base_south");
Format(g_strCampaignLastMap[2], 32, "l4d_149_5");
Format(g_strCampaignLastMap[3], 32, "bloodtracks_03");
Format(g_strCampaignLastMap[4], 32, "eu05_train_b12");
Format(g_strCampaignLastMap[5], 32, "kokiri_forest");
Format(g_strCampaignLastMap[6], 32, "l4d2_diescraper4_top_32");
Format(g_strCampaignLastMap[7], 32, "lost04");
Format(g_strCampaignLastMap[8], 32, "rh_map05");
Format(g_strCampaignLastMap[9], 32, "l4d_dbd2dc_undead_center");
Format(g_strCampaignLastMap[10], 32, "l4d2_deadcity06_station");
Format(g_strCampaignLastMap[11], 32, "rivermotel");
Format(g_strCampaignLastMap[12], 32, "l4d2_stadium5_stadium");
Format(g_strCampaignLastMap[13], 32, "l4d_deathaboard05_light");
Format(g_strCampaignLastMap[14], 32, "wth_5");
Format(g_strCampaignLastMap[15], 32, "gasfever_3");
Format(g_strCampaignLastMap[16], 32, "hf04_escape");
Format(g_strCampaignLastMap[17], 32, "l4d_ihm05_lakeside");
Format(g_strCampaignLastMap[18], 32, "2ee_06");
Format(g_strCampaignLastMap[19], 32, "l4d2_wanli03");
Format(g_strCampaignLastMap[20], 32, "port_01");
Format(g_strCampaignLastMap[21], 32, "c8m5_rooftop");
Format(g_strCampaignLastMap[22], 32, "c1m4_atrium");
Format(g_strCampaignLastMap[23], 32, "c7m3_port");
Format(g_strCampaignLastMap[24], 32, "c6m3_port");
Format(g_strCampaignLastMap[25], 32, "c2m5_concert");
Format(g_strCampaignLastMap[26], 32, "c3m4_plantation");
Format(g_strCampaignLastMap[27], 32, "c4m5_milltown_escape");
Format(g_strCampaignLastMap[28], 32, "c5m5_bridge");
Format(g_strCampaignLastMap[29], 32, "c13m4_cutthroatcreek");

//Campaign Names
Format(g_strCampaignName[0], 32, "The Return Escape From Lousiana");
Format(g_strCampaignName[1], 32, "Stenches");
Format(g_strCampaignName[2], 32, "One 4 Nine");
Format(g_strCampaignName[3], 32, "Blood Tracks");
Format(g_strCampaignName[4], 32, "Tour of Terror");
Format(g_strCampaignName[5], 32, "Kokiri Forest");
Format(g_strCampaignName[6], 32, "Diescraper");
Format(g_strCampaignName[7], 32, "lost");
Format(g_strCampaignName[8], 32, "Run to The Hills");
Format(g_strCampaignName[9], 32, "Dead Before Dawn DC");
Format(g_strCampaignName[10], 32, "Dead City II");
Format(g_strCampaignName[11], 32, "Heaven Can Wait II");
Format(g_strCampaignName[12], 32, "Suicide Blitz 2");
Format(g_strCampaignName[13], 32, "Death Aboard 2");
Format(g_strCampaignName[14], 32, "Welcome To Hell");
Format(g_strCampaignName[15], 32, "Gas Fever");
Format(g_strCampaignName[16], 32, "Haunted Forest");
Format(g_strCampaignName[17], 32, "I Hate Mountains");
Format(g_strCampaignName[18], 32, "Two Evil Eyes");
Format(g_strCampaignName[19], 32, "Wan Li");
Format(g_strCampaignName[20], 32, "Dead destination");
Format(g_strCampaignName[21], 32, "No Mercy");
Format(g_strCampaignName[22], 32, "Dead Center");
Format(g_strCampaignName[23], 32, "The Sacrifice");
Format(g_strCampaignName[24], 32, "The Passing");
Format(g_strCampaignName[25], 32, "Dark Carnival");
Format(g_strCampaignName[26], 32, "Swamp Fever");
Format(g_strCampaignName[27], 32, "Hard Rain");
Format(g_strCampaignName[28], 32, "The Parish");
Format(g_strCampaignName[29], 32, "Cold Stream");
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