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GLA에 공중유닛 만들어넣기. 도와주세요

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작성자 HUGE BattleShip 쪽지보내기 아이디로 검색 전체게시물 댓글 10건 조회 880회 작성일 17-07-02 12:39

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GLAair.ini 파일에 GLAVehicleHelix라는 신규 유닛을 추가했습니다.
그리고 CommandSet.ini에서 GLA막사 9번 슬롯에서 생산하게끔 수정했더니 그 이후로 serious error가 뜨면서 제로아워 실행이 안되네요.
뭐가 문제일까요?

아래는 제가 추가한 GLA헬릭스 코드입니다. 뭐가 문제인지 한번 봐주세요.
참고로 장착 업그레이드 3가지랑 블랙네이팜 등 내용에 china가 들어가는 건 다 지워버린 상태입니다.(헬릭스 화력은 개틀링에서 나오는 거라 개틀링 장착은 웬만하면 살렸으면 좋겠는데...)
그리고 리스닝아웃포스트에서 디텍터 기능 복사해다가 집어넣었습니다.
;----------------------------------------------------------------------------------------------------------
Object GLAVehicleHelix

  ; *** ART Parameters ***
  SelectPortrait        = SNHelix_L
  ButtonImage            = SNHelix

    Draw = W3DOverlordAircraftDraw  ModuleTag_01; Works with the dependencyModelDraw of the upgrade portable structures

      ParticlesAttachedToAnimatedBones = Yes

    DefaultConditionState
      Model = NVHELIX
      Animation = NVHELIX.NVHELIX
      AnimationMode = LOOP
      WeaponFireFXBone    = PRIMARY Muzzle03
      WeaponMuzzleFlash  = PRIMARY TurretFX03
      HideSubObject      = BombWing
    End

    ConditionState = MOVING
      ParticleSysBone = SMOKE01 HelixExhaust
      ParticleSysBone = SMOKE02 HelixExhaust
    End

    ConditionState = REALLYDAMAGED
      Model = NVHELIX_d
      Animation = NVHELIX_d.NVHELIX_d
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED MOVING
      Model = NVHELIX_d
      Animation = NVHELIX_d.NVHELIX_d
      AnimationMode = LOOP
      ParticleSysBone = SMOKE01 HelixExhaust
      ParticleSysBone = SMOKE02 HelixExhaust
    End

    ConditionState = RUBBLE
      Model = NVHELIX_d
      Animation = NVHELIX_d.NVHELIX_d
      AnimationMode = LOOP
    End
    ConditionState = RUBBLE MOVING
      Model = NVHELIX_d
      Animation = NVHELIX_d.NVHELIX_d
      AnimationMode = LOOP
      ParticleSysBone = SMOKE01 HelixExhaust
      ParticleSysBone = SMOKE02 HelixExhaust
    End

    ConditionState = RUBBLE SPECIAL_DAMAGED
      Model = NVHELIX_d
    End

    OkToChangeModelColor = Yes
  End


  ; ***DESIGN parameters ***
  DisplayName        = OBJECT:Helix
  EditorSorting      = VEHICLE
  Side                = GLA
  TransportSlotCount  = 0                ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange        = 200.0
  ShroudClearingRange = 600
  BuildCost          = 가격
  BuildTime          = 시간          ;in seconds 
  Prerequisites
    Object = GLABarracks
  End
  ExperienceValue    = 50 100 150 200 ;Experience point value at each level
  ExperienceRequired  = 0 100 200 400  ;Experience points needed to gain each level
  IsTrainable        = Yes 
  CommandSet          = ChinaVehicleHelixCommandSet


  ArmorSet
    Conditions      = None
    Armor          = ChinookArmor
    DamageFX        = None
  End


  WeaponSet
    Conditions          = None
    ;----------------------------
    Weapon              = PRIMARY    HelixMinigunWeapon
    PreferredAgainst    = PRIMARY    INFANTRY
    AutoChooseSources  = PRIMARY    FROM_PLAYER FROM_SCRIPT FROM_AI
    ;----------------------------
  End

  WeaponSet
    Conditions          = PLAYER_UPGRADE
    ;----------------------------
    Weapon              = PRIMARY    HelixMinigunWeapon
    PreferredAgainst    = PRIMARY    INFANTRY
    AutoChooseSources  = PRIMARY    FROM_PLAYER FROM_SCRIPT FROM_AI
    ;----------------------------
  End



  ; *** AUDIO Parameters ***
  VoiceSelect    = HelixVoiceSelect
  VoiceMove      = HelixVoiceMove
  VoiceAttack    = HelixVoiceAttack
  SoundAmbient    = HelixAmbientLoop
  SoundEnter      = HumveeEnter
  SoundExit      = HumveeExit
  UnitSpecificSounds
    VoiceCreate        = HelixVoiceCreate
    VoiceUnload        = HelixVoiceUnload
    VoiceGarrison      = HelixVoiceMove
  End



  ; *** ENGINEERING Parameters ***
  RadarPriority  = UNIT
  KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK

  Body = ActiveBody ModuleTag_03
    MaxHealth      = 체력 값
    InitialHealth  = 체력 값
  End

  Behavior = StealthDetectorUpdate ModuleTag_04
    DetectionRate            = 450  ; how often to rescan for stealthed things in my sight (msec)
    DetectionRange            = 1000
    CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
    CanDetectWhileContained  = No ;Contained means being in a transport or tunnel network.
    PingSound                = IRPing
    LoudPingSound            = IRPingLoud
    ;;;IRParticleSysName        = IRDetectSonar
    ;;;IRBrightParticleSysName  = IRDetectSonarBright
    ;;;IRGridParticleSysName    = IRDetectGrid
    IRBeaconParticleSysName  = IRLenzflare
    IRParticleSysBone        = IRFX
  End

  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_HelicopterStartDeath
  End

  Behavior                      = TransitionDamageFX ModuleTag_06
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
    ReallyDamagedFXList1        = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
  End

  Behavior = ChinookAIUpdate ModuleTag_07
    AutoAcquireEnemiesWhenIdle = Yes
    RotorWashParticleSystem = HelixRotorWashRing
  End
  Locomotor = SET_NORMAL    HelixLocomotor
  Locomotor = SET_TAXIING  BasicHelicopterTaxiLocomotor


  Behavior = PhysicsBehavior ModuleTag_09
    Mass = 50.0
  End

  Behavior = HelicopterSlowDeathBehavior ModuleTag_10
    DestructionDelay                = 99999999        ; the destruction delay
    SpiralOrbitTurnRate            = 80.0          ; in degrees per second, bigger # = tighter spiral
    SpiralOrbitForwardSpeed        = 110.0          ; bigger # = larger spiral
    SpiralOrbitForwardSpeedDamping  = .9999          ; smaller #'s = slow down faster
    MaxBraking                      = 210  ; max braking we can use during death spiral (lower num = wilder spiral)   
    SoundDeathLoop                  = HelixDamagedLoop
    MinSelfSpin                    = 40                    ; in degrees per second
    MaxSelfSpin                    = 120                    ; in degrees per second
    SelfSpinUpdateDelay            = 300                    ; in milliseconds
    SelfSpinUpdateAmount            = 5                      ; in degrees 
    FallHowFast                    = 8.0%                  ; fraction of gravity, lower = take longer to fall
    MinBladeFlyOffDelay            = 1000                    ; in milliseconds
    MaxBladeFlyOffDelay            = 1000                    ; in milliseconds
    AttachParticle                  = SootySmokeTrail
    AttachParticleBone              = Propeller02
    BladeObjectName                = HelixBlades
    BladeBoneName                  = Propeller01   
    FXBlade                        = FX_HelicopterBladeExplosion
    OCLBlade                        = OCL_HelicopterBladeExplosion
    FXHitGround                    = FX_HelicopterHitGround
    OCLHitGround                    = OCL_HelicopterHitGround
    FXFinalBlowUp                  = FX_HelixHelicopterBlowUpBig
    OCLFinalBlowUp                  = OCL_HelixBlades
    DelayFromGroundToFinalDeath    = 30
    FinalRubbleObject              = HelixRubbleHull
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000        ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3        ; taking this much damage...
    AflameDamageDelay = 500      ; this often.
  End



  Behavior = ProductionUpdate ModuleTag_25
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End

  Behavior = HelixContain ModuleTag_29
    Slots                  = 5
    DamagePercentToUnits    = 100%
    AllowInsideKindOf      = INFANTRY VEHICLE PORTABLE_STRUCTURE
    ForbidInsideKindOf      = AIRCRAFT
    ExitDelay              = 100
    NumberOfExitPaths      = 1
    PassengersAllowedToFire = No
  End

  Behavior = SpecialAbility ModuleTag_32
    SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
    UpdateModuleStartsAttack = Yes
    StartsPaused              = Yes; so the UnpauseSpecialPowerUpgrade, below can turn it on
    InitiateSound            = HelixVoiceAttack
  End
  Behavior = SpecialAbilityUpdate ModuleTag_33
    SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
    StartAbilityRange = 3.0
    PreparationTime = 0
    SpecialObject = NapalmBomb
    MaxSpecialObjects = 1
    SpecialObjectsPersistWhenOwnerDies = Yes
    SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them.
    UniqueSpecialObjectTargets = No        ;This would prevent multiple charges placed on the same object.
    UnpackTime              = 500    ;slight delay to drop bomb
    FlipOwnerAfterUnpacking = No
    FleeRangeAfterCompletion = 0.0        ;DOes not run away after finishing ability
    UnpackSound              = NoSound
    LoseStealthOnTrigger      = No
    ApproachRequiresLOS      = No ; we are a helicopter, we can see everything
    NeedToFaceTarget          = No ; can drop the bomb at any angle to target

    PersistentPrepTime        = 100
    PersistenceRequiresRecharge = Yes

  End
  Behavior = UnpauseSpecialPowerUpgrade ModuleTag_38
    SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
    TriggeredBy = Upgrade_HelixNapalmBomb
  End
  Behavior = SubObjectsUpgrade ModuleTag_39
    TriggeredBy    = Upgrade_HelixNapalmBomb
    ShowSubObjects = BombWing
  End





  Geometry              = CYLINDER
  GeometryMajorRadius  = 35.0
  GeometryHeight        = 30.0   
  GeometryIsSmall      = No
  Shadow                = SHADOW_VOLUME   
  ShadowSizeX          = 89  ; minimum elevation angle above horizon. Used to limit shadow length

End

 

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크래커님의 댓글

크래커 쪽지보내기 아이디로 검색 전체게시물 작성일

값에 숫자가 아니라 한글을 적으면 어떡해요 -_-;;
한글은 에러라니 쓰면 안되요.

  BuildCost          = 가격
  BuildTime          = 시간          ;in seconds 

  Body = ActiveBody ModuleTag_03
    MaxHealth      = 체력 값
    InitialHealth  = 체력 값
  End

크래커님의 댓글

크래커 쪽지보내기 아이디로 검색 전체게시물 작성일

일단 수정한거 올립니다

;----------------------------------------------------------------------------------------------------------
Object GLAVehicleHelix

  ; *** ART Parameters ***
  SelectPortrait        = SNHelix_L
  ButtonImage            = SNHelix

    Draw = W3DOverlordAircraftDraw  ModuleTag_01; Works with the dependencyModelDraw of the upgrade portable structures

      ParticlesAttachedToAnimatedBones = Yes

    DefaultConditionState
      Model = NVHELIX
      Animation = NVHELIX.NVHELIX
      AnimationMode = LOOP
      WeaponFireFXBone    = PRIMARY Muzzle03
      WeaponMuzzleFlash  = PRIMARY TurretFX03
      HideSubObject      = BombWing
    End

    ConditionState = MOVING
      ParticleSysBone = SMOKE01 HelixExhaust
      ParticleSysBone = SMOKE02 HelixExhaust
    End

    ConditionState = REALLYDAMAGED
      Model = NVHELIX_d
      Animation = NVHELIX_d.NVHELIX_d
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED MOVING
      Model = NVHELIX_d
      Animation = NVHELIX_d.NVHELIX_d
      AnimationMode = LOOP
      ParticleSysBone = SMOKE01 HelixExhaust
      ParticleSysBone = SMOKE02 HelixExhaust
    End

    ConditionState = RUBBLE
      Model = NVHELIX_d
      Animation = NVHELIX_d.NVHELIX_d
      AnimationMode = LOOP
    End
    ConditionState = RUBBLE MOVING
      Model = NVHELIX_d
      Animation = NVHELIX_d.NVHELIX_d
      AnimationMode = LOOP
      ParticleSysBone = SMOKE01 HelixExhaust
      ParticleSysBone = SMOKE02 HelixExhaust
    End

    ConditionState = RUBBLE SPECIAL_DAMAGED
      Model = NVHELIX_d
    End

    OkToChangeModelColor = Yes
  End


  ; ***DESIGN parameters ***
  DisplayName        = OBJECT:Helix
  EditorSorting      = VEHICLE
  Side                = GLA
  TransportSlotCount  = 0                ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange        = 200.0
  ShroudClearingRange = 600
  BuildCost          = 100 ;가격
  BuildTime          = 1 ;시간          ;in seconds 
  Prerequisites
    Object = GLABarracks
  End
  ExperienceValue    = 50 100 150 200 ;Experience point value at each level
  ExperienceRequired  = 0 100 200 400  ;Experience points needed to gain each level
  IsTrainable        = Yes 
  CommandSet          = ChinaVehicleHelixCommandSet


  ArmorSet
    Conditions      = None
    Armor          = ChinookArmor
    DamageFX        = None
  End


  WeaponSet
    Conditions          = None
    ;----------------------------
    Weapon              = PRIMARY    HelixMinigunWeapon
    PreferredAgainst    = PRIMARY    INFANTRY
    AutoChooseSources  = PRIMARY    FROM_PLAYER FROM_SCRIPT FROM_AI
    ;----------------------------
  End

  WeaponSet
    Conditions          = PLAYER_UPGRADE
    ;----------------------------
    Weapon              = PRIMARY    HelixMinigunWeapon
    PreferredAgainst    = PRIMARY    INFANTRY
    AutoChooseSources  = PRIMARY    FROM_PLAYER FROM_SCRIPT FROM_AI
    ;----------------------------
  End



  ; *** AUDIO Parameters ***
  VoiceSelect    = HelixVoiceSelect
  VoiceMove      = HelixVoiceMove
  VoiceAttack    = HelixVoiceAttack
  SoundAmbient    = HelixAmbientLoop
  SoundEnter      = HumveeEnter
  SoundExit      = HumveeExit
  UnitSpecificSounds
    VoiceCreate        = HelixVoiceCreate
    VoiceUnload        = HelixVoiceUnload
    VoiceGarrison      = HelixVoiceMove
  End



  ; *** ENGINEERING Parameters ***
  RadarPriority  = UNIT
  KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK

  Body = ActiveBody ModuleTag_03
    MaxHealth      = 1000 ;체력 값
    InitialHealth  = 1000 ;체력 값
  End

  Behavior = StealthDetectorUpdate ModuleTag_04
    DetectionRate            = 450  ; how often to rescan for stealthed things in my sight (msec)
    DetectionRange            = 1000
    CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
    CanDetectWhileContained  = No ;Contained means being in a transport or tunnel network.
    PingSound                = IRPing
    LoudPingSound            = IRPingLoud
    ;;;IRParticleSysName        = IRDetectSonar
    ;;;IRBrightParticleSysName  = IRDetectSonarBright
    ;;;IRGridParticleSysName    = IRDetectGrid
    IRBeaconParticleSysName  = IRLenzflare
    IRParticleSysBone        = IRFX
  End

  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_HelicopterStartDeath
  End

  Behavior                      = TransitionDamageFX ModuleTag_06
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
    ReallyDamagedFXList1        = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
  End

  Behavior = ChinookAIUpdate ModuleTag_07
    AutoAcquireEnemiesWhenIdle = Yes
    RotorWashParticleSystem = HelixRotorWashRing
  End
  Locomotor = SET_NORMAL    HelixLocomotor
  Locomotor = SET_TAXIING  BasicHelicopterTaxiLocomotor


  Behavior = PhysicsBehavior ModuleTag_09
    Mass = 50.0
  End

  Behavior = HelicopterSlowDeathBehavior ModuleTag_10
    DestructionDelay                = 99999999        ; the destruction delay
    SpiralOrbitTurnRate            = 80.0          ; in degrees per second, bigger # = tighter spiral
    SpiralOrbitForwardSpeed        = 110.0          ; bigger # = larger spiral
    SpiralOrbitForwardSpeedDamping  = .9999          ; smaller #'s = slow down faster
    MaxBraking                      = 210  ; max braking we can use during death spiral (lower num = wilder spiral)   
    SoundDeathLoop                  = HelixDamagedLoop
    MinSelfSpin                    = 40                    ; in degrees per second
    MaxSelfSpin                    = 120                    ; in degrees per second
    SelfSpinUpdateDelay            = 300                    ; in milliseconds
    SelfSpinUpdateAmount            = 5                      ; in degrees 
    FallHowFast                    = 8.0%                  ; fraction of gravity, lower = take longer to fall
    MinBladeFlyOffDelay            = 1000                    ; in milliseconds
    MaxBladeFlyOffDelay            = 1000                    ; in milliseconds
    AttachParticle                  = SootySmokeTrail
    AttachParticleBone              = Propeller02
    BladeObjectName                = HelixBlades
    BladeBoneName                  = Propeller01   
    FXBlade                        = FX_HelicopterBladeExplosion
    OCLBlade                        = OCL_HelicopterBladeExplosion
    FXHitGround                    = FX_HelicopterHitGround
    OCLHitGround                    = OCL_HelicopterHitGround
    FXFinalBlowUp                  = FX_HelixHelicopterBlowUpBig
    OCLFinalBlowUp                  = OCL_HelixBlades
    DelayFromGroundToFinalDeath    = 30
    FinalRubbleObject              = HelixRubbleHull
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000        ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3        ; taking this much damage...
    AflameDamageDelay = 500      ; this often.
  End



  Behavior = ProductionUpdate ModuleTag_25
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End

  Behavior = HelixContain ModuleTag_29
    Slots                  = 5
    DamagePercentToUnits    = 100%
    AllowInsideKindOf      = INFANTRY VEHICLE PORTABLE_STRUCTURE
    ForbidInsideKindOf      = AIRCRAFT
    ExitDelay              = 100
    NumberOfExitPaths      = 1
    PassengersAllowedToFire = No
  End

  Behavior = SpecialAbility ModuleTag_32
    SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
    UpdateModuleStartsAttack = Yes
    StartsPaused              = Yes; so the UnpauseSpecialPowerUpgrade, below can turn it on
    InitiateSound            = HelixVoiceAttack
  End
  Behavior = SpecialAbilityUpdate ModuleTag_33
    SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
    StartAbilityRange = 3.0
    PreparationTime = 0
    SpecialObject = NapalmBomb
    MaxSpecialObjects = 1
    SpecialObjectsPersistWhenOwnerDies = Yes
    SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them.
    UniqueSpecialObjectTargets = No        ;This would prevent multiple charges placed on the same object.
    UnpackTime              = 500    ;slight delay to drop bomb
    FlipOwnerAfterUnpacking = No
    FleeRangeAfterCompletion = 0.0        ;DOes not run away after finishing ability
    UnpackSound              = NoSound
    LoseStealthOnTrigger      = No
    ApproachRequiresLOS      = No ; we are a helicopter, we can see everything
    NeedToFaceTarget          = No ; can drop the bomb at any angle to target

    PersistentPrepTime        = 100
    PersistenceRequiresRecharge = Yes

  End
  Behavior = UnpauseSpecialPowerUpgrade ModuleTag_38
    SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
    TriggeredBy = Upgrade_HelixNapalmBomb
  End
  Behavior = SubObjectsUpgrade ModuleTag_39
    TriggeredBy    = Upgrade_HelixNapalmBomb
    ShowSubObjects = BombWing
  End





  Geometry              = CYLINDER
  GeometryMajorRadius  = 35.0
  GeometryHeight        = 30.0   
  GeometryIsSmall      = No
  Shadow                = SHADOW_VOLUME   
  ShadowSizeX          = 89  ; minimum elevation angle above horizon. Used to limit shadow length

End

HUGE BattleShip님의 댓글의 댓글

HUGE BattleShip 쪽지보내기 아이디로 검색 전체게시물 작성일

'코드를 볼 수 없어서 원인은 모르겠고 -_-;;'가 무슨 말씀인가요? 방금 위에서 문제없다고 하셨잖아요...
CommandSet.ini를 말하시는건가요?

HUGE BattleShip님의 댓글의 댓글

HUGE BattleShip 쪽지보내기 아이디로 검색 전체게시물 작성일

커맨드셋이야 뭐...아래 글에 댓글달아주신대로 따라했습니다.

CommandSet GLABarracksCommandSet
  1  = Command_ConstructGLAInfantryRebel
  2  = Command_ConstructGLAInfantryRPGTrooper
  3  = Command_ConstructGLAInfantryTerrorist
  4  = Command_ConstructGLAInfantryAngryMob
  5  = Command_ConstructGLAInfantryHijacker
  6  = Command_ConstructGLAInfantryJarmenKell
  7  = Command_ConstructGLAInfantrySaboteur
  8  = Command_UpgradeGLAInfantryRebelBoobyTrapAttack
  9  = Command_ConstructGLAVehicleHelix
; camo net
  11  = Command_UpgradeGLARebelCaptureBuilding
  13 = Command_SetRallyPoint
  14 = Command_Sell
End

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