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GLA에 공중유닛 만들어넣기. 도와주세요

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작성자 HUGE BattleShip 아이디로 검색 10건 996회 작성일17-07-02 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 아이디로 검색 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

 

HUGE BattleShip님의 댓글의 댓글

HUGE BattleShip 아이디로 검색 작성일

아 그거 일부러 가린 건데...ㅋ;;;
해당 값들은 조정하는 맘대로 변하기 나름이잖아요
varies라고 쓸 걸 그랬나보네요

 

크래커님의 댓글

크래커 아이디로 검색 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

 

크래커님의 댓글의 댓글

크래커 아이디로 검색 작성일

한글에만 아무값이나 넣어 수정했지요

헬릭스 코드 자체는 문제없네요

 

HUGE BattleShip님의 댓글의 댓글

HUGE BattleShip 아이디로 검색 작성일

한글은 상관없는 건데...;
코드 자체는 문제없는데 왜 시리어스 에러가 뜰까요? CommandSet.ini쪽 문제인가요?

 

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크래커 아이디로 검색 작성일

코드를 볼 수 없어서 원인은 모르겠고 -_-;;

월드빌더 실행시키면 오류가 떠요
그걸 보고 수정하셔야 할듯

 

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HUGE BattleShip 아이디로 검색 작성일

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

 

크래커님의 댓글

크래커 아이디로 검색 작성일

헬릭스 자체는 괜찮고 커맨드셋이나 다른 이유가 있다는 말이었습니다

 

HUGE BattleShip님의 댓글의 댓글

HUGE BattleShip 아이디로 검색 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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