arma 3 faction config names

It's listed under a Blufor faction. History Talk (0) This category lists all of the factions from ArmA 3 and its Apex and Contact expansion packs. Anyone know where to find the faction class name for this mod or how to find it for mods in general? This is the only folder necessary to create the mod config.cpp structure: Generally, the first thing in your config.cpp file is the cfgPatches section. The usefulness of macros comes from its parameters. The identityTypes[] property can be optionally used to include the particular facewear into a pool which certain characters use for randomizing their facewear. In fact, FIA soldiers are configured for all three sides, but only BLUFOR version is visible in the editor. Factions (ArmA 3) Category page. // The path to the model this character uses. Host Name The name of the server that shall be displayed in the public server list. Characters are configured in the cfgVehicles class, inheritance goes as follows: The last class in the second row in the table above is usually used for inheriting parameters into a new character class. Locally, an addon is a folder containing files like models, textures, or config files. // Replace XX with the desired capacity value. If a character is wearing a certain backpack, you might want to specify items in that backpack. Weapons are indeed a part of a soldier's equipment, but to keep things a bit more simple here, encoding weapons is not within the scope of this guide. Right now it is only available on the RC-Branch for public pre-release testing, but it will be rolled out to the … // Properties of the new class. Faction name: CUP_AFR_Army-An African based UN Peacekeeping Force set to Blufor that speaks French. It's mainly config work but there is also a few unique textures. Description: This will add several new factions created using RHS assets. Edit. ... s side. This class is not a subclass of cfgVehicles nor cfgWeapons, it is basically on the same level of class structure as those two. Fully equipped with UN vehicles and aircraft. The example rather serves as a short list of supposedly most commonly used properties. For example, a backpack for a BLUFOR Asst. 3 years ago. Report Save. The config itself can be compared to a special kind of form that needs to be filled in to make stuff work in the game. If you want to specify contents of a backpack, you do it in TransportMagazines, TransportItems, and TransportWeapons classes. Each folder must contain a file called config.cpp. You can learn more about macros in a dedicated section of this guide. All of these seem to be reproducible only in Multiplayer on a dedicated server, though reliably. Global Mobilization) are not contained within this category. There are two types of ground holders for headger, the difference is in the model of the holder – one is better suited for helmets, the other for caps. 1 comment ... Class names have to be the same as the model names without the .p3d suffix. EVALUATION . 2. share. Usually, model.cfg looks like this: Class names have to be the same as the model names without the .p3d suffix. We usually write names of macros in capital letters to make it clear, when a macro is used in a code. Google is your best friend. Note: Even if this system has been designed for the FIA units, provided your config is correct, it can be used with any units. Configuring facewear is extremely easy, although there is one tricky part in the form of identityTypes[] property (for details, see below). Armed Assault, ArmA: Combat Operations, ArmA: Queen's Gambit, Arma 2, Arma 2: Operation Arrowhead, Arma 2: Combined Operations, Arma 2: British Armed Forces, Arma 2: Private Military Company, Arma 2: Army of the Czech Republic, Arma 2: Reinforcements, Arma 2: Firing Range and Arma 3 are trademarks or registered trademarks of Bohemia … // List of model selections which can be changed with hiddenSelectionTextures[]. // The name of the author of the asset, which is displayed in the editor. When you're in Arma MP and connected to the server, type '#login mypassword' Command Password … /// Sample model.cfg with custom sections ///. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Characters or gear model configs are usually very simple, whereas for example a helicopter model config is a huge thing where all the animations of the model are set. The ACO (full name: Advanced Collimator Optics) is a collimator sight used by several BLUFOR, OPFOR and Independent factions in ArmA 3 . Do you have the mod installed correctly? Game updates, videos, pictures, discussions, help, and more. // The name of the soldier, which is displayed in the editor. // If a property of a subclass needs to be adjusted, the subclass has to be declared as well, inheriting properties from its original parent class. Should another value be needed, it is defined in cfgVehicles as follows: Vests are pretty simple to configure. However, there is no need to define or initialize a property in a config. Properties can be compared to variables, as known from programming languages. If you enjoy or dislike the mod, … Character classes have the identityTypes[] property defined, and it can contain an identity type for facewear, for example G_NATO_default. It is again considered good practice to include the definitions in their own folder. Those are recognizable by square brackets at the end of their names (e.g., hiddenSelections[]). You have to define those if you want to use them. 3. Three Middle-East factions : - Kamistan : eastern style regular army - République du Damuz : western style regular army - D... CPC_Factions_CUP. Despite such technique is usually frowned upon in programming languages, where other methods can be used to achieve the same goal, there is no other way in config. explosionDirZ - used for directional explosions. Posted: January 18, 2018. Like its NATO counterpart, the ARCO has a fixed zeroing range of 300 m for its primary scope and a magnification strength of 2x, while the backup red dot sight is set to a zeroing of 200 m. The ARCO uses a crosshair reticle with an illuminated chevron, and is mainly optimised for use with 6.5 mm-chambered firearms (both caseless and cased). This force has Infantry, SF, Tanks, APCs, Helis, and Jets. How to have a jet or helicopter fly by a position at a certain time. ... Parameter(s): 0 (Optional): STRING - end name (default: "end1") ARRAY in format [endName,ID], will be composed to "endName_ID" string 1 (Optional): BOOL - true to end mission, false to fail mission ... // 1 to call the function upon game start, before title screen, but after all addons are loaded (config.cpp only) ext = ".fsm"; // Set file type, can be … All trademarks are property of their respective owners in the US and other countries. The.pbo files are created using Arma 3 Tools' Addon Builder, giving it a valid folder to start from. It also must be unique as it will be PBO file name loaded by Arma. Please note that your custom model classes inherit everything from the ArmaMan class, where most of the commonly used selection names are listed. This happens because name of a parameter from the #define line of the macro definition is used somewhere in the code of the macro, where it is replaced by a value used when calling the macro. Once you have your weapons configured the way you want them, you then need to actually create the soldiers you want. The macro is created for a uniform config, and then two new uniforms are configured using that macro. You might have noticed that FIA soldier has basically the same line of class structure as AAF soldier, which is even reflected in the name of his base class, while FIA in the game is actually faction of BLUFOR. launch_NLAW_F: PCML: PCML Rocket Launcher: NLAW_F: B_soldier_LAT_F B_recon_LAT_F B_CTRG_soldier_GL_LAT_F I_Soldier_LAT_F B_T_Soldier_LAT_F B_T_Recon_LAT_F Note that the engine expects weapons[] and respawnWeapons[] in a specific order, namely with main weapon before the handgun. The best way is to define a new backpack class, inherit it from the backpack class of a bag you want a soldier to use, specify the contents of the bag, and use this new backpack class as a value of the backpack property in the soldier's config. However, if your hiddenSelectionsTextures[] or similar property is not working, you might have to add the selections into the model class like this: As mentioned before, cfgPatches is one of the core classes needed in config.cpp, but it is wise to define it in a separate .hpp file, and include this file in config.cpp. Admin Password Password to become server admin. // Define of a new class, which parameters are inherited from B_Soldier_base_F, with exception of those defined below. List of CFP Factions completed and upcoming (Completed factions have their faction name listed to the right. Faction name: CUP_AFR_CIV-An African Muslim Civilian faction. For example, if all the soldiers are defined in the cfgSoldiers.hpp file, the only thing needed is to include the .hpp file in config.cpp, like this: When using includes, please note the following: Spreading the content of config.cpp across several .hpp files will make the whole thing easy to navigate in, and it is strongly recommended. Start a mortar strike on an enemy position in Arma 3. // Omit this, if the headgear is a helmet. OPFOR Abu Sayyaf - CPF_O_ABUSAYYAF Al-Qaeda - CFP_O_ALQAEDA Al-Qassam Brigades (Hamas) - CFP_O_HAMAS Al-Shabaab - CFP_O_ALSHABAAB Boko Haram (Nigeria) - … There are now four models for suitpacks, three of them located at \A3\Characters_F\Common\Suitpacks\. I already have a Config.cpp: It's mainly config work but there is also a few unique textures. // If an existing class is to be adjusted, it has to be declared using the class it inherits from originally. That can be done via adding the following code before any of the macros is used: You can, of course, define only the macros with the amount of magazines you actually use. Similarly, properties do not have any type per se, with exception of some being an array. There are several kinds of config files, explained right below. Inside the cfgPatches class, the class named after the addon folder path (where "/" are replaced by "_") is defined using four properties: An example of a cfgPatches.hpp file can look like this: A good habit is to include cfgPatches.hpp at the beginning of the config.cpp file (#include "cfgPatches.hpp"). // Identity Types are explained in the Headgear section of this guide. Please note that most of the properties in the example above are usually not needed. Get a sense of the big picture and explore the small details of each side's motivations, position and strength. explosionDirX - used for directional explosions. Having trouble with custom faction config I'm trying to create a custom faction by retexturing the vanilla independent models, I've figured out the retexture part, the problem I'm having is getting it to show up in the editor with the correct helmet and vest. As a reminder, and a base for newcomers in modding Arma 3, it is worth to explain some basics. This guide covers the basics of creating config files for characters and their equipment in Arma 3. Authentic, diverse, open - Arma 3 sends you to war. Three Middle-East factions : All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Factions featured in semi-official Creator DLCs (i.e. Is it a Blufor/Opfor/Indep ? It is slightly confusing that similarly a uniform has to be linked with a character, but just one such link is enough, so in uniform config, it does not matter how many characters actually use the uniform. In addition, if you put Throw or Put before the main gun, some animation glitches may occur (character automatically crouching on lowering a weapon). level 1. // How likely the enemies attack this character among some others. Defining a new class in a config can be done in several ways. "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa", "\A3\Characters_F\BLUFOR\equip_b_bandolier", //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection, "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa", "\A3\Characters_F\BLUFOR\headgear_b_helmet_plain", "\A3\Characters_F\BLUFOR\Data\equip1_co.paa". All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews ... Config Viewer - CfgFactionClasses Last edited by Edgar The Eagle; Feb 9, 2014 @ 7:34pm #3. Anyone know where to find the faction class name for this mod or how to find it for mods in general? For the details, see below. Arma 3> Workshop > Manofsteal2001's Workshop. The ALiVE mod has a ORBAT creator which basically give you an easy to use UI to create a faction config. To have an example, let's see how a new vest's config might look like. All ground holders are defined in the cfgVehicles class. The config sample above means there are MyUniform.p3d, … It is therefore advisable not to keep everything in one file, but utilize .hpp files instead. Cheers! Please remember that every model needs model.cfg in its folder, although every model in one folder is listed in that one model.cfg in that particular folder. Such classes are called ground holders. Usually when defining several classes of the same type, you might end up repeating the same parts of the code again and again. Also please note the macros in the magazines[] and respawnMagazines[] properties. // The textures for the selections defined above. 114k. The config sample above means there are MyUniform.p3d, … Characters or gear model configs are usually very simple, whereas for example a helicopter model config is a huge thing where all the animations of the model are set. It is also advisable to use a name of a parameter with ## at both ends, although this is often not necessary. Discussion on editing CPPs and getting your work from O2 to Arma 3. This is indeed possible, please see the Backpack configuration section of this guide for details. // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only). Faction name: CUP_AFR_M_CIV These factions are fully compatible with both Zeus and ALiVE. Growing in size and reputation with the acquisition of several influential rival companies, ION has emerged as the largest PMC to date in the United States, becoming a key player in the global security services market. There are many such classes, so only those important and relevant ones are listed below, together with examples of types of assets to be defined within them. -An African Rebel faction based off of Somali Pirates set to Opfor Faction name: CUP_AFR_Reb -An Islamic African Insurgent faction based off of Boko Haram and Al Shabab set to Opfor Faction name: CUP_AFR_M_Reb -A full standardized African Army that speaks French set to Independent. This includes: 1. // What ammunition the character respawns with. Pastebin is a website where you can store text online for a set period of time. An important property in model classes is the sections[] array. // Which weapons the character respawns with. Help with custom Faction. // Multiplier of the cost of the character in the eyes of soft, armoured and air enemies. // 2 = class is available in Zeus; 0 = class is unavailable in Zeus. As to the question of their … No faction name means that faction has not been completed yet). // This means the vest can be put into a backpack. ARMA 3 - EDITING; Bohemia Interactive Forums. Experience true combat gameplay in a massive military sandbox. Once a class is defined, it contains properties with assigned values. // and hiddenSelectionMaterials[] properties. Warlords for Arma 3 is a multiplayer mode set up as a sort of Sector Control / CTI hybrid supporting TvT, PvP as well as COOP and even solo play against the AI. // 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal. To get a new content into the game, an addon has to be created. Autorifleman is defined as follows: Please note the config above contains macros to simplify the list of equipment. The macro syntax is quite simple. ... Everything about the ARMA game series by Bohemia Interactive on reddit! Load up Eden and check that your new faction is showing in the list correctly. Red, SMG (Red), Green, SMG (Green) Games. Then only those properties which are different from the parent class need to be defined in the new class. Custom factions can be used by changing the BLUFOR / OPFOR / Independent faction config classes in the Warlords Init module window in the editor. Although some properties, like armor or passThrough, are unchanged from the values in the parent class, it is a good idea to define them in the new vest's class as well, so they are clear and easily changeable. // This links this soldier to a particular uniform. Add faction and loadouts Edit config.cpp. Armed Assault, ArmA: Combat Operations, ArmA: Queen's Gambit, Arma 2, Arma 2: Operation Arrowhead, Arma 2: Combined Operations, Arma 2: British Armed Forces, Arma 2: Private Military Company, Arma 2: Army of the Czech Republic, Arma 2: Reinforcements, Arma 2: Firing Range and Arma 3 are trademarks or registered trademarks of Bohemia … If you put the handgun before main weapon and (ingame) lower your main weapon and raise it back again, you'll raise the handgun instead before the main gun switching animation kicks in. Not enough ratings 1983: A US Army Faction config. Every selection of the model that is to be used in config of a class using that model has to be defined in this array. A class does not have to contain all necessary properties, there is a structure of parent and child classes, with a child class inheriting all properties from its parent class, unless a property is redefined under the child class. The example is given below. Here is H_HelmetB config for example: Headgear is usually inherited from the H_HelmetB class so only the properties that change have to be redefined (usually, it will be author, name, icon, model, texture, and values in the ItemInfo subclass). // Currently works only for Headgear + NVG + Radio item combinations. /// Sample uniforms configured with a macro ///, #define UNIFORM(NAME,DN,PIC,TEX,SOLDIER,LOAD,WEIGHT) \, picture = "\A3\characters_f\data\ui\icon_##PIC##_ca.paa"; \, model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; \, hiddenSelectionsTextures[] = {"\A3\Characters_F_New\BLUFOR\Data\##TEX##.paa"}; \, "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};", /* [_headgearClass1, _probability1, _headgearClass2, _probability2, ...] */, // Empty array means no headgear nor face wear, // In this case, there is no headgear but there is a face wear, // Formerly member of the first list which had 60% to be selected, // Formerly member of the alternate list which had 40% to be selected, // If the parent class doesn't have the headgear randomization, // The function must be triggered to benefit from the randomization, its usage is documented in its header (see link above), // If every value are the same, it is just a default random, otherwise, weighted random, https://community.bistudio.com/wiki?title=Arma_3:_Characters_And_Gear_Encoding_Guide&oldid=183093, Land > Man > CAManBase > Civilian > Civilian_F > C_man_1, Land > Man > CAManBase > SoldierWB > B_Soldier_base_F, Land > Man > CAManBase > SoldierEB > O_Soldier_base_F, Land > Man > CAManBase > SoldierGB > I_Soldier_base_F, Land > Man > CAManBase > SoldierGB > I_G_Soldier_base_F. They are configured in the cfgVehicles section in your config.cpp. Due to how characters work in Arma 3, there always has to be a uniform linked with a character. A uniform is defined in the cfgWeapons class, usually as follows: A uniform is linked with a character thanks to certain properties in both configs: Please note the model property in a uniform config is actually not a model of the uniform, but a model of what we call a suitpack – the thing which appears on the ground when a uniform is placed in the editor, or when a character drops it. // There is no need for this bag to appear in the editor, Virtual Arsenal, or Zeus. Vest_Camo_Base is defined in the cfgWeapons class as follows: Please note that several properties are actually missing from the config, like hiddenSelectionsTextures[] or displayName. Advertiseme… #define mag_9(a) a, a, a, a, a, a, a, a, a, #define mag_10(a) a, a, a, a, a, a, a, a, a, a, #define mag_11(a) a, a, a, a, a, a, a, a, a, a, a, #define mag_12(a) a, a, a, a, a, a, a, a, a, a, a, a, "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa", "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d". The defined capacities are 0–10, then 10–250 with an increment of 10, then 300, 350, 380, 400, 420, 440, 450, 480, and 500. Should more variants of the same facewear exit, each one has to be defined as a new class and have a new model. Español - Latinoamérica (Spanish - Latin America), Português - Brasil (Portuguese - Brazil). Initially established as an aviation security agency, ION Services, then-known as Black Element, expanded further into the private security sector following an increased need for PMCs in the wake of the growing tensions in Afghanistan and Iraq in 2002. Backpakcs are defined in the cfgVehicles class, and their base class Bag_Base is configured as follows: Usually, there will be just a handful of properties to set, when a new backpack is configured. Since the description of how macros work might be in fact quite confusing, please check the example below. Rename the pbo to your chosen faction name and place it in the folder @myfaction/addons/myfaction.pbo Move your new @myfaction to the ArmA3 folder and run it like any other mod. ... Class names have to be the same as the model names without the .p3d suffix. ... Altis 90's is a 1990's themed faction mod for Arma 3 using Global Mobilization. In order to give FIA soldiers a more distinct identity, we opted for a slightly complicated way of randomizing headgear and facewear of FIA soldiers. Any value assigned to such property has to be inside curly brackets (e.g., hiddenSelections[] = {"camo"};). In the Bootcamp update, we polished a lot of headgear items and added some fancy facewear. In the config – add the following code to a soldier's class which inherits its init from a class with enabled randomization: This page was last edited on 5 January 2021, at 03:13. The config sample above means there are MyUniform.p3d, MyVest.p3d, MyHeadgear.p3d, and MyFacewear.p3d files in the same folder or in a subfolder. // How likely this character is spotted (smaller number = more stealthy). // Character classes are defined under cfgVehicles. This fades away if you switch manually to handgun and back at least once. Faction name: CUP_AFR_UN-An African Civilian faction. For each soldier, we handpicked headgear items matching the soldier's uniform, and for each type of headgear, we selected a list of compatible facewear. If the existing class has a property defined as well, the new value is used for the new class. ... Arma 3. HOME; DEV HUB; UNITS; ART OF WAR ; Toggle navigation ... Take a closer look at the various factions in Arma 3. © Valve Corporation. Basically, the value is related to the frequency with which a certain facewear appears on a character with that identity type defined in his config; 0 means the facewear is never selected for a character with that identity type. Then we used the function BIS_fnc_unitHeadgear for making the whole randomization work. Facewear classes, on the contrary, contain a lot of identity types in their identityTypes[] property, together with values. // more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection, "\A3\characters_f_beta\heads\glasses\g_combat", "\A3\Characters_F\data\ui\icon_g_combat_CA.paa", ags\data\ui\icon_B_C_Compact_dgtl_ca.paa", /// Asst. Character class config is quite complex, but there is no reason to define all the parameters every time a character class is defined. The pack currently contains 3 factions: A Civilian Faction Faction Name: CUP_CIV_ASIA An Insurgent Faction (OPFOR) Faction Name: CUP_INS_ASIA A fully fleshed out Conventional Military Force (IND) Faction Name: CUP_ARMY_ASIA The Military Faction has Infantry, Special Forces, Tanks, APCs, Turrets, Trucks, Jeeps, and Helicopters. To make things clear, properties which are arrays will be written with square brackets in this guide. Most of the models in Arma 3 need their model config. 501. // Which backpack the character is wearing. The structure of classes is the result of the fact that FIA soldier classes are primarily configured as an AAF faction and the classes for other sides are inherited from them. Those do not define any assets themselves, but they serve as a place where classes of particular assets are stored. How to create a proper random spawning of enemies with Arma 3. Again, to make it clear, it is advisable to write names of parameters in capital letters. You will see something like this: CSAT 1.1. Katiba bull… Pastebin.com is the number one paste tool since 2002. outDirY - direction of projectile after hit of the object as vector. All in all, I'm just looking for some advice or a point toward the right direction on a video or guide on how to create a faction for ArmA 3, as in weapons, uniforms, names, vehicles, etc. For characters and most of their gear, model.cfg is pretty simple to make. Despite the end of the cold war, the echoes of the international non-conflict still … A faction class name example is BLU_F for Nato. How to script an artillery piece to fire on a certain position in Arma 3. Usually, there is actually no need to use the latter. // How likely this character spots enemies when controlled by AI. Due to how this works, be mindful with spaces and quotation marks when using macros. Basically, everything in Arma 3 has its class, which is defined within one of what we can call core classes. Jump to content. Facewear is inherited from the None class, and its config usually looks like this: Please note that facewear does not support changing textures via hiddenSelections[], so when a new facewear is defined, it contains information about its author, name, model, icon, and mass. See Arma 3 Function Viewer. Minions. I'm trying to add the FDF mod as a faction on my ALiVE mission. Depends what it is. All rights reserved. Open addon\config.cpp. Server Password Password for joining, eg connecting to the server. (The hashes serves for directly connecting the value with whatever is written around.) Soldiers are configured with the following characteristics: -Scope -Side -Faction -Dlc -author … To make the process more convenient, macros can be used to save some work, time, and space. Please also notice the universal model of the vest; it needs to be replaced by the path to an actual model. The macro definition starts with #define NAME(parameters). In most cases, it is most beneficial to find the closest existing class to a new one, and to inherit properties from the existing class to the new one. There are two base classes used as parents for other vests, the only difference is whether the vest's texture is set in config, or the one in the model is used. Autorifleman's backpack config ///. A new character class defined in config.cpp might look like an example below. These class names can be find by opening the … UNIT: Vertexmacht TO: Arma 3 Users OPSUM: Global Mobilization Update 1.1 . That does not mean every character needs a unique uniform, usually a single uniform is shared across several soldiers. An important property is vehicleClass, it tells the game under which category the item should be listed in the editor. These cfgWeapons classes need an additional class to be configured to appear in the editor. If empty, model textures are used. Search In Everywhere; Topics; This Forum; More options... Find results that contain... Any of my search term words; All of my search ... config.cpp; config (and 3 more) Tagged with: config.cpp; config; sound; volumefactor; … // The class name does not really matter, but for clarity, it should be SupplyXX, where XX is the desired capacity value. The new values of properties are used instead of the original ones. Basic Advanced Global Settings. Its content must contain a proper string without spaces or 'weird' characters and without a newline at the end. \A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa, \A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_opfor_co.paa, \A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_indep_co.paa, For units spawned from a script, you can use. A faction class name example is BLU_F for Nato. Most of the models in Arma 3 need their model config. Please refer to each respective DLC's specific category to view articles related to their factions: For factions in … For clarity purposes, it is a good idea to name a ground holder class so it would have a prefix and a name of the original class the holder is for. It has a backup red dot sight above the primary scope for use in close quarters combat. // Defines a new class, which inherits everything from the selected existing class. It is advisable to create the structure in such a way so the order of includes actually does not matter.

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