• Bot Pathing, Nav_mesh Editing, and Some Custom Navs for TFBots
    350 replies, posted
[url=http://dl.dropbox.com/u/23046202/Creating%20Navigation%20Meshes%20in%20Team%20Fortress%202.docx][b]TUTORIAL FOR MAKING YOUR OWN NAVIGATION MESHES FOR BOTS[/b][/url] ~~~~~~~~~~~~~~~~~~~~~~~~~~ TF2 Navigation Meshes | by SleepyAl | ~~~~~~~~~~~~~~~~~~~~~~~~~~ What do these do? -These files allow you to play with computer controlled players on levels not offered by offline practice. Specifically, these files tell the "bots" where they can and can't walk, and tells them when a path is blocked or not. I've hand edited these navigation meshes, or "navs", to make the bots work better than using a simple nav_generate in the console. ~~~~~~~~~~~~~~~~~~~~~~~~~~ How do I use them? -Put all of these files in your tf/maps folder, usually located in C:\Program Files (x86)\Steam\steamapps\[YOUR USER NAME]\team fortress 2\tf\maps -Then, make sure that in game you click "enable developer console" in options > keyboard > advanced. -Finally, while on the main menu, hit the ~ button (usually to the left of the 1 key and above the Tab key) and type in the window that pops up, without quotes, "map cp_granary" if you want to play on Granary. To play on other maps, put the prefix of the gamemode, i.e. "cp", "ctf", "pl", "koth", plus an underscore "_", then the name of the map (some maps also have a suffix added, like final, but if you pay attention while you type the full name should show up and you can just click it) and hit enter, for example: ctf_2fort, cp_gullywash_final1, pl_frontier_final, koth_viaduct -Once the level loads, join a team. Then, press the ~ button again, and type, without quotes, "tf_bot_add 17", or however many bots you want to add, up to a maximum of 23. Now, play the game! ~~~~~~~~~~~~~~~~~~~~~~~~~~ Why no payload race, arena maps or doomsday, and why do the bots act wonky on capture the flag maps, Gravelpit/Junction, Steel, and some 5CP maps? -Bot support for these gamemodes/levels is wonky. Bots in payload race, arena and doomsday will not leave the spawn due to them not having the proper AI to do so, and capture the flag has limited bot support that is kinda shitty. Gravelpit and Junction are 3CP maps, and bots are unable to defend multiple points at the same time without problems, which means that Engineers will constantly destroy their buildings in an attempt to defend the opposite point. Steel is just a complicated map and I can only temporarily stop the bots from jumping into E's pit. Some 5CP maps have wonky Engineer support for some reason, but most work fine. Since coding AI can only be done by Valve, we'll have to wait for an update to make these maps/game modes more bot friendly. ~~~~~~~~~~~~~~~~~~~~~~~~~~ The bots are trying to walk through a blocked door, are trying to jump up something they can't reach, are running in circles when trying to drop down from a ledge, or are stuck in the spawn on a map that can (semi)properly run bots! -That's my fault, tell me where the bots are on the specific level and I'll try to fix it. ~~~~~~~~~~~~~~~~~~~~~~~~~~ Bots are trying to shoot through a wall to hit an enemy sentry! -That's a problem with the bots, I'm not sure why it happens but Valve needs to fix that. ~~~~~~~~~~~~~~~~~~~~~~~~~~ The bots are stuck trying to go through a door that won't open for them even though it should be opening for them! -That's a fault with them map, the maker didn't implement door opening/closing properly. Normally players would just back up and then try and go through the door again, but the bots aren't smart enough to do that. ~~~~~~~~~~~~~~~~~~~~~~~~~~ Scouts won't double jump, Engineers won't haul their buildings, Soldiers and Demomen won't rocket/sticky jump, Engineers won't upgrade their teleporters, Demomen don't properly use their stickybomb launcher offensively, Engineers won't use their pistols, and Pyros won't extinguish burning teammates! -Bots currently aren't coded to do these things, Valve needs to do that. ~~~~~~~~~~~~~~~~~~~~~~~~~~ In Medieval mode/melee only sudden death, bots will constantly run away, Medics will stick close to teammates as if they were trying to heal them, Snipers will stay far away, and Engineers will stand still at certain times! -Type in console tf_bot_melee_only 1 to fix this. Make sure to make it 0 after playing medieval mode/sudden death melee only! ~~~~~~~~~~~~~~~~~~~~~~~~~~ The bots are too easy/hard! -Type in console tf_bot_difficulty 0 for easy difficulty, 2 for hard, or 3 for expert. ~~~~~~~~~~~~~~~~~~~~~~~~~~ I want all the bots to be a certain class! -Type in console tf_bot_force_class Heavyweapons for all heavies, or any other class name for that specific class to appear. ~~~~~~~~~~~~~~~~~~~~~~~~~~ I want to get rid of a certain bot! -Type in console tf_bot_kick "name", where in the quotes (which you need to include if the name has a space in it) you would type the bot's name. You can also type red or blue to kick an entire team, or all to get rid of all of the bots ~~~~~~~~~~~~~~~~~~~~~~~~~~ I want to manually decide which bot classes are on which team! -First, make sure no bots are in game. Then, type in console tf_bot_keep_class_after_death 1, and then tf_bot_add <class> <team> <amount>, where, without the <> marks, you would type the class, team, and amount of that class on that team you would add. ~~~~~~~~~~~~~~~~~~~~~~~~~~ The bots won't join the game until I do, or leave unless I'm in game! -Type in console tf_bot_join_after_player 0 and/or tf_bot_auto_vacate 0 ~~~~~~~~~~~~~~~~~~~~~~~~~~ I want to kill all the red/blue bots instantly! -Type in console "tf_bot_kill red" (no quotes) for red team, blue for blue team or all to kill all bots. ~~~~~~~~~~~~~~~~~~~~~~~~~~ I want the bots to wear hats/use unlockable weapons! -This is way too complicated to answer here, but basically you'll need to download MetaMod, SourceMod, and the Bot Weapon Randomizer plugin. Google "how to install Sourcemod on a listen server", and on the AlliedModders forum "Bot Weapon Randomizer". Honestly, I can't really help you more in depth because it's a lengthy process and requires a lot of patience, but one day I may make a tutorial if I have a shitload of free time. Also, you'll need to launch tf2 in -insecure, so you won't be able to play on regular servers until you relaunch the game without that parameter. ~~~~~~~~~~~~~~~~~~~~~~~~~~ How can I contact you? -Please post on Facepunch in the TF2 section in the topic Bot Pathing, Nav_mesh Editing, and Some Custom Navs for TFBots ([url]http://www.facepunch.com/threads/1080451[/url]). I don't normally accept friend requests and I rarely check my Steam Community profile, so your safest bet is to post there. ~~~~~~~~~~~~~~~~~~~~~~~~~~ I want to use these navs on my server! -Go ahead, just make sure to credit me somewhere. ~~~~~~~~~~~~~~~~~~~~~~~~~~ Anyways, here are the nav meshes I've made. [b][url=http://dl.dropbox.com/u/23046202/TF2%20Stock%20Navigation%20Meshes.rar]Stock Maps Navigation Meshes (Updated 8/12/12)[/url][/b] [b][url=http://dl.dropbox.com/u/23046202/koth_king.nav]Kong King (better than Valve's) (Updated 8/11/12)[/url][/b] [url=http://dl.dropbox.com/u/23046202/cp_indulge.nav][b]Indulge (Updated 7/20/12)[/url][/b] [url=http://dl.dropbox.com/u/23046202/pl_barnblitz.nav][b]Barnblitz (Updated 7/18/12)[/b][/url] [url=http://dl.dropbox.com/u/23046202/pl_badwater.nav][b]Badwater (Updated 7/15/12)[/b][/url] [b][url=http://dl.dropbox.com/u/23046202/pl_hoodoo_final.nav]Hoodoo (Updated 7/12/12)[/url][/b] [url=http://dl.dropbox.com/u/23046202/tc_hydro.nav][b]Hydro (Updated 7/1/12)[/b][/url] [url=http://dl.dropbox.com/u/23046202/cp_granary.nav][b]Granary (Updated 6/28/12)[/b][/url] [url=http://dl.dropbox.com/u/23046202/cp_gullywash_final1.nav][b]Gullywash (Updated 6/28/12)[/b][/url] [url=http://dl.dropbox.com/u/23046202/cp_steel.nav][b]Steel (Updated 6/28/12)[/b][/url] [url=http://dl.dropbox.com/u/23046202/pl_curve_rc4.nav][b]Curve RC4[/b][/url] [url=http://dl.dropbox.com/u/23046202/pl_cashworks_final1.nav][b]Cashworks (Updated 6/24/12)[/b][/url] [url=http://dl.dropbox.com/u/23046202/cp_process_b4.nav][b]Process b4 (Updated 6/22/12)[/b][/url] [url=http://dl.dropbox.com/u/23046202/ctf_laynedecker.nav][b]CTF Laynedecker (Updated 5/19/12)[/b][/url] [url=http://dl.dropbox.com/u/23046202/koth_scorched_final.nav][b]KOTH Scorched (Updated 5/18/12)[/b][/url] [url=http://dl.dropbox.com/u/23046202/cp_mainline_rc5.nav][b]Mainline RC5 (Updated 5/15/12)[/b][/url] [url=http://dl.dropbox.com/u/23046202/cp_orange_x4a.nav][b]Orange X4a (Updated 5/14/12)[/b][/url] [url=http://dl.dropbox.com/u/23046202/cp_freight_final1.nav][b]Freight (Updated 5/14/12)[/b][/url] [url=http://dl.dropbox.com/u/23046202/cp_antiquity_rc1.nav][b]Antiquity RC1 (Updated 5/4/12)[/b][/url] [b][url=http://dl.dropbox.com/u/23046202/cp_grand_canyon_v1.nav]Grand Canyon (Updated 4/29/12)[/url][/b] [b][url=http://dl.dropbox.com/u/23046202/koth_drogentote_1.nav]Drogentote 1 (Updated 4/20/12)[/url][/b] [b][url=http://dl.dropbox.com/u/23046202/cp_zinkenite_b3a.nav]Zinkenite B3a (Updated 3/29/12)[/url][/b] [url=http://dl.dropbox.com/u/23046202/pl_swiftwater_final_rc2.nav][b]Swiftwater RC2 (Updated 3/26/12[/b][/url] [url=http://dl.dropbox.com/u/23046202/pl_frontier_final.nav][b]Frontier (Updated 1/28/11)[/b][/url] [url=http://dl.dropbox.com/u/23046202/pl_borneo_v1.nav][b]Borneo (Updated 1/21/11)[/b][/url] [url=http://dl.dropbox.com/u/23046202/ctf_well.nav][b]CTF Well (Updated 1/9/11)[/b][/url] [url=http://dl.dropbox.com/u/23046202/ctf_doublecross.nav][b]DoubleCross (Updated 1/9/11)[/b][/url] [url=http://dl.dropbox.com/u/23046202/cp_badlands.nav][b]Badlands (Updated 1/8/11)[/b][/url] [url=http://dl.dropbox.com/u/23046202/pl_goldrush.nav][b]Goldrush (Fixed) (Updated 1/3/12)[/b][/url] [url=http://dl.dropbox.com/u/23046202/cp_yukon_final.nav][b]Yukon (Updated 12/23/11)[/b][/url] [b][url=http://dl.dropbox.com/u/23046202/cp_foundry.nav]CP_Foundry[/url][/b] [b][url=http://dl.dropbox.com/u/23046202/cp_junction_final.nav]Junction[/url][/b] [b][url=http://dl.dropbox.com/u/23046202/pl_crag_event_b.nav]Crag (Event)[/url][/b] [b][url=http://dl.dropbox.com/u/23046202/cp_mojave_event.nav]Mojave Event[/url][/b] [b][url=http://dl.dropbox.com/u/23046202/cp_fastlane.nav]Fastlane[/url][/b] [b][url=http://dl.dropbox.com/u/23046202/cp_snakewater.nav]Snakewater FINAL[/url][/b] [B][URL="http://dl.dropbox.com/u/23046202/cp_degrootkeep.nav"]Degroot Keep[/URL][/B] [b][url=http://dl.dropbox.com/u/23046202/cp_obscure_remake_rc1.nav]Obscure_Remake[/url][/b] [b][url=http://dl.dropbox.com/u/23046202/cp_redfort_b3.nav]RedFort[/b][/url] [b][url=http://dl.dropbox.com/u/23046202/pl_swiftwater_final_rc.nav]Swiftwater[/url][/b] [b][url=http://dl.dropbox.com/u/23046202/pl_morrigan_alley_b2.nav]Morrigan Alley[/url][/b] [b][url=http://dl.dropbox.com/u/23046202/ctf_2fort.nav]2Fort[/url][/b] [b][url=http://dl.dropbox.com/u/23046202/pl_barnblitz.nav]Barnblitz[/url][/b] [B][URL="http://dl.dropbox.com/u/23046202/koth_badlands.nav"]KOTH Badlands[/URL][/B] [B][URL="http://dl.dropbox.com/u/23046202/pl_cashworks_rc2.nav"]Cashworks[/URL][/B] [B][URL="http://dl.dropbox.com/u/23046202/cp_5gorge.nav"]5Gorge[/URL][/B] [B][URL="http://dl.dropbox.com/u/23046202/cp_gorge.nav"]Gorge[/URL][/B] [B][URL="http://dl.dropbox.com/u/23046202/cp_mountainlab.nav"]Mountain Lab[/URL][/B] [B][URL="http://dl.dropbox.com/u/23046202/cp_well.nav"]Well[/URL][/B] [B][URL="http://dl.dropbox.com/u/23046202/pl_crosscut_b5.nav"]Crosscut[/URL][/B] [B][URL="http://dl.dropbox.com/u/23046202/cp_coldfront.nav"]Coldfront[/URL][/B] [B][URL="http://dl.dropbox.com/u/23046202/cp_egypt_final.nav"]Egypt[/URL][/B] [B][URL="http://dl.dropbox.com/u/23046202/cp_gullywash_pro.nav"]Gullywash Pro (not the in game version)[/URL][/B] [B][URL="http://dl.dropbox.com/u/23046202/cp_gravelpit.nav"]Gravelpit[/URL][/B] [B][URL="http://dl.dropbox.com/u/23046202/cp_obscure_final.nav"]Obscure[/URL][/B] [B][URL="http://dl.dropbox.com/u/23046202/cp_bazillion_rc3.nav"]Bazillion[/URL][/B] [B][URL="http://dl.dropbox.com/u/23046202/cp_follower.nav"]Follower[/URL][/B] [b][url=http://dl.dropbox.com/u/23046202/cp_snakewater_rc3.nav]Snakewater RC3[/url][/b] [b][url=http://dl.dropbox.com/u/23046202/cp_orange_x3.nav]Orange_x3[/url][/b] [url=http://dl.dropbox.com/u/23046202/cp_lazytown_night_b3a.nav][b]LazyTown Night b3a[/url][/b] [url=http://dl.dropbox.com/u/23046202/cp_lazytown_night_b3a.bsp](Map download)[/url] [b][url=http://forums.steampowered.com/forums/showthread.php?t=1264447]Want a nav that's not there, or prefer an alternate version? See mdawgmike's thread on SPUF! [/b][/url] Also if anyone wants me to do a nav_mesh that's not working when you just do nav_generate then I might try my hand at it. Also, if you plan on using these on a server, please ask me first, and at the very least give me a shoutout on your server or website or whatever.
Very useful.
I don't understand a word you said about bots and mesh but if it leads to better bots then I love ya...
I'm downloading the PL Frontier nav now, I love that map, but hate the bots. [editline]19th April 2011[/editline] Or, at least, I would, if I could get download speeds from mediafire at more than 1 Kb/s
[QUOTE=Religous Nutjob;29292209]I'm downloading the PL Frontier nav now, I love that map, but hate the bots. [editline]19th April 2011[/editline] Or, at least, I would, if I could get download speeds from mediafire at more than 1 Kb/s[/QUOTE] Here's a Megaupload link of all of the navs, hopefully it'll go faster. [url]http://www.megaupload.com/?d=U5VC5R80[/url]
Brilliant.
Oh wow. So I was in the middle of making a guide for doing a navigation mesh, right? And then I do a quick google search to find out about some minor thing. Turns out that the Valve developer wiki has a complete guide around making navigation meshes. The last time I checked (quite a long time ago actually) there wasn't one, so I stupidly assumed there wasn't one today. So yeah, go to [url]http://developer.valvesoftware.com/wiki/Navigation_Meshes[/url] because it's way helpful. However, it doesn't go over specific things like tf_mark or making certain TF things like sentry spots, but it helps with everything else. Finally, if anyone wants me to do a nav mesh, I'll try to find some time. I just beat Portal 2's single player and Mortal Kombat's singleplayer, so I've got plenty of time to spare.
[QUOTE=SleepyAl;29429055]Oh wow. So I was in the middle of making a guide for doing a navigation mesh, right? And then I do a quick google search to find out about some minor thing. Turns out that the Valve developer wiki has a complete guide around making navigation meshes. The last time I checked (quite a long time ago actually) there wasn't one, so I stupidly assumed there wasn't one today. So yeah, go to [url]http://developer.valvesoftware.com/wiki/Navigation_Meshes[/url] because it's way helpful. However, it doesn't go over specific things like tf_mark or making certain TF things like sentry spots, but it helps with everything else. Finally, if anyone wants me to do a nav mesh, I'll try to find some time. I just beat Portal 2's single player and Mortal Kombat's singleplayer, so I've got plenty of time to spare.[/QUOTE] Would you please make my shoddy map work properly with bots?
[QUOTE=A B.A. Survivor;29429173]Would you please make my shoddy map work properly with bots?[/QUOTE] Pray tell, what map would that be?
[QUOTE=SleepyAl;29429907]Pray tell, what map would that be?[/QUOTE] [url]http://dl.dropbox.com/u/6519567/EVEN%20MORE%20STUFF/koth_hot_zone.zip[/url] This one right here.
[QUOTE=A B.A. Survivor;29429964][url]http://dl.dropbox.com/u/6519567/EVEN%20MORE%20STUFF/koth_hot_zone.zip[/url] This one right here.[/QUOTE] Sure, I'll take a look at it. [editline]25th April 2011[/editline] Alright, here it is. A nav mesh for koth_hot_zone. I worked pretty hard on it too. [url]http://www.mediafire.com/?g53i591xofzrjf3[/url]
May I have bots on [b]cp_granary[/b] and [b]cp_manor_event[/b]? If that's okay with you.
I've got a question about bots actually, figured this would be good a place as any to post. Why do the offensive bots stop moving in Gorge when they reach the second spawn?
[QUOTE=Leonardo;29439475]May I have bots on [b]cp_granary[/b] and [b]cp_manor_event[/b]? If that's okay with you.[/QUOTE] I'll work on them later today. A quick nav_generate shows me that the bots will play granary, and I'm having trouble deciding if it's always a steamroll or not 24/7, I'm seeing some promise with the red bots pushing even when they lose 2 cps so it might not be flawed ai. It definitely needs manual tweaking due to bots getting caught in the spawns and I could see if I can get the bots to use the containers on the middle point. cp_manor will be easy, because they run fine on manor_event, so a little fine tweaking might be necessary but nothing insurmountable. [QUOTE=MrCasual;29440543]I've got a question about bots actually, figured this would be good a place as any to post. Why do the offensive bots stop moving in Gorge when they reach the second spawn?[/QUOTE] When you nav_generate on Gorge for some reason it doesn't add any pathing on the forward spawn, so the bots have no clue what to do. I'm pretty sure a guy named User_81 made a nav for that a long time ago and you can google it, but I'll make my own later on just to see if I can.
Here's cp_granary, the bots actually fight back and forth for the points much better than before, so I'm hoping they'll add official support for 5CP maps soon. [url]http://www.mediafire.com/?mb0bhuf2di1c5ml[/url]
Oh hey if you recently downloaded my granary nav, redownload it. I fixed a case where bots could get stuck in the second forward spawns. [url]http://www.mediafire.com/?2mc0f656cwcfr[/url]
[QUOTE=SleepyAl;29517821]Oh hey if you recently downloaded my granary nav, redownload it. I fixed a case where bots could get stuck in the second forward spawns. [url]http://www.mediafire.com/?2mc0f656cwcfr[/url][/QUOTE] Thanks! :) Also, will bots work on Arena? Because some maps won't work with them.
[QUOTE=SleepyAl;29517821]Oh hey if you recently downloaded my granary nav, redownload it. I fixed a case where bots could get stuck in the second forward spawns. [url]http://www.mediafire.com/?2mc0f656cwcfr[/url][/QUOTE] Mmm... The bots are still stucking in that part (well, only one).
[QUOTE=Leonardo;29522411]Thanks! :) Also, will bots work on Arena? Because some maps won't work with them.[/QUOTE] I'm think they should since Arena is basically KOTH without respawning (never tested it though), so you might just need to get a proper nav mesh for the map. If you have any favorite arena maps I'll try and make one for it and see if it works. [QUOTE=E.C.S;29523051]Mmm... The bots are still stucking in that part (well, only one).[/QUOTE] I reuploaded a new version, but I couldn't replicate the issue in the old one so I'm not sure if I fixed it. Can you post a screenshot, or just use the steam screenshot feature and send me a link? Oh, if it's a medic just sitting in the spawn, that's normal, they'll only leave if they see a potential healing buddy. Also, Engineer bots are bugged in general and will sometimes just run around in circles in the spawn with the toolbox out.
Bots do work on arena, but they treat it like koth. As in, they all run for the point and usually try to capture it, whether it can be captured yet or not.
Looks like the new .nav version of cp_granary fix that problem. Thanks SleepyAI.
[QUOTE=SleepyAl;29524064]I'm think they should since Arena is basically KOTH without respawning (never tested it though), so you might just need to get a proper nav mesh for the map. If you have any favorite arena maps I'll try and make one for it and see if it works.[/QUOTE] [b]arena_granary[/b] and I'll love you more.
[QUOTE=Leonardo;29527007][b]arena_granary[/b] and I'll love you more.[/QUOTE] Alright, I'll start working on it. I should have it done by the end of the day. [editline]30th April 2011[/editline] Alright, I've got a problem. The nav mesh for granary works fine. The bots don't. They won't leave the spawn, except for the occasional sniper who for some reason tries to cap the point. The path's are not blocked, they're all connected, still no movement. [img_thumb]http://cloud.steampowered.com/ugc/578921526586848538/4C9F3459416709A63BF8B791EF3B443FB81A6454/[/img_thumb] Here it is, if anyone wants to tinker with it. I'll try a different map and see if the bots work there or not. [url]http://www.mediafire.com/?mtwbww1s952jve9[/url] If it matters, I'm using the TF2 beta, so anyone with the regular TF2 installed can try and see if it's different. [editline]30th April 2011[/editline] Yeah, bots don't work on arena, at least on my computer. Engies, Snipers and Spies will leave the spawn sometimes, but that's it. I'll download regular TF2 and see if they work there or not. [img_thumb]http://cloud.steampowered.com/ugc/578921526586983479/75A02306C9CE8AC537855AB33A214D60EB55F4C8/[/img_thumb]
Hey, just finished a nav mesh for cp_well. It works great, except for the swimming. The bots sink to the bottom and drown, but they'll still fight to the death if they see somebody. I tried to get the bots to use jump paths to swim up, and I bet if I try harder later I might be able to make them swim, but its a lot of effort and the bots don't go down there unless they fall so they rarely use the swimming paths anyways. Sometimes I'll see bots get out of the water, but that's rare. Maybe if Valve adds some sort of swim paths later on that'd be nice, but I'm calling it quits here. [img_thumb]http://cloud.steampowered.com/ugc/578921526587640555/40CD2FDA30144490C863FBF277BB263ADFD58F36/[/img_thumb] Here's a link: [url]http://www.mediafire.com/?3camncb3xbz99ny[/url]
You're bloody brilliant
He knows everything!
You should really really take a look at pl_crosscut, it's one of the best Payload maps by far but bots do seem to get stuck when attacking as they tend to go through the left big door that closes. Quite a great map for you to test entities for sentry places etc. thank you :)
[QUOTE=vaskie;29540404]You should really really take a look at pl_crosscut, it's one of the best Payload maps by far but bots do seem to get stuck when attacking as they tend to go through the left big door that closes. Quite a great map for you to test entities for sentry places etc. thank you :)[/QUOTE] I haven't figured out how to manually make sentry spots yet, I'm unsure if bots do that on the fly or if there's a way to force them to use certain spots. I'll download the map and see if I can make a good nav for it, and maybe see if there's a proper way to make sentry spots.
Is it possible to make ctf work as just a team deathmatch game with bots?
Since normal Payload work, does the bots you make work with Payload Race mode ? Or RED team will only defend while BLU push the cart in the race ? Oh and I have a request, if you don't mind : It is if you can make bots work in Arena_Hardhat (The Construction theme map) Here it is : [url]http://construction.tf2maps.net/[/url] Thanks in advance :)
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