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Need some help on modding functions

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  • S
    SupCom_16-12-20 @Uveso
    last edited by SupCom_16-12-20 1 Dec 2021, 10:59 12 Jan 2021, 10:47

    @Uveso

    Wow, I think I say too early when I say "now I have some idea how these codes work".

    I am still having trouble to grasp it fully how it work.

    for index, unit in allUnits do
    
    end
    

    As shown above, the words in brown color is the function, are the words in white color a variable ?

    for index, word in WORDS do
        LOG('index: '..index)
        LOG('word: '..word)
    end
    

    As shown above, the wording LOG, is it a function or variable ?

    am I right to say that ?

    'index:
    

    this print the text "index:" out ?

    '..index
    

    will print out a variable value ?

    Thanks again.

    1 Reply Last reply Reply Quote 0
    • S
      SupCom_16-12-20 @Uveso
      last edited by SupCom_16-12-20 1 Dec 2021, 12:15 12 Jan 2021, 11:20

      @Uveso
      Can you explain how this code "tables.lua" file

      local NameTable = {
          Default = { -- land units
              "Destiny",
              "Infinity",
              "Void",
              "Overcharge",
              "Neo",
          },
          UEFT4table = {
              "George Washington",
              "John Adams",
              "Thomas Jefferson",
              "James Madison",
              "James Monroe",
              "John Q. Adams",
              "Andrew Jackson",
              "Martin Van Buren",
              "William H. Harrison",
              "John Tyler",
              "James K. Polk",
              "Zachary Taylor",
              "Millard Fillmore",
              "Franklin Pierce",
              "James Buchanan",
              "Abraham Lincoln",
              "Andrew Johnson",
              "Ulysses S. Grant",
              "Rutherford B. Hayes",
              "James A. Gardield",
              "Chester A. Arthur",
              "S. Grover Cleveland",
              "Benjamin Harrison",
              "William McKinley",
              "Theodore Roosevelt",
              "William H. Taft",
              "T.Woodrow Wilson",
              "Warren G. Harding",
              "J. Calvin Coolidge",
              "Herbet C. Hoover",
              "Franlin D. Roosevelt",
              "Harry S. Truman",
              "Dwight D. Eisenhower",
              "John F. Kennedy",
              "Lyndon B. Johnson",
              "Richard M. Nixon",
              "Gerald R. Ford",
              "James E. Carter",
              "Ronald W. Reagan",
              "George H. W. Bush",
              "William J. 'Bill' Clinton",
              "George W. Bush",
              "Barack Obama",
              "Bernie Sanders",
          },
          AeonT4table = {
              "UFO",
          },
          SeraphimT4table = {
              "Obvious alien is obvious",
          },
          CybranT4table = {
              "Obvious Troll is obvious",
              "This is a mantis",
              "Captain sneak",
          },
          AirTable = {
              "Eagle",
              "Owl",
              "Falcon",
              "Griffin",
          },
          Naval = {
              "Nessie",
              "Jormungandr",
              "The Kraken",
          },
          BNaval = {
              "Leviathan",
              "Carcinos",
          },
          Gunships = {
              "Snake",
              "Starvation",
              "Nidhogg",
              "Phoenix",
          },
          Defense = {
              "I am expansive",
              "Killer",
              "AWW YEAA",
              "THIS IS SPARTA",
              "mega turret",
              "Thousand flames",
              "You are an idiot",
          },
          Structures = {
              "Nuker",
              "Alpha",
              "Foxtrot",
              "Beta",
              "Charlie",
              "Echo",
              "Golf",
              "Juliett",
              "November",
          }
      }
      
      function GetTable()
          return NameTable;
      end
      

      work together with this part of main codes ?

      function RenameVet()
              for index, unit in allUnits do
                  local Ukills = unit:GetStat('KILLS', 0).Value
                  if Ukills >= unit:GetBlueprint().Veteran.Level1 and Ukills != 0 and ( unit:GetCustomName(unit) == nil or unit:IsInCategory('COMMAND') == true ) then
                      local unitname = unit:GetBlueprint().General.UnitName
                      local newName
                      local temptable ;
                      if unit:IsInCategory('COMMAND') == true then
                          if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                              newName = "<[["..username.."]]>"
                          elseif Ukills >= unit:GetBlueprint().Veteran.Level4 then
                              newName = "[["..username.."]]"
                          elseif Ukills >= unit:GetBlueprint().Veteran.Level3 then
                              newName = "<["..username.."]>"
                          elseif Ukills >= unit:GetBlueprint().Veteran.Level2 then
                              newName = "["..username.."]"
                          elseif Ukills >= unit:GetBlueprint().Veteran.Level1 then
                              newName = "<"..username..">"
                          else
                              newName = username
                          end
                      else
                          if unit:IsInCategory('EXPERIMENTAL') then
                              if unit:IsInCategory('UEF') then
                                  temptable = NameTable.UEFT4table
                              elseif unit:IsInCategory('CYBRAN') then
                                  temptable = NameTable.CybranT4table
                              elseif unit:IsInCategory('AEON') then
                                  temptable = NameTable.AeonT4table
                              elseif unit:IsInCategory('SERAPHIM') then
                                  temptable = NameTable.SeraphimT4table
                              end
                          elseif unit:IsInCategory('DEFENSE') then 
                              temptable = NameTable.Defense 
                          elseif unit:IsInCategory('STRUCTURE') then
                              temptable = NameTable.Structures
                          elseif unit:IsInCategory('BATTLESHIP') == true or unit:IsInCategory('BATTLECRUISER') then
                              temptable = NameTable.BNaval
                          elseif unit:IsInCategory('NAVAL') then
                              temptable = NameTable.Naval
                          elseif unit:IsInCategory('AIR') and unit:IsInCategory('GROUNDATTACK') then
                              temptable = NameTable.Gunships
                          elseif unit:IsInCategory('AIR') then
                              temptable = NameTable.AirTable
                          else
                              temptable = NameTable.Default
                          end
                          if temptable != nil then
                              newName = temptable[math.random(table.getsize (temptable) )]
                          end
                      end
                      if newName != nil then
                          unit:SetCustomName(newName)
                      else
                          unit:SetCustomName("test")
                      end
                  end
              end
      end
      

      Especially this part here ...

      if unit:IsInCategory('EXPERIMENTAL') then
                              if unit:IsInCategory('UEF') then
                                  temptable = NameTable.UEFT4table
                              elseif unit:IsInCategory('CYBRAN') then
                                  temptable = NameTable.CybranT4table
                              elseif unit:IsInCategory('AEON') then
                                  temptable = NameTable.AeonT4table
                              elseif unit:IsInCategory('SERAPHIM') then
                                  temptable = NameTable.SeraphimT4table
                              end
      

      The NameTable for UEF has a much longer name list than others ? How do this work out ?
      I hope I am not giving you too much trouble getting you to explain all these. I really appreciate the explanation.

      1 Reply Last reply Reply Quote 0
      • S
        speed2
        last edited by speed2 1 Dec 2021, 11:42 12 Jan 2021, 11:38

        The scripting language the game uses is called Lua. You can learn it here https://www.lua.org/pil/contents.html
        Going through that will answer 90% of your questions.

        S 1 Reply Last reply 12 Jan 2021, 12:09 Reply Quote 0
        • S
          SupCom_16-12-20 @speed2
          last edited by SupCom_16-12-20 1 Dec 2021, 12:13 12 Jan 2021, 12:09

          @speed2 said in Need some help on modding functions:

          The scripting language the game uses is called Lua. You can learn it here https://www.lua.org/pil/contents.html
          Going through that will answer 90% of your questions.

          Thanks, this is what I am looking for but to understand it is another question LOL.

          One more question - are the blue and white color texts a function ?
          Thanks again.

          1 Reply Last reply Reply Quote 0
          • S
            SupCom_16-12-20
            last edited by SupCom_16-12-20 1 Dec 2021, 16:46 12 Jan 2021, 16:28

            This post is deleted!
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            • S
              SupCom_16-12-20
              last edited by SupCom_16-12-20 1 Dec 2021, 19:35 12 Jan 2021, 19:18

              if unit:IsInCategory('MOBILE') then 
              

              (1) How do you use IsInCategory to select only units that moves around and is an attacking type of units.
              I tried the above but it also consider Factory and Engineer as Mobile ?

              (2) Any blueprint for Tech 3 Transport unit ?

              Thanks.

              1 Reply Last reply Reply Quote 0
              • S
                speed2
                last edited by 12 Jan 2021, 21:31

                Here's a list of categories https://wiki.faforever.com/index.php?title=Mission_Scripting#Categories

                S 1 Reply Last reply 13 Jan 2021, 08:17 Reply Quote 0
                • U
                  Uveso
                  last edited by 13 Jan 2021, 04:16

                  hello SupCom_16-12-20 ,

                  i guess you already figured out how to use table in tables ?
                  If not, let me know.

                  You will maybe find custom LUA commands inside the game.

                  Here is a list of all commands you can use in SIM-STATE of the game:
                  https://github.com/FAForever/fa/blob/deploy/fafdevelop/engine/Sim.lua

                  And here a List of all commands you can use in the UI-STATE of the game:
                  https://github.com/FAForever/fa/blob/deploy/fafdevelop/engine/User.lua

                  You can't use SIM-STATE commands in UI-STATE of the game and vise versa.
                  SIM-STATE commands are for the gamesimulation like moving units etc.
                  UI-STATE commands are for the user Interface

                  S 1 Reply Last reply 13 Jan 2021, 08:26 Reply Quote 0
                  • S
                    SupCom_16-12-20 @speed2
                    last edited by 13 Jan 2021, 08:17

                    @speed2 said in Need some help on modding functions:

                    Here's a list of categories https://wiki.faforever.com/index.php?title=Mission_Scripting#Categories

                    Thanks. I will use this if I am doing a mission scripting. Now I am trying to work on skirmish game play.

                    Actually I am looking for these 2 things.
                    (1) category list for unit that is moving around (mobile type) and an attacking unit.

                    (2) Blueprint for Tech 3 Transport unit.

                    Thanks.

                    S 1 Reply Last reply 13 Jan 2021, 11:58 Reply Quote 0
                    • S
                      SupCom_16-12-20 @Uveso
                      last edited by SupCom_16-12-20 13 Jan 2021, 08:26

                      @Uveso

                      To your question - Table in tables. After spending some time reading "Cobrand" code ... I think I roughly know how tables work. I know saying it, is easier than doing it ie. to actually write codes out that actually works without a bug.
                      I think I will know that when I reach that point.

                      But right now actually I am stuck in this code here.

                      local NameTable = import("/mods/Veterename/tables.lua").GetTable()
                      local allUnits = {} ;
                      local username = nil ;
                      
                      function UpdateAllUnits()
                          -- Add unit being built by others
                          for _, unit in allUnits do
                      	if not unit:IsDead() and unit:GetFocus() and not unit:GetFocus():IsDead() then
                      		allUnits[unit:GetFocus():GetEntityId()] = unit:GetFocus()
                      		end
                      	end
                      	
                      	-- Remove dead
                      	for entityid, unit in allUnits do
                      		if unit:IsDead() then
                      			allUnits[entityid] = nil
                      		end
                      	end
                      end
                        
                      function RenameVet()
                              for index, unit in allUnits do
                                  local Ukills = unit:GetStat('KILLS', 0).Value
                                  if Ukills >= unit:GetBlueprint().Veteran.Level1 and Ukills != 0 and unit:GetCustomName(unit) == nil then
                                      local unitname = unit:GetBlueprint().General.UnitName
                                      local newName ;
                                      -- commander upgraded name
                                      if unit:IsInCategory('COMMAND') == true then
                                          if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                                              newName = "[~[Top Rank: Chief Commander]~]"
                                          elseif Ukills >= unit:GetBlueprint().Veteran.Level4 then
                                              newName = "[=[2nd Rank: General]=]"
                                          elseif Ukills >= unit:GetBlueprint().Veteran.Level3 then
                                              newName = "<+>3rd Rank: Colonel<+>"
                                          elseif Ukills >= unit:GetBlueprint().Veteran.Level2 then
                                              newName = "<<4th Rank: Major>>"
                                          elseif Ukills >= unit:GetBlueprint().Veteran.Level1 then
                                              newName = "<5th Rank: First Lieutenant>"
                                          else
                                              newName = username
                                          end
                                      end
                                      else
                                      -- ONLY Tech 3 Transport Air units upgraded name
                                      if unit:IsInCategory('TRANSPORT') and unit:IsInCategory('TECH3') then
                                          if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                                              newName = "[~[Top Rank: Whitehorse]~]"
                                          elseif Ukills >= unit:GetBlueprint().Veteran.Level4 then
                                              newName = "[=[2nd Rank: Hawk]=]"
                                          elseif Ukills >= unit:GetBlueprint().Veteran.Level3 then
                                              newName = "<+>3rd Rank: Pegasus<+>"
                                          elseif Ukills >= unit:GetBlueprint().Veteran.Level2 then
                                              newName = "<<4th Rank: Wolfhound>>"
                                          elseif Ukills >= unit:GetBlueprint().Veteran.Level1 then
                                              newName = "<5th Rank: Puma>"
                                          -- else
                                              -- newName = username
                                          end
                                      else
                                      -- others mobile units that moves around such as land, air and naval units upgraded name
                                      if unit:IsInCategory('DIRECTFIRE') and ( unit:IsInCategory('NAVAL') or unit:IsInCategory('LAND') or unit:IsInCategory('AIR') ) then
                                          if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                                              newName = "[~[Top Rank: Chief General]~]"
                                          elseif Ukills >= unit:GetBlueprint().Veteran.Level4 then
                                              newName = "[=[2nd Rank: General]=]"
                                          elseif Ukills >= unit:GetBlueprint().Veteran.Level3 then
                                              newName = "<+>3rd Rank: Captain<+>"
                                          elseif Ukills >= unit:GetBlueprint().Veteran.Level2 then
                                              newName = "<<4th Rank: Lieutenant>>"
                                          elseif Ukills >= unit:GetBlueprint().Veteran.Level1 then
                                              newName = "<5th Rank: Sergeant>"
                                          end
                                     end
                                 end
                                      --	
                                      if newName != nil then
                                          unit:SetCustomName(newName)
                                      else
                                          unit:SetCustomName("test")
                                      end
                                  end
                              end
                          end
                      
                      -- ForkThread
                      function Repeat()
                          -- this piece of code will actually select units at the beginning of the game
                          -- every other unit is eventually created by other units at some point, hence we are adding them via that way
                          local selection = GetSelectedUnits()
                          UISelectionByCategory("ALLUNITS", false, false, false, false)
                          for _, unit in (GetSelectedUnits() or {}) do
                              username = unit:GetCustomName(unit);
                      		allUnits[unit:GetEntityId()] = unit
                      	end
                          SelectUnits(selection); -- select back what was previously selected
                          --     
                      	while true do -- while there are units alive out there
                      		WaitSeconds(1)
                              UpdateAllUnits()
                      		RenameVet()
                      	end 
                      end
                      -- Init
                      
                      function VetInit() -- 
                      	if SessionIsReplay() == true then
                      		LOG("Veterename: Disabled ; Watching replay")
                      	else
                      		LOG("Veterename: Enabled")
                      		local newSelectionsMap = {
                                  ['shift-Backspace']        = {action =  'UI_Lua import("/mods/Veterename/autorename.lua").RenameVet()'},
                      		} -- shortcut
                      		IN_AddKeyMapTable(newSelectionsMap)
                      		ForkThread(Repeat)
                      	end
                      end
                      

                      The complete code above. Last night I ran the code using this and game still runs okay but I still cannot find out if this thing works or not as I cannot get a unit to stay on battle field long enough to see it's effect.

                      The last 2 blocks of code, I know for sure it won't work because I have no info as how to trap a unit that is a mobile type ie. moving type of unit and also an attacking type. And also how to trap a Transport Tech 3 unit.

                                      -- others mobile units that moves around such as land, air and naval units upgraded name
                                      if unit:IsInCategory('DIRECTFIRE') and ( unit:IsInCategory('NAVAL') or unit:IsInCategory('LAND') or unit:IsInCategory('AIR') ) then
                                          if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                      

                      I don't know how to check if a unit is a mobile type and an attacking type of unit.

                                      -- ONLY Tech 3 Transport Air units upgraded name
                                      if unit:IsInCategory('TRANSPORT') and unit:IsInCategory('TECH3') then
                                          if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                      

                      And also don't know how to check if a unit is a Tech 3 Transport unit.

                      Thanks.

                      1 Reply Last reply Reply Quote 0
                      • S
                        SupCom_16-12-20
                        last edited by 13 Jan 2021, 08:42

                        This post is deleted!
                        1 Reply Last reply Reply Quote 0
                        • U
                          Uveso
                          last edited by Uveso 13 Jan 2021, 10:43

                          Use LOG commands to print debug text to the game.log.
                          Like:

                          if unit:IsInCategory('TRANSPORT') and unit:IsInCategory('TECH3') then
                          	LOG('Found Unit with category TRANSPORT*TECH3')
                                  if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                          

                          To Check For mobil units, you can use
                          unit:IsInCategory('MOBILE')

                          units have layer category, so you can ask for land air or naval units:
                          unit:IsInCategory('LAND')
                          unit:IsInCategory('AIR')
                          unit:IsInCategory('NAVAL')

                          random Examples:

                          MOBILE * LAND * INDIRECTFIRE * DIRECTFIRE for land units that can attack other land units
                          MOBILE * LAND * ANTIAIR for mobile Anti Air
                          MOBILE * AIR * HIGHALTAIR for ASF
                          MOBILE * AIR * TRANSPORTFOCUS for Air Transporter
                          (if unit:IsInCategory('MOBILE') and unit:IsInCategory('AIR') and unit:IsInCategory('TRANSPORTFOCUS') then)

                          S 2 Replies Last reply 13 Jan 2021, 11:01 Reply Quote 0
                          • S
                            SupCom_16-12-20 @Uveso
                            last edited by 13 Jan 2021, 11:01

                            @Uveso said in Need some help on modding functions:

                            Use LOG commands to print debug text to the game.log.
                            Like:

                            if unit:IsInCategory('TRANSPORT') and unit:IsInCategory('TECH3') then
                            	LOG('Found Unit with category TRANSPORT*TECH3')
                                    if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                            

                            Is there any way we could use LOG to extract the blueprint of a specific unit ?

                            1 Reply Last reply Reply Quote 0
                            • S
                              SupCom_16-12-20 @Uveso
                              last edited by 13 Jan 2021, 11:06

                              @Uveso said in Need some help on modding functions:

                              To Check For mobil units, you can use
                              unit:IsInCategory('MOBILE')

                              units have layer category, so you can ask for land air or naval units:
                              unit:IsInCategory('LAND')
                              unit:IsInCategory('AIR')
                              unit:IsInCategory('NAVAL')

                              random Examples:

                              MOBILE * LAND * INDIRECTFIRE * DIRECTFIRE for land units that can attack other land units
                              MOBILE * LAND * ANTIAIR for mobile Anti Air
                              MOBILE * AIR * HIGHALTAIR for ASF
                              MOBILE * AIR * TRANSPORTFOCUS for Air Transporter
                              (if unit:IsInCategory('MOBILE') and unit:IsInCategory('AIR') and unit:IsInCategory('TRANSPORTFOCUS') then)

                              This might help me complete the coding. I will get back to you. Thanks a lot for these.

                              1 Reply Last reply Reply Quote 0
                              • U
                                Uveso
                                last edited by 13 Jan 2021, 11:29

                                LOG( repr(BluePrint) )
                                

                                repr() will print tables.

                                Don't use this on units or other user/c-objects.

                                S 1 Reply Last reply 13 Jan 2021, 23:20 Reply Quote 0
                                • S
                                  speed2 @SupCom_16-12-20
                                  last edited by 13 Jan 2021, 11:58

                                  @SupCom_16-12-20 said in Need some help on modding functions:

                                  @speed2 said in Need some help on modding functions:

                                  Here's a list of categories https://wiki.faforever.com/index.php?title=Mission_Scripting#Categories

                                  Thanks. I will use this if I am doing a mission scripting. Now I am trying to work on skirmish game play.

                                  Actually I am looking for these 2 things.
                                  (1) category list for unit that is moving around (mobile type) and an attacking unit.

                                  (2) Blueprint for Tech 3 Transport unit.

                                  Thanks.

                                  Just bcause its in a mission scripting guide doesnt mean its not valid for the rest of the game.

                                  S 1 Reply Last reply 13 Jan 2021, 23:13 Reply Quote 0
                                  • S
                                    SupCom_16-12-20 @speed2
                                    last edited by 13 Jan 2021, 23:13

                                    @speed2 said in Need some help on modding functions:

                                    @SupCom_16-12-20 said in Need some help on modding functions:

                                    @speed2 said in Need some help on modding functions:

                                    Here's a list of categories https://wiki.faforever.com/index.php?title=Mission_Scripting#Categories

                                    Thanks. I will use this if I am doing a mission scripting. Now I am trying to work on skirmish game play.

                                    Actually I am looking for these 2 things.
                                    (1) category list for unit that is moving around (mobile type) and an attacking unit.

                                    (2) Blueprint for Tech 3 Transport unit.

                                    Thanks.

                                    Just bcause its in a mission scripting guide doesnt mean its not valid for the rest of the game.

                                    Ok, I keep that in mind.

                                    1 Reply Last reply Reply Quote 0
                                    • S
                                      SupCom_16-12-20
                                      last edited by SupCom_16-12-20 13 Jan 2021, 23:16

                                      unit:GetBlueprint().Veteran.Level1
                                      

                                      Am I right to say Veteran.Level1 means, it is 1 star as shown below ?

                                      17a572a9-c7aa-48c3-aba4-d0fc85f82c55-image.png

                                      and

                                      unit:GetBlueprint().Veteran.Level2
                                      

                                      means 2 stars ?

                                      S 1 Reply Last reply 14 Jan 2021, 09:27 Reply Quote 0
                                      • S
                                        SupCom_16-12-20 @Uveso
                                        last edited by 13 Jan 2021, 23:20

                                        @Uveso said in Need some help on modding functions:

                                        LOG( repr(BluePrint) )
                                        

                                        repr() will print tables.

                                        Don't use this on units or other user/c-objects.

                                        Ok thanks

                                        1 Reply Last reply Reply Quote 0
                                        • U
                                          Uveso
                                          last edited by 14 Jan 2021, 00:16

                                          unit:GetBlueprint().Veteran.Level2

                                          unit:GetBlueprint() will get the blueprint from a unit.

                                          local TableFromBlueprint = unit:GetBlueprint()
                                          LOG(TableFromBlueprint)  -- this will print the whole blueprint into the game.log
                                          

                                          You can do it directly without storing it in TableFromBlueprint :

                                          LOG(unit:GetBlueprint())  -- this will print the whole blueprint into the game.log
                                          

                                          unit:GetBlueprint().Veteran

                                          local TableFromBlueprint = unit:GetBlueprint()
                                          LOG(TableFromBlueprint.Veteran)  -- this will only print the Veteran table from the blueprint
                                          

                                          same as before:

                                          LOG(unit:GetBlueprint().Veteran)  -- this will only print the Veteran table from the blueprint
                                          

                                          output:

                                              Veteran = {
                                                  Level1 = 6,
                                                  Level2 = 12,
                                                  Level3 = 18,
                                                  Level4 = 24,
                                                  Level5 = 30,
                                              },
                                          

                                          unit:GetBlueprint().Veteran.Level2

                                          local TableFromBlueprint = unit:GetBlueprint()
                                          LOG(TableFromBlueprint.Veteran.Level2)  -- this will print the value stored in Veteran/Level2
                                          

                                          same as before:

                                          LOG(unit:GetBlueprint().Veteran.Level2)  -- this will print the value stored in Veteran/Level2
                                          

                                          output:

                                          12
                                          
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