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Triggers
DARKEST HOUR V1.0.w3m
Variables
Initialization
INITIALIZATION
WEAPONS
RIFLE
SHOTGUN
GRENADE
WAVES
DIFFICULTY
MONSTERS
MONSTER MOVEMENT LEFT
MONSTER MOVEMENT RIGHT
MONSTER ATTACK
VARIATION
CREATE BOX
BOX MOVE
BOX MOVE 2
MISC
SECOND INI
SELECT DREAMER
LIFE
WIN
UPDATE BOARD
SCORE
CAM
CHEAT
STEROIDS
RAININGBOMBS
Name
Type
is_array
initial_value
BOARD
leaderboard
No
DIFFICULTY
integer
No
1
GIANTS
group
No
GRENADES
integer
No
2
LIFE
integer
No
20
SCORE
integer
No
0
MAP BY VOID. IF YOU MODIFY IT, AT LEAST GIVE ME CREDIT.
INITIALIZATION
Events
Map initialization
Conditions
Actions
Camera - Set the camera bounds for Player 1 (Red) to CAM_BOUNDS <gen>
Quest - Create a Required quest titled DARKEST HOUR with the description LEFT CLICK -RIFLE, RIGHT CLICK - SHOTGUN, TYPE '1' - GRENADE. USE THE ARROW KEYS TO MOVE THE CAMERA AROUND. EVERY MONSTER THAT ENTERS THE RUNES CAUSES YOU TO LOSE 1 LIFE. SHOOT BOXES TO GET EITHER 3 LIFE OR GET A GRENADE. THE RIFLE DEALS 6 DAMAGE TO 1 UNIT, THE SHOTGUN DEALS 2 DAMAGE TO A GROUP OF UNITS. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Game - Set the time of day to 24.00
Game - Turn the day/night cycle Off
Sound - Play SadMystery <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
Sound - Set User Interface Sounds to 0.00 %
Camera - . Apply . gg_cam_CAM for Player 1 (Red) over 0 seconds
Wait 5.00 seconds
Cinematic - Send transmission to (All players) from THE DREAMER 0000 <gen> named THE DREAMER : Play No sound and display WHA? HUH? WHERE AM I? WHAT'S GOING ON?!? AM I... DREAMING?... . Modify duration: Add 10.00 seconds and Wait
RIFLE
Events
Player - Player 1 (Red) Selects a unit
Conditions
(Triggering unit) Not equal to THE DREAMER 0000 <gen>
Actions
Sound - Play aug_1 <gen>
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - 6.00)
SHOTGUN
Events
Unit - THE DREAMER 0000 <gen> Is issued an order targeting a point
Unit - THE DREAMER 0000 <gen> Is issued an order targeting an object
Conditions
Actions
Region - Center SHOTGUN_SHOT_AREA <gen> on (Target point of issued order)
Region - Center SHOTGUN_SHOT_AREA <gen> on (Position of (Target unit of issued order))
Special Effect - Create a special effect at (Center of SHOTGUN_SHOT_AREA <gen>) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdx
Sound - Play xm1014_1 <gen>
Unit Group - Pick every unit in (Units in SHOTGUN_SHOT_AREA <gen> owned by Neutral Hostile) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 2.00))
GRENADE
Events
Player - Player 1 (Red) types a chat message containing 1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
GRENADES Greater than 0
Actions
Set Variable Set GRENADES = (GRENADES - 1)
Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Explode (Picked unit).)
Sound - Play c4_explode1 <gen>
DIFFICULTY
Events
Time - Every 120.00 seconds of game time
Conditions
DIFFICULTY Less than 16
Actions
Set Variable Set DIFFICULTY = (DIFFICULTY + 1)
Game - Display to (All players) the text: DIFFICULTY INCREASED!
If (DIFFICULTY Equal to 16) then do (Run WIN <gen> (checking conditions)) else do (Do nothing)
MONSTERS
Events
Time - Every 25.00 seconds of game time
Conditions
Actions
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.RED DRAGON for Neutral Hostile at (Center of SPAWN_LEFT1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.GNOLL WARDEN for Neutral Hostile at (Center of SPAWN_LEFT2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.OGRE MAGI for Neutral Hostile at (Center of SPAWN_LEFT3 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.CENTAUR ARCHER for Neutral Hostile at (Center of SPAWN_RIGHT1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.HARPY QUEEN for Neutral Hostile at (Center of SPAWN_RIGHT2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.CENTAUR OUTRUNNER for Neutral Hostile at (Center of SPAWN_RIGHT3 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.FURBOLG URSA WARRIOR for Neutral Hostile at (Center of SPAWN_LEFT1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.DARK TROLL WARLORD for Neutral Hostile at (Center of SPAWN_LEFT2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.DARK TROLL BERSERKER for Neutral Hostile at (Center of SPAWN_LEFT3 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.RAZORMANE SCOUT for Neutral Hostile at (Center of SPAWN_RIGHT1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.OWLBEAR for Neutral Hostile at (Center of SPAWN_RIGHT2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.LIGHTNING LIZARD for Neutral Hostile at (Center of SPAWN_RIGHT3 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.BROOD MOTHER for Neutral Hostile at (Center of SPAWN_LEFT1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.SPIDER for Neutral Hostile at (Center of SPAWN_LEFT2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.FELHOUND for Neutral Hostile at (Center of SPAWN_LEFT3 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.PLAGUE TREANT for Neutral Hostile at (Center of SPAWN_RIGHT1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.CORRUPTED TREANT for Neutral Hostile at (Center of SPAWN_RIGHT2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.SATYR SOULSTEALER for Neutral Hostile at (Center of SPAWN_RIGHT3 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.PANDAREN for Neutral Hostile at (Center of SPAWN_LEFT1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.INFERNAL for Neutral Hostile at (Center of SPAWN_LEFT2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.DOOM GUARD (Standard) for Neutral Hostile at (Center of SPAWN_LEFT3 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.SLUDGE MONSTROSITY for Neutral Hostile at (Center of SPAWN_RIGHT1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.MURLOC FLESHEATER for Neutral Hostile at (Center of SPAWN_RIGHT2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.MURLOC PLAGUEBEARER for Neutral Hostile at (Center of SPAWN_RIGHT3 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.SALAMANDER VIZIER for Neutral Hostile at (Center of SPAWN_LEFT1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 10) Equal to 3) then do (Create DIFFICULTY.VOID for Neutral Hostile at (Center of SPAWN_LEFT2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.ELDER SASQUATCH for Neutral Hostile at (Center of SPAWN_LEFT3 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.NERUBIAN QUEEN for Neutral Hostile at (Center of SPAWN_RIGHT1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.WRAITH for Neutral Hostile at (Center of SPAWN_RIGHT2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.NERUBIAN SEER for Neutral Hostile at (Center of SPAWN_RIGHT3 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.ROCK GOLEM for Neutral Hostile at (Center of SPAWN_LEFT1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.ICE TROLL PRIEST for Neutral Hostile at (Center of SPAWN_LEFT2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.KOBOLD GEOMANCER for Neutral Hostile at (Center of SPAWN_LEFT3 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.GIANT FROST WOLF for Neutral Hostile at (Center of SPAWN_RIGHT1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.SKELETON WARRIOR for Neutral Hostile at (Center of SPAWN_RIGHT2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 3) then do (Create DIFFICULTY.SALAMANDER for Neutral Hostile at (Center of SPAWN_RIGHT3 <gen>) facing Default building facing degrees) else do (Do nothing)
MONSTER MOVEMENT LEFT
Events
Unit - A unit enters SPAWN_LEFT1 <gen>
Unit - A unit enters SPAWN_LEFT2 <gen>
Unit - A unit enters SPAWN_LEFT3 <gen>
Conditions
Actions
Unit - Order (Triggering unit) to Move To . (Random point in WAYPOINT1 <gen>)
MONSTER MOVEMENT RIGHT
Events
Unit - A unit enters SPAWN_RIGHT1 <gen>
Unit - A unit enters SPAWN_RIGHT2 <gen>
Unit - A unit enters SPAWN_RIGHT3 <gen>
Conditions
Actions
Unit - Order (Triggering unit) to Move To . (Random point in WAYPOINT2 <gen>)
MONSTER ATTACK
Events
Unit - A unit enters WAYPOINT1 <gen>
Unit - A unit enters WAYPOINT2 <gen>
Conditions
Actions
Unit - Order (Triggering unit) to Move To . (Random point in LIFE <gen>)
VARIATION
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
If ((Random integer number between 1 and 5) Equal to 3) then do (Pick every unit in (Units owned by Neutral Hostile.) and do (Order (Picked unit) to Move To.(Random point in LIFE <gen>))) else do (Do nothing)
If ((Random integer number between 1 and 5) Equal to 3) then do (Pick every unit in (Units owned by Neutral Hostile.) and do (Set (Picked unit) movement speed to (Random percentage))) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 2) then do (Set (Random unit from (Units owned by Neutral Hostile.)) movement speed to 350.00) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 2) then do (Set (Random unit from (Units owned by Neutral Hostile.)) movement speed to 350.00) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 2) then do (Set (Random unit from (Units owned by Neutral Hostile.)) movement speed to 150.00) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 2) then do (Set (Random unit from (Units owned by Neutral Hostile.)) movement speed to 150.00) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 2) then do (Set (Random unit from (Units owned by Neutral Hostile.)) movement speed to 150.00) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 2) then do (Add (Random unit from (Units owned by Neutral Hostile matching (((Matching unit) is alive) Equal to True).)) to GIANTS) else do (Do nothing)
Unit Group - Pick every unit in GIANTS and do (Change (Picked unit)'s size to (400.00%, 400.00%, 400.00%) of its original size)
Unit Group - Pick every unit in GIANTS and do (Change (Picked unit)'s vertex coloring to ((Random percentage)%, (Random percentage)%, (Random percentage)%) with (Random real number between 15.00 and 35.00)% transparency)
Unit Group - Pick every unit in GIANTS and do (Set (Picked unit) movement speed to 350.00)
Unit Group - Pick every unit in GIANTS and do (Set life of (Picked unit) to 35.00)
Unit Group - Pick every unit in GIANTS and do (Turn collision for (Picked unit) Off.)
CREATE BOX
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
If ((Random integer number between 1 and 7) Equal to 5) then do (Create 1.BOX for Neutral Hostile at (Center of BOX1 <gen>) facing Default building facing degrees) else do (Do nothing)
BOX MOVE
Events
Unit - A unit enters BOX1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to BOX
Actions
Unit - Order (Triggering unit) to Move To . (Center of BOX2 <gen>)
BOX MOVE 2
Events
Unit - A unit enters BOX2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to BOX
Actions
Unit - Remove (Triggering unit) from the game
SECOND INI
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled DARKEST HOUR
Set Variable Set BOARD = (Last created leaderboard)
Leaderboard - Show BOARD
Leaderboard - Add Player 1 (Red) to BOARD with label SCORE and value 0
Leaderboard - Add Player 2 (Blue) to BOARD with label GRENADES and value 0
Leaderboard - Add Player 5 (Yellow) to BOARD with label LIFE and value 0
Leaderboard - Add Player 6 (Orange) to BOARD with label LEVEL and value 0
Environment - Set sky to Felwood Sky
Game - Display to (All players) the text: TO RESET THE CAMERA, TYPE 'CAM'TO CHEAT, TYPE 'STEROIDS' TO SET YOUR LIFE TO 1000 OR TYPE 'RAININGBOMBS' TO SET YOUR GRENADES TO 100.CREATED BY VOID
Trigger - Run MONSTERS <gen> (checking conditions)
SELECT DREAMER
Events
Time - Every 1.50 seconds of game time
Conditions
Actions
Selection - Select THE DREAMER 0000 <gen>
LIFE
Events
Unit - A unit enters LIFE <gen>
Conditions
(Owner of (Triggering unit)) Equal to Neutral Hostile
Actions
Unit - Remove (Triggering unit) from the game
Sound - Play HeroPaladinDeath <gen>
Set Variable Set LIFE = (LIFE - 1)
Set Variable Set SCORE = (SCORE - 1)
Cinematic - Send transmission to (All players) from THE DREAMER 0000 <gen> named THE DREAMER : Play No sound and display AARGHH! NO! LEAVE ME ALONE! . Modify duration: Add 3.00 seconds and Wait
Wait 0.11 seconds
If (LIFE Less than 1) then do (Defeat Player 1 (Red) with the message: THE DREAMER NEVER WOKE UP...) else do (Do nothing)
WIN
Events
Conditions
Actions
Trigger - Turn off MONSTERS <gen>
Trigger - Turn off LIFE <gen>
Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Explode (Picked unit).)
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Fade out over 3.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Unit - Move THE DREAMER 0000 <gen> instantly to (Center of CAM_BOUNDS <gen>)
Camera - Pan camera for Player 1 (Red) to (Position of THE DREAMER 0000 <gen>) over 0 seconds
Cinematic - Fade in over 3.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Send transmission to (All players) from THE DREAMER 0000 <gen> named THE DREAMER : Play No sound and display THIS IS SUCH A NIGHTMARE! BUT I THINK I GOT THEM ALL... I SHOULD WAKE UP SOON... . Modify duration: Add 10.00 seconds and Wait
Wait 1.00 seconds
Unit - Create 1 . VOID for Player 1 (Red) at (Random point in CAM_BOUNDS <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdx
Camera - Lock camera target for Player 1 (Red) to (Last created unit) , offset by ( 0 , 0 ) using Default rotation
Unit - Make (Last created unit) face THE DREAMER 0000 <gen> over 2.00 seconds
Unit - Make THE DREAMER 0000 <gen> face (Last created unit) over 2.00 seconds
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from (Last created unit) named VOID : Play No sound and display PATHETIC FOOL... DO YOU TRULY BELIEVE YOU ARE DREAMING? MORTAL MINDS ARE WEAK AND YOU CHOSE TO LIE TO YOURSELF ABOUT WHERE YOU REALLY ARE... . Modify duration: Add 20.00 seconds and Wait
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from THE DREAMER 0000 <gen> named THE DREAMER : Play No sound and display WHAT? WHO ARE YOU? WHAT ARE YOU TALKING ABOUT?!? . Modify duration: Add 5.00 seconds and Wait
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from (Last created unit) named VOID : Play No sound and display WE ARE THE MASTER OF ALL THAT EXISTS BEYOND REALITY... AND NOW THAT YOU ARE DEAD, WE OWN YOUR SOUL AS WELL... WELCOME TO HELL, LOWLIFE! . Modify duration: Add 20.00 seconds and Wait
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from THE DREAMER 0000 <gen> named THE DREAMER : Play No sound and display NO!... I'M... DEAD?!? I... I REMEMBER CLEANING MY GUN... HITTING ON THE GROUND BECAUSE IT WAS JAMMED... AND THEN... . Modify duration: Add 20.00 seconds and Wait
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from (Last created unit) named VOID : Play No sound and display AND THEN YOU BELONGED TO US... WE HAVE TOYED WITH YOU ENOUGH. NOW IT IS TIME FOR YOU TO SUFFER... . Modify duration: Add 15.00 seconds and Wait
Wait 1.00 seconds
Unit - Order (Last created unit) to Attack . THE DREAMER 0000 <gen>
Wait 2.00 seconds
Cinematic - Fade out over 5.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Game - Victory Player 1 (Red) ( Skip dialogs, Show scores)
UPDATE BOARD
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Leaderboard - Change the value for Player 1 (Red) in BOARD to SCORE
Leaderboard - Change the value for Player 2 (Blue) in BOARD to GRENADES
Leaderboard - Change the value for Player 5 (Yellow) in BOARD to LIFE
Leaderboard - Change the value for Player 6 (Orange) in BOARD to DIFFICULTY
SCORE
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
Actions
Set Variable Set SCORE = (SCORE + 1)
If ((Unit-type of (Triggering unit)) Equal to BOX) then do (If ((Random integer number between 1 and 2) Equal to 1) then do (Set VariableSet GRENADES = (GRENADES + 1)) else do (Set VariableSet LIFE = (LIFE + 3))) else do (Do nothing)
If ((Unit-type of (Triggering unit)) Equal to BOX) then do (Remove (Triggering unit) from the game) else do (Do nothing)
If ((Unit-type of (Triggering unit)) Equal to BOX) then do (Display to (All players) the text: GOT A BONUS BOX!) else do (Do nothing)
CAM
Events
Player - Player 1 (Red) types a chat message containing CAM (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - . Apply . gg_cam_CAM for Player 1 (Red) over 2.00 seconds
STEROIDS
Events
Player - Player 1 (Red) types a chat message containing STEROIDS (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Set Variable Set LIFE = "1000"
RAININGBOMBS
Events
Player - Player 1 (Red) types a chat message containing RAININGBOMBS (Unexpected type: 'stringnoformat') as An exact match
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