123iamking Posted May 16, 2011 Share Posted May 16, 2011 How to active beach party in Life's a beach mission ? active the party anytime we want or 21pm-4am Link to comment Share on other sites More sharing options...
Silent Posted May 16, 2011 Share Posted May 16, 2011 It's manually scripted. However, you can try to use: 0662: "ACTIVATE_COOL_BEACH_PARTY" Link to comment Share on other sites More sharing options...
ZAZ Posted May 16, 2011 Author Share Posted May 16, 2011 (edited) I want to throw the beachball and When the beachball collides, the beach ball is attached in ANY surface i know only this opcode to check if there is a wall of a Map building :PARAMOD_63470001: wait 0 ms 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 3.5 3.5 1.5 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -3.5 -3.5 0.0 00D6: if 06BD: no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 0 actor 0 object 0 particle 0 004D: jump_if_false @PARAMOD_6461 Another way is to stop the thrown object when it collides Have you read this chapter: Object - COLLISION - check? there is an example script to stop the object for a moment when it collides. Finaly could you merge both methods How to active beach party in Life's a beach mission ? active the party anytime we want or 21pm-4am by using this code: 0417: start_mission 31 Edited May 16, 2011 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
123iamking Posted May 17, 2011 Share Posted May 17, 2011 I want to throw the beachball and When the beachball collides, the beach ball is attached in ANY surface i know only this opcode to check if there is a wall of a Map building :PARAMOD_63470001: wait 0 ms 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 3.5 3.5 1.5 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -3.5 -3.5 0.0 00D6: if 06BD: no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 0 actor 0 object 0 particle 0 004D: jump_if_false @PARAMOD_6461 Another way is to stop the thrown object when it collides Have you read this chapter: Object - COLLISION - check? there is an example script to stop the object for a moment when it collides. Finaly could you merge both methods How to active beach party in Life's a beach mission ? active the party anytime we want or 21pm-4am by using this code: 0417: start_mission 31 Thank you , you're my hero ! RyanDri3957V 1 Link to comment Share on other sites More sharing options...
123iamking Posted May 17, 2011 Share Posted May 17, 2011 (edited) code 0417: start_mission 31 doesn't work as I expect ! first ,it starts the whole mission Life 's a beach ! second ,it get trouble with my old mod - my "blow up all car" mod activate when I go to beach party , my "skate board" activate too,every body hold a skate board ! Can I just activate "beach party" and deactivate it as well Edited May 17, 2011 by 123iamking RyanDri3957V 1 Link to comment Share on other sites More sharing options...
otakups Posted May 17, 2011 Share Posted May 17, 2011 hi, i just started cleo scripts yesterday. i've been looking at your tuts for 12hrs straight now.. i think. but could you tell me how to get actor i'm aiming at? i'm guessing it's on the memory coding part, but i skipped that part.. i get a lot of crashes for tinkering. thanks. Link to comment Share on other sites More sharing options...
123iamking Posted May 17, 2011 Share Posted May 17, 2011 Plz explain this code : [email protected]([email protected],16i) = Actor.Create(Prostitute, #SPECIAL06, 961.4539, -50.44983, 1001.117) [email protected],16i = what’s this mean ? Prostitute = what’s this for ? (sometimes this’s “Mission1”) 961.4539, -50.44983, 1001.117 = I know this set the actor appear at somewhere we want ,but I don’t know how they can make it ! thank Link to comment Share on other sites More sharing options...
ZAZ Posted May 17, 2011 Author Share Posted May 17, 2011 code 0417: start_mission 31 doesn't work as I expect ! first ,it starts the whole mission Life 's a beach ! second ,it get trouble with my old mod - my "blow up all car" mod activate when I go to beach party , my "skate board" activate too,every body hold a skate board ! Can I just activate "beach party" and deactivate it as well It's the only way to start this mission If another script disturbs it needs to deactivate the other script. Either remove the cleoscript or stop it with 0ABA: end_custom_thread_named 'DFTSMOK' therefore you have to know the threadnames of the scripts "blow up all car" and "skate board" If you have seen my example scripts, they all have a valid threadname Valid threadname means they have maximum 7 charakter thread 'MEMCAR' 03A4: name_thread 'TELE' Plz explain this code :[email protected]([email protected],16i) = Actor.Create(Prostitute, #SPECIAL06, 961.4539, -50.44983, 1001.117) [email protected],16i = what’s this mean ? Prostitute = what’s this for ? (sometimes this’s “Mission1”) 961.4539, -50.44983, 1001.117 = I know this set the actor appear at somewhere we want ,but I don’t know how they can make it ! [email protected]([email protected],16i) is an arry construct Read here about arrays Prostitute is the pedtype which can also be written by a number The spawned actors have predefined execodet behaviors which is dependent by the pedtype parameter of the create_actor opcode. Look for pedtypes in Sannybuilder HELP: SCM Documentation >> GTA SA >> PedTypes PedType 22 will be a Prostitute Sannybuilder allows scripting in different formats by writing opcodes or without opcodes You should read the first chapter of the tutorial more exactly There you will find this lesson: Option: different view of the decompiled code Choose TOOLS, then options in option menu GENERAL you can find the feature to switch between 2 ways for decompiling either decompile by writing opcodes or decompiling without opcodes 1. Writing Opcodes All entries are shown with their opcodes The opcodes are the real programm codes of the script functions and by showing them is like to see the name of the command Script with opcodes: :CARSL_643900D6: if 00E1: player 0 pressed_key 16 004D: jump_if_false @CARSL_6535 010B: [email protected] = player $PLAYER_CHAR money 00D6: if 002D: [email protected] >= [email protected] // (int) 004D: jump_if_false @CARSL_6512 0012: [email protected] *= -1 0109: player $PLAYER_CHAR money += [email protected] 0002: jump @CARSL_6700 2. Without Opcodes The script is more slim, maybe more clear (but not for me) especially 004D: jump_if_false will be now jf But not all opcodes are disappeared. Many codes must be used furthermore by applying their opcodes. Script without opcodes: :CARSL_6439if 00E1: player 0 pressed_key 16 jf @CARSL_6535 [email protected] = Player.Money($PLAYER_CHAR)if 002D: [email protected] >= [email protected] // (int) jf @CARSL_6512 [email protected] *= -1 Player.Money($PLAYER_CHAR) += [email protected] @CARSL_6700 By compiling it doesnt matter if you use codes with opcodes or without opcodes You can merge everything and sanny compile it as well, provided that the code is correct and codelines which includes opcodes by decompiling without opcodes must be used furthermore by using opcodes A special feature by decompiling without opcodes is to translate opcode based commands into Classes and Keywords For a couple of codes can be used CLASSES Read more about classes in Sannybuilder-HELP theme: Coding >> Classes This code by decompiling with writing opcodes 00AB: put_car [email protected] at -1577.942 52.6333 40.0 will by shown by decompiling with without opcodes in this kind: Car.PutAt([email protected], -1577.942, 52.6333, 40.0) the meaning of the code is defined by the class entries Car= class-name PutAt= class-member name and member are combined with a dot in the middle [email protected] = class-owner class-owner and parameters are placed in brackets and separated with comma (parameter = needed information for the command) Sanny allows to use some KEYWORDS instead using opcodes Opcode = Keyword _____________ 0001: = wait 00d6: = if 004d: = else_jump 004d: = jf 0002: = jump 0051: = return 0050: = gosub 016a: = fade 01B6: = set_weather 03a4: = thread 04BB: = select_interior 0417: = start_mission 00d8: = mission_cleanup 0317: = increment_mission_attempts Instead writing 004D: jump_if_false @MAIN_6 can be written jf @MAIN_6 or else_jump @MAIN_6 you also can merge it 004D: jf @MAIN_6 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
BnB Posted May 17, 2011 Share Posted May 17, 2011 Prostitute = what’s this for ? (sometimes this’s “Mission1”) It's the PedType. PedType0 PLAYER1 1 PLAYER2 2 PLAYER_NETWORK 3 PLAYER_UNUSED 4 CIVMALE 5 CIVFEMALE 6 COP 7 GANG1 8 GANG2 9 GANG3 10 GANG4 11 GANG5 12 GANG6 13 GANG7 14 GANG8 15 GANG9 16 GANG10 17 DEALER 18 MEDIC 19 FIREMAN 20 CRIMINAL 21 BUM* 22 PROSTITUTE 23 SPECIAL 24 MISSION1 25 MISSION2 26 MISSION3 27 MISSION4 28 MISSION5 29 MISSION6 30 MISSION7 31 MISSION8 EDIT: Damn the table took me too much time. Link to comment Share on other sites More sharing options...
ZAZ Posted May 17, 2011 Author Share Posted May 17, 2011 (edited) EDIT: Damn the table took me too much time. useless effort, the people should look into sannybuilder help hi, i just started cleo scripts yesterday.i've been looking at your tuts for 12hrs straight now.. i think. but could you tell me how to get actor i'm aiming at? i'm guessing it's on the memory coding part, but i skipped that part.. i get a lot of crashes for tinkering. thanks. Such an opcode is only available in cleo4 0AD2: [email protected] = player $PLAYER_CHAR targeted_actor //IF and SET this code should work as IF and SET which means that it checks if an actor is catched for the script by aiming and submit his handle into the variable if0AD2: [email protected] = player $PLAYER_CHAR targeted_actor //IF and SETelse_jump @searchloop05BE: AS_kill_actor [email protected]// <-- effect to the found actor (actor dies) please read also this post: sannybuilder.com/CLEO 4. Questions and bug reports With cleo3 is it possible to get an random_actor and check then if player aims to that I did it in the Bullet Show Time mod But the standart get_random_actor opcodes won't catch every ped and never a mission actor Wesser and Deji found a method to get every ped and actor It's an advanced method, read here: Catch random actor So i can write it in this way script below applies a red marked marker above the aimed actor {$CLEO .cs}:RandomActor_AIM_RAFSTEP2thread 'RACTAIM':RACTAIM_11wait 0 if Player.Defined($PLAYER_CHAR)jf @[email protected] = 0 :RACTAIM_1550085: [email protected] = [email protected] // (int) [email protected] = 0 :RACTAIM_170if and Actor.Defined([email protected])803C: not $PLAYER_ACTOR == [email protected] // (int) 8118: not actor [email protected] deadjf @RACTAIM_302 if0457: player $PLAYER_CHAR aiming_at_actor [email protected] @RACTAIM_302 [email protected] = Marker.CreateAboveActor([email protected]):RACTAIM_180wait 0 if Player.Defined($PLAYER_CHAR)jf @RACTAIM_185if and8118: not actor [email protected] dead0457: player $PLAYER_CHAR aiming_at_actor [email protected] @RACTAIM_185jump @RACTAIM_180:RACTAIM_185Marker.Disable([email protected])Actor.RemoveReferences([email protected])jump @RACTAIM_11:[email protected] += 1 [email protected] += 1 [email protected] > 127 jf @RACTAIM_170 :[email protected] += 256 if [email protected] > 35584 jf @RACTAIM_155 jump @RACTAIM_11 Edited May 17, 2011 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Silent Posted May 17, 2011 Share Posted May 17, 2011 Untested, but it may work better, just as CLEO4 opcode. Made is as a SCM func. 0AB1: call_scm_func @TargettedActor 0 store_targetted_actor_to [email protected] // IF and SET Use it as normal opcode, and at the end of your CLEO paste: :TargettedActor0A8D: [email protected] = read_memory 0xB6FB54 size 4 virtual_protect 0if 0019: [email protected] > 0then 0A8D: [email protected] = read_memory 0xC0EC24 size 4 virtual_protect 0 0AA8: call_function_method 0x4442D0 struct [email protected] num_params 1 pop 0 [email protected] [email protected] 0006: [email protected] = -1end0AB2: ret 1 [email protected] Link to comment Share on other sites More sharing options...
ZAZ Posted May 17, 2011 Author Share Posted May 17, 2011 Untested, but it may work better tested, but @TargettedActor returns allways -1 and 0xB6FB54 returns allways 0 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
123iamking Posted May 18, 2011 Share Posted May 18, 2011 This code by decompiling with writing opcodes 00AB: put_car [email protected] at -1577.942 52.6333 40.0 will by shown by decompiling with without opcodes in this kind: Car.PutAt([email protected], -1577.942, 52.6333, 40.0) I still don't understand how do you make this -1577.942 52.6333 40.0 ! at where ? how can I put a car (or a ped) in somewhere I want ? Link to comment Share on other sites More sharing options...
otakups Posted May 18, 2011 Share Posted May 18, 2011 (edited) I still don't understand how do you make this -1577.942 52.6333 40.0 ! at where ? how can I put a car (or a ped) in somewhere I want ? -1577.942 52.6333 40.0 are the coordinates or coords X, Y and Z respectively. if your code is to put a car in front of your, you must get your own coordinates first with offset: 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 then use use those coords to put the car with a distance of 5.0 in front of you by replacing the -1577.942 52.6333 40.0 with your newly created coords ([email protected] [email protected] [email protected]). if you want put the car at a specific place: 1. go in game then go to the place where you wanted the car to be placed. 2. go back to your sannybuilder, then click on Tools > IDE Tools > Coords manager. 3. those coords shows where you're standing (in game). 4. use those coords in placing your car. you can only use the code 00AB: put_car [email protected] at $float_X $float_Y $float_Z if the car is defined which is held by the [email protected] variable, in this example. Edited May 18, 2011 by otakups Link to comment Share on other sites More sharing options...
ZAZ Posted May 18, 2011 Author Share Posted May 18, 2011 (edited) This code by decompiling with writing opcodes 00AB: put_car [email protected] at -1577.942 52.6333 40.0 will by shown by decompiling with without opcodes in this kind: Car.PutAt([email protected], -1577.942, 52.6333, 40.0) I still don't understand how do you make this -1577.942 52.6333 40.0 ! at where ? how can I put a car (or a ped) in somewhere I want ? As otakups described above and please have look to >here<, scroll down to the explanation about Coordinate_system Edited May 18, 2011 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
123iamking Posted May 19, 2011 Share Posted May 19, 2011 I still don't understand how do you make this -1577.942 52.6333 40.0 ! at where ? how can I put a car (or a ped) in somewhere I want ? -1577.942 52.6333 40.0 are the coordinates or coords X, Y and Z respectively. if your code is to put a car in front of your, you must get your own coordinates first with offset: 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 then use use those coords to put the car with a distance of 5.0 in front of you by replacing the -1577.942 52.6333 40.0 with your newly created coords ([email protected] [email protected] [email protected]). if you want put the car at a specific place: 1. go in game then go to the place where you wanted the car to be placed. 2. go back to your sannybuilder, then click on Tools > IDE Tools > Coords manager. 3. those coords shows where you're standing (in game). 4. use those coords in placing your car. you can only use the code 00AB: put_car [email protected] at $float_X $float_Y $float_Z if the car is defined which is held by the [email protected] variable, in this example. thank you very much ! Link to comment Share on other sites More sharing options...
123iamking Posted May 19, 2011 Share Posted May 19, 2011 Can we make Mexican gang (vla1 ,vla2 ,vla3) respect us ? Link to comment Share on other sites More sharing options...
ZAZ Posted May 19, 2011 Author Share Posted May 19, 2011 Can we make Mexican gang (vla1 ,vla2 ,vla3) respect us ? Obviously no. It's possible with cops or ballas, even while gangwar, or with San Fiero Rifa, Da Nang Boys as well as Los Santos Vagos but it won't work with vla1 ,vla2 ,vla3 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
otakups Posted May 20, 2011 Share Posted May 20, 2011 i got this on my code: :land_standing00D6: if 0611: actor $PLAYER_ACTOR performing_animation "FALL_COLLAPSE"004D: jump_if_false @land_standing0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_LAND" IFP_file "IFP" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB the plan is to make CJ do the normal landing instead of him collapsing after jumping from a high place. how do i force CJ to do the FALL_LAND animation instead of the FALL_COLLAPSE? and in 0812:, what's the 4.0 and the time -1 for? Link to comment Share on other sites More sharing options...
ZAZ Posted May 20, 2011 Author Share Posted May 20, 2011 i got this on my code: :land_standing00D6: if 0611: actor $PLAYER_ACTOR performing_animation "FALL_COLLAPSE"004D: jump_if_false @land_standing0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_LAND" IFP_file "IFP" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB the plan is to make CJ do the normal landing instead of him collapsing after jumping from a high place. how do i force CJ to do the FALL_LAND animation instead of the FALL_COLLAPSE? and in 0812:, what's the 4.0 and the time -1 for? 4.0 is an internal sequence value of the animation time -1 let him do the whole anim for one time it allows also to insert a time in ms: time 250 it's more interessting if the anim has a longer duration, for example if the whole anim needs 5 seconds you can it increase to maybe 1 second: time 1000 you made a wrong entry for the ifp file "FALL_LAND" is an animation of ifp file "ped" so you have to write 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_LAND" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Silent Posted May 20, 2011 Share Posted May 20, 2011 ZAZ, wait is missing here aswell, game will hang in an infinite loop Link to comment Share on other sites More sharing options...
otakups Posted May 20, 2011 Share Posted May 20, 2011 (edited) you made a wrong entry for the ifp file "FALL_LAND" is an animation of ifp file "ped" so that's why it doesn't work. . thanks for the info and the help with the actor catching thing. ZAZ, wait is missing here aswell, game will hang in an infinite loop oh yeah, let's not forget to at least 0001: wait 0 ms for every loop or the game will do it so fast, it hurts. thanks. Edited May 20, 2011 by otakups Link to comment Share on other sites More sharing options...
123iamking Posted May 28, 2011 Share Posted May 28, 2011 I saw your King Kong mod ,ZAZ ! And I saw your Giant Monkey climb up the wall ! How can we make Cj climb up the wall ? Link to comment Share on other sites More sharing options...
ZAZ Posted May 28, 2011 Author Share Posted May 28, 2011 I saw your King Kong mod ,ZAZ ! And I saw your Giant Monkey climb up the wall ! How can we make Cj climb up the wall ? by using the move opcode 083C: look for the Airdance script CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
123iamking Posted May 29, 2011 Share Posted May 29, 2011 when I wanna affect to some ped , I use some opcode like "0321: kill_actor [email protected]" , "0332: set_actor [email protected] bleeding 1" ,... but I wanna affect to all ped I see , what can I replace with [email protected] ? and just a small question : how can I know the number in this opcode :"09F1: play_audio_at_actor [email protected] event 1189" may perform what sound ? Link to comment Share on other sites More sharing options...
wangxiulin Posted May 29, 2011 Share Posted May 29, 2011 good.verygood. Link to comment Share on other sites More sharing options...
123iamking Posted May 29, 2011 Share Posted May 29, 2011 How can I turn people into object ? Link to comment Share on other sites More sharing options...
ZAZ Posted May 29, 2011 Author Share Posted May 29, 2011 when I wanna affect to some ped , I use some opcode like "0321: kill_actor [email protected]" , "0332: set_actor [email protected] bleeding 1" ,... but I wanna affect to all ped I see , what can I replace with [email protected] ? 04C4: create_coordinate [email protected] [email protected] [email protected] from_actor [email protected] offset 0.0 0.0 1.2095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 1.0 RGBA 1.0 0.0 0.0 1.0 size 0.5 last_factor 0.1//red 095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 3.0 RGBA 1.0 0.0 0.0 1.0 size 0.5 last_factor 0.1//red 095C: create_smoke_at 2[email protected] [email protected] [email protected] velocity 0.0 0.0 5.0 RGBA 1.0 0.0 0.0 1.0 size 0.5 last_factor 0.1//red and just a small question : how can I know the number in this opcode :"09F1: play_audio_at_actor [email protected] event 1189" may perform what sound ? write a soundcheck script and look into data\AudioEvents.txt {$CLEO .cs}:Audio_Test03A4: name_thread "AUDIOTS"0006: [email protected] = 1002 // integer values:Audiotest_010001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @Audiotest_0103F0: text_draw_toggle 1045A: text_draw_1number 100.0 40.0 'NUMBER' [email protected] // value if 80DF: NOT actor $PLAYER_ACTOR driving 004D: jump_if_false @Audiotest_01if [email protected] > 10000AB0: key_pressed 8// Backspace004D: jump_if_false @[email protected] = 004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 0.0 1.0/////////////////////////////////////////////097A: play_audio_at [email protected] [email protected] [email protected] event [email protected] //////////////////////////////////////////////09F1: play_audio_at_actor $PLAYER_ACTOR event [email protected] ////////////////////////////////////////////018C: play_sound [email protected] at [email protected] [email protected] [email protected]:Audiotest_03if and1191 > [email protected]: key_pressed 107// add key004D: jump_if_false @[email protected] += 1 // integer valueswait 2500002: jump @Audiotest_01:Audiotest_05if [email protected] > 10020AB0: key_pressed 109// subtract key004D: jump_if_false @[email protected] -= 1 // integer valueswait 2500002: jump @Audiotest_01 How can I turn people into object ? actors are actors (charackter models with skeletton) objects are objects(can be a very simple model like a pyramid with minmum 8 faces) do you wanna replace a ped with an object? so get coords of ped, destroy the ped and place object at coords or do you wanna attach an object to ped? just use attach object to actor opcode object will also be unvisible if actor is unvisible you could also attach actor to object and make actor unvisible then the object will still be visible CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
123iamking Posted May 29, 2011 Share Posted May 29, 2011 thank you , ZAZ Link to comment Share on other sites More sharing options...
123iamking Posted May 30, 2011 Share Posted May 30, 2011 04C4: create_coordinate [email protected] [email protected] [email protected] from_actor [email protected] offset 0.0 0.0 1.2095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 1.0 RGBA 1.0 0.0 0.0 1.0 size 0.5 last_factor 0.1//red 095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 3.0 RGBA 1.0 0.0 0.0 1.0 size 0.5 last_factor 0.1//red 095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 5.0 RGBA 1.0 0.0 0.0 1.0 size 0.5 last_factor 0.1//red I still don't get it ! Can you make a example , a scrip can make all ped dead (like blow up all car cheat ) plz Link to comment Share on other sites More sharing options...
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