Another Bunch Of Questions

George_the_gorgeGeorge_the_gorge Join Date: 2003-11-15 Member: 22933Members
<div class="IPBDescription">Turret arc of fire, building removal</div> First thing, I wanna thank everybody who answered my first bunch of questions, it really helped me to be a lot less lousy. I should have thank you right there but in reality I am a very lazy <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->. As things are here comes another truckload of questions:

* I readed somewhere that turrets have a limited arc of fire (30 horizontal degrees). So they are more weak than OCs, since a skulk can sit on top of the turret and chew it (if there are not other turrets around)?

* as a gorge, how can I remove a building I just placed? Once I was about to build a RT when for some quirk of fate (bad mouse) I deployed an ofense chamber right on top of the resource node, and the game did not let me place the RT after that. It was in Furnace and the marines never got the chance to destroy it for me (yes, we beat them short one RT)

* is there a limit for the number of OCs I can put in a room? Once in the Holoroom in Hera (now I know it is very "siegable") I placed 3 OCs but the game did not let me put the 4th, no matter how res I got or space avaible to deploy it. I tried diferent spots and angles but nothing, and I still could build defense and sensory chambers in the very same places where I got just a *sblorch* trying to get an OC up and running.

* can you wield a vent and get it closed *or opened more*? I can`t remember wich map was (it was not Eclipse), there was this skulk who kept pestering us from a vent close to marine start, and the vent had the wield icon. Sure thing a marine wielded it, but instead of closing it, the vent became more open (there was this bar in the middle of it that disapeared)! How do you wield it to get the desired effect (after that the wield icon disapeared and we could not wield it again)?

Thanks again for your attention.

Comments

  • Ashaman_JoeAshaman_Joe Join Date: 2003-11-11 Member: 22559Members, Constellation
    Here we go with my attempt to answer...
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->First thing, I wanna thank everybody who answered my first bunch of questions, it really helped me to be a lot less lousy. I should have thank you right there but in reality I am a very lazy . As things are here comes another truckload of questions:

    * I readed somewhere that turrets have a limited arc of fire (30 horizontal degrees). So they are more weak than OCs, since a skulk can sit on top of the turret and chew it (if there are not other turrets around)?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Dunno bout this. Sorry

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->* as a gorge, how can I remove a building I just placed? Once I was about to build a RT when for some quirk of fate (bad mouse) I deployed an ofense chamber right on top of the resource node, and the game did not let me place the RT after that. It was in Furnace and the marines never got the chance to destroy it for me (yes, we beat them short one RT)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    There is no way to recyle your buildings as a gorge.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->* is there a limit for the number of OCs I can put in a room? Once in the Holoroom in Hera (now I know it is very "siegable") I placed 3 OCs but the game did not let me put the 4th, no matter how res I got or space avaible to deploy it. I tried diferent spots and angles but nothing, and I still could build defense and sensory chambers in the very same places where I got just a *sblorch* trying to get an OC up and running.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yes there is a limit to how many Chambers you can place in a room. I beleive its 8 of each type.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->* can you wield a vent and get it closed *or opened more*? I can`t remember wich map was (it was not Eclipse), there was this skulk who kept pestering us from a vent close to marine start, and the vent had the wield icon. Sure thing a marine wielded it, but instead of closing it, the vent became more open (there was this bar in the middle of it that disapeared)! How do you wield it to get the desired effect (after that the wield icon disapeared and we could not wield it again)?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    As far as I know, vents are only welded one way, as designated by the mapper.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Thanks again for your attention. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Welcome.

    (Its no pain to me and its +postcount. Win-win situation!)
  • spinviperspinviper Join Date: 2003-05-08 Member: 16151Members
    <!--QuoteBegin--George the gorge+Nov 30 2003, 09:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (George the gorge @ Nov 30 2003, 09:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    * can you wield a vent and get it closed *or opened more*? I can`t remember wich map was (it was not Eclipse), there was this skulk who kept pestering us from a vent close to marine start, and the vent had the wield icon. Sure thing a marine wielded it, but instead of closing it, the vent became more open (there was this bar in the middle of it that disapeared)! How do you wield it to get the desired effect (after that the wield icon disapeared and we could not wield it again)?

    Thanks again for your attention. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Thats on bast, the rine start vent is bugged.
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    <!--QuoteBegin--George the gorge+Dec 1 2003, 04:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (George the gorge @ Dec 1 2003, 04:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> * I readed somewhere that turrets have a limited arc of fire (30 horizontal degrees). So they are more weak than OCs, since a skulk can sit on top of the turret and chew it (if there are not other turrets around)? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah turrets can't fire totally up or down, so if there is only 1 turret ( I have never seen this in any of my games of ns unless I was comming) then it can be killed easily.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin--spinviper+Nov 30 2003, 10:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (spinviper @ Nov 30 2003, 10:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--George the gorge+Nov 30 2003, 09:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (George the gorge @ Nov 30 2003, 09:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    * can you wield a vent and get it closed *or opened more*? I can`t remember wich map was (it was not Eclipse), there was this skulk who kept pestering us from a vent close to marine start, and the vent had the wield icon. Sure thing a marine wielded it, but instead of closing it, the vent became more open (there was this bar in the middle of it that disapeared)! How do you wield it to get the desired effect (after that the wield icon disapeared and we could not wield it again)?

    Thanks again for your attention. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Thats on bast, the rine start vent is bugged. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Hmm... When I play it I found that the vent would close, but a gap remains. This allows skulks to parasite or gorges to spit, but not much else. If a fade is Acid Rocketting from there I think you have bigger things to worry about.

    Is it really bugged? If so, can you elaborate on it some more please?
    TY.
  • shinzuiskishinzuiski Join Date: 2003-11-18 Member: 23096Members
    lol i have done that many times, i once got banned for dropping a sensory tower ontop of a resource nozel.......it was all by accident, and the admin emailed me saying ive done 2 things to cause this ban.


    1. Built a sensory chamber without asking the team
    2. built it ontop of a resource nozel

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    i dun think u can remove an alien strcuture though. just gotta be more carefull
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    <!--QuoteBegin--BlueNovember+Dec 1 2003, 03:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueNovember @ Dec 1 2003, 03:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--spinviper+Nov 30 2003, 10:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (spinviper @ Nov 30 2003, 10:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--George the gorge+Nov 30 2003, 09:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (George the gorge @ Nov 30 2003, 09:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    * can you wield a vent and get it closed *or opened more*? I can`t remember wich map was (it was not Eclipse), there was this skulk who kept pestering us from a vent close to marine start, and the vent had the wield icon. Sure thing a marine wielded it, but instead of closing it, the vent became more open (there was this bar in the middle of it that disapeared)! How do you wield it to get the desired effect (after that the wield icon disapeared and we could not wield it again)?

    Thanks again for your attention. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Thats on bast, the rine start vent is bugged. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Hmm... When I play it I found that the vent would close, but a gap remains. This allows skulks to parasite or gorges to spit, but not much else. If a fade is Acid Rocketting from there I think you have bigger things to worry about.

    Is it really bugged? If so, can you elaborate on it some more please?
    TY. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah it really isn't as much of a problem as it used to be. Before bilebomb was nerfed, whole marine bases were in danger. What was worse was when the gorge would hide from view and launch bilebombs from there and still hit. The only way out of the situation was to smoke him out with a gl or a jp'er, or simply relocate. And even then, if he was smart, the gorge could cost the marines a lot of res loss before getting wiped out himself. Happened to me a few times before.

    The bug you speak of was when someone would weld that vent, but just at the moment it was about to drop down, a skulk or some other kharaa would sit under the vent. The automated blast door would come down, hit the kharaa unit and cause him one point of damage, then go back up, like any good halflife func_door. The weldspot would be useless, since it is one-time use, and the vent would be wide open. Personally I prefered the vent door to be closed as an alien, because there was still enough of a viewport to shoot through, but it made it that much harder for marines to get a good shot at you.
  • spinviperspinviper Join Date: 2003-05-08 Member: 16151Members
    <!--QuoteBegin--Cold-NiTe+Dec 1 2003, 09:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cold-NiTe @ Dec 1 2003, 09:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--BlueNovember+Dec 1 2003, 03:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueNovember @ Dec 1 2003, 03:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--spinviper+Nov 30 2003, 10:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (spinviper @ Nov 30 2003, 10:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--George the gorge+Nov 30 2003, 09:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (George the gorge @ Nov 30 2003, 09:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    * can you wield a vent and get it closed *or opened more*? I can`t remember wich map was (it was not Eclipse), there was this skulk who kept pestering us from a vent close to marine start, and the vent had the wield icon. Sure thing a marine wielded it, but instead of closing it, the vent became more open (there was this bar in the middle of it that disapeared)! How do you wield it to get the desired effect (after that the wield icon disapeared and we could not wield it again)?

    Thanks again for your attention. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Thats on bast, the rine start vent is bugged. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Hmm... When I play it I found that the vent would close, but a gap remains. This allows skulks to parasite or gorges to spit, but not much else. If a fade is Acid Rocketting from there I think you have bigger things to worry about.

    Is it really bugged? If so, can you elaborate on it some more please?
    TY. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah it really isn't as much of a problem as it used to be. Before bilebomb was nerfed, whole marine bases were in danger. What was worse was when the gorge would hide from view and launch bilebombs from there and still hit. The only way out of the situation was to smoke him out with a gl or a jp'er, or simply relocate. And even then, if he was smart, the gorge could cost the marines a lot of res loss before getting wiped out himself. Happened to me a few times before.

    The bug you speak of was when someone would weld that vent, but just at the moment it was about to drop down, a skulk or some other kharaa would sit under the vent. The automated blast door would come down, hit the kharaa unit and cause him one point of damage, then go back up, like any good halflife func_door. The weldspot would be useless, since it is one-time use, and the vent would be wide open. Personally I prefered the vent door to be closed as an alien, because there was still enough of a viewport to shoot through, but it made it that much harder for marines to get a good shot at you. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Umm.. no. You can now just +use as an alien to open the vent.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin--spinviper+Dec 2 2003, 05:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (spinviper @ Dec 2 2003, 05:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Cold-NiTe+Dec 1 2003, 09:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cold-NiTe @ Dec 1 2003, 09:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--BlueNovember+Dec 1 2003, 03:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueNovember @ Dec 1 2003, 03:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--spinviper+Nov 30 2003, 10:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (spinviper @ Nov 30 2003, 10:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--George the gorge+Nov 30 2003, 09:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (George the gorge @ Nov 30 2003, 09:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    * can you wield a vent and get it closed *or opened more*? I can`t remember wich map was (it was not Eclipse), there was this skulk who kept pestering us from a vent close to marine start, and the vent had the wield icon. Sure thing a marine wielded it, but instead of closing it, the vent became more open (there was this bar in the middle of it that disapeared)! How do you wield it to get the desired effect (after that the wield icon disapeared and we could not wield it again)?

    Thanks again for your attention. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Thats on bast, the rine start vent is bugged. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Hmm... When I play it I found that the vent would close, but a gap remains. This allows skulks to parasite or gorges to spit, but not much else. If a fade is Acid Rocketting from there I think you have bigger things to worry about.

    Is it really bugged? If so, can you elaborate on it some more please?
    TY. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah it really isn't as much of a problem as it used to be. Before bilebomb was nerfed, whole marine bases were in danger. What was worse was when the gorge would hide from view and launch bilebombs from there and still hit. The only way out of the situation was to smoke him out with a gl or a jp'er, or simply relocate. And even then, if he was smart, the gorge could cost the marines a lot of res loss before getting wiped out himself. Happened to me a few times before.

    The bug you speak of was when someone would weld that vent, but just at the moment it was about to drop down, a skulk or some other kharaa would sit under the vent. The automated blast door would come down, hit the kharaa unit and cause him one point of damage, then go back up, like any good halflife func_door. The weldspot would be useless, since it is one-time use, and the vent would be wide open. Personally I prefered the vent door to be closed as an alien, because there was still enough of a viewport to shoot through, but it made it that much harder for marines to get a good shot at you. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Umm.. no. You can now just +use as an alien to open the vent. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    LOL! So what's the point??? It is benificial for aliens to have it open, and it can be opened by them anyway!
    Sheesh.

    No point for the Quote btw, just wanted to see how many nested ones you could have. Hehe.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--George the gorge+Nov 30 2003, 08:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (George the gorge @ Nov 30 2003, 08:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> * can you wield a vent and get it closed *or opened more*? I can`t remember wich map was (it was not Eclipse), there was this skulk who kept pestering us from a vent close to marine start, and the vent had the wield icon. Sure thing a marine wielded it, but instead of closing it, the vent became more open (there was this bar in the middle of it that disapeared)! How do you wield it to get the desired effect (after that the wield icon disapeared and we could not wield it again)? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    SOME vents and doors can be welded and then remain sealed. Some, however, are openable with parasite or spit. You have to be on the side of the vent that has a crossbrace. Shoot the crossbrace with para/spit and it will open.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    Parasite switch fun. Yeah. That is taklen out in NS 2.01d, not sure about earlier / later versions.

    On Hera, the big Security doors can be used only *when* they have been welded, so there are some exceptions.
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    <!--QuoteBegin--George the gorge+Dec 1 2003, 03:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (George the gorge @ Dec 1 2003, 03:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> * I readed somewhere that turrets have a limited arc of fire (30 horizontal degrees). So they are more weak than OCs, since a skulk can sit on top of the turret and chew it (if there are not other turrets around)? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You can try sitting on top of the turret, but chances are part of you will project into the arc of fire and you will get shot.

    One of the things you can do is to get a load of turrets trying to shoot at you by placing yourself above the out of their aof. The rest of your team can then go in and take out the TF without getting shot by the turrets.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->* as a gorge, how can I remove a building I just placed? Once I was about to build a RT when for some quirk of fate (bad mouse) I deployed an ofense chamber right on top of the resource node, and the game did not let me place the RT after that. It was in Furnace and the marines never got the chance to destroy it for me (yes, we beat them short one RT)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You can't. If ff is on, you can ddestroy it yourself, if not you have to get a marine to destroy it.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    * is there a limit for the number of OCs I can put in a room? Once in the Holoroom in Hera (now I know it is very "siegable") I placed 3 OCs but the game did not let me put the 4th, no matter how res I got or space avaible to deploy it. I tried diferent spots and angles but nothing, and I still could build defense and sensory chambers in the very same places where I got just a *sblorch* trying to get an OC up and running.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yes. There is a limit of 8 structures within a certain radius of each other. I am not sure of the exact radius, but it is about the size of your average hiveroom.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->* can you wield a vent and get it closed *or opened more*? I can`t remember wich map was (it was not Eclipse), there was this skulk who kept pestering us from a vent close to marine start, and the vent had the wield icon. Sure thing a marine wielded it, but instead of closing it, the vent became more open (there was this bar in the middle of it that disapeared)! How do you wield it to get the desired effect (after that the wield icon disapeared and we could not wield it again)?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    This depends on the mapper. He can set the weld to have a damage, after that damage is up, the weld will break.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Parasite switch fun. Yeah. That is taklen out in NS 2.01d, not sure about earlier / later versions.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It is back in 3.0
Sign In or Register to comment.