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Offline smokezalot16  
#1 Posted : Saturday, February 10, 2018 9:44:03 PM(UTC)
smokezalot16
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Joined: 6/29/2016(UTC)
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Hi. I want to take this Shilka from coldwar crisis mod and put into my modded Destructive forces Mod and mod it over a current gatling tank. I dont understand Bones and Turrets but this is what i have to work with and mod-

PS: I do have the textures and W3D models.



Object CWCruShilka

; *** ART Parameters ***
SelectPortrait = CWCruShilka_Portrait
ButtonImage = CWCruShilka_Command

UpgradeCameo1 = Upgrade_CWCruAntiAir_Stealth
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = No

ExtraPublicBone = CORE

InitialRecoilSpeed = 120
MaxRecoilDistance = 1
RecoilSettleSpeed = 20

; anti air mode, dish up
DefaultConditionState
Model = CWCruShilka
Animation = CWCruShilka.CWCruShilka
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES
Turret = TURRET01
TurretPitch = TURRETEL01
WeaponFireFXBone = PRIMARY MUZZLE
WeaponRecoilBone = PRIMARY BARREL
WeaponLaunchBone = PRIMARY MUZZLE
WeaponFireFXBone = SECONDARY MUZZLE
WeaponRecoilBone = SECONDARY BARREL
WeaponLaunchBone = SECONDARY MUZZLEAIR
End

ConditionState = REALLYDAMAGED
Model = CWCruShilka_d
Animation = CWCruShilka_d.CWCruShilka_d
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES
End

ConditionState = RUBBLE
Model = CWCruShilka_k
Animation = CWCruShilka_k.CWCruShilka_k
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES
End

; ground attack mode, dish down
ConditionState = USING_WEAPON_A
Model = CWCruShilka
Animation = CWCruShilka.CWCruShilka
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
End

ConditionState = USING_WEAPON_A REALLYDAMAGED
Model = CWCruShilka_d
Animation = CWCruShilka_d.CWCruShilka_d
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
End

ConditionState = USING_WEAPON_A RUBBLE
Model = CWCruShilka_k
Animation = CWCruShilka_k.CWCruShilka_k
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
End

TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
End

;---------------------------------------
; The camonet appears
;---------------------------------------
Draw = W3DModelDraw ModuleTag_CamonetDraw

AttachToBoneInAnotherModule = CORE
ParticlesAttachedToAnimatedBones = Yes
OkToChangeModelColor = No

DefaultConditionState
Model = CWCruShilka_c
Animation = CWCruShilka_c.CWCruShilka_c
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
AliasConditionState = WEAPONSET_PLAYER_UPGRADE MOVING

ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = CWCruShilka_c
Animation = CWCruShilka_c.CWCruShilka_c
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
End

End

;---------------------------------------
; The brakes kick in
;---------------------------------------
Draw = W3DModelDraw ModuleTag_BrakeDraw

IgnoreConditionStates = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED RUBBLE

AttachToBoneInAnotherModule = CORE
ParticlesAttachedToAnimatedBones = Yes
OkToChangeModelColor = No

;day, no lights, only if I brake

ConditionState = NONE
Model = CWCruShilka_l
HideSubObject = HLIGHT01 HLIGHT02
ParticleSysBone = BRAKE01 CWCgenRearLightBraking
ParticleSysBone = BRAKE02 CWCgenRearLightBraking
End

ConditionState = MOVING
Model = CWCruShilka_l
HideSubObject = HLIGHT01 HLIGHT02
End

;night, I always have my lights on when I move, and they flash whenever I brake

ConditionState = NIGHT
Model = CWCruShilka_l
ParticleSysBone = BRAKE01 CWCgenRearLight
ParticleSysBone = BRAKE02 CWCgenRearLight
ShowSubObject = HLIGHT01 HLIGHT02
ParticleSysBone = BRAKE01 CWCgenRearLightBraking
ParticleSysBone = BRAKE02 CWCgenRearLightBraking
End

ConditionState = NIGHT MOVING
Model = CWCruShilka_l
ParticleSysBone = BRAKE01 CWCgenRearLight
ParticleSysBone = BRAKE02 CWCgenRearLight
ShowSubObject = HLIGHT01 HLIGHT02
End

;enemynear, hide those red lights!

ConditionState = ENEMYNEAR
Model = CWCruShilka_l
HideSubObject = HLIGHT01 HLIGHT02
End
AliasConditionState = MOVING ENEMYNEAR
AliasConditionState = NIGHT ENEMYNEAR
AliasConditionState = NIGHT MOVING ENEMYNEAR

End

;---------------------------------------
Draw = W3DTruckDraw ModuleTag_TracksDraw

OkToChangeModelColor = No
ParticlesAttachedToAnimatedBones = Yes
AttachToBoneInAnotherModule = CORE

DefaultConditionState
Model = CWCruShilka_t
End

; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.

RightFrontTireBone = TIRE01
LeftFrontTireBone = TIRE02
MidRightFrontTireBone = TIRE03
MidLeftFrontTireBone = TIRE04
;------------------------------
MidRightMidTireBone = TIRE05
MidLeftMidTireBone = TIRE06
;------------------------------
MidLeftRearTireBone = TIRE07
MidRightRearTireBone = TIRE08

TireRotationMultiplier = 0.4 ; this * speed = rotation.

End

;---------------------------------------
; The rotating housecolors
;---------------------------------------
Draw = W3DModelDraw ModuleTag_HousecolorDraw
OkToChangeModelColor = Yes

ConditionState = NONE
Model = CWCruHC_B
Animation = CWCruHC_B.CWCruHC_B
AnimationMode = LOOP
HideSubObject = HOUSECOLOR02
End
AliasConditionState = WEAPONSET_PLAYER_UPGRADE
AliasConditionState = REALLYDAMAGED
AliasConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
AliasConditionState = RUBBLE
AliasConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE
AliasConditionState = ENEMYNEAR RUBBLE
AliasConditionState = ENEMYNEAR WEAPONSET_PLAYER_UPGRADE RUBBLE

ConditionState = ENEMYNEAR
Model = CWCruHC_B
Animation = CWCruHC_B.CWCruHC_B
AnimationMode = LOOP
ShowSubObject = HOUSECOLOR02
End
AliasConditionState = ENEMYNEAR WEAPONSET_PLAYER_UPGRADE
AliasConditionState = ENEMYNEAR REALLYDAMAGED
AliasConditionState = ENEMYNEAR WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
End

; ***DESIGN parameters ***
DisplayName = OBJECT:CWCruShilka
Side = Russia
EditorSorting = VEHICLE
TransportSlotCount = 6 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet
Conditions = None
Weapon = PRIMARY CWCru2A7_23mm_Cannon_Ground
PreferredAgainst = PRIMARY INFANTRY
Weapon = SECONDARY CWCru2A7_23mm_Cannon
ShareWeaponReloadTime = Yes
End

WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY CWCru2A7_23mm_Cannon_Ground
PreferredAgainst = PRIMARY INFANTRY
Weapon = SECONDARY CWCru2A7_23mm_Cannon
ShareWeaponReloadTime = Yes
End

ArmorSet
Conditions = None
Armor = CWCruShilkaArmor
DamageFX = TankDamageFX
End

EnergyProduction = -10

BuildCost = 700
BuildTime = 20.0 ;in seconds
VisionRange = 300 ;300
ShroudClearingRange = 150
Prerequisites
Object = CWCruWarFactory
Science = SCIENCE_CWCruRank1
End

;CWCExpMarker: Shilka
ExperienceValue = 700 1050 1400 2100 ;Experience point value at each level
ExperienceRequired = 0 1691 3382 5918 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience

CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = CWCruShilkaCommandSet


; *** AUDIO Parameters ***
VoiceSelect = CWCruShilkaVoiceSelect
VoiceMove = CWCruShilkaVoiceMove
VoiceGuard = CWCruShilkaVoiceGuard
VoiceAttack = CWCruShilkaVoiceAttack
VoiceAttackAir = CWCruShilkaVoiceAttackAir
SoundMoveLoop = CWCgenOldTreadsMoving
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = CWCruShilkaVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = CWCgenIFV_APCTurretServo
VoiceCrush = CWCruShilkaVoiceCrush
VoiceEnter = CWCruShilkaVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK CAN_CAST_REFLECTIONS DONT_AUTO_CRUSH_INFANTRY POWERED PRELOAD SCORE SELECTABLE VEHICLE

Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 400
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY SECONDARY
TurretTurnRate = 160 // turn rate, in degrees per sec
TurretPitchRate = 160
AllowsPitch = Yes
FiresWhileTurning = Yes
NaturalTurretPitch = 20 ; this keeps it aimed half way between land and sky
; since you never know from whence cometh danger
RecenterTime = 2000
MinIdleScanInterval = 1000 ; in milliseconds
MaxIdleScanInterval = 5000 ; in milliseconds
MinIdleScanAngle = 25 ; in degrees off the natural turret angle
MaxIdleScanAngle = 45 ; in degrees off the natural turret angle
End
AutoAcquireEnemiesWhenIdle = Yes Stealthed
MoodAttackCheckRate = 150
End

Locomotor = SET_NORMAL CWCruShilkaLocomotor

Behavior = PhysicsBehavior ModuleTag_04
Mass = 40.0
End

Behavior = EnemyNearUpdate ModuleTag_Housecolor
;nothing
End

Behavior = StealthDetectorUpdate ModuleTag_DetectStealth_Vehicle01
CanDetectWhileContained = No ; this is a vehicle ; Can the object detect stealth objects when it is inside an object?
CanDetectWhileGarrisoned = No ; this is a vehicle ; Can the object detect stealth objects when it is inside an object with a GarrisonContain module?
DetectionRange = 63 ; 1/2 its visionrange ; The maximum distance that the object can detect enemy stealthed obejcts. Defaults to the object's VisionRange.
DetectionRate = 1000 ; The time between scanning for stealthed objects.
ExtraRequiredKindOf = INFANTRY
ExtraForbiddenKindOf = BOAT
InitiallyDisabled = No ; Does the detector start off in a disabled state?
End

Behavior = ProductionUpdate ModuleTag_Stealth_Vehicle01
;nothing
End

Behavior = StealthUpgrade ModuleTag_Stealth_Vehicle02
TriggeredBy = Upgrade_CWCruAntiAir_Stealth
End

Behavior = StealthUpdate ModuleTag_Stealth_Vehicle03
StealthDelay = 2000
StealthForbiddenConditions = MOVING FIRING_PRIMARY FIRING_SECONDARY
FriendlyOpacityMin = 100.0%
FriendlyOpacityMax = 100.0%
InnateStealth = No
OrderIdleEnemiesToAttackMeUponReveal = Yes
End

Behavior = WeaponSetUpgrade ModuleTag_Stealth_Vehicle04
TriggeredBy = Upgrade_CWCruAntiAir_Stealth
End

; --- begin Death modules ---
Behavior = TransitionDamageFX ModuleTag_Death01
DamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:CWCgenTankDeathSmokeDamaged
DamagedFXList1 = Loc: x:0 y:0 z:0 FXList:FX_CWCgenTankDamageTransition
;
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:CWCgenTankDeathSmokeReallyDamaged
ReallyDamagedFXList1 = Loc: x:0 y:0 z:0 FXList:FX_CWCgenTankDamageTransition
;
RubbleParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:CWCgenTankDeathSmokeRubble
RubbleFXList1 = Loc: x:0 y:0 z:0 FXList:FX_CWCgenTankDamageTransition
RubbleFXList2 = Loc: x:0 y:0 z:0 FXList:FX_CWCgenTankDeathRubble1
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DestructionDelay = 18000
FX = MIDPOINT FX_CWCgenTankDeathRubble2
OCL = MIDPOINT OCL_CWCgenTankDeathTrails
SinkDelay = 15000
SinkRate = 4.0
;
Weapon = MIDPOINT CWCgenVehicleExplodeWeapon
End
; --- end Death modules ---

Behavior = FireWeaponUpdate ModuleTag_Radar
Weapon = CWCruShilkaRadarWeapon
ExclusiveWeaponDelay = 500
End

Behavior = ObjectCreationUpgrade ModuleTag_AntiRadarDrone
UpgradeObject = OCL_CWCgenAntiRadarDrone
TriggeredBy = Upgrade_CWCgenAntiRadarDrone
End

Behavior = GrantUpgradeCreate ModuleTag_AntiRadarDroneCreate
UpgradeToGrant = Upgrade_CWCgenAntiRadarDrone
End

Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 15.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

AND

Object CR_ChinaTankGattling

; *** ART Parameters ***
SelectPortrait = DualGat
ButtonImage = DualGat

UpgradeCameo1 = Upgrade_ChinaChainGuns
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes

DefaultConditionState
Model = NVDGatTank
Animation = NVGattTank.NVGattTank
AnimationMode = MANUAL
Turret = TURRET01
TurretPitch = TURRETEL01
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
End

ConditionState = REALLYDAMAGED RUBBLE
Model = NVDGatTank_D
End


;-----pristine attacking----------------------
ConditionState = ATTACKING
Model = NVDGatTank
Animation = NVDGatTank.NVDGatTank
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y
End

ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING
Model = NVDGatTank
Animation = NVDGatTank.NVDGatTank
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End

ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING
Model = NVDGatTank
Animation = NVDGatTank.NVDGatTank
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End

ConditionState = CONTINUOUS_FIRE_FAST ATTACKING
Model = NVDGatTank
Animation = NVDGatTank.NVDGatTank
AnimationMode = LOOP
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
End

;-----damaged attacking----------------------
ConditionState REALLYDAMAGED ATTACKING
Model = NVDGatTank_D
Animation = NVDGatTank_D.NVDGatTank_D
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate extemely sloowly
End
ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING
Model = NVDGatTank_D
Animation = NVDGatTank_D.NVDGatTank_D
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End

ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING
Model = NVDGatTank_D
Animation = NVDGatTank_D.NVDGatTank_D
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End

ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING
Model = NVDGatTank_D
Animation = NVDGatTank_D.NVDGatTank_D
AnimationMode = LOOP
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
End

TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
End

; ***DESIGN parameters ***
DisplayName = OBJECT:DualGattlingTank
Side = ChinaRogueGeneral
EditorSorting = VEHICLE
TransportSlotCount = 4 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet
Conditions = None
Weapon = PRIMARY DualGattlingTankGun
PreferredAgainst = PRIMARY AIRCRAFT
Weapon = SECONDARY DualGattlingTankGunAir
End

ArmorSet
Conditions = None
Armor = AntiAirVehicle
DamageFX = TankDamageFX
End
BuildCost = 1100
BuildTime = 10.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 360
ExperienceValue = 75 75 125 176 ;Experience point value at each level
ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = ChinaVehicleGattlingTankCommandSet


; *** AUDIO Parameters ***
VoiceSelect = GattlingTankVoiceSelect
VoiceMove = GattlingTankVoiceMove
VoiceGuard = GattlingTankVoiceMove
VoiceAttack = GattlingTankVoiceAttack
SoundMoveStart = GattlingTankMoveStart
SoundMoveStartDamaged = GattlingTankMoveStart

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = GattlingTankVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoopLoud
VoiceCrush = GattlingTankVoiceCrush
VoiceEnter = GattlingTankVoiceMove
VoiceRapidFire = GattlingTankVoiceRapid
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE

Body = ActiveBody ModuleTag_02
MaxHealth = 400.0
InitialHealth = 400.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 600
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY SECONDARY
TurretTurnRate = 180 // turn rate, in degrees per sec
TurretPitchRate = 180
AllowsPitch = Yes
FiresWhileTurning = Yes
NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky
; since you never know from whence cometh danger
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Locomotor = SET_NORMAL GattlingTankLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 40.0
End

; Just explode death
Behavior = SlowDeathBehavior ModuleTag_05
ProbabilityModifier = 19
DestructionDelay = 200
DestructionDelayVariance = 100

SinkRate = 0.5 ; in Dist/Sec

OCL = FINAL OCL_ChinaTankGattlingDebris
FX = FINAL FX_GattlingExplosionOneFinal
End

Behavior = CreateCrateDie ModuleTag_06
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

Behavior = TransitionDamageFX ModuleTag_07
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = WeaponBonusUpgrade ModuleTag_22
TriggeredBy = Upgrade_ChinaChainGuns
End

Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0

GeometryHeight = 15.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End
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