Crazed Killa 0 Posted November 14, 2001 The M2 East gunners are americans if your an american and shoot them it will count as a friendly kill but they will shoot u (not sure if fixed in 1.30) Share this post Link to post Share on other sites
vitoal125 0 Posted November 14, 2001 yeah i saw that too. Wanted to put them in as antiaircraft against a helo assault. Anyways, a long solution to that problem is make an empty M2 and then make a soviet soldier and have a getin waypoint for him on the M2. This is tricky though because you have to have the waypoint menu up top highlighted then double click on the M2 when it's name pops up. Otherwise soldier sits around like dummy Share this post Link to post Share on other sites
Shirson 0 Posted November 14, 2001 Make empty M2 and make east soldier named uGun in INIT field of M2 write uGun moveInGunner this if it not worked try uGun moveInDriver this Share this post Link to post Share on other sites
vitoal125 0 Posted November 14, 2001 while on this subject, is there a way to turn that stupid light off on the gun. I was thinking it might be something like the inflame command but wasnt sure. Perhaps I need to tell the soldier to perform action ["Lightoff", "M2"] ?? Share this post Link to post Share on other sites
Thundercok 0 Posted November 14, 2001 What a lot of wasted space and effort for something that is fixed in 1.30. Share this post Link to post Share on other sites
Door a jar 0 Posted December 11, 2001 if you want to get a Russian to move in the M2 go ahead and set up an empty M2 east and name it something like gun_1 then create a soldier and in his init field type this moveingunner gun_1, I usually do it this way since when you also set the soldiers to combatmode"red", and behaviour"combat", he seems to engage units farther out than a regular gunner. hopefully sometime in the future BIS will take out the M2 east and replace it with a DsHK, or a KPV, which are the Russian equivilant's to NATOs .50 cal. -Door_a_jar Share this post Link to post Share on other sites