Hboybowen 10 Posted August 27, 2009 So I saw that Im not the only one tryna do some scifi stuff in A2 such as mechs so I came up with this to help progress things that can be done in Arma but havent such as walking mechs so the first person to make a mech walk and prove that it can be done wins!!!! Here is 2 mech warrior mech models to use: http://www.mektek.net/forums/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=242 http://www.mektek.net/forums/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=232 READY! SET! GO! Share this post Link to post Share on other sites
Hboybowen 10 Posted August 27, 2009 actually never mind ive mostly figured it out now got a script Share this post Link to post Share on other sites
bogdanm 0 Posted August 27, 2009 I think the contest was rigged and you were the only contestant and therefore the only winner. (joke) Just a personal opinion, I think the poll was a bad idea because it will give you false results. For example, since 80-90% of the users are not modders, if they vote they will most likely vote NO. So the No votes won’t be necessarily given by modders who don’t want to get involved. Share this post Link to post Share on other sites
Hboybowen 10 Posted August 27, 2009 (edited) lol it wasnt a joke at first but i saw everyone was saying no so then my ACE 2 mod teammates told me a way to get them walking therefore i won just got to actually do it ---------- Post added at 02:08 PM ---------- Previous post was at 01:59 PM ---------- i will share the script i found to get them walking its from the wanzer and zelnith mech mod in ofp _wanzer = _this select 0 _posz = getpos _wanzer select 2 #mainloop ?((getpos _wanzer select 2 < 1)&&(speed _wanzer > 6)): goto "slow" ?((getpos _wanzer select 2 < 1)&&(speed _wanzer < -6)): goto "slowback" _dir1 = getdir _wanzer ~0.1 _dir2 = getdir _wanzer _dir3 = _dir1 - _dir2 ?(_dir3 > 6): goto "slow" ?(_dir3 < -6): goto "slowback" goto "mainloop" #slow ?(speed _wanzer > 40): goto "normal" _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _wanzer say "WanzerStep" ~1 ?(speed _wanzer < 6): goto "stop" _wanzer animate ["Leg0R",1] _wanzer animate ["Leg1R",1] _wanzer animate ["FeetR",1] _wanzer animate ["Leg0L",0] _wanzer animate ["Leg1L",0] _wanzer animate ["FeetL",0] _wanzer say "WanzerStep" ~1 goto "mainloop" #normal ?(speed _wanzer > 65): goto "fast" _wanzer animate ["ArmL",0] _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _wanzer say "WanzerArm" _wanzer say "WanzerStep" ~0.8 ?(speed _wanzer < 6): goto "stop" _wanzer animate ["ArmL",1] _wanzer animate ["Leg0R",1] _wanzer animate ["Leg1R",1] _wanzer animate ["FeetR",1] _wanzer animate ["Leg0L",0] _wanzer animate ["Leg1L",0] _wanzer animate ["FeetL",0] _wanzer say "WanzerArm" _wanzer say "WanzerStep" ~0.8 goto "mainloop" #fast ?(speed _wanzer > 150): goto "dash" _wanzer animate ["ArmL",0] _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _wanzer say "WanzerArm" _wanzer say "WanzerStep" ~0.7 ?(speed _wanzer < 6): goto "stop" _wanzer animate ["ArmL",1] _wanzer animate ["Leg0R",1] _wanzer animate ["Leg1R",1] _wanzer animate ["FeetR",1] _wanzer animate ["Leg0L",0] _wanzer animate ["Leg1L",0] _wanzer animate ["FeetL",0] _wanzer say "WanzerArm" _wanzer say "WanzerStep" ~0.7 goto "mainloop" #dash _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["ArmL",1] _wanzer animate ["Leg0R",1] _wanzer animate ["Leg1R",1] _wanzer animate ["FeetR",1] ?(speed _wanzer < 6): goto "stop" goto "mainloop" #slowback ?(speed _wanzer < -35): goto "normalback" _wanzer animate ["Leg0L",0] _wanzer animate ["Leg1L",0] _wanzer animate ["FeetL",0] _wanzer animate ["Leg0R",1] _wanzer animate ["Leg1R",1] _wanzer animate ["FeetR",1] _wanzer say "WanzerStep" ~1 ?(speed _wanzer > -6): goto "stop" _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _wanzer say "WanzerStep" ~1 goto "mainloop" #normalback ?(speed _wanzer < -55): goto "fastback" _wanzer animate ["ArmL",1] _wanzer animate ["Leg0L",0] _wanzer animate ["Leg1L",0] _wanzer animate ["FeetL",0] _wanzer animate ["Leg0R",1] _wanzer animate ["Leg1R",1] _wanzer animate ["FeetR",1] _wanzer say "WanzerArm" _wanzer say "WanzerStep" ~0.8 ?(speed _wanzer > -6): goto "stop" _wanzer animate ["ArmL",0] _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _wanzer say "WanzerArm" _wanzer say "WanzerStep" ~0.8 goto "mainloop" #fastback _wanzer animate ["ArmL",1] _wanzer animate ["Leg0L",0] _wanzer animate ["Leg1L",0] _wanzer animate ["FeetL",0] _ _wanzer animate ["Leg0R",1] _wanzer animate ["Leg1R",1] _wanzer animate ["FeetR",1] _wanzer say "WanzerArm" _wanzer say "WanzerStep" ~0.6 ?(speed _wanzer > -6): goto "stop" _wanzer animate ["ArmL",0] _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _wanzer say "WanzerArm" _wanzer say "WanzerStep" ~0.6 goto "mainloop" #stop _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] goto "mainloop" For running _wanzer = _this select 0 ;_spd = speed _wanzer ;_dir = getdir _wanzer ;_velx = velocity _wanzer select 0 ;_vely = velocity _wanzer select 1 ;_velz = velocity _wanzer select 2 ;hint format["_Speed : %1 \n_Dir : %2 \n_Speedx : %3 \n_Speedy : %4",_Speed,_Dir,_Speedx,_Speedy] _ShapeName = "cl_basic" _AnimationName = "" _Type = "Billboard" _TimerPeriod = 1 _LifeTime = 0.5 _Position = [0,0,0] _MoveVelocity = [0,0,0] _RotationVelocity = 0.5 _Weight = 0.2 _Volume = 0.5 _Rubbing = 0.05 _Size = [2,4,8] _Color = [[0.1,0.8,0.1,0.45],[0.1,0.8,0.1,0.45],[0.1,0.8,0.1,0.45]] _AnimationPhase = [0] _RandomDirectionPeriod = 1.3 _RandomDirectionIntensity = 5 _OnTimer = "" _BeforeDestroy = "" _Object = "_wanzer" _cnt = 0 _cntdcl = 0 _wanzer say "JumpStep" _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _dir = getdir _wanzer _dshx = ((sin _Dir) * 5) _dshy = ((cos _Dir) * 5) ?(_spd > 140) : _dshx = ((sin _Dir) * 3) ?(_spd > 140) : _dshy = ((cos _Dir) * 3) ?(_spd > 160) : _dshx = ((sin _Dir) * 2) ?(_spd > 160) : _dshy = ((cos _Dir) * 2) ?(_spd > 180) : _dshx = (sin _Dir) ?(_spd > 180) : _dshy = (cos _Dir) ?(_spd > 200) : _dshx = 0 ?(_spd > 200) : _dshy = 0 _clvelx = (-(sin _Dir) * 50) _clvely = (-(cos _Dir) * 50) _errx = -(cos _dir) * 1.4 _erry = (sin _dir) * 1.4 #bst _wanzer setFuel fuel _wanzer - 0.002 ?(fuel _wanzer == 0) : goto "fuelout" _velx = velocity _wanzer select 0 _vely = velocity _wanzer select 1 _velz = velocity _wanzer select 2 _wanzer setvelocity [_velx + _dshx ,_vely + _dshy,_velz] _posx = getpos _wanzer select 0 _posy = getpos _wanzer select 1 _posz = getpos _wanzer select 2 _Position = [_posx + _errx,_posy + _erry,_posz + 3] _MoveVelocity = [_clvelx + random 40 - 20,_clvely + random 40 - 20,random 30 - 15] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_Position,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _MoveVelocity = [_clvelx + random 40 - 20,_clvely + random 40 - 20,random 30 - 15] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_Position,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _MoveVelocity = [_clvelx + random 40 - 20,_clvely + random 40 - 20,random 30 - 15] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_Position,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _MoveVelocity = [_clvelx + random 40 - 20,_clvely + random 40 - 20,random 30 - 15] ~0.1 _cnt = _cnt + 1 ?(_cnt > 4) : goto "dcl" goto "bst" #dcl _velx = velocity _wanzer select 0 _vely = velocity _wanzer select 1 _velz = velocity _wanzer select 2 _wanzer setvelocity [_velx * 0.9,_vely * 0.9,_velz] _cntdcl = _cntdcl + 1 ?(_cntdcl > 2) : exit ~0.1 goto "dcl" #fuelout _Wanzer vehiclechat "FUEL OUT" exit Starting it up _vehicle = _this select 0 Life = getdammage _vehicle ?!(player in _vehicle) : goto "exit" ?(Life >= 0.5) : goto "startupB" _vehicle say "ZenithStartUp" #startupA ~1 _vehicle vehicleChat "DURANDAL Armor.Tactics.Research.Corps" ~2 _vehicle vehicleChat "ZENITH" ~1.5 _vehicle vehicleChat "Version 1.0" ~2.5 _vehicle vehicleChat "memory check! ---------- OK" ~2 _vehicle vehicleChat "system check! ---------- OK" ~2 _vehicle vehicleChat "Body/Arm/Leg ---------- OK" ~2 _vehicle vehicleChat "Entrace Logon ********" ~3 _vehicle vehicleChat "All Systems ready..." goto "exit" #startupB ~1.5 _vehicle vehicleChat "DURANDAL Armor.Tactics.Research.Corps" ~1.5 _vehicle vehicleChat "Zenith" ~1.5 _vehicle vehicleChat "Version 1.0" ~2.5 _vehicle vehicleChat "memory check! ------------------------ " ~2 _vehicle vehicleChat "system check! ------------------------ " ~2 _vehicle vehicleChat "Body/Arm/Leg ---------- Damaged " ~2 _vehicle vehicleChat "Entrace Logon ********" ~3 _vehicle vehicleChat "All Systems ready..." goto "exit" #exit exit Jumping _wanzer = _this select 0 ;_dir = getdir _wanzer ;_vel = velocity _wanzer ;_velx = velocity _wanzer select 0 ;_vely = velocity _wanzer select 1 ;_velz = velocity _wanzer select 2 ;_posx = getpos _wanzer select 0 ;_posy = getpos _wanzer select 1 ;_posz = getpos _wanzer select 2 _ShapeName = "cl_basic" _AnimationName = "" _Type = "Billboard" _TimerPeriod = 1 _LifeTime = 0.5 _Position = [0,0,0] _MoveVelocity = [0,0,0] _RotationVelocity = 0.5 _Weight = 0.2 _Volume = 0.5 _Rubbing = 0.05 _Size = [2,5,8,10] _Color = [[0.1,0.8,0.1,0.45],[0.1,0.8,0.1,0.45],[0.1,0.8,0.1,0.45],[0.1,0.8,0.1,0.3]] _AnimationPhase = [0] _RandomDirectionPeriod = 1.3 _RandomDirectionIntensity = 5 _OnTimer = "" _BeforeDestroy = "" _Object = "_wanzer" _mlpbst = 70 _mlprvs = 10 _cntjmp = 0 _cntfly = 0 _cntflybst = 0 _cntrvs = 0 _wanzer say "JumpStep" _wanzer animate ["Leg0L",0] _wanzer animate ["Leg1L",0] _wanzer animate ["FeetL",0] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _velx = velocity _wanzer select 0 _vely = velocity _wanzer select 1 _wanzer setvelocity [_velx,_vely,20] _dir = getdir _wanzer _errx = -(cos _dir) * 1.4 _erry = (sin _dir) * 1.4 #bst _wanzer setFuel fuel _wanzer - 0.00015 ?(fuel _wanzer == 0) : goto "fuelout" _posx = getpos _wanzer select 0 _posy = getpos _wanzer select 1 _posz = getpos _wanzer select 2 _dir = getdir _wanzer _wanzer setdir _dir _Position = [_posx + _errx,_posy + _erry,_posz + 2] _mlpbst = _mlpbst * 0.80 _clvelx = _mlpbst * sin random 360 _clvely = _mlpbst * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_Position,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _clvelx = _mlpbst * sin random 360 _clvely = _mlpbst * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_Position,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _clvelx = _mlpbst * sin random 360 _clvely = _mlpbst * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_Position,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] #skip1 _velz = velocity _wanzer select 2 ?(_velz < 20) : goto "bstoff" ~0.1 goto "bst" #bstoff _posz = getpos _wanzer select 2 _velz = velocity _wanzer select 2 _dir = getdir _wanzer _wanzer setdir _dir ?(_posz < 10) : goto "fall" ?(_velz <= 0) : goto "flybst" ?(fuel _wanzer == 0) : goto "fuelout" ~0.1 goto "bstoff" #flybst _wanzer setFuel fuel _wanzer - 0.001 ?(fuel _wanzer == 0) : goto "fuelout" ;_velz = velocity _wanzer select 2 _posx = getpos _wanzer select 0 _posy = getpos _wanzer select 1 _posz = getpos _wanzer select 2 _dir = getdir _wanzer _wanzer setdir _dir _Position = [_posx + _errx,_posy + _erry,_posz + 2] _clvelx = (10 + random 10) * sin random 360 _clvely = (10 + random 10) * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_Position,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _clvelx = (10 + random 10) * sin random 360 _clvely = (10 + random 10) * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_Position,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _clvelx = (10 + random 10) * sin random 360 _clvely = (10 + random 10) * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_Position,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] #skip2 _cntflybst = _cntflybst + 1 ?(_cntflybst > 2) : goto "fly" ~0.1 goto "flybst" #fly _cntflybst = 0 _velz = velocity _wanzer select 2 ?(_velz < -10) : goto "fall" ?(_velz > 10) : exit _wanzer say "JumpStep" _velx = velocity _wanzer select 0 _vely = velocity _wanzer select 1 _wanzer setvelocity [_velx,_vely,3.5] _dir = getdir _wanzer _wanzer setdir _dir _cntfly = _cntfly + 1 ?(_cntfly > 5 + random 3) : goto "fall" ~0.5 + random 0.5 goto "flybst" #fall _posz = getpos _wanzer select 2 ?(_posz <= 20) : _wanzer say "JumpStep" ?(_posz <= 20) : goto "animat" ?(fuel _wanzer == 0) : goto "fuelout" _dir = getdir _wanzer _wanzer setdir _dir ~0.05 goto "fall" #animat _wanzer say "JumpStep" _wanzer animate ["Leg0L",0] _wanzer animate ["Leg1L",0] _wanzer animate ["FeetL",0] _wanzer animate ["ArmL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _wanzer animate ["ArmR",1] #rvs _wanzer setFuel fuel _wanzer - 0.001 ?(fuel _wanzer == 0) : goto "fuelout" _velx = velocity _wanzer select 0 _vely = velocity _wanzer select 1 _velz = velocity _wanzer select 2 _wanzer setvelocity [_velx,_vely,_velz * 0.9 + 3.0] _dir = getdir _wanzer _wanzer setdir _dir _posx = getpos _wanzer select 0 _posy = getpos _wanzer select 1 _posz = getpos _wanzer select 2 _Position = [_posx + _errx,_posy + _erry,_posz + 2] _mlprvs = _mlprvs * 1.25 _clvelx = _mlprvs * sin random 360 _clvely = _mlprvs * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_Position,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _clvelx = _mlprvs * sin random 360 _clvely = _mlprvs * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_Position,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _clvelx = _mlprvs * sin random 360 _clvely = _mlprvs * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_Position,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] #skip3 ?(_velz > -8) : goto "chk" ~0.1 goto "rvs" #chk _posz = getpos _wanzer select 2 ?(_posz <= 1) : goto "lnd" ?(fuel _wanzer == 0) : goto "fuelout" ~0.1 goto "chk" #lnd _velx = velocity _wanzer select 0 _vely = velocity _wanzer select 1 _wanzer setvelocity [_velx,_vely,0] exit #fuelout _Wanzer vehiclechat "Fuel out" exit init _vehicle = _this select 0 [_vehicle] exec "\Zenith\scripts\ZntStartUp.sqs" exit Speed _vehicle = _this select 0 #check @speed _vehicle > 1 _vehicle setvelocity [(velocity _vehicle select 0)*1,(velocity _vehicle select 1)*1,(velocity _vehicle select 2)] @speed _vehicle < 1 ~0.1 goto "check" exit Also have flares,smokes,and missiles too but im stopping here good luck guys contest can still go have fun Edited August 27, 2009 by Hboybowen Share this post Link to post Share on other sites
Dmahon 10 Posted August 27, 2009 To me it seems like a clever way of saying "Make this for me!!!!" Share this post Link to post Share on other sites
Dwarden 1124 Posted August 27, 2009 To me it seems like a clever way of saying "Make this for me!!!!" sneaky :D:cool: Share this post Link to post Share on other sites
Hboybowen 10 Posted August 27, 2009 (edited) actually im doing it myself just thought id share this stuff im making this: http://forums.bistudio.com/showthread.php?t=79544&page=5 just sharing it to advance the mod community Edited August 27, 2009 by Hboybowen Share this post Link to post Share on other sites
kremator 1064 Posted August 29, 2009 Good for you mate. Don't let the b*****ds get you down :) Share this post Link to post Share on other sites
Nosedive 10 Posted September 5, 2009 I voted for both because i could Share this post Link to post Share on other sites
grub 10 Posted September 6, 2009 Go man go. If you build them they will come... Share this post Link to post Share on other sites
Tankbuster 1733 Posted September 6, 2009 At the time of writing, 24% had voted yes and 90% voted no. Share this post Link to post Share on other sites