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PaiNx

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About PaiNx

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  1. I was wondering if there is a way around the captives clipping error when placed inside buildings. I setup the soliders as captives, and then when a trigger is set off they become uncaptive and run away. The only thing wrong is that they run through the side of the building, but not the doorway. I notice there is alot of clipping problems when the AI moves around buildings and such. I hope I made some sense of this. I did a search, but found nothing on this subject. If there is then please post a link to the discussion. Thanx
  2. PaiNx

    Losing audience?

    To add another thing. This type of option wouldn't make it unrealistic at all. It is not like in a real war we tell are Allies, "Nope you can help us out, we are in the middle of a war."...."Maybe in a few minutes the battle will be over, then maybe you can join"...
  3. PaiNx

    Losing audience?

    I think 1 of the reasons the player count is low. IMO is because you have to wait to join a game in progress. Now if they were to make this a server option. I think alot more would be playing this game...once again IMO....Thats what turns me away, so I end up messing with the editor or playing LAN and SP...No Online
  4. bump. More feedback would help...
  5. PaiNx

    Depbo

    I get a invalid header error when trying to open some .pbo files.
  6. By the looks of some of the ways you came up with the scripts. God that must have taking quite some time to figure out. I will hopefully get to that point someday. I can only come up with some good scenarios at the moment, and unit setup, and some minor scripts.
  7. Nice job. I found it fun to try out. I can't wait for the final release of this RTS system. Keep up the good work.
  8. PaiNx

    Depbo

    Yeah I noticed that as well all #'s here. I had one before too that worked.
  9. PaiNx

    Snipers rejoice!

    Is there any way that you could possibly make it for Multi-Player as well. If not thats ok. Still an awesome mission..:)
  10. I was just messing around with the Action command. I then assigned it to a waypoint in the On Activation field, and I was able to get my solider to swing his weapon. There is no damage , but I am sure there is a way to do so. If this was found already then disreguard this, but it suprised me to see that animation within the game. Here is what I typed in the Move Waypoint: On Activation Field: this action["STROKEGUN"] The unit will move then when waypoint is activated it will trigger this gun swing event. Probably old news, but oh well worth the shot....:)
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