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Rayers12

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Everything posted by Rayers12

  1. Nope. I've been asking for one since 1.06 of A1.
  2. Rayers12

    What gun are you using (And why)

    M16A2 with 2 mags of 20 each for SP. I like the feel.
  3. Rayers12

    The Undead Mod

    Are the modules automatically spawning zbies? What is the difference between Infected and ZBies? ---------- Post added at 04:06 AM ---------- Previous post was at 04:03 AM ---------- Furthermore, you need to work on the attack distance and timing of attacks. (Other than that)When people say that someone is that man, you asre the man he is trying to be. New Fav Mod.
  4. Rayers12

    ArmA II and Win 7 64 Bit

    It runs pretty good for me, but my game stutters like a vietnam war veteran whenever I turn to look elsewhere. Theyre only split second stutters, but theyre annoying as hell.
  5. Rayers12

    ArmA II and Win 7 64 Bit

    Indeed, it is.
  6. Rayers12

    The Undead Mod

    To all posts, Indeed. ---------- Post added at 11:53 PM ---------- Previous post was at 11:28 PM ---------- How do I use ze modules provided in ze pack of ze zombies?
  7. I just want a nuke bomb. Haters gonna hate.
  8. Rayers12

    Arma 2 1.06 Patch Suggestions

    The FOV in general needs revamp as well as the following AI.
  9. Indeed, it is what I was indeed looking for, indeed. But with a setPos instead of Domove.
  10. what is the command to move a unit into a building positions? i remember it was sort of like "this getnearestpostion ; this moveinpositions x" can someone give me the relevant correct code? The War! is coming along quite nicely, although we switched from Chernarus to Isla Duala.
  11. Rayers12

    NOOB: Help please!

    Method 2: Group a trigger to the target. Set to not present, make the trigger big enough to cover wherever the unit could possibly ever be. Then, set the trigger to End 1.
  12. I am sad to announce that The War! has moved from CAA1 to Chernarus, due to AI issues. Furthermore, I cannot get units to take off properly from hangars. Planes simply face towards the sides of the hangars and drive into them. I have tried various waypoint tricks. Any ideas. (Oh hey splicer.)
  13. 7. The only way to get a choppa to land is to order a disembark whilst ingame. If ineditor, you can use the "land" command in the Init Box. I primarily use it to GET TO DA CHOPPA!
  14. Quick question: what unit is the Timeout option? As in waypoints?
  15. I really need some clarification on usage. It needs a mapclick option as well.
  16. Your AK pack needs a lot of work, as it looks and feels really shitty.
  17. ^ Indeed, that indeed would be awesome, indeed. What I would really appreciate is a lot more options when it comes to AI command, like Fly low/high, save AT munitions, work with (not make a team with) x unit to accomplish X units objective, Cover and back-up this unit, etc.
  18. Rayers12

    Moving copter copilot to pilot seat

    There should indeed be land and turn off commands, indeed.
  19. I have tried an excesssive amount of code and waypoints, but the AI DO NOT EVEN TAKE OFF. Any ideas?
  20. Rayers12

    insurgents editing

    This is what NAPA is for.
  21. Untrue. I have indeed tried both ways, indeed.
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