PR:ARMA 2 - Highlights Reel #2 (Part 1)

Project Reality announcements and development highlights.
Technoelite
Posts: 632
Joined: 2007-06-19 16:37

Re: PR:ArmA2 - Highlights Reel #2 (Part 1)

Post by Technoelite »

erm u can change the ai settings when u make your own missons and stop going on about it. PR will be PvP so shut up for the last time( i appologise in advance for that outburts)
Image
Image
TomDackery
Posts: 611
Joined: 2009-01-11 02:23

Re: PR:ArmA2 - Highlights Reel #2 (Part 1)

Post by TomDackery »

UK, my inverted uterus is yours to command.
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: PR:ArmA2 - Highlights Reel #2 (Part 1)

Post by rushn »

great now i have to buy Arma 2 :( instead of sticking with OA
Urbanxfx
Posts: 109
Joined: 2009-12-16 00:47

Re: PR:ArmA2 - Highlights Reel #2 (Part 1)

Post by Urbanxfx »

rushn wrote:great now i have to buy Arma 2 :( instead of sticking with OA
Ditto my friend, guess i have to start working late :(
Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: PR:ArmA2 - Highlights Reel #2 (Part 1)

Post by Nebsif »

I'll wait for PR:ARMA v0.3+ or something.. when there will be much difference (I hope) between the original monster fail "game" and PR mod for it. I Just hate paying lazy noobs like BIS basicly for the editor knowing I wont ever play OA itself, not to mention ARMA2.
There are no shells flyin of a 50cal when I fire it, cmon, how fail can they be. Imagine if all companies released their games like that, 30% done, expecting the community to work for free on finishing the game for them.
Locked

Return to “Announcements & Highlights”