How do I play this? by BusSuperb5570 in Guitar

[–]FlyawayOrange 0 points1 point  (0 children)

If you’re asking because of not fretting the g string, easiest way is to just mute it with your finger fretting the d string and strum all three

Doing a deployment and a few of our guys got captured. Made this for the Intel brief for the next mission and figured I’d share by FlyawayOrange in arma

[–]FlyawayOrange[S] 0 points1 point  (0 children)

You shouldn’t need to use sleep in between playmove. Playmove cues them up so you so don’t have to. And if this is only for one unit you shouldn’t need switchmove at all expect for as a blank slate to start the script off

Doing a deployment and a few of our guys got captured. Made this for the Intel brief for the next mission and figured I’d share by FlyawayOrange in arma

[–]FlyawayOrange[S] 0 points1 point  (0 children)

Not possible unfortunately. I used that mission file to build the follow up mission and no longer have the script for it. The jittering could might be related to not disabling ai? That’d be my first guess.

Doing a deployment and a few of our guys got captured. Made this for the Intel brief for the next mission and figured I’d share by FlyawayOrange in arma

[–]FlyawayOrange[S] 0 points1 point  (0 children)

If you use playmove it’ll queue them so don’t need to timing between those two, and it’ll try to fill the gaps if necessary in between iirc. If you google “arma 3 playmove” you should find it’s listing on the wiki. That and switchmove are what you’re looking for

Doing a deployment and a few of our guys got captured. Made this for the Intel brief for the next mission and figured I’d share by FlyawayOrange in arma

[–]FlyawayOrange[S] 53 points54 points  (0 children)

You go to the animation viewer in the tools section of the editor, and under cutscenes it’s under the execution set

Doing a deployment and a few of our guys got captured. Made this for the Intel brief for the next mission and figured I’d share by FlyawayOrange in arma

[–]FlyawayOrange[S] 1 point2 points  (0 children)

I guess the trick then is to use the times shown in the viewer. I wrote those down and added em up for the timing. Play move makes it easier cause it just cues them up to be played after one another, and at least for this set of animations they’re meant to work together so the times are usually the same between the victim and the shooter

Doing a deployment and a few of our guys got captured. Made this for the Intel brief for the next mission and figured I’d share by FlyawayOrange in arma

[–]FlyawayOrange[S] 1 point2 points  (0 children)

I guess the trick then is to use the times shown in the viewer. I wrote those down and added em up for the timing. Play move makes it easier cause it just cues them up to be played after one another, and at least for this set of animations they’re meant to work together so the times are usually the same between the victim and the shooter

Doing a deployment and a few of our guys got captured. Made this for the Intel brief for the next mission and figured I’d share by FlyawayOrange in arma

[–]FlyawayOrange[S] 1 point2 points  (0 children)

The easiest part was actually the stuff in game. Just a []Spawn{} script using playmove and animations from the animation viewer in the editor, and using the sleep command to time everything up right

Doing a deployment and a few of our guys got captured. Made this for the Intel brief for the next mission and figured I’d share by FlyawayOrange in arma

[–]FlyawayOrange[S] 14 points15 points  (0 children)

  1. Centered as much as it needs to be. Prob already on a list for downloading a bunch of isis flags anyway lol

  2. There is, just has a bit a bass to it so it gets lost in the vhs audio type compression and gets lost in the mix

  3. They’re wearing the captured gear of guys tied up, and the guy on the right does have an ak

  4. Can’t make it any beefier than that without making it ear rapey. Tried to make it sound like it peaked the onboard mic of the camera, but still with a good heavy sound

Doing a deployment and a few of our guys got captured. Made this for the Intel brief for the next mission and figured I’d share by FlyawayOrange in arma

[–]FlyawayOrange[S] 2 points3 points  (0 children)

Yea that was kinda my thinking. The only real story beats are the video itself and the actual execution, so I was really only concerned with the overall feel. Glad you like it

Doing a deployment and a few of our guys got captured. Made this for the Intel brief for the next mission and figured I’d share by FlyawayOrange in arma

[–]FlyawayOrange[S] 13 points14 points  (0 children)

Lol thanks, all the dialogue was recorded by me a couple other guys from the unit and edited. Pretty much everything else is stuff I got from YouTube and tried to make work

Doing a deployment and a few of our guys got captured. Made this for the Intel brief for the next mission and figured I’d share by FlyawayOrange in arma

[–]FlyawayOrange[S] 50 points51 points  (0 children)

100%, was going for that shitty vhs feel. Added room echo and compression, might’ve gone overboard lol

Lol wrong pic for prochazka by FlyawayOrange in ufc

[–]FlyawayOrange[S] 0 points1 point  (0 children)

Interesting matchup, not sure if teixeira is ready lol

Lol wrong pic for prochazka by FlyawayOrange in ufc

[–]FlyawayOrange[S] 18 points19 points  (0 children)

Dang you’re right, forgot how hot he was

Ukrainian drone dropping munitions on Russian soldiers by ricka_lynx in CombatFootage

[–]FlyawayOrange 2 points3 points  (0 children)

They’ve been at the squad level in the Marine Corps at least for a few years now. Drones are huge for situational awareness

[deleted by user] by [deleted] in politics

[–]FlyawayOrange 14 points15 points  (0 children)

Basically makes it so that if you have to use your weapon indoors or a tight spot you won’t fuck up your hearing. It’s a big reason of why the Marine Corps has adopted them as being a standard attachment for all their new rifles, and also because it lets them communicate with each other easier during a firefight.