trini scourge
Member-
Content Count
245 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by trini scourge
-
Ingame options --> Controls --> Click on tab choose 'Bulldozer' Customize to your liking
-
The Cam controls are the same as bulldozer's. You can map the look options to mouseleft/mouseright etc, and map zoom to the middle button. Use either a joypad or WASD to control cam movements. This method works for me, hope it helps you out. tr1n.
-
Thanks for all the generous comments guys I use a gamepad for sweeping shots and the mouse for all the 'shaky cam' parts (i dont have parkinson's ). how you get rid of the hud? I ran script camera.sqs, it gets rid of the HUD automatically. How did you get rid of the hud from first person view? When running the camera script, the camera isn't in the soldiers head anymore.. but when in first person... how did you manage to disable the hud? How would someone without a gamepad shake the screen? I didnt film anything in first person, therefore i didnt need to diable the HUD. Every shot was made with the gamepad and mouse. The long stable shots were made with the gamepad, while the 'shaky' ones were done with the mouse or a combination of both.
-
Thanks for all the generous comments guys I use a gamepad for sweeping shots and the mouse for all the 'shaky cam' parts (i dont have parkinson's ). how you get rid of the hud? I ran script camera.sqs, it gets rid of the HUD automatically.
-
Thanks for all the generous comments guys I use a gamepad for sweeping shots and the mouse for all the 'shaky cam' parts (i dont have parkinson's ).
-
Hello again. This short (2:30min) film is the prologue to the 'Revolucion' series. It attempts to set a tone for the world its set in, and introduces the viewers to why events that happen in the 2nd and 3rd parts occur. I already have most of the footage for the 2nd and 3rd parts, but i'll only make them if the response for part 1 is good. Anyways here are the links: STREAMING (Low Quality) RevolucionPt1 DOWNLOAD (High Quality) RevolucionPt1 tr1n
-
i wonder if he'll actually do that... to the original poster press 'del' on your numpad.
-
setting units as prisoners
trini scourge replied to Varry's topic in ARMA - MISSION EDITING & SCRIPTING
To get the unit to put his hands on his head make a trigger, and in activation line type: unit switchmove "TestSurrender"; *note that once in this animation the unit becomes 'stuck'* check HERE for a complete list of animations in ArmA. -
Just a little video montage i cooked up. Hope you enjoy! Total ArmA
-
Liberation 1941-1945: Patch 1.07
trini scourge replied to RN Malboeuf's topic in ADDONS & MODS: COMPLETE
Well i reinstalled OFP and libmod, and i'm happy to say that they are defending well now. Maybe its like miles said, because i did have ECP, FFUR, INV44, CSLA2 and LIB installed at the same time. -
Liberation 1941-1945: Patch 1.07
trini scourge replied to RN Malboeuf's topic in ADDONS & MODS: COMPLETE
ok this time i'll explain in detail There is a german attack squad advancing to secure a russian-held town. During the course of this advance, the germans execute excellent manouvers (cover fire, flanking, surpressing fire) and take the town without losing a single unit. The russian defenders on the other hand, fire only a couple shots during the entire episode, and lose every single defender (including snipers in windows and on rooves). I have also reversed roles i.e. Germans defended while Russians attacked, with the same results. In both cases setbehaviour "combat", and hold waypoints were given to the defenders, while move waypoints at full speed were given to the attackers. Also when the kurs_mg=true command is used for the t34, the course machinegunner jumps out and climbs on the back of the tank, when the tank then becomes engaged he falls into formation as if he were a separate unit. -
Liberation 1941-1945: Patch 1.07
trini scourge replied to RN Malboeuf's topic in ADDONS & MODS: COMPLETE
Great mod bdfy and team! I love the new animations also, it adds a new level of immersion to the game. I have only a couple gripes; It seems that units who are placed to defend an area don't fire on advancing units nearly as much as they are supposed to. I also realised that when the german PzivF was destroyed in "careless" mode, this is the result: