Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thank you.
Creating cutscenes is actually quite simple, but it can be very time-consuming.
Maybe this thread is a simple starting point:
https://forums.bohemia.net/forums/topic/243617-add-shake-effects-to-custom-camera/?do=findComment&comment=3480360
Heya dude.
I didn't add anything to the soundfile in this mission, so to speak.
All of my scenario uses the KBtell system to handle all radio/direct chatter. It will handle the "filter" if the chat target is faraway and clear speaking voice when nearby (Not in this scenario since it is a different method since it's an Multiplayer mission).
I learned more from the Arma wiki discussing this and a lot of testings:
https://community.bistudio.com/wiki/Conversations
Also your missions are unreal too. The way the cutscene are made, especially. I still haven't figured how to make that haha
How did you manage to make the radio messages sound so similar to those from the vanilla campaign?
I'm especially curious about the filter you used.
The story was incredibly engaging, the location was well-chosen, and the compounds were built with great attention to detail.
ty