Thank you! To be completely honest, I've been busy with so many other things lately that I've been unable to work on these. I have a plan of releasing a series of short videos about CQB fundamentals as soon as I have some time in my hands. Most of the work for those is already done but I need to edit and record voice overs.
Impressive how you were able to explain tactics in such a simple and easy to understand way. Even more impressive that you were able to construct everything in Unity! (recognized some of the asset store textures)
Ok, you put an enemy unit in position, where he has high ground on his right flang, from which you can shoot from above. How is it possible that this obvious position doesn't have explosive devices or ambush elements in this case?
In reality, that's always a possibility. For the purpose of explaining a very basic principle, it's impossible to explain every possible could/would/should. A good and experienced combat leader understands that these basic principles and the training drills that are based on them are not exact out of the box solutions for any given scenario, but the specific circumstances of the given situation dictate what options could and should be taken.
I don't know about that Unturned sound specifically. I think I got that sound from a free package of gun shot field recordings. Wouldn't be at all surprised if that sound was used elsewhere.
Great animation (and I would hope there would be a similar RTS ). Fire & movement was what was taught to us on squad level; fire & maneuver was something conducted on platoon level.
It's crazy how many times in Iraq we'd have contact, but we were rarely able to maneuver. We were an infantry unit, but leadership was so risk adverse they would handcuff platoons and squads out on movement to contact. The priority was to cover your ass. The officers not all but alot were just there to get combat experience to check that box for promotion..
yea but i saw ur animation guy cross in the teamates active firing lane; When bounding left or right and you have to pass by a teamate NEVER run infront of the muzzle of their weapon.
Yep that happened. That was a mistake on my part. Generally it is s very bad idea to cross your mate's muzzle although in some cases like in confined spaces or working with vehicles it might be unavoidable. In such situations it would be important to announce that you are "CROSSING!" and wait until your buddy confirms by either lowering their muzzle or calling for you to go.
Incredible Public Service Great Work Pretty Good Lessons Efficient Even if followed Mindlessly They Simply often Work Though far too much Absolution Anything Is up for Debate if It doesn’t Work And You must Remain Conscious of All Possible Context to Use Your Dynamic Understanding Theorycraft Is Necessary to Improve Ability You must Understand Everything to Understand Anything
It's a system that I built myself in Unity game engine for making these kinds of animations as easy and quick to produce for me as possible. I've used a mixture of store bought assets for textures, models and animations, some of which I've modified for my own use and assets of my own making. I hope that answers your question!
@@Zagge Yeah looks great man. Love it. You got a discord for your game yet? I used to be in the ranger one but im pretty much done with arma at this point so i left it.
@@jarodaffygaming276 Thanks a lot, nice to hear! Yep, there's a Discord, which I suppose I should try to remember to share more often. Anyway, here's a link: discord.gg/yhUcYred
Close quarters fighting is a huge topic in and if itself with its own techniques and features. I have made a series of videos that explain and showcase a bunch of those topics, such as how to move in staircases, hallways, and doorways, how to clear corners, etc. Unfortunately, currently, those videos are only in Finnish since they were made for Finnish defence training purposes. I've been planning to release that series in English eventually but haven't had the chance to work on it.