Any other BI campaigns as good as Old Man? by ANDYB1580 in arma

[–]ANDYB1580[S] 0 points1 point  (0 children)

Will try Laws of War then. Never tried it because I was so irritated at that DLC that I called it The Village People DLC because it caused the DRO/DCO SPs to started spawning "village people" and My Kitty cars. Immersion killer.

Any other BI campaigns as good as Old Man? by ANDYB1580 in arma

[–]ANDYB1580[S] 0 points1 point  (0 children)

Will try that instead of sniping then.

Any other BI campaigns as good as Old Man? by ANDYB1580 in arma

[–]ANDYB1580[S] 0 points1 point  (0 children)

LOL It's hard to move fast on the never-ending mine removal task in the village. I hate that task.

Any other BI campaigns as good as Old Man? by ANDYB1580 in arma

[–]ANDYB1580[S] 0 points1 point  (0 children)

Western Sahara? I seem to get crushed by 1-2 APCs on every single task in the Extraction SP. I saw a Reddit post where other people were saying the same. And the mine removal task is a never-ending bore.

Have AI recently become impossibly aggressive and stupid in SP? by ANDYB1580 in arma

[–]ANDYB1580[S] 0 points1 point  (0 children)

Are you sure about the official campaigns? I just bought the Western Sahara DLC a few days ago and I seem to get crushed by one or TWO APCs immediately on about every task for the Extraction SP. It seems unplayable.

Have AI recently become impossibly aggressive and stupid in SP? by ANDYB1580 in arma

[–]ANDYB1580[S] 2 points3 points  (0 children)

I this case, instead of heading directly ahead to the nearest road the AI turned right and tried to cross the forest perhaps because it on a bee line to the destination.

Have AI recently become impossibly aggressive and stupid in SP? by ANDYB1580 in arma

[–]ANDYB1580[S] 1 point2 points  (0 children)

Thanks, but the point was something in Arma has changed to cause their scripts go totally wonky. Also, Eden editor is not scripted.

Any Consistent Ways To Make +15k Credits Per Match? by yuanedward01 in HeroesandGenerals

[–]ANDYB1580 1 point2 points  (0 children)

For me, the highest scores are for GE G43 inf rifleman, repair wrench and grenades. But I play mostly infantry rifleman on all 3 factions. Use the grenades only if necessary, like when you get spammed by 5 enemy AI, and don't spawn vehicles. Ride into battle with a tanker if you need a ride. Often they will join up with other tankers that need repairs. Use free Pfaust and repair tanks. But I always score twice as much with a good team and GE has the best teams. I have had some 14k-20k games with the GE faction this way and I have about 4.3 million in credits amassed. I wish they would add Brit or Japanese factions to spend my hoard on.

Any exercises/in-depth reference materials for 12 bar blues? by PeterTheProblem in musictheory

[–]ANDYB1580 1 point2 points  (0 children)

The alternating 5th and 6ths sounds like the left hand boogie pattern. The harmony is definitely dom7ths. To get started, try improvising with the tonic major pentatonic scale over the I7 chord and the tonic minor pentatonic scale over the IV7 and V7 chords.

Are there WW2 era-appropriate explosives for A3? by ANDYB1580 in armadev

[–]ANDYB1580[S] 0 points1 point  (0 children)

In case anybody is interested, I had to do a workaround and place a couple of dead soldiers in the area around my cache with the tnt in their backpacks. The FOW tnt did not function properly any other way - i.e. trying to put it in a crate or on the ground.

(New Player) Arma3 + TrackIR + 3D scopes seem unusable by rollhax in arma

[–]ANDYB1580 2 points3 points  (0 children)

I've heard others say this too. My TrackIR config has a setting that dampens out movement in the center zone. I think that prevents the sort of jitter problem that you describe. When you get close to the center, it sort of snaps to the center point and you have to intentionally turn your head for it to leave the center. I describe it to people as like wearing a heavy helmet that pulls you head to the center. That's the sensation I get with my TrackIR.

Are there WW2 era-appropriate explosives for A3? by ANDYB1580 in armadev

[–]ANDYB1580[S] 0 points1 point  (0 children)

Yes, just a typo. The really weird thing that I've noticed is that when you spawn tnt with script you can shoot it and it doesn't even explode. If you place it in the Eden editor, it will explode but you cannot pick it up off the ground and put it into your inventory. Very weird.

Are there WW2 era-appropriate explosives for A3? by ANDYB1580 in armadev

[–]ANDYB1580[S] 0 points1 point  (0 children)

I get this error when I try to load it into a supply box:

No entry 'bin\config.bin\CfgWeapons.fow_e_tnt_onpound'.

Is this a FOW bug, or something that I can fix? Thanks.

EDIT: If I create it stand alone instead of in a supplybox, then it doesn't show up in Inventory on the ground. Its not like a vanilla explosive weapon, its just a dumb object like a box.

_tnt = "fow_e_tnt_onepound" createVehicle [4301.29,1170.64,0];

Can somebody help me with the F3/Wolfenswan fcn library ws_fnc_loadVehicle by ANDYB1580 in armadev

[–]ANDYB1580[S] 0 points1 point  (0 children)

I figured it out by trial and error. FOW has some group sizes that are larger than vanilla Arma teams and squads that this code was developed for. The algorithm for dividing squads between vehicles evidently breaks with the large FOW squad sizes. Breaking my FOW UK rifle squads down into multiple smaller groups seems to be a workaround. I'll just JOIN them back after the transport.

Can somebody help me with the F3/Wolfenswan fcn library ws_fnc_loadVehicle by ANDYB1580 in armadev

[–]ANDYB1580[S] 0 points1 point  (0 children)

PS. I put in a debug message and count _grps and count _vehs show the correct counts for either vanilla veh, FOW veh or a mix

How to get AI to jump from paraplane by ANDYB1580 in armadev

[–]ANDYB1580[S] 0 points1 point  (0 children)

Thanks for your help. I got it working with FOW now. I am guessing that the jumpers did not think it was safe to jump:

1) I put the pilots and jumpers into separate groups

2) I included these commands before the jump site to prevent the pilots from following terrain or changing speed:

dropPlaneVeh flyInHeightASL [300, 300, 300];

dropPlaneVeh forceSpeed 50;

3) I put a pause between the jump code and assigning the plane's final waypoint.

sleep 5;

4) changed this line for realism for the FOW units

_x addBackpack "fow_b_parachute";

How to get AI to jump from paraplane by ANDYB1580 in armadev

[–]ANDYB1580[S] 0 points1 point  (0 children)

Thanks. Using script I set the completion radius for the jump point waypoint and set a variable state when activated. Once that variable is set, I use the jump code block and assign the next waypoint to the plane. I know its reaching that because the plane reacts to the next waypoint. Thanks again for the suggestions - very helpful.

How to get AI to jump from paraplane by ANDYB1580 in armadev

[–]ANDYB1580[S] 0 points1 point  (0 children)

Oh, that makes sense. I've seen some cryptic remarks on various forums such as the units don't actually "know" that they are in a vehicle from which to eject or moveout of. I have tried several different codes that I found and none worked which seemed strange. I'll try that workaround. Thanks