neonlazer
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CatBook-Yi23332 started following neonlazer
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neonlazer started following [script][mp] Copilot Assisted Autorotation Training Controls
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US Naval Warfare Pack [WIP]
neonlazer replied to Foxone's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Any hints on how final testing is going with MH-60S? :ph34r:- 744 replies
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When new player joins, all players are teleported.
neonlazer posted a topic in ARMA 3 - TROUBLESHOOTING
We have been having some issues with our missions regarding people joining the server. Easiest example is when we are taking off in a C-130, someone joins the server, and the plane is teleported to the ground/water. One guy mentioned JIP scripts, but it seems that is built into A3. Any suggestions on why this is happening? -
Eric, Did you plan to put FLIR on the MH-60S? I do love the FLIR on MH-60M. I did look at pics of the real thing and it seems to be optional to have it or not.
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Can't wait!!!
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Crossing my fingers!
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US Naval Warfare Pack [WIP]
neonlazer replied to Foxone's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Awesome, Thanks for the reply. I hope to see an HSC-8 texture in the future!- 744 replies
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US Naval Warfare Pack [WIP]
neonlazer replied to Foxone's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Can't wait for the MH-60S! My unit has been waiting for a good one to fly for a good while. I hope you guys are coming with some unarmed variants to compliment the armed variants!- 744 replies
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X-55 stops working after opening controls
neonlazer replied to John Kozak's topic in ARMA 3 - TROUBLESHOOTING
I just ran into this problem a few days ago. Guess I haven't played Arma 3 much since I upgraded to my new PC with 8.1. I will test the exec mentioned previously and see what happens. Saitek Fly 5. -
Quick question, my unit had issues setting additional channels on radios last night. If I put C1 on 32.1 and then set A1 to 42.1. C1 would get reset to A1..and same thing backwards. They reset each other to the same channel. Would this be due to our server running 0.9.7.3 and clients are use 9.8?
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Randomly generated roadside IEDs
neonlazer replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I started a brand new mission and put in this IED script. It seems to work but I get two annoying script errors. Neither files have been modified in those areas. Any idea on the issue? Thanks -
1st Infantry Division - Actively Recruiting
neonlazer posted a topic in ARMA 3 - SQUADS AND FANPAGES
Mission Statement The 1st ID is a military simulation unit which aims to create a realistic experience for all members. All simulation aspects are carefully tuned by the 1st ID command team in order to achieve this experience. Whether you are prior service or an aspiring soldier in the making there is a place for you in the 1st ID. Here in the 1st ID we treat each and every member with respect and the same will be expected of you. There is of course plenty of fun involved in what we do as well. We have a seriously dedicated staff of officers that are all committed to giving you an excellent experience. If you are looking for an exciting combat simulation experience look no further than the 1st ID. What We Offer Mature Behavior.(18+) A team-driven objective based environment. A unique military simulation experience. Dedicated Server with Custom Missions. What we are looking for Mature gamers looking for a realistic experience. Active gamers that can be on at least once a week. Future, Current, Retired Military Welcome! Website: http://1stidbigredone.enjin.com/ Teamspeak: BigRedOne.typefrag.com:4455 -
Thank you!
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Quick question with a hopefully quick answer. Is it possible to disable the encryption not allowing CSAT and NATO vehicle radios to communication.(we plan to use both side vehicles for operations and want to be able to communicate)
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Agreed, My unit is wanting to change to another weapons pack. I am like...PATIENCE! the update will come. Quality takes time.
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A friend asked me to add to our missions. He wanted to set manual radio channels. //--- TaskForceRadio #include "tfrchannel.sqf"; tf_no_auto_long_range_radio = true; //comment out this line if you wish for group leaders to automatically have long range radios if ((isServer) or (isDedicated)) then { tf_same_sw_frequencies_for_side = true; _settingsSw = call generateSwSetting; _settingsSw set[2, "101.1"]; _settingsSw set[3, "102.1"]; _settingsSw set[4, "103.1"]; _settingsSw set[5, "104.1"]; _settingsSw set[6, "105.1"]; _settingsSw set[7, "106.1"]; _settingsSw set[8, "107.1"]; _settingsSw set[9, "108.1"]; tf_freq_west = _settingsSw; _settingsLr = call generateLrSettings; _settingsLr set[2, "31.1"]; _settingsLr set[3, "32.1"]; _settingsLr set[4, "33.1"]; _settingsLr set[5, "34.1"]; _settingsLr set[6, "35.1"]; _settingsLr set[7, "36.1"]; _settingsLr set[8, "37.1"]; _settingsLr set[9, "38.1"]; _settingsLr set[10, "39.1"]; tf_freq_west_lr = _settingsLr; publicVariable "tf_freq_west"; publicVariable "tf_freq_west_lr"; }; I would like to add these settings from the ingame TFR module as I would think the script and module in-game are conflicting and causing arma to crash. value="0"; parentCls="tfar_ModuleTaskForceRadioEnforceUsage"; typeName="TeamLeaderRadio"; value="0"; parentCls="tfar_ModuleTaskForceRadioEnforceUsage"; typeName="RiflemanRadio"; value="7"; parentCls="tfar_ModuleTaskForceRadioEnforceUsage"; typeName="terrain_interception_coefficient"; value="In Training"; parentCls="tfar_ModuleTaskForceRadioEnforceUsage"; typeName="radio_channel_name"; value="123"; parentCls="tfar_ModuleTaskForceRadioEnforceUsage"; typeName="radio_channel_password"; Found these two settings tf_same_sw_frequencies_for_side = true ; tf_same_lr_frequencies_for_side = true ; I am unsure exactly how to put this into the script correctly if I could get assistance in scripting.