neonlazer
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Everything posted by neonlazer
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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? -
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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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.
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F/A-18 Super Hornet and Su-35S Flanker E
neonlazer replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If an update were to break the mod, I think they would take the time out to make it so it still can be used, otherwise it would be dead. We can cross our fingers and hope that would not happen. -
F/A-18 Super Hornet and Su-35S Flanker E
neonlazer replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Lol..oh it is aircraft..way to not read the ENTIRE post neonlazer...I guess Spartan's hopes will continue on after said aircraft then. :D -
F/A-18 Super Hornet and Su-35S Flanker E
neonlazer replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
"We will still be providing small hotfix patches when needed as BI updates Arma 3" via Saul's post Due to the fact I may have gotten a hint of a future project from Spartan. I will hold back on speculating what said project might be. -
IgiLoad script - logistical support
neonlazer replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Best read the topic before asking questions :D -
Robert knows the issues from the new patch..PATIENCE YOUNG PADAWANS!
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Disabling Splendid Camera in missions
neonlazer posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have made a simple training mission and it seems some have ran across this splendid camera while in the ESC menu. This allows teleporting so it would be a big problem if word spreads that it can do so. Better safe than sorry. I am wanting to disable spectator/camera mode in ESC menu. I have not found anything obvious on how to disable it. Any ideas? Answered my own question after asking an old friend who made missions. I knew it was going to be something easy that I would miss..enabledebugconsole = 0;.... -
Great last post to a thread. We just had a joint operation with a couple units and we had this exact issue. It had been noticed before but no one felt the urge to search this thread. I see you mentioned an update would fix the issue. Is this a VAS related issue?
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Boeing/SOAR MH-47E ArmA III - WIP
neonlazer replied to konyo's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Awesome to see this baby nearing completion! -
F/A-18 Super Hornet and Su-35S Flanker E
neonlazer replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
+1 The cockpit interaction is very nice! -
[script][mp] Copilot Assisted Autorotation Training Controls
neonlazer replied to dr_strangepete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tested it on the demo mission and it worked great! I tried installing it on my own mission and I could not get to load at all. Here is what I have done 1. I have put the sqf in the mission folder 2. Added call compile preprocessFileLineNumbers "dsp_copilot.sqf"; to init.sqf 3. Added flags to all the vehicles I wanted it to work on. I assume the usage part of the text is what I am having an issue figuring out. Are you supposed to add one of the 3 lines to the init.sqf?(I think i put [true] call dsp_fnc_copilotInitAll; into the init but it still didn't work)