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About semiconductor

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  1. Hey! I made a simple no-nonsense PowerShell script that launches your server with mods. It does what you want it to do. It doesn't bother you with things you don't care about. And if it doesn't do what you care about then all the code is one Notepad away. Bottom line — it's pretty cool, 9 out of 10 dentists recommend checking it out. Arma 3 SSPSL Hope you like it my man.
  2. After a bit of experimenting I've ended up moving the firing sounds to the script that's called when mine is triggered (which I had for other purposes). From what I can tell, RHS took the same approach. Less than ideal but it worked right off the bat.
  3. Hey guys! I've made a custom explosive - a tripwire flare mine - which is basically re-configured APERS Tripwire mine. Problem is, on the dedicated server the explosion sounds and effects are seemingly localized to the server and don't appear on clients. This issues applies only to mines placed in editor and only on dedicated server, mines placed by a player after mission start work just fine on dedicated. Here are the mod configs: https://github.com/Cambusta/Tripflare/tree/ac85b64d9e171bbd6efd6c0ed569b8f14b748e6d The mod on SW: https://steamcommunity.com/sharedfiles/filedetails/?id=2166493362 I'm really confused with that one as the config is really tiny and just changing a few values of APERS mines that are working fine. It appears that RHS dealt with exactly this problem before: http://feedback.rhsmods.org/view.php?id=4331 but I've skimmed over their configs and don't really see that much of a difference, aside from that they're inherit from MineBase instead of APERSTripMine. Any help will be appreciated!
  4. semiconductor


    Disables zooming ability (right-click zoom) on CUP and vanilla weapons when aiming down ironsights. Does not affect standard view, free-look and vehicle weapons - you will be able to zoom in and out when using these. The mod is mostly an experiment in game mechanics to see if scopes can be made more significant in combat without sacrificing the ability to peer. Locality: client-side mod Installation: Simply enable the mod, no additional configuration is required License: MIT Source: GitHub Dependencies CUP Weapons Acknowledgements Buzzil (aka 10Dozen) for the idea. ruPal's DisableZoom mod was used as a reference with some parts used in Ironsight directly. Steam Workshop
  5. semiconductor

    Contact Expansion Asset Feedback

    Thing is, as long as they don't penetrate the armor a guy would walk away with a mid-to-bad bruise. Maybe a broken rib or two. Hits to non-protected areas (that are also non-critical) are definitely going to hurt but a grown man won't just instantly drop dead from those. Right now they drop like flies. I'm fairly confident that non-penetrating shotgun hits, while unpleasant, are easily survivable. I think that's the reason why pretty much every military has ditched them and that's why they tend to be relatively easily available to civilians even in the most gun-restrictive countries like Soviet Union or UK: they are useless in modern combat. Unless you're fighting ducks or random lone home intruders. On a side note, I was told that grown hogs take a slug hit into their foreheads if the angle is right. Don't get me wrong, shotguns definitely should be a viable close-range weapon (and I'm actually tinkering with this one model for some mod right now) but not against a soldier in full gear. It's not that we don't have "soft" targets either: Syndikat, Spetsnaz (allegedly), FIA, maybe CSAT, pretty much everything in CUP Units. I suggest toning the damage down and seeing how that'll work out.
  6. semiconductor

    Contact Expansion Asset Feedback

    Gonna agree with guys saying that shotguns are unrealistically powerful. You can one-shot fully geared soldiers from 50 meters away with pellets making torso hits. I have serious doubts that pellets or especially slugs are going to pierce even a mediocre armor plate. In the same way a helmet will probably shrug them off. Granted, slugs do pack a punch they're effectively small cylinders with dull surfaces that have almost no piercing capacity. I'm inclined to believe that body parts protected by armor should be almost invulnerable to shotgun shots.
  7. semiconductor

    Contact Expansion Asset Feedback

    In regards to "M14 (Classic)" — "classic" guns don't get to have fancy Picatinny rails, I believe a more appropriate name would be "M14 (Bubba'd)". 😁 Seriously though, the rail doesn't belong there, it probably would be better if it was at least hidden when no scope is mounted.
  8. semiconductor

    I love A3 but it goes boring

    So let me get this straight - you bought an infantry simulator and got disappointed that it does, in fact, simulate infantry, and not some absolutely unrelated aspect of modern combat?
  9. semiconductor

    HETMAN - Artificial Leader

    Thanks, I'll take a look! :)
  10. semiconductor

    HETMAN - Artificial Leader

    Hey there! Just stumbled upon this mod and it looks really exiting. However, it isn't clear from the first glance whether it supports multiplayer or not. Could you please clarify that? :)
  11. semiconductor

    We need Arma 3 on consoles

    You've picked a wrong game, pal. :D In addition to what has already been said by others in this thread, there's a company that did just that. Egosoft (which is basically German BI) tried that with their X series (which is basically space Arma complete with retarded scripting engine and bazillion of user-made mods). They had a very good run with X3 series (Reunion, Terrain Conflict and Albion prelude) and then they've decided to capture the console market and made X: Rebirth, which was basically a dumbed-down console-friendly version of the series. It was a gigantic dumpster fire that both alienated old players and failed to attract causal ones. Honestly, I don't know how they managed to survive that but thankfully a couple of days ago they've released the X4: Foundations (do check it out) which returned to the series core mechanics and autism levels and it instantly got positive feedback from the community. Sure, there are bugs to be ironed out but the main concept is solid. I think BI will end up walking the same road, should they repeat Egosoft's mistake. Dumbed-down version of Arma will lack all the features that make it interesting to the PC audience while simultaneously lacking features of a above-average console shooter, all this while competing with a bunch of established shooters.
  12. semiconductor

    Giving my first shot on creating a mission

    Start simple. My first mission was spanning half the map, had dozens of complex objectives from recovering a wreck of a downed helicopter, investigating ambush site for clues and capturing the airfield. All this with multiplayer support and lots of scripts. It was fun and exciting to make, It worked and worked well but wasn't really enjoyable because it was a mess of everything. As I've practiced, I've found out that small but cohesive and well thought through missions with a handful of objectives (the less - the better) work best. I suggest you to start with something as simple as blowing up the Shilka and see if you can spice up the setting and make the task reasonably challenging. And I concur with @target_practice that scripting is somewhat tangential to a good mission. Sometimes you need a bit of scripting to add some very specific functionality but if a mission needs a lot of scripts it most likely either over-complicated from gameplay standpoint or mission's concept is not as great as it might seem in the moment.
  13. This looks very intriguing but I can't really relate examples from Wiki to Arma. Could you please elaborate a bit more on possible use cases?
  14. semiconductor

    Can't hear players shoot

    That seems to be a long-time unfixed bug that randomly appears when not everybody is running same mods. Basically, if someone has additional mods enabled (even completely legit ones, like RHS and even if those mods aren't actually used in the mission) and other players aren't, then some players might randomly experience that annoying issue. To my knowledge, the only way to fix that is to have everybody run exactly the same modpack.
  15. semiconductor

    What is your AI settings?

    Interesting, what weapons are these? Yes but it's too much hassle for something that should be a trivial thing.