Arma 3
Mar's Banished Expansion
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Update: 9 Jun @ 1:27pm

hotfix:

Fixed a typo that was causing errors when WBK's independent ai enabled on the optre expansion settings.

Update: 9 Jun @ 12:44pm

Hotfix:
switched ammo type of the Titanus' rounds while testing something and forgor switch back < - >

Update: 9 Jun @ 12:24pm

update!

added grunt brawlers!
feisty lil devils that will rush players and beat them to death!
(not really playable technically just yet... but nothing's stopping you- just dont expect a fun experience)

added Grunt Melee!
Players can now melee as grunts, default keybind is f but you can change it to w/e you want in cba settings~

added player Grunt emotes!
(use vanilla emote keys like ' and \ to activate"
will someday add a emote ui thingy.

added the Titanus!
A very LARGE rifle that fires a very large bullet.
just be careful with it, make sure you deploy the bipod before firing O_O




next update:
just some bug fixes and more polish on the Titanus
Really busy rn with some irl stuff so sorry for lack of content or information.

Big thanks for all the love, here's hoping i didnt break anything... ; w;

Update: 2 Apr @ 6:32pm

more updates bc im crazy :3

Banished grunt methane station now has banished weapons and armor

Plasma pistol fires yellow plasma to differentiate
Plasma rifle is red and fires red plasma and fires faster
needler fires faster projectiles and slightly quicker
added mangler to options
added disrupter to options
added ranger armor non polarized and polarized visor variants

methane stations also replensh methane rations properly now :3

also rewrote how grunt ranger dodge works so now players can do it to!
also removed geo check above head for non grunt rangers when jumping/evading

when indoors grunt rangers will just do normal jump which is adjustable in cba settings under marby's banished expansion section
You can also adjust grunt jump pack strength there.


Also added a force grunt self kaboom module....

Update: 1 Apr @ 4:27pm

small update:
fixed sounds on skitterer and lurker
fixed weight painting on grunt ranger
player grunt rangers will no longer auto dodge
added scripted event handlers to skitterer and lurker :3

also fixed missing config entry for AE_IW_Sparks (was part of the death container for skitterers)

Made some changes to skitterer and lurker ai as well, i plan a total rewrite in da future.

Update: 29 Mar @ 12:56pm

quick update fixing some bugs with the new props

fixes:
doors now show close and open in da proper order
24x12 door now works
centered banished logo on the ramp platformed ramp o wo

additons:
Grunt ranger behaviour change
rn is nerfed a bit soo they only use their pack when suppressed

but in the future they will use it to be annoying

there is a 2 in 10 chance or something like that to make them jet off and esplode
enjoy :3

in the future these will b cba setting adjustable

Update: 21 Mar @ 5:21pm

addded back the doorless fob, fobs also had holes on the bottom, those have been filled.

Update: 21 Mar @ 9:35am

Big props update :3

new categories (will re-organize at a later point)

structures
props
filler
and ships

New Props


walls
floors
shield walls
doors
a console
a pillar
Fuel Siloh
Generator
a uhhhhhh
some weird like cover block thing idk what its called i just felt like making it
ramps, one wide and one thin, mainly for attaching to the FOB
Fob now has doors!

And the big addition
Banished Dreadnough!

I modeled it from cubes man, CUBES! anyway
I cut out its insides as well and cut a hole where i *think
would be a decent point to land. might change and add more entry points later idk yet.

enjoy the update o wo7 gonna rest for a bit before i finish the first vehicle for the mod.

Update: 16 Mar @ 4:34am

added key folder to mod

Fixed the issues with lurker and skitterer AI

Skitterer: I built a function to handle its projectile creation but deleted it since it was only for testing and forgot to update the functions it called when it did fire.
i also added forward motion to its melee anim so it will move forward to perform stompie instead of stomping in place.

Lurker: updated its functions to work properly, some time before launch i added some features that were unfinsished and untested and forgot to remove them lol
Also removed cloaking ability, will come back at a later date but i hadnt fleshed it out entirely yet so it wasnt supposed to be there.

tl;dr: AI should behave somewhat properly now

added: two new props were added in this update, the pillar and console, they were supposed to come at the end of the week with the rest of the new props but eh, too lazy to cut them for the update.

added two categories for props and structures

fixed light in FOB only facing one way

Update: 14 Mar @ 4:28am

ty phenosi for new mod pic <3