Arma 3
Yilan001's 40k Object Addon
123 Comments
Yilan001  [author] 24 Jul @ 12:09pm 
Hi Stantboard! Yes, re-tooling the Stalk Tank to handle a larger mass is definitely in the works. Currently that is undergoing testing with updated engine properties. So expect some improvements soon!
Stantboard 24 Jul @ 10:36am 
Could the Stalk Tank mass be increased as to allow it to better handle terrain? unfortnately arma appears to have severe issues handling such a large model being this light, meaning it's very prone to being flung and arma'ed when hitting something as menial as a small bush.
Yilan001  [author] 26 May @ 10:49am 
Hi zscrivens2! Each battlesuit weapon is geared towards hitting a certain enemy type, and the AI doesn't like using weapons that aren't optimal. So choosing the right suit and weapon options for the enemy type will maximize the chances of AI engaging effectively. Against enemy types that the AI knows it can't damage, they won't fire and waste ammo.

As a quick cheat sheet, here is what I recommend using against certain enemy types:
Infantry/Light Armor - Burst Cannon (Crisis/Riptide), Smart Missiles (All), Plasma (All)
Medium Armor - High Yield Missiles (Broadside)
Heavy Armor - Heavy Rail (Broadside)
zscrivens2 26 May @ 9:36am 
how do i get the ai battlesuits to engage enemys they just run around or stand there ? its a real shame there not working for me atm as the models are great and im a massive tau fanboy
Yilan001  [author] 25 May @ 12:05am 
Hello, Ant. To track down an error like this in your mod pack, load just a few of the mods at a time until the error pops up again. Perhaps start with 50% of the pack loaded, and if it is unaffected, you'll know the error is in the other 50%. If the error does appear, remove mods from the list until the error disappears. It is time consuming, but unfortunately there are no easy ways around it.
Ant 24 May @ 5:40pm 
@Yilan001 mod loaded fine, any ideas what mods could not be working?
Yilan001  [author] 24 May @ 5:08pm 
Hi, Ant. AirTarget is a vanilla ARMA 3 base class so there is most likely something in your mod pack that is interfering or possibly overwriting the base class. Try only loading this mod without any others and see if the error persists.
Ant 24 May @ 4:08pm 
Gunnar Kuber 24 May @ 3:37pm 
suicide servo skulls
Yilan001  [author] 13 Mar @ 2:14am 
Thank you for your continued interest and support, king! I usually just make anything that materializes out of the creative ether, but I'll slip those ideas in the mix and see what comes out! Appreciate the suggestions!
Thekingofdwarves 12 Mar @ 2:08pm 
Still loving this mod and I'm always finding new ways to use. I'm curious do you take requests? I'd love a chaos variant of the cathedral as well as some smaller ork buildings.
Yilan001  [author] 10 Mar @ 1:29pm 
Thank you for the incredibly positive words, Harlequinade! Definitely have more in store for the future!
HARLEQUINADE 10 Mar @ 2:25am 
Yilan, the AI pathed buildings alone is enough to make this one of my favorite mods of all time. I usually play PvE with my friends and brothers, and these buildings are a breath of fresh air and extremely rare to see usable by AI in the modding community, as in you're the only one.
Mad respect for your work, keep it up with the buildings!
Thekingofdwarves 12 Dec, 2024 @ 5:18pm 
Yilan, these things are absolutely beautiful, I can't wait to bully my players with them
Corporal Ray Person 8 Dec, 2024 @ 10:54pm 
Sorry it's all that rip fuel bro
Rex_Imperator14 29 Nov, 2024 @ 7:05am 
Shut up Ray.
Corporal Ray Person 24 Nov, 2024 @ 10:39pm 
I hope to be able to chuck a frag grenade into the stumble gun then watch it explode only for it to blow my head to pieces in it's last dying breath
Sharp 19 Nov, 2024 @ 7:34pm 
I appreciate the edits! Fantastic mod by the way ^^
Ant 19 Nov, 2024 @ 6:25pm 
I unsubbed sorry
Yilan001  [author] 19 Nov, 2024 @ 12:45pm 
Hello Ant. If you let me know what the error message says, I can look into it. I don't believe this is an error that I've encountered before.
Ant 19 Nov, 2024 @ 8:30am 
Theres an error with the tau battlesuit and "Air targets" i got a red error message opening the game due to it
Yilan001  [author] 18 Nov, 2024 @ 7:55pm 
Hello Sharp! I have updated the mod description with a short guide on the Guardian Drone. Let me know if that helps you out. As for the stabilizer, the stabilizer once toggled on will maintain a direction until toggled off/on again. To achieve more air control, toggle the stabilizer on, turn the turret towards the desired direction of travel, and toggle off/on again. This will input the new vector for the stabilizer.
Sharp 18 Nov, 2024 @ 7:35pm 
Would it be possible to add specification as to how the guardian drone works? Also, when using the stabilizers mid-air it feels like they have a set direction they drift towards instead of the turret, is this normal or am I doing something wrong?
Анальдо 12 Nov, 2024 @ 6:12am 
Thanks
Yilan001  [author] 9 Nov, 2024 @ 2:17pm 
Hello! I have found that the AI suits work best when not grouped with other AI, so each suit should be placed as standalone units. AI will also use burst cannons and missiles much more easily than the other pylons.
Анальдо 9 Nov, 2024 @ 8:29am 
I still didn't understand whether the bots in the combat suit were showing signs of life or not, otherwise I tried everything and nothing worked out as they stood rooted to the spot.
Gisli 29 Sep, 2024 @ 1:45am 
Riptide's hot!!
[1er R.C.C] TheKillian 28 Sep, 2024 @ 10:24pm 
Yyaaaaayyyy New update !!! 🥳🥳
Congratz !!:ghlol:
Valmont 26 Sep, 2024 @ 12:41pm 
Some inspiration: Necron Tomb (https://youtu.be/MN0WMa2ayS8?t=833)
Valmont 26 Sep, 2024 @ 10:30am 
White is another color that A3 handles poorly, so in order for white assets to look realistic and not plastic they need to be mixed with beish or grey or both and be given some highlights too. I bet you will nail both the dark and the bright colors to the right amount for your next updates =)
Valmont 26 Sep, 2024 @ 10:25am 
Yilan! Great to hear that! An almost perfect mod is getting even better then ;)
gonnes 26 Sep, 2024 @ 8:59am 
it's definitely the mod, I had to take it off the server so that everything would work smoothly again. I have BRPVP running on my server and there you have these blue VR guns to protect your base or during missions. And a lot more.
anyway, since the update nothing has worked and I had to remove it from the server... Unfortunately. That's just an excerpt, I'm only sending you the complete RPT privately. Please understand.

https://pastebin.com/CCZwFd44
Yilan001  [author] 26 Sep, 2024 @ 8:38am 
Hello Valmont! Thanks for your support! All of my buildings and older creations are scheduled for an update as I apply what I've learned in Substance Painter and fix any lingering issues.
Valmont 26 Sep, 2024 @ 7:57am 
For the necron structures for example if they are too black it seems like you are walking in space. Maybe add a copy of each structure but with dark grey + yellowish texture so it looks more ancient and egyptian rather than too robotic or looking like another dimension
Valmont 26 Sep, 2024 @ 7:54am 
Must have mod for any 40k scenario! I just wish the black textures (for both the buildings and specially for the Necron structures) would get some additional highlights and tones/extra textures like stoney or fabric to make them look less "gamey" or kind of out of place compared to the grey buildings which look amazing. Arma 3 handles black poorly and so it needs to be blended with some beish or other highlighting color to make it popup and look realistic. Other than that perfect mod, thank you so much
Yilan001  [author] 25 Sep, 2024 @ 1:01pm 
Hello gonnes. I'm not sure what could be the problem in the last update, as no turret configs were changed. However, if you upload your RPT file to pastebin and send me the link, I can investigate if there is anything in the mod that is causing problems.
gonnes 25 Sep, 2024 @ 11:23am 
you can add me
gonnes 25 Sep, 2024 @ 11:22am 
since update 23. Sep we must take it Out from server To many Problems.
Auto Turrets no more Activating and more.
CAN you fix it on your mod? i can give you the server Rpt if it help
Лоля Суповарова 9 Sep, 2024 @ 11:28pm 
Hi, can we try to mod your XV and re-pack into our server mod please?
Yilan001  [author] 9 Sep, 2024 @ 9:47pm 
Thank you for your continued support and interest, Killian!
[1er R.C.C] TheKillian 11 Jul, 2024 @ 9:20am 
I suggest you can talk wirth Webknight, he can maybe help you with the redesign or your work ! It would be an awesomess :D
[1er R.C.C] TheKillian 11 Jul, 2024 @ 9:19am 
Hi Yilan, Thank you so much for all your work on the Tau Battlesuit, you are the first one to bring it on Arma 3 and that's already very cool !!! Keep up the good work !
Yilan001  [author] 29 Jun, 2024 @ 12:08pm 
Hello Bilbo! Thank you for your continued attention to this issue. I will investigate the issue and push out a hotfix as soon as I can. Cheers!
Bilbo 24 Jun, 2024 @ 10:41am 
Little update from me, Yilan!

Sadly I havent been able to get in contact with you yet, but I think I've identified where stuff breaks. Specifically in the config.cpp of your YL001_tau_battlesuit_weapons folder there is a line of config in line 611 breaking the base-game Titan Launcher (the static version).

The culprit here is "class TopDown;". If removed, it un-breaks the titan launchers and seemingly (at least for me) does not impact your Battlesuits.

I would appreciate you taking a look at that - maybe that class slipped in there a bit too far up the tree.

:)
Bilbo 17 Jun, 2024 @ 9:18am 
Hey there Yilan!

I believe something in your mod or your ace compat is interfering with the Mini-Spike Launcher (TITAN Static Launcher). When its set up, theres no way to fire it. Ammo etc. is still there. I believe the turret to be broken.

This has started occuring after you added the new, bigger Battlesuits. We really love your mod in our community and would appreciate any help regarding this issue! :)
Major Stiffy 30 May, 2024 @ 1:36pm 
Great mod...thanks. Getting this error in a box popup while going in or out of mission while in the editor. NO entry '.model' Have to click close on the box. When using Imperial Navy Security AI and/or Tau Battlesuits AI seems to be the cause. Thanks!
Yilan001  [author] 28 Mar, 2024 @ 12:43am 
Hi Biddle! Yours is the first report of such an issue. The Necron building set was created to be as geometrically simple as possible, so it is a surprise to hear. I will investigate on my end to see if the same issues arise. If there were a lot of active Necron AI at once, that could also be the source of the frame drops.
Biddle 27 Mar, 2024 @ 8:22pm 
When our unit last used this mod, we had massive frame issues with the necron buildings. Felt like Lighting issues, is this still an issue or a known issue or not at all?
Yilan001  [author] 25 Mar, 2024 @ 4:12pm 
Thanks for your continued support, Taireke! The windows on the newer buildings were accidentally made just a little too durable, I'll give them another look.
Parker9044 24 Mar, 2024 @ 11:07pm 
Again Awesome mod! AI loves multi-story buildings for CQB. Any word on if windows will be breakable in the future? not a big deal just noticed bullets yaw going through invincible glass.