Arma 3
Project Psykers
79 Comments
Savage Stoner 29 Jun @ 9:21pm 
Does this mod work with astartes or only normal people?
Artemus2 9 Jun @ 10:21am 
Cryomancer is damaging its own shield. Is it supposed to be without shield? Or is there any way to turn off this passive ability? (I assume it's the one making the fog animation)?
RED 2 Jun @ 11:54pm 
Hello, I would like to discuss one point, if possible, please accept the steam friend request so that I can write a message.
AccuracyThruVolume  [author] 2 Jun @ 6:55am 
If you have the psyker's shield turned on, when it goes down to zero the feedback collapses the psyker's mind and kills them.
Gisli 1 Jun @ 1:00am 
Normal ace medical doesn't work for me. When I play as a Psyker, any type of damage that'd send me unconscious ends up instantly making me respawn (dead basically)
AccuracyThruVolume  [author] 29 May @ 12:13am 
Hmmm that's puzzling, since I only use CBA. I will see if I can replicate that issue.
kosma111 28 May @ 8:33am 
after the last update of this mod, webknight melee soldiers with only melee weapons run or levitate in a straight line, I have a lot of mods in my pack, but after disabling this everything was fixed, I hope you can fix it so that the mod is compatible again:HereKittyKitty:
AccuracyThruVolume  [author] 26 May @ 10:00pm 
Still chipping away. For example I have changed the psyker's grenades. Now you scoop rocks from the ground and rune-mark them with your power. These make special grenades that you can even give to others. It is the only way to acquire them.
Apollo Densin 26 May @ 1:16pm 
If you are working on this still, could I trouble you to get a hold of me either in the TIOW discord or through here? I want to discuss working on this with Eldar focused things for the Eldar unit.
Mr Noseybonk 16 Feb @ 1:49pm 
I'd love to help too, as I love the mod and it's concept - and still use it regardless of 1/2 of it not working on my end - but I've jackshit experience in working with this sort of stuff :/
Slay No More 14 Feb @ 9:50pm 
Might be able to help with the particles.
AccuracyThruVolume  [author] 14 Feb @ 4:03pm 
I've been roadblocked trying to get the projectile's particle effects to be visible on all clients. That is the the primary hurdle to conquer still. I might have to make some kind of fake weapon I suppose... Hmmmm....
Mr Noseybonk 7 Feb @ 5:10pm 
Sad to say but all the bugs and more than half of the various not working at all that I reported 18 months. Still ain't working. No changes at all it seems.
Biddle 20 Jul, 2024 @ 1:25pm 
Got a question, is it possible for this mod to get signed. I'd love to use it with my unit but we used signatures for our server.
Slay No More 9 Jun, 2024 @ 5:22pm 
Hey m8, sent ya a friend request to ask questions about this project, I bailed on the stuff I was working on as mentioned when you first uploaded this mod.
AccuracyThruVolume  [author] 18 May, 2024 @ 7:09pm 
@SwordOfTheStars Most psykers get a stone which is a grenade item that is infused with their power. AI knows how to throw those. Also I think I might have a basic pyro AI routine, it will be rewritten later using a new method I found. @Otto, there's lots of variables placed on the unit that controls cooldowns and such. I tried to make several themed units based on abilities that are similar. You can always crack into the pbo and root around there and write your own custom units.
Otto The Enclave Trap 18 May, 2024 @ 10:27am 
could you make it so we can apply specific abilities to units rather than specific units already having the abilities.
SwordOfTheStars 18 May, 2024 @ 2:49am 
I tested the psykers on AI and they do use them but they sort of throw them like grenades, good enough for what I want :)
noumenalism 17 May, 2024 @ 9:26pm 
Awesome, can't wait!
AccuracyThruVolume  [author] 17 May, 2024 @ 8:47pm 
@SwordOfTheStars, Not currently. Still working to convert the particle effects to ensure they are visible across all clients. AI stuff will come after the particles get sorted
SwordOfTheStars 8 Apr, 2024 @ 8:57am 
Ai able to use this?
shaxx 28 Mar, 2024 @ 11:16am 
would it be possible for this to work with space marines?
AccuracyThruVolume  [author] 11 Mar, 2024 @ 4:35pm 
Call Lightning makes a lightning storm appear over the area that randomly strikes the area but will also target infantry / vehicles and insta nuke them. The pyro meteor strike is a mini nuke that kills everything in over 100 meter radius. The necro death touch auto kills any infantry not marked as undead. How is this weak and what would you like to see to be considered strong?
byorh2 11 Mar, 2024 @ 4:15pm 
Psyker powers feel extremely weak, the powers dont seem to do what they are actually supposed to do. AE, Call Lightning does not call lightning.
Kitfox 12 Nov, 2023 @ 7:14am 
Could you possibly remove their forced uniform from their scripting? I would like to include them in a composition for a custom faction and they get auto-assigned the black tracksuit on spawn everytime, making them a hassle to uniform.
The Nobbles - God of Cheese 8 Nov, 2023 @ 6:31am 
Thanks for the reply! That's great to hear, I'll work on adding these in :)
AccuracyThruVolume  [author] 8 Nov, 2023 @ 6:23am 
It's a series of event handlers, including: init, Respawn, Extended_PostInit_EventHandlers and Extended_InitPost_EventHandlers. These trigger things like assigning the psyker type and handling their powers. You could always make an inherited class off of one of these base classes for your custom faction(s).
The Nobbles - God of Cheese 5 Nov, 2023 @ 7:06am 
Is there a particular item that makes a unit into a psyker, or is it scripted into the units themselves?

I ask because I want to make a private faction mod adding psykers to certain CUP factions with the faction’s specific uniforms.
AccuracyThruVolume  [author] 30 Oct, 2023 @ 4:02pm 
If you are dying instantly with the shield on, that must mean that the kat medical module is overwriting the handledamage event. Loading the psyker project after the medical module may make it take precedence. Teddy if you are looking to replace the base unit class, you will need to edit the config.cpp Tear open the pbo and poke around and see how I tied everything together. Surely you can invent some better duct tape and string then my humble creation :-)
Tedward The Black Prince 28 Oct, 2023 @ 3:15pm 
Hey, so if someone wanted to change the base model associated with the psyker, so instead of being B_Soldier_F it's something else, what files would need to be modified for that, if you're ok with answering that question. Also if someone wanted to embark on a similar project too this where would you start having now done this.
EtherNight 20 Oct, 2023 @ 4:40pm 
@AccuracyThruVolume : When you play a psyker, any damage you receive kill you instant with KAT medical mod (tested with flashbang RHS)

How to fix that ?
HomelessMage 15 Oct, 2023 @ 6:48am 
It seems that almost all the attack spells don't do anything to IMS units, but the regular ones are killed tho. I suspect this has to do something with the damage logic the IMS has. Maybe you could check that? This is crucial for fantasy battles
Karelian Mountainkeeper-Hobo 29 Sep, 2023 @ 12:25pm 
why they spawn with vanilla outfits?
AccuracyThruVolume  [author] 23 Sep, 2023 @ 4:52pm 
I am however still have issue with players other then the psykers seeing the particle effects, mostly with the elemental psykers and the various power they project. Will resort to making custom ammo types and link the effects to them.
AccuracyThruVolume  [author] 23 Sep, 2023 @ 4:49pm 
Hmm I think I can make the necro / demono summons toggle-able, will investigate. There shouldn't be anything specific to certain maps as far as the telepath power that is giving you grief. The initial dev work was all all pure vanilla with stratis. The script is a draw3d call, it runs every frame. It grabs entities if type "man" and will draw friendlies at a longer range then units of other sides. Then displays their name above them with the color related to their damage level. I tried replicating your issue and still can't get it to break. Works local multi and on my dedicated server. o.0
Mr Noseybonk 23 Sep, 2023 @ 7:16am 
It just gets weirder and weirder! The maps that do work better with this mod have an even more bizarre issue with the Telepath. That persistent script error doesn't appear on these better maps (hooray) but guess what? Go near any water terrain and it kicks in again!!!!!!!! I mean WTF?
I tested with the maps in that TIOW mod, CUP maps like "Sahrani" and "Rahmadi" and it does it on all of them. On standard BIS and CLDC maps like "Altis, Stratis, Safrou-Ramal" etc that script is there permanently........ and it is also on many other mod maps as well.

So is it proximity to some object or texture or whatever the fkityfk that's causing it?
Mr Noseybonk 23 Sep, 2023 @ 5:54am 
Does this help? Certain maps work better than others. The "CUP Maps" for example, things work much better on those. And the maps in this mod : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1160452826

Except for the Beastmaster, he continues to be well, shite!
Mr Noseybonk 22 Sep, 2023 @ 8:38am 
Any luck fighting those bugs dude? Actually, can I make a suggestion as well? You know the passive summoning powers the Demonologist and Necromancer have? Would it be possible to make them toggleable instead of being "on" all the time?

Cheers!
Mr Noseybonk 16 Sep, 2023 @ 5:35am 
PS/ Trying ACE made no difference, and I don't really like Ace anyway :/
It's also not anything to do with it being SP or MP.
And that "Death from Above" power, yes, 100% targeted onto a group of enemies. But it still says "cannot find valid target" or something.
It's not easy to test the stronger powers out with all the "psychic failures", and several minute long "cooldown timers".
And then there's this "you are too busy to perform this action" message........ that's a real ballache as well, definately coming up when you are not too busy at all!
Mr Noseybonk 16 Sep, 2023 @ 5:20am 
Well, I tried redownloading it, but the errors are all the same, so if it's corrupted - it's corrupted on Steam, looks like it's a reupload rather than redownload job!
I also wonder is stuff missing due to it needing other mods? What mods are you using Accuracy when you test it (and it seems to work ok)?
AccuracyThruVolume  [author] 15 Sep, 2023 @ 5:39pm 
No worries @Mr Noseybonk! I confirmed that the missing .paa you are showing is in the compiled pbo. That leads me to believe that your download is somehow corrupted. Are you running this in singleplayer? I might need local multiplayer. Try deleting and redownloading the mod. Dogs can take some time to lock on target. Death from above has to find a target in the area, I assume you did target an area with enemies? Canivorois swarm, will only target people nearby the target location. Given your large amount of errrors, I again something corrupted. I will go test my beasty boy on a dedicated....
Mr Noseybonk 15 Sep, 2023 @ 4:22pm 
Telepaths would be brilliant, but they're ruined by the never end error box in the middle of the screen which I've already posted up. All of their other powers seem to work great and would be a lot of fun to use!

So, I bet you're a bit fed up of me pointing out all these bugs by now! But all I want is to see this (what should be) excellent mod idea working PROPERLY! :steamhappy:
Mr Noseybonk 15 Sep, 2023 @ 4:17pm 
Telekines are awful. Totally broken. Blade throw is very poor, weak and extremely inaccurate. Wave of force does nothing. Rock throw does not work. Teleport is rather redundant and there are a dozen cheat utils that fill that role!
Mr Noseybonk 15 Sep, 2023 @ 4:13pm 
Pyromancer "firenado" doesn't work, everything else for the pyro seems ok as well - and powerful!
Mr Noseybonk 15 Sep, 2023 @ 3:12pm 
Necromancer "Warp Entity" does work, but not without this error cropping up first......
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3036183135

And as you mention in the readme above, the "abomination" doesn't summon the giant skull head dude, in fact it summons nothing, but with WebKnight's Zombies it does summon the Smasher, and that is one nasty enough bastard!
Mr Noseybonk 15 Sep, 2023 @ 2:48pm 
Leukomancer, "Ball Lightning" wont work! And I'm puzzled. It WAS working for me the other day!
I have no explanation for it ceasing to work.
"EMP Blast" seems to work graphic effect wise, but what does it do?
"Lightning Storm", have not once got it to work due to "psychic failure", so I can't say whether it works or not.
Mr Noseybonk 15 Sep, 2023 @ 2:40pm 
Cryomancer, completely broken! All of his powers except the first "frost blast" and his telekine shield, do nothing.
Mr Noseybonk 15 Sep, 2023 @ 2:34pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3036162597

Biomancer "column of destruction" gfx very weedy indeed, you can barely see the faint ring of smoke it created in that pic, it's damage is very weak also. Not like how that link of yours shows.

"Wither" seems to have little, or no, effect either. "Convalesence" works on healing team mates ok.

Maybe the biomancer really needs the benefit of ACE medical running also?
Mr Noseybonk 15 Sep, 2023 @ 2:14pm 
The Demonologist "Fire Demon" brings up this script error, everytime time, and then proceeds to "do nothing else".
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3036162597

The "earth" and "elder" demons work, but also don't seem to do a right lot.
Mr Noseybonk 15 Sep, 2023 @ 1:53pm 
BTW, all these are when running it with NO other mods, other than CBA3.