Arma 3
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Yilan001's 40k Object Addon
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Data Type: Mod
File Size
Posted
Updated
2.205 GB
9 Sep, 2021 @ 10:18pm
20 Jul @ 10:46pm
87 Change Notes ( view )

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Yilan001's 40k Object Addon

Description
This learning project turned into an actual Workshop release. Object addon made for use with Warhammer 40k themed or other scifi mods, with no mod dependencies.

Mod Contents:

Faction Buildings

1. Imperial Buildings
-12x modular Gothic-inspired pieces available in two colors
-15x modular industrial pieces
-4x modular Gothic cathedral pieces available in two colors
-1x Gothic Mausoleum available in two colors
-22x modular Hive-style pieces inspired by contemporary Titanicus terrain, available in two colors

2. Tau Buildings
-1x HQ building
-1x Landing Pad
-3x modular, stacking, civilian building pieces
-1x Bunker
-1x standalone high-rise building

3. Chaos Buildings
-12x modular Gothic-inspired Chaos-conquered pieces available in two colors

4. Necron Buildings
-6x modular wall pieces
-2x Necron pyramid with variable interiors
-9x modular labyrinth pieces

5. Ork Buildings
-1x Ork Bastion
-1x Ork Watchtower
-6x modular wall pieces
-1x Ork Rok

Accessing Object Showcase:
-Locate mod folder location, default path is \Arma 3\!Workshop\@Yilan001's 40k Object Addon
-Copy everything in @Yilan001's 40k Object Addon\missions to local missions folder, default is \Documents\Arma 3\missions
-Open up scenario in Eden Editor to access example compositions

Design Features:
-AI pathable
-ACE Garrison and LAMBS Garrison compatible
-Modular design for snap in Eden at 0.25m optimally
-48 ready-to-use compositions in Eden and Zeus

Faction Units

1. Officio Assassinorum
-Vindicare Assassin
-Exitus Weapon Set
-Eversor Assassin
-Executioner Pistol
-Eversor Heavy Armor Vest
-Imperial Assassin Backpack

2. Imperial Navy Security
-Voidsuit uniform
-4x Vests (Light, Medium, Commander, and Heavy variants)
-4x Helmets (Cosmetic variants)
-2x Backpacks (Light and Heavy)

3. Tau
* Vior'la Sept
-XV8 Crisis Battlesuit
-XV88 Broadside Battlesuit (2 variants)
-XV104 Riptide Battlesuit (2 variants)
-DS8 Support Turret
-MV36 Guardian Drone
-Drone Sentry Turret (4 variants)
-Plasma Generator

* Tau Sept/Dal'yth Sept/Sa'cea Sept/Farsight Enclaves
-XV8 Crisis Battlesuit
-XV88 Broadside Battlesuit (2 variants)
-XV104 Riptide Battlesuit (2 variants)

4. Chaos
- Death Wheel
- Stumble-Gun
- Daemonhost (Thrice-Bound)
- Stalk Tank

5. Necron
- Canoptek Scarab

6. Imperial
- Imperial Mole
- Gun Servitor
- Siegfried Tank

Tau Battlesuit Quickstart Guide
1. Jumpjet system is activated with Lean Left key (Default: Q). This propels the suit forwards and upwards in the direction the upper torso is facing.
2. Stabilizer system is toggle on/off and activated with Lean Right key (Default: E).This will reorient suit and activate a glide in the direction of turret facing, allowing it to unflip if on the ground, and stabilize if in the air. Momentum is halted. Stabilizer is very fuel demanding, not recommended for extended use.
3. Each use of jumpjet uses up 0.625% vehicle fuel. Stabilizer is very fuel demanding while active. No fuel means no jumping.
4. While durable, the vehicle is not immune from fall damage at great heights or speeds.
5. Pilot is the gunner/commander, giving driving orders to an AI. To disable commander voice lines to AI, unbind WASD from Commander controls.
6. AI is UAV compatible and can be controlled remotely, giving players access to driver-only abilities like loading vehicle into another vehicle.

Guardian Drone Quickstart Guide
1. While equipped on a player, entering the sprint animation while holding a primary, secondary, or no weapon will activate the shield. Shield will remain active as long as a spring animation is maintained.
2. From within, shield can be shot through. Shield will stop small and medium caliber rounds originating from outside the shield.
3. Shield does not stop grenades, vehicles, or other units from passing through.

Known Issues:
-Suits spawned in 3DEN will spawn an extra dummy AI outside it. FIXED
-The stabilizer has a slight teleport effect, this can cause some phasing through thin surfaces.
-MP Issue: To drive the suit currently, connect a UAV terminal to the AI driver, remote control, then release control. Occupying the gunner seat will then allow you to drive.
-Muzzle location of shoulder pylon is offset from intended.
-Vehicle damage not accurately conveyed on the HUD. Damage still occurs as normal.
-AI battlesuit units do not effectively use non-missile pylons. Recommend missile loadouts for AI units. FIXED
-If Guardian Drone is dropped on the ground, it will still cause shield activations for the previously equipped unit. Recommended to unequip while in Arsenal.

ACE Compatibility:
Yilan001's 40k Object Addon - ACE COMPAT.
123 Comments
Yilan001  [author] 21 hours ago 
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 22 hours ago 
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!