Arma 3
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Project Psykers
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Data Type: Mod
Mod Type: Character, Mechanics
File Size
Posted
Updated
33.968 MB
3 Aug, 2023 @ 10:59pm
6 Jun @ 12:23am
12 Change Notes ( view )

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Project Psykers

Description
I decided that I wanted to learn Arma particles and being in a 40k group led me to exploring the making of Psykers. At first they were to be something to fight against. That got deviated into some the players can play as.

What this mod adds:

10 psykers of the following types:

Pyromancer
Cryomancer
Leukomancer*
Telekine
Telepath
Necromancer
Beastmaster
Aeromancer
Biomancer
Demonologist

*leuk- Proto-Indo-European root meaning "light, brightness." aka a Lightning-mancer

No addactions! Instead the psyker's powers are switched between 1-6 keys depending on the psyker type and 7 turns the psyker's shield on / off.
Some Psykers have multiple abilites stacked to a single key (Biomancer,Telepath)

Psykers must have no weapon in their hands to use their powers.

Psykers must not be in a vehicle to use their powers.

Elemental powered psykers will emit particles from their hands in tune with their powers.

Psykers get a variable speed bonus depending on their type.

All Psykers are protected by a telekine shield. This means you'll need to pew pew them extra in order to bring them down. If the shield is overloaded, the feedback instantly kills the psyker.

Most psykers get a simple attack based off of the semi-hidden grenade object "HandGrenade_Stone". By imbuning their power into a rock, they can create a deadly thrown attack.
(Don't throw these using ACE throwing, it won't refund the stone)

This mod should be considered a work in progress. Notably, I have not confirmed that all visual effects work on all clients on dedicated servers. I am working on converting the scripted particle effect to config entries.

Some psyker abilites likely still need work, to function as intended on dedicated servers (looking at you, Demonologist)

If you have been looking to add some psykers to your units, give this a spin

No addons other than CBA required! However it is intended to work with TIOW and will automatically detect and use assets from those mods to dress up the psykers. It can also use assets from CUP units if that is loaded.

Also meant to be used in conjunction with ACE medical.

Necromancers will summon zombies if Ryan's Zombies and Demons are loaded, or WBK zombies and creatures, WBK takes precedence if both are loaded.

This mod makes use of several of ALIAS' wonderful scripts, modified by me:
Farmer, Farty, Flamer, Screamer, Strigoi, Swarmer, Tornado,Worm, FallingStar

Also makes use of JBOY's BirdAttack and VALMONT's lightweight MP compatible Patrol Dogs Script

Also turn off ACE weather to see the Aeromancer's Gale Force Winds ability.

For more reference and pics, visit here: https://forums.bohemia.net/forums/topic/236310-project-psykers/
(note: no giant for the necro's abomination, needed functions to work outside of eden testing does not exist, instead it will spawn a nasty demon if WBK zombies and creatures is loaded.)

Again, there will be bugs / things broken, this is a work in progress. Cheers!
Popular Discussions View All (1)
0
27 Jul, 2024 @ 7:40am
Compat or abiltity to apply to space marines?
The Exile
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 :/