Arma 3
WBK Imperial Knights
Wagons 28 Jan, 2022 @ 2:10pm
Suggestions
Suggesting Changes to WBK_MakePeopleFly_AROUND Function

I really enjoyed seeing the Imperial Knights you made in some of my favorite content creator videos as it created some cool and funny moments. However when I saw the Imperial Knights use their stomp attack I thought the way the infantry flew around was a little weird
Keep in mind that this only a suggestion and I know that the Knights are still in development

Suggested Addition
//-- Base Values for the Position where the Blast Originates _xMultiplier=2000; _yMultiplier=2000; _zMultiplier=3000; { //-- Decreases Blast Force the Farther away a Unit is _dist=_unit distance _x; _xMultiplier=_xMultiplier-_dist; _yMultiplier=_yMultiplier-_dist; _zMultiplier=_zMultiplier-(_dist*10); _relDir=_unit getRelDir _x; _x setDamage 1; //-- Changes to addForce so the Unit Flys away from Blast [_x, [[(sin(direction _unit + _relDir))*_xMultiplier, (cos(direction _unit + _relDir))*_yMultiplier, _zMultiplier], _x selectionPosition "head"]] remoteExec ["addForce", _x]; }forEach nearestObjects [getPosATL _unit, ["MAN","CAR","TANK","AIR","StaticWeapon","House","WALL","POWER LINES"], _distance];

Examples:
Change to Direction
Using the relative direction of the Knight prob the foot itself to the poor soul getting flung they now fly away instead of some random direction or based on the way they are facing
https://streamable.com/rpcbwc

Change to Distance
Now depending on how close the poor soul is to the Knight's foot they now go flying differently. The farther they are the less height and distance they will fly
https://streamable.com/vfx6l5

Also a big thanks for modding up Arma 3 and making it somehow even more fun!
Last edited by Wagons; 28 Jan, 2022 @ 2:16pm
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Showing 1-2 of 2 comments
Cipher1013 4 Feb, 2023 @ 10:27pm 
Hope you dont mind some feedback!!
First, this is an absolutely incredible mod, amazing work, well done!!
But i feel like it could do with some improvements and tweaks.

Firstly being that Main weapons need a optic of some kind, id suggest the built in tank optics Arma 3 has as when playing as a tanker with other W40K mods the crosshair used isnt very clear as its quite chunky and sometimes isnt centred very well.

Secondly the Heavy Stubber Autocannon needs to be able to turn and aim, currently it seems to just be fixed to the knight and is so hard to aim properly its practically useless, which is a shame as its supposed to be a very capable anti infantry weapon, id suggest making it linked to the sights of the main weapon like a Co-axial Machine gun for example.

Third and finaly, while the Core Temperature mechanic is fine, i feel like it could do with some kind of Coolant ability/Consumable that rapidly stabalises the core temp, as going above the 45% temp range can take way too long to cool down on its own and is kind of a anoying mechanic as youd have to disengage from combat, hide and wait 3 to 4 miniutes for the core to cool down and thats kinda boring from a gameplay perspective. Including some kind of emergency coolant that can only be activated like once every 5 mins or as a consumable would fix this problem while still forcing the player to be tactful with there engagements and usage of this ability/consumable.

thanks for reading what my thoughts are on this amazing mod and i hope this feedback can help you improve on what is already an amazing mod!!
NTSFMagellan 23 Oct, 2023 @ 8:41am 
Will we get better Optics and different Knight Variants? The Twin Linked Rapid Fire Battle Cannons, and the Heavier Knights like the Castellan, Which is basically a heavy artillery version. Its a Super heavy Knight of the Dominus Pattern, and it features a LOT of guns.
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Showing 1-2 of 2 comments
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