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I decided that I wanted to learn Arma particles and being in a 40k group led me to exploring the making of Psykers.   So here we go!

 

Psyker type Roster:

 

Pyromancer,  ...Done!

Cryomancer, ...Done!

Leukomancer*, ... Done!

Telekine, ... Done!

Telepath, ... Done!

Necromancer.... Done!

 

Bonus type #1:  Beastmaster... Done!

Bonus type #2: Aeromancer... Done!

Bonus type #3: Biomancer... Done!

Bonus type #4: Demonologist.. Done!

 

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

 

No mods required!   But this will be meant for 40k use, so the more 40k assets are loaded, the more will be available in the asset pool.

 

Numerous custom sound effects for the Psyker powers.

 

No addactions!   Instead the psykers powers are switched between 1-4 keys and 7 turns the psyker's shield on / off

This framework is extensible and can be used to add more powers in the future to each one.  Basic plans are:

A simple attack based off of the semi-hidden grenade object "HandGrenade_Stone"

A Close range attack

Other attacks that are effective at various ranges.

 

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.  The strength and regen can be customized by the mission maker.  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.

 

 

Pyromancer:

Spoiler

Master of the flame.

 

Speed Bonus: 30%  (Speedy)

 

Basic attack is to toss a fire imbued rock.   It goes boom similar to a vanilla grenade:

 

 

 

8kbo9Wp.png

 

Firestream ability.  Short range burst of fire

 

 

T6tUqRs.png

 

 

 

Firenado.  A big ball of flame that moves across the ground (and water!).  Ignores all buildings and just keeps going thru them. Psyker summoning the 'nado on the bottom right

 

4qJXHEL.png

 

 

 

Fireball.  Because... Fireball!    Summoning the flame:

 

N9M7Cgl.png

 

 

Fireball launching toward target:

 

1ZU30Qr.png

 

 

Coming down:

 

RM0C3y4.png

 

 

 

Ultimate ability:  Call down a freaking meteor!   Based on a modified script by ALIAS.  You rock, man.

 

Summoning:

 

K9gxdYO.png

 

 

Successful summon.   The ultimate ability has a very high fail rate

 

SyQN1Kk.png

 

 

KABOOM!

 

g4DuHZ7.png

 

 

 

Cryomancer

Spoiler

Summoner of all things cold

 

Speed Bonus: 10% (Meh)

 

zNytXt2.png

 

Basic Attack:   Cold Bomb

 

viNsZex.png

 

m111JJU.png

 

Cold Blast.  Like the Pyro's Firestream.  A bit weaker and short ranged

 

UNNAE7M.png

 

Freezing Fog power.  Will apply a small amount of damage to infantry in the area and has a chance to freeze infantry, knocking them out of commission for a short time.

 

avExQmu.png

 

Polar vortex.  Damages units caught in the area and projects them in the air.  Cars affected less than infantry, tanks move even less.

 

q7FJfwQ.png

 

Ultimate ability:  Rain Of Shards!  Create a  weather disturbance above the selected area.  Shards of ice rain down.   The disturbance will gather power, imbuing the shards with energy which will begin to explode on impact.

 

3y2Abnf.png

 

 

Leukomancer:

Spoiler

Wielder of Electromagnetism.

 

Speed Bonus: 20% (Pretty Good)

 

Basic attack, Lightning infused rock.

 

k2JPKdl.png

 

Spits out a bunch of zappy bits

 

Aru9ayv.png

 

Shocking bolt.  Faster and longest range of the 3 elemental psykers.   Damage is somewhere in the middle.

 

svLLufJ.png

 

Ball Lightning.   Summon a Blueish ball that will attack units near it  (Does not distinguish friend or foe!)

 

nyu7WEr.png

 

EMP blast.  Summon a shock wave from above.   Fries vehicles in the blast area.

 

a5KmI2E.png

 

nnEqkRf.png

 

Ultimate ability:  Call a lightning storm!   No zappy wizard is complete without bringing the thunder.

Summoning the thunder cloud:

 

0HsTcQH.png

 

Area will be peppered with strikes:

 

86iJqNN.png

 

 

Telekine:

Spoiler

Master of telekinetic abilities.    Telekine energy radiates in the optical spectrum.   Many of the telekine's abilities manifest in emissions of random light.

 

Speed Bonus: 50% (Blistering)

 

Basic Attack:  Rock Infused with telekine energy

 

xVD4JI1.png

 

Goes boom, releasing the contained warp...errr  psychic energy.

 

kuzYmcA.png

 

Throw Telekine blades.  This is an adaptation of Johnny Boy's Throw knife script.   These little badboys release their energy into their targets, either stunning or outright killing them.  Affects infantry only.   The telekine has six blades.

 

WmbKI96.png

 

When the telekine runs out of blades, they must drop their telekine shield in order to resummon the blades back to them.  The blades vanish in a brief puff of smoke.

 

wW7fiDu.png

 

Summon a Wave of Force:

 

kdIofqd.png

 

The wave of force is hard to see.  Light effects show it's path.

 

DGiAcTB.png

 

The wave of force throws vehicles and infantry that are in it's path.

 

Dt6hfUr.png

 

Throw rock.   The Telekine rips a rock from the ground, flinging it at their target.

 

LoK8BEq.png

 

Tr5mvvF.png

 

The rock will come to rest for a short time.

 

UMGLVNA.png

 

And then the telekine energy will make it go BOOM.

 

Vq8okNz.png

 

Ultimate Ability:  Teleport!   Transport the telekine and any nearby units to a selected location.   Infantry only.

Summoning:

 

RuCd7En.png

 

A puff of smoke precedes the jump.

 

XwjScfI.png

 

Another puff of dust at the jump point links the two locations.

 

9zxaVwB.png

 

 

Telepath:

Spoiler

Manipulatior of minds.

 

Speed Bonus: 10% (Meh)

 

 The telepath is a walking mind radar, able to see minds:

 

bl3bCNw.png

 

The telepath has no custom grenade attack.  In return the telepath has six unique abilities  Keys are 1-6 for activation.   Custom dialog created to handle these attacks.  No line of sight required when you can attack minds directly.   Telepaths have a pool of "Mental Power"  that all their powers are fueled by.   Mental power regenerates over time.

 

Stun ability

 

 

eYzB3RR.png

 

Some explanation:

Top graphic shows the current power selected.

Middle listbox is the minds that are in range of the telepath.  Click on your target here.

Mental Power Needed:  A display of how much mental energy the telepath must have to use this ability.

Current Mental Power:  Displays the current level of the telepath's mental power.  This meter ticks up while the dialog is open, showing the realtime value.

Committed Mental Power:  The telepath spends their mental power here.   Must select on the slider bar at least the minimum and have enough from the current pool.

Lastly:  Confirm / Cancel buttons

 

Stun ability knocks out the target temporarily:

 

xkh2RPK.png

 

Confusion ability.   Makes the victim spin uncontrollability. 

 

hfSU2Wv.png

 

Hypnosis Ability.   Freezes AI units (disables all AI), makes them yawn /stretch as their mind is fogged.

 

xrefQDH.png

 

yKt4srf.png

 

Induce Panic Ability.   Makes AI (if they have one) panic and fire their gun dry, then toss it to the ground before they cower.   Finally, they'll try to run away to a nearby location.

 

KPJMDKa.png

 

cvEd014.png

 

L2JjsQv.png

 

MdPUXnZ.png

 

Traitorous Urges Ability.   Sets AI target to side Enemy temporarily.   Good to cause some chaos.

 

hj1xcZX.png

 

Mind Trap ability.   Effectively the telepath's ultimate ability.   Traps the target in a mental prison.  AI have a chance to escape based on their skill setting, failures damage them, so it's possible for them to die to this ability.

 

xtAQutI.png

 

jidBlmS.png

 

Affects players!   Non-AI are beset with a puzzle they must solve to escape!   Choose the color that appears the most.  Failures will damage the player and present them with another puzzle.

 

 

WK1kkSI.png

 

 

 

 

 

Necromancer:

Spoiler

Heresy knows no bounds

 

Necromancers are channelers of Death powers

 

PFxNZK9.png

 

Speed Bonus: 10% (Meh)

 

Necromancer is enhanced if the optional Zombies and Demons mod is loaded.   If so, the Necro will passively summon zombies when near the ground.   These zeds will roam around attacking enemies.  Zeds are dynamically set to the side of the Necro.   

Zeds die if the Necro gets killed or if they are outside of the Necro's power.

 

Necro Powers:

 

Basic Grenade attack:  Death bomb.   Damages anyone caught in the smoke.

 

6MZPEnJ.png

 

Death's Embrace   

Very powerful Death Touch attack.  Short ranged.  Kills anything not a vehicle or undead by burning out their soul.

 

3juGlTe.png

 

etOR7sO.png

 

Summon Undead Minion

Find a dead unit, resurrect it to fight as your minion!

Minions die if the Necro gets killed or if they are outside of the Necro's power.

 

 

VoQdehA.png

 

mthBHBB.png

 

1aniwEy.png

 

fv0t9An.png

 

Summon Warp Entity

Create a crack in reality which an entity slips thru.  Entities are primordial beings and have no loyalty to anyone.  They will attack everyone in the area until their energy is expended and then they flow back into the void.   These are living minefields.

All credit to ALIAS, this is his Strigoi script.

 

 

29jFDIB.png

 

xDNWyZQ.png

 

Ultimate ability:  Summon Abomination!

These semi-sentient beings are made by fusing together multiple dead.   Must have at least 3 dead in a small area.   The dead will sink into the ground and the ritual will commence.   This brings forth the Abomination!  (Modified JBOY's Giant)

 

Find some victims.....

 

vMxkNQK.png

 

Ritual:

 

3lBi1tU.png

 

flBCDam.png

 

 

 

Ritual completed, the Abomination comes....

 

zanF8rj.png

 

Behold the Abomination!   (JBOY, this is all your fault, LOL)

 

4Qfn3av.png

 

Like the Zeds and Minions, the Abomination dies if the necro does or if the Abomination gets too far away from the Necro.  Abominations will wander around atttacking whatever they choose.  They might wander right by someone attacking them to get at another target.

 

 

feTAOjz.png

 

Stomp atttack.  JBOY has scripted several hilarious attacks with this thing. 

 

o0Zdf0g.png

 

Abominations also attack civilians or enemy unconscious units.   They smash vehicles.  They break buildings.  All props to JBOY for this.

 

TOCuWRJ.png

 

Beastmaster:

Spoiler

The beastmaster is a nature atuned psyker.    Calling critters to do the dirty work is their specialty.

Speed Bonus: 10% (Meh)

 

U0nA1Rk.png

 

Handgrenade Stone attack is a Firebug Bomb.   Vicious tiny little buggers spray out in all directions.

 

UEML1PF.png

 

Summon Dog ability.   Based on vDog Patrol and vDog Feral Multiplayer Scripts v1.9  by LSValmont   Siiiig 'em!

 

bDgaeL2.png

 

Death From Above.  Summon a Giant bird to haul off your enemies!  A modification of JBoy's graciously supplied birdattack script.

 

The bird decends from above...

 

eRW0MPC.png

 

To snatch their prey...

 

xFk8ahy.png

 

And take them to the skies!

 

RMeBHxT.png

 

TkgZXsh.png

 

After a short joy ride they get released....Gravity does the rest.  

 

gz0llnk.png

 

Summon a Carnivorous Swarm.  Based off of ALIAS' Swarmer

The swarm attacks random targets in the area.

 

dEY5Y92.png

 

And they begin devouring...

 

yrSft4X.png

 

...until not much is left.

 

CIzwFVq.png

 

Ultimate Ability:   Summon Primordial Ooze.   Based off of ALIAS' Farty script

 

IJAc6Xj.png

 

Call forth the powers of primordial life.  Unfortunately primordial life is not the same composition we as humans enjoy.   The result is a small toxic environment...

 

o4ujNwg.png

 

At the center of the area is a primordial Ooze.  This life form is not capable of recognizing friend or foe and will attack everyone in it's territory.

 

PuhyTCE.png

 

After a few minutes the power to sustain this environment expires and environment returns to normal.

 

Aeromancer:

Spoiler

Manipulator of the air itself.  These abilities are tough to capture in a simple pic.   Better seen in action.

 

Speed Bonus: 30%  (Speedy)

 

Basic stone grenade attack:  Air vortex.   Creates a small area of condensing air that damages nearby units.  Dissipates quickly.

qd0FEhI.png

 

6vNs1Rf.png

 

Blade of Air.  Condense air into a sharpened blade and project it at the enemy.   Nearby passage of the blade churns up the ground.  

Slams into the target with brute force.    Can be a challenge to aim.

 

 

k2fqGzJ.png

 

eDAtI9L.png

 

Summon Hard Rain.     Condense the air in the area to rain down on your enemies.   Similar to the Cryo's Rain of Shards, but smaller and weaker effect.

 

DSFJvyQ.png

 

Gale Force winds.   Call upon the winds to howl at storm levels.  Affects the entire map. Severely affects flying aircraft, causing them to crash!  

The winds are focused in the area around the Aeromancer.   Near the Aeromancer, ground vehicles and infantry will be affected by gusts if not in shelter.

Cannot be summoned if the Aeromancer's ultimate ability is active.  Note:  if using ACE, ACE weather must be disabled or thou shalt see no pretty wind effect.

 

This can turn your parking job:

 

 

g24me2n.png

 

Into a mess:

 

 

1qICHI2.png

 

Ultimate ability:  Conjure a Tornado!   A modification of ALIAS' Tornado.     Does not spawn on the target area.  Instead it spawns in an unpredictable nearby location and will then slowly march somewhere near the targeted area.

Tosses infantry and vehicles in the air.  Destroys buildings in its path.    A slow engine of destruction.   Cannot be conjured when Gale Force Winds are blowing.

 

 

MFMKfSD.png

 

It's big, visible from far away

 

 

OvqFgpX.png

 

 

Biomancer

Spoiler

Biomancers wield life energy directly

 

cOaRGM6.png

 

Biomancers get no custom stone grenade attack.  In exchange they have 4 powers that are restorative, and another set of powers that are inversions (destructive).   Each 1-4 key cycles between the restorative and destructive power.  This is an example of stacking powers linked to a single selection key.

Speed Bonus: 15% (Okay)

 

*** Restorative powers:

 

Resuscitation.    Wakes up unconscious units near the psyker.  Still working on getting ACE unconscious units awake.   An area to improve.

6PDC4or.png

 

 

Invigoration.   Increases unit's speed temporarily.  Does not affect Psykers.

A3XTpHP.png

 

 

Convalescence.   Heal units near the psyker.  Works with vanilla or ACE.

dSrGUQW.png

 

 

Ultimate Restorative:   Dome of Protection.     Conjure a dome in a large area around the psyker.   Units in the area are protected from damage.   Does not affect psykers (their custom telekine shield dominates this effect).   This means the Biomancer themself is vulnerable while under the dome.  Does not affect vehicles.

M3CU9LX.png

OmLYKUY.png

xCJ8zKh.png

 

*** Destructive Powers:

 

Suppression.    Strike nearby foes in the selected area temporarily unconscious.

 2eseeCk.png

 

 

Enfeeblement.   Decreases unit's speed temporarily.  Does not affect Psykers.

0vv0aW1.png

 

 

Wither.   Strike wounds upon your enemies.

fL6mnGV.png

 

Ultimate Destructive:   Column of Destruction.    Summon a Column of death that destroys life within its tempest.   Leaves a messy pile of chunks behind.    Hiding in a vehicle serves no protection.   Does not affect vehicles.

2DgxZFV.png

sQrCb2I.png

 

Demonologist:

Spoiler

Demonologists are summoners of nether beings.   They function a bit different from other psykers.    A cloud of ash follows them where ever they go.  It is most apparent when indoors:

 

rtNexqS.png

 

Like the Necromancer, if Ryan's Zombies and Demons is loaded, the Demonologist will have the ability to summon Demonic Spirits.    The Demonologist simply kneels while looking at a dead infantry.

 

Summoned Demonic Spirits are incorporeal!  They are only visible using thermals.   AI will still engage them normally.  They are noisy, after after all.

dblMU1h.png

ocYsNSN.png

 

 All of the Demonologist's summon abilities are powered by souls.   The demonologist must first find a body and use their Mortal Harvest ability (bound to the 6 key)

BoPvdZq.png

 

This fuels the Demon-@$%$SDFBHU- lities.

 

Summon Possessed -%^DFBHYU*-    

-sd895478fvf785%^&H$&#$afasdfas4r4-  Error: missing text has been deleted.

 

F7uxoKO.png

XZfHjRo.png

 

Summon Earth Demo-%$^&*&(*()@#$@#$&*&*HNSdfwr234234Y&*)-

Error: missing text has been deleted.

YNxrAlL.png

 

Summon Fire D-ASD#$7878t&*&*(@#$@#$ASDFSDFqwefasdfasdf7834-   Error: missing text has been deleted.

Error: missing text has been deleted.

VHbH7RC.png

S610wX1.png

zFmcaaH.png

 

Summon Elder -#$%&*&(&*(@#$@#$@#$@#$sdfsdfjkASDFADF54SDF-

 Error: missing text has been deleted.

NxOQb2e.png

MBOThwi.png

S3WjSQo.png

 

(Inquisitor Bellon note:   My incompetent archivist has failed me for the last time.   His failure to scrub the above heresy has earned him an  assignment on planet Atoma Prime in the Hive City of Tertium.   I expect all records of this heresy to be properly deleted when his replacement arrives)

 

 

Version history

 

Version 1: Pyromancer

Version 2: Cryomancer

Version 3: Leukomancer

Version 4: Telekine

Version 5: Telepath

Version 6: Necromancer

Spoiler

Tweaks:

Pyromancer Fireball Blast effect made more Fire-ry.

Version 7: Beastmaster

Spoiler

Psyker powers now disabled when the psyker is in inventory or the map screen

 

Version 8: Aeromancer

Spoiler

Telekine shield rework:

*  Shield is no longer active by default on players when they spawn.

*  Shield deactivates when the psyker gets in a vehicle.

*  Psyker gets feedback when the shield takes a hit, displaying the remaining percentage strength.

Version 9:  Biomancer

Version 10: Demonologist

Version 11:

Spoiler

Overhaul of ultimate abilities.  Psykers were able to break out of the stun effects

Fix of Demonologist summon costs

Pyro Fireball range increased to 1200m.   Will have to eyeball your aimpoint at long range though.

Version 12:

Dedicated server fixes.

Psykers mostly now work on dedicated.  Issues left to resolve on dedicated server:

Beastmaster death from above full of jank, but end result appears to work

Necro Abomination stands still most of the time.  Investigating.

Necro summoned zombies like to attack each other.

Demonologist summon powers not working as intended, minus the fire demon, that one seems gtg.

 

 

 

 

Get it here:

https://www.mediafire.com/file/ni63bn21ablqyh7/BA_Psykers_Dev.Stratis.pbo/file

 

 

 

Stay tuned for future updates!    🙂

 

--ATV

 

 

 

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Love it dude!  Any plans for a Thiriomancer?  He can summon anipals (pun intended) and plagues of insects and birds! 🐕🐯🐔🐍

 

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10 hours ago, johnnyboy said:

Love it dude!  Any plans for a Thiriomancer?  He can summon anipals (pun intended) and plagues of insects and birds! 🐕🐯🐔🐍

 

 

Hmmm a beastmaster...mancer?   LOL   Once the core 6 are done, I'll have to investigate it!   Maybe able to summon the Tiger Alpha  if it is loaded?    A swarm of bugs is doable.  I know ALIAS did one.  Will have to check how.  

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Telepath tease.   Telepaths are literally walking radars, able to read the minds of infantry that are close.    Friendly units are shown at an extended range.  Enemy units are picked up at a reduced range.   The telepath will use a dialog listing nearby minds to attack.

I'm fidgeting with the colors, as not only the side but also wound level of the unit shows in the color.   In the back are unconscious units.

 

 

c53owYM.png

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2 hours ago, accuracythruvolume said:

Next rev of telepath "radar".  Better descriptors and colors for each side

Very cool.  I guess this is telepath info for a telepath player, right?

 

Additional info for them to sense might be "threat level" related type stuff like combat mode, suppressed or not, fleeing, hiding, whether unit knows about telepath, whether unit is targeting telepath, isLeader,  etc.  Based on some of this info, you can calculate and indicate some sort of threat level per unit.  Just an idea...keep up the great work!

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4 hours ago, accuracythruvolume said:

Necromancer Joins the list!  See Spooky powers in the OP

Awesome!  :smiley-evil:

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1 hour ago, accuracythruvolume said:

Beastmaster added.   Have nature attack your enemies!  

Wow, this is great!  So many badass necromancers!

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The tenth and likely final type emerges from the shadows:  The Demonologist!

Summon demons to do your bidding, if you can pay the price required.

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Hi, I love your work. Can you explain what keys to use for each type of magic? I can not do anything you put in the post.

 

edit: ohh i know, i dont see in the principal post how to use. 😁

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The system captures when the 1-7 keys are pressed and depending on the class of psyker, does things or not.   Activation is the good ole left mouse click.  Bails out of the script immediately if not a psyker.   The intent is to make it a hassle if the psyker decides to use weapons.  Their powers stop working (otherwise trying to shoot guns would cast powers at the same time).

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I created a misión TVT . There some Bugs and problems un MP:

-The giants dont move.

-the dog spawn attached a player visible inverted. Only see the legs.

-a script error ocurrs with Ace with the telepath. 

The scripts are very fun 😋

The players dont know how to use, 

https://youtu.be/bOXNRFC8lYk

the players did not know very well how to use the scripts, I dont stay there to explain it to them.

 

I hope it can serve as feedback.

 

 

 

 

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This is very useful indeed!   I haven't given it a dedicated server test yet of all the scripts.   Hmm the giant is the most disconcerting.  The dog actually has an agent attached to it, that is how it moves.   Sometimes when it takes explosive damage, the agent becomes visible which it all weird but it is a tradeoff in order to get a good movable dog that obeys collision.

 

Point your players to this thread, it will help explain things  😀

 

Looked like in the video you had a script to change psyker type on the fly?

 

Let me know if you find other broken stuff.

 

--ATV

 

 

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