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accuracythruvolume

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About accuracythruvolume

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  1. accuracythruvolume

    Project: Psykers!

    Necromancer Joins the list! See Spooky powers in the OP
  2. accuracythruvolume

    JBOY Giant v1

    Script added as part of my psykers package
  3. accuracythruvolume

    JBOY Giant v1

    You mentioned in the code JBOY something about using a straight snek for a spear? How would one create that object? I'd like to see if I can give your creation a proper ranged attack....... Ahhh crap I just remembered I was going to investigate how to make them toss rocks......
  4. accuracythruvolume

    JBOY Giant v1

    Probably using code execution? I'm using them as part of my pskyers with this code: _abomination = (group _psyker) createUnit [_spawnUnit, [0,0,0], [], 0, "NONE"]; _tempGroup = createGroup [ _psykerSide,true]; [_abomination] join _tempGroup; _tempGroup deleteGroupWhenEmpty true; _abomination setspeaker "male01rus"; [_abomination, _psykerSide, 1, "roam"] remoteExec ["JBOY_createGiantGroup",2]; sleep 3; _abomination setPos _targetPos;
  5. accuracythruvolume

    JBOY Giant v1

    Looks Like I got your monster creation working thru script. I'm summoning them dynamically and need to have them target enemy factions. I found in your script that they are hard coded to look for enemies of opfor. I started by setting an additional variable to JBOY_Giant.sqf during JBOY_createGiant: _host setVariable ["JBOY_GiantSide", _giantSide, true]; Then modified where JBOY_getNearTargetsForGiants function is called using the variable. 2x: in JBOY_giantPackLoop: _nearTargets = [leader _packgroup, getpos (leader _packGroup), ["CAManBase","LandVehicle"], 70, ((leader _packgroup) getVariable "JBOY_GiantSide")] call JBOY_getNearTargetsForGiants; 2x in JBOY_giantPackMemberAttack: _nearTargets = [_host , getpos (_host), ["CAManBase"], 100, (_host getVariable "JBOY_GiantSide")] call JBOY_getNearTargetsForGiants; That got them attacking the proper sides. Next I noticed that the giant froze alot while doing the breath fire attack. Looks like it is traced to the JBOY_spinAndThrow function not playing nice. I disabled calls in those functions. Now in testing, the brute wanders around smashing things and people. Very funny how it will pick up unconscious units and toss them
  6. accuracythruvolume

    Project: Psykers!

    The telepath has joined the psyker cadre. See OP for goodness. 👍 --ATV
  7. accuracythruvolume

    Project: Psykers!

    Indeed telepath only sees the info above their heads....hmm combat mode sounds doable. --ATV 🙂
  8. accuracythruvolume

    Project: Psykers!

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

    Project: Psykers!

    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.
  10. You could try redressing some opfor as civs? Also for more chaos, give some civs guns. They will fight Opfor. Talk about target ID madness 😉
  11. accuracythruvolume

    Project: Psykers!

    Version 4 up: Telekine! See op for pics in action 🤪
  12. accuracythruvolume

    Project: Psykers!

    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.
  13. accuracythruvolume

    Project: Psykers!

    Leukomancer added! The elemental powered psykers are now available to roast, freeze, or zap your enemies! 😎
  14. accuracythruvolume

    Project: Psykers!

    Cryomancer update! The summoner of the cold joins the ranks. See OP.
  15. accuracythruvolume

    Project: Psykers!

    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! Plans are to create: Pyromancer, ...Done! Cryomancer, ...Done! Leukomancer*, ... Done! Telekine, ... Done! Telepath, ... Done! and oh yeh a Necromancer.... Done! Bonus type on the way! *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: Cryomancer Leukomancer: Telekine: Telepath: Necromancer: Version history Version 1: Pyromancer Version 2: Cryomancer Version 3: Leukomancer Version 4: Telekine Version 5: Telepath Version 6: Necromancer Get it here: https://www.mediafire.com/file/6rptp27g7byyt4q/BA_Psykers_Dev.Stratis.pbo/file Stay tuned for future updates! 🙂 --ATV
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