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. 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.
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!