Arma 3
WBK Imperial Knights
275 kommentarer
itsniko For 20 timer siden 
i guess its because of some mods conflict by the way i love your mods you really bring the best in arma even though all your mods are top tier arma 3 struggles to handle them in huge battles between ai and i know you probaly been asked this but why dont you make knights spawn with ai automatically so you dont have to go to zeus and activate them it would be really cool for sp missions like ris or dynamic combat ops going to zues and activating them just ruins the immersion because now you already know thees knights but if they just get enable automatically when you see one pass in front of you it will be epic
itsniko For 21 timer siden 
and the thing is when wbk zombies dont work imperial knights work
itsniko For 21 timer siden 
@WebKnight if you press the key in zues the knight wont spawn i tested it without mods you can only board it you cant activate it with ai in some missions like ris i cant activate them even the only way to get it working is by activating it in editor it doesnt work with zeus even your other mod zombies doesnt work zombies will just spawn and act like civilians all will be wearing the default csat survivor but when i try zeus module to turn them into zombies it work
E 30. juli kl. 16:00 
adding on, i think this may only happen if two opposing knights are deployed at the same-ish time
E 30. juli kl. 15:57 
most of the time the imperial knights just teamkill everyone and ignore actual enemies, especially when used in zeus
RouletteLah 28. juli kl. 22:40 
Are dreadnoughts in " WBK Warhammer" part of this mod?
Have too many 40k mods running it's kind of hard to tell.

Anyway, the dreadnoughts are not wroking, they can neither path nor engage and we as players can't aim or do melee all that kind of stuff
cow__ 28. juli kl. 22:38 
is it possible to change the knights loadout while in zeus? im using zeus enhanced and updating its arsenal but after i do that players are unable to enter
WebKnight  [ophavsmand] 28. juli kl. 13:05 
@itsniko just tested it, everything works, what are you on about
itsniko 28. juli kl. 0:48 
THIS MOD DOESNT WORK ANYMORE YOU CANT LOAD AI INTO KNIGHTS USING ZUES IT ONLY WORK IF U DO IT IN EDITOR
autistic_troglodite 18. juli kl. 17:28 
I've found a bug that makes the Stomp mechanic not function for when you're playing as them, but it works fine when the AI is piloting them (Before you ask, I am spawning in the Knight itself and not a pilot because I didn't know that was a thing). If anyone knows how to sort this out please let me know, it's frustrating me

Also, I may just be bad at melee with it, but I swear there's something with the Armigers where an AI controlled Armiger just bodies me while I'm in a Knight and I can't even hurt the little thing. If anyone wants to explain how this works and how to avoid it, I beg you to do so
SpooNNNeedle 3. juli kl. 3:44 
Reporting on Zombies/Imperial Knight compatibility

Smasher-type zombies don't seem to deal any kind of damage to Armigers/Imperial Knights when throwing boulders at them. Goliaths can still deal massive amounts of damage to the mechs. I know you're working on dreadnoughts and interactions between them and your other skeletons, so maybe this is something you could fix at the same time :)
Steele 21. juni kl. 14:32 
This is how to get the AI to follow way-points.
Place a move wp close to the Knight and set the timing to go off 10 sec or more after the AI activates and it will follow the wp's as a normal unit would. This actually took some searching to find so I've have put it here to make it easier to find for others.
idksomething 13. maj kl. 17:19 
why do i need to disable waypoints to remove the compass from this mod?
Quaint0723 4. maj kl. 18:26 
im trying to customize the knights like in video 1 but when i click local exec nothing happens can anyone help?
Rydinsky 29. apr. kl. 6:58 
I might be imagining things but have the Knights gotten smaller or the Armigers gotten bigger?
ASW-G-12howler 15. mar. kl. 18:01 
seems that the Ammo module will not add ammunition for the main weapon any more。。。and when the knight had encounter with some melee units such as zombies and alien。。。the knight dies in a strange way, the shield and armor was not functioning
Ant 24. jan. kl. 10:23 
so how do i do the....AI, can someone give me a step by step
smileツ 4. jan. kl. 19:08 
I'm having an issue with the stomp from the imperial knights where it doesn't do any aoe damage or damage at all
MikeyRyu 1. jan. kl. 11:18 
got it, thanks for the heads up!
WebKnight  [ophavsmand] 1. jan. kl. 10:02 
@[FK] MikeyRyu disable waypoints in your game settings
MikeyRyu 31. dec. 2024 kl. 18:22 
is there a way to disable the compass this mod comes with?
Lurking_Operative_Willson 22. nov. 2024 kl. 17:21 
Suprisingly having the similar issue, It was working fine about a few weeks ago, but know when I spawn, or drop a knight it instantly unequips the gun arm from the Knight. Mind you I haven't really added anything to my mod list to cause a sudden detatch arm conflict.
ChanceGage 21. okt. 2024 kl. 15:45 
ok ok ok when i enable knight ai in zues the gun stops and unequips and when the regular knight gets hit the gun breaks the knight
IM VERY ♥♥♥♥♥♥♥ ANGRY 21. sep. 2024 kl. 9:00 
how do i pose knights it just says the animation isnt valid
Midget 29. aug. 2024 kl. 12:00 
could you maybe make cerastus and potentialy acastus knights for this mod
The Exile 29. aug. 2024 kl. 2:56 
Is there a way to reduce the number of ppl needed to repair the knights I run a small unit and its causing a bottleneck.
Crazy_Wolf 26. aug. 2024 kl. 8:03 
Are there any plans to add a Warlord or Warmaster class in the future ?
WebKnight  [ophavsmand] 3. juli 2024 kl. 14:46 
@Wiket just open up a vanilla arsenal or place an object and put this command in its init: this call WBK_IK_Arsenal_Load;
Wiket 3. juli 2024 kl. 14:33 
How do you use the knight specific arsenal?
WebKnight  [ophavsmand] 2. juli 2024 kl. 7:37 
@Malrik Carsten only meltagunners will engage knight but i am working on a scripted AT units that will target knights
Malrik Carsten 2. juli 2024 kl. 2:37 
i got it thanks, jumping in the knight as a pilot makes it work, is there a way to make the AI shoot more AT at the knight? they do seem to do it but rarely
Malrik Carsten 2. juli 2024 kl. 2:22 
i remote it through zeus one ive activated it using T
WebKnight  [ophavsmand] 1. juli 2024 kl. 12:47 
@Malrik Carsten you spawn yourself as a pilot and then controll the knight or controll the knight immidiatly?
Malrik Carsten 1. juli 2024 kl. 12:19 
hi im running into an issue where i cannot be damaged at range by the AI and in Melee my armour will go down to the negatives and i still wont be destroyed
Rydinsky 17. maj 2024 kl. 7:57 
So I watched the first video and tried to change the loadout using that but it doesnt seem to work. (Using Zeus)
Eternal Inquisitor 17. feb. 2024 kl. 12:18 
Armigers dont seem to target things correctly. The crosshair jumps to targets, but the gun fires just straight on, ignoring whatever it's locked on to and making it impossible to aim.
HAPPY 3. feb. 2024 kl. 16:45 
how can i order knight with loaded AI to move...? they stand up, they will attack enemy if they can see enemy unit but they wont follow any move order. Also theres some info about wrong skelet poping up. Otherwise mod is amazing.
ℝ𝕖𝕕 ℍ𝕠𝕠𝕕 30. dec. 2023 kl. 15:52 
I long for a Mobile Suit mod if something like this is made.
Rats 28. dec. 2023 kl. 7:17 
Is there a way to fix the crosshair to line up with the in game one so that when not locked on im not always shooting the floor?
Necron Lord 22. dec. 2023 kl. 1:13 
How do I attach modules? Also the editor in the video, is that a mod? Sorry if this is a dumb question.
Inquisitor 21. dec. 2023 kl. 14:37 
@webknight im having the same issue, cant leave the knight, even after clicking leave uav control
WebKnight  [ophavsmand] 21. dec. 2023 kl. 0:08 
@Burbank click leave uav controll
Burbank 20. dec. 2023 kl. 14:33 
So I remember I think we were able to get out of the knights before, but now we can't? It that just in editor it's bugged like that, or can we not get out of them now?
WebKnight  [ophavsmand] 18. dec. 2023 kl. 19:23 
@Alfred T. Great knight is a unit, and there is a script in the mod that makes tanks shoot at the knight, but tau tanks just configured different and thats do not work, i tried to fix it, but no luck. Remote controll the tank next time.
Alfred T. Great 18. dec. 2023 kl. 16:27 
I have an issue, I have a Tau Hammerhead (AI controleld) in a 1v1 with an Armiger (controlled by me). The Hammerhead refuses to fire its main gun and only fires the gun drones. I have the same issue if I play as the Knight as well. I feel like this is a bug with the Armiger/Knight because if I use a Rhino instead, the hammerhead shoots its main gun.
Mr Queenie 14. dec. 2023 kl. 4:41 
Anyway to make these spawn in Liberation with AI already on?
br3aDiN4toR 9. dec. 2023 kl. 8:02 
how do i change weapon?
Nyxborne 5. dec. 2023 kl. 15:43 
I'm in the Editor and I can't find any of the Imperial Knights in the asset list. Where exactly would they be located?
RevampedGrunt 3. dec. 2023 kl. 18:27 
Sweet, that makes sense thinking about it then. Looking forward to that fix then, I find myself using it often so that'll be great.
WebKnight  [ophavsmand] 1. dec. 2023 kl. 5:47 
@RevampedGrunt that is intentional, glowing eyes just do not work properly from first person.
For the House Terryn stuff i am aware, will fix it ASAP