Arma 3
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WBK Imperial Knights
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Data Type: Mod
Tags: Tag Review
File Size
Posted
Updated
479.896 MB
Dec 21, 2021 @ 1:09pm
Jun 30, 2024 @ 6:19pm
9 Change Notes ( view )

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WBK Imperial Knights

Description
Let the power of your Knight flow through your veins. Let the ghosts of your throne whisper wisdom into your mind. Let steel be your sinews and fire be your fists. Become your Knight, as it becomes you, and through symbiosis ascend. So shall you become. So shall you protect your people and slaughter your foes.

Version: 0.5.5
To enable ai you can either use zeus and press special keybind, or enable AI in Eden atributes:



Read before usage:
  • LOOK AT FIRST SCREENSHOTS TO UNDERSTOOD BASICS OF HOW TO CONTROLL A KNIGHT/ARMIGER
  • Check your Configure - Controls - Configure Addons - WBK Imperial Knights. You'll find all of the keybinds there
  • If you will spawn yourself as a knight you will not be able to control him, you need to place a Knignt and then board it as a pilot, only in that case everything will work properly
  • You can only board the Knight as pilot (Or wearing any pilot uniform), join my discord to know how to make uniform compatable.
  • Knights have their own ai that you need to load by clicking on them and then press special button (as a Zeus), or you can load it throught editor by simple selecting a specific tab in unit atributes
  • Do not spawn to many knights! It may affect your FPS (I tested with 40 knights max)


Mechanics:
  • Knights and Armigers with custom skeleton, sounds, weapons, AI, scripts
  • Knights work as mechs (Boardable units)
  • Own melee system that is work in a similar way as my IMS
  • Special armor, shield and core mechanic (Do not let your core to overheat or else you will explode!)
  • Own Cogitator sounds for loyalist/chaos knights and armigers
  • All of the backpacks (Rocket pods etc) are now operate as TFAR long-range radios.
  • And much much more

You can equip different modules now:
  • Ammo module - allow you to recharge your secondary weapon, Stubber for Knight and Melta canon for Armiger. Also adds more rounds for your main gun. (1st video)
  • Missile module - essentially a Missile pod, but now you can dumb fire rockets or lock on targets. Its all up to you. (4th video)
  • Armour module - fully repairs the shield and ONLY shield. Good if you playing range build. You can only use it once and then module is being destroyed. (3rd video)
  • Coolant module - Cools your core down and prevents it from overheating for next ten seconds. Has a cooldown for 120 seconds. (2nd video)



Future content:
  • Bug fixing and overhaul optimisation
  • And other small little things

If you like what i am doing please join one of the patrons! You will get access to my newest mods and major updates:
https://www.patreon.com/webknightsworkshop

If you have ANY questions, suggestions, bug reports or want to check out what i am working on now - please join my discord
- https://discord.gg/UJfDvdyr7w
It is easier for me to answer there, then in workshop comments.

Main Credits:

Macser - For awesome ArmaRig for blender!
Bohemia Interactive - For awesome game and platform!
Meaddle - Model of an Imperial Knight
Castille - Model of an Armiger
ServoCommisar - weapon models
Dos, Red - textures
GoreChild, TIOW - Sacristian jumppack boosters model.
My patreons - general support
Popular Discussions View All (2)
4
Oct 11, 2023 @ 3:34pm
execVM "\WBK_ImperialKnight\Script\WBK_IK_AI.sqf"; not working
Scottie
2
Oct 23, 2023 @ 8:41am
Suggestions
Wagons
260 Comments
ASW-G-12howler Mar 15 @ 6:01pm 
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 Jan 24 @ 10:23am 
so how do i do the....AI, can someone give me a step by step
smileツ Jan 4 @ 7:08pm 
I'm having an issue with the stomp from the imperial knights where it doesn't do any aoe damage or damage at all
[FK] MikeyRyu Jan 1 @ 11:18am 
got it, thanks for the heads up!
WebKnight  [author] Jan 1 @ 10:02am 
@[FK] MikeyRyu disable waypoints in your game settings
[FK] MikeyRyu Dec 31, 2024 @ 6:22pm 
is there a way to disable the compass this mod comes with?
Lurking_Operative_Willson Nov 22, 2024 @ 5:21pm 
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 Oct 21, 2024 @ 3:45pm 
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 Sep 21, 2024 @ 9:00am 
how do i pose knights it just says the animation isnt valid
Midget Aug 29, 2024 @ 12:00pm 
could you maybe make cerastus and potentialy acastus knights for this mod