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
278 Comments
The Shredded Cheese Man Sep 16 @ 7:57pm 
will this mod be updated? for some reason the knights gun is stuck below their feet and it doesnt move
Medialess Sep 9 @ 4:17am 
What was the birthday of the bosnian knight, like when was it added
RouletteLah Sep 8 @ 10:07pm 
Everything works perfectly except that I can't get access the the load out selection showed in the video. I just get the ordinary BI arsenal or ACE arsenal.
What may have caused the problem? And how do I fix it?
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
and the thing is when wbk zombies dont work imperial knights work
@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 Jul 30 @ 4:00pm 
adding on, i think this may only happen if two opposing knights are deployed at the same-ish time
E Jul 30 @ 3:57pm 
most of the time the imperial knights just teamkill everyone and ignore actual enemies, especially when used in zeus
RouletteLah Jul 28 @ 10:40pm 
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__ Jul 28 @ 10:38pm 
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