Arma 3
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Terminator Test Mod
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Data Type: Mod
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671.227 MB
7 Feb, 2023 @ 3:36pm
12 May, 2023 @ 3:15pm
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Terminator Test Mod

Description
*************Main Mod*************
https://steamproxy.com/sharedfiles/filedetails/?id=2957258824

This is the Tactical Dreadnought Armoury test build mod.
This mod will generally receive more updates, but could potentially be game breaking. It will be avoided where possible but in some cases is required for further testing.

For a more stable, less frequently updated mod please download the main mod:
"Tactical Dreadnought Armoury" - This will be published shortly. For more info, please join our Discord: https://discord.gg/Tj3pRbTWwm

What is this mod?

After months of work, endless nights, long streaks of 12-hour days modding and the hell that is Arma... They are here.

Arsenal & Drip

At release, you'll have access to at least:

Primary



Assault Cannon → The Assault Cannon is a ballistic six-barreled, self-loading rotary auto cannon, effective against infantry targets and light vehicles at close to medium range.
Ryza Pattern Plasma Blaster → A type of archaic, dual chamber Plasma Weapon dating back to the Great Crusade era of the 30th and early 31st Millennia.
Storm Bolter → The Storm Bolter is a double-barrelled version of the standard .75 calibre bolter. Storm Bolters are the standard weapons employed by Space Marine Terminators.

Launcher


Black, Blue, Green, Ivory, Red, White & Yellow

Cyclone Missile Launcher → The Cyclone Missile Launcher is a Missile Launcher variant specially designed to be fitted on Terminator Armour. Loaded with a multitude of missiles, the Cyclone consists of two cube-shaped missile boxes, twin-linked, with a targetter and sensor array. The missile and sensor unit is fixed on the back of standard terminator armour, allowing the Space Marine to use a Storm Bolter and Power Fist with the Cyclone.

This launcher has SACLOS guidance → SemiAutomatic Command to Line Of Sight. In other words, it functions like a BGM-71 TOW, NLAW. You can't lock, but you can guide the missile to its target manually (mouse).

With the following ammo types:



Frag → Cluster High Explosive, disperses 12 bomblets that explode shortly before impact.
Krak → Standard anti-tank krak missile.
Super Krak → More penetration and damage compared to standard krak missile.
Plasma → Combines both anti tank and anti personnel capabilities, jack of all trades, master of none.
Vengeance → Standard High Explosive.

Facewear



NVG



But, can they teleport?

Why, yes!. There are two methods to initiate teleportation and two types of teleportation.
You can either Ace Self Interact → Teleport Options and pick one of the options or use the Controls → Configure Addons - Key binds for ease of use.


What is the difference between the teleports?

For the simple teleport, the terminator (you), will kneel, a progress bar will appear. Upon completion, you will have access to the map screen, where you can click anywhere to be teleported.

For the group teleport, it gets fancier… This teleport is only available to the squad leader.
They can initiate a group teleport only for members of their squad that are:
Terminators;
Within a 5-meter radius (elevation isn't taken into account);
Every player/unit that passes that check will kneel and teleport alongside their squad leader.
AI can't initiate teleport by themselves, but they will be dragged alongside.



Ok, but how do I customize the settings?

Glad you asked. We have built-in teleport randomization in the module for each axis. Unfortunately, you can't go below ground, but you can teleport inside vehicles and structures or fly!.
The cooldown of the teleport (time until next teleport is available) can also be changed.
Module can be placed both on EDEN and while on ZEUS. The newest placed module overrides previous settings.


Input is treated as meters for X/Y/Z Variance and seconds for Teleport Cooldown. No need to sync module to units. Place it once, change settings and enjoy.

This is fantastic! How does their health work?

For the end-user, they work just like any other Space Marine.
Behind the scenes, we've had to adapt due to current engine constraints – characters taller than 2 meters do not have collision above that height, only below. This is why it became de facto common knowledge that you can't hit a Space Marine on their Head if they are standing upright, since when at such stance, they are taller than the 2-meter tall hitbox - which led players to adapt and teach others that you should hit their shoulder pads instead.

We've solved that by a hybrid approach, inspired by Webknight's Dreadnoughts. Each Terminator has three hitboxes, which only function to receive damage and collision for the areas affected by the previously mentioned limitation. One for each shoulder and upper arm, one for the upper torso and head. For each shot received, its penetration value is used to determine damage via ACE to each limb. So, The Terminators are compatible with ACE Medical.

Does this “workaround” impact performance or anything?

Performance – Most likely not. We have done extensive testing on our end within our unit (The Black Templars), alongside a multitude of other units. If you have any trouble, reach out to us on our discord https://discord.gg/5x5hmh58Yz

Originally posted by JCaleb:
Arma3 scripting is black magic, and I'm only an apprentice wizard after spending two months on this, if you find any issues, let me know.

Wanna discuss the mod, or you don't want to miss out on upcoming updates?

Join our discord: https://discord.gg/5x5hmh58Yz

Known Issues
  • TFAR – Due to the hitboxes, communication can become muffled. They function exactly like the dreadnought hitbox, where it can block sound due to occlusion of the source and receiver. This only happens when, for example, there are two players trying to communicate with each other, but there is a Terminator exactly in between them.

Credits

Full credits list in the discord.

This would not be possible, if not for

This list is huge and by no means complete, we've been at work for so long, that it is difficult to narrow down everyone that helped us along the way, in no particular order, we thank:
  • HorribleGoat
8 Comments
Arge 31 Mar, 2023 @ 10:37am 
Hello, I would like to contact you on discord and discuss an interesting offer. We want to make our own models / repaints on your thermos to use on the server, and therefore we want to discuss everything so that there are no conflicts. Discord - Asegel#0210
Shroomazon  [author] 27 Mar, 2023 @ 4:11am 
@ Noumenalism - Eventually, yes. They should be using the main game AI but there's a few funky bits with that atm
noumenalism 24 Mar, 2023 @ 7:53pm 
Hey boss, great work on the Terminators! Are you planning on adding AI to them??
MerekGrimaldus 12 Mar, 2023 @ 12:16pm 
Good, thks. My Templar boys will be happy with terminators)
Shroomazon  [author] 11 Mar, 2023 @ 3:12pm 
@MerekGrimaldus - this is a test mod. Things will change and be adapted as this is not the full release. You're welcome to use it on your servers etc. but there may be bugs, potentially game breaking, that find their way in here sometimes. If you do find any, please tell me.

Please no use of the mod for repacking purposes or editing the models though as per BI/Steam Workshop TOS, but yes, you can use the mod to play with.
MerekGrimaldus 11 Mar, 2023 @ 5:37am 
Hi, I'm the main admin from the Broken Destinies project on the warhammer from the RU segment. Sometimes I look at the development of terminators. Such a question, can we use your mod?
CommissarCat 8 Mar, 2023 @ 12:08pm 
propah bri'ish brekkie innit
FakeFrenchGuy  [author] 8 Mar, 2023 @ 11:19am 
I'll have you know I don't even like beans!