Arma 3
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WebKnight's OPTRE Expansion
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Data Type: Mod
File Size
Posted
Updated
329.112 MB
13 Feb, 2023 @ 4:24pm
10 Sep @ 1:57pm
25 Change Notes ( view )

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WebKnight's OPTRE Expansion

Description
An expansion pack for Halo Universe that is containing weapons and custom creatures

PLEASE READ THE DESCRIPTION BEFORE USAGE

Lambs compat patch
- https://steamproxy.com/sharedfiles/filedetails/?id=3032643455&searchtext=


Things to know:
  • Grunts cannot go into a spirit by themselfs, but you can teleport or drag em into one.
  • Hunters still cannot board any vehicles.
  • Some animations in vehicles might look weird, this is because i dont have source files for vehicles and it is hard to align em. I'll improve it when i'll have time.
  • LAMBS is partially supported, but please disable Explosion Event Handlers in addon settings in order for it work correctly with this mod
  • VCOM CAN BREAK CUSTOM AI BEHAVIOUR AS WELL AS CUSTOM SKELETON ANIMATIONS
  • THERE IS NO PLANS TO ADD BRUTES OR DRONES. But there might be a small Jackal rework.
  • Custom Elites can operate any vehicle without any problems
  • You cannot change any of the weapons that units hold in hands because of the way how its coded, the only way to change it is through config
  • Some mechanics might not work as intended because of the high ping
  • All source files are available in my discord for you to modify and rig your custom models
  • All projectiles are balanced and configured to not one tap people, should work with vanilla, PIR, and ace (although your custom settings migh change that)

What does this mod add?
  • New melee weapons such as Energy Sword and Gravity Hammer
  • Grunts, Hunters and Elites with custom ai and Animations
  • Playable Hunters and Grunts
  • New custom projectiles for plasma weapons for AI
  • Melee AI Elites with Energy Swords

What expect in a future?
  • Jackals and Marine AI
  • Ability for all custom skeleton to go into all vehicles from OPTRE
  • And other small COF changes

If you have questions, suggestions, bug reports or want to check out what i am working on now - please join my discord - https://discord.gg/UJfDvdyr7w

Main Credits:
Arma 3 Halo community - inspiration.
A2 Studios and Scorch052 in particular - for help and cooperation.
Bohemia Interactive - For awesome game and platform!
Sketchfab:
Grunt made by bensimulator2: https://sketchfab.com/3d-models/halo-armoured-grunt-walk-3188b51dea8d4790ade756b652433c89
Energy Sword by AbiSV: https://sketchfab.com/3d-models/halo-3-energy-sword-by-abisv-1f38f67071c346818c9f312f6ada149d
Gravity Hammer by Glitch5970: https://sketchfab.com/3d-models/halo-gravity-hammer-b791cd367d4848c59fa343f9db3287c7
RogerHawaii - Hunter Model
Marbearis - Infinite styled hunters and grunts, model improvements.
Servo Commisar - Grunts an Hunters model rework and optimisation
RedBread - Texturing Grunts and Hunters
Cypher - Screenshots
All of you - for support over these years
339 Comments
WebKnight  [author] 19 Nov @ 6:54pm 
@Swinky repair the mod, or that might be a mod conflict. They are fine for me.
Swinky 19 Nov @ 3:51pm 
@WebKnight I tried both and they both seem to be naked little mole men basically lol
WebKnight  [author] 18 Nov @ 6:47pm 
@Swinky are you using grunts from this mod or the ones that OPTRE adds? Cause i think the OPTRE ones just didnt got updated
Swinky 18 Nov @ 6:18pm 
the grunts are naked for some reason and only spawn with a weapon
SpikeJames 18 Nov @ 11:31am 
can confirm this mod is still crashing linex servers
The Unknown/Legospider777 17 Nov @ 8:11pm 
Did some testing with a current bug mentioned by scone, where a flying vehicle breaks when a WBK entity is inside it. it only happens when the entity is placed inside the vehicle via dragging them onto it, if they use a waypoint to get it, it works just fine. I'm not sure if this is due to a cross mod error.
The Unknown/Legospider777 12 Nov @ 4:34pm 
I mean the engineers from Halo 3 ODST would be fun to play around with seeing how they have bombs strapped on them but yeah your right on there not being much of a point, and I recognize how insanely difficult it would be to add. Do still hope that some modder adds it in.
WebKnight  [author] 12 Nov @ 7:44am 
@The Unknown/Legospider777 for engineers you are right, i just dont see a point of having em outside maybe for cutscene/story pieces. For jackals - yes, there will be skirmishers.
The Unknown/Legospider777 11 Nov @ 4:06pm 
When you do the jackal AI, will you be doing skirmishers? That and engineers are the only covenant species that mods haven't added yet, although I can imagine the answer for engineers is no.
DancesWithHogs 24 Oct @ 7:27pm 
I think this mod is still causing crashes on Lunix servers, -nologs is on but the server crashes when spawning groups of enemies.