Arma 3
67 ratings
40k Ork Tanks
   
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Data Type: Composition
Meta: Dependency
File Size
Posted
362.247 KB
13 Oct, 2020 @ 10:07pm
1 Change Note ( view )

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40k Ork Tanks

In 2 collections by 𝓣𝓤𝓡𝓕𝓨
Turfy's Compositions
85 items
Turfy's 40k Compositions
10 items
Description
Everything you need to know about compositions:
https://community.bistudio.com/wiki/Eden_Editor:_Custom_Composition

Mod Description
"Red Ones Go Faster" these are fully functional vehicles for use by players or just AI. this is meant to add some armored vehicles to the 40k ork faction to help better compete with the other 40k factions and add more variety to operations with or against them. due to the limited amout of ork assets i had to get creative, i will update this to be more "proper" as more assets become available

Questions & Answers
Q: How do i find it in game?
A: It's not a mod so it wont show in your launcher. in the editor you need to press the groups key or F2 then click on the composition icon. click the first link in the description and watch the first video to see what those icons look like. ( the video is of him saving the comp but the location is the same )

Q: Can I walk/climb around on them ?
A: Yes, but you will need Enhanced Movement mod or something similar

Q: Is it Balanced?
A: Yes, they are strong but can be easily disabled/ killed by vehicles of the same class. think of them as "glass cannons" meant to be used en-mass

Q: How do I disable / destroy them?
A: All gunners are exposed to some degree, so even the heaviest tanks can be disabled by just a rifleman / as for destroying, they dont have much armor or hp over their IG counter parts, i.e if a shell will pen and destroy a leman russ it will pen and destroy a ork battle tank

Q: Why are there so many copies/ how can I spawn more
A: Should make it easier to spawn multiple at the same time. if you need more, in the editor, make as many copies as you need and change the main vehicles name, then adjust the script in each attached object to that name in their init box.


Known Bugs & Issues

- Lack of collision - this is a arma issue, using a attachTo command removes collision.
20 Comments
-AS HE- 18 Mar, 2022 @ 2:17pm 
I see, thank you:hellyeah1:
𝓣𝓤𝓡𝓕𝓨  [author] 18 Mar, 2022 @ 1:36pm 
this is a comp, not a mod, so it wont show in your launcher. once subscribed you'll be able to find it in the editor under under the groups - composition tab
-AS HE- 18 Mar, 2022 @ 12:12pm 
I can't find the plugin to activate it in my launcher, yet I subscribed / unsubscribed 5 times
𝓣𝓤𝓡𝓕𝓨  [author] 30 Jan, 2022 @ 3:26pm 
fastest way is to just delete the ones you don't want, but if you want to spawn them one at a time you can click and highlight the tank and all its parts, right click, and save custom composition. as for "they also keep exploding", not sure what you mean. if they're exploding on spawn it might be a mod conflict
Osome 30 Jan, 2022 @ 1:11pm 
they also keep exploding
Osome 30 Jan, 2022 @ 1:05pm 
i wanna use them with zues but its hard to manage it when they all spawn at once
Osome 30 Jan, 2022 @ 1:04pm 
is there way to only spawn in one or two?
𝓣𝓤𝓡𝓕𝓨  [author] 12 Nov, 2021 @ 7:28pm 
name the object you want it attached to and add this to the init box of the item you want to attach [this, unitname] call BIS_fnc_attachToRelative;
for more info https://community.bistudio.com/wiki/attachTo
Tech Priest 12 Nov, 2021 @ 6:36pm 
Hi how do you add items together like this. I was thinking of trying to create some custom stuff but cant figure out how to merge items together and have it stay
Desert Punk 6 Apr, 2021 @ 5:31pm 
It's okay. Not sure how it could possibly be a mod conflict, unless WMO would be causing it.