Arma 3
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Marby's Critters
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Data Type: Mod
Mod Type: Character
File Size
Posted
Updated
160.819 MB
5 Aug @ 3:10am
29 Oct @ 10:53am
8 Change Notes ( view )

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Marby's Critters

Description

HUGE THANKS TO WEBKNIGHT FOR BEING A STRAIGHT UP CUTIE AND AWESOME FELLA
if you like what I do wand wanna give me a tip here be the kofi to do so > https://ko-fi.com/marbie


This was originally just a funny one night build but it turned into a two night build and now im releasing it to the public :D

Currently has

Worker ant: basic infantry, melee only (has a small random chance of exploding on death)

Acid ant ("spitter ant"): ranged infantry, can also melee if close enough. explodes on death leaving behind a pool of acid!

Ice ant: The bomber ant, basically rushes you and explodes to freeze you in place so the other ants can attack!

Ant queen: she's in, only has her idle rn. also added eggs and egg webbing (egg webing desing is still a wip)

Ant Guppies: just some lil guys!

Ant Wasps: haha, NO!

antHill!: A prop, but also a module that will spawn the ant hill and ants will spawn from it.(adjustable via module placement)

Ant Eggs: destructable props that have a chance to spawn critters when destroyed! (CBA toggle :D)

TrapDoor: spawned with the zeus module, prepare to be jumpscared! when spawned with the zeus module you can set whether or not it can be killed. (roll a grenade to it :D)

TrapDoor spider: first spider is in, tho only its trapdoor functionality works rn so if you spawn the unit he will just chill.

ant part props and blood pools: the ant parts and blood pools are available for props.

all health numbers are adjustable in cba settings!


future plans!

2. finish base spider

3. profit?

future units:

Crabs,
Bees,
and whatever else i feel like adding.
81 Comments
Marbearis  [author] 30 Oct @ 12:51pm 
ty soldiers. Hoping it's all good. Keep me posted if you come across anymore errors.
Slipknot 30 Oct @ 7:53am 
Great mod, perfect update timing for the 2025 halloween season. TYVM @Marbearis !!!:NATO:
Aria 29 Oct @ 11:03am 
Woohoo update
✠Pignouf_Axel✠ 17 Oct @ 10:02am 
hi i have the same error that Konstance every time a basic worker bug die it put this error, hope it help

without ace:
18:57:41 Error in expression <s_life\data\AntSounds\antDeath.ogg"
];

playSound3D [selectRandom _meleeSounds, >
18:57:41 Error position: <playSound3D [selectRandom _meleeSounds, >
18:57:41 Error Type Booléen, Nombre attendu
18:57:41 File Bugs_life\XEH_preInit.sqf..., line 721


with ace:
playSound3D [selectRandom _meleeSounds, >
18:31:54 Error position: <playSound3D [selectRandom _meleeSounds, >
18:31:54 Error Type Booléen, Nombre attendu
18:31:54 File Bugs_life\XEH_preInit.sqf..., line 721
18:32:15 [ACE] (medical_status) WARNING: setDead executed on unit with damage blocked - [O Alpha 1-4:2,"#scripted"]
18:32:15 Error in expression <s_life\data\AntSounds\antDeath.ogg"
];
MastiffTheShotgun 16 Oct @ 7:00am 
just a suggestion maybe something that is a bit larger so we see the jaws at head height might be an interesting way to do it. secondarily why not make a tarantula that acts like a spider shaped tank with a melee have it be the threat to vehicles and please jumping spiders
Marbearis  [author] 14 Oct @ 6:43pm 
@konstance, I haven't encountered such errors. If you have a screenshot could you send it over on discord? You can find me in the A2S, Webknight's, or the official Arma discord.

Same goes for anyone else. If you have an error, please shoot me a message on discord.

Responding here is hard bc it's not like the '@' does anything other than let you know in talking to you.
Marbearis  [author] 14 Oct @ 12:16pm 
@Ace, I don't have any thing there for damaging vehicles. Only the ant wasp can rn.
As for the poison, it doesn't effect anything that would make you uncon unless you genuinely go uncon. It deals various amounts of ace damage over time if you are using ace. So the wounds given need to be treated accordingly. If the damage is high enough, even your heart can be stopped by it.

I meant to add a CBA setting to disable it but I didn't in time, I can slip an update for that soon.as well as independent variants.

As for the vehicles, I'll probably add something for them to be able to damage them but these are primarily infantry focused units. Vehicles will shred them lol
Ace 14 Oct @ 9:36am 
I don't know if the last update was meant to add any damage to vehicles or not. Ants still can't seem to cause any meaningful damage to vehicles. This makes it possible for players to just hide in a vehicle and run everything over. An error also pops up when they try to attack vehicles.

The wasps having projectile weapons is neat but it seems to be bugged or at least isn't very intuitive. I got poisoned and I just won't wake up. I can't even be healed by Zeus. I personally don't like the poison feature.

Also, wasp ants are missing from INDEPENDENT faction. They are only on OPFOR.

Despite my complaints, the visual look and animations of these enemies is still easily the strongest part of this mod. I also don't have any problems getting the enemies to act how I want them to, which is good, especially when I want them to swarm players.
Konstance™ (Hiatus) 14 Oct @ 7:53am 
Simple Idea suggestion; Warrior Ant the size of a Prowler Jeep?
Konstance™ (Hiatus) 12 Oct @ 9:52am 
Seems like there's an Error revolving between death sounds and hitclasses