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Some new features that arma 2 will allow us to do.

Posted by abrun4 on Jul 25th, 2013

OK .. SO what would I LIKE to See in WH40K-II?

I would like to see HIVE Cities.
I did some Hives on the OFPWH40K Armageddon 2 Map, but was not really satisfied with them. :-/

I started to make NEW Hives for Armageddon 3 Map .. but still Not really what I wanted.
I know the Limits of a Building is 64m x 64m x 128m tall ... this is good to go, But a REAL HIVE per say is many many MANY Meters Tall.
SO I will have to limit it to 128m tall , yeah yeah I know there are tricks to the trade to make 256 meters tall and if not taller... But I will stay with 128m's .

Here is some concept work I am doing ..
(** Bare in mind - these are not final - **)

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The walls are 50 meters Tall, and about 50 meters wide on the outer edge.
ALL Buildings are HIGH Poly Models, the final (if I go with any of these) will be LOW Poly **Of Course**.
Image #3 and #10 show man units for Scale. They are Standard 1.8 meters tall.
With the Event of LARGE Wh40K Vehicles, I have plans for 50 meter wide streets, The Lite BLUE squares are 40m x 40m with a 10 meter white sidewalks ... yeah yeah .. who the hell makes 10 meter wide sidewalks ... WELL the World of 40K does ... :P

Currently I have a BASE size of 20m x 20m x 5 meters tall per floor (** this could change **), and I have a smaller W x L x 10 meters tall (sorry I did not write down the width or length) - Needless to say it's smaller then 20x20 meters.

I have some "Enter-able" buildings that would be 2 to 5 story's tall, as I really do not Know the Poly count of said building if it was More then 5 Stories.

Some of you might be asking ... "What about Air units Crashing into the Taller Buildings ... ?"
Well for AI .. Don't make them go Near the Taller Buildings .. as for Players .. Learn How to FLY ...

I really Do not know how these Buildings will work in A2 .. I know of some Buildings that are 100m + but by default, I think 5 stores is the Tallest that A2 has. ( I could be wrong) ^o)

End Vox Transmission !

Post comment Comments
Hopit Jul 25 2013, 9:32pm says:

You can't make hive cities in this game, unless you can make cities that are kilometers tall and tens of kilometers wide even larger, so I think you should stick with normal cities/towns...

-2 votes     reply to comment
ladiefromhell Creator
ladiefromhell Nov 7 2013, 6:04pm replied:

real hives . NO . .hives as I have shown .. Yes

+2 votes   reply to comment
abrun4 Author
abrun4 Jul 25 2013, 10:16pm says:

These are concept images. WE are not that stupid nobody can fully replicate a true hive city in any game engine. But we will try.

+8 votes   reply to comment
Poor_mans_sniper Jul 26 2013, 2:32am says:

Even though it will be a while to get there, but will you feature the newer units such as Baal Predators and Stormravens?

+3 votes     reply to comment
davo001 Jul 26 2013, 8:47am replied:

can wait to clear the hive from chaos scum, also since when were baal preds considered new?

+4 votes     reply to comment
ladiefromhell Creator
ladiefromhell Oct 9 2013, 9:00pm replied:

sorry for the LATE reply ...

as with the First OFP mod .. Units went fast once we had permission to use DoW models..

but saying that, the A2 mod will be all scratch Built Models, and it will be some time b4 we have all the models in game that we want.
time will tell when such vehs will be in game

+2 votes   reply to comment
ladiefromhell Creator
ladiefromhell Jan 9 2014, 9:54am replied:

HUMM for some reason My Reply to you Question was Removed ..

Yes to your Question "Baal Predators and Stormravens" Will be in Game at Some Point.

A2 have a Much Better Veh set up then OFP in way that Thunderhawks and Valkyries and other Air Units of VTO will act more like VTO's instead of Helos ..

+2 votes   reply to comment
abrun4 Author
abrun4 Jul 26 2013, 5:18am says:

Yes. we usually add as much as we can.

+4 votes   reply to comment
Dirt_Diggller Jul 26 2013, 7:47am says:

Take a look at Take on Helicopters, but BI. City of Seattle on the Arma 2 Engine (modified though). They have larger skyscrapers.

+4 votes     reply to comment
ladiefromhell Creator
ladiefromhell Jun 4 2015, 7:32am replied:

YES, I have looked at this MOD.."City of Seattle"

I am working on getting something for the A2 side of things ..


+1 vote   reply to comment
D-Man{ZS-HR} Jul 26 2013, 9:21am says:

Looks good!

+3 votes     reply to comment
abrun4 Author
abrun4 Jul 27 2013, 1:11am says:

Just a heads up before you post for "wanting arma 3" Well the simply issue atm is the fact that modeling tools for Arma 3 have NOT been released. Atm you can only port from arma 2. There will not be tools for arma 3 for quite some time.

+4 votes   reply to comment
Guest Feb 18 2014, 8:45am says:

the buildings should work fine, and maybe even bigger, if you build modular floors you can just stick em up and up through the sky.

Theres a few ways i can think of that may or may not work, including "attachTo" and using a height in the INIT line of the building (not in visitor3). There may also be other options in Visitor3 (not played with that yet).

Its just single objects cant exceed X size(or you just pass through it i think).
Like the aircraft carrier by default in arma2, it is made of many sections, and don't move. It's essentially several buildings stuck side on. I see no reason you cant go as high as aircraft fly...
Ill have a test soon and see what i can do. Iv already stacked 2 buildings up and it worked fine(A platform quite high, with a 3 story building then put on top of that).

+3 votes     reply to comment
ladiefromhell Creator
ladiefromhell May 6 2014, 6:14pm replied:

"Like the aircraft carrier by default in arma2, it is made of many sections,"

You Are 100% Right.
That Trick as it stands now is about the only way one will get tall Buildings in game.

It's The Same trick As in OFP.

+2 votes   reply to comment
Attrocytus May 6 2014, 6:07pm says:

Tks for the MOD!!!! I JUST LOVE YOU!!! AGAIN!!!! xD

+2 votes     reply to comment
ladiefromhell Creator
ladiefromhell May 6 2014, 6:14pm replied:

Your Welcome.

+2 votes   reply to comment
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