road runner 4344 Posted January 19, 2017 9 hours ago, ineptaphid said: The thing I miss most is simply being able to tell your squad to remove suppressors or turn on lights etc. If you could add a feature like that to your mod it would be awesome C2 by madcheese has that ability if this one doesn't see an upgrade 1 Share this post Link to post Share on other sites
old_painless 182 Posted January 19, 2017 Yeah I was also wondering if C2 in combination with AIC would cover most of these Windwalking features. At least MC has done a lot of work on building clearing Share this post Link to post Share on other sites
ineptaphid 6413 Posted January 19, 2017 7 hours ago, road runner said: C2 by madcheese has that ability if this one doesn't see an upgrade Didnt know that-I#ll check it out. Wold be great to have as a smaller mod-one that just does suppressors and lights etc without needing something as large and game changing as C2 2 Share this post Link to post Share on other sites
zagor64bz 1225 Posted January 19, 2017 2 hours ago, ineptaphid said: Didnt know that-I#ll check it out. Wold be great to have as a smaller mod-one that just does suppressors and lights etc without needing something as large and game changing as C2 That, "fire on my lead" , "defend position" and "clear/garrison building" would be enough for me, all packed in a small mod... Share this post Link to post Share on other sites
EO 11275 Posted January 19, 2017 I enjoyed this mod immensely when it first came out, was one of the coolest additions when A3 went gold. it's a shame mods like this end up gathering dust when an author decides to leave the community, especially ones that require dependencies to begin with. There are exceptions however, flyingpenguin's improved fatigue system was last updated in September 2014 still works flawlessly today. For the greater good, it would be cool to see someone step up to the plate, and be given permission to blow the dust of this and bring it up to date. Personally speaking......if I could....I would......but I canny! 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted January 19, 2017 I'm still using it in SP missions..although not all the function work..it still give you better than vanilla AI control.. Share this post Link to post Share on other sites
easyeb 137 Posted January 20, 2017 Yeah, so do I. It's beautiful in it's simplicity. RHS, ALiVE and this are to me the three most important mods. The house clearing is just awefsome to have. Windwalking hasn't been online for years, and his last activity was almost four years ago. I want nothing more than for him to return and pick up this mod again, but I feel that somewhere this needs to be considered abandoned? For years this topic has been bouncing up, so it's clear that leaving it as is is a disservice to the community. Wouldn't it be better if someone picked it up, fixed it and made sure it's running smoothly? While Windwalking is MIA I mean... Share this post Link to post Share on other sites
Vasily.B 529 Posted January 20, 2017 I cant imagine Arma 3 without it, this mod, saved me so many times.... saved me before killing bugs. Share this post Link to post Share on other sites
ineptaphid 6413 Posted January 20, 2017 6 hours ago, easyeb said: Yeah, so do I. It's beautiful in it's simplicity. RHS, ALiVE and this are to me the three most important mods. The house clearing is just awefsome to have. Windwalking hasn't been online for years, and his last activity was almost four years ago. I want nothing more than for him to return and pick up this mod again, but I feel that somewhere this needs to be considered abandoned? For years this topic has been bouncing up, so it's clear that leaving it as is is a disservice to the community. Wouldn't it be better if someone picked it up, fixed it and made sure it's running smoothly? While Windwalking is MIA I mean... Not really possible I'm afraid. You can't just take someone's mod and change it, regardless of how long they have left it. Unless someone can make a compatibility patch without having to actually change or alter the original mod in any way.. 1 Share this post Link to post Share on other sites
redarmy 422 Posted January 20, 2017 51 minutes ago, ineptaphid said: Not really possible I'm afraid. You can't just take someone's mod and change it, regardless of how long they have left it. Unless someone can make a compatibility patch without having to actually change or alter the original mod in any way.. With any luck,Windwalking may breeze(pun intended) past the forums at some point and see this activity on his post. In either event,im happy that the post has resurfaced so to speak as its an old mod not alot of especially new Arma3 players may have ever got the chance of seeing,and its an essential.I believe this was my second mod to ever install for Arma3,and we are lucky that about 80% of it still functions as was intended when created and made to run like when released. Share this post Link to post Share on other sites
zagor64bz 1225 Posted January 20, 2017 3 hours ago, ineptaphid said: Not really possible I'm afraid. You can't just take someone's mod and change it, regardless of how long they have left it. Unless someone can make a compatibility patch without having to actually change or alter the original mod in any way.. Just to say so...having "laser-light off/on" and suppressor, is a matter of class names, for what I understood.. I did dig into it once...but at a certain point it was above my knowledge. Maybe someone want to dig in it and make a patch? Share this post Link to post Share on other sites
psrkallez06 7 Posted February 20, 2017 Awesome mod!! But the "fly around area" and "land heli" doesn't seem to work. I have a pilot in my squad flying a chopper. Nothing seems to happen when i select it and then click on the map. Am i doing something wrong? Cheers! Share this post Link to post Share on other sites
NinjaCode 0 Posted April 9, 2017 On 20/01/2017 at 0:20 PM, ineptaphid said: Not really possible I'm afraid. You can't just take someone's mod and change it, regardless of how long they have left it. Unless someone can make a compatibility patch without having to actually change or alter the original mod in any way.. Why can't it be done? I was trying to make the AI jump of a plane and apparently I could do it with this mod, but the mod is giving me a error, says: "Include file userconfig\WW_AIMenu\ww_AIMenu.hpp " the file it's there were it's supposed to be. Share this post Link to post Share on other sites
ineptaphid 6413 Posted June 12, 2017 On 4/9/2017 at 6:49 PM, NinjaCode said: Why can't it be done? I was trying to make the AI jump of a plane and apparently I could do it with this mod, but the mod is giving me a error, says: "Include file userconfig\WW_AIMenu\ww_AIMenu.hpp " the file it's there were it's supposed to be. Because it break the rules-you are not allowed alter someone's work without their permission. I know that is very annoying when someone leaves the modding scene, but thats how it is. Share this post Link to post Share on other sites
Zakuaz 195 Posted June 13, 2017 Correct redarmy, New ARMA player here ( well over a year now but..) and I've never even heard of this mod, sounds like something I should be using to curb some of the AI headaches I deal with daily heh. Ok, so you Pros say about 80% of this mod still works, if it's the inventory/unstuck AI/ squad stuff then count me in as a user =) I'll give this a spin tonight, oooh this could be so welcomed to my "must have mods" list if it pans out. Share this post Link to post Share on other sites
Leopard20 813 Posted September 17, 2017 Hello dear users and supporters of WW AI Menu. It was a shame watching this amazing and revolutionary mod collect dust just because it wasn't updated in a long time. I decided to bring this mod back to life, but at the same time I thought it wrong to take over someone else's work (not to mention that being against the forum rules). Thus, I decided to come up with a way that not only preserves the original author's work and obeys the rules, but also brings this mod into light by fixing its issues and adding more than it already offers. That way being creating a patch for this mod. You can see my work here and if you deem it worthy, you can support it: 2 Share this post Link to post Share on other sites
rainbow47 20 Posted March 29, 2022 I know this mod is old as hell but does somebody know where to find the files to download and how to install? I know there are other good mods out there but I would like to try this one out in particular. Thank you Share this post Link to post Share on other sites
scimitar 221 Posted March 30, 2022 11 hours ago, rainbow47 said: I know this mod is old as hell but does somebody know where to find the files to download and how to install? I know there are other good mods out there but I would like to try this one out in particular. Thank you It's been superseded by the "All-In-One Single-Player Project" mod. It has all the same features but they now work as some of them are broken in the old mod. It also has many additional features but the mod still looks and works pretty much the same way the old one did. Share this post Link to post Share on other sites
rainbow47 20 Posted March 30, 2022 I am looking for a way to queue waypoints for the AI in the 3D world. All-in-One Single-Player project does not have this feature. It looks like WWAIMenu does have this option. Share this post Link to post Share on other sites
scimitar 221 Posted April 3, 2022 On 3/30/2022 at 2:59 AM, rainbow47 said: I am looking for a way to queue waypoints for the AI in the 3D world. All-in-One Single-Player project does not have this feature. It looks like WWAIMenu does have this option. I don't know if that feature still works but the old mod seems to be available from here: https://www.moddb.com/games/arma-3/downloads/ww-aimenu And how to install it should be covered here: https://forums.bohemia.net/forums/topic/141590-beginners-guidehow-do-i-install-modsaddons/ Share this post Link to post Share on other sites
rainbow47 20 Posted April 3, 2022 THanks very much scimitar. 1 Share this post Link to post Share on other sites
awdsawds 3 Posted April 4, 2022 On 9/2/2013 at 12:34 PM, Windwalking said: What is WW AIMenu This is a really simple mod that adds a few needed commands for otherwise either buggy or incomplete behavior for friendly AI units in group. I can't live without those commands, but I am not sure of how useful the mod will be for most of you. I was hesitant of sharing this, but decided to do it anyway. I am keeping this mod as a platform to add other AI commands. So if you do have any ideas you want to add to the mod, please do share it with me here. Features: Adds explosives list of all the explosives in the selected units. Point where you want them to be planted and the unit will place it there. You will get the set off if there is on in your action menu. Safe mode heal. This heal command will allow the selected units to heal themselves up. If there is a medic, the medic will go around and heal everyone. If there are no medics, the units will share their extra First aid with others if they have it. Combat mode heal. For this command, units will try to heal themselves up using first aid first. If there is a medic and the unit is not too far away, he will pop smoke if the unit's health is too low and will attempt to heal him. Units will attempt to share their first aid only if the distance is not too far off. A rearm command that actually works. Point at the object you want them to rearm at and select that command. Opens inventory for units to whatever object you point at. Allows inventory to be opened between units. If you are looking at the unit itself, it will open the inventory where it stands. Same if no appropriate object is in your cursor Adds control on engine on and off for all AI controlled vehicles in your group Adds control on weapon accessories for AI like lights on/off supressor on/off and IRLaser on/off Unstuck command for any units or vehicles the AI is in. If no units are selected, it unstucks the player. Landing AI piloted heli on designated position. The AI pilot will fly to the designated area and land there. position is selected on the map. Clearing buildings of threats. AI will attempt to clear the whole building then come out. Add multiple waypoints for units to go to in order Control in flight height for Aircrafts Order AI to fly around an area. Choose the radius and the position. A very featured waypoint system for units Ability to eject from helicopters and use the parachute automatically Features to be added: Forced move at full speed Control AI vehicle when not in commander position Rearm command to pick up weapons if out of ammo completely or no weapon already in hand How to use Simply select the units you want to give the commands for, and press numpad 9 key. You can change the keybind from the config file. Reveal hidden contents Change Logs Version 2.15 Fixed a bug with Land helicopter command, now it properly cancels when returning to formation or ordered to move away. Works only if farther away than 120m from the landing zone. Thats the only workaround I could find. Added a marker on the map where the heli is ordered to land Units will now move in formation when using Set Waypoint (That wasnt simple!!!!) You can now cancel clearing building using return to formation You can now select waypoints much more precisely even if close to each others. *known issue* units will loop trying to clear barracks buildings. I will look into it. added a 1m flight profile for helis Increased the maximum number of waypoint groups possible to 12 Version 2.02 Added the submenu Waypoints to the main menu that includes everything WP removed keybinding to the waypoint menu now that it is in the main menu For Add WP, you no longer need to select a wp first before being able to add IF there is only one set of waypoints on the map. If there are more, u still have to select any WP from the group you want to start adding to it. a few hint bugfixes for the waypoint commands Version 2.0 Overhauled waypoint command Added another menu with a number of setwaypoint commands. Default keybind is B. Waypoints now work with vehicles Can have multiple waypoint sets for different units added add another wp after the waypoint activated (from the new menu) Added a delete wp command Added a remove WP command Added wait on WP command Added cycle WP command Added disembark non-essential personel from vehicles command Added Eject from vehicles command. Works on pilots even and if the vehicle is an aircrat, units will parachute out AND keep their backpack strapped to their stomach till they land. Added player eject command that will eject player and all selected units. Will also use parachute if available. Tweaked helicopter height command to include low profile flying. Added an attitude submenu to infantry commands that includes role-playing commands added stow weapon command. Thanks TPW. Added toggle night vision and goggles command. Thanks TPW. Added a sitdown command. Added careless mode command. Version 0.9965 Various bugfixes regarding clicking on the map Fixed bug that made the mod overwrites any other mod using keybinds. version 0.994 Added command to fly around an area with a set radius. Works on helis and jets. Cancel command by ordering back to formation. Version 0.992 Added command to control flight height. Works on jets and helos. Version 0.991 Added fire on my lead command. It will put the squad on hold fire until you fire. all infantry commands are in the infantry section. Forgot that from previous changelog. Version 0.99 Land helicopter command now is very precise Fixed set waypoints errors. Now use regroup command to cancel the waypoints. Version 0.988 Bug fixes Version 0.98 Add multiple waypoints for units on the map. they will go through in order few changes to the menu layout Version 0.95 Added the ability to clear building from threat. Point at the building and have the AI clear it for you. Added command for AI heli pilot to fly and land at designated area on the map. Version 0.92 Added Garrison building command to the menu. Point at a nice building and off they go. Early code might have bugs though Version 0.9 Added the ability to change keybind in the user config file Added ability to control primary weapon Lights on/off (Thanks TPW for the script) Added ability to control suppressors on/off for AI Added ability to control IR Laser ON/Off for AI Added the ability to control Engine on/off for vehicles in your group Version 0.85 Added ability to open inventory for units. The unit will move to the object you are pointing at and will open the inventory there with it. If you look at the unit itself, it will open the inventory where it stands. Added unstuck player if no units are selected for the unstuck command Download:https://dl.dropboxusercontent.com/u/3047338/%40WW_AIMenu_v2.15.zip Version:2.02 Date: 20130918 Authors:Windwalking Requires: Community Base Addons for Arma 3 Bonus GlovePIE script This is a script I modified based on a script by Suchy. If you do not know what glovePIE is, it's basically a free application that maps controls to anything. This script will allow for voice activated commands to control the AI squad. It has commands for WW AIMenu as well. I thought to share it with you. How to use GLovePIE Simply load the script in GlovePIE and press run. Make sure glovePIE is running as admin. Say "Activate voice commands" to activate it. After that use the push to talk button to command squads. The keybind for the push to talk is by default mouse button 4. You can change it in the script to whatever you like. Also command "Enable hands free" will disable push to talk for 45 minutes. GlovePIE: https://dl.dropboxusercontent.com/u/3047338/Arma3%20GlovePIE.zip OHHH NEED DOWNLOAD Share this post Link to post Share on other sites