soolie 189 Posted May 20, 2014 I need help with this!Code is very rough right now.I will upload it after I delete everything that didn't work and clean it up a bit. Share this post Link to post Share on other sites
n_icomach 312 Posted May 20, 2014 Thats pretty awesome man. Id love to see if you could make them aggressive and attack. Share this post Link to post Share on other sites
HorbeySpector 164 Posted May 20, 2014 (edited) Glad to see this mod happen! would be nice if (close) explosives always showed up for the dog, as they do when a player has a minedetector. and dog shouldnt really have its own parachute.. :P he should be attached to the players belly. :-) edit: would also be nice to see the Arma 2 dog ported over, so you could give him a custom vest. (instead of an assault backpack) Edited May 20, 2014 by ltsThomas Share this post Link to post Share on other sites
mr pedersen 41 Posted May 20, 2014 Question: Doesn't this need a new animation for when dog bite some on in the leg,arm or throat? Dog dragging enemy to the ground? Me like dogs and I have one my self, so I like this add on. :) Share this post Link to post Share on other sites
theevancat 277 Posted May 20, 2014 Glad to see this mod happen!would be nice if (close) explosives always showed up for the dog, as they do when a player has a minedetector. and dog shouldnt really have its own parachute.. :P he should be attached to the players belly. :-) edit: would also be nice to see the Arma 2 dog ported over, so you could give him a custom vest. (instead of an assault backpack) A vest and doggles. That'd be cute as hell. Share this post Link to post Share on other sites
wansec_6 200 Posted May 20, 2014 Have to second ItsThomas' last post. Would be good to get the EOD dog into the action again. Share this post Link to post Share on other sites
soolie 189 Posted May 20, 2014 Thats pretty awesome man. Id love to see if you could make them aggressive and attack. Glad to see this mod happen!would be nice if (close) explosives always showed up for the dog, as they do when a player has a minedetector. and dog shouldnt really have its own parachute.. :P he should be attached to the players belly. :-) edit: would also be nice to see the Arma 2 dog ported over, so you could give him a custom vest. (instead of an assault backpack) The Dog does damage already. If you touch it, it hurts you. Does too much damage I think. And also doesn't work when the player is controlling the dog but haven't tested with other players, only AI Anyway there is a few ways to mess with this. The animation part will be tough. There are a few anims of the dog barking which could work but I have to try them all. @Thomas - What vests are you referring to? And I really like the minedetector and your parachute Idea, will work on this. If anyone can open the model of the dog and get me the memory points that would be much appreciated. I keep getting an error in object builder and it won't open. This will be very useful in adding the backpack to dog. Share this post Link to post Share on other sites
theevancat 277 Posted May 20, 2014 That error you're getting is because the model is binarized and can't be opened. Same with anything in an A3 PBO. Share this post Link to post Share on other sites
soolie 189 Posted May 21, 2014 That error you're getting is because the model is binarized and can't be opened. Same with anything in an A3 PBO. So what can I do to get the mem points of dogs? Share this post Link to post Share on other sites
warlord554 2065 Posted May 21, 2014 Can check the A2 samples, I'm sure they can help. Cool concept, interested to see what you do with it Share this post Link to post Share on other sites
BlackViperGaming 3 Posted May 21, 2014 Yes...I approve! +1 Share this post Link to post Share on other sites
soolie 189 Posted May 23, 2014 (edited) Can check the A2 samples, I'm sure they can help. Cool concept, interested to see what you do with it I checked the A2 samples, Only some of the memory points I could find are the same in A3 Spine2 is the best so far and that's the one I was using already. What I need is a point lower on the back or on the hips. I'm hoping that the pack will lower with the hips during the "sit" animations. I'm also working on the dog working as a mine detector. I'd like to just attach the properties of the mine detector to the dog but can't find the scripts for it. Instead I'm trying to use this icn = drawIcon3D ["targetIcon.paa", [1,1,1,1], getPos _x, 1, 1, 45, "Target", 1, 0.05, "TahomaB"]} forEach I think you should see all mines close by when controlling a dog and maybe helper arrows along the ground from the dogs pos to the nearest mine When controlling the player I'm thinking that the dog should go to the nearest mine and sit there maybe bark and reveal the mine to the player. Let me know what you guys think please! and anyone who is interested in helping, let me know. Edited May 23, 2014 by Soolie Share this post Link to post Share on other sites
jinougaf 11 Posted June 12, 2014 COD:Ghost... well,this really reminds me of that game I think a special vest for the dog will be better,and maybe we can use the scroll menu to make the dog attack enemies Share this post Link to post Share on other sites
soolie 189 Posted June 14, 2014 (edited) COD..... The attacking will be tricky to make look good. They already do damage when you run into them but I'm not sure if there is an animation that will fit. I would love someone to make a custom vest for the dog or even a new dog model with all these features in mind. I just got a server machine and am in the process of getting an altis life server running for testing this script.(noob with servers and can't figure it out) I'm guessing the life mission will be a good place to start. Plenty of applications for it(k9 unit and civ companion) And hopefully if I can get it to work in there it can work anywhere. Also...... Dogs now detect mines within x meters. Creates icons on explosives within x meters. This can easily be changed to work with drugs or anything else you would want the dogs to "sniff" out. I think I would like the player to see the icons when controlling the dog but possibly have the dog sit near the explosives and bark until the player gets close This would happen after selecting action "find explosives" Edited June 14, 2014 by Soolie Share this post Link to post Share on other sites
LykosMactire 298 Posted June 14, 2014 The attacking will be tricky to make look good. They already do damage when you run into them but I'm not sure if there is an animation that will fit.I would love someone to make a custom vest for the dog or even a new dog model with all these features in mind. I just got a server machine and am in the process of getting an altis life server running for testing this script.(noob with servers and can't figure it out) I'm guessing the life mission will be a good place to start. Plenty of applications for it(k9 unit and civ companion) And hopefully if I can get it to work in there it can work anywhere. Also...... Dogs now detect mines within x meters. Creates icons on explosives within x meters. This can easily be changed to work with drugs or anything else you would want the dogs to "sniff" out. I think I would like the player to see the icons when controlling the dog but possibly have the dog sit near the explosives and bark until the player gets close This would happen after selecting action "find explosives" a bite animation could work with the bark animation, i know it doesnt sound like it will work but it may Share this post Link to post Share on other sites
bad benson 1733 Posted June 14, 2014 to check the mempoints of binarised models get eliteness here. it lets you look at lod information and the model.cfg. https://dev.withsix.com/projects/mikero-pbodll/files make sure to get depbo too. it's the main dll for lots of Mikero's tools i think. Share this post Link to post Share on other sites