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JBOY Dog [v1.5 - updated 12/21/2018]

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Your can try the dog out in my new mission:  Last Tango in Tanoa 2: Razing Cane.  If you like JBOY Dog please rate this mission on Steam to motivate me to continue improving the Dog Scripts and creating more Dog-based missions.

 

Now updated to Version 1.5 on December 21, 2018.  Download link below is now for v1.5. 

Note:  This is NOT MP compatible.  I have no immediate plans of making it MP compatible.  (Maybe this bold note will prevent this question being posted 100 more times...:grinning:)

 

Version 1.4 Video (AI controlled sentry dogs):

Here's my JBOY Dog script. Initial version released.

Here's V1.1. video showing new features (New dialog menu from Soolie, Dog packs roaming and attacking).

Version 1.2 Tracking scent trail and Swimming

Version 1.5 Video (Doggy Cam!)

Download

Download the zip file and unzip it into your missions directory.  You can then try it in the Editor.

Missions Featuring JBOY Dog (play and rate these on steam if you like JBOY dog!)

Features:

  • NEW:  AI patrols can now use dogs to sense and attack enemies (v1.4)
  • Dogs obey these commands:
    • Heel - Dogs follow handler closely
    • Move there - Point to a position and dog moves there
    • Attack - Point to a man or animal, and dog will attack it
    • Detain - Point to a man, and dog will approach and threaten man.  Man plays surrender animation while detained.
    • Stay - Stop the dog
    • Sit - Dog will sit
    • Fetch - Dog will retrieve small animals (rabbits, chickens, snakes)
    • Get in Vehicle - Dog boards vehicle (currently only Offroads, APEX jeep, zodiac and hummingbird supported...more to follow)
    • Get out/Disembark
    • Track - Dog senses scent trails and follows the trail.  Trails end at water or when quarry boards vehicle.
    • SITREP - Dog barks.  Useful when you lose sight of dog in dense jungle
    • Dismiss - Dog no longer controlled by handler
  • All dog commands can be issued by player or by scripted AI units.
  • Voice commands use either custom voice commands by me (Johnnyboy), or any in-game language (English, French, Chinese, Persian)
  • Voice commands may be quiet, normal or loud depending on combat mode (stealth, safe, combat)
  • Handlers use hand signals also when commanding dogs
  • Roving dog packs that hunt/attack animals and men when they are near.
  • Vanilla dogs can't swim...JBOY dogs swim (while following handler in heel mode)
  • Vanilla dogs die with one shot...JBOY dogs can take 2 or more hits.
  • Vanilla dogs don't bleed...JBOY dogs have blood textures
  • Vanilla dogs don't bark or growl...JBOY dogs do bark and growl
  • Vanilla AI will not fire on dogs...JBOY dogs will be fired upon by AI if attacked by dogs
  • Dogs boarding vehicles will lock cargo position in vehicle so AI boarding will not clip with dog
  • Player can Heal dog
  • Dog will detect enemies and point them out (stop, growl, and look in enemy direction)
  • Ability to have a Doggy Cam display in player's HUD.  Optional.  Can be turned on/off via action menu.

Planned Enhancements (I hope):

  • Make it MP compatible.  May be now...needs MP Testing!  Any volunteers?
  • Detect - Bomb sniiffing, drug sniffing, etc.
  • Scout - Dog runs ahead and stops and points at enemy it detects
  • Fetch any small object -  Get my pistol boy!  Get the Tactical Bacon!
  • Improve AI firing on dogs.
  • Unconcious mode for wounded dog, so you can heal your best friend.
  • Make a kick-ass mission with Boomer at my side!  Done!  Twice!

Known Issues:

  Reveal hidden contents

Credits:

  • Soolie for beautiful Dialog menu to replace clumsy action menu
  • AZ Coder for Doggy Cam script
  • Larrow for his awesome utility for finding voice files in config.
  • SuperTruite for his amazing particle effects utility
  • KillzoneKid for help on forums and his awesome blog
  • Cosmic10R for his DIK code based menu (very slick, but opting for addon free Dialog menu for now...maybe someday offer option for either)
  • AZ Coder for some dog pack behaviour snippets and a few sound fx.  Love the menacing growl I use for detaining perps!
  • Persian MO for MP-proofing JBOY Chicken
  • Nomisum:  I borrowed some code snippets and ideas for using arrow helper objects as a scent trail to track.  Thanks man!

  • Grumpy Old Dude:  For help with the smashed grass trail.

  • Thanks to these guys for Testing and Feedback:
    • Cosmic MP Testing of JBOY Chicken
    • AZ Coder for implementing JBOY Dogs in Shadow Fall

Version 1.5 Change Log

  Reveal hidden contents

Version 1.4 Change Log

  Reveal hidden contents

 

Version 1.3 Change Log

  Reveal hidden contents
  • Like 34
  • Thanks 2

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How to add JBOY Dog to your own mission

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How to add more vehicles that JBOY Dog can ride in is explained in this post:

 

 

How to implement JBOY Dog using Feral Dog Packs only (question asked by Zagor).

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Awesome. Man... badly needed... glad ure taking up the challenge on this !!

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  On 11/1/2016 at 12:37 AM, cosmic10r said:

Awesome. Man... badly needed... glad ure taking up the challenge on this !!

Thanks brother.  I had half of it done over 2 years ago and shelved it to do a mission for MANW contest.  Then Bohemia broke animal movement for over a year or so.  But I'm glad to be back on it now.

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Looks like it has awesome potential. Any plans for AI to use them, even if it's rather basic? (not a request if you're not planning to do so, merely a question) I'm thinking dog patrols would be awesome for some of the single player stuff I make, but I have no idea how complicated it would be to get the AI to use them.

Also, if you're in need of any extra sounds, I can dig deep into my library of random game sound effects and see if I have any doggy sounds. Just PM me if you have a need, but it will take me some time to go through everything I have to look for any sounds just FYI (literally millions of files I have that are not sorted much and have file names that do no indicate in the slightest what the sound is).

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Not a mod?  Awesome!  Was considering tackling this, but I'm glad someone more capable has.  Great work.

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  On 11/1/2016 at 1:26 AM, Mynock said:

Looks like it has awesome potential. Any plans for AI to use them, even if it's rather basic? (not a request if you're not planning to do so, merely a question) I'm thinking dog patrols would be awesome for some of the single player stuff I make, but I have no idea how complicated it would be to get the AI to use them.

Also, if you're in need of any extra sounds, I can dig deep into my library of random game sound effects and see if I have any doggy sounds. Just PM me if you have a need, but it will take me some time to go through everything I have to look for any sounds just FYI (literally millions of files I have that are not sorted much and have file names that do no indicate in the slightest what the sound is).

Thanks Mynock.  AI can definitely be scripted to use all commands player can.  In the demo, there's a few sentries with waypoints, dogs assigned to them executing the "heel" command.  BTW the music in the beginning of the vid matches your ID photo!  Thanks for the sound file offer, I'll think about it.

 

 

  On 11/1/2016 at 2:34 AM, phronk said:

Not a mod?  Awesome!  Was considering tackling this, but I'm glad someone more capable has.  Great work.

Thanks Phronk, much appreciated.

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Guess I should have watched the video before asking, doh! Awesome news. Looking forward to this!

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I have dog script on me too, but appriciated that you are making this public. Great work mate!

 

 

Here is little snippet for sniffing out mines and explosives

_dog = ... your dog agent;

action

player addAction [
    "<t color='#ff0000'>Sniff bomb</t>", 
    { 
        params ["_target", "_caller", "_id", "_args"];
        _dog = _args select 0;
        { (side _caller) revealMine _x; } forEach (nearestObjects [_dog, ["MineBase"], 12]);
        _dog say3D "bark";
    }, 
    [_dog], 1.5, true, true, "", true, 15, false
];

Hope it will be in some use to you johnnyboy

 

Radius is set to 12m (40feet). Did some research on dogs :D

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  On 11/1/2016 at 8:01 AM, M1ke_SK said:

I have dog script on me too, but appriciated that you are making this public. Great work mate!

'''''''

 

Here is little snippet for sniffing out mines and explosives.

Hope it will be in some use to you johnnyboy

 

Radius is set to 12m (40feet). Did some research on dogs :D

Thanks much M1ke.  Your snippet will definitely help me out when I get to bomb sniffing. Cheers! :cheers:

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See original post.  You can now download the sample mission and try it out in the editor.  Documentation coming soon.  :) :) :)

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A lot of resources there in demo.

 

If interested, I can help you develop (share my code) and add more features if you want. PM me, or send message on steam.

 

I like your way of creating custom content (mostly voice acting) :D

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Can't wait to test it out Johnny boy!!

Will report back what I find..great vid btw.

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  On 11/1/2016 at 7:00 PM, M1ke_SK said:

A lot of resources there in demo.

 

If interested, I can help you develop (share my code) and add more features if you want. PM me, or send message on steam.

 

I like your way of creating custom content (mostly voice acting) :D

Thanks for the offer M1ke.  I'll PM you.

 

  On 11/1/2016 at 8:19 PM, cosmic10r said:

Can't wait to test it out Johnny boy!!

Will report back what I find..great vid btw.

I look forward to the report cosmic!  Any feedback is welcome.

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That is a great test mission man... a lot of detail there...

 

the concept Works very well... i wish Bis would put some time into those anims... the dogs could be so cool and technically they fit the military theme well...

 

in any case... great job man... gonna try to add it to a Ravage mission for that Fallout feel and its perfect for a Project Haleks keeps hinting at...

 

Have you thought of putting it into a menu and pulling it out of the action menu...

the bis number menu is perfect for that ... i dug into the code a bit and it would be a fairly easy transition i think

you can use CBA keybinding to call the menu. in any case... i may poke around with that a bit if you don't mind.. 

i use it in a couple of personal mods...

 

but again ... awesome work... 

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  On 11/2/2016 at 9:22 PM, cosmic10r said:

That is a great test mission man... a lot of detail there...

 

the concept Works very well... i wish Bis would put some time into those anims... the dogs could be so cool and technically they fit the military theme well...

 

in any case... great job man... gonna try to add it to a Ravage mission for that Fallout feel and its perfect for a Project Haleks keeps hinting at...

 

Have you thought of putting it into a menu and pulling it out of the action menu...

the bis number menu is perfect for that ... i dug into the code a bit and it would be a fairly easy transition i think

you can use CBA keybinding to call the menu. in any case... i may poke around with that a bit if you don't mind.. 

i use it in a couple of personal mods...

 

but again ... awesome work... 

Thanks much.  I hate the action menu myself, so any help in that regard would be welcome.  If I saw a functioning example of the number menu you mention I would convert it.  Any headstart I could get on that would be a great help.  I'm unfamiliar with "bis number menu"...will google it.

 

I'm trying to improve the AI firing on the dogs (I attach hidden target objects to the dogs), so I was testing in the sample mission at the end.  And had some intense moments when all the dogs turn on the player.  I think dog pack attacks are going to work really well for survival type missions like you say.

 

And I too wish we had better animations to choose from.  They buried barking in the long Stop and Idle animations, so you can't isolate the particular barking/biting anim when you want it.

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you can see it in the top left here

 

20161029170522_1_zpss3zsyylm.jpg

 

Ill dig a bit and see if i can get a sample working and send it through to you...

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  On 11/2/2016 at 10:07 PM, cosmic10r said:

you can see it Ill dig a bit and see if i can get a sample working and send it through to you...

Looks cool.  Looking forward to the sample.

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  On 11/2/2016 at 10:10 PM, johnnyboy said:

Looks cool.  Looking forward to the sample.

 

 

Ill send you this one as well  ;)

 

20161103080119_1_zpsc4iyavo1.jpg

 

20161103080125_1_zpslu2gq2yj.jpg

 

the creation is working fine  but its still throwing an error on the getSpeakerLanguage... should work... maybe Im just tired lol

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  On 11/3/2016 at 3:06 PM, cosmic10r said:

 

 

Ill send you this one as well  ;)

 

 

the creation is working fine  but its still throwing an error on the getSpeakerLanguage... should work... maybe Im just tired lol

Looking forward to it.

 

You're not pointing that gun at Boomer are you?   :angry:   Anybody who shoots Boomer is off my christmas list!  :) 

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Another great script johnnyboy....Boomer would be proud! (he was a mighty fine looking beast btw.)

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i can confirm ... that at the time of the picture taken

 

I was providing 360 degree flea security to boomer and at no time was he in any danger.

Fleas will not be tolerated ....

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  On 11/3/2016 at 4:32 PM, Evil Organ said:

Another great script johnnyboy....Boomer would be proud! (he was a mighty fine looking beast btw.)

Thanks EO!  Boomer was truly the best trail buddy you could have.  Loved swimming, frizbee, hiking, mountain biking, and snow shoeing.  Smart, independent, loyal and fun.  And awesome defender of the yard (raccoons, possums, squirrels beware!).

 

  On 11/3/2016 at 4:36 PM, cosmic10r said:

i can confirm ... that at the time of the picture taken

 

I was providing 360 degree flea security to boomer and at no time was he in any danger.

Fleas will not be tolerated ....

OK I feel much better now.  I know Boomer would appreciate all flea-seeking projectiles you had to send down-range.

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