LSValmont 789 Posted April 12, 2019 vDog Patrol and vDog Feral Scripts by Valmont and Johnnyboy are long time requested scripts that allow mission makers to easily add MULTIPLAYER COMPATIBLE patrol and feral Dogs to their missions in Arma 3. vDog Scripts Main Features: - Easily add patrolling ai Dogs to allied, enemy or even playable Arma 3 units. - Easily add ai Feral Dogs who will roam a trigger area and viciously attack any unit who enters their territory. - Lightweight Scripts. (Your FPSs will thank you!). - Multiplayer Compatible! - Fully featured script also comes with sound effects. (Dog barks, growls, cries etc). - Since version 1.3 the scripts also support the ACE 3 damage model! - Even thou the scripts were made with Multiplayer and Performance in mind they work in SINGLE PLAYER just as well. - Since version 1.5 the Dogs will no longer target enemies though walls or objects! (This is a game changer!) - Since version 1.6 Patrol Dogs can be controlled by the player by assigning the dog to different TEAM COLORS! Dogs on TEAM RED will attack enemies at will. Dogs on TEAM GREEN will stay on their position. Dogs on any other TEAM COLOR will follow their owner without engaging enemies. - Since version 1.7: - The Dogs can now be targeted and shot by REGULAR Ai UNITS (This is a first for Arma 3 in the Multiplayer Department!). It can be enabled or disabled when the scripts are EXEC. (Enabled by default) - You can now command the Dogs to "ATTACK" or "STAY" via the Arma 3 RADIO MENU (0-0). - The Dogs now feature new sounds and wounded textures courtesy of @johnnyboy! - You can now heal your wounded Patrol Dogs! (Only one dog per player, but you can add more than one to Ai units in your squad for example) - Charging dogs can now cause nearby Enemy Ai units to flee in terror! - Extensive rewrite of the whole script package, now with AGENT DOGS, to accommodate the massive new features introduced in version 1.8 while performing even better than before. Requirements: - CBA Community Based addons. (Dependency removed in the latest version but CBA is still suggested just in case). - Basic Mission Editing knowledge. (For adding the commands to the unit's init and/or the triggers). DOWNLOAD: Demo Mission version 1.9 DOWNLOAD Link (Google drive): https://drive.google.com/open?id=1UbL4IuPZx8eMkg3QvzBteqZYaouLgLnj Updates/Changelogs: Spoiler vDog Multiplayer Dogs scripts by Valmont and Johnnyboy VERSION 1.9 "BEWARE OF DOG" Released: Release Highlights: - Dogs will now correctly chase targets that are running backwards (Negative Speeds). - Fixed some instances where Dogs would stop chasing targets without reason. - Patrol Dogs are now less likely to get in the way of their owners. (Will walk on the side now). - Fixed some instances of players not getting the option to heal their dog. - Feral Dogs will now react faster and longer to invasions on their territory. - Replaced several instances of "if () then {}" with "switch (true) do {}" to optimize several functions. - Replaced "BIS_fnc_dirTo" with the engine "getDir" solution. (Results in less resources being used) - Added visual pain effect for when players are bitten complementing the bite sound and the pain sounds. - Fixed dog bite sound effect not playing on some instances. - Made several Dog sounds slightly louder to better alert players of their presence. - Updated the trigger on the demo mission to show mission makers how to make Feral dogs respawn (You add several Triggers that activate at different times). PS: All these fixes and improvements ended up making the Dogs far more effective than before! So Beware of Dog! vDog Patrol and vDog Feral Scripts version 1.8 "FASTEST DOGS IN ARMA 3" RELEASED! (05/06/20) - MAIN FEATURE: JBOY Animal Move (faster animals) incorporated into the vDog scripts! Special thanks to @johnnyboy for making yet another update possible! Spoiler A final extensive script rewrite to accommodate the JBOY Runner Agents with the following changelog highlights: 1) Dogs are now up to three times faster than before! 2) Dogs will now most definitively not go through walls and obstacles in most circumstances other than when getting unstuck from objects. 3) Now the movements of the Dogs, specially the Feral Dogs, are more erratic and evasive, making it harder to kill them. 4) Patrol Dogs' attack distance increased ~25% to accommodate for their faster speeds. 5) There is a small chance now for the Dogs, specially Feral Dogs, to make their targets drop some equipment when attacked! 6) Added yet another 4 more sounds to the Dogs including new calm dogs sounds for when no action is happening. 7) The performance impact of these new features are minimal. 8.) Fixed the "Heal Dog" not being removed from players once their dog was dead. 9) Prevented the spamming of dog sounds (Now each dog can only play one sound every 5 seconds). 10) Added a check so that Dogs don't move into water so easily. 11) Fixed Dog orders sound spam! Note: Unless there are bugs to fix, this script is considered FEATURE COMPLETE and will not be updated unless necessary. I would like to thank everyone involved in the project from the testers to the Arma 3 gurus and kind souls who helped along the way. 1.8B (HOTFIX): Changelog: - Fixed two sound class errors: dogGrowl4 and dogGrowl. (Both reported by PatPgtips on Armaholic.com so thank you PatPgtips!) - Corrected the Feral Dogs's TRIGGER ACTIVATION code so that there are no "Type Array, Expectec String" errors. (Thank you @mrakos2005). PS: Use this in the TRIGGER ACTIVATION now: null = [getPos thisTrigger,((triggerArea thisTrigger) select 0), "Fin_random_F", 3, true] execVM "vScripts\vDog\vDogFeral.sqf"; - Patrol Dogs are now faster to react and will reveal targets to their owner so they are far more dangerous and useful than before! (Fear the Patrol Dogs!) - Dogs will now take slightly more punishment before going down. - Additional small optimizations! vDog Patrol and vDog Feral Scripts version 1.7 "THE JOHNNYBOY UPDATE" RELEASED! (04/30/20) Release highlights/Changelog: - Extensive rewrite of the whole script package to accommodate the massive new features introduced in version 1.7 while performing even better than before. - Dog Ai UNITS were replaced effectively by AGENT units. The effect was an astoundingly increase of performance while loosing no functionally whatsoever. (Also freed up mission Groups in the process). - The Dogs can now be targeted and shot by REGULAR Ai UNITS (This is a first for Arma 3 in the Multiplayer Department!). It can be enabled or disabled when the scripts are EXEC. (Enabled by default) - You can now command the Dogs to "ATTACK" or "STAY" via the Arma 3 RADIO MENU (0-0). - The Dogs now feature new sounds and wounded textures courtesy of @johnnyboy! - You can now heal your wounded Dog Patrol Dogs! (Only one dog per player, but you can add more than one to Ai units in your squad for example) - Charging dogs can now cause nearby Enemy Ai units to flee in terror! - Updated the DEMO mission to showcase the new features better. - Fixed all the bugs and issues reported by the community. vDog Patrol and vDog Feral Scripts version 1.6 "PLAYER CONTROLED DOGS" RELEASED! (04/27/20) Release highlights/Changelog: - Players can now control their patrol dog by assigning them to different TEAM COLORS! Dogs on TEAM RED will attack enemies at will. Dogs on TEAM GREEN will stay on their position. Dogs on any other TEAM COLOR will follow their owner without engaging enemies. Special Thanks to @johnnyboy for the suggestion of giving players more control over their pets 😃 - Dogs can now potentially resist small firearms shots, specially the FERAL ones. - Feral Dogs now play different sounds compared to regular Patrol Dogs. - Dogs now have footstep sounds and are specially audible when they are running or sprinting. - Several new death sounds for the Dogs. - Human Victims will no longer play the same scream over and over again when attacked by the dogs. (More than 30 sounds can now be played when attacked by a dog) - Fixed unintended mission dependencies (Thank you @Melody_Mike) vDog Patrol and vDog Feral Scripts version 1.5 "NO MORE GHOST DOGS" RELEASED! (04/24/20) Release highlights/Changelog: 1.5: - General Optimization: Dogs will only work if there are players near and if the server FPS is greater than 15. - Dogs will no longer attack enemies they cannot see! (This is a game changer!) - Greatly reduced the chance of dogs going through walls and objects! (No more Ghost Dogs!) - Dogs will no longer target enemies in vehicles. - Patrol Dogs will no longer target unarmed or INCAPACITATED enemies. - Patrol Dogs now work with Human Players too! - Feral Dogs will still attack unarmed or INCAPACITATED enemies! vDog Patrol and vDog Feral Scripts version 1.3b "FERAL DOGS" RELEASED! (04/24/19) Release highlights/Changelog: 1.3: - Now includes a brand new script that adds Multiplayer Compatible FERAL DOGS! to your missions by using just a trigger! (MORE DETAILS BELOW). These wild dogs roam their territory (trigger Area) in packs and viciously attack anyone who invades their space but will not pursue targets outside of this area. - Both the vDog Patrol and vDog Feral have a new damage model. Now the damage adds up the more the dogs bite a particular target. (Previously the damage was flat meaning that the dogs could never kill their target). - Added ACE 3 support! (The script will now defect if you are using ACE 3 and apply the correct damage commands that work with ACE MEDICAL). - Final tweaks to sounds volume/distance ratios. (Now dogs can be heard over longer distances). 1.3B (HotFix): - Updated the Dogs attack distance so they don't reach enemies who are high above the ground. - Updated and Improved the Demo Mission with both Patrol Dogs and Feral Dogs present and examples with Patrol Dogs on Player, on Ai enemy and Feral Dogs Guarding a tower as their territory by using a trigger. - Updated Readme Files to show latest changes. vDog Patrol Script version 1.2 "WINTER IS HERE" RELEASED! (04/14/19) Release highlights/Changelog: - Removed the CBA Community Based addons dependency! (Still recommended thou just in case!) - Improved sounds volume/distance ratios. (Now uses remoteExec Say3d). - (Optimization) The script now stops if the Owner of the Dog does not have simulations enabled (enableSimulation false;). This makes the script much lighter when combined with good dynamic simulation values. - The dogs will now disengage targets if they get 120 mtrs away from them or their owners. (Previously the dogs would never stop chasing a target once it was selected and until it was dead.) - The script has a random delay so it does not get loaded while all the other mission scripts are being loaded. (Dogs take up to a minute to be fully loaded into your mission session to prevent potential stutters.) vDog Patrol Details: Spoiler vDog Patrol Script Usage: Step 1: Download the vDog Patrol Demo Mission and open it with 7zip. Step 2: Move the scripts and sounds folders found inside the vDogPatrolv17.VR folder to your mission folder. Step 3: Update your mission's description.ext file to include the contents of the DEMO MISSION's description.ext file or just move the file if you don't have it. Step 4:In the Eden Editor, on a unit's Init field add: null = [this,"Alsatian_Random_F",1,true] execVM "vScripts\vDog\vDogPatrol.sqf"; So in this example: "this" (is the name of the Unit who will get the patrol Dog companion AKA owner)."Alsatian_Random_F" is the kind of Dog that will be used. The script accepts two inputs right now: Alsatian_Random_F and Fin_random_F."1" is the number of Dogs to be added under that unit's command. (Can be more than one but it is not suggested)."true" is whether can the Dogs be attacked by other ai units. Can be set to "false". vDog Patrol Notes: - Patrol dogs can be added to both Player Units or Ai Units iwith this MP compatible light weight script. The dogs behave mostly like well trained dogs and can be commanded to "STAY", or "ATTACK" via the RADIO MENU by pressing cero two times (0-0). - Patrol dogs cannot kill enemy units but will disable them for a few seconds and will damage their legs. They are more like a detection tool rather than killing machines. - The dogs initially bark and point (reveal) the closest enemy in a 100 meters radius. If the enemy unit gets closer than 75 meters the Dog will then start running towards its prey and then sprint. A vicious attack on the victim follows. - The dog will only stop chasing selected targets if the enemy unit gets 120 mtrs away from the dog/dog owner or if its owner is dead. So if you want your dog to return to you or stop attacking get 120 mtrs away from the enemy. - Patrol Dogs can be attacked by the Arma 3 Ai if the feature is enabled. (Default Enabled). - If a dog owner gets very far away from the Dog the Dog will teleport back to its owner only if he is not inside a vehicle. This also simulates the dog getting in the vehicle with its owner. vDog Feral Details: Spoiler vDogFeral.sqf notes and differences with vDogPatrol.sqf: - Feral dogs do not require a unit to work like the patrol Dogs, just a trigger created via Editor or via Script. - The Area of the trigger will be the Feral Dogs's Territory. - You can set the trigger activation to any condition. Set condition to True to spawn the feral dogs on mission start. - The dogs initially bark and point (reveal) their closest target. If the target unit gets closer the Dogs will then start running towards their prey and then sprint. A vicious attack on the victim follows. - Unlike the patrol Dogs (that are trained to disarm and attack the legs of their targets) these FERAL Dogs do full damage to their victims and will kill anyone with 6 to 8 bites. vDogFeral.sqf Usage: Step 1: Follow the scripts sounds and description.ext installation steps found in the vDogPatrol README. Step 2: In the Eden Editor, on a trigger's on ACTIVATION field add: null = [getPos thisTrigger,triggerArea thisTrigger, "Fin_random_F", 3,true] execVM "vScripts\vDog\vDogFeral.sqf"; So in this example: "getPos thisTrigger" is the spawning position for the feral dogs. "getPos thisTrigger" is the size of the dogs territory. (Can be numbers too, like 300, 600 etc). "Fin_random_F" is the type of dog model to use. (Can also be "Alsatian_Random_F") "3" is the number of Feral Dogs to be added inside the trigger area. "true" is whether can the Dogs be attacked by other ai units. Can be set to "false". Special Thanks and Credits: Spoiler This Script would not have been possible without the awesome and kind help of johnnyboy. For single player missions I recommend everyone to check out johnnyboy's JBOY Dog script. It is light years ahead of anything else in terms of more complex features. (Link below). Adapted from the amazing work of Monovdd / Carlos A. Arango S. and Team Condor. http://www.armaholic.com/page.php?id=15304 Known Limitations: Spoiler - Only one Dog per player. (Ai units can have more than one) Please don't hesitate to post any questions, suggestions, bugs and testing reports. Enjoy. 11 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 12, 2019 Very nice ! Thank you very much LSValmont and congratulations for the release ! 1 Share this post Link to post Share on other sites
LSValmont 789 Posted April 12, 2019 I am just following your footsteps Dear George! Still left like 200 scripts just to break even with you! 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 12, 2019 I would suggest to make an announcement here as well : Thanks LSValmont ! + keep it up ! 1 Share this post Link to post Share on other sites
LSValmont 789 Posted April 12, 2019 1 hour ago, GEORGE FLOROS GR said: I would suggest to make an announcement here as well : Thanks LSValmont ! + keep it up ! Done! Thanks for the heads up! 1 Share this post Link to post Share on other sites
LSValmont 789 Posted April 14, 2019 vDog Patrol Script version 1.2 "WINTER IS HERE" RELEASED! Release highlights: - Removed the CBA Community Based addons dependency! (Still recommended thou just in case!) - Improved sounds volume/distance ratios. (Now uses remoteExec Say3d). - (Optimization) The script now stops if the Owner of the Dog does not have simulations enabled (enableSimulation false;). This makes the script much lighter when combined with good dynamic simulation values. - The dogs will now disengage targets if they get 120 mtrs away from them or their owners. (Previously the dogs would never stop chasing a target once it was selected and until it was dead.) - The script has a random delay so it does not get loaded while all the other mission scripts are being loaded. (Dogs take up to a minute to be fully loaded into your mission session to prevent potential stutters.) DOWNLOAD LINK: https://drive.google.com/open?id=12vnoCKFjBndIdRrSYo4WSXb8H4WlAtJr 2 Share this post Link to post Share on other sites
JohnKalo 657 Posted April 15, 2019 Seems nice ^^ Might even include it in one of my missions too.. 2 Share this post Link to post Share on other sites
LSValmont 789 Posted April 15, 2019 Armaholic download link is up! http://www.armaholic.com/page.php?id=35026 Special thanks to the Armaholic staff for hosting it! Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted April 18, 2019 This is awesome LSValmont ! Really nice work. I am having fun with it. Does anyone know how I can turn the damage into ACE3 damage. We use the ace3 medical system but when the dog bites, we don't show damage in ACE. Sorry random question just would love to integrate these dogs into our upcoming mission. 1 Share this post Link to post Share on other sites
LSValmont 789 Posted April 19, 2019 I don't know how ACE3 damage works but the dogs currently only do LEG damage by using the following commands: _rdmBiteDamage = selectRandom [0.5,0.6]; _closestHuman setHitPointDamage ["hitLegs", _rdmBiteDamage]; That way the dog always cripples the target but never kills it. If that does not work with ACE3 you could try the most basic command so: Replace these lines: _rdmBiteDamage = selectRandom [0.5,0.6]; _closestHuman setHitPointDamage ["hitLegs", _rdmBiteDamage]; With these: _humanDmgCheck = damage _closestHuman; _biteDamage = _humanDmgCheck + 0.3; _closestHuman setDamage _biteDamage; Let me know if that works for you (and ACE3). Share this post Link to post Share on other sites
RL - AVE 21 Posted April 20, 2019 5 hours ago, LSValmont said: Let me know if that works for you (and ACE3). Also running ACE Adv Med. No, it throws an error missing a ) Share this post Link to post Share on other sites
LSValmont 789 Posted April 20, 2019 1 hour ago, RL - AVE said: Also running ACE Adv Med. No, it throws an error missing a ) Try this then: Replace these lines: _rdmBiteDamage = selectRandom [0.5,0.6]; _closestHuman setHitPointDamage ["hitLegs", _rdmBiteDamage]; With these: _humanDmgCheck = damage _closestHuman; _biteDamage = _humanDmgCheck + 0.3; _closestHuman setDamage _biteDamage; Please let me know if it works now. Share this post Link to post Share on other sites
RL - AVE 21 Posted April 20, 2019 _closestHuman setDamage _biteDamage;I#I [_closestHuman, "dogVictim"] remo...' Error Invalid number in expression line 273 Share this post Link to post Share on other sites
LSValmont 789 Posted April 20, 2019 11 minutes ago, RL - AVE said: _closestHuman setDamage _biteDamage;I#I [_closestHuman, "dogVictim"] remo...' Error Invalid number in expression line 273 Ok final attempt: Replace these lines (Original Script): _rdmBiteDamage = selectRandom [0.5,0.6]; _closestHuman setHitPointDamage ["hitLegs", _rdmBiteDamage]; Or these new lines: _humanDmgCheck = damage _closestHuman; _biteDamage = _humanDmgCheck + 0.3; _closestHuman setDamage _biteDamage; With This: [_closestHuman, 0.6, "leg_r", "bullet"] call ace_medical_fnc_addDamageToUnit; 1 Share this post Link to post Share on other sites
RL - AVE 21 Posted April 20, 2019 5 minutes ago, LSValmont said: [_closestHuman, 0.6, "leg_r", "bullet"] call ace_medical_fnc_addDamageToUnit; vDog Patrol Multiplayer Script is with this change now ACE compatible! 1 Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted April 20, 2019 Oh awesome thanks so much !!! 1 Share this post Link to post Share on other sites
LSValmont 789 Posted April 23, 2019 vDog Patrol and vDog Feral Scripts version 1.3 "FERAL DOGS" RELEASED! Release highlights/Changelog: - Now includes a brand new script that adds Multiplayer Compatible FERAL DOGS! to your missions by using just a trigger! (MORE DETAILS BELOW). These wild dogs roam their territory (trigger Area) in packs and viciously attack anyone who invades their space but will not pursue targets outside of this area. - Both the vDog Patrol and vDog Feral have a new damage model. Now the damage adds up the more the dogs bite a particular target. (Previously the damage was flat meaning that the dogs could never kill their target). - Added ACE 3 support! (The script will now defect if you are using ACE 3 and apply the correct damage commands that work with ACE MEDICAL). - Final tweaks to sounds volume/distance ratios. (Now dogs can be heard over longer distances). DOWNLOAD: Demo Mission version 1.3 DOWNLOAD Link (Google drive): https://drive.google.com/open?id=1T75uuzKGmTn29dWxYvtIEaNPxItY6Rb2 Demo Mission version 1.3 DOWNLOAD Link (Armaholic) http://www.armaholic.com/page.php?id=35026 vDog Feral Details: Spoiler vDogFeral.sqf details and differences with the vDogPatrol.sqf: - Feral dogs do not require a unit to work like the patrol Dogs, just a trigger created via Editor or via Script. - The Area of the trigger will be the Feral Dogs's Territory. - You can set the trigger activation to any condition. Set condition to True to spawn the feral dogs on mission start. - The dogs initially bark and point (reveal) their closest target. If the target unit gets closer the Dogs will then start running towards their prey and then sprint. A vicious attack on the victim follows. - Unlike the patrol Dogs (that are trained to disarm and attack the legs of their targets) these FERAL Dogs do full damage to their victims and will kill anyone with 6 to 8 bites. vDogFeral.sqf Usage: In the Eden Editor, on a trigger's on ACTIVATION field add: null = [thisTrigger,3] execVM "scripts\vDogFeral.sqf"; So in this example: 3 is the number of Feral Dogs to be added inside the trigger area. 2 Share this post Link to post Share on other sites
LSValmont 789 Posted April 24, 2019 On 4/23/2019 at 9:26 AM, LSValmont said: vDog Patrol Script version 1.3 "FERAL DOGS" RELEASED! 1.3B (HotFix) RELEASED: - Updated the Dogs attack distance so they don't reach enemies who are high above the ground. - Updated and Improved the Demo Mission with both Patrol Dogs and Feral Dogs present and examples with Patrol Dogs on Player, on Ai enemy and Feral Dogs Guarding a tower as their territory by using a trigger. - Updated Readme Files to show the latest changes. 1.3B Demo Mission DOWNLOAD LINK (Google Drive): https://drive.google.com/open?id=1AJ0NYIAVklLT1jBwq4x4d47EoKiiFaUs 1.3B Demo Mission DOWNLOAD LINK (Armaholic): http://www.armaholic.com/page.php?id=35026 2 Share this post Link to post Share on other sites
Vandeanson 1677 Posted April 24, 2019 Hiho, Something i noticed when using the original jbdog scripts is, that patrol or guard dogs would start to run in circles once its doghandler AI is killed,I assume because the dog gets stuck in a loop waiting for new commands. I have not been able to test your version yet or to properly read through all the posts/info, but have you considered this/come across this? We would need to add an exit condition that checks if the AI handler is dead, i assume. Cheers Vd 1 Share this post Link to post Share on other sites
LSValmont 789 Posted April 24, 2019 27 minutes ago, Vandeanson said: Hiho, Something i noticed when using the original jbdog scripts is, that patrol or guard dogs would start to run in circles once its doghandler AI is killed,I assume because the dog gets stuck in a loop waiting for new commands. I have not been able to test your version yet or to properly read through all the posts/info, but have you considered this/come across this? We would need to add an exit condition that checks if the AI handler is dead, i assume. Cheers Vd That is correct Vandeanson, the vDog Patrol script only runs under 2 conditions: The Ai handler is alive and the handler unit has its simulations enabled. If players are far away and the handler has its simulations disabled then the dog script is put on hold. If the handler is dead then the script tells the dog to play an idle animation and then exits. The dog now is like any regular ambient dog and will consume next to no resources. Here are the code snipes that deal with that: waitUntil {Sleep (2 + (random 2)); simulationEnabled _dogOwner && alive _dogOwner}; while {alive _dog} do { if (simulationEnabled _dogOwner) then { if (alive _dog && !alive _dogOwner) exitWith {_dog playMove "Dog_Idle_Stop";}; if (!alive _dog) exitWith { _dogGrpSideLogic = createGroup sideLogic; _deadDogLogic = _dogGrpSideLogic createUnit ["logic", getPos _dog, [], 0, "none"]; [_deadDogLogic, "dogCry"] remoteExec ["say3D"]; sleep 5; deleteVehicle _deadDogLogic; }; if (alive _dogOwner && !(simulationEnabled _dogOwner)) then {[_dog, false] remoteExec ["enableSimulationGlobal",2]; sleep (10 + (random 10));} else {[_dog, true] remoteExec ["enableSimulationGlobal",2];}; Another thing to consider is that because this is a MULTIPLAYER focused script I had to put several and often random sleeps so the vDogs will never be as responsive as the JBOY Dogs. That only means that in order to maximize optimization I had to make some concessions. The vDogs therefore do not react instantly to their ai/player handler's actions nor to their targets actions but it is still (or even more) realistic than dogs instantly picking up targets or reacting to their owners actions in a second. They do what they are intended to do (alert its owner of enemy presence) quite well even if their attacks and speed are not as deadly as JBoys. 1 Share this post Link to post Share on other sites
Vandeanson 1677 Posted April 24, 2019 Aaaaawe ... ... ... ... Wait for it.. ... ... Some! 1 Share this post Link to post Share on other sites
johnnyboy 3793 Posted April 24, 2019 8 hours ago, Vandeanson said: Something i noticed when using the original jbdog scripts is, that patrol or guard dogs would start to run in circles once its doghandler AI is killed,I assume because the dog gets stuck in a loop waiting for new commands. I never thought of that. That behaviour was intended for player controlled dog so that when player killed, dog circles dead player and mourns him (which is ok for SP). I *think* for AI controlled dogs, if handler is killed, control of dog goes to next alive AI in same group. If no more alive AI, then dog may go in circles again. When no AI handlers alive in group, I should probably change the code so dog becomes feral or he joins next nearest AI of same side, or he runs away and is deleted when not near a player. On 4/12/2019 at 1:20 PM, LSValmont said: vDog Patrol and vDog Feral Scripts by Valmont are long time requested scripts that allows mission makers to easily add MULTIPLAYER COMPATIBLE patrol and feral Dogs to their missions in Arma 3. Good job LSValmont! The fact is, I will probably never get around to making JBOY Dog MP compatible, so you are filling a real need. Thanks. 1 1 Share this post Link to post Share on other sites
LSValmont 789 Posted April 24, 2019 1 hour ago, johnnyboy said: Good job LSValmont! The fact is, I will probably never get around to making JBOY Dog MP compatible, so you are filling a real need. Thanks. Thank you johnny, that compliment is a real honor specially coming from the father of all Arma 3 Dogs. 😄 Technically you filled the need for a Dog companion in Arma 3 first... and we all know BI didn't make it easy for you... To be honest I was about to give up on it until you came up with amazing ideas to make it work. I make all my missions MP since all my family plays on a LAN so I really needed these scripts too. 😊 Believe it or not but Arma 2 had much better animal behavior than Arma 3. If Arma 2 was 64 bit I would be playing that... 2 Share this post Link to post Share on other sites
jgaz-uk 132 Posted May 8, 2019 Excellent work sir! love it thanks. been looking at this a while. One possible hitch, the damage to player by dog worked fine when hosting, but on a Dedicated server the dog attack & sound effects worked OK, but player did not get injured? may be a dedicated server problem. 1 Share this post Link to post Share on other sites
LSValmont 789 Posted May 8, 2019 1 hour ago, jgaz-uk said: Excellent work sir! love it thanks. been looking at this a while. One possible hitch, the damage to player by dog worked fine when hosting, but on a Dedicated server the dog attack & sound effects worked OK, but player did not get injured? may be a dedicated server problem. I am glad you are enjoying the vDogs scripts! Was your issue with the Patrol Dogs or the Feral Dogs? Because Patrol Dogs cannot kill players only hurt their legs. Are the enemies falling unconscious or not even that? Share this post Link to post Share on other sites