jgaz-uk 132 Posted October 16, 2020 Senoj, That started this week with the ArmA 3 update to 2.0 previously it was working fine. I have used the dogs in half a doz missions this year with out a problem. hope it can be fixed. Share this post Link to post Share on other sites
jgaz-uk 132 Posted October 20, 2020 (edited) Anyone know how to fix the problem? https://steamcommunity.com/sharedfiles/filedetails/?id=2259581893 Edited October 20, 2020 by jgaz-uk image Share this post Link to post Share on other sites
PatPgtips 24 Posted October 20, 2020 hi after i seen your post i quickly checked my missions out and my ai and dogs are still the right way up maybe you are running a mod that is causing the issue also try changing the ai soldier also i am using the patrol dog script as enemy ai and dog patrol it seems weird as im not having any issues i have the patrol and ferral script on 20 missions on 5 servers and all is fine i will quickly do a sample mission and send it to you so you can try and it will give you an idea how i setup ours on the servers ill get it to you asap Share this post Link to post Share on other sites
PatPgtips 24 Posted October 20, 2020 i have sent jgaz-uk a test mission file in pm try that out see if it helps give you an idea what to do but all working for me 1 1 Share this post Link to post Share on other sites
jgaz-uk 132 Posted October 21, 2020 Same problem its not the dogs that are upside down, but some of us are seeing a "Survivor" AI unit stuck upside down in the dog & moving around with it. This only started after the last Bis A3 update to 2.0, was fine before??? https://steamcommunity.com/sharedfiles/filedetails/?id=2259581893 Tested the mission you sent me, running all the usual addons & that worked fine just like previously! Tried a different mission with the Dogs in (without the Horses Addon in it) right after testing yours & still the same problem? Weird or what? https://steamcommunity.com/sharedfiles/filedetails/?id=2264093489 I'll un pbo your mission & try your scripting to see if that will fix it. Thanks for your time. Share this post Link to post Share on other sites
jgaz-uk 132 Posted October 21, 2020 YAY sorted it! I un pbo'd the example PatPgtips sent me & eventually found what as different & found a way to fix it. If you have the same problem, the visual bug, check the init script of each player or AI who has the dog script in the init, & change the true to false e.g. null = [this,"Alsatian_Random_F",1,false] execVM "vScripts\vDog\vDogPatrol.sqf"; (will fix the bug) If like me you see the bug then your dog handlers init script will read null = [this,"Alsatian_Random_F",1,true] execVM "vScripts\vDog\vDogPatrol.sqf"; just change the true to false & problem solved. The colour not needed, just used in this post. Dont know why the ArmA3 2.00 update caused this to happen? & not exactly sure what the true/false refers to? 1 Share this post Link to post Share on other sites
Soapbox0331 17 Posted October 22, 2020 7 hours ago, jgaz-uk said: YAY sorted it! I un pbo'd the example PatPgtips sent me & eventually found what as different & found a way to fix it. If you have the same problem, the visual bug, check the init script of each player or AI who has the dog script in the init, & change the true to false e.g. null = [this,"Alsatian_Random_F",1,false] execVM "vScripts\vDog\vDogPatrol.sqf"; (will fix the bug) If like me you see the bug then your dog handlers init script will read null = [this,"Alsatian_Random_F",1,true] execVM "vScripts\vDog\vDogPatrol.sqf"; just change the true to false & problem solved. The colour not needed, just used in this post. Dont know why the ArmA3 2.00 update caused this to happen? & not exactly sure what the true/false refers to? I had same issue, works now, thanks! Share this post Link to post Share on other sites
PatPgtips 24 Posted October 22, 2020 im glad you guys got it working i changed it to false as we run escape servers and i didnt want the enemy ai killing the patrol dogs before the playable units see them so it made the escape missions have some more options to change things up a bit realy good script and everyone does enjoy seeing them Share this post Link to post Share on other sites
Soapbox0331 17 Posted October 22, 2020 This is a new script for me and I have a question on use. I have the dog patrolling with OPFOR AI. When I try to come up behind the AI, the dog detects me, charges, growls , barks...all good. The AI keeps on walking. Is there a way to get the AI to react to the dogs "alert"? Share this post Link to post Share on other sites
jgaz-uk 132 Posted October 24, 2020 I hope LSValmont will take a look at the new bug, as the script had the dogs being able to be detected & shot by enemy AI by attaching an invisible unit, which now after update 2.0 can be seen! Any chance of taking a look at the problem sir? Share this post Link to post Share on other sites
jgaz-uk 132 Posted October 24, 2020 On 10/22/2020 at 3:01 PM, Soapbox0331 said: This is a new script for me and I have a question on use. I have the dog patrolling with OPFOR AI. When I try to come up behind the AI, the dog detects me, charges, growls , barks...all good. The AI keeps on walking. Is there a way to get the AI to react to the dogs "alert"? If the visible bug can be fixed & the "false" turned back to "true" AI should I think react, they did before. 1 Share this post Link to post Share on other sites
RL - AVE 21 Posted October 28, 2020 I'm trying your fix aswell @jgaz-uk https://imgur.com/a/anlHRPm Share this post Link to post Share on other sites
jgaz-uk 132 Posted October 29, 2020 Turning to false will get rid of visual bug but, then AI will not react to the dog which is a pity. Just have to hope LSValmont will find a way to fix the bug. Share this post Link to post Share on other sites
jgaz-uk 132 Posted November 7, 2020 Just discovered with "false" set not only will the AI not react to the dog, but in Coop Multplayer the dog wont attack enemy, just follows the dog handler around..... Share this post Link to post Share on other sites
jgaz-uk 132 Posted December 10, 2020 LSValmont Any chance of taking a look at the problem? Would really like to get this back to how it was before the last Bis ArmA 2.00 update please please.🙏 Share this post Link to post Share on other sites
Melody_Mike 130 Posted December 10, 2020 I think I've narrowed it down to something in line 241 of vDogPatrol.sqf, where _virtualTarget is defined. Unfortunately the BI changelog for 2.00 gives no hints, because they don't mention any changes in how AI or setObjectTexture works. @LSValmont Any tips, sir? As much as I like Salvador Dali, it the visual bug shown by jgaz-uk in his October 20 post really does kill the script >=(. Share this post Link to post Share on other sites
johnnyboy 3789 Posted December 10, 2020 Hi guys. I think LSValmont is busy with fatherhood, so we can't blame him for not jumping on this! 🙂 But I think I solved it. In both of these scripts: vDogPatrol.sqf and vDogFeral.sqf, comment out the line shown below, and add the next two lines: //_virtualTarget setObjectTextureGlobal [0,""]; _y=0; {_virtualTarget setobjecttexture [_y,""];_y=_y+1} foreach getObjectTextures _virtualTarget; I think the ARMA upgrade must have added more textures to the units, so just replacing the first texture no longer made the unit invisible. The code above replaces all textures, so the upside down target unit is invisible. Try it out. 7 1 Share this post Link to post Share on other sites
PatPgtips 24 Posted December 14, 2020 i have tried and tested the code changes you said above switching the code to true now the enemy ai and dog work properly the dog will attack and works well the only issue i found is once the dog owner enemy ai is dead the dogs will move but wont attack at all so its getting closer to working just a shame the dogs goto a passive state will move but wont attack once owner is dead thanks for the info though much appreciated 2 Share this post Link to post Share on other sites
LSValmont 789 Posted December 15, 2020 On 12/10/2020 at 6:15 PM, johnnyboy said: Hi guys. I think LSValmont is busy with fatherhood, so we can't blame him for not jumping on this! 🙂 But I think I solved it. In both of these scripts: vDogPatrol.sqf and vDogFeral.sqf, comment out the line shown below, and add the next two lines: //_virtualTarget setObjectTextureGlobal [0,""]; _y=0; {_virtualTarget setobjecttexture [_y,""];_y=_y+1} foreach getObjectTextures _virtualTarget; I think the ARMA upgrade must have added more textures to the units, so just replacing the first texture no longer made the unit invisible. The code above replaces all textures, so the upside down target unit is invisible. Try it out. Thank you @johnnyboy! As always you are correct... both fatherhood and work have taken a toll on my scripting time but I will be more active here in January. I will update the script with your improvements and any other suggestion you guys have. PS: I can make the dogs focus on the killer of their owner. Right now they go passive as an optimization and also because they are grieving =p 3 Share this post Link to post Share on other sites
johnnyboy 3789 Posted December 15, 2020 4 hours ago, LSValmont said: Thank you @johnnyboy! As always you are correct... both fatherhood and work have taken a toll on my scripting time but I will be more active here in January. Glad to help. Congrats on fatherhood by the way! 4 hours ago, LSValmont said: PS: I can make the dogs focus on the killer of their owner. Right now they go passive as an optimization and also because they are grieving =p In one of the last updates to JBOY Dog I had AI Controlled dogs switch to next AI in group if owner killed. If last AI in owner group killed, maybe switching them to feral would be easiest. 2 1 Share this post Link to post Share on other sites
jgaz-uk 132 Posted December 30, 2020 Thanks Guys for looking it this! The dog would be grieving 😪 Happy new year. 2 Share this post Link to post Share on other sites
jgaz-uk 132 Posted January 2, 2021 Sadly the fix works if you host it your self, but on a Dedicated Server still have the same problem of the upside down body attached https://steamcommunity.com/sharedfiles/filedetails/?id=2346993071 I tried changing the line to setobjecttextureGlobal but that stopped it working completely 😞 Only solution at moment is to do the..... "null = [this,"Alsatian_Random_F",1,false] execVM "vScripts\vDog\vDogPatrol.sqf"; (will fix the bug)"....... again which looks OK but the AI dont react..... until the scripting genius's can find a solution 🙏 4 Share this post Link to post Share on other sites
jgaz-uk 132 Posted January 13, 2021 Any chance of a fix for Dedicated servers? or how to make the existing fix "Global" ? Share this post Link to post Share on other sites
LSValmont 789 Posted January 21, 2021 On 1/13/2021 at 12:03 PM, jgaz-uk said: Any chance of a fix for Dedicated servers? or how to make the existing fix "Global" ? Can you try this Beta of version 2.0. Quite a few things have changed so read the readme perhaps. https://drive.google.com/file/d/142RTSWBJT74fy22Q3KfB95vzYncHkGtZ/view?usp=sharing Let me know how it fairs in MP! 1 Share this post Link to post Share on other sites
Melody_Mike 130 Posted January 23, 2021 Glad to hear from you sir. It took me a while (and several restarts on my dedicated) to realize that your uploaded folder doesn't have a mission file =]. So just added your old one. Also, could you perhaps upload the new readme documents as well? The ones in this folder are dated from 2020 (Changelog last modfiied as of 18/05/2020). This version seems to work fine in singleplayer and dedicated. Same visual bug as described by jgaz-uk when targeting by AI is enabled in the parameters. Will gladly help test out new builds. Have a good one! 1 Share this post Link to post Share on other sites