scottb613 284 Posted October 20 1 hour ago, Hans(z) said: If the mission starts with AI team in squad, SOG AI automatically add some new equipment to their inventory: toepoppers, mines, grenades, etc. I would like to turn off this action, because I want my team to have exactly the same equipment as in mission briefing. In TFF2 you can play consecutively several missions. Missions are chained, so team's status and equipment should transfer inbetween the missions. => IMHO team shouldn't get mines/grenades refill every SOG AI initialization, because they are behing enemy lines without any means of resupply. Hi Folks, Yeah - concur - if you take the time to equip all your own units - it would be better if SOG_AI didn't add equipment - - - on the SOG_AI generated teams - it's very helpful to have everything preloaded. Regards, Scott Share this post Link to post Share on other sites
johnnyboy 3789 Posted October 20 It's simple for me to add a cba parameter for adding the extra grenades and mines, so I will do that. The original intent of the extra mines and ammo was to make initial assaults or break contact as brutal as possible, with aggressive nade usage. Plus the actual SOG teams did carry maximum ammo and explosives and very little else. 2 Share this post Link to post Share on other sites
scottb613 284 Posted October 22 Hi Folks, OK - I took a little time to throw together a proper demonstration of how I use SOG_AI with Voice Attack. Honestly - I don't know how anyone can use SP ArmA without some type of Voice Control/Macro Program. NOTE: This was recorded on my old PC (Sandy Bridge) with a poor video card - I had to slow the VA timings way down to make it work. Old PC recording the video. All my Voice Calls can be assigned to any Keyboard/Joystick if you don’t like using voice recognition. Production SOG_AI - not the new one JB has been showcasing - with many vanilla commands mixed in. As of yet - you can’t order independent actions via team or unit - JB stated it should be fixed in new version. Vanilla version of Scout or Point Man. Point Man is far more responsive in jungle due to Vanilla Stealth Mode always seeking - cover to cover moves. He currently accepts command to - follow player - take point - move up - flank left - flank right - halt - prone - fall back - return to formation. There is a chirp confirmation, so you know when the command is finished executing - and an error buzz when something isn't setup correctly. If only ArmA had a faster user interface - it's pretty slow and cumbersome - hence the need of macros. Since the Point Man is still part of the players formation - once ordered into position - he will stay in that relative position - regardless of direction changes or starts/stops - without any further commands. The Patrol Formation I’m using spreads out the players squad in what seems to me - to be a realistic manner. I had to repeat “Scout with Me” in the video - because I didn’t give the previous command time to complete. This is the only time I use the player external view. I used an xBox controller to smooth out all the movements while recording - so you don’t get motion sickness. Regards, Scott 1 Share this post Link to post Share on other sites
johnnyboy 3789 Posted October 22 @scottb16 That is super cool. All the command combos you can macro together into Voice Attack make it simple to use and quite powerful. A few questions and observations: Scout ranging ahead via vanilla Advance looks very natural. Scout's forward vanilla distance from player worries me for Nam dense jungle. Seems risky to be that far from the team. Has that been a problem where you can't see him, he gets downed, and then your other AI is endangered by moving to rescue him? This affects how I want my SOG AI point man to work... Split was simply sending red and green team to 2 calculated destinations, right? Was that based on where player looking, and then choosing spots to left and right of that? Or hardcoded positions relative to player? Thanks for the idea. I want to add that to my mod. Same question on Defend. Is the utility of this a quick way to form a line defense similar to my lay dog? What actions occur on Clear Building command? Do you get nade type display on every throw? I can see how the teams mag inventory status can be useful. I think this is a great demo. Can I share the video link on PF and Arma discord, along with your VA SCO profile? The PF community relations guy Tanner would probably promote it also. Edit: I'd love to see another video of your squad control in combat sometime... 1 Share this post Link to post Share on other sites
scottb613 284 Posted October 22 3 hours ago, johnnyboy said: @scottb16 That is super cool. All the command combos you can macro together into Voice Attack make it simple to use and quite powerful. A few questions and observations: Scout ranging ahead via vanilla Advance looks very natural. ### Yeah - as mentioned it's far more responsive in the jungle - I don't typically play huge open fields. I'm pretty happy with it. It seems that the positions picked by the Point - are much further apart in open fields - and - the Point must make it to one of these positions before being permitted to follow the last given instruction. Scout's forward vanilla distance from player worries me for Nam dense jungle. Seems risky to be that far from the team. Has that been a problem where you can't see him, he gets downed, and then your other AI is endangered by moving to rescue him? This affects how I want my SOG AI point man to work... ### With my normal "patrol formation" being spread out it's easy to control the distance ahead by position in the formation - I find the second slot works very well in the jungle - if the Point crests a hill - I normally just halt him to keep watch - as the patrol continues to his location - then just issue a "Scout Continue" - when we arrive. My patrol is pretty spread out - position your Point a couple units back and he will be substantially closer. Having the AI call out the OPFOR was genius - as it puts the player on a more even footing with the enemy. Split was simply sending red and green team to 2 calculated destinations, right? Was that based on where player looking, and then choosing spots to left and right of that? Or hardcoded positions relative to player? Thanks for the idea. I want to add that to my mod. ### It's helpful but not ideal. I'm simply ordering team red to flank left - team green to flank right. What's not abundantly obvious - is the teams will not hold these positions as you move forward and back - it's like they are on a very large wheel rotating very slowly with respect to player motion - I want them to station hold relative to player - as it gives you two distinct sources of fire with substantial bearing separation - as you fight the enemy. As it is now - I typically order them out - then halt them for fighting - then pull them back in when I move. It could be better. If you work this - perhaps it would be more realistic to keep Team Red with the player and simply send Team Green flanking left or right? Same question on Defend. Is the utility of this a quick way to form a line defense similar to my lay dog? ### The "Squad Defend" is all you JB - it's simply a macro to run your SOG commands: SOG SILENCE Press T key and hold for 0.1 seconds and release Pause a variable number of seconds [_keyPause] Press 5 key and hold for 0.1 seconds and release Pause a variable number of seconds [_keyPause] SOG FORM LINE Press T key and hold for 0.1 seconds and release Pause a variable number of seconds [_keyPause] Press 7 key and hold for 0.1 seconds and release Pause a variable number of seconds [_keyPause] SOG MOVE Press T key and hold for 0.1 seconds and release Pause a variable number of seconds [_keyPause] Press 2 key and hold for 0.1 seconds and release Pause a variable number of seconds [_keyPause] Play sound, '{VA_SOUNDS}\confirmation_beep.wav' What actions occur on Clear Building command? ### Simply open the door and ACE throw a grenade. ACE OPEN DOOR Press Space key and hold for 0.1 seconds and release Pause 0.5 seconds ACE THROW GRENADE Press Left Shift+G keys and hold for 0.1 seconds and release Pause 0.5 seconds Click left mouse button [duration 0.1 seconds] Play sound, '{VA_SOUNDS}\confirmation_beep.wav' Do you get nade type display on every throw? ### It throws whatever is item set - same as just hitting the G key. I fumbled a bit in the video as I didn't want Willie Pete. I can see how the teams mag inventory status can be useful. ### I feel completely in the dark when I play missions that don't have my status screen - feel free to add to SOG_AI if you think it would be useful. I could mod it - if there is something you would prefer. Quote I think this is a great demo. Can I share the video link on PF and Arma discord, along with your VA SCO profile? The PF community relations guy Tanner would probably promote it also. Edit: I'd love to see another video of your squad control in combat sometime... ### Feel free to share as you see fit - I can't state it enough as to how appreciative of your efforts - I am. LOL - don't hold your breath - I made this video a dozen times and I still forgot features I wanted to demonstrate. Add combat to the mix - I'll be totally lost - my hat's off to ya - brah. Regards, Scott 1 Share this post Link to post Share on other sites
scottb613 284 Posted October 22 Hi JB, Oh - one more thought - I’m running two sets of commands - Vanilla and SOG_AI - if you truly have fixed the independent actions - I can probably simplify my profile. As you noted previously - your stances don’t stick - so we may need to keep Vanilla for that. If you could add your SOG “copy my stance” to the “T” menu it would be very helpful - as I feel that is the most important stance. Thanks for EVERYTHING. Regards, Scott 1 Share this post Link to post Share on other sites
johnnyboy 3789 Posted October 23 @scottb613 I posted a link to your video and voice attack profile on Discord. You will likely see more yt traffic and comments on there now. https://discord.com/channels/105462288051380224/828992561783635988/1298660056316776579 Edit: I've also added Copy My Stance to the T menu in my dev version. 1 Share this post Link to post Share on other sites
scottb613 284 Posted October 23 Hi JB, Hah - thanks - hopefully some find it helpful. I may have just broken the old link to my profile - as of a few minutes ago - you may just want to check to see if it still works. I just uploaded a new version based on lessons learned while making the video. Sorry. I won't update the link again - for a while. I changed the split formation - as discussed - it seems to work better. I also pulled out some local references I had for my machine - that would need to be changed. For those new to VA - if you click the button I circled below - it categorizes all the commands as shown below - makes for much easier reading. It also helps - if you do a couple of the speech recognition training sessions that are part of MS Windows - where you read a bunch of stuff and the speech engine learns your speech patterns. Regards, Scott Share this post Link to post Share on other sites
johnnyboy 3789 Posted October 23 Cool. I updated the profile link in discord to your latest. 1 Share this post Link to post Share on other sites
johnnyboy 3789 Posted October 29 Another teaser for next update. Should be out in about a week. 2 Share this post Link to post Share on other sites
scottb613 284 Posted October 29 On 10/20/2024 at 7:29 AM, Hans(z) said: If the mission starts with AI team in squad, SOG AI automatically add some new equipment to their inventory: toepoppers, mines, grenades, etc. I would like to turn off this action, because I want my team to have exactly the same equipment as in mission briefing. In TFF2 you can play consecutively several missions. Missions are chained, so team's status and equipment should transfer inbetween the missions. => IMHO team shouldn't get mines/grenades refill every SOG AI initialization, because they are behing enemy lines without any means of resupply. Hi Folks, I'll have to break out my tactical fishing rod... Regards, Scott 1 Share this post Link to post Share on other sites
scottb613 284 Posted October 30 Hi JB, Sorry - this requires a second post - I forgot to mention your singing debut - WOW - that’s some bold chit there - brother - I could never do that - you did well!!! 😀 Regards, Scott Share this post Link to post Share on other sites
johnnyboy 3789 Posted October 30 2 minutes ago, scottb613 said: Sorry - this requires a second post - I forgot to mention your singing debut - WOW - that’s some bold chit there - brother - I could never do that - you did well!!! Haha dude. A couple glasses of wine makes me bold! I was just reminded of the Doob's Black Water song and had to do it. Catfish are jumpin'... There's more cool shit in next release that I'm not gonna preview, will wait for response 2 Share this post Link to post Share on other sites
froggyluv 2135 Posted October 31 On 10/29/2024 at 2:44 PM, johnnyboy said: Another teaser for next update. Should be out in about a week. 2 Share this post Link to post Share on other sites
johnnyboy 3789 Posted 5 hours ago SOG AI just updated to include Point Man feature, Hip Fire and much more. Check out the Change notes on Steam for details. Will provide a few more videos for new features/changes in the next week or so, but here's an update on Point Man and Hip Fire: Edit: I just found that Scalespeeder Gaming did a nice little review of the new Point Man feature: Share this post Link to post Share on other sites