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scottb613

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Everything posted by scottb613

  1. scottb613

    SOG AI

    Hi JB, I see you haven't been active - so - - - please - - - don't let this draw you back in. This is just an FYI or placeholder for - if/when - the urge hits again. We all need our breaks - enjoy yours. I think something may have changed since I did my last serious testing - this seems to be a new behavior introduced into SOG_AI. There seems to be some confusion when ordering team specific (red or green) actions. Order Team Red to lay dog in a position - order Team Green to lay dog in a different position - Team Red starts jostling around - some members get up - some run back to my position. I tested with only SOG_PF and SOG_AI loaded. This behavior seems to affect all actions (go, cover, lay dog) when trying to order each team individually. If possible - most commands on the wheel - should be capable of independent actions - by team (red or green) - without interfering with the other team. Most did previously. I think "Stop" did not work independently since the beginning. Thanks for all you do. 😉 Regards, Scott
  2. scottb613

    Arma3 Videos

    Hi Folks, First attempt at a short cinematic. Regards, Scott
  3. scottb613

    Scripted helicrash and MP

    Hi Folks, TAKE TWO - if anyone has interest. Same mission I posted before but now with full cinematic camara usage - as my proof of concept. I think it adds depth for the mission with the opening crash cinematic - to know what the rescue mission is based off of. I added ACE and 3DEN - to the required mods - plus SOG PF and CBA. I'm so happy with how your crash script worked out. I did change the explosion audio. No action required - just enjoy the cinematic. Cinematic Camera Helo Crash: https://mega.nz/file/00wg2SrA#n91oHjl-8UfcDuI3Gb1MT2Olb8cKNcuij5PmDPvAXrM Regards, Scott
  4. Hi Folks, I guess my two make for a pretty eclectic mix - just ArmA and Open Rails Train Simulator - but I model with Blender for Train Sim which is a massive third option for a hobby. My Blender Models Regards, Scott
  5. scottb613

    Scripted helicrash and MP

    Hi Folks, I'm strictly SP - man - what a fine script. I'm trying to make a cut scene for a helicopter rescue - in Nam. Most of the Helicopter scripts are DOA because they are so old. I set this up for a test mission and with some minor editing (I don't plan on being on the aircraft) - works perfectly. WOW!!! ____________________________________________________________________________________________________ Here's my full test mission - just to get your script working. Launch - wait 60 seconds or so - and watch. Only mods needed - CBA and SOG Prairie Fire. Using ALTIS for good visibility. Helicopter Crash Test Mission: https://mega.nz/file/U9owlQCK#tNldWGw-K8obsmAW-LgMu_Ztx_XiPdQBkl2zucr7TS0 Thanks so much. Regards, Scott
  6. scottb613

    SOG AI

    Hi Folks, For anyone interested - or - for those looking for ideas - I've uploaded my recent changes for 2024 - for my Voice Attack (VA) profile for SOG AI. [DOWNLOAD - Link in my Sig - DOWNLOAD] I know JB worked hard on that menu wheel - but - with VA and never having to use that menu wheel - SOG AI is at a whole new level of realism. VA recognition is excellent and seldom misses a call for me. Commands can be called via Voice, Joystick Button, and/or Keyboard Shortcuts. For those unfamiliar - one of the best features of VA is the ability to combine many commands - into a single call. I use a ton of them. Compound Command to Call a Defensive Line SOG SILENCE Press T key and hold for 0.1 seconds and release Pause 0.2 seconds Press 5 key and hold for 0.1 seconds and release Pause a variable number of seconds [_proTime] SOG FORM LINE Press T key and hold for 0.1 seconds and release Pause 0.2 seconds Press 7 key and hold for 0.1 seconds and release Pause a variable number of seconds [_proTime] SOG MOVE Press T key and hold for 0.1 seconds and release Pause 0.2 seconds Press 2 key and hold for 0.1 seconds and release Play sound, '{VA_SOUNDS}\confirmation_beep.wav' Key Points of my Profile Mixes SOG AI with some Vanilla commands that seem to play well together. After using Vanilla commands - the SOG AI "Silence" command seems to reinitialize all SOG AI back to its normal operation. I have a role defined for a "Scout" (it's easy to do others - sniper - medic - etc) - at times I want to scout ahead with just one squad member - so a chosen unit can be removed from the squad for temporary individual instruction. I keep track of role assignments in both the lower and upper Function Keys to accommodate up to 20 squad members. Profile Commands (I don't know why the image quality is so poor - the source are high-res JPG) SOG AI Just one more bit of feedback on SOG AI for the record - it seems that even when you have your squad set to silence - the squad members will initiate contact with grenades when they have silenced weapons. In my humble opinion - overall SOG AI with Prairie Fire - is the best ArmA has ever been. Thanks JB - for all your hard work and effort. Regards, Scott
  7. Hi Folks, Quick Question - "deleteVehicle" doesn't seem to work with fire and smoke modules - such as "ModuleEffectsFire_F (C3_Fire)". Can I delete this via script? Thanks. Creating a mission with random crash sites: Scott
  8. Hi Pierre, I drift in and out around here - but - always nice to see you posting. Thanks for your help and I always appreciate seeing how I could code it better. Time to look up a couple new commands I haven't used before. 😉 Regards, Scott
  9. Hi Folks, Not a solution - but - a work around. Added a Particle Effect as opposed to having to delete a Module: Regards, Scott
  10. scottb613

    SOG AI

    Hi JB, Been testing out SOG_AI over the last weekend. Just one observation - I know it's based on how you changed the movement - I usually use the team markers and it was a bit of a surprise when your teammates vanish during movement. When operating with NVG's it can scare the bejesus out of you when your teammate approaches - unmarked - in the dark. Too funny. The use of grenades in the towns on Tanoa becomes a bit of an issue - we seem to kill more friendlies with nades than enemy. I'm not sure if there's any way to improve this - as the nade use in the field is pretty helpful. Thanks for your efforts. Regards, Scott
  11. Hi Folks, Did someone remove the ACE COMPAT for SOG/PF? Used it for years - now it's been removed from my HD and I can't find it in the Steam WS... Thanks. Regards, Scott
  12. scottb613

    ACE COMPAT SOG/PF

    Hi Folks, Perfect - thanks. Regards, Scott
  13. scottb613

    ACE COMPAT SOG/PF

    Hi Folks, Thanks - I think I have it now. I was using ACE (No Medical) which throws errors - - - When I load the original ACE - no errors. I'll just have to wait for an updated (No Medical) to be released. Appreciate the help. Regards, Scott
  14. scottb613

    SOG AI

    Hi JB, Congrats - well deserved. Regards, Scott
  15. scottb613

    Extended Morale System

    Hi Folks, Sounds promising - thanks - I've used a couple of morale mods before and the units just surrender and stand there - I've been wanting a more realistic behavior to disengage and flee. This sounds like a good fit - I'll give it a shot. Regards, Scott
  16. Hi Pierre, I think my groupings are good... Alpha on Herc1 - Bravo on Herc2. Initially - I had the landing issue from when the first AI left the aircraft - the following additions to the code seemed to solve that issue. Again - all AI works perfectly - if the "player" becomes the "Copilot" all works perfectly - only when the "player" leaves the aircraft does the issue occur. [_x] ordergetin false; [_x] allowGetIn false; Here's my full ejection script - modded a helo script made by someone else. I've never used or tried the "Cargo" portion of the code. I had intended to remove the "Cargo" portion to suit my needs. I call the script from a WP but I don't think I'm doing anything else that would affect operation. Thanks for the interest. 😉 Regards, Scott
  17. Hi Folks, I'm trying to setup a decent airborne para drop - I have it working nicely - EXCEPT - for the annoying altitude transitions over terrain. Is there a way to force the aircraft to maintain a level altitude for the para drop? Thanks. Regards, Scott
  18. Hi Folks, Yeah - tried that - I think I'm stuck with the altitude excursions... One follow up question - if I may - as you can see in the video - the ejection and aircraft perform as expected with AI. When I turn one of the AI jumpers into the "player" - as soon as the player is ejected - the aircraft immediately dives to land at the airport in the shot - regardless of which jumper I choose to use as "player" and regardless of which aircraft I choose to ride - - - instead of following the waypoints to their conclusion. Is there a way to prevent this from happening? Here's my ejection sequence. _x setVariable ["Saved_Loadout", getUnitLoadout _x]; removeBackpack _x; _x disableCollisionWith _vehicle; _x allowDamage false; [_x] ordergetin false; [_x] allowGetIn false; unassignVehicle _x; moveOut _x; _x setDir (_dir + 90); _x setVelocity [0, 0, -5]; sleep 0.5; // Delay between each unit exiting the aircraft. [_x, _chuteheight] spawn ParaLandSafe; Thanks... Regards, Scott
  19. Hi TeTeT, Thank you kindly - let me give that a shot. 🙂 Regards, Scott
  20. scottb613

    SOG AI

    Hi Folks, Nice work JB. SOG_AI just keeps on getting better and better. Updated the VA profile for SOG_AI in my sig with the new features and other functions. Regards, Scott
  21. scottb613

    SOG AI

    Hi JB, I'm back with my PC - I'll give this a shot and update my profile. I did notice the medic needing orders previously. Thanks for the hard work... Regards, Scott
  22. scottb613

    SOG AI

    Hi JB, Thanks for the consideration… I’m away in the the remote woods of “DownEast” Maine at the moment - I’ll check later in the week when I return home. Looking forward to testing the new goodies. Regards, Scott
  23. scottb613

    SOG AI

    Hi JB, I'm not sure how often I would use something like that - honestly - if I am attacking over a hill - I am probably using your awesome bounding attack. I could be missing the real benefit you intend with such a command. Just my 2 cents - please take it for what it's worth. One thing I only recently noticed is your stance command is not definitive - meaning you need two clicks to go prone - one more to go copy my stance. One click to stand and another to copy my stance - and they just loop around. I know the wheel is an extremely limiting factor but it's also probably how most people enjoy your Mod. If there was a way to hit Prone - Knee - Stand - Copy My Stance - with single definitive key press - it would be better. Keeping track of what you're setting and how many times you press the wheel gets confusing. It would also be beneficial if you could assign stances by Squad, Team, or Unit. I did try using vanilla stance commands and they don't work well with SOG_AI - much like the move command you mentioned. Again - just throwing my thoughts at the wall - please treat them as humble suggestions for which they are intended. I hate making work for other people. 😉 Regards, Scott
  24. scottb613

    SOG AI

    Hi JB, Thanks for all. I'll keep your input in mind. I don't think I use a vanilla "Move" command at all - fortunately - your SOG_AI Move is the one command that works by Squad, Team, or Unit. If I am doing a move - it's a SOG_AI move. In addition to setting a vanilla patrol - staggard aware column - with a scout in stealth advanced out front - I've added a unit "with me" command that seems to work well. So - when you're broaching a hill with suspected OPFOR on the other side and you don't trust AI to do it alone - "Scout - with me" pulls the scout from the halted squad in aware diamond and we go on a little joint exploratory foray - to see what's on the other side. It's nice to have an added set of eyes and the extra firepower just in case. I have this setup for the sniper as well - as it would be much needed with that type of operation. "Scout - with me" TEST VAR [_scout] Begin Integer Compare : [_scout] Has Not Been Set Play sound, '{VA_SOUNDS}\error_beep.wav' Exit Command End Condition VAN SCOUT REGROUP Quick Input, '[F{INT:_scout}]' Pause 0.175 seconds Press 1 key and hold for 0.1 seconds and release Pause 0.175 seconds Press 1 key and hold for 0.1 seconds and release Pause 0.175 seconds VAN SCOUT AWARE Quick Input, '[F{INT:_scout}]' Pause 0.25 seconds Press 7 key and hold for 0.1 seconds and release Pause 0.25 seconds Press 3 key and hold for 0.1 seconds and release Pause 0.25 seconds VAN SCOUT DIAMOND Quick Input, '[F{INT:_scout}]' Pause 0.175 seconds Press 8 key and hold for 0.1 seconds and release Pause 0.175 seconds Press 9 key and hold for 0.1 seconds and release Play sound, '{VA_SOUNDS}\confirmation_beep.wav' Man - what a hoot - you're a breath of fresh air to this old sim. Regards, Scott
  25. scottb613

    SOG AI

    Hi Folks, Man - good run last night with SOG_AI - across the Bra - OPFOR in hot pursuit the whole time - setting traps - forming defensive lines - firing - falling back on the run - calling artillery (Simplex) - WOW - great stuff. Using Drongo's "Infoshare" so the OPFOR was alerted once I was discovered - making it more difficult. I have SOG_AI set to allow one "revive" per unit. I used to use "C2" to command my squad but I think it just got too complicated - this is way better. Again - not sure if anyone gets any use out of it but I'm constantly striving to improve my VA profile for SOG_AI. Using vanilla commands that work well to supplement SOG_AI - again - they seem to play very nicely together. I tested everything quite a bit. I'm pretty darn happy with how my troops perform. If anyone uses this and finds an issue - or - finds something that should be added - please let me know. I included my custom sound files - a discreet confirmation chirp - and a slightly less discreet error buzz. I find you really need to hear a confirmation of your order - or as the Navy likes to say: "if you don't get a proper repeat back - you didn't give an order". I also added the new "T Menu" options. SOG_AI Voice Attack Profile - [Last Updated: 20SEP23 20:00Z] https://mega.nz/file/M1A3BYIT#_mbyde3cH61iwUQ85ziO3Ma-KkppxphRSNFYKDtq0uc JB - just a little bit of feedback - not sure if it's in the realm of possibilities - when ordering a Squad move in line formation - is there any way to improve ensuring the squad formation line is perpendicular to the lubber line of the player (direction player is facing) at the time the move order is issued? Thanks... Regards, Scott
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