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scottb613

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Everything posted by scottb613

  1. scottb613

    SOG AI

    Hi JB, Just. noticed the update - haven’t tried it yet - thanks so much for all your efforts. Regards, Scott
  2. scottb613

    SOG AI

    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!!! šŸ˜€ Regards, Scott
  3. scottb613

    SOG AI

    Hi Folks, I'll have to break out my tactical fishing rod... Regards, Scott
  4. Hi Folks, I'm not sure if this only affects SOG - however - when the player is injured - often applying a First Aid Kit (FAK) doesn't heal you all the way. Since the damage is < 25% you can't use another FAK to heal that last little bit - you're left listening to your player chronically gasp and moan from the injury - hence the Catch 22. This script - heals that last 25% and only the last 25% so you no longer need to listen to the moans and groans. I had started to put the "treating self" animation in - but if you just got done doing that with a FAK - I thought it better not to do it again. It's intended use is via the addAction menu. // GIVEN: Displays "HEALTHY" when player health is 100%. // GIVEN: Heals player fully if damage is less than or equal to 25% - after First Aid Kit use. // GIVEN: Displays "---TREATING---" during the healing process. // GIVEN: Displays "HEALTH TOO LOW" when player health is below 75%. FULL SCRIPT: Regards, Scott
  5. Hi... Thanks. 😊 I've never played multiplayer - but all the variables are private - I would think it would probably work - it's a pretty simple script. Regards, Scott
  6. Hi... Gracias Amigo - - - just stuff I like to see myself. I haven't noticed many using the cinematic cameras for mission intro's - I'd like to see more of that as they can really add to immersion. ā˜ŗļø Regards, Scott
  7. Hi Folks, Based on a script from "Necropaulo": Scripted helicrash and MP VIDEO DEMONSTRATION: Converted to SP and added some fire particle effects - some minor code massage. The original script had the player onboard - this one does not. Simply name your helicopter with a global variable "slick1" or change the script variable to whatever name you choose - fly it through a trigger - it will crash. // FILE NAME: SCOheliCrash.sqf // AUTHOR: scottb613 // OVERVIEW: Creates a scripted helicopter crash - that doesn't explode until on the ground. // REQUIRES: Scripts\SCOheliCrash.sqf // REQUIRES: Helicopter - Variable Name - match what is set at beginning of this script. // NOTE: Only tested in single player. // Given: Helicopter will be disabled once triggered - but will continue with crash landing. // Given: Smoke and Fire Particle Effects added to damaged aircraft. // Given: Helicopter will explode after crash landing - making it plausible a survivor may have gotten out. // Given: Helicopter smoke particle effect will dissapate after 60 seconds - post crash landing. // SUGGESTED: Radio Trigger to call script: [] execVM "Scripts\SCOheliCrash.sqf"; Full Script: Regards, Scott
  8. Hi Folks, Just added my video demonstration for the script to the init post. Regards, Scott
  9. scottb613

    SCO SP Hunter Script

    Hi Folks, User configurable. Added some more randomness - to keep the player guessing - Stamina Tickets are assigned to each group - individually - base value - plus or minus random variation - so you don't know when the hunters will break off the attack. Multiple groups will break off at different times. private _stamTix = 0; // Stamina ticket init private _stamTixBas = 7; // Stamina ticket base count private _stamTixVar = 4; // Stamina ticket random variation +/- base This was already in there but tries to replicate tracker skill. private _chanceTrack = .50; // Chance of maintaining track per cycle private _trkErrMax = 80; // If Tracked max position error private _trkErrMin = 40; // If Tracked min position error Script updated in first post. Demo mission updated in first post. Regards, Scott
  10. Hi Folks, SCO SP Hunter AI Script This script is designed to simulate dynamic hunter AI groups engaging in Search and Destroy (SAD) operations, particularly suited for open jungle environments inspired by SOG-style gameplay. The focus is on creating plausible Escape and Evasion (E&E) scenarios where player tactics and fieldcraft can effectively help them evade pursuing enemies. Key Features: AI Hunter Groups: Multiple hunter groups can be assigned to patrol and search for players based on player proximity, without ever "knowing" the player's exact location. The AI relies on randomized waypoints near the player's last known position. Dynamic Waypoints: Hunters cycle through various modes such as Search and Destroy (SAD), Expand (EXP), Found (FND), and Return to Home (HOM), each with different waypoint behaviors. Stamina System: Hunter groups operate under a stamina system. As they search, their stamina depletes, and once it's exhausted, they return to their starting point (HOM). Hunters will search a bit longer if they detect the player, but if they don't, they'll tire and abandon the chase. Realism Focus: Hunters don’t have omniscient knowledge of the player's location. Instead, they make plausible guesses based on the last known position and search randomly within a defined radius, giving players a genuine chance to escape using stealth and good tactics. Configurable Parameters: Search Distance: Varying search ranges are used for each mode (SAD, EXP, FND) to simulate expanding and contracting search areas. Stamina: Configurable number of search cycles before the AI tires and returns home. Chance to Track: You can adjust how likely a group is to continue tracking the player based on the last known position. Debug Mode: In debug mode, waypoints, markers, and detailed AI behavior (such as stamina use, awareness levels, etc.) are logged to the screen and clipboard. This helps in refining or troubleshooting the AI behavior. Workflow: Initialization: The script initializes by recording the starting positions of each hunter group and setting up a stamina counter for each - prior to starting the hunt. Modes: MOV (Move): Hunters patrol random positions near the last known player position - exempt from stamina. SAD (Search & Destroy): Hunters actively search the designated area in the general vicinity of the player. EXP (Expand): After searching SAD, the search radius expands to cover more ground. FND (Found): When the player is detected, the AI attempts to engage near the player. If unsuccessful after several cycles, it switches to reposition mode. REP (Reposition): Hunters attempt to break target lock and move away to reset the search. HOM (Home): Hunters return to their starting position after exhausting their stamina and are deleted from the game. Execution: The script loops continuously, updating waypoints, managing AI behavior, and exiting when all groups have either been killed or returned home. Example Usage: Simply place the script in a trigger, define your hunter groups, and customize the parameters to your liking. For example, you can adjust the _stamTix variable to change how long hunter groups will search before tiring. In debug mode, you can monitor AI behaviors directly on the map and tweak settings accordingly. private _hunters = [Hunt1, Hunt2]; [_hunters] execVM "SCOhunter.sqf"; Debug is on in the script posted below - just set it to "0" to turn it off: private _debug = 1; Hopefully this script provides a more immersive and plausible E&E experience, where good fieldcraft can help players evade their pursuers, making it ideal for jungle warfare scenarios. SOG Test Mission 2.4 (CBA SOG/PF SOG_AI) SCO_Demo_Hunter FULL SCRIPT (Updated 2.4): Regards, Scott
  11. Hi Folks, OK - tried a little combat video - nothing more than a simple demo with 8v8. No friendly losses. It's far more jerky - as I had to worry about fighting. What is up with bodies being launched 40 feet in the air from a 40 Mike Mike? Is this something new? I like it. It's in the video. Added a list of the key commands in the first post - so you can see what voice control buys you. Added my custom sounds if anyone tries my profile - they're called. Added a "Squad Rest Easy" command - strictly for immersion. Fixed my "Squad Split Left/Right" - macros. I do use the mod "Fire On My Shot" for better fire control - on occasion. Moved the Scout to a better position when "Scout On Lead". The SOG_AI and VAN halt/stop behave differently - added a flag to track which is used - to minimize unnecessary commands. Demonstrated "Tail Charge" macro which is very handy when being pursued. Updated profile link on first page. Regards, Scott
  12. Hi Folks, REQUIRED SOFTWARE: Voice Attack Software $10.00 DOWNLOAD PROFILE: SCO Voice Attack SOG AI Profile DOWNLOAD SOUNDS: Install Into Voice Attack Sounds Directory Please - sir - step away from the keyboard. I don't know how any SP ArmA users get by using the cumbersome menu system to manage their squad. Voice Attack was a game changer for me - and I probably wouldn't be using ArmA without it... šŸ˜‰ I'll keep this profile download link up to date - as I'm constantly tweaking for better performance and more functionality. Why Voice Attack: I've been using Voice Attack for many years - with: Flight Sim - Train Sim - ArmA - and Blender Modeling - it's the best $10.00 I've ever spent on a program. It can be very simple and intuitive to setup - while having an extremely powerful macro scripting language underneath - for more advanced users. The half a dozen times I've had a question - their support forum normally responded in less than 30 minutes and was extremely helpful. The program has been continually updated since my initial purchase more than a decade ago - with new features and improvements (including some I suggested) - for free. If you don't like voice recognition - you can just use the macro function and assign the same commands to any joystick/keyboard. The program also recognizes long presses and double taps on joystick/keyboard - giving much more functionality if you have a limited number of buttons available on a joystick. Full Disclosure: I'm not related to the company in any way - except for being one very happy customer. Key Profile Commands (Spoken Command / Macro): Profile Init - Set timing speed of pauses in profile, dependent on PC speed (runs automatically). Check Ammo - ACE Check Ammo. Clear Room - ACE Open Door - ACE Throw Grenade. Navigate - Open Compass for a few seconds and close. Radio Call - Open the Radio Menu. Squad Attack - SOG_AI Silence, SOG_AI Form Line, SOG_AI Follow Me. Squad Bound - SOG_AI Bounding Attack / Fall Back. Squad Cover - SOG_AI Seek Cover on Structure. Squad Defend - SOG_AI Silence, SOG_AI Form Line, SOG_AI Move. Squad Form File - SOG_AI Form File. Squad Form Line - SOG_AI Form Line. Squad Go - SOG_AI Move. Squad Halt - SOG_AI Halt. Squad Lay Dog - SOG_AI Lay Dog. Squad Medic - SOG_AI Heal Yourselves. Squad Rally Up - SOG_AI Silence, SOG_AI Form File, SOG_AI Follow Me. Squad Silence - SOG_AI Silence. Tail Charge - SOG_AI Tail Place Charge. Squad Mount Up - VAN Mount Up. Squad Eject - VAN Eject. Unit [_number] - VAN Player Squad Unit (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20). Assign Scout - Assigns the role of "Scout" to any unit for independent action. Scout Continue - VAN Crouch, VAN Regroup, VAN Stealth, VAN Advance. Scout Fall Back - VAN Fallback, VAN Fallback. Scout Flank Left - VAN Flank Left. Scout Flank Right - VAN Flank Right. Scout Go - SOG_AI Move. Scout Halt - VAN Stop, VAN Crouch. Scout Mode Combat - VAN Open Fire. Scout On Deck - VAN Prone, VAN Stop, VAN Aware, MOD Fire On My Shot. Scout On Lead - VAN Autostance, VAN Form Vee, VAN Regroup, VAN Aware. Scout Take Point - VAN Crouch, VAN Stealth, VAN Advance. Scout With Me - VAN Crouch, VAN Regroup, VAN Aware, VAN Form Line. Squad Frosty - SOG_AI Silence, VAN Stag Column, VAN Regroup. Squad Hold Fire - MOD Fire On My Shot. Squad Mode Aware - VAN Aware. Squad Mode Combat - VAN Combat, VAN Open Fire. Squad On Deck - VAN Stop, VAN Prone, VAN Aware, MOD Fire On My Shot. Squad Patrol - VAN Form Stag Column, VAN Safe, VAN Regroup. Squad Patrol Fast - VAN Form Stag Column, VAN Aware, VAN Regroup. Squad Patrol Point - VAN Form Stag Column, VAN Safe, VAN Regroup, VAN Stealth _scout, VAN Crouch _scout, Van Advance _scout. Squad Rejoin - VAN Select All, VAN Select All, VAN Autostance. Squad Rest Easy - VAN Form Diamond, VAN Safe, VAN Stop, VAN Crouch, MOD Fire On My Shot. Squad Split Left - VAN Form Diamond, VAN Aware, VAN Select Red, VAN Flank Left. Squad Split Right - VAN Form Diamond, VAN Aware, VAN Select Red, VAN Flank Right. Squad Watch [_dir] - VAN Watch Direction (East, North, Northeast, Northwest, South, Southeast, Southwest, West). Just breaking this discussion away from JB's excellent SOG AI squad management utility thread - to prevent further clutter. Old Sandy Bridge PC with poor video card recording the video - had to slow my VA timings down to make it work - it normally runs faster. 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 recently - with many Vanilla commands mixed in. As of yet - you can’t order independent actions via team or unit in SOG AI - 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 ā€œScout With Meā€ 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. VIDEO DEMONSTRATION 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
  13. Hi Folks, For today's contribution - a stupid little status screen to help manage your SP Squad a little better. Copy the code into your own SQF - call it however you like (no args) - it should work fine... I gotta say - seeing a DOA Unit Status staring you in the face for the duration - especially if you did something to cause it - seems to add some gravity to the mission. // Overview: A basic status report of units in player squad - Fitness, First Aid Kits, and primary weapon Magazines. // Requires: Simply call SCOsquadStat.sqf by whatever means you choose - I use addAction to player. // Note: Only tested in single player. // Given: First Run - records all player units in a global variable for DOA reference. // Given: You should run SCOsquadStat.sqf once at mission start - before losses - or DOA records won't be valid. // Given: Queries the status of alive player units - for Fitness, First Aid Kits, and Magazines. // Given: Fit - statistic quantified so you don't focus on the numbers. // Given: Fit - based on damage - 100/75 AOK | 75/50 LGT | 50/25 SER | 25/0 CRT | 0/0 DOA. // Given: Fit - AOK = All Good or Just a Scratch | LGT = Lightly Injured | SER = Seriously Injured | CRT = Critically Injured | DOA = Dead On Arrival. // Given: Fit - LGT indicates in Green | SER indicates in Yellow | CRT indicates in Red status lines. // Given: Fit - DOA drops Fak/Mag count and dims status line - memorializes the unit's last name. // Given: Fak - pulled from "401" configFile entry (panther42). // Given: Mag - only counts Primary Weapon Magazines. // Given: Added Primary Weapon Name to alive units. // Suggestion: Place this in one of your initialization scripts to run it once at startup: [] execVM "Scripts\SCOsquadStat.sqf"; Hint Output looks like this: Regards, Scott FULL SCRIPT:
  14. Hi Folks, Just an updated image on the current state of the status screen - 1 lightly injured - 1 critically injured - 1 dead. Code in first post updated. Regards, Scott
  15. scottb613

    SOG AI

    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
  16. scottb613

    SOG AI

    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 ā€œcopy my stanceā€ to the ā€œTā€ menu it would be very helpful - as I feel that is the most important stance. Thanks for EVERYTHING. Regards, Scott
  17. scottb613

    SOG AI

    Regards, Scott
  18. scottb613

    SOG AI

    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 ā€œScout with Meā€ 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
  19. scottb613

    SOG AI

    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
  20. scottb613

    Arma 3 Notepad++ Syntax Highlighting

    Hi Folks, Just an FYI: While this doesn't seem to have its own command page - it is referenced - and it seems to work - missing the green BIS_FNC color. BIS_fnc_ambientAnim__terminate Page: BIS_fnc_ambientAnim Regards, Scott
  21. Hi Folks, Added the primary weapon name to alive units - just to keep track of what you have. Script updated. Regards, Scott
  22. scottb613

    SCO SP Hunter Script

    Hi Folks, Updated both the script and the demo mission - need CBA and SOG for demo. I also added in my status screen via the actionMenu. The mission is in debug mode - simply set "_debug = 0;" to turn off the markers and hints. Just kill or avoid the random hunter teams - as you see fit and conditions dictate. Regards, Scott
  23. scottb613

    SOG AI

    Hi JB, Look’n real good - sir…. Regards, Scott
  24. scottb613

    SOG AI

    Hi JB, Been playing around with it myself - since you pointed out that the Point was literally running around - I put him a crouch - slowed him down a bit - I like it better. Great news. So many cool features in this mod. As for SOG_AI - you and I seem to be on the same page with this stuff. It's about immersion as well as game play - I would try slow first and see of people complain - as I try to be realistic as much as plausible. I walk slow and look around pretending my life depends on it. MilSim like - without the live team members. I also set my squad without respawn - they die they die - it tends to make you more careful. One got hit with that spring loaded punji trap the other day - the poor guy got skewered and couldn't even fall down. Too cool - horrible and amazing at the same time. With SOG_AI - one of my favorites is putting the squad in a defensive line - SOG Silence - SOG Form Line - SOG Go (macro) - it's real advantage when being pursued by a larger force. All your firepower from a prone position gives you a pretty good advantage over an advancing enemy. I just added the watch direction commands - so I can steer them to the threat axis - if they happen to be facing the wrong way. Keep at it - sir. šŸ˜‰ Regards, Scott
  25. scottb613

    SOG AI

    Hi JB, When using the script I posted above - yeah - he moves at Normal Stealth speed. Which does look like running around from position to position. Ideally - it would be nice for him to run out in front in Normal Stealth Mode and once there - switch to Limited - maybe an alternating Crouch - so he's actually sneaking around. The rest of the squad is typically at a SAFE walk - so that should work fine. You would want to be able to retrieve him in a rapid manner (stand up and normal/full speed) if combat breaks out. I just can't really control that with VA in a manner that would be satisfactory. I typically recover for combat by using SOG_AI - Silence - Line - Follow Me (yet another macro). Silence - seems to reset all the Vanilla commands issued previously - reengaging full SOG_AI mode. Aside from immersion aspects - the Point Man seems to be very functional - as I get early warning detections all the time - and - most times I can issue a Halt command - so he takes cover remaining undetected. I just updated everything in my VA profile linked in my sig - recently. I'm pretty satisfied on how it all works together. Regards, Scott
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