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3803 ExcellentAbout johnnyboy
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[SP/CO12] Dynamic Campaign/Mission - The Forgotten Few 2
johnnyboy replied to KingN's topic in ARMA 3 - USER MISSIONS
Thanks much for the reply. The mission works great with my mod as far as I'm concerned. He will just have to live without AI scoring if he wants to run different uniforms and weapons. -
[SP/CO12] Dynamic Campaign/Mission - The Forgotten Few 2
johnnyboy replied to KingN's topic in ARMA 3 - USER MISSIONS
Hi KingN! We have a mutual fan named Helmun who uses my SOG AI mod to play your most excellent FF2 missions on Cam Lao Nam and Khe Sanh. In your mission start UI, he dismisses all your AI and starts the mission with no AI. Since the mission starts player with no AI, my mod provides action to Spawn an AI Group where he can pick from many different groups (ARVN, Seals, SOG teams, LRRPs, Marines, etc.). This adds nice variation for playing your missions. He claims that the newly spawned AI in player teams does not work for your scoring system. I have no idea how your scoring works, or if this is true. But if it is true, based on your post above, I wonder if I assigned the new spawned AI to your variables ph2 through ph12 would then enable your scoring system to work for the spawned AI. Would that work? Is there something else I can do to enable scoring for spawned AI in player squad, like add them to some array you have defined? Once again thanks for the best dynamic mission generator in all of Arma. -
SOG AI mod updated: I want to thank @pierremgi for his prototype AI Hunting script. That was a big help on getting my AI to hunt! -Enemy AI patrols may pause to hunt animals -Player can order his AI to hunt animals -New Nickel Steel RT team can be spawned with the awesome Nickel Steel mod weapons -At mission start you can now dismiss some team members for more flexibility when configuring a spawned team. -Improved Melee -New action to reorder squad unit numbers in squad bar to eliminate gaps in numbering. -Fixed bug when running on LAN and arrow objects appeared when ordering AI to do tasks (these arrows should be hidden) https://youtu.be/sO6xzalgFH8 https://youtu.be/sAcmMBwMias https://youtu.be/7_AbeXwNm2c
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Sorry for late reply. I'm afraid I'm limited to vanilla AI FILE formation behavior. Which is usually pretty good IMO (if your are moving slow and your team is caught up with you).
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A group that chases and kills all the animals that are nearby.
johnnyboy replied to hectrol's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good points. I may add in this hunting to my "AI React To Wildlife" script in SOG AI mod. There would be a chance that an AI that reacts to rabbit or chicken sound (he goes to investigate sound), will decide to try and hunt it for a minute or two. More immersive permutations for player to watch. 🙂 -
A group that chases and kills all the animals that are nearby.
johnnyboy replied to hectrol's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Pierre! I hope life is treating you well. As always, I learn something when reading your scripts (somehow I never new about FIREWEAPON toggle). I like the combination of doSuppressiveFire and disableAI FIREWEAPON because it guarantees AI naturally aims at position, and also limits excessive firing). I've always used forceWeaponFire for this, but then you have to guarantee unit is aiming at correct spot first, which can be a problem sometimes. I'm curious why you chose addWaypoint for moving the hunter vs. a doMove? -
[Release] Phronk's Vietnam Ambience Scripts
johnnyboy replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, much appreciated. Not sure I'll find the time for it, but it would be cool to amp up the ambience for my mod. -
[Release] Phronk's Vietnam Ambience Scripts
johnnyboy replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey dude, I love all the populated buildings, etc. And I'm glad to see you extend your manly interior decorating skills to Nam! Feel free to take any ideas, anims, or code from my Ambient AI activity scripts if you find it helpful. If I find the time and get motivated enough, can I use some of your base and village decoration code in my SOG AI mod? I'd credit you of course. It would be great to make some of those places come alive (it's so lame to wander around an empty base). Anyway, It's great to see you back at in in ARMA. Take care bro. -
Some other recently added features to SOG AI: AI Cut Fence feature. You can order AI to cut a fence section quietly if in stealth, or loudly if not in stealth. Near enemy AI may hear the fence cut and come to investigate. Works on all thin fences (bamboo, wood, wire, sheet metal). AI may react and investigate the sound of spooked wildlife.
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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:
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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
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Another teaser for next update. Should be out in about a week.
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Cool. I updated the profile link in discord to your latest.
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@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.
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@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...