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3795 ExcellentAbout johnnyboy
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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...
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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.
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@Hans(z) How does the TFF2 campaign work when you go to second mission? Are you still technically in the same mission session, but it's generating a new scenario? Or are you starting the mission again, but it remembers to go to next mission in the sequence? If you're constantly in the same mission session, then its weirder to handle.
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Should be simple enough. I'll try and squeeze that in. I just added about 8 new CBA options to the dev version,. Not sure exactly what you are asking here. Currently, if mission starts without AI assigned, player can spawn a team, and then he has the option to change the loadout of each unit in the squad. If mission starts with AI already in squad, then player does not have option to change AI loadouts. I'll change that to always allow changing AI loadouts at mission start. Which should satisfy this request. In my dev version, I think I have this solved. I need to test it for FF2 though. Thanks for your interest.
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Coming soon...AI Point Man feature added to SOG AI. Kudos to @scottb613for the suggestion, and his key combos that helped point the way to get this done.
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@scottb613Hey man, good news. I've got a Take Point feature working well now ( in my dev version). My original failed approach was making player second unit in group and point first unit in group. But your key combo approach of "selected unit advance" steered me to a working solution. Since there is no Advance sqf equivalent command, I just send him X meters in direction player facing. And I can toggle forceWalk on him, so he can move slow and stealthy, or fast. Plus his stance copies player which also slows him down or speeds him up some. It's pretty sweet. Player follows Point at his desired distance, with rest of team following player as normal. You can stop or redirect Point's direction of travel at any time, or take point yourself at any time. Anyway, lots of testing still to do. I want your opinion: Should Point's default speed be fast or slow? Player will have an action to toggle it. I'm currently using default Slow as it makes more SOG tactics sense, but I expect players being impatient may more often opt for Fast. Since you've been doing the point man thing for awhile, what do you think? Default point speed Fast or Slow?
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I just tried this running SOG AI. I pick a unit and use Vanilla 1 + 2 to tell him to advance (while in sog ai Stealth mode). He moves forward but too fast for me, immersion-wise. I'd like him to move slow, or match player speed. I guess you have to frequently stop him, or redirect him using vanilla commands, right? Also, sounds like I don't need to change anything as you seem satisfied with your vanilla commands for Scout, right? I may still work on my own version of point man if I can get him to move slowly in front of team.
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Balut...yuk! Here's the code for copy my stance. There's a sleep in the forEach loop so there's a slight delay in each unit responding in sequence. [units group player,"AUTO"] spawn { params ["_units","_stance"]; sleep 1; {sleep .2; _x setUnitPos _stance;} forEach _units; }; For point man, if I simply allow setting a unit to be on a different team (say yellow or blue) so he is unaffected by other team move and follow commands, that could be helpful, right? And if so, I'd likely have him rejoin Team Green or Red if Leapfrog command given.
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Haha, nice pic! Hey Scott, believe it or not, I'm working on the mod. In my dev version, I've got most of the commands working as team or selected unit specific now, where rest of team continues to follow you after you send one team to some spot, etc. Regarding the Stance commands, the command wheel has limited space, hence the cycle up or down through the stances. Not great, but I don't plan to change that. And, sadly, the most important feature you suggested (designate a Point Man), I gave it a try and couldn't get it to work right. I can make player unit 2 and Point unit 1 (but player is still group leader), and when player moves forward the Point guy wants to flit forward left and right from cover to cover while rest of team is nice and disciplined following player slowly. It looks terrible and breaks stealth immersion. I may give it some more time, but its not looking good. It's a shame, as that would be a truly cool feature.