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johnnyboy

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About johnnyboy

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    Warrant Officer

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    Oregon

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  1. johnnyboy

    SOG AI

    This doesn't happen to me. Is the Prairie Fire DLC owned and loaded when you get this error? It's required.
  2. Good job, way to stick with it until you found something that worked for you. I know nothing about ACE Medical, so can't help. Glad you have something working. Have fun! Post a video or screenshot if its convenient (I love seeing my traps used in the wild!).
  3. It should be created in a flat space for one. If that's not the problem, maybe make the rope a little shorter. I do remember having to adjust mass to get it right. Sorry, its been a long time since I've looked at this code or thought about this at all.
  4. Life imitates art again!!! I should get a cut of the proceeds since I inspired their heist!!!
  5. johnnyboy

    SOG AI

    Hey dude! See these links for code to have just punji traps and punji mace trap. These traps are also built into the SOG AI mod, which is not MP compliant. Note the scripts below may need some work to make them MP compatible.
  6. johnnyboy

    SOG AI

    Hi Nick, thanks for reporting this. I can make a change to SOG AI so that if at mission start player is in a group with an AI leader, then SOG AI exits and never initializes. Until then, will the mission be playable if you use the Disable SOG AI action in the Action menu? Not sure when I can get to fixing this, as I'm traveling for the holidays and have less ARMA dev time available in the near term.
  7. johnnyboy

    SOG AI

    Thanks for the details. You're probably right that the Extraction mission advancement breaks the new version of the mod. There's probably a fix, I just have to find the time to study it. Thanks for the feedback. I will likely create my own team markers feature that can be enabled via a CBA option for the first issue. Not sure what to do about grenades. Maybe I can sense building proximity and act accordingly. Like you said, I like it in open terrain or jungle. I'll put both these on my ever growing list. Lucky for sog ai we're heading into winter (more indoor time).
  8. johnnyboy

    SOG AI

    Thanks for the report. Sometimes if units not responding to wheel commands, if you do a vanilla regroup command (tilde 1 1) it might clear it up. By Squad Regroup feature, are your referring to my "Teleport Team to Player" Action, or is that an Extraction feature? If it's an Extraction feature, can you just not use it and progress to next mission fine without it? You can always use my Teleport action if team scattered, plus team always teleports with you if choose to Halo to next mission. Are you playing Extraction in SP or MP on a LAN? I know I tested it in Extraction, but only played first assigned task. There's not enough time in the day to test every vanilla, DLC, campaign and popular workshop mission after each release, so I just test all the most popular ones for about 10 minutes each . I'll investigate this when I get a chance.
  9. johnnyboy

    SOG AI

    SOG AI just updated: - Improved AI responsiveness to Move and Leapfrog commands. - Fixed bug where AI unit was occasionally deleted after healing another AI unit. (Oops!) - Now compatible with Toksa's RNG AI mod. - Minor performance tweaks. This update includes crazy change where your AI units join grpNull during moves, and rejoin player after they arrive at destination. To prevent units from disappearing from player squad bar while moving, dummy units with same names and equipment have been created that temporarily join player while real units are moving. This activity of leaving group and rejoining may cause other issues, so I may end up rolling this change back.
  10. Hey man, your mod was featured in a video by Viper1Zero: He included my SOG AI mod also, which resulted in a spike of 500 subscribers in 2 days. I bet you're seeing a nice spike also.
  11. johnnyboy

    SOG AI

    SOG AI milestone: Just cracked 10K subscribers! Woohoo! 😁
  12. johnnyboy

    SOG AI

    SOG AI updated today: - Added the new "Move To Object" command to numeric menu to support Voice Attack key mapping. - Wounded AI and his assigned medic will now remember last move command and move there after healing completed. Previously, they were stopped and player had to order them to move again. (Reduces micro-management of AI). - Fixed case where team was in stealth mode, but started talking loud after crossing a river. @scottb613 New "Move To Object command" is now option M on the numeric menu. Note that when using this option on the numeric menu with Voice Attack you will not see the arrows indicating positions the AI units will move to. Without that visual confirmation, you may send them perpendicular to the object instead of parallel. This usually happens if you are looking at very end of object. With a little practice that occurring should be reduced (look 1/2 meter in from end of log, wall, etc.). Also, your screen center/cursor may not be on a valid move object. If that is the case you will get an audio cue where player says "Move There" but the AI says "Negative" or "No can do", plus a system chat message saying move to object not found.
  13. Thanks for the tip. I remember the C2 video showing similar feature. I don't know if it has same occasional "AI enter building" or not.
  14. johnnyboy

    SOG AI

    SOG AI just updated: - Added Move Parallel To object command. - Now supports DUWS missions. (Requested by Space Hulk Hogan) - Now supports Insurgency Vietnam missions. (Requested by Centurion) - AI may place Claymores, Tripmines, and other proximity mines when breaking contact (instead of just breaching charge) @scottb613 I just realized I need to add a separate Move to Object command on the Numeric menu so the new feature is accessible to Voice Attack. Should get it done in the next day or so.
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