-
Content Count
2678 -
Joined
-
Last visited
-
Medals
-
Medals
-
Community Reputation
3730 ExcellentAbout johnnyboy
-
Rank
Warrant Officer
Profile Information
-
Gender
Not Telling
-
Location
Oregon
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
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.
-
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.
-
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).
-
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.
-
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.
-
ACSTG AI Cannot See Through Grass
johnnyboy replied to Raining6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
SOG AI milestone: Just cracked 10K subscribers! Woohoo! 😁
-
Sullen Skies, Ambient Animals, Animals Module-Extended
johnnyboy replied to EO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
🐰- 273 replies
-
- 1
-
-
- sullen skies
- ambient birds
-
(and 1 more)
Tagged with:
-
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.
-
Instruct AI to NOT enter a building when moving to position near building?
johnnyboy replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
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.
-
Instruct AI to NOT enter a building when moving to position near building?
johnnyboy replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Actually, this is not a 100% solution. It helped, but when the position is near building, the AI path finding may still lure the dummies into the building. Dang!! -
Instruct AI to NOT enter a building when moving to position near building?
johnnyboy replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
SOLVED!!!...Edit: Not Solved. Sigh... This change helped, but dumb AI pathfinding may still send a unit into the building... A dude name AMPERSAND gave me the solution in the Arma scripting discord. Set the z value of destination to 1000, and AI will not attempt to enter building. Woohoo! Like this: {_x set [2,1000];} forEach _movePositions; -
Instruct AI to NOT enter a building when moving to position near building?
johnnyboy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is not solved. See 3rd post below. Giving a destination with Z value of 1000 seemed to reduce likelihood AI enters a building, but does not totally prevent it. Is there a way to instruct AI to NOT enter a building. I'm building a feature where player squad leader looks at point on the side of an object (building, wall, fence, log, etc.), and positions are calculated in a line parallel to the exterior object surface for AI to move to (see pic below). The problem is if those move positions are near a building that has navmesh positions, the AI will often choose to enter the building foolishly, instead of moving to calculated position outside of building. Is there a way to prevent the unit's pathfinding from going in the building, when his doMove tells him to move to a position just outside the building? -
Great feedback. The stance issue was limited options on command wheel. This could be addressed by adding more options to T numeric menu though. The stance wheel commands could also be changed to work on selected units, so that's a good idea.