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Everything posted by johnnyboy
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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.
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That sounds awesome. You truly are maximizing your SP experience with these combos. Regarding broaching a hill, I'm mulling about a command to have team broach hill in line formation (or closer to one another in line formation) where they will stop just side of the hill. This requires me to some how sense terrain hill crests (gradient changes) near player, so potential command can be activate when player looks at that hill crest. Since the hill crest may not be a straight line, each unit may have to move a bit forward or back to be in correct pre-crest position. How useful does that sound to you? I don't want to burn too much time on this idea unless I thinks its real useful. Seems like it would be good for preparing an ambush, and also good for your squad prior to your "Scout With Me" scenario.
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I'll take a look at it. I think right now on Leapfrog, the team's dir and formation orientation is driven by direction the team has to travel to reach first calculated bounding position. This can result in first bound of each team having a formation orientation dir different than players, but second bound should be oriented as you expect, as he is now moving in direct line to to next bound position. In Follow mode, it's just like vanilla, and team should orient to player's direction (vanilla AI is in control of movement and formation in Follow mode). One caution here, is I've observed that if I use a vanilla move command on a unit, he goes where told, and then sometimes no longer responds to SOG move, leapfrog and regroup commands. And the way to clear that condition is use a vanilla Return To Formation regroup command on the unit. After that he resumes responding to SOG AI commands. I don't know if this happens every time, but it has happened multiple times for me.
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The way SOG Stealth works is that team holds fire until they perceive enemy knows about them. They do not need enemy to fire on them. So your team may fire first. I built SOG AI with SOG Prairie Fire focus in mind, where you have a small team sneaking around where they are vastly outnumbered by enemy. I needed the team to react violently upon discovery to increase chance of survival and breaking contact. (I actually pitched the mod to Savage Game Design prior to publishing, but they weren't interested). So its possible your troops firing is them sensing enemy knows about them and is about to fire. It's also possible that CWR3 has scripts running affecting enemy and player squad AI. The "OPFOR as "Civilians"" is weird, and I would guess also a CWR3 thing. Perhaps their code starts with Civilian base units that they then gear up as soldiers.
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Thanks for the feedback. Regarding Tailgunner option, it only appears when on a PF map, as some folks noted it didn't fit in other eras. Maybe I need to detect Unsung as well? Or do you like it anytime, so maybe I should add a CBA option to always enable it? The code: // Only vietnam era missions should have tailgunner place mine option if (toLower worldName in ["vn_the_bra","cam_lao_nam","vn_khe_sanh"]) then { sogCommandMenu pushBackUnique ["Tailgunner place mine", [20], "", -5, [["expression", "[20] call jboy_ExecSogCommMenuAction;"]], "1", "IsLeader", ""]; };
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Help with SPE_IFS_artyAvailability_specific please
johnnyboy replied to stonehouse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can likely get a Spearhead dev to answer you if you post on their discord: https://discord.com/channels/1091778979901476884/1092300658738221106 -
Thanks. Note: I don't want to set expectations too high on this. If many enemies close, they still prefer to fight than run even though they've been commanded to move (my code is competing with the game engine AI logic here that I have no direct control over). But compared to previous release, they should overall be more responsive to move orders.
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Right on, I love the Sergio Leone westerns. The man was a genius. Let me know if you notice an improvement in AI ability to move under fire (Move There, Lay Dog, & Leapfrog). I did some major tinkering with that logic, and think I've significantly reduced occurrences of units preferring to stand and fight when ordered to move (it still happens though--but if one guy staying behind , issuing an individual "select unit + move there" usually gets him going). I'm so in the weeds on this, that I'm curious if fresh eyes of someone who frequently uses the mod notices an improvement.
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SOG AI just updated: Release Includes =============================== - Spearhead Flamethrowers set huts and units on fire (with varying animations) - If WebKnight's Burn Em mod loaded--it's optional--then better burn reaction animations, screams and tank hit fx occur (highly recommended!!!!) - Prairie Fire armored vehicles armed with flamethrowers will also set huts and units on fire - If Spearhead DLC present while playing Prairie Fire missions, player has option to equip himself and his AI with a flamethrower. Also, a few enemy VC squads will be randomly assigned flamethrowers (this will occur in any mission, including PF campaign, Workshop missions and editor missions). - Added 3 Actions to Numeric Menu for better Voice Attack immersion (Tailgunner Put Mine, Burn that Hut, All Heal Yourself) - Improved responsiveness of AI team moving and leapfrogging under fire. - Fixed bug where occasionally assigned medic would spin in place. - Fixed bug where occasionally assigned medic would crawl backwards away from downed unit instead of healing him.
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Adding 3 options to Keystroke Menu turned out to be quite easy. In next release hopefully out in next few days.
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This makes sense and is a good idea, but its the module doing it. I could add a CBA option to disable it entirely. Note that the module drives their talking based on behavior. So if the units are set to Stealth, they whisper infrequently. If they are Careless or Aware and not in Combat, then they chatter. So what you hear is dependent on the mission maker's behavior choices. I could do something where I dynamically turn the module off when player squad in stealth mode, and near Dac Cong enemy. Then turn it back on if Combat, or no longer near Dac Cong. But not a priority for me really. Or this is something you could script and execute from console when playing a mission.
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Great info for maximizing immersion...thanks. Are you actually making him first unit in squad, or is Take Point voice command selecting the unit and giving the SOG AI Move There command? Either way, this is clever usage of Voice Attack combined with SOG AI. Probably. Need another key though, as T has 10 options already, unless I can add letters to that...never thought about it before. So all the important SOG AI actions like Tailgunner Place Mine could be added. Not sure how the object context specific actions would work with T key menu though. As they would fail if player not looking directly at a Crater for "Take Cover in Crater", or a hut for "Burn that hootch". Not that many people read these forums these days. What you are doing is really streamlining commanding. Have you considered creating a Demo Video of this? If so I'd post it on Discord, link it to my mod in Steam, etc.
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Sneak preview from next release: 🔥Flamethrowers in Nam!!! 🔥
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Thanks man, that is very helpful. I think I will link your post into discord.
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The SOG AI mod was just updated to support burning of the Spearhead Thatched roof Huts. AI in burning buildings will exit in panic (and may be on fire), so there is a tactical reason to burn these huts.
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SOG AI just updated: - SOG AI now supports these excellent missions by Lato: Hunter Six and the sequel Hunter Six 2 (TuffShitSki) https://steamcommunity.com/profiles/76561198028818638/myworkshopfiles/?appid=107410 It was easy to add the Hunter Six missions to the "AI squad joins later" list, so here you go. Your suggestion regarding a menu option for not spawning AI and allowing AI to join later is a good one, but more work, so will do that later some time. Thanks for the suggestions.
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Thanks, I'm glad you are enjoying the mod. I'll try and incorporate Hunter Six in next release (good suggestion!). Regarding disabling my medical, that's more work as the code wasn't originally constructed with that in mind. I have heard this request a few times though, so may eventually take it on.
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SOG AI just updated: - Craters in Spearhead Normandy map now supported. - More craters (the depression craters) now supported in Prairie Fire maps. - Mostly fixed issue where fuel barrels would spontaneously explode in Normandy.
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I know this is lame, but I can't embed an image to advertise my new mission. I clicked the "Insert Image" tags, and input a URL to the image in Dropbox, but nothing shows up. This is what my image tags and URL looks like: [iMAG]https://www.dropbox.com/s/uy6qp5lwl27uh1r/end3.jpg?dl=0[/iMAG] I purposely misspelled IMG as IMAG in the code block above, else my example would not appear in this code block. That url is a legit url that works if I post it into a browser. Please help your forum challenged arma brother... :)
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Your wish is my command sir! SOG AI Mod just updated to support Spearhead 1944!!! Hoo-ah! Works for Campaign, Escape, and Combat Patrol. In campaign, it's best to choose leader of an infantry squad (Support, Tank Hunter, or Recon), because the other squads drive tanks and half-tracks, and SOG AI does not help with vehicles.
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Sullen Skies, Ambient Animals, Animals Module-Extended
johnnyboy replied to EO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Another cheery vacation postcard from EO. Great work as always!- 278 replies
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Hi SirBassi. Thanks much for the feedback. I would love for all my fun scripts to be MP compatible as mods, but its unlikely I'll do it. The extra work and testing required for MP is too much trouble for me. I do think some of the individual scripts may already be 90% MP ready. I know you have some MP scripting skills as you adapted the napalm script nicely. So if there is any of these features you want to grab the code and make an MP mod out of, you have my permission. Name the feature and I can help isolate the existing scripts in my crazy mountain of SOG AI code for you. Regarding the Market, I love it, and think it would be super useful, and should be a mod. The scripts are definitely useable now for putting into a SP mission, but nobody has bothered to use it, which is a shame.
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SOG AI was just updated! 😁 Version 1.32 ============================== - Added support for Antistasi missions. Your recruited AI can now be commanded by SOG AI. - AI in huts will now react if the hut is burning. They will be forced out (either on fire or ready to fight). Now there is a tactical reason to burn those hootches! - Player friendly fire now affects AI teammates - The excellent mission Deathwish by kfclover is now playable with SOG AI. - New "Teleport Far AI to Player" action added. If any of your AI squad mates are 75 meters or more away, you can teleport them to your position. This helps with stuck AI, and for bringing your team to your locaation after using Fast Travel. (Suggested by Hazbo) - Added cba option to respect mission designated radio support restrictions that require player to have a radio backpack or be an RTO. (Requested by sevy8821 on yt) Videos:
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Are invisible vehicles without hideObject possible?
johnnyboy replied to billyeatworld's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The only vehicle I'm aware of that is completely invisible when using setObjectTextureGlobal is the zodiac assault boat. What are you trying to accomplish? -
SOG AI updated this morning! Version 1.22 ========================================= - Version 1.3 of Prairie Fire added 8 great new suppressed weapons. I've added them to list of weapons that won't change Stealth mode when fired. Thanks to Poo Man for catching this. - SOGPF Campaign Mission Spindown is now supported. AI team is inserted below hill top base, so they can navigate down hill properly. - Added support for Mike Force. When entire Player AI team is down, player dies and can respawn. When respawning, player can spawn a new SOG AI team. Plus some JBOY fun added to Mike Force. Thanks to McBeekman for much MF related input and some testing. - Added code to prevent onscreen error if Unsung jet dropping napalm. Thanks to Kenshiro for reporting this.