-
Content Count
2720 -
Joined
-
Last visited
-
Medals
-
Medals
-
Everything posted by johnnyboy
-
[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 purpose: Make playing Prairie Fire Campaign (or any other PF mission) fun and immersive for Single Players commanding an AI squad. Savage Game Design wisely chose not to promote Prairie Fire DLC to the Single Player market because the vanilla ARMA AI deficiencies would be unbearably frustrating for the player. These are the deficiencies that this mod solves: Vanilla Combat AI moves too slow to break contact when following player or ordered to move somewhere. This results in them being overwhelmed by the enemy in SOG scenarios. Vanilla Combat AI is too slow boarding helicopters under fire. Very frustrating for the player. Vanilla Combat AI is too slow and incapable of pushing through enemy contacts quickly. Using bomb craters as defensive positions is common SOG tactic. Craters in Prairie Fire are implemented as buildings with built-in AI paths and positions. ARMA AI moves terribly slow on building paths, which endangers the AI while moving on craters. Plus, its immersion breaking to see them slow walking. In COOP play, one player can revive another player when they are down. In Single Player mode, AI squad members cannot revive each other. It’s therefore easy to have your entire AI squad wiped out early. AI are not capable of entering Brier Bush RON sites effectively. This breaks the Ashtray III mission for AI, and is an immersion killer. Instructing Vanilla AI to place toe-poppers is a chore for the player: Select Unit, press option 6 for Actions, scroll through actions to find Put Toe-popper, etc. Micro-managing AI is no fun. Instructing Vanilla AI to heal themselves is also a chore for player for same reason. This SOG AI mod solves all of the above problems. Playing SP with an AI squad is now fun and immersive. Steam link: https://steamcommunity.com/sharedfiles/filedetails/?id=2812560646 Please comment and upvote on steam! Its my only reward, and this was a hell of a lot of work. Features: Prairie Fire Campaign Mission tips: Don't use the Spawn Team action until AFTER you gear up, and BEFORE you board the helicopter. Make sure you are in an open area so you don't spawn your team into near buildings or other objects. Don't play Spindown (it has AI navigation issues) Don't play Black Spear. Its a scuba UDT mission not suitable for SOG AI. Workshop Missions: If playing a workshop mission, if player has units already assigned to him, then you will not get a Spawn Team action. You will be able to command your team using SOG AI. For example, I have played some of Fubar's Recondo missions using SOG AI on his LRRPs team assigned to player. Editor Missions: Its fun to place multiple VC groups in the editor with waypoints, a tracker modules, and a player unit, and then play. Run the mission, thenchoose your team to spawn and fight it out at your favorite location. Credits: @madrussian for the "blue move" discovery (key to fast moving AI) and feedback. Remember I knew him before he became a famous legend! @froggyluv for his feedback, knowledge and enthusiasm for all things AI and immersion. @pierremgi for his slick AI Revive scripts. I started with his scripts, and have since completely re-written them for single-player and to tailor them to Prairie Fire, but he gave me a big head start. @dreadedentity for his awesome GUI selector template. That saved me some serious time! @haleks for some fun gore fx. @veteran29 for some SQF tuning tips on discord @Grumpy Old Man for getCenterPosition function @pedeathtrian for pointIsInBox function Known Issues: Don't play these 2 campaign missions: Spindown - AI can't navigate in hill-top base. You can probably play it if you wait to spawn team until after going down the road toward where you place mines. Spindown modified so that helicopter drops off team outside of hilltop bse, so your AI no longer gets stuck trying to navigate the base. Black Spear - This cool UDT mission is not compatible with SOG AI. Doesn't support Team Switch yet. Switching into other playable units can cause multiple Action issues and other problems. I plan to fix this. LAMBS Danger by default conflicts with SOG AI. But you can disable LAMBS Danger for player squad to fix this: Video Playlist of demo videos:
- 244 replies
-
- 24
-
-
-
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
-
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).
-
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.
-
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:
-
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
-
Another teaser for next update. Should be out in about a week.
-
Cool. I updated the profile link in discord to your latest.
-
@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.
-
@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...
-
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.
-
@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.
-
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.
-
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.
-
@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?
-
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.
-
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.
-
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.
-
Saigon street food. Rats compliments of Spearhead DLC.