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johnnyboy

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Everything posted by johnnyboy

  1. johnnyboy

    Ravage

    Cosmic! Great to hear from you. I hope life has been treating you excellently!
  2. 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. 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:
  3. 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.
  4. 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!).
  5. JBOY Mace Trap for Prairie Fire is released! The jungles of Nam just got a little more dangerous! This is not MP tested yet, but hopefully will work. Please report any bugs found in this thread. Fun release vid: Editor demonstration showing how to set up mace traps: Original pre-release teaser video: Get sample mission here: https://www.dropbox.com/s/erki8qb50f9his9/JBOY_MacePunjiTrapDemo.vn_khe_sanh.7z?dl=0 Credits: Savage Game Design for objects and voice files used in the script. Bohemia Interactive for voice files and sound fx. How to add Mace Traps to mission in the Editor: Copy the JBOY folder from sample mission into your mission folder. Include these two lines (copy from sample mission init.sqf) into you init.sqf file. // ********************************************************************** // Compile JBOY functions // ********************************************************************** _n = execVM "JBOY\JBOY_compileFuncs.sqf"; // Compile general JBOY functions call compile preprocessFile "JBOY\mace\compileMaceScripts.sqf"; // Compile all Mace functions Place a Whip Trap object in the editor. The direction you set the trap will be the direction the mace will swing. Note that AI may be inclined to walk around the trap, so you might want to place more objects on map to funnel the AI path into the trap. In the Whip Trap object's init field, put the following code: [this,'WEST'] spawn {sleep 3; _this spawn JBOY_maceTrapCreate;}; The second parameter above determines who can activate the trap. This script creates a trigger for the trap, so these are the values you canuse for this parameter: "EAST", "WEST", "GUER", "CIV", "LOGIC", "ANY", "ANYPLAYER" For a Prairie Fire mission you might want to set it to WEST so only West units activate the trap. This simulates the locals (VC and Civs) knowing to avoid the trap.
  6. 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.
  7. Life imitates art again!!! I should get a cut of the proceeds since I inspired their heist!!!
  8. Last Tango in Tanoa - Episode 2: Razing Cane is RELEASED !!! It was a long hard road, but episode 2 is out now. Episode 1 - Missing Person just made 5 stars on Steam. Woohoo! Episode 2 - Razing Cane Steam Link Episode 2 Steam Link here. Features: Continues story from Episode 1 Bird shooting contest with El Cojon Vehicle Chase sequence (very difficult to create in Arma!) AI Melee attackers (will rush you and attack ) Shotguns destroy ferns, small bushes, sugar cane, and small palm trees Jungle and cane field CQB Fully voiced Fully command-able JBOY dog who follows, swims, attacks, detects enemies, boards vehicles, etc. Required Mods: CBA_A3, RHSUSAF Please rate and comment on Steam. Enjoy! Recommended: Play "Last Tango in Tanoa: Episode 1 - Missing Person" first so you know the story. And Rate it! Credits: I want to thank the following people: @XerXesCZ for thorough/professional beta testing @AZCoder for excellent beta testing and designer moral support @POLPOX for his revive script @phronk for excellent Melee script @M1ke_SK for super cool Leak script @soolie for excellent dog menu dialog @Greenfist for PPEffects utility (a real time saver!) RHS team for their awesome shotguns And I have to thank the usual rock stars for tons of help on the BI Forum: @Larrow @Grumpy Old Man @pierremgi And all those who helped with JBOY Dog that are credited on Jboy Dog Thread And anybody I forgot! And last, but not least, Mrs. JohnnyBoy for voice acting in the Arma 1 Last Tango in Bagango flashback! She delivered that important dramatic line so exquisitely!
  9. This script allows player to command AI team mates to climb fences and objects using Bad Benson's awesome Enhanced Movement Mod. I didn't call it "JBOY AI Enhanced Movement" because @BadBenson really gets 99.999999% credit for this. I wish him well and hope he comes back to the ARMA family someday... Demo mIssion link updated 6/2/22 Features: Player commands unit to climb fence or object by: Selecting Unit, looking at object to climb, select 6 for Units Action, Choose yellow "Climb it" action. Requires Enhanced Movement mod. Limitations Sometimes if player is off to the side of the object that you are looking at, a bad move position is given to AI, so when he arrives he does not climb. Credits: @BadBenson for the essential and awesome Enhanced Movement mod. @pierremgi for great script to calculate shortest distance and direction to the object to be climbed. Needed this so unit faces the wall exactly before climbing (a requirement of the Enhanced Movement mod). Thanks Pierre, you are an officer and a gentleman! Not to mention a smart math guy. @PixeL_GaMMa for handy string replace script. Thanks dude! @beno_83au, @gc8, @HazJ for helping me get over my lame addAction problem! Thanks for holding my hand guys!
  10. 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.
  11. 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.
  12. 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).
  13. 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.
  14. 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.
  15. 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.
  16. johnnyboy

    SOG AI

    SOG AI milestone: Just cracked 10K subscribers! Woohoo! 😁
  17. 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.
  18. 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?
  19. 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.
  20. 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.
  21. 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!!
  22. 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;
  23. johnnyboy

    SOG AI

    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.
  24. johnnyboy

    SOG AI

    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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