Arma 3
SOG AI
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Update: 22 Nov, 2024 @ 10:42am

Update on 11/22/24:

- Added new CBA Parameter "Leapfrog Bound Distance". You can now set how far your teams move on each leapfrog bound. Default is 16 meters. Allows picking from 14 to 32 meters. I like 16 for jungle. Maybe you want longer bounds in open terrain. (Thank Q for the suggestion).

- Fixed labeling bug for Stealth On option where it might say "Weapons Free". That was wrong, that option is always to used to set Stealth On. If you want your team to go Weapons Free simply fire your weapon, or use a Weapons free option on the SOG AI numeric T menu.

Update: 19 Nov, 2024 @ 9:51pm

Fixed Point Man Travel Meters bug that occurred if you had not used the CBA parameter to set it. It should have had a default value. Now it does.

Update: 17 Nov, 2024 @ 5:25pm

OCT 2024 CHANGES:
- Added Take Point feature to designate a Point Man to patrol in front of squad. Player can direct his movements.
- Point Man has advanced hearing/sensing capabilities for spotting near enemies (not just line of sight). Will alert team when hears near enemies. Applies to all maps (not just the Prairie Fire
missions where this is ambient audio chatter).
- Added option to have your squad use hipfire animations (if you own Spearhead DLC, and you should!). Hip fire was standard procedure for SOG teams for close fighting in jungle.
- Added 'Weapons Free' option to numeric menu to initiate team firing without player firing.
- Made Move There, Lay Dog and Halt apply only to selected units, and unselected units will continue to follow player (i.e., not stopped)
- At mission start, if mission is unknown to SOG AI, actions are created to provide choice to either spawn an AI team, or wait for AI to join player squad.
This makes mod more flexible for those workshop missions where AI is intended to join after start of mission.
- Move and Follow commands can now be team or unit specific. Example: you can now place Team Red somewhere, and have Team Green follow you somewhere else.
- Get Down command forces units to Go Prone
- Get Up command now forces units to player's current stance of up Stand, Crouch, or Prone.
- Get Up and Get Down commands can now be team or unit specific.
- Greatly improved liklihood AI will heal player when he is down.
- Made some performance improvements (reduced spawned looping code) which fixed wheel menu slow to sense mouse over.
- Mod now works for the Reaction Force SP QRF mission.
- If mission starts with AI on team, and its a Nam mission, you can modify your AI's loadout. In previous version you could only do that for a team you spawned.
- Player no longer does enemy spotted animation if he is reloading (which canceled the reload)
- Mace Traps now only spawned by default on Prairie Fire maps, Unsung maps, and Tanoa.
- Added some fun animal ambience. Can be turned off with new CBA parameter.
- Added CBA parameter to adjust AI bleedout time
- Added CBA parameter to adjust player bleedout time before the Withstand action appears
- Added CBA parameter to allow always spawning mace traps on any map.
- Added CBA parameter to allow player to teleport via map click. Good for debugging, or fast travel.
- Added CBA parameter to show spawned mace traps on map. Good for debugging, or fun to find traps and interact with them.
- Added CBA parameter controlling how many meters forward point man will move before stopping on each player commanded move.
- Added CBA option to not setskill max for AI. Default is for team to be elite with skill maxed.
- Added CBA option to opt out of adding extra mags, mines and nades to SOG AI squad
- Added Copy My Stance to Numeric menu
- Added CBA option to assign Names with Name Sounds to AI Team for greater immersion while commanding.
- Fixed Asian face assigned in non Vietnam Antistasi missions.
- Added CBA option to enable Prairie Fire NPC chatter for US side
- Added CBA option to enable Stamina for player
- Added CBA option to disable freaky Shit

Update: 6 Nov, 2023 @ 4:22pm

Updated SOG AI to support (hopefully) all Forgotten Few 2 missions (not just the Nam ones).

Update: 3 Nov, 2023 @ 11:13pm

- Fixed AI not obeying orders in DRO missions.
- Fixed player First Aid Kits disappearing when an AI buddy healed him.
- Added CBA option to enable Stamina for player.

Update: 1 Nov, 2023 @ 2:34pm

SOG AI 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.

Update: 2 Oct, 2023 @ 5:44am

SOG AI updated:
- Added Move To Object command to numeric menu to support Voice Attack key mapping.
- Wounded and assigned medic will now remember last move command and move there after healing Previously, they were stopped and player had to order them to move again.
- Fixed case where team was in stealth mode, but started talking loud after crossing a river.

Update: 28 Sep, 2023 @ 3:50pm

Update includes:
- Added Move Parallel To object command.
https://youtu.be/m9LLIo1UTLI
- Now supports DUWS. (Requested by Space Hulk Hogan) Recruited AI can be commanded by SOG AI. Player respawn supported.
- Now supports Insurgency Vietnam. (Requested by Centurion) You can spawn a SOG AI team, and after that any recruited AI can also be commanded by SOG AI. If you die and respawn, you have option to spawn another AI team.
- Fixed screen fickering when player impaled on whip trap.
- AI may place Claymores, Tripmines, and other proximity mines when breaking contact (instead of just breaching charge)

Update: 16 Sep, 2023 @ 12:09pm

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.
- Now compatible with Antistasi Ultimate.
- 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.
https://youtu.be/_sD1x4jqS0I
https://youtu.be/-d7k6m7zPvY
https://youtu.be/z-Q-yu2I9Oc

Update: 21 Aug, 2023 @ 3:30pm

Updated to support burning of all Thatched Hut buildings in Spearhead (the ones with grass roofs). A thatched hut will burn if they take significant explosion damage, or get hit by a molotov cocktail. You can also order an AI to burn a hut using his lighter.