Arma 3
SOG AI
2,057 Comments
Johnnyboy  [author] 4 Oct @ 7:36pm 
@Yuka - It's probably a conflict with immersive hit reactions. My mod works well with Antistasi, and should not have that particular problem.
Yuka 4 Oct @ 7:27pm 
Hi, I'm having a weird bug where sometimes my squadmates will be laying like they are downed, but they aren't in a downed state so I end up having to shoot them in the leg and revive them lol. I have a couple mods like immersive hit reactions and im playing in Antistasi. should I send my modlist in the forum? Im just wonderin if its cuz of antistasi ultimate or somethin else, my modlist is pretty light
Johnnyboy  [author] 4 Oct @ 9:42am 
Mod updated again!
Changes:
- Fixed bug where some boats spawned immediately exploded (thanks Panther!)
- You AI squad places more claymores when breaking contact (since ATF enemy so aggressive)
Johnnyboy  [author] 3 Oct @ 10:57am 
SOG AI Updated again. Changes:
- Fixed add action bug
- Improved Point Man moving to trail litter objects
Johnnyboy  [author] 2 Oct @ 8:35pm 
SOG AI updated. Changes:

- Point man will find enemy trail litter and footprints and inform player direction of travel (in Across The Fence missions)
- Fixed problem where Point Man refused to move up steep slopes (credit to panther42_2002...thanks mate!)
- Some fun stuff.
MM 2 Oct @ 2:27pm 
Thanks for the feedback @johnnyboy! I did have indeed the idea to allow for this basically:
1) select individual unit or fireteam (either your “default” fireteams or custom fireteams set by the player)
3) command wheel + move to object command selectable and order applies to any unit or fireteam you are selecting

I believe this logic should apply to any order for proper and independent unit/fireteam commanding (like Brothers in Arms did perfectly 20 years ago!)

Btw keep up the amazing work, best SP mod ever hands down for me
Johnnyboy  [author] 2 Oct @ 11:40am 
@LeoXbom - It works for most including East Wind Campaign, Apex Protocol, GM missions, most Spearhead missions, Antistasi. Mostly any mission where player has AI on his squad. It may conflict if the mission has its own Medical/Revive system. To run with vanilla campaigns/missions or other DLCs, you still need the Prairie Fire DLC loaded as this mod is dependent on it.
Johnnyboy  [author] 2 Oct @ 11:40am 
@MM - Move to Object does work for specific fire teams if you choose my Team Red or Team Green. Pick the fire team first (Red or Green), put cursor on object so you see the footprint icons appear, and choose the Move To object option from command wheel. What does not work is choosing individual units using Vanilla unit selection, and then Move To Object (in this case entire team goes to the object, not just selected units). I should fix that to work for selected units only. If that is your suggestion, thanks, its a good idea. I have my key bind set to 2XF1 to select Team Red and 2XF2 to select Team Green, which I use prior to the Move To Object command.
LeoXbom 2 Oct @ 5:48am 
Does this mod work with any map and any scenario?
MM 2 Oct @ 4:09am 
I would love to be able to use the "move to object" order, but apparently it can't be used to order just a single fireteam as it toggles the vanilla command system, so only the standard move command is available.

it would be awesome if we could use such order when selecting different fireteams
Komodo 27 Sep @ 3:15am 
@mkalireza real talk lol
mkalireza 27 Sep @ 12:10am 
Johnnyboy, you are QRF (quick reaction forces) for updating. Thanks. :steamhappy: :steamthumbsup:
Johnnyboy  [author] 26 Sep @ 9:39pm 
Mod Updated:
- Fixed bug where AI squad would no longer copy player's stance after exiting a crater.
- In Across the Fence, respawn "desperate escape" is disabled. When you die, its mission over. It cause a weird conflict with this mod where player would be stuck incapacitated next time he was shot and could never revive.
- Some fun eye candy added.

Don't forget to update/repair the mod to get the latest!
Johnnyboy  [author] 26 Sep @ 10:54am 
And I just tested Mike Force on new map Dong Giang and it worked fine for me there also.
Johnnyboy  [author] 26 Sep @ 10:32am 
@NomadActual - Actually Mike Force respawn does work but you need to have the SOG AI CBA parameter Allow Player Respawn enabled. I just tested in MF Khe Sanh and respawned multiple times at base, and spawned a new AI squad each time.
Johnnyboy  [author] 26 Sep @ 10:13am 
@NomadActual - Seems I broke Mike Force respawn for my mod. Working on it now. Thanks for the report.
NomadActual 25 Sep @ 6:05pm 
Is there a cmd line to restart it? I died in Mike Force and it stopped working on respawn. Would also like to know if theres a way to get the spawn team menu back.
Soapbox0331 24 Sep @ 5:26pm 
Thanks for the ATF support Johnnyboy.:steamthumbsup:
Johnnyboy  [author] 24 Sep @ 10:49am 
Thanks fellas!
mkalireza 24 Sep @ 10:10am 
Great work. Thanks Johnnyboy. :steamhappy: :steamthumbsup:
Dugong31 23 Sep @ 11:41pm 
Amazing! You are the man, Johnnyboy!
Johnnyboy  [author] 23 Sep @ 10:30pm 
SOG AI updated to support Across The Fence missions. Note the following:
- Wait until you deploy on a mission before spawning your AI team
- You will spawn a new team with every new mission you deploy on (no way to keep your first spawned team)
- Sorry, but you can't use the cool new health system that comes with ATF. It's complicated, and requires
more work by me to merge that system with mine.
Dugong31 21 Sep @ 9:30pm 
Hey Johnnyboy, any plans to make SOG AI compatible with the new ATF game mode? Would be really dope.
Yuka 20 Sep @ 3:42pm 
hi its an amazing mod, just I wish I could disable certain hud elements like the hunt animal / place mine commands because they arent really relevant to my game. but rlly this mod is amazing im shocked
Johnnyboy  [author] 18 Sep @ 7:49am 
@Duck - Yes, it works great for Mike Force.

@ShrekTheSoviet - No, you can't disable the SOG AI revive/medical system.
Duck 17 Sep @ 9:47pm 
does this work with mike force?
ShrekTheSoviet 17 Sep @ 8:10am 
is there a way to fully disable the medical system that comes with SOG AI? i like to use this mod on dynamic recon ops since the AI is often really dumb and wont follow me
Johnnyboy  [author] 16 Sep @ 5:28pm 
Haha dude. Good news it won't ruin your mission as your squad should be fine to carry on. Disable Freaky shit if you never want to see it again.
jaybee 16 Sep @ 5:19pm 
Giant Cow spawned in and knocked me 50ft into the air, please disable that by default lmao
Johnnyboy  [author] 16 Sep @ 8:09am 
@blackboi18 - Yes. And you need this mod so you can access vanilla and other DLC content on main menu when Prairie Fire DLC is loaded: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2642544745&searchtext=restore+vanilla+menu
blackboi18 16 Sep @ 6:41am 
does the dlc need to be loaded first to use this in singleplayer altis campaign?
t.z.a.n 15 Sep @ 9:54pm 
Thanks for your reply.... no more dogs.Keep up the good work!!!
It says not compatible with ACE medical. Can I disable the medical system in this so I can continue to use ACE?
jaybee 15 Sep @ 9:18am 
GOATED mod
Johnnyboy  [author] 14 Sep @ 5:59pm 
This mod requires Prairie Fire DLC for client. Also, don't expect it to work for MP. But it will work for one player playing an MP mission on a LAN.
[SV]Sv 14 Sep @ 4:24pm 
Oh I need DLC on my client for this to work?
[SV]Sv 14 Sep @ 4:22pm 
I add this mod to my server and it doesn't work in my Invade & Annex. Can you please guide me? I am using Contabo server.
Johnnyboy  [author] 14 Sep @ 12:05pm 
@t.z.a.n - In the SOG AI CBA parameters, uncheck this option "Enable spawn of feral dog pack (enemy to all)". I should probably make that to default to disabled... :)
t.z.a.n 14 Sep @ 9:17am 
Hi thanks for your amazing mod.... i have a problem that might related with the mod.... at my missions always from no were appeared a pack of wild dogs attacking everyone and destroy my mission.... if this is related with a mod how can i deactivate them .... Thanks in advance
Macushini 14 Sep @ 4:39am 
3 years in and my guy still responds like his life depends on it. Massive respect to you, thank you for your great work.
Orion 14 Sep @ 12:19am 
I'm silly. I forgot that the move order changes to just work for the point man when they're set. Ignore me!
Johnnyboy  [author] 13 Sep @ 12:09pm 
@Orion - That does not happen to me. So my guess is you are running another mod that conflicts with this mod. If two mods are trying to modify AI behavior at the same time, weird stuff will happen.

@Poppyfacetomatonose - The Allow Respawn CBA option is there to allow mission to continue after player killed. The default behavior of my mod is that if entire player AI squad is down, player can no longer revive and will be killed next time he is incapacitated. But players of persistent long missions like Antistasi want the ability to respawn to continue the mission.
Poppyfacetomatonose 13 Sep @ 5:00am 
What does the allow respawn option do?
Orion 12 Sep @ 11:17pm 
Anyone else having issues with squadmates not responding properly to orders and stopping in place? Also, the "take point" function doesn't work. When I order a squaddie to do so, they stop and stay in place. When I tell then to take point fast, I get an error.
Dmitrij 12 Sep @ 2:18am 
NICE NICE GOOD JOB EVERYONE! :)
Johnnyboy  [author] 11 Sep @ 5:43pm 
@ComradeBliin - Yessir, I plan on doing that as soon as I have time. Not sure how soon though. I'm looking forward to it, and the new terrain they will be releasing with Nickel Steel.
ComradeBliin 11 Sep @ 5:15pm 
Any plans to make this function with Across the Fence? (I know the beta JUST came out)
Johnnyboy  [author] 10 Sep @ 11:11am 
@apaar4 - You need the Prairie Fire DLC loaded, and Veteran's Restore Menu mod which enables access to vanilla arma content when Prairie Fire DLC is active: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2642544745&searchtext=restore+vanilla+menu
apaar4 10 Sep @ 10:53am 
Hey, i can't use this mod in eastwind campaign, please tell me how to use this mod in that campaign
Johnnyboy  [author] 10 Sep @ 7:43am 
@flankymanga - Thanks dude. This mod should work with all vanilla content and most DLCs. Spearhead can be tricky because it has its own revive module that can conflict, but I think you can disable it. To use this mod with non-Prairie Fire content, you need this mod to restore the vanilla arma menu so you can access the vanilla and other DLC campaigns and missions: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2642544745&searchtext=restore+vanilla+menu