Arma 3
AZC Dogs
74 Comments
AZCoder  [author] 5 Feb @ 1:25pm 
Cars that inherit from the classes above. It's a real pain to setup the dog in a car.
TheBatman 26 Jan @ 1:20pm 
can dogs get into a car?
AZCoder  [author] 20 Dec, 2024 @ 3:09pm 
You can modify the mod all you want. It's open source. Good luck.
Fylon 19 Dec, 2024 @ 8:21pm 
AZCoder, Would you be okay with making a specific version of your mod for me, with things I want? If yes, is it free or do I have to pay?
Brute 28 Oct, 2024 @ 12:00pm 
I understand, i appreciate your help.
AZCoder  [author] 28 Oct, 2024 @ 10:49am 
I thought that might happen. There's really no workaround. Would have to redesign that portion of the core functionality. If you can do sqf scripting, you could see how it's done in the code and do it all through function calls instead of the modules, and force it to call pack behavior again. The time required to change the core is not something I can do right now, sorry.
Brute 27 Oct, 2024 @ 6:27pm 
AZCoder, thanks a ton for adding that function. The disable cleanup option works great even from multiple kilometers away. Unfortunately now the pack is no longer staying rabid.

I've tested it both in scenario and outside of it in the virtual reality map. Sometimes they're rabid for about a second and then it goes away and they run up to the player friendly. Any ideas on how to work around that?

My start point is about 2km away and im playing as blufor.
AZCoder  [author] 27 Oct, 2024 @ 12:03pm 
Added the disable cleanup checkbox on the pack module and fixed a minor bug that caused premature cleanup. Check the box to disable all cleanup.
Brute 24 Oct, 2024 @ 3:55pm 
Thanks!
AZCoder  [author] 24 Oct, 2024 @ 9:32am 
I can add something to prevent autocleanup. Let me look this weekend.
Brute 23 Oct, 2024 @ 4:14pm 
It definitely works when close as you suggest. But I am making a wolf hunt scenario and the start point is 2km away. Is there a way other than repacking the pbo to make it work? Can the module be activated/created by a trigger?
AZCoder  [author] 23 Oct, 2024 @ 9:57am 
btw, triggers were the old way, I forgot I had made it "fancy" with modules.
AZCoder  [author] 23 Oct, 2024 @ 9:56am 
I would suggesting testing it on an empty map, preferably open field. Put down the pack module. Put a player on map about 350m away. Preview it and walk toward the location of the module. At 320m, the dogs should spawn. You can verify if they remain alive. I think around 80m, they will either chase you if friendy, or attack if rabid. If they vanish at that point, let me know.
Brute 22 Oct, 2024 @ 6:52pm 
Thanks for the reply. In your campaign, do you spawn them with a trigger? If so, how do you do that? Thanks.
AZCoder  [author] 21 Oct, 2024 @ 10:41am 
Hmm, I hadn't thought of it, I guess. I use them in my Shadow Fall campaign, but I don't spawn them until the player is within a certain distance of a spawn zone. Alternately, you could unpack the pbo and look inside the 'functions' folder for fn_PackBehavior.sqf. Comment out line 116: [_pack] spawn AZC_Dog_fnc_PackCleanup; Then repack it.
Brute 20 Oct, 2024 @ 12:14pm 
Hey AZCoder, all of the rabid dogs that i spawn are dead by the time i get to them. Any idea what could be causing this? Does the module only work within a few hundred meters?
AZCoder  [author] 21 Apr, 2024 @ 11:11am 
I loaded the game with the mod. F5, first thing in list is Ambient, both dog modules on top. Ambient should be there if you have TacOps DLC. Ensure [AZCoder] Dog Packs is in your mod list when loading game. Beyond that, I don't know.
DieSpinne(GER) 20 Apr, 2024 @ 4:46pm 
No Ambient , no Modul, nothing :-(
I cant find this Modul after the Installation.
AZCoder  [author] 7 Apr, 2024 @ 10:14am 
I'm checking on that. I think someone was gonna do that a year back, although I know it would be tricky to pull off without a total rewrite.
11A1 SCH C. "KODY" Bernussou 6 Apr, 2024 @ 10:25pm 
Hi, any returns about the K9 MP version ? thx
AZCoder  [author] 8 Oct, 2023 @ 7:37pm 
Y key. Line 12 of functions\fn_DogOpenUI.sqf
// y key
case 21:

and line 7 of functions\fn_DogCloseUI.sqf.

The codes are here: https://community.bistudio.com/wiki/DIK_KeyCodes
Have fun!
More Stegyzaur 8 Oct, 2023 @ 3:31pm 
how do you bring up the command menu for the dog and can you change keybind
AZCoder  [author] 27 Aug, 2023 @ 11:38am 
As stated in description, this is for SP. Someone was working on an MP version, but I don't know the status.
Crocodilo 12 Jun, 2023 @ 4:23am 
Hi! The new K9 has been released. It needs a good scripter. Plase give it a shot.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2912186689
TDG11 31 May, 2023 @ 5:19pm 
DID ANYONE TEST THIS ON MP
Johnnyboy 8 May, 2023 @ 6:44pm 
My name is johnnyboy, and I endorse this friggin' awesome mod. Thanks AZ!!!!
AZCoder  [author] 30 Apr, 2023 @ 5:43pm 
I went to add more vanilla vehicles and many from the GM DLC, and ended up rewriting a lot of the core functionality. If you want to add vehicles, look for the file 'fn_GetIn.sqf' inside functions\commands. You need to experiment with the position in the vehicle.
AZCoder  [author] 29 Apr, 2023 @ 1:38pm 
Forgot to add, look for line # 860 and beyond for the case statement.
AZCoder  [author] 29 Apr, 2023 @ 1:26pm 
It's in fn_DogCommand.sqf, you have to add a case statement with an attachTo position: _attachPos = [0.05,-0.5,-0.85]; Unfortunately Arma 3 dogs won't get into cars like other units, although they sure did in Arma 2.
Fronk 29 Apr, 2023 @ 12:47pm 
its a custom made vehicle, and I was just wondering where in ur pbo do you have it listed. im trying currently to get the mp working with only partial success.
AZCoder  [author] 29 Apr, 2023 @ 12:11pm 
I just now posted this in the description. These are the vehicle 'base' class names. Is there a particular vehicle you want to add?

Offroad_01_repair_base_F
Offroad_01_unarmed_base_F
Offroad_02_unarmed_base_F
Rubber_duck_base_F
Heli_Light_01_unarmed_base_F
Fronk 29 Apr, 2023 @ 9:10am 
whenever i tell him to get into a vehicle it says hes not trained for it, are there certain vic hes trained for or can i add to them.
AZCoder  [author] 26 Apr, 2023 @ 8:55pm 
I should emphasize that my knowledge of MP scripting is limited, but I can provide some support & answer questions about functions etc. It's a hodgepodge of Johnnyboy's original script only mod and what I added. Honestly the main goal was to make this for my own campaigns and many months later I decided to release it to the public. I'll help if I can though.
Dookiedoo 26 Apr, 2023 @ 4:47pm 
Sent you a friend request. Would love to work with you in order to get this working for multiplayer.
jordantyson3636 26 Apr, 2023 @ 1:55pm 
This is one of the greatest treasures I have found in the workshop! (Especially with me being a mostly solo player.) I've had more fun with than i ever would have imagined!! In game, lately I've been having unexpected run ins with packs of rabid dogs on maps and scenarios that i haven't placed any module on. To my surprise this has been a huge blast!!! I'm in VR trying on my fresh new gear...here come those d@mn dogs again! testing triggers on a map I've just installed, oh sh!t, how'd they find me? But just in case I'm ever in need of a dog-less digital universe, would anyone be aware of what I could have done to cause this? In no way is this a complaint! of course I can see how it could possibly interfere with some plots and story lines...but how #uckin funny is it going to be to see players half-dressed and running for their lives after getting unexpectedly mauled by dogs while changing in the arsenal!
DylonND 16 Apr, 2023 @ 9:20pm 
Congrats on the update!
Bax ⭐ 13 Apr, 2023 @ 10:22am 
Works nicely until now with the new dog speed, aka "dog"in reverse "god speed" :D Thanks!

Suggestion: Since people using ACE have those"healing" problems, could you give us an option to deactivate the dog's damage completely or (much better) add a "heal" command? Maybe the handler has to be close to use it / pointing at the dog, with some time needed for the healing to be completed (while some healing animation is shown).
AZCoder  [author] 12 Apr, 2023 @ 5:16pm 
Major update released. The big change was a major increase in dog speed. Let me know if that causes any issues. I had disabled that feature for a reason that I can't remember LOL.

Also I added German, Russian and Polish languages to the dog handlers. German requires GM cDLC. The custom voice is still English but that's because it was recorded for a campaign and won't change.
AZCoder  [author] 11 Apr, 2023 @ 8:48pm 
I do not get a heal command option. In fact, if I set the dog's damage to 0.5 and shoot it, its damage reverts to 0. The dogs take a number of hits depending on their classification as opposed to normal damage. This makes them last longer in combat. ACE is probably messing with it.
Bax ⭐ 10 Apr, 2023 @ 10:31am 
The "heal" command suddenly pops up within the mouse scroll menu, while pointing at the injured dog, not via the "y" menu. Thanks!
AZCoder  [author] 10 Apr, 2023 @ 8:47am 
I didn't know he could be healed at all :) I don't have ACE and don't know how it works.
Dog speed has been an issue. It's a complicated affair. I managed to "tweak" it at one time and the dog started going really fast, but he would shoot past the handler. I need to learn more about animation coefficients. I would like to look into that again, thanks for the info.
Bax ⭐ 10 Apr, 2023 @ 3:05am 
"Bug" / suggestion report:

1. I can't heal the dog with my medkit or firstAid kit. I have ACE installed. Could it be, that it "only" works with the basic healing system? Right now the "heal" command just tells me that Ineed a medkit, although I have. Poor dog. :(

2. The dog is quite slow, when I run, the doggy takes a lot of time to follow me. Hope he's okay. Please change :D
Bax ⭐ 2 Apr, 2023 @ 1:35am 
Awesome, thanks a lot for your help!
AZCoder  [author] 1 Apr, 2023 @ 1:43pm 
Ok new video added. Remember the Y key brings up the menu. I may try to allow changing the keybinding, but I don't want to add CBA as a requirement.
Bax ⭐ 1 Apr, 2023 @ 1:56am 
Could you please upload a video on how to use the single dog with a handler using Eden editor. I am not able to do it, the dog does not follow any orders (and there are none shown). I'm doing it wrong, just no idea what and how.
AZCoder  [author] 29 Mar, 2023 @ 5:13pm 
I haven't touched ACE so I wouldn't know. It's not intended for MP at any rate.
Mattifine 29 Mar, 2023 @ 4:03pm 
Is it ace compatipel?
AZCoder  [author] 29 Mar, 2023 @ 2:18pm 
There is a K9 in here with vest and workable camera (scripting shown in description). I mainly work on campaigns and this mod is just a result of what I needed in a few missions.
Ghosted♤ 28 Mar, 2023 @ 11:47pm 
Would you like to try make a working K9 mod???
AZCoder  [author] 28 Mar, 2023 @ 3:31pm 
@Jah not sure I follow. I'm not using any AI mods.