Arma 3
K9 Companion
89 Comments
Lamoth 2 hours ago 
Any possibility to have it search for downed friendlies?
J3FF  [author] 11 hours ago 
@OwnageGames Hello and thank you for the comprehensive feedback. Steam comments is an un-ideal place to discuss things so I would like to invite you to join the discord to continue this conversation.

I am able to re-produce losing commands of the k9 after it has died, it looks like you are no longer set as the handler. For now you can just become the handler again to regain them, but I will be correcting this.

Your other issues involving buildings I am unable to re-produce, I suggest sending a video of it happening so I can better help resolve it.
OwnageGamez 16 hours ago 
4th: Pathing for the dog is a little bugged. When I had a dog engaging an enemy, it phased through a building and got stuck inside a room in a run animation. I was unable to find the dog and was forced to go into Zeus to locate it. The dog then phased through the outer wall of a multistory building, falling multiple stories to the ground.

Ideas I have to improve it.

Adding a dog to CTAB, so that when the dog runs off and either goes down or gets stuck on something, you're able to find it without Zeus.

Having an option where it only attacks once engaged.

And the ability to customize the range of behaviors so it doesn't automatically attack something 400m away, like it did with me a couple of times.
OwnageGamez 16 hours ago 
Thanks for the mod. I have noticed a few issues I'd like to bring to your attention. will have to make this into multiple comments because of character length

1st: lose command options in Ace Self-Interact after reviving the dog.

2nd: Tried commanding the dog to move inside the building where I placed an enemy to see if it would automatically engage him. It seems like the command didn't even register the building's presence, and the dog just went around the building on the other side. Tried multiple times, but was never able to get the dog actually to enter the building.

3rd: Was finally able to get the dog to engage an enemy inside a building slightly raised off the ground. The dog completely ignored the stairs and phased through the floor of the building, preventing it from reaching the target.
J3FF  [author] 21 hours ago 
@Sgt.Toledo I don't like dogs dieing. They can enter an injured state but can be healed.

@bluewildfire9 At the moment I don't have any intentions of adding options related to the k9's damage output. I will look into the patches though.
Reaper 23 hours ago 
the only way to ruin a dog...ACE
XD
bluewildfire9 2 Oct @ 5:10am 
Also, are you considering making it so the dog's damage can be tweaked in the settings? So maybe it hurts the enemies but doesn't immediately kill them? Thanks!
bluewildfire9 2 Oct @ 5:07am 
Very cool mod! We were in dire need for a K9 mod that actually works, haha! One suggestion: could it be done so that the dog's harness displays the handler's shoulder patch, just like vehicles do when someone drives them?
Sgt.Toledo 2 Oct @ 4:18am 
why are they inmortal?
Bax ⭐ 2 Oct @ 3:53am 
@Moonie It is absolutely cool and adorable, thanks! Not wanting to bother but could you colaborate with J3FF (of course only if you both are up to it) to get that "crawling" or at least "lying down" animation, so that the poor dog does not get shot while I am lying down?

@J3FF Thanks mate!
Concord 1 Oct @ 9:46pm 
DOG!
J3FF  [author] 1 Oct @ 8:55pm 
@Spartan 208 It is a hard requirement, I use it for the interactions with the k9.
Spartan 208 1 Oct @ 8:54pm 
Question: is ace a hard requirement or is it optional? I'm not one to use it...
Grey Ghost 1 Oct @ 8:43pm 
make a battle cat you can command to do nothing useful now
Moonie 1 Oct @ 12:35pm 
@Bax I made it after watching a French SF video, in which they were carrying a Malinois on their shoulders up a ladder. I thought it was really cool and tried to reproduce it. I actually made two animations, but only one was chosen for the final set. The locomotion anims were made GiM.
J3FF  [author] 1 Oct @ 11:35am 
@Bax The MFR Dogs mod adds all the models and animations, they created all of them. This mode just allows you to command the dog to do things. I believe the around the neck one was designed for being carried when parachuting, or for the purpose I used it for.
Bax ⭐ 1 Oct @ 11:02am 
Mate, you already gave so much love and fun with that mod. I would immediately help if I had the slightest idea how to create those animations. How did you get the "around the neck" animation? Is it the one for unconscious persons?
J3FF  [author] 1 Oct @ 8:25am 
@Bax Unfortunately there is no animation set for the dog crawling, and the only laying animation is a sleep style one. I am not versed enough in arma animations to create it. Sorry :(
Bax ⭐ 1 Oct @ 7:49am 
PLEASE give the dog the ability to lay down, when we lay down. You already added the sneaky walking (love it!). I got in a firefight and was flat on the ground while the doggie just stood there. I felt bad for the dog T_T
Firepaw217 [CM] 1 Oct @ 4:24am 
So, Did some testing, and this mod is cool as hell holy shit. Although, did run into an immediate bug unfortunately. When the dog is incapacitated and revived, you lose access to commands permanently. I am running Lambs, although it throws KAT Medical Errors. I'll goof off and see if I can reproduce it without one or the other.

Right now I just get around it by disabling damage on the dog in Zeus.
Mod is so fucking awesome otherwise, instant addition to my units modpack. Gonna surprise em' Sunday with this.
Molotov Spring 1 Oct @ 2:48am 
YEAAAAAHHHHH PET THE DOGGGGGGG(I'm a cat person btw)
Tom Fooleree 30 Sep @ 9:46pm 
Arma FINALLY breaking free from the K9 mod "attempts" and a good system has release I love arma modders
miss12135 30 Sep @ 8:20pm 
goodboy
r0gue22 30 Sep @ 7:33pm 
puppy
J3FF  [author] 30 Sep @ 5:29pm 
@mbkm22 The ability to pet the dog will be added tonight. And right now you can technically name it via zeus if you are using zeus enhanced.
MFR 30 Sep @ 5:08pm 
@radiomyster I'll have to ask POLPOX. I think the problem was that Dog was using a custom skeleton or something like that, but I could be completely wrong, I don't really remember. What does the error say?
mbkm22 30 Sep @ 4:56pm 
Will there be any non combat stuff you can do in ace?
Like have a separate tab to pet/play with the puppers?

Maybe give a grenade thats just a tennis ball or something.
Could be cool to even give it a soft pack to help carry a gun or a single medkit, so it can aid in more supportive ways, like if you and an ally are pinned down but they need medical would be cool to have the dog carry something to rush over to aid.
Also abilities to name the pet would be fun too.

Because if you can get some strong emotional ties to the dog you could probably get some really cinematic scenes of soldiers rushing into enemy fire to grab the dog and get it to safety
Moonie 30 Sep @ 4:14pm 
I made a “pet” animation a while ago, but I don't remember if I added it to the sources. Let me know if you want me to quickly look for it.
Moonie 30 Sep @ 4:12pm 
Thank you for making it a truly useful unit in the game. You're a legend .
Herr_Lindstrom 30 Sep @ 3:38pm 
anyone test to see if this works in Antistasi?
Ed Lane ☯ 30 Sep @ 10:34am 
Do we have like a video of this to showcase it? Is it also workable with keybinds etc? Looks great! And great potential! Also will it come so that the dog can get in between the legs maybe?
aleshaliyan 30 Sep @ 9:35am 
我爱狗狗!
Izquierdo 30 Sep @ 8:58am 
duro
john pissman 30 Sep @ 7:56am 
DOG
Bax ⭐ 30 Sep @ 7:19am 
Love it, just when I was looking for a better script (or at least updated). Thanks!
PAVE 30 Sep @ 6:51am 
Meu caramelo
Nikko 30 Sep @ 6:40am 
friend
LA CABRA 30 Sep @ 2:50am 
Okay!! No problem J3FF, keep going! U r doing great!!
Pix 30 Sep @ 1:20am 
Just need to add a "pet" command and this will be an A++ mod.
Vagrant 29 Sep @ 11:25pm 
Glad to see someone finally did this. I started my own variation of a Dog Handler System for this mod and just never had the time to come back to it. It's good to see someone else picked this idea up and ran with it. <3 Great work!
al-jolani gaming 29 Sep @ 10:51pm 
Any chance for a "Stealth Kill" mechanic? My dog doesn't seem to want to attack anything that isn't currently already engaged in a firefight, though I admit that might just be a mod conflict
J3FF  [author] 29 Sep @ 9:00pm 
@LA CABRA At the moment, no to all of that. If you have an HVT or similar I suggest setting them to civilian for a non lethal takedown.

@Ace The dog can't technically "die" just enter an injured state. I don't like dogs dieing and didn't want to add that.

I will possibly add petting the dog as its been widely requested.
rudy 29 Sep @ 8:37pm 
doggy
jack a boi 29 Sep @ 7:44pm 
finally we have reached the peak of mods
ANZACSAS Steven 29 Sep @ 7:39pm 
Cool!! Thanks. Who's a good boy?? :)
OddlyDelta 29 Sep @ 7:19pm 
what the dog doin
Ace 29 Sep @ 7:13pm 
Oh, and if you wanna do a "pet dog" animation, you can repurpose one of the existing ACE hand signals, even if it's just goofily waving your hand over or in front of the dog.

As long as the dog makes happy dog noises in response, this satisfies the request.
Ace 29 Sep @ 7:12pm 
I almost don't want to use this mod because I will get emotionally attached to the dog and then irrationally upset when it gets killed, resulting in unreasonable amounts of ordinance being dropped on densely populated areas.
LeaTheVixy 29 Sep @ 5:44pm 
Actually, I know animation sucks to do with A3, but petting the dog would literally be amazing. Though, amazing mod work, super cool!!!!
LwmChuckMorris 29 Sep @ 5:32pm 
only request is to pet dog