Arma 3
888 ratings
SOG AI
62
35
17
22
7
7
6
16
8
7
12
5
9
8
6
5
4
2
3
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
Mod Type: Character
File Size
Posted
Updated
80.929 MB
25 May, 2022 @ 9:35am
4 Oct @ 9:30am
71 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
SOG AI

Description
SOG AI was reviewed by PCGamesN!!! [www.pcgamesn.com] Pretty cool!

SOG AI simplifies squad control for any mission where player commands AI. It also makes the Prairie Fire campaign playable and fun for the Single Player. You can also play any Steam Workshop mission or Editor mission. Choose type of team to spawn and command them with hand signals via wheel menu. Supports leapfrog (bounding over watch) movement, fast movement to break contact, stealth commanding via hand-signals, and AI Revive. Every effort has been made to minimize the micro-managing of squad AI. Commanding an AI squad is no longer a hand-holding micro-management nightmare. :)

Intended for Single Player, but people use it for MP as long as only one player controls the AI squad.

Use TAB key to see Wheel Menu.

Features:
- Play Prairie Fire campaign missions with AI squad that is an asset and not a liability.
- Play Spearhead 1944 DLC missions
- Play Global Mobilization and Force Recon missions with SOG AI.
- Play East Wind campaign using SOG AI command menu.
- Play Apex Protocol campaign on Tanoa with 4 AI
- Play Western Sahara missions with SOG AI
- Play Escape and Combat Patrol on Altis, Stratis, Tanoa, Malden, Livonia using SOG AI command menu.
- Choose your team (SOG teams, SEALs, LRRPs, US Army, ANZACs, ROCs, ARVN, etc.) for max replay fun
- Maximize immersion by commanding your AI squad with hand signals only
- AI squad can move quickly under fire (break contact)
- AI squad can leapfrog attack or leapfrog retreat
- AI can revive each other and the player
- AI will Melee fight each other
- AI can enter/exit/defend craters quickly and smartly (i.e., no vanilla AI slow walking on craters!)
- Some VC trackers will have dogs that can sense enemy (i.e., you!) and attack
- Modify your AI team's loadout (and player's) at start
- Persistent Napalm FX (scorched earth, burnt trees, destroyed buildings, etc.)
- Grenades can destroy vegetation
- Punji Traps are brutal! Watch out for swinging punji mace traps too.
- All fuel barrels on any map are explosive
- More fun surprises

Limitations:
- Not compatible with ACE Medical, but you can use ACE mods that do not have Medical feature.
- AI can't navigate in water, so don't play Black Spear with SOG AI

Gameplay examples:
AI team defends LZ in campaign mission Eldest Son
Fight and leapfrog up trail in campaign mission Bright Light

Feature demonstration video playlist: Playlist

I want to thank the following people:
Credit:
@WebKnight for allowing me to use some of his sweet Burn Em code and integrate it with Spearhead and PF flamethrowers.
@MadRussian for the "blue move" discovery and feedback. Remember I knew him before he bacame 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 be Prairie Fire specific, but he gave me a big head start.
@DreadedIdentity for his awesome GUI selector template. That saved me some serious time!
@Haleks for some fun gore fx.
@Veteran29 for some SQF tuning tips
@Snafu for Persistent Napalm improvements and boarding help with Unsung and Vanilla helis.
@SirBassi for Persistent Napalm MP improvements

Everybody on the BI forums and Prairie Fire discord
Popular Discussions View All (28)
9
27 Apr @ 8:41am
How can I create my own SOG AI teams to quick-load into missions?
REDACTED
4
31 Jul @ 7:09pm
Force Load or Reload SOG AI
REDACTED
3
9 Sep @ 7:01am
Antistasi
TheBlackWolf939
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