Arma 3
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K9 Companion
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Data Type: Mod
Mod Type: Character, Mechanics
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28 сен в 15:06
30 сен в 18:56
Обновлений: 3 (просмотреть)

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K9 Companion

Описание

Rating this mod is hugely appreciated!

WARDROBE
K9 Companion is a codebase that adds command functionality to the MFR Dogs mod. This mod allows you to command the dog to do a variety of tasks like searching for explosives, patrolling perimeters, hunting targets, etc. This mod relies on the MFR Dogs mod for all visual aspects, this mod only adds the command functionality.

Big thank you to the MFR team for granting source access of their mod to the community.

How to use
Ace interactions are required for this mod, walk up to a dog and interact with it, you will see the option to become its handler. Once you are a handler, self ace-interacting will give you access to the K9’s commands.

Setup
Place any of the ai dog units added by MFR Dogs into the mission, either in 3den or zeus. No setup is required, just place the unit.

CBA Settings
This mod adds 4 CBA options, found under ”K9 Companion”. Time to heal affects how long it takes for you to heal the dog when it's been injured (interact with the dog for this option). Return home time affects how long the Return Home command takes, this command teleports the dog to its home point. Time before forced return is the time it takes for the dog to return to its home point when the dog is injured and the handler has left the semi immediate radius. Max separation distance refers to the max distance in meters between the dog and handler before the dog is teleported to the handler. Set this high if you don't want it to ever teleport.

CBA Settings
Cba controls have been added, and can be accessed through the Controls>Addons menu. These are common commands that can be bound to keys for easier use without going through the ACE menu.

Features
- Follow handler
- Stick to hip (left or right)
- Wait Here
- Move to point
- Carry K9
- K9 sits in lap in vehicles
- Neutralize Target (knock down civilians, eliminate hostiles)
- Perimeter (moves in a circle around start point)
- Seek mines
- Passively detect mines (lower success rate)
- Smell enemies based on wind direction and speed and growl to alert
- Set K9 to Silent, Aware, or Aggressive depending on how it should react
- Pet the dog :)

Notes
- Must be loaded on all clients and server.
- The home point is the location the dog was spawned.
- Behaviours: Silent will have the K9 be mute and not growl or bark when reacting to situations. Aware will have the K9 growl and bark, Aggressive will have the K9 growl and bark as well as attack threats on sight.
- I believe this is compatible with LAMBS and VCOM, if you encounter odd issues try unloading these to confirm if they continue to conflict.

Discord
If you have any questions/suggestions/feedback, or just want to chat, feel free to join the discord here!
click here for discord [discord.gg]

License
This mod is licensed under the APL-ND license for Arma 3.

Комментариев: 87
OwnageGamez час назад 
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 час назад 
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  [создатель] 6 ч. назад 
@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 8 ч. назад 
the only way to ruin a dog...ACE
XD
bluewildfire9 9 ч. назад 
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 9 ч. назад 
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 10 ч. назад 
why are they inmortal?
Bax ⭐ 11 ч. назад 
@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 17 ч. назад 
DOG!
J3FF  [создатель] 18 ч. назад 
@Spartan 208 It is a hard requirement, I use it for the interactions with the k9.