SOG AI - New Command: Move Parallel to Object

SOG AI now has feature where player can look at object and command team to move to that object and arrive at positions parallel to object. Great for moving behind a low wall or log for cover. Thanks to Hazbo for suggesting this feature!
Hazbo's excellent SOG AI video: • From Chore to DELIGHT:...
Get SOG AI here: steamcommunity.com/sharedfile...
Other improvements in latest release of SOG AI:
- DUWS missions now supported.
- Insurgency Vietnam now supported.
- During Break Contact, AI can place claymores, trip mines and other proximity mines to slow down enemy pursuit.
- Fixed camera stutter issue when player impaled on punji whip trap.

Пікірлер: 45

  • @HazBofficial
    @HazBofficial10 ай бұрын

    Woot! Brilliant work as per, I'm glad you've kept it Command wheel based single click option, I was wondering how you were going to implement it, if at all. I know I suggested it but I was looking back on it, thinking, how the hell would he fit something like that in which works just as easy as everything else. Glad you've kept the simple but powerful concept of SOGAI in this newest addition (Although im pretty sure it wouldn't of been that simple to implement, so thanks for your continued work on this project)

  • @johnnyboy8657

    @johnnyboy8657

    10 ай бұрын

    It wasn't too bad to build. But I suck at math so calculating direction of object side and offset positions did stump me for awhile. Thanks again for the great feature video and this suggestion.

  • @5erase
    @5erase8 ай бұрын

    Thanks for your work on this mod! it has become one of my all time favorites, up there with SSPCM, Zeus wargame RTS, and Dynamic Recon ops

  • @johnnyboy8657

    @johnnyboy8657

    8 ай бұрын

    Awesome. Thanks for taking the time to comment!

  • @Nein113
    @Nein1139 ай бұрын

    Holy heck that's really really great advice!

  • @KainBlake
    @KainBlake10 ай бұрын

    Looks a lot like stacking up. Hopefully next one's gonna be "breach and clear" *hint hint*

  • @johnnyboy8657

    @johnnyboy8657

    10 ай бұрын

    Oh man I wish! AI pathfinding in buildings is the ultimate nut to crack. And likely above my pay grade!

  • @KainBlake

    @KainBlake

    10 ай бұрын

    Yeah, I suspected as much. Trying to move AI around is already difficult enough, trying to move them in buildings is an exercise in tard wrangling

  • @johnnyboy8657

    @johnnyboy8657

    10 ай бұрын

    @@KainBlake "tard wrangling", that beautifully sums up the majority of my sog ai efforts, lol

  • @airline3hum
    @airline3hum10 ай бұрын

    This is the mod that never stops giving! The best gameplay mod for single player mode gets better and better. Thank you

  • @johnnyboy8657

    @johnnyboy8657

    10 ай бұрын

    Gracias Paulo!

  • @quanoglias3817
    @quanoglias381710 ай бұрын

    This mod is a game changer man, I finally feel like my ai teammates are worth something

  • @johnnyboy8657

    @johnnyboy8657

    10 ай бұрын

    Thanks man. AI responsiveness is a big problem with vanilla AI, so I did my best to address it. More to come!

  • @quanoglias3817

    @quanoglias3817

    10 ай бұрын

    @@johnnyboy8657 I’m excited to see what you come up with man!

  • @user-uu7cj6ii5n
    @user-uu7cj6ii5n10 ай бұрын

    Love your work, really do appreciate the work you've put in this

  • @johnnyboy8657

    @johnnyboy8657

    10 ай бұрын

    Thanks Cameron. More to come!

  • @PVT_Barry
    @PVT_Barry10 ай бұрын

    Love it!

  • @johnnyboy8657

    @johnnyboy8657

    10 ай бұрын

    Thanks dude!

  • @ScalespeederGaming
    @ScalespeederGaming10 ай бұрын

    Amazing work! Any chance we could have a "take point" command, to get the AI to walk in front of the player? Thanks again!

  • @johnnyboy8657

    @johnnyboy8657

    10 ай бұрын

    Hey mate. You've planted a little worm in my brain, that I may not be able to ignore. Dammit!

  • @cloxsy9643
    @cloxsy96438 ай бұрын

    johnnyboy i love your work but can you add a Clear building option in the wheel or breach building

  • @johnnyboy8657

    @johnnyboy8657

    8 ай бұрын

    Thanks man. That is unlikely, as ARMA AI in buildings behave very dumb and slow. I've looked at that in the past and its too difficult to overcome.

  • @cloxsy9643

    @cloxsy9643

    7 ай бұрын

    @@johnnyboy8657 will there be any features that will help with breaching a building?

  • @enyerdelgado9664
    @enyerdelgado966410 ай бұрын

    Although I know the original intent of this mod was for vietnam jungle warfare, any plans to make it adaptable for modern warfare?

  • @johnnyboy8657

    @johnnyboy8657

    10 ай бұрын

    It already works fine for Apex Protocol, GM Force Recon, Western Sahara, Combat Patrol and Escape on Malden, Altis, Tanoa, Livonia, etc.

  • @simisoadnomis3d407
    @simisoadnomis3d4079 ай бұрын

    Absolutely the best Mod I ever used. Do the AI-Soldiers have Stamina? Because I use the Remove stamina Mod. The AI is sometime very slow when I run, and they can't keep up. Is it possible to change that? If not, no problem.

  • @johnnyboy8657

    @johnnyboy8657

    9 ай бұрын

    Thanks dude. I'll take a look at the code regarding stamina. I think I have it turned off. I don't have direct control over the AI speed when they are in follow mode, so if player sprinting they tend to fall behind. But if you look at some point forward and give them a Move There or Lay Dog command they run faster to that point (that's what I do when I want whole team moving fast).

  • @simisoadnomis3d407

    @simisoadnomis3d407

    9 ай бұрын

    @@johnnyboy8657 Thank you very much for your answer. I have to get used to using the mod a bit. Fortunately, you can teleport your team partners when they are 75m away. Thanks for your great work.

  • @simisoadnomis3d407

    @simisoadnomis3d407

    9 ай бұрын

    @@johnnyboy8657 One more thing, I really liked the NPCs talking to each other, with the SOG prairie fire DLC. I think it was ambient voices or something. But that no longer works. You can still hear the enemies talking. Can that be changed?

  • @johnnyboy8657

    @johnnyboy8657

    9 ай бұрын

    @@simisoadnomis3d407This mod always disabled ambient US voices for Prairie Fire missions. The reason was they became repetitive very fast, and it was immersion breaking to have them talk while sneaking around the jungle. But the VC ambient voices is always on, as I think it increases immersion and suspense to suddenly hear their voices in the jungle. I guess I could make a CBA setting that allows you to turn on the US ambient voices, but its not high in my priority list.

  • @simisoadnomis3d407

    @simisoadnomis3d407

    9 ай бұрын

    @@johnnyboy8657 CBA option would be cool, but I see your point.

  • @johnk5165
    @johnk516510 ай бұрын

    This mod is brilliant. Any chance to get a version working in Vanilla Arma?

  • @johnnyboy8657

    @johnnyboy8657

    10 ай бұрын

    It's possible, but I'm not motivated to put the work in. If you own Prairie Fire DLC, you can use the mod in most other Vanilla and DLC missions (nearly any mission where player has an AI squad). IMO, Prairie Fire is bets ARMA content made to date, and totally worth the price.

  • @johnk5165

    @johnk5165

    10 ай бұрын

    @@johnnyboy8657 Thanks for getting back to me. Yes I do have Prairie Fire DLC, and I've been learning to use SOG AI. It's a game changer. I guess I have a couple of questions then. So it's okay to mix the required DLCs together? Eg in Spearhead, you mixed SOG, Global Mobilization and Spearhead? Generally when I make missions, I keep mods separated by era in the Arma Launcher. Secondly. The option for selecting and spawning a squad before the mission, it's great but there are times I'd like it turned off. Is this possible? Thanks again. This is really good work.

  • @johnnyboy8657

    @johnnyboy8657

    10 ай бұрын

    @@johnk5165 Hi John. Yeah, its fine to have multiple DLCs running at same time. My mod only requires Prairie Fire. But if running a Prairie Fire mission, I like to also have Spearhead and Burn Em mod running so you get Flame Throwers, Flame FX, and more immersive voice files (from Spearhead) in Nam missions, plus Burn Em's burning animations and screams. If running a Spearhead mission, I have PF DLC running so I can use SOG AI mod, and GM running (if my mod senses GM running then it applies GM German voices to the Spearhead German units which do NOT have voices yet), but you're not required to have GM running. Regarding spawning a team at start my mod will not present that option if the mission starts with AI already in player's squad (like Apex Protocol missions). I also have a known list of missions where AI joins player later, so for those missions the Spawn Team option does not appear. If you have a particular workshop mission you like where AI joins player later, give me the mission name, and I will add it to that list. In those missions, SOG AI works for the AI that joins player. If you're playing your own Editor mission and its not in the Prairie Fire setting, then give the player some AI in his squad at start, and you won't see the Spawn AI Team action, but SOG AI will work for your squad. Have fun and report back how it all works out for you.

  • @johnk5165

    @johnk5165

    10 ай бұрын

    @@johnnyboy8657 Hey Johnnyboy. I like to make my own large scale missions on Arma for single player. In these missions, the player can recruit extra troops using the Spyder Recruitment mod. I've been testing SOG AI with this and it does a few weird things when a get the new AI to join the team. (Eg, half of them stop listening to orders). That said, this is still a great mod with so much potential. Tested the one scenario using with and without SOG AI. Without it, the AI died very early. With SOG AI, they worked as a team and it was really good to play. So I'm going to try some of the PF SOG missions now with SOG AI. Looking forward to it.

  • @johnnyboy8657

    @johnnyboy8657

    10 ай бұрын

    @@johnk5165 Hey John, I'm glad you are enjoying the mod. Regarding editor missions, if mission starts with player having no AI in squad, then "Spawn AI Team" action is available to player. After spawning a team, any additional units that join the team (via Spyder or otherwise) should be also commandable via Squad AI. If Editor Mission starts with player having AI units in his squad, the spawn team action does not appear, and SOG AI should work for those units on squad, and any units that may join later. If you want to start the player without units, but use Spyder to recruit ai later, then put this into your init.sqf, and SOG AI won't initiate until the first unit is recruited: missionNameSpace setVariable ["jboy_teamJoinsLater",true];

  • @itunnu5103
    @itunnu510310 ай бұрын

    How do you control different teams?

  • @michaelwaltz1204

    @michaelwaltz1204

    10 ай бұрын

    I think he was just using Shift+F1 or Shift+F2 before issuing the move command.

  • @itunnu5103

    @itunnu5103

    10 ай бұрын

    @@michaelwaltz1204 Thank you

  • @johnnyboy8657

    @johnnyboy8657

    10 ай бұрын

    @@michaelwaltz1204 I have the standard Arma controls for "Select team read" and "Select Team Green" mapped to F1 and F2 keys. So I just hit the key to select a team before giving the move commands on the command wheel.

  • @Gofaw
    @Gofaw10 ай бұрын

    this keeps getting better and better, thanks for your work JB

  • @johnnyboy8657

    @johnnyboy8657

    10 ай бұрын

    Thanks man...more to come...stay tuned...