- 153
- 163 169
johnnyboy
เข้าร่วมเมื่อ 7 มิ.ย. 2013
SOG AI Preview: Another short look at AI patrol hunting.
AI hunting birds...coming soon to SOG AI.
I must credit the brilliant PierreMGI for the idea and a prototype of the hunting code (which I modified heavily to tailor it to my sog ai mod). Thanks Pierre!
I must credit the brilliant PierreMGI for the idea and a prototype of the hunting code (which I modified heavily to tailor it to my sog ai mod). Thanks Pierre!
มุมมอง: 20
วีดีโอ
SOG AI update preview: AI hunts animals
มุมมอง 264 ชั่วโมงที่ผ่านมา
Enemy AI may pause a patrol to hunt animals. If they head your way, you may be discovered. More immersion! I should be releasing a new version including this in a day or two. I must credit the brilliant PierreMGI for the idea and a prototype of the hunting code (which I modified heavily to tailor it to my sog ai mod). Thanks Pierre!
Spawn a custom group for SOG AI via console
มุมมอง 182วันที่ผ่านมา
Zardoz asked how he could spawn his own custom group for use in SOG AI. This is how: 1. When mission starts choose action "Wait for AI units to join player before SOG AI is initialized". 2. Press Escape to access debug console. 3. Paste 2 lines of code into console and execute them. The first line will spawn your desired group. Example: grp1 = [getpos player, WEST, ["B_G_Soldier_A_F", "B_G_Sold...
SOG AI Update: AI Cut Fence
มุมมอง 749หลายเดือนก่อน
You can now order your AI to cut down a section of fence. If you are in stealth mode, they cut it quietly. If you are not in stealth mode, they use a machete, shovel, or hammer to break down the fence loudly. And enemy AI will react to the noise of cutting a fence if they are close enough. This gives you more options for moving around fenced areas where AI normally has trouble navigating. And a...
SOG AI Update: AI react to spooked wildlife
มุมมอง 5722 หลายเดือนก่อน
Enemy AI may react and investigate the sound of spooked animals.
SOG AI Update: AI Take Point and Hip Fire
มุมมอง 2.8K2 หลายเดือนก่อน
Just released newest version of SOG AI that has feature where you can designate an AI unit to "take point". He will move in front of your team at your direction, and alert you to near enemies. Also included in this release are "hip fire" animations if you are running the Spearhead DLC. This adds more SOG immersion as their standard operating procedure was to fire from the hip due to the close q...
SOG AI Teaser - River cruising ambience
มุมมอง 6823 หลายเดือนก่อน
Another sneak preview for next release of SOG AI... And a nice relaxing vibe... Lots of new stuff in upcoming release. Should be published in first week of November. Sorry about the singing! I guess I shouldn't drink and code....
SOG AI Update: New AI Point Man feature
มุมมอง 3.1K3 หลายเดือนก่อน
With the about-to-be-released update of SOG AI, you will be able to designate one of your AI squad mates to run Point. You can tell him which direction to move in, and control his speed. He will move stealthily, and alert you and stop the team if he detects an enemy ahead. I think it adds another nice immersion layer to the ARMA SOG Prairie Fire experience.
JBOY AI Forced Movement Via Waypoints
มุมมอง 1.3K4 หลายเดือนก่อน
Demonstration of script you call from editor placed waypoints which allows AI to move anywhere they would not normally move. It is great forcing units to walk on rooftops, large rocks, cross bridges, crawl through pipes, custom building paths, etc. Force your AI to look natural walking through buildings, on roofs, etc. You can download the sample mission from the BI forums here: forums.bohemia....
Marketplace Demo
มุมมอง 459ปีที่แล้ว
Demo of scripts where a collection of "shopper" AI units will move to various activity destinations and perform an interaction when they get there. Very extensible to make any kind of new interaction. I built this about 4 years ago, then adapted it to the Ambient AI Interaction Framework I published about 2 years ago. th-cam.com/video/4_N9HGYWZyU/w-d-xo.html Whisky Merchant th-cam.com/video/4_N...
SOG AI Update: Squad AI movement more responsive and aggressive
มุมมอง 1.8Kปีที่แล้ว
In this update of SOG AI, your AI team is more responsive and aggressive than ever. When leapfrogging, there are much fewer occurrences of a unit preferring to linger and shoot, rather than move. This means the leapfrog bounds occur faster, and more aggressive. It also means you can break contact and get your team out of trouble faster. This was achieved by having your AI units join grpNull dur...
SOG AI - New Command: Move Parallel to Object
มุมมอง 2Kปีที่แล้ว
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: th-cam.com/video/_2Gk9osVwNc/w-d-xo.html Get SOG AI here: steamcommunity.com/sharedfiles/filedetails/?id=2812560646 Other improv...
Landing Craft Unload script (Improved) -- Spearhead 1944 -- Omaha Beach map
มุมมอง 1.4Kปีที่แล้ว
I improved the script thanks to suggestion from Puddy300. Now units exit craft more quickly in groups of 3. Get sample script here: pastebin.com/Uh27DvWT
Landing Craft Unload Script for Spearhead 1944 Omaha Beach map
มุมมอง 536ปีที่แล้ว
This is a proof of concept script for unloading groups of units from Landing Craft on beautiful Omaha Beach map using Spearhead 1944 DLC. Puddy300 is writing a slick script for Landing Craft to move in to shore, unload troops, then reverse away from beach, do a 180 turn and drive back out to sea. This script might help with the actual unloading of the LCs. The script will be posted at this disc...
SOG AI Update: Equip Flamethrowers, Burn Em FX, new Numeric Menu Actions (in 'Nam!)
มุมมอง 711ปีที่แล้ว
Latest SOG AI update allows usage of Spearhead 1944 Flamethrowers in Prairie Fire 'Nam missions. And if using WebKnight's amazing Burn Em mod you get spectacular burn animations, screams, and fire fx! I highly recommend you play Prairie Fire missions with this set up: - Spearhead DLC loaded (so you can have flamethrowers!) - WebKnight's awesome Burn Em mod for great FX. - SOG AI mod The latest ...
SOG AI Flame Tank FX plus Burn Em mod in Prairie Fire
มุมมอง 402ปีที่แล้ว
SOG AI Flame Tank FX plus Burn Em mod in Prairie Fire
SOG AI: "5 baguettes for 3 francs" (Spearhead 1944 + Webknight Burn Em Mod)
มุมมอง 486ปีที่แล้ว
SOG AI: "5 baguettes for 3 francs" (Spearhead 1944 Webknight Burn Em Mod)
SOG AI Preview: Spearhead Flamethrowers in Prairie Fire + Burn 'Em Mod
มุมมอง 409ปีที่แล้ว
SOG AI Preview: Spearhead Flamethrowers in Prairie Fire Burn 'Em Mod
SOG AI: Thatched huts BURN in Spearhead Normandy
มุมมอง 662ปีที่แล้ว
SOG AI: Thatched huts BURN in Spearhead Normandy
SOG AI: Crater Hopping in Spearhead 1944
มุมมอง 732ปีที่แล้ว
SOG AI: Crater Hopping in Spearhead 1944
SOG AI now supports Mike Force (including player respawn)
มุมมอง 1.4Kปีที่แล้ว
SOG AI now supports Mike Force (including player respawn)
SOG AI now supports Global Mobilization coop missions and Force Recon
มุมมอง 1.7Kปีที่แล้ว
SOG AI now supports Global Mobilization coop missions and Force Recon
SOG AI: Pick your faction in Western Sahara missions (Extraction, Last Stand, King of the Dunes)
มุมมอง 1.6Kปีที่แล้ว
SOG AI: Pick your faction in Western Sahara missions (Extraction, Last Stand, King of the Dunes)
Niiiiice ! quick question tho, will this features available in any map or just in Vietnam map ? Usually I played in modern setting scenario like in the Dynamic Recon Ops. I not yet tried to vietnam map since I got potato laptop from 2017 and you know that that map is kinda heavy. But this SOG AI is a godsend man, make any single player scenario bearable. Anyway, keep up the good work Man ! Cheers !
Shit, that was tense! 😅
Haha dude. Probably too close to home for you tracking poachers in your home land!
hi again, johnnyboy. I have no idea what I'm doing wrong but I can't get a barrel to burn or explode. Am I missing something? greetings, Michael
Hey Robin! What map are you on? Note that only fuel barrels can be set to be burners, and also only barrels some distance from mission start position. This was to prevent player exploding barrels in bases where mission starts. I need to know what map or what mission you are in.
@@johnnyboy8657 Hey. johnny. I'm working on an exclusively single player campaign. Homemade missions created in the editor. Doesn't work on any map from S.O.G. DLC. Even with Spearhead1944 the fire thrower doesn't catch fire or explode like in your videos too. 5 minutes later......🤔 aaaah, now I get it. only from a certain distance!! OK, cool, thanks for the tip. GREAT! please continue with your mod! absolute hammer. - is it possible to activate it via trigger? This would be extremely helpful for missions in which you start directly in enemy territory. Possibly compatible with ACE and settings via module in the future and and and🤣 best wishes, Michael
Hey dude love your videos as always, will you ever start modding AI on Arma Reforger, your work being a lil unnoticed bothers me because you have so much potential to be famous and gain massive popularity on your work
Thanks dude. I don't want to invest time in Reforger until their tools are more mature and ARMA 4 is ready. It's a big learning curve I don't have time for yet. Thanks for the kind words though.
hey johnnyboy, absolutely great mod, thanks for that. Question, is there a way to disable the ability to spawn a group in a mission? I'm working on a campaign for single players in which you only become a team leader later and shouldn't have the opportunity to spawn teams until then. greetings from vienna, michael
Yes there is. Put this line in your init.sqf: missionNameSpace setVariable ["jboy_teamJoinsLater",true]; If you publish your mission, ping me so I can check it out! Thanks.
@johnnyboy8657 That's great, thank you very much. If I ever publish it, I would be happy to do so. Thanks again. Greetings, Michael
soo i have no clue how to code... but if i zues myself i few ai will it work the same?
I don't use zues, so don't know. This is for player commanded squad AI, so my mod would work only while player commands AI.
@ yeah, i play your mod almost everyday on single player with the cheat menu haha .. been playing it with force recon soo i was wondering how it would work if i zapped in us forces since by default they are all German.. ill definitely play with it and ill let you know if it does👍🏽
@@ImZrho Cool. Great to hear your using the mod. Let me know how it goes.
@ played it for hours yesterday and can confirm that it works.. so if anyone is wanting to play as US 85 for example just load in simple single player cheat menu , load Zeus and select your team , had zero issues doing it with sog Ai ..
@ Good news. Thanks for reporting.
👍👍👍👍💪✌
AWESOME BRAH.
Hey great mod Man ! been using it for a while. Is there anyway I can bring back the vanilla radio chatter effect tho ? kinda miss it
Thanks dude. Yes, there is a CBA parameter to toggle that on or off called "Enable Prairie Fire NPC chatter for West side"
@johnnyboy8657 Man really appreciate the response, I tried but the vanilla radio beep doesn't showed up 😐, mistake might come from my side tho
@ Maybe I misunderstood. Are you asking about the Prairie Fire DLC specific chatter on West side where guys complain etc. while not in combat, and while in combat shout Vietnam specific stuff like "Bring the M60 up here!" and "You gonna die VC!"? But now I think you are talking about the vanilla ARMA statements and replies your AI make like "Copy that", "Moving", etc. not having the radio beep? I removed the radio beep because they didn't have personal squad radios in the Vietnam era, so hearing the beep wasn't realistic.
@@johnnyboy8657 aaah that make sense. I mostly played your mod combined with any modern setting mod so that's why I want to bring the vanilla radio beep. It was so lit, just miss a bit "thing" to make it perfect to me. Still, your mod is great Man, really help solo player like me. Thanks for the replies Man ! That's a very kind of you :)
@@akwankusala966 Thanks man, glad you enjoy it. I'll consider adding logic to retain the radio beep if scenario set in modern times.
🤩🤩🤩💥💥💥👍👍
Ey yo this looks fun! Do i really need the DLC to play this amazing ahh mod bro 😭🙏
Sorry dude, you need the Prairie Fire DLC. For the price of a pizza you get countless hours of entertainment. Its worth it to me.
@@johnnyboy8657 nah your good bro! Im kinda skeptical buying this dlc as some say its not "Solo Friendly" but with your mod it might be good to try it idk
@@commissargab6181 Totally up to you man. But this mod does make their campaign missions solo friendly. And there are quite a few good steam workshop missions. And you can use this mod while playing vanilla and other dlc missions. Regardless, thanks for the interest, and have a great 2025!
Hey Johnny boy - What is 'Enable Freaky shit' ??
Haha dude, leave it enabled and you will eventually find out (if playing a Nam mission with Nickel Steel mod loaded). :)
Hey, just bought SOG dlc only because of this mod, being mainly solo enjoyer aswell. Its amazing. I noticed in your video that you can see your position on map. How do you do it please ?
Thanks! I think that is a standard ARMA difficulty setting. My mod does not do that.
@@johnnyboy8657 Thanks a lot, also one more thing. When i select "move there" from the command circle, i cant see any arrow to point direction. Should i do some tweaks to see it ?
@@augy5986 You only see arrows if you are pointing at an object like a fence or log where you want the team to move to positions parallel to an object. For most "move there" commands (where you don't see arrows) team will move 100M in the direction you are looking when command given.
Could you show us how you have it set up in your eden editor?
Good game to play with a real Vietnam veteran.
Is any way to hide the icons, meaning make keybinfs instead
The T key will show you an equivalent key menu, so yes.
@johnnyboy8657 I mean the menu and it's functions itself, hehe
Why i can’t use TAB as SOG SOG prairie fire. I can teleport them but they just stand there
You need to own the Prairie Fire DLC and have it loaded.
@ I owned it when load both DLC :SOG + 1944 ; use another mod with recommend by you but tab function can't use but the AI now work better. Anyway SOG AI work so well with DLC SOG, it help me got great experience with Prire Fire DLC when singleplayer
Johnnyboy you are a legend ! This is amazing! You never stop surprising and improving it. I can't play SP without this mod and is there a way to remove ai teammate from group ?
Not currently, except if playing Western Sahara you can dismiss an AI and later order him to rejoin. I've recently considered adding the Dismiss AI for all scenarios in the beginning of mission, that way you could spawn a large team (say 11 man Team Raleigh), and then dismiss 5 of them so you can run a selected smaller team. Is this what you are thinking?
@@johnnyboy8657 exactly what I thought thanks man You have no idea how much I appreciate you, its a completely different experience with this mod
Will it be possible to stealth kill with a knive?
Not currently, but I've been thinking about that a bit. So maybe in the future. My mod does cause melee to happen if enemy happens to be close enough.
S U PER B !!!/
Grazi!
How you pull that command box?
Sorry, what command box? I don't understand the question.
Is there a way to get this to work in coop? My buddy and I are getting eaten alive in the jungles of Vietnam.
Sorry dude its a SP mod, and too much work to make it work for MP.
Bro continues to make this amazing improvements
That's the plan!
Definitively pure awesomeness 🎉
Thanks dude.
Could you make this compatible with the Global mob border fence,
Cutting GM fence in Force Recon was working a year ago: th-cam.com/video/nEshJo6NR54/w-d-xo.html
@@johnnyboy8657 mfw
Amazing.
Thank you! Cheers!
Cracking! Love the big boot to kick it over. A very British thing to do.. 😂 There's a lot of thought goes in to the actions of the ai in this. Steam should add best mod updates to its steam awards, you'd get my vote. If you dont already do this for a living somebody should employ you doing this. Continual excellent work in this mod. Cheers
Thank you sir! I had to laugh when the timing of the vanilla repair animation worked out perfectly with the boot kick. It's my favorite part of this feature. :)
nice addition! I was woindering a few days ago, if its possibble to add an option for your team to loot the bodies? like weapons, ammo, firstaid kits and intel?
I hope to add a rearm script, as vanilla rearm is so stupid with you getting a million actions for every dead unit's weapon on the map no matter how far away it is. Maybe in a month or so.
@@johnnyboy8657 i dont know whats your plan for sog ai... but it would be a an awesome late christmas gift :)
i wonder if you could add something that would make AI in vehicles quit except driver and gunner. I play a lot of antistasi and one button to dismount all but driver/gunner would be neat. Not sure if you would be intere4sted as it is purely infantry mod
Thanks for the suggestion. But that is unlikely as this is an infantry mod like you said.
Dude 🎉
Totally!
Would love to see this added to the new Expeditionary forces mini campaign
If you start missions commanding an AI squad and use this mod, then it should work.
did some more testing and got it to work I might've had something conflicting with SOG AI before
@@Dylan-of5cl It works for every DLC I own, but I don't own EF so I can't test it there. So not sure what the problem may be. Maybe I will by EF in the next month or so.
When will you work for Bohemia? XD
I wish, but that's not gonna happen.
Nice work JB, gives a lot of immersion to a mission, but does it also work on rabbits and other animals
It works on Rabbits. I may add goats and dogs later. Note these are animals my mod is spawning (chickens and rabbits), and not the ambient animals. So an ambient rabbit will not react. I may add code to replace ambient rabbits with my reactive ones though if I get around to it.
Cool idea man! Nice work!
Thanks!
Best mod for the DLC! Only issues ive encountered is with Antistasi, do you have plans to make SOG AI compatible with Antistasi?
Sweet stuff dude. Might be a stupid question, but will this work if I'm zeusing an AI squad against my players?
Probably will have some problems, as it's a single player mod. Some stuff will work, some won't.
It’s really cool, fucked me in RON during Ma Bell, but cool as fuck.
Haha, thanks dude. Nocturnal chicken or rabbit?
speechless. Not even expected.
Thanks dude.
THAT IS SO FUCKING COOL WTF
thanks dude!
@@johnnyboy8657 btw do you use any other mods for arma 3? i.e: dynamiccamo? i've noticed you really blended in with the ground in terms of a.i visibility.
@@kittykenderson I use a few mods, but not camo related.
That's fantastic! Camo really working while prone and motionless, just as it should be.
Thanks man. Great for immersion and suspense. They may or may not discover you depending on how accurate their randomized investigation move is.
@@johnnyboy8657 If they discover you then it's time to go cyclic.
Hi jb Will this alter waypoints of ai set by the mission maker?
Excellent question. No it won't. It suspends them for a moment with a disableAI MOVE on the team and lockWP true. If they discover you and go into combat mode then MOVE is re-enabled. If they don't discover you, the investigator returns to formation and Move is re-enabled and lockWP false so they continue on their merry way.
@@johnnyboy8657 ty
Damn jungle cluckin bells
Haha. Rabbit is pretty cool too. He jumps, cries and boogies.
is this the Forced AI Movement via scripted Waypoints you released on the forum ?
Yeah, but that was an earlier version of it. The clean version of those scripts can be found here: forums.bohemia.net/forums/topic/289092-forced-ai-movement-via-scripted-waypoints/?tab=comments#comment-3533166
Can the pointman detect traps by any chance? Does being an EOD changes anything for them? Could be cool to only have one member of the team detect traps making him a valuable member to the team.
No, but that is a good idea. Will think on it.
@@johnnyboy8657 That would be a good reason to have a point man. Loving the update by the way - It is so damn immersive to use in the new mission. Final beta testing is ongoing - Release should be on Friday for you to enjoy over the weekend :-)
@@dunklik6089 Looking forward to PHM2!!!
thank you so much for making this mod. i literally sounded like that 4 strength 4 stam leather belt guy when i played your mod for the first time-
Thanks dude, I appreciate it. I admit that I had to google 4 strength 4 stam though...lol.
@@johnnyboy8657 asjfalkfjlk;fjalgkj;l its a very old mmo reference i don't blame u
Ouch ;/
This is the best mod for SOG SP play!! Johnny you kick-ass again!! :)
Right on, thanks Kman!
After setting AI to stealth, that icon changes to "weapons free." If I select "weapons free", my player just gives another stealth command. Is that an issue for just me? It would be nice to have the AI switch completely into weapons free by toggle in case I needed them to.
That is likely a bug. Before this last release I toyed with Stealth and Weapons Free as a toggle, and then decided I didn't like it, and changed it back to always be Stealth. It seems I missed something and it still says Weapons Free when it should not. Thanks for the report, I will fix it soon.
@johnnyboy8657 oh, so if I wish to toggle it off I have to use the vanilla AI menu to do two separate actions of combat or aware, then allow them to open fire? Seems like the toggle just makes more sense.
My original approach was Stealth On, and your team would not fire unless player fires, or your AI team perceives enemy knows about them and is about to fire on your team. This allowed your team to go prone and hopefully let near enemies pass without engaging. So you didn't need Weapons Free command, just fire your weapon if you want the fight. The toggle made sense as well, but I found some of my team go weapons hot (without firing yet) on their own sometimes, so I need to re-issue Stealth On again so they won't fire when I don't want them to. So with some AI ready to shoot and other still in Stealth, to put them all back to Stealth, I would have to toggle Weapons Free and then toggle Stealth On again (when I had toggle active). I thought that risked the whole team firing when I didn't want them to. So I'm back to Stealth On only, and player shooting to initiate weapons free. Sorry for long explanation!
@@6tuf85dyfu I just fixed the bug so the Stealth On option will never read Weapons Free. To toggle team to Weapons Free you either fire your weapon, or use the Weapons Free option on the SOG AI numeric menu (press T for that menu).
@@johnnyboy8657how do you turn stealth mode off