Arma 3
SOG AI
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Update: 16 Apr @ 6:09pm

"Enable Really Freaky Shit" parameter now defaults to off.

Update: 31 Mar @ 3:44pm

???

Update: 22 Mar @ 5:59pm

- Civ, enemy, and friendly boats may now be spawned when player is near a river on Khe Sanh, The Bra, or Cam Lao Nam maps. These boats will cruise the rivers.
- Made some changes to suppress messages and hints for primkup's excellent classic Vietcong and Fist Alpha missions.

Update: 7 Mar @ 2:12pm

- Fixed typo in cba parameters
- Put Sapper as last unit in VC Recon team so tailgunner has mines and traps.

Update: 7 Mar @ 10:17am

Changes:
- Mod compatible with excellent mission Surgical Excision by AV6. A VC squad is spawned for player in this mission.
- Added CBA parameter "Apply head bandage to some AI when healed". This prevents getting watermark on AI if you teamswitch into an AI and don't own Laws of War DLC.
- Air support action no longer given to player if he is Vietnamese on East side.

Update: 5 Mar @ 4:41pm

Changes:
- Fixed tasks not completing in Prairie Fire Campaign missions. Known cases were the "Leave Area" task in Eldest Son, but it also likely fixes cases reported where evac choppers never came at evac LZ.
- No dogs or freaky shit will ever spawn in Oscar 8 mission. That mission is too gnarly as is!
- Tracker dogs and dog packs will no longer attack at night, so will not ruin missions where team does a RON (like Ashtray and Ma Bell).
- Feral Dog Pack spawns now toggled by its own "Spawn Feral Dog Pack" CBA parameter (instead of including it under Freaky Shit)

Update: 12 Feb @ 9:36am

Change Log:

- Added a new type of "freaky shit". May occur once per mission.

- No longer apply burned face to player when using Burn Em Redux as it partially blocks first person view.

- Now compatible with Web Knight's Hit and Death Animations by disabling hit animations for player squad. Enabling the hit anims on player's AI made them stop responding to commands.

- Added CBA option to toggle if "Leave My Squad" and "Join My Squad" actions available for entire mission or not.
Default is any units dismissed will be deleted after 4 minutes, and the 2 actions are also deleted. But if set to false,
you can use these actions the entire mission. One possible use case would be to place an MG or Sniper unit on overwatch, while rest of team leapfrogs or follows you. But the only way to get that unit back on your squad is to return to him and use the Join action, so this might not be that useful.

Update: 6 Feb @ 2:54pm

SOG AI mod updated. Change log:
-Enemy AI patrols may pause to hunt animals
-Player can order his AI to hunt animals
-New Nickel Steel RT team can be spawned with the awesome Nickel Steel mod weapons
-At mission start you can now dismiss some team members for more flexibility when configuring a spawned team.
-Improved Melee
-New action to reorder squad unit numbers in squad bar to eliminate gaps in numbering.
-Fixed bug when running on LAN and arrow objects appeared when ordering AI to do tasks (these arrows should be hidden)

Update: 11 Dec, 2024 @ 11:20pm

Mod updated so that Forgotten Few should work again now. Changed it so SOG AI does not initialize until player exits the infil vehicle. Tried it on a boat insert and heli insert and it worked. I hear my mod has problems on campaign when transitioning from one mission to the next. This is super hard for me test because campaigns take 10 minutes to generate for me, and I have ADD and can't take it!

Update: 7 Dec, 2024 @ 5:39am

Fixed problem where Prairie Fire campaign missions would never finish loading. Ooops!!! :)