Arma 3
SOG AI
1,944 Comments
Johnnyboy  [author] 15 hours ago 
@facundoalvarez73 - Move all the stuff at start of Antistasi mission before you recruit AI and and my mod initializes, then you won't have the problem.
facundoalvarez73 15 hours ago 
In Antistasi Ultimate I can't move boxes or assets after spawning the first soldier. It tells me that I have something attached. While SOG IA is loaded but without soldiers generated everything works normally. Thank you for your wonderful work!
mrtoughguyy 11 Jul @ 12:43am 
how do i enable this sog prarie fire
Ackbaraddin 4 Jul @ 4:18pm 
Not working well with Forgotten Few Normandy and Mortain :(
berT0 3 Jul @ 7:02am 
Thanks johnnyboy for the mod and enjoy your vacation bruh
@Johnnyboy, do you think you could add an option to take control of one of your squad mates to be able to make fine adjustments say when you want to set up an ambush from inside a building? I am using Drongos Command Enhancement to get this desired effect but sometimes while controlling other AI in my squad, SOG AI will think that my original character has died and it ends my mission prematurely. I think having this feature baked into SOG AI to be able change from each one of your teammates would make taking buildings and refining your ambushes so much better. I love this mod man I can't play Arma 3 without it.
Johnnyboy  [author] 1 Jul @ 8:33pm 
@Vanes - Disable these 2 CBA parameters:

- "Enable spawn of feral dog pack (enemy to all)"
- "Spawn dogs with some VC Tracker teams"
Vanes 1 Jul @ 7:24pm 
How to turn off dogs ? They look awful and break the game
Sliced Ham 2012 1 Jul @ 12:13pm 
@KindDinosaur, I apologize for not specifying it worked for me in particular on the Khe Sanh map from SOG Prairie Fire. I'm not sure how much of a difference it would make on other maps, given I'm pretty sure the issue is the way FF2 despawns the player unit/npcs between missions. However, I can report that after another dozen or so missions it has more like a 60-80% success rate in preventing the bug. So it's not fullproof even for me. It does work well enough as a rough fix though
KindDinosaur 1 Jul @ 8:16am 
I tried what @Sliced Ham 2012 recommended in Western Sahara, unfortunately doesn’t work (just sharing for anyone who may have the same issue). But that’s okay thanks @johnnyboy for the great mod and I look forward to the fix, enjoy your vacation!
Mooselotte 30 Jun @ 7:54pm 
Great tip SliceHam, cheers

No rush Johnnyboy, hope you have a wonderful vacation
Sliced Ham 2012 30 Jun @ 7:31pm 
A heads up for anyone playing FF2 with this, use the 'Disable SOG AI" context menu option right before selecting extraction from the FF2 Platoon Leader menu, and the bug won't happen. Just tested it twice in a row. Works for now until Johnnyboy can take a look in the future
Johnnyboy  [author] 30 Jun @ 1:21pm 
Thanks all for the reports. I'm on vacation right now, so can't investigate this for at least a week.
Mooselotte 30 Jun @ 8:24am 
Seeing the same as KindDinosaur and berTO - the team leader is MIA seems to happen whether I am doing a FF2 scenario, Direct Action, etc if SOG AI is running
berT0 30 Jun @ 8:02am 
Just want to second kinddinosaur by saying im also having the same issue using SOG AI with FF2 KHS. I can load the autosave to continue so it can be worked around at the moment. Maybe the latest update broke something small?
KindDinosaur 29 Jun @ 11:06am 
@johnnyboy hey love the mod, I’m running into an issue playing the Extraction scenario from Western Sahara. Anytime I complete a task and return to FOB it generates a mission failed saying that the team leader is MIA, when I press continue it just loads my last save. I was wondering if this is a known issue or if there’s a work around? Thanks for the mod!
funked1 27 Jun @ 10:28pm 
@HummingRefocus287 In FF2 VN/CLN my workaround is to enter a helo and exit. On exit it initializes SOG AI. In FF2 VN/KHS you can just choose the "Wait for AI to join player..." option and it will initialize correctly.
Johnnyboy  [author] 25 Jun @ 5:52pm 
However, if you play DRO differently, this can be mitigated for Vietnam missions. At start where you can change loadout of team, X out all the AI (remove them from team) so you start alone. If you start alone, you will then have a Spawn AI Team action available after mission starts. So you can pick a Team to spawn and go. These AI will not auto-respawn if killed, so you won't have the problem of having to stop team to init the respawned unit. If entire squad wiped out so player respawns, then you will see the Spawn Team action again, to get a new team to carry on. This is how I play DRO Nam missions. Hope all these ramblings make sense!
Johnnyboy  [author] 25 Jun @ 5:52pm 
In DRO, killed AI teammates auto-respawn into your team, which means you have to stop them and wait for init to complete before sog ai works properly for them. This sucks mid firefight.
Johnnyboy  [author] 25 Jun @ 5:45pm 
@HummingRefocus287 - Regarding DRO... In order for the AI to ignore enemies and move quickly, my mod temporarily has your AI join a separate null group so they can forget the enemy and go. During the move a dummy hidden unit with same name joins your squad for duration of move so as player you don't see your bros drop off the squad bar. When they complete the move the dummy joins grpNull and the real unit you see rejoins your squad. Player should have no need to know this trickery, but it makes it complex for when new units join, hence the requirement to stop your squad and wait for new units to join before resuming commanding them with sog ai.
Johnnyboy  [author] 25 Jun @ 5:44pm 
@Focke_Wurger - Gracias! Bienvenidos a SOG AI.

@HummingRefocus287 - I love FF2 and think its brilliant, but my problem with it is taking 10 mins to gen a mission or campaign to test one tweak. I just checked, and I could start a single mission and my mod worked, although they had trouble disembarking and forgetting the boat, so I had to order them all back in and back out before all would respond properly. I need more details as to what your problem with FF2 is.
Focke_Wurger 25 Jun @ 6:33am 
Gracias. Por defecto la IA en "Eldest Son" mo funciona bien a la hora de realizar la extraccion y ahora puedo completar la mision en el modo un jugador.
No he probado el modo para general al equipo columbia, pero espero funcione.
HummingRefocus287 24 Jun @ 12:51pm 
The mod also seems pretty janky with dynamic recon ops, unfortunately, and I kept getting messages about how it wouldn't initialize until the old ai had been stopped after my character had died once.
HummingRefocus287 24 Jun @ 12:31pm 
Hi folks, I've been having issues trying to use this mod with forgotten few 2 on the prairie fire vietnam map. It was working a few weeks ago, but now it doesn't seem like the ai mod initializes because while I can give my ai buddies commands via the wheel, they don't listen to them and I have no way of enabling or disabling SOG AI. Does anybody have any suggestions?
Johnnyboy  [author] 22 Jun @ 3:46pm 
Sorry dude, not gonna happen, too much work. I advise getting sogpf, its the best dlc IMO. For the price of a pizza.
Indy409 22 Jun @ 3:23pm 
Ah so that is the issue yeah I dont own that sorry..So theres no way around not having that..? Any chance you can make it work for all of Arma 3..Cause your mod is much needed in this game it opens up to a whole new way to play.
Johnnyboy  [author] 22 Jun @ 2:10pm 
@Indy409 - Do you own the SOG Prairie Fire DLC and have it loaded? It is required for this mod to work properly. What you describe never happens to me. Point feature works fine for me.
Johnnyboy  [author] 22 Jun @ 1:44pm 
SOG AI updated:

- Fixed tasks not finishing sometimes in PF campaign missions. Last fix was not 100%. Hopefully this is fixed forever now.
- New units that join player after all squad AI died or player respawn will now respond to SOG AI commands. Reported by Slvr. This fixes it for DRO and Antistasi. You still have to stop your team for SOG AI to initialize for new units though.
- Added CBA parameter "Always allow player Withstand even if AI team down" for Garfield
- Fixed error if only order half the team to move to object while a Leapfrog in progress.
Johnnyboy  [author] 22 Jun @ 1:44pm 
@Indy409 - Did this happen once or many times? If many, under what circumstances?
Da Old Man 21 Jun @ 6:57pm 
Hi Johnny, does player controlled AIs pick up or look for ammo when ammo is low in your mod?
Johnnyboy  [author] 21 Jun @ 4:45pm 
No, that menu mod enables access to all vanilla content and dlc content when prairie fire dlc is loaded. For some reason BI made the PF guys make their menu not include access to vanilla content. That mod fixes that.
Indy409 21 Jun @ 3:14pm 
ok what about other missions that are modern do I need anything for those
Johnnyboy  [author] 21 Jun @ 3:01pm 
@Indy409 - You need to have Spearhead DLC and SOGPF DLC loaded at the same time, and you need this mod that allows main menu to access all Vanilla and DLC content: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2642544745&searchtext=restore+vanilla+menu
Indy409 19 Jun @ 1:56pm 
yeah no problem just wondering thanks keep up great work
Johnnyboy  [author] 19 Jun @ 1:13pm 
I guess anything is possible. But its a highly complex problem, and I personally don't have the time required to address it. I liked Brothers in Arms, but you have to remember that those were very small maps, so cover positions, tactical positions, possible paths were limited. ARMA is huge open world, which is much more challenging to analyze terrain, objects, enemy, etc.
Indy409 19 Jun @ 12:29pm 
would it be possible for Ai to do stuff like Brothers in arms like watching the enemie and counter there moves?
Johnnyboy  [author] 19 Jun @ 11:50am 
@Indy409 - What you ask is very difficult to achieve with ARMA AI and pathfinding limitations. But I have managed to build a fairly effective leapfrog capability, where half the team moves quickly and the other half covers/shoots. If advancing toward enemy during leapfrog, they use grenades more aggressively. If moving away from enemy (break contact), they will use smoke to obscure their retreat, and place AP mines to slow down enemy pursuers. As far as flanking goes, player can order team to leapfrog left or right to achieve flanking. IMO the above is superior to vanilla ARMA AI that gets bogged down trying to maintain formation or sticking to cover objects (they move way too slow in combat). When player orders AI to move in combat, they respond much too slowly overall.
Indy409 19 Jun @ 11:12am 
In the future will you be making improvements to the Ai tactical uses like cover fire and throwing smoke and move. I grew up on Brothers in arms and the Ai was light yrs ahead back then and the Ai would flank also watch the movement of player or team and adjust to it. Wish this would be a thing for Arma 3.
Johnnyboy  [author] 19 Jun @ 9:02am 
My mod improves player's control of your AI squad, and improves the responsiveness of your AI squad. It does not change enemy AI. If you are playing SOG Prairie Fire missions, SOGPF has a tracker module that works very well, and all the campaign missions use it, and most SOGPF community made workshop missions use the tracker module. The tracker module has teams of trackers patrolling until they happen to cross player squad's "trail", at which point they then follow the player's trail, and they fire signal shots to have the other tracker teams converge on player.
Johnnyboy  [author] 19 Jun @ 8:16am 
@Indy409 - It works with those AI mods that allow you to disable their AI control for player squad via CBA options (like Lambs). Having 2 mods attempt to control or animate the same AI units definitely causes problems, so you need to turn off the other mod's features for the player's squad.

@Silvr and @Garfield - I plan on changing mod to support ongoing recruitment of AI in Antistasi. Hopefully coming soon.

@Da Old Man - I make Vietnamese AI speak in Chinese since there is no ARMA command voice files defined for Vietnamese (there is English, French, Persian, Chinese, etc.). I felt hearing them command in an Asian language is better and more immersive than having them mute, especially to the vast majority of us Western players that don't understand Chinese and Vietnamese.

@ZombieSon - That never happens to me. The AI must really hate you. :)
Indy409 19 Jun @ 7:53am 
Can this work with other Ai mods? As we all know Arma Ai is terrible and mods make them better but does SOG AI work other Ai mods or no?
Silvr 我不会说中文 17 Jun @ 7:33am 
When playing Antistasi SOG AI works fine, up until my previous AI squad either dies or when I dismiss them. When recruiting new AI, SOG AI doesn't seem to work on my AI anymore. SOG AI commands don't work on the new squad, and its also noticable that their names aren't colored anymore which I assume means the mod didnt initialize on the new AI. Please help thank you!
Da Old Man 17 Jun @ 3:12am 
Believe player controlled Vietnamese character or AIs are speaking mandarin instead of Vietnamese.
ZombieSon 14 Jun @ 9:25pm 
Now I know that the AI laughing sounds comes from SOG_AI\JBOY\JBOY_Dog\Sounds\laugh1.ogg and you don't even give me the fucking option to turn it off so how am I supposed to play the game? Do you want to have a few AI guys come out and steal all your gear and then pick you up and make fun of you every time you play the game? Do you think this is interesting?
ZombieSon 14 Jun @ 9:11pm 
I'm now pretty sure this is JBOY_Dog causing the problem. I've turned off all the really freaky things, why is this still happening? Why did you put so much malicious code in your MOD? You ruined my game!
ZombieSon 14 Jun @ 8:07pm 
why the fk ai will stole my uniform and weapon and laugh at me?
Garfield. 14 Jun @ 10:32am 
@Tzeentch i remember having a similar issue, i had to disable an setting in the cba settings, i think it was the 'allow player respawn' one, try disabling or enabling that and see if it fixes the problem
9 14 Jun @ 9:32am 
hmm yeah i just tried it again, my squad is making death sounds upon the mission start then disappearing, I'll check to see if it could be another mod causing it i don't have many currently so it is confusing me a lil.
thank you anyways.
Johnnyboy  [author] 13 Jun @ 6:18pm 
@Tzeentch - In Spearhead, if you play missions where you start with a squad (like in their campaign and some single missions, or Combat Patrol or Escape) then the mod should work. If your missions starts with no AI in player squad, I do not have a squad spawn option for Spearhead content, sorry.

@Garfield - The mod was originally designed for playing the SOGPF campaign SP with an AI squad, and I felt the player dying after squad wiped out felt right. Your requests make sense, so I'll consider adding a CBA option for ongoing player Withstand option to support Antistasi or other long running missions. Thanks for the input. No promises on when, as life pretty busy right now.
Garfield. 13 Jun @ 6:12pm 
could you make it so instead of just outright killing you if you are in a vehicle, it kicks you out onto the ground so you can be revived or is this not possible due to the amount of coding work it might take

also any chance of an option to disable the fact if your entire squad dies/goes down it kills you if you go down?

i'd like to just be able to wait and withstand instead of outright dying, i play antistasi a lot and i've ran into both of these problems and would love to see them changed