Arma 3
Tachanka (Juggernaut)
14 Comments
ZomTM 4 Jul @ 12:10am 
I'd love more "boss" units in arma. I plan on using this in my ops.
Elongerson Muskerton | GrokTurbo  [author] 11 Mar @ 12:56am 
also added weapon randomization (RPK, ZAFIR, NAVID) and accuracy changes depending on weapon
Elongerson Muskerton | GrokTurbo  [author] 11 Mar @ 12:12am 
Updated:

- lowered armor hp to 75%
- Fixed particle effects for MP
Intel 20 Dec, 2022 @ 6:36am 
better if it working with ACE medical
Elongerson Muskerton | GrokTurbo  [author] 23 Nov, 2022 @ 3:34pm 
Probably, but I’m working on other stuff.
_mickey_ 23 Nov, 2022 @ 1:28am 
@M9-SD In other words, all I would like to say is that if he has heavy armor, then it makes no sense for the AI to seek cover, as the AI does in Arma3, also there is no point in stopping in front of the target. But is it possible to implement this on the Arma3 engine?
_mickey_ 23 Nov, 2022 @ 1:24am 
@M9-SD No, I don't want this! I meant the behavior of the Juggernaut in "Call Of Duty Modern Warfare 2" (2009) He always ran at the enemy, he does not stop and does not hide from bullets. The only chance to kill him was multiple hits to the head from hand weapons or one shot from an RPG-7 to the head. There was also a chance to blind him with a stun grenade, but only for a few seconds. The whole point of such a unit was that it does not hide from bullets and does not stop in front of the target. Never! He runs and shoots, approaching. The closer he is, the more dangerous.
Elongerson Muskerton | GrokTurbo  [author] 22 Nov, 2022 @ 4:44pm 
Oh, you’re saying make the unit just brainlessly walk straight at enemies while shooting? That’s not really what I want this to be.
_mickey_ 22 Nov, 2022 @ 1:46pm 
@M9-SD I think setSkill["courage", 1] - will not change the behavior of the AI so that it never stops and never seeks cover. It seems to me that we need to disable FSM altogether and use tricks, such as new behavior animations.
жопный волос 20 Nov, 2022 @ 11:56pm 
yeah tachanik from r6
Elongerson Muskerton | GrokTurbo  [author] 19 Nov, 2022 @ 6:17pm 
@Mickey Well, the AI does have some tweaks. For example, the script does the following:

_tachanka setSkill["courage", 1];
_tachanka allowFleeing 0;

So basically if the AI sees the enemy, it will attack it. Shooting at the AI will also not suppress it.

As for making a module to customize it, I don't think it's worth making for something like this. Maybe someone else will do it, who knows.
_mickey_ 19 Nov, 2022 @ 4:20pm 
@M9-SD then let me please express one person's opinion. If it's Juggernaught like in COD games, then it requires special AI behavior. He must not seek cover, must never be supressed, and must always run towards his enemy! Otherwise it makes no sense. I think customization of each such unit (armor level and AI behavior) via a synchronized module would be very welcome!
Elongerson Muskerton | GrokTurbo  [author] 19 Nov, 2022 @ 3:25pm 
Juggernaut.
_mickey_ 19 Nov, 2022 @ 6:20am 
Juggernaught?