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报告翻译问题






They also always wear military fatigues. Thankyou.
I thought damage by friendly fire was disabled with SOGAI, if that's true, it didn't work for me with "partial" initialization.
Hi Johnyboy, thanks for what you're doing, I can't imagine playing Arma 3 without SOG AI. I have one problem related to the initialization of SOG AI and the subsequent functionality of the mod. I'll try to describe the situation as best I can:
If I play a WS mission where a player and his team start in a helicopter (or in another vehicle), SOG AI starts to initialize as soon as the first member of my team (except me) gets out and the initialization continues until the end even if any member of my team is in the vehicle. I think this is causing some parts of SOG AI to not work, especially the "follow me" command and the "formation file" and "formation line" commands. I think my team was doing vanilla pathfinding (the team was loitering behind me). Other functions like revive, toepopper, etc. worked correctly. Neither turning on/off SOG AI nor "renumber my team" solved the problem.
I'm not 100% sure, but these problems also occurred when I select my team members one by one, such as in missions from HeadUp, Dugong31 or in the WS CDLC mission Extraction.
you were bang on. I didn't have the DLC loaded in the launcher. i'm such a fucking idiot, so sorry. thanks so much for your support and for much and incredible mod. truly given me a whole new way to play this amazing sim. do you have a paypal tip jar of kofi or anything like that?
My guess is you don't have Prairie Fire DLC loaded, or your Gesture Menu (which is my wheel menu) is mapped to some other key. Good luck!
thanks so much i'll try this out once i get home. apologies again.
@TheRealJuralumin - Player face was never changed by this mod, but I'll put that in for the ANZACs in next update. It's easy to do.
@Ozzymandias - FF2 is great. Dynamic Recon Ops can be good. Combat Patrol Khe Sanh good for quick 20 minute games (any combat patrol pretty good actually). Check out Head Up's missions and the Lazy Dugong's missions (all good). And Primkup's Vietcong Fist Alpha campaign. (he has remade the famous Vietcong game missions using their voice acting).
Sorry, I thought I hadn't posted those comments. I had a particularly horrible day, and I apologize for taking it out on your page.
I own Prairie Fire, I actually bought it for this mod. It worked great the first time I downloaded it totally flawlessly and now no longer initializes at all. I get the prompt saying it will once people join my squad, but it unfortunately doesn't. No command wheel, no scroll menu options to enable/disable, just no dice unfortunately.
I'm trying to play The Forgotten Few 2 on literally any map at all and having no luck. Worked great on Altis first time out though.
Thanks for your time and sorry again about that outburst.
Thanks. If I were to play that mission again, I'll get you the coordinates.
By the way, do you have any recommendations on what other missions work great with SOG AI? I've finished the Apex campaign. I'm 2 missions into Prairie Fire. I am considering getting Western Sahara but not the other CDLCs. I hear Forgotten Few works great with SOG AI. Any others that you would recommend?
I have the latest versions of the SOG AI mod, the CBA mod, and the game itself installed. I've tried disabling all mods except SOG AI and CBA, but it doesn't help.
What can I do about this?
Thanks in advance
On a related note, I was playing the second mission of Prairie Fire, the one where you ambush the convoy. Had an issue at the end where we had to defend the crater. When the chopper arrived, I could not get all of my squad to mount the chopper. Several of them would be stuck shooting at the enemy, refusing to move, or rescuing their squad mates. This would also happen even when I switch off the AI. How do I prevent something similar from happening?
Thanks!
@Stolt - It is compatible with LAMBS if you disable Lambs Danger for your AI squad. I forget if it is compatible with VCOM (it is if you can turn off VCOM behavior for player squad). The general rule is for any AI or animation mod, you can't have it running on your squad while SOG AI is running because then you have 2 competing mods telling AI what to do at the same time, and things will break.
@CHASKOH - It's not as simple as adding a CBA option to turn off my revive system. The code isn't that modular unfortunately. Too much work for me to take on at this time.
- Fixed Point Man refusing to move up or down steep slopes (hopefully for real this time! Thanks @Panther42_2002.)
- Added cba option "Enable Desperate Escape in Across The Fence". Desperate Escape is now the default behavior when team wiped out. When you respawn near you need to extract and redeploy before you will be able to spawn a new team. (thanks @Polski_Sebek1)
- Fixed bug where Lay Dog command fails if CBA mod not loaded (thanks @mkalireza )
- Aussie and NZ SAS units will now keep their camo faces (thanks @TheRealJualumin )
Remember to "repair" (update) the mod in Steam mods page.
Fantastic mod in single player though. Best AI mod. 10/10
Vietcong Fist Alpha SP (ENG)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3469121360
Special thanks Johnnyboy and primkup.
@jp9999 - I am unaware of the voice change issue, but I will take a look. Thanks.
@Glaphitus Kage - This is a single player mod. It will not work in MP. And it is way too much work for me to make that ever happen. Sorry.
@Malakaton - When you put your team in stealth mode, most commands given by player are via handsignals so you won't hear player give the command. Not a bug.
I don't know if the mod is compatible with C2 Command and Control. But if that mod alters your squad AI behavior it probably is not compatible. You can't have 2 different systems telling same AI what to do.
Error in expression <dDirArray = [_leaderDest, count _units, jboy_circleSpacing] call jboy_getCircleP>
Error position: <jboy_circleSpacing] call jboy_getCircleP>
Error Undefined variable in expression: jboy_circlespacing
File SOG_AI\JBOY\FastAI\sogStartBlueMove.sqf..., line 94