Arma 3
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K9 Companion
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Data Type: Mod
Mod Type: Character, Mechanics
Bestandsgrootte
Geplaatst op
Bijgewerkt op
211.855 KB
28 sep om 15:06
2 okt om 18:06
4 wijzigingsnotities (weergeven)

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K9 Companion

Omschrijving

Rating this mod is hugely appreciated!

WARDROBE
K9 Companion is a codebase that adds command functionality to the MFR Dogs mod. This mod allows you to command the dog to do a variety of tasks like searching for explosives, patrolling perimeters, hunting targets, etc. This mod relies on the MFR Dogs mod for all visual aspects, this mod only adds the command functionality.

Big thank you to the MFR team for granting source access of their mod to the community.

How to use
Ace interactions are required for this mod, walk up to a dog and interact with it, you will see the option to become its handler. Once you are a handler, self ace-interacting will give you access to the K9’s commands.

Setup
Place any of the ai dog units added by MFR Dogs into the mission, either in 3den or zeus. No setup is required, just place the unit.

CBA Settings
This mod adds 4 CBA options, found under ”K9 Companion”. Time to heal affects how long it takes for you to heal the dog when it's been injured (interact with the dog for this option). Return home time affects how long the Return Home command takes, this command teleports the dog to its home point. Time before forced return is the time it takes for the dog to return to its home point when the dog is injured and the handler has left the semi immediate radius. Max separation distance refers to the max distance in meters between the dog and handler before the dog is teleported to the handler. Set this high if you don't want it to ever teleport.

CBA Settings
Cba controls have been added, and can be accessed through the Controls>Addons menu. These are common commands that can be bound to keys for easier use without going through the ACE menu.

Features
- Follow handler
- Stick to hip (left or right)
- Wait Here
- Move to point
- Carry K9
- K9 sits in lap in vehicles
- Neutralize Target (knock down civilians, eliminate hostiles)
- Perimeter (moves in a circle around start point)
- Seek mines
- Passively detect mines (lower success rate)
- Smell enemies based on wind direction and speed and growl to alert
- Set K9 to Silent, Aware, or Aggressive depending on how it should react
- Pet the dog :)

Notes
- Must be loaded on all clients and server.
- The home point is the location the dog was spawned.
- Behaviours: Silent will have the K9 be mute and not growl or bark when reacting to situations. Aware will have the K9 growl and bark, Aggressive will have the K9 growl and bark as well as attack threats on sight.
- I believe this is compatible with LAMBS and VCOM, if you encounter odd issues try unloading these to confirm if they continue to conflict.

Discord
If you have any questions/suggestions/feedback, or just want to chat, feel free to join the discord here!
click here for discord [discord.gg]

License
This mod is licensed under the APL-ND license for Arma 3.

Populaire discussies Alles weergeven (1)
1
4 okt om 10:07
K9 Companion feature requests
MJ
110 opmerkingen
J3FF  [auteur] 12 uur geleden 
@MadStalk3r It isn't Intended, but its isn't not intended either if you know what I mean. There as no attempt made to have the k9 be able to carry things for you. This has been requested by someone else too and I am considering it. Been very busy recently so I'm behind on some things for this mod.
MadStalk3r 15 uur geleden 
Hello ! Amazing work, even if rn giving our gameplay choice, a dog is more of a esthetic choice ^^ Just a question, and I'm sorry if it was already asked but I didn't find any answer : when you open his inventory in editor, you can see the dog jacket actually has an inventory, but it's impossible to access when you play (either by the handler or not), is it known/intended ?
J3FF  [auteur] 7 okt om 19:48 
Deze reactie is nog niet geanalyseerd door ons geautomatiseerde inhoudsanalysesysteem en wordt standaard verborgen tot we hebben kunnen vaststellen dat ze geen schadelijke inhoud bevat (bijv. links naar websites die informatie proberen te stelen).
Nejt 7 okt om 12:42 
So we used this mod on a mission in our unit. After an hour, when we were getting out of the vehicle with dog, something must have caused a bug with it, causing more and more people to crash every few seconds. It ultimately crashed Arma 3 for seven people before Zeus removed it. After removing it, we had no further problems. I'm letting others know it can cause crashes.
J3FF  [auteur] 7 okt om 10:02 
@Mrakos I wasnt aware of that, I'll look into it but I think its pointing to the dependency for this mod.
Mrakos 7 okt om 0:08 
@J3FF - Loving the mod! I noticed my .rpt log is full of errors regarding missing @Dog sounds, do you have any plans to patch the sounds (or would you be interested if I do it?) Cheers ;)
SMOKER 6 okt om 17:47 
the last time i tested, the dog stopped being attached to me the correct way (as you said), but the first time i tested the mod, the dog teleported itself randomly, the exact moment i started sprinting
SonicJohnBH 6 okt om 15:01 
"Pet the dog :)"

This man has his priorities straight.

If this wasn't a feature it would have made ArmA 3 literally unplayable.
J3FF  [auteur] 6 okt om 14:10 
@Marki Thanks for the suggestion but I have no plans to add that at this time.

@darlak97 No ai controlled k9's are not a feature of this mod (or the dependency).

@SMOKER The k9 no longer being attached when you start sprinting is intended for visual cohesion. Is it always teleporting or is the k9 possible stuck when you begin sprinting and thats why it teleports?

@Eagle Eye If you are fighting giant monsters im not sure what a dog would be able to do, I suggest setting it to aware. I will look into the downed k9's being targeted still, thank you for the report.
Eagle Eye 6 okt om 0:16 
Good boy is best boy, though at the moment doggo can instantly kill everything, even giant monsters.

and when they get "downed" they are still targeted by the ai.