Arma 3
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K9 Companion
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Data Type: Mod
Mod Type: Character, Mechanics
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28 września o 15:06
2 października o 18:06
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K9 Companion

Opis

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.

Popularne dyskusje Zobacz wszystkie (1)
1
4 października o 10:07
K9 Companion feature requests
MJ
Komentarzy: 106
J3FF  [autor] 2 godz. temu 
@Mrakos I wasnt aware of that, I'll look into it but I think its pointing to the dependency for this mod.
Mrakos 12 godz. temu 
@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 18 godz. temu 
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 21 godz. temu 
"Pet the dog :)"

This man has his priorities straight.

If this wasn't a feature it would have made ArmA 3 literally unplayable.
J3FF  [autor] 22 godz. temu 
@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 października o 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.
SMOKER 5 października o 14:31 
hello, i have found an issue, when i set the dog to "To Hip" (right or left doesn't matter) and then start running, the dog teleports somewhere near (random location, like between 10/20 meters away max)
darlak97 4 października o 23:00 
Can I use the enemy AI dog to automatically attack players or be triggered to attack them?
In zeus
Teodor_Kranke 4 października o 9:43 
Учитывая что за собаку может играть игрок. Хотелось бы развития той темы в плане возможности самостоятельно атаковать цель, издавать звуки которые понимает выбранный кинолог-другой игрок и тому подобное. Хотели использовать для мультиплеера, но без данных функций - не играбельно
ZGLando 3 października o 18:43 
This is pretty cool.