Arma 3
369 oy
K9 Companion
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Data Type: Mod
Mod Type: Character, Mechanics
Dosya Boyutu
Gönderilme
Güncellenme
211.855 KB
28 Eyl @ 15:06
2 Eki @ 18:06
4 Değişiklik Notu ( görüntüle )

İndirmek için abone ol
K9 Companion

Açıklama

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.

Popüler Tartışmalar Tümünü Görüntüle (1)
1
4 Eki @ 10:07
K9 Companion feature requests
MJ
117 Yorum
Fallon 15 Eki @ 17:13 
I love this so much.
Would it be possible to add a settings option to make the attack always non-lethal (or always lethal)? I think it'd be great as a tool to subdue. Looking for ways to incorporate a K9 Handler role into our unit.
Bax ⭐ 15 Eki @ 7:26 
Sure: It seems to get teleported directly at / on / in me. It then got unconscious (thanks to Bloodlust it did so in a cloud of blood). Does not happen all the time. Not being the handler anymore: Normally when the dog goes unconsious, gets hurt. He also gets unconsious when I carry him into a helicopter and out again.
J3FF  [yaratıcı] 14 Eki @ 7:14 
@Bax I'm not sure what you mean by explode... could you elaborate? You are no longer the handler if you die or go unconscious, is that perhaps whats happening that's causing you to lost the order menu?
Bax ⭐ 14 Eki @ 3:37 
At the moment the dog has a tendency to explode when getting teleportet at my position. Before it wasn't like that. It also loses quite often it's self menu K9 orders (like movement), but I still can carry etc. it with the other menu. I so much hope you'll find soon time again, cause I L O V E your dog script!
MJ 12 Eki @ 3:14 
top mod baby:steamthis:
°°Scotty_Pe°° 12 Eki @ 0:58 
top
MadStalk3r 10 Eki @ 11:31 
Sure, giving the jacket have space for stuff, I thought it was something I didn't understand
J3FF  [yaratıcı] 9 Eki @ 7:18 
@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 9 Eki @ 4:19 
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  [yaratıcı] 7 Eki @ 19:48 
Bu yorum otomatik içerik kontrolü sistemimiz tarafından analiz edilmeyi bekliyor. Zararlı içerik (ör. bilgilerinizi çalmaya teşebbüs eden internet siteleri) içermediğinden emin olana dek geçici olarak gizli kalacaktır.