Arma 3
K9 Companion
127 Comments
J3FF  [author] Oct 30 @ 4:12pm 
@Kalle If you want to discuss that issue ping me on discord where I can assist better than here.

@Brigadeskate433 It's possible you have a compatibility issue with another mod. Try loading just this and its dependencies to see if that works. And we can go from there.

@BadLucky1776 That system seems to trip the rip detection system I have in place. You're the first person to report that across all my mods. I've never used the system you're talking about, but if you'd like to resolve it then ping me on discord and we can discuss it.
Wortheili Oct 29 @ 8:07am 
Would it be possible for you to have the dog during "mine search" task continue sweeping the area after discovering a mine?
Graves Oct 28 @ 2:41am 
May I request that you change it so that either A) When carrying the dog you are able to sprint, since you cannot sprint with it at your hip or B) Which I'm sure is a bit more difficult animation wise, have the dog able to sprint with you at your hip? Currently sprinting, which we all know is really important for maneuvering, is a pretty tough task with it breaking off your hip and meandering to you. I think the simplest solution is definitely letting you sprint while carrying the dog, which we should be able to do since guys do it irl when needed tbh. Overall love the mod though, really looking forward to it's development!
BadLucky1776 Oct 26 @ 1:34pm 
Hey J3FF, I use the old ;@folder command line startup process and not the Arma3 launcher. It gives me the ability to track down mod cross compatibility issues. Been doing this since Op Flashpoint/Arma1.

I've notice with K9 Companion it is somehow reading this that I have "ripped" your mod and causes Eden Editor to end/fail any mission upon start. You mod is the only one I've ever come cross this with.
Mr. Remember Oct 26 @ 12:56pm 
@J3FF, thanks for resolving the target issue!!
Brigadeskate433 Oct 24 @ 10:22pm 
Can't seem to get the option to become the dogs handler. I can spawn them in, but when I try to interact with it, there's no option to do anything with the dog. Using with Antistasi Ultimate and a few other mods that shouldn't effect this. I also have ACE no medical.
Mr. Remember Oct 24 @ 9:37am 
Added this mod to our unit's mod list, INSTANT MORALE BOOST!

Wanted to see if there were known issues with the command to attack on dedicated servers. Seems like every other feature works, but I can't get the dog to identify threats. Thanks!
lErrorl404l Oct 23 @ 7:37am 
Not sure if it's due to a recent update, but we've had massive fps issues with dogs being loaded into our ops recently, when removing them or deleting them fps has gone back to normal

I'm not sure what would be causing this other than potential scripting/ai issues with the dogs themselves, but figured I'd report here and let you know.
Kalle Oct 22 @ 11:15pm 
It ends the mission when starting it to be clear.
Kalle Oct 22 @ 11:11pm 
Im not getting it to load correctly on a dedicated server when loading it from the workshop folder. Any suggestions on how to make it work?
Fallon Oct 15 @ 5:13pm 
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 ⭐ Oct 15 @ 7:26am 
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  [author] Oct 14 @ 7:14am 
@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 ⭐ Oct 14 @ 3:37am 
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 Oct 12 @ 3:14am 
top mod baby:steamthis:
°°Scotty_Pe°° Oct 12 @ 12:58am 
top
MadStalk3r Oct 10 @ 11:31am 
Sure, giving the jacket have space for stuff, I thought it was something I didn't understand
J3FF  [author] Oct 9 @ 7:18am 
@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 Oct 9 @ 4:19am 
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  [author] Oct 7 @ 7:48pm 
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Nejt Oct 7 @ 12:42pm 
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  [author] Oct 7 @ 10:02am 
@Mrakos I wasnt aware of that, I'll look into it but I think its pointing to the dependency for this mod.
Mrakos Oct 7 @ 12:08am 
@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 Oct 6 @ 5:47pm 
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 Oct 6 @ 3:01pm 
"Pet the dog :)"

This man has his priorities straight.

If this wasn't a feature it would have made ArmA 3 literally unplayable.
J3FF  [author] Oct 6 @ 2:10pm 
@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 Oct 6 @ 12:16am 
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 Oct 5 @ 2:31pm 
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 Oct 4 @ 11:00pm 
Can I use the enemy AI dog to automatically attack players or be triggered to attack them?
In zeus
Teodor_Kranke Oct 4 @ 9:43am 
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 Oct 3 @ 6:43pm 
This is pretty cool.
Blaz253 Oct 3 @ 6:35pm 
what da dog doin
Rex501 Oct 3 @ 2:59pm 
Do you think it could be made to just incapacitate targets as well as or instead of outright killing them, would make the dog more useful for capturing HVT's etc
Marki Oct 3 @ 2:05pm 
What would be cool is "teleport and follow" command.
Sometimes u wanna leave your dog by the car when u are assaulting a compound or if it gets stuck.
Such command could teleport him to you within like 15m and make him run to you and follow.
Mrakos Oct 3 @ 1:25pm 
Tested on our SPE '44 server today, works great! Thanks for making this, we had a blast with it !!!
J3FF  [author] Oct 3 @ 1:20pm 
@Berniemac Yup its been tested extensively in mp, can you elaborate more on the issues?
Berniemac Oct 3 @ 12:24pm 
is this tested in MP? works fine SP, doesnt work in MP from what i have seen
J3FF  [author] Oct 3 @ 7:25am 
@Lamoth Unplanned at the moment
Lamoth Oct 3 @ 2:39am 
Any possibility to have it search for downed friendlies?
J3FF  [author] Oct 2 @ 5:42pm 
@OwnageGames Hello and thank you for the comprehensive feedback. Steam comments is an un-ideal place to discuss things so I would like to invite you to join the discord to continue this conversation.

I am able to re-produce losing commands of the k9 after it has died, it looks like you are no longer set as the handler. For now you can just become the handler again to regain them, but I will be correcting this.

Your other issues involving buildings I am unable to re-produce, I suggest sending a video of it happening so I can better help resolve it.
OwnageGamez Oct 2 @ 1:07pm 
4th: Pathing for the dog is a little bugged. When I had a dog engaging an enemy, it phased through a building and got stuck inside a room in a run animation. I was unable to find the dog and was forced to go into Zeus to locate it. The dog then phased through the outer wall of a multistory building, falling multiple stories to the ground.

Ideas I have to improve it.

Adding a dog to CTAB, so that when the dog runs off and either goes down or gets stuck on something, you're able to find it without Zeus.

Having an option where it only attacks once engaged.

And the ability to customize the range of behaviors so it doesn't automatically attack something 400m away, like it did with me a couple of times.
OwnageGamez Oct 2 @ 1:07pm 
Thanks for the mod. I have noticed a few issues I'd like to bring to your attention. will have to make this into multiple comments because of character length

1st: lose command options in Ace Self-Interact after reviving the dog.

2nd: Tried commanding the dog to move inside the building where I placed an enemy to see if it would automatically engage him. It seems like the command didn't even register the building's presence, and the dog just went around the building on the other side. Tried multiple times, but was never able to get the dog actually to enter the building.

3rd: Was finally able to get the dog to engage an enemy inside a building slightly raised off the ground. The dog completely ignored the stairs and phased through the floor of the building, preventing it from reaching the target.
J3FF  [author] Oct 2 @ 8:33am 
@Sgt.Toledo I don't like dogs dieing. They can enter an injured state but can be healed.

@bluewildfire9 At the moment I don't have any intentions of adding options related to the k9's damage output. I will look into the patches though.
Reaper Oct 2 @ 6:06am 
the only way to ruin a dog...ACE
XD
bluewildfire9 Oct 2 @ 5:10am 
Also, are you considering making it so the dog's damage can be tweaked in the settings? So maybe it hurts the enemies but doesn't immediately kill them? Thanks!
bluewildfire9 Oct 2 @ 5:07am 
Very cool mod! We were in dire need for a K9 mod that actually works, haha! One suggestion: could it be done so that the dog's harness displays the handler's shoulder patch, just like vehicles do when someone drives them?
Sgt.Toledo Oct 2 @ 4:18am 
why are they inmortal?
Bax ⭐ Oct 2 @ 3:53am 
@Moonie It is absolutely cool and adorable, thanks! Not wanting to bother but could you colaborate with J3FF (of course only if you both are up to it) to get that "crawling" or at least "lying down" animation, so that the poor dog does not get shot while I am lying down?

@J3FF Thanks mate!
Concord Oct 1 @ 9:46pm 
DOG!
J3FF  [author] Oct 1 @ 8:55pm 
@Spartan 208 It is a hard requirement, I use it for the interactions with the k9.