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@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.
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.
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!
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.
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.
This man has his priorities straight.
If this wasn't a feature it would have made ArmA 3 literally unplayable.
@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.
and when they get "downed" they are still targeted by the ai.
In zeus
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.
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.
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.
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.
@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.
XD
@J3FF Thanks mate!