Arma 3
402 ratings
K9 Companion
11
7
6
3
3
5
5
5
5
2
3
3
2
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
Mod Type: Character, Mechanics
File Size
Posted
Updated
211.884 KB
Sep 28 @ 3:06pm
Oct 26 @ 10:12am
5 Change Notes ( view )

Subscribe to download
K9 Companion

Description

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.

Popular Discussions View All (1)
3
Oct 31 @ 10:13am
K9 Companion feature requests
MJ
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?