Arma 3
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LAMBS_Danger.fsm
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
1.272 MB
Sep 8, 2019 @ 1:48pm
Apr 16, 2023 @ 1:00pm
28 Change Notes ( view )

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LAMBS_Danger.fsm

In 1 collection by nkenny
Nopryl test server 2020
22 items
Description
A considerable expansion of vanilla Danger.fsm. Added are features which extend the enemy response and reaction to fire. Reuploading to Steam Workshop is not permitted.

Summary
The overall goal is to make buildings part of the AI's available terrain. The AI will dynamically enter and clear buildings holding enemy soldiers. The nature of the the danger.fsm does not make these features a replacement for dedicated scripts and clever use of waypoints.

The AI is a significantly more active combatant. The biggest changes is that the AI is now able to view buildings and structures as part of the tactical terrain. The AI will search through buildings, hide and garrison within, as well as provide suppressive fire against suspected enemy positions. In addition AI reactions to fire, even when the origin is unknown is expanded. The AI will also communicate threats to nearby allies.

Features
* AI will move inside buildings
* Perform suppressive fire (Vehicles will dismantle buildings)
* Panic, with special effects
* React, even when exact enemy position is unknown
* React by hiding in the presence of powerful vehicles when without equipment to deal with it
* Check dead bodies (Rearms if possible)
* Tanks will react by rotating towards threats
* Improved civilian reactions, hiding in buildings and checking dead bodies
* Dynamic Artillery system
* Custom waypoints for specific AI behaviour

Installation
The mod runs automatically for all factions, including RHS and CUP. To double check that the mod is runing, enable one of the debug variables.

Compatibility
The mod is fully compatible with ACE3, VCOM, but unfortunately not ASR. This version requires CBA.

Development
Check the gitHub for development variables to toggle or tweak gameplay features.

Join our Discord[discord.gg] for news, discussions, feedback and happy times.

---

LINK TO BOHEMIA FORUMS[forums.bohemia.net]
LINK TO GITHUB[github.com]
Popular Discussions View All (34)
4
Apr 9 @ 11:53am
Lambs Server mismatch
dragonlips3000
15
Aug 13, 2023 @ 10:31am
AI crew dismount perfectly good vehicles for no reason
Blue
4
Jun 22, 2022 @ 3:30pm
Server or Clientside
LightningRoc77
1,372 Comments
Tactictard 8 hours ago 
Exactly why do some crew members exit a perfectly good vehicle when they engage the enemy? I've only EVER had this happen when using LAMBs, no other mod nor vanilla does this.
Samsung_Sam Jul 23 @ 3:04pm 
Hey I have an issue with ai squads given the move order. Every now and then the squad leader will command random bots to stop and not move them at all. It makes them stay in random places and not follow the rest of the squad. I tried interrupting the move command on affected bots with some source of danger, but the stopped bots would just shoot back and not move. Is there anything i can do about it?
diwako  [author] Jul 16 @ 2:56am 
in terms of sensor testing, there is this old mission which still works
https://forums.bohemia.net/forums/topic/191696-script-ai-detection-test-tool/

for sharing information. we have delays in them. that is from group to group information sharing. The inter group information sharing is something we cannot influence.
_mickey_ Jul 15 @ 3:03pm 
@diwako

I want to support @Zabolotniy and say that AI, sometimes it also seems to me that AI sees through the foliage of trees or through smoke, however, later I justify this by the LAMBS feature in which the AI ​​shares information with its allies (receiving information from allies, not only from self view field) Also I've never seen an AI see through walls.

Regarding AI-information sharing, I would like LAMBS to have a delay setting, after which the AI ​​will share information with allied units. If the AI ​​that detects the enemy will transmit in a split second information to all neighboring units, then this will not be realistic. It takes time to transfer information. In addition, the one AI who sees the enemy can be killed in one second. the dead are unable to transmit information. For these reasons, we need a live AI that has detect the enemy and some delay.
_mickey_ Jul 15 @ 2:44pm 
@diwako After reading your link, I saw a lot of nonsense about AI there that does not correspond to reality) I have over 10k hours on Steam for Arma 3 and 90% of this time I only played against or with AI
diwako  [author] Jul 15 @ 12:33pm 
Have a read about ai detection and stuff.
https://forums.bohemia.net/forums/topic/223493-ai-facts-myths-compilation-list/

you are experiencing ai communicating with each other or them hearing you,
Zabolotniy Jul 15 @ 10:40am 
Units can see through bushes and also apparently see through walls. Is there any way to limit this?
diwako  [author] Jul 12 @ 1:23am 
@mickey
yeah that is why we are deprecating them in the next release

@J-Money
Not setting any skill on the ai, just use the vanilla ai skill settings.
J-Money Jul 12 @ 12:07am 
yo is there a way to adjust AI skill settings? accuracy etc
krzychuzokecia Jul 11 @ 2:40pm 
Thanks for answer! It does kinda suck a bit, but oh well, it is what it is.