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
1,350 Comments
_mickey_ May 14 @ 2:27pm 
@Firmament quote " Not sure about 1)"

What exactly are you not sure about? Is it that a combat vehicle which lost ther gunner is only a target for the enemy? Or are you not sure that the remaining driver or commander should not try to take the gunner's place?

quote "2) is definitely in Lambs"

No, this is not in Lambs and not in any other AI. mod that I have see. Simple test here:

A. Place any turret with with gunner on the map
b. set ammo of this turret to zero
c. start the game.

You will see, that the AI-gunner will not leave his turret. Such AI are simply stupid targets for the enemy.
MrAleTheSandwich May 14 @ 1:52pm 
Are the LAMBS mods compatible with VCOM?
Firmament May 10 @ 1:05am 
Not sure about 1), but 2) is definitely in Lambs. Saw it happening ingame just recently, on ai driven HMG Ifrit.
_mickey_ May 3 @ 1:14pm 
@diwako/@joko/@nkenny

Dear friends, please :

1) consider any ways for aI-vehicles that have lost their gunners to continue to be dangerous for the enemy, so that the remaining ai-driver or ai-commander has a chance to occupy the gunner’s position for some time and and return back to their original position. Otherwise, ai vehicles without gunners will only be targets.

2) consider any ways of leaving a vehicle or static weapon without ammunition. Otherwise, such units again will only be targets.

Unfortunately, these two problems exist in Arma3 and will make the AI ​​look stupid. Crews that have lost their gunners will never pose a threat, and transport vehicles or turrets without ammunition, will never be abandoned.
Xyranashmjzed1423 Apr 28 @ 1:42am 
Hey, i want to ask the NPC always reaction to duck when the grenade comes, that the Lambs is disable
Nimmersatt Apr 27 @ 12:07pm 
Bug: Sometimes AI vehicles get stuck in state "tactics assess". It's impossible to get them out of this state. Is this fixed in the latest dev version? Thank you!
neretropazanchic Apr 20 @ 8:43pm 
Will static weapon deployment be added?
[+| CL rautamiekka Apr 16 @ 9:44am 
@sleeper

Everything. The Engine processes a squad with AI units on the Server/HC, unless the group has a Player SL, in which case the Player SL does the processing.
sleeper Apr 15 @ 2:40am 
Do all players need it or just the zeus/server?
Firmament Apr 3 @ 11:46pm 
Hi there. if you haven't noticed yet, somebody has just released a mod that enables hand flares. Latest version of Aegis mod has it included. I was wondering if you could somewhat tweak your AI so that it can use those hand flares under certain circumstances (well, much like it already handles vanilla flares whenever it's dark night and some NPC happens to carry a weapon with a grenade launcher). Thanks!