Arma 3
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LAMBS_Danger.fsm
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
1.378 MB
Sep 8, 2019 @ 1:48pm
Oct 14, 2024 @ 10:48am
29 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 (37)
18
Apr 1 @ 10:56pm
AI crew dismount perfectly good vehicles for no reason
Blue
8
Jun 30, 2025 @ 6:56pm
Lambs Server mismatch
dragonlips3000
4
Jun 22, 2022 @ 3:30pm
Server or Clientside
LightningRoc77
1,643 Comments
whiskey Apr 12 @ 9:17am 
Hi,
I am trying to configure module "task artillery register". I have sunced it to AI mortar, I have dropped AI soldier that spots opfor soldiers (trigger confirms me that) but mortar is not firing at all.
Can someone guide me how to use it properly, please ?
_mickey_ Mar 24 @ 2:06pm 
@diwako good day to you!

Could you add more settings to your mod in the future?

Expected settings here:

"LAMBS Detection Range" checkbox - on/off
"Custom Detection Range" checkbox - on/off

custom slider parameters:

1) Daytime visual detection range.
2) Nighttime visual detection range (without NVGs)
3) Nighttime visual detection range (with NVGs)
4) AI gunshot audibility range (without a suppressor).
5) AI gunshot audibility range (with a suppressor).

Etc.

The more settings the mod has, the more flexible it would be.
We look forward to your updates, as LAMBS has not been updated for 1.5 years.
PS: I really hope you fix the bug where the AI ​​ignored waypoints.
_mickey_ Mar 21 @ 2:23am 
"JSRS 2025 Patreon Beta" - what news! wow!
JockoFlocko Mar 20 @ 8:57am 
I kind of learned that after reading one of the commits over on GitHub. I use the performance branch of Arma 3 because it's simply superior in terms of not only performance but the new audio engine that's been added to the sim. The 'JSRS 2025 Patreon Beta' audio mod takes full advantage of the new audio engine and it sounds absolutely incredible.
diwako  [author] Mar 19 @ 11:46pm 
It was an update in the profiling/performance branch of arma that caused that. A fix for this mod has already been made and is waiting to be merged into it.
JockoFlocko Mar 19 @ 10:12pm 
Has anyone else lost the options portion in the attributes of the lambs modules? I've got nothing loaded but CBA and Lambs_danger with a vanilla Arma 3. The options for the modules (ie: automatically transport units into position in the garrison module) have completely gone as of today. Can anyone else confirm and check this in the editor?
demonon Mar 11 @ 2:53pm 
Yeah I've had the same issue, units just failing to compete waypoints for no good reason, I thought it was something else but to hear others saying this kills waypoints...
_mickey_ Feb 25 @ 1:14pm 
@diwako As far as I'm got it, LAMBS always was broke waypoints, making the AI less ​​controllable for mission maker, but in the latest DEV versions, the problem has outgrown its. For the first time in 10 years, I disabled LAMBS and saw how much more obedient the AI ​​has become to the mission maker. Dear developers, your mod doesn't need new additions, but rather fixes to what already exists features. Please make sure that the AI ​​always remembers and always tries to complete the waypoints set by the mission maker. If user use DEV, half the time, at active waypoints, the player sees this sitiation - https://youtu.be/fcn3EDDspvA . If user use the stable version, this happens more rarely, but still happens.
_mickey_ Feb 25 @ 1:00pm 
@diwako "We know there are some performance issues" The Dev build's issue isn't performance, but rather that it breaks half of the player-defined waypoints. The AI ​​simply has always chance of failing to complete the current waypoint to moving on to a new one. Or it has a chance of not switching to the next one if the trigger switches waypoints. As for performance, this was fixed in 2.6.2 DEV RC2
YOUR LOVER Feb 25 @ 7:48am 
Why does a machinegunner always go to an APC, tank, and so on, and just stand next to it?