Arma 3
655 ratings
Data Type: Mod
Mod Type: Mechanics
File Size
0.653 MB
Sep 8, 2019 @ 1:48pm
Jun 9 @ 4:26am
23 Change Notes ( view )

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

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.

* 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

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.

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

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

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Popular Discussions View All (13)
May 19 @ 6:50am
Jan 16 @ 10:17am
How do I enable "deBug" mode to see how the AI is reacting to different things?
Jan 16 @ 11:25am
Another question, does it utilize any waypoints?
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MrCovin Jul 29 @ 12:30pm 
Probably one of the greatest mod on the workshop. Should be in the base game...
battleshipfree Jul 26 @ 10:13pm 
What I found is that, Panic effects apply to vanilla ammo classnames but seem not compatible with RHS ammo. Tested with vanilla M134 on an AW wildcat and RHS M134 on an AH-6M.
BigSoap186 Jul 26 @ 1:35pm 
this is really cool also one of your videos taught me how simple making a QRF is after me trying for hours to make a QRF lol
Madmaxx Jul 26 @ 12:15pm 
Hello, should this mod be activated only on the server side?
arma tomorrow Jul 17 @ 12:41pm 
Your Lambs videos are great. However, I think one aspect is missing:
Could you make a video showcasing how they use radios to share information and how this can potentially affect other outposts (and ai behavioru in them) which are farther away from the combat, but still within radio range, such as by the use of backpack radios.
jacknorrisuk Jul 17 @ 8:06am 
Awesome mod, it makes 99% of missions so much better! My only ask is if there is a way to disable it for all units on a given side? I'm trying to use it with Zombies and Demons, but it needs to be BLUFOR only as it obviously causes unintended effects on the zombies. Of course there might also be other reasons why you would want it affecting just one side.
Pez Jul 11 @ 11:55am 
Has anyone else experienced a possible problem with Zeus, ACE, and LAMBS? Specifically that Remote Control in Zeus is not accessible when LAMBS is enabled?
Gren.Albert.363VD Jul 11 @ 11:15am 
i know it says that i cannot reupload and that i understand, but does this fall under putting it in our modpack?
☠︎Skyyz Jul 11 @ 3:39am 
Is it possible to get the ai to surrender if they are completely overwhelmed or 80% of their squad is dead, that would be a cool addition to this mods already awesome features.
󠀡󠀡󠀡 Jul 7 @ 8:53am 
Is this compatible with FFIS?