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)
15
Aug 13, 2023 @ 10:31am
AI crew dismount perfectly good vehicles for no reason
Blue
5
Oct 7, 2024 @ 6:27am
Lambs Server mismatch
dragonlips3000
4
Jun 22, 2022 @ 3:30pm
Server or Clientside
LightningRoc77
1,493 Comments
Tyl3r99 42 minutes ago 
the task hunt module is broken and does not only target players when this option is ticked.
It will hunt ANY hostile AI in the radius. I was 2.2km outside of this zone and the patrol walked straight towards an AI group inside this radius
[+| CL rautamiekka 16 hours ago 
@Hux

There are ways to get valid references to groups (and any other non-map objects) without variables, since there are many instances when you either don't have, or dunno the, variable names.

^ You have to use `groups west` together with a `forEach` loop (`forEach groups west`) (and `if`/`select` statement[s]) to run the `setVariable` on those West groups.
King of Scipii Feb 7 @ 6:51pm 
Task Arty doesn't seem to work with ZAMAK MRL
Sneep Snorp Feb 6 @ 12:13am 
Does lambs make the ai utilize their drones amongst their deployables? I’m trying to determine why suddenly the skies are filled in some of my dynamic missions
Hux Feb 5 @ 11:48am 
@[+| CL rautamiekka

Ok, but it looks like I need a variable name. I'm running an Epoch server and was hoping there was a line of code for init.sqf that would disable the west AI when the server is booting up. Don't I need a name where it says "group"?

<group> setVariable ["lambs_danger_disableGroupAI", true];
[+| CL rautamiekka Feb 4 @ 4:43pm 
@Hux

That's exactly the wrong place to put it. Use `init.sqf`, where you use the line with a `local <group>` and another check to select groups from the side. If you also use Zeus to spawn them, you'll also need event handlers.
Hux Feb 4 @ 2:06pm 
@Mumus
This looks like it would go in a units init or use a variable for a unit: <group> setVariable ["lambs_danger_disableGroupAI", true];

Is there a way to put this in initPlayerLocal.sqf to disable all west (friendly) AI?
Hux Feb 4 @ 10:45am 
How do I disable Lambs for friendly AI?
diwako  [author] Feb 4 @ 9:45am 
Lambs does not run code on air vehicle. They might have gotten information shared from ground troops, but in general Lambs logic exits out and does nothing if the AI is sitting in an air vehicle.