Arma 3
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Webknight Units - LAMBS_Danger.fsm Compatibility Patch (+ ACE3 Support)
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Data Type: Mod
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Posted
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578.703 KB
Sep 8, 2023 @ 7:24am
Mar 16, 2025 @ 9:58am
6 Change Notes ( view )

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Webknight Units - LAMBS_Danger.fsm Compatibility Patch (+ ACE3 Support)

In 1 collection by Phenosi
Phenosi's Workshop (Mods)
56 items
Description

STATUS: Stable
Now with ACE3 Headless Client support!

Why?
Running both Custom AI units and LAMBS.danger at the same time can cause unwanted behavior; or even outright break the units all together.

ACE3 Headless Client support
It will prevent any Webknight units from being offloaded to the headless client if you are using the ACE3 Headless addon to offload your AI on a server.
- More info on this.[ace3.acemod.org]

How does It make these two mods compatible?
This mod will do two things:
1. It will find pre-placed in 3DEN and ZEUS spawned units during a live-session and run this on them:
(group _unit) setVariable ["lambs_danger_disablegroupAI", true]; _unit setVariable ["lambs_danger_disableAI", true];
It will only run this code on units that are: Melee, have custom skeletons or Custom AI scripted units.

2. It will try and turn off the explosion eventhandler automatically upon loading into the game preventing weird behaviour like Smashers doing the Red Panda stance after getting hit in the face with a grenade.

Which of Webknights mods are made compatible with this patch?
- Empires of Old.
- WBK OPTRE Expansion
- Zombies and Creatures
- Star Wars Droids
- Webknight Stealh AI (IMS)
- Webknight Melee AI (IMS)
- Orks (Greenskins)
- Jedi and Sith (Lightsabers and Force)
- Space Marines (Melee)
- Our benefactors (HL2)
- Devourerking's Necroplague Mutants
- OPTRE Precursors
- Any other mod that uses Custom Skeletons?

Do LAMBS waypoints still work?
LAMBS waypoints should still work in all their glory.

Special Thanks
Thank you Webknight for helping out!

Originally Commissioned by Lu Jian and members of Webknight's Workshop

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My Youtube Channel


LICENSE:
Copyright 2023 Phenosi

This work uses the license Arma Public License Share Alike (APL-SA)
For your Steam accounts safety, do not reupload it to the workshop as it violates Steam Subscriber Agreement section 6B.


https://www.bohemia.net/community/licenses/arma-public-license-share-alike

Copyright 2023 Phenosi. This item is not authorized for posting on the workshop, except under explicit and clear credit towards the original author and third-parties involved aswell as permission granted.

If you have any issues with the content presented in this mod, please contact me first.

My Modding Discord:
https://discord.gg/UnQAQMKGdS


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Join my Arma 3 unit where we use this mod![discord.gg]

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀   Please READ the Workshop page and check out your own setup in-game ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀  before asking Questions or Reporting Bugs <--Discord[discord.gg]
56 Comments
Phenosi  [author]
Aug 24 @ 4:26am 
@Sanic: no, this is for the OLD zombies AND IMS. it will not work with the NEW IMS/Zombies. best to report it to webknight in his discord.
Aug 23 @ 7:12pm 
I've found an issue while using IMS2/Zombies DEV, when a zombie gets hit by an explosion its AI bugs out and suddenly starts throwing grenades out of nowhere. Now I am wondering if this mod would fix that or if it even works for the new IMS DEV? Any help would be appreciated.
Aug 20 @ 5:54am 
I understood Phenosi, thanks for the clear explanation!
Phenosi  [author]
Aug 20 @ 5:13am 
Hi @Apricot! :praisesun:
Web is gonna make it so it has the LAMBS patch built-in iirc, this one will stay as-is to support the Old IMS mod an Old Zombies.

You could try loading IMS and Zombies DEV and seeing with lambs.dange debug on wether or not the things are all turned off like in the images of this workshop page.
Aug 20 @ 3:30am 
Hi Phenosi, I have a question: Does IMS2/Zombies DEV still need this patch? Or do you think it's natively "supported" like this mod?

I saw that you were updating the IMS/TSP compatibility, but this mod wasn't updated, and the IMS2 description mentioned native ACE and LAMBS support, so I wondered if this mod was no longer needed for IMS2.

Thanks as always.
Phenosi  [author]
Jul 30 @ 1:02pm 
All good, enjoy.
Jul 30 @ 11:51am 
I assumed so, based on how the functionality of this mod is described in the description. Thank you for clarifying, though!
Phenosi  [author]
Jul 30 @ 7:11am 
@Seraphim no, the variables to disable stuff have not changed with that update.
Jul 29 @ 10:35am 
Seems LAMBS just received a huge update from it's developers. Should there be any concerns about compatibility at this point?
Phenosi  [author]
May 7 @ 9:19am 
@Rujasu Yes. it runs on a postInit eventhandler that is called for evey unit ever spawned by any means, it should not be an issue.