Arma 3
LAMBS_Danger.fsm
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Update: Oct 14, 2024 @ 10:48am

Version 2.6.1

Added caching to Muzzle Check in doSmokeShell #366
Added better support for MLRS artillery #333
Added extended error message for when the mod is not loaded on the server #405
Added troops manning static weapons will now abandon them if they run out of ammo #349
Added soft-skinned, wheeled vehicles will try to dodge if explosions hit nearby.
Added better shared room-clearing procedures #387

Improved group and contact suppression #345
Improved dismount/rotate logic of IFVs and APCs
Improved taskFlank use of vehicles. (on the last cycle, vehicles will move to move position)
Improved doFleeing handling of vehicles
Improved doVehicleRotate performance in minor ways
Improved handling of assaulting group memory positions #352
Improved fnc_doCheckBody.sqf #354
Improved fnc_doCallout by @rekterakathom in #355
Improved explosionEH by @rekterakathom in #358
Improved building filtering by @rekterakathom in #360
Improved fnc_findReadyVehicles ammo check by @rekterakathom in #363
Improved evaluation order in queue check by @rekterakathom in #367
Improved Simplified Chinese translation by @Augustakit in #373
Improved disembarkment routines for static weapons and artillery #376
Improved flanking position and suppression routines #386
Improved group assault by splitting into impromptu fireteams #385
Improved vehicle maneuverability and use of smoke launchers #388
Improved some instances of groups shooting into the air #383
Improved anti-vehicle responses #369 by @rekterakathom
Improved file detection in callouts #397
Improved garrison and task dynamic patrols (sub-patrols rejoin main formation) #403
Improved TaskRush tactics and logic (more aggressive movement and better reactions under fire) #404
Improved door finding performance in findBuildings by @rekterakathom in #357
Improved LAMBS Danger now controls unit stances better #375

Fixed issue where AI would have more knowledge than appropriate #349
Fixed rare issue where assessing or flanking units would abandon vehicles
Fixed - Groups will now ignore empty static weapons.
Fixed Rare issue where doVehicleAssault could target empty spots in the sky
Fixed Units set to hold fire, stopped, or ordered to remain stealthy will no longer clear buildings
Fixed situations where AI would ignore enemies behind them!
Fixed fnc_doUGL.sqf detection of 40mm grenades #353
Fixed issues related to constant dismounts #374
Fixed BrainForced using PRONE instead of DOWN #407
Fixed AI ammo usage check in doSmoke #365
Fixed some checkVisibility usage #361
Fixed packing of static weapons #384
Fixed group-level memory of CQB positions being sorted wrong #387
Fixed type declaration by @LordGolias in #364

Changed required version of Arma to 2.18 #396
Changed “deprecated” tag to LAMBS Waypoints #398
Changed Man class usage from range addon by @rekterakathom in #400

Happy days! A new version of Arma and a new version of LAMBS Danger.fsm.

Our extensive summer development branch/break (bréåux) has concluded, and we’re happy to update the main version. This release brings numerous enhancements to squad-level and vehicle-level tactics.

Significant improvements have been made to how AI understands and uses vehicles. Expect to see armored vehicles employ smoke launchers more aggressively and utilize simple fire-team tactics for flanking and assaulting squads. Dismounted infantry is more aware of its role as a screen for armored vehicles and a tool to clear nearby buildings. While this feature isn’t perfect, it is considerably better than before.

There is a long list of bug fixes (such as preventing AI from suppressing useless positions or dismounting when they ought not to or forgetting to clear CQB positions). Infantry path and stance selection has also been improved. Oh, and as a fair warning… MLRS artillery connected to the dynamic artillery system is… scary. Good luck out there!

As always, the team is very thankful to our contributors and would like to extend special thanks to Rekterakathom, LordGolias, Augustakit, and Rautamiekka.

From the team
diwako / joko / nkenny

Update: Apr 16, 2023 @ 1:00pm

Version 2.6.0[i.imgur.com] - Lempel[en.wikipedia.org]

Added visibility check to determine rooms secured #317
Added anti-armor routines to tactics #318
Added simplified Chinese Translation #319 ~ Thanks Augustakit
Added Italian translations translation #297 ~ Thanks to Nilia119
Added fleeing info to debug draw banner #299
Added artillery and mortars turning towards the target for increased feedback #300
Added error check when loading LAMBS only on clients but not on the server #331
Added improved Chinese translation #326
Added forced stance change on doGroupHide #338
Added distance in meters to debugDraw #337
Added flag for the 'isHidden' state #337
Added reload check before group assaults
Added debug markers to various Contact states
Added visibility checks to many room-clearing routines
Added prioritization of enemies on the same floor to many clearing routines
Added forced stance change to tacticsAssault
Added forced movement state to contact state

Improved CQB reaction speed by removing doWatch from many functions
Improved tacticsAssault building selection criteria
Improved FSM exit condition when the group has active memory of enemy positions
Improved FSM timings in many aspects
Improved infantry fighting vehicle tactics by having them drop ground troops more consistently. #335
Improved German and English translations #297
Improved artillery markers by showing spotter location #300
Improved doGroupHide and tacticsContact timings #303
Improved groups never suppressing as a group #304
Improved AI dodging evaluation (less dodge locking) #305
Improved assault memory handling* #306
Improved units will no longer suppress quickly moving vehicles, such as aircraft #306
Improved Garrison group tactics #307
Improved Assault group tactics #308
Improved tactics assess ~ more intelligent sorting of targets #309
Improved verbosity of tactics debug markers #311
Improved contact state with suppression option and better use of buildings #316
Improved Individual AI small arms engagement #317
Improved individual AI attempting to suppress targets above-ground #317
Improved group and Individual AI clearing room logic
Improved tacticsAssess ~ the "HOLD" waypoint will have them remain static

Fixed unnecessary FSM reset when AI is forced
Fixed fleeing AI quitting FSM before the fleeing function is called
Fixed groups attempting to suppress targets as contact response at short ranges
Fixed wrong variable being checked when throwing smoke grenades
Fixed crew dismounting vehicles to conduct tacticsFlanks. VERY silly with APCs…
Fixed prevent sensor data to be requested on Remote units when Debug Draw is enabled #330
Fixed rogue white space in taticsHold function #323
Fixed instances where doWatch allowed ground-based vehicles “unearned” knowledge of enemies
Fixed units using binoculars indoors
Fixed missing Polish translation #310 ~ Thanks MiszczuZPolski
Fixed failed to reinsert leader into available units when finding static weapons #312
Fixed missing explosionEH Header #315
Fixed use of LookAt, which sometimes caused the AI to have knowledge it should not! #317
Fixed params type for the position argument in taskPatrol #320 ~ Thanks Keithenneu
Fixed mechanized infantry shooting friendly units that start firing their weapons #321 ~ Thanks blake8090
Fixed taskReset resetting animations for unconscious or mounted units #301
Fixed taskCamp forcing animations on units in vehicles and turrets #302

LAMBS Danger.fsm 2.6.0 improves many aspects of the mod. One significant enhancement is to the group memory feature used when assaulting buildings. Essentially groups will register and share suspected positions of enemies. This improves how the AI conducts itself in close-quarter battles. Another area of focus has been streamlining many low-level actions, such as cover-to-cover movement, building prioritization, and introducing many breakout patterns to prevent the AI from becoming target-locked.

LAMBS Danger.fsm 2.6.0 comes with a ton of feature enhancements and fixes which many of you have experienced on the Dev version. Hence the changelog, despite our attempts at zipping it, reaches into the sun. Other changes include improvements to vehicle AI. Specifically, a few cases of perfect knowledge have been removed, and infantry-to-armored vehicle interplay has been made better. APC and IFV class vehicles will now unload troops when threats are nearby.

As always, the team would like to thank our contributors and players who enjoy our mods. Thanks, everyone!

From the team
diwako / joko / nkenny

Update: Nov 13, 2021 @ 9:35am

Version 2.5.3

Added smoke grenade usage as a setting by @Couls #284
Added Czech translations by @YetheSamartaka #286

Improved Suppression utilisation #295

Fixed Combat mode units failing to leave combat mode #294
Fixed Units entering danger-mode due to friendly fire #294
Fixed Task hunt module flare issue #289
Fixed Units failing to forget their previous attack target #293

Wololo! This hotfix improves a few core features:

Lowered AI paranoia, allowing them to return to Aware state. Improved danger evaluation, AI will no longer enter combat mode due to friendlies firing their guns. Smarter suppression utilisation, both individual and tactical, has been improved to make suppression function more efficiently in combat. Reintroduced the setting for disabling smoke grenades usage.

Special thanks to Couls and YetheSamartaka for code and feature additions.

From the team
diwako / joko / nkenny

Update: Oct 3, 2021 @ 7:00am

Version 2.5.2

Added SQFC Support
Added Setting for Advanced Obstacle Proximity Detection for Suppression
Added vehicles main gun switch to HE or AP when engaging targets (#261)
Added Range PBO (allowing units to spot and engage targets at longer ranges) (#246)
Added greatly enhanced suppression check (#249)
Added unified doGroupHide action (#258)
Added ‘suppress’ option to taskGarrison as an exit clause
Added variable to block auto artillery registration

Improved taskCamp, taskHunt, taskGarrison and taskReset with eventhandlers (#259)
Improved taskCamp by using ‘suppression’ event handler.
Improved stance usage in taskCamp.
Improved cleanup system of eventhandlers in taskReset
Improved Polish Translations
Improved Task Hunt with settings for Flares
Improved vehicle brain by accounting for Air vehicles
Improved doDodge function

Fixed taskHunt module not working in Zeus (#252)
Fixed taskAssault Zeus module opening when no dynamic target is created (#250)
Fixed civilian.fsm exit conditions (#253)
Fixed units attacking SuppressTarget (#256)
Fixed issues that artillery guns did not get readded in certain cases (#264)
Fixed assault/garrison issue with taskAssess (Units would fail to assault new buildings!) (#255)
Fixed wrong eventhandlers being selected in the garrison module.
Fixed vehicles spamming shareInformation
Fixed the 3den Artillery Register Checkbox
Fixed Zen Action for TaskPatrol calling the wrong Event
Fixed duplicate vehicle suppression calls
Fixed doSelectWarhead errors when gunner dismounts or is not assigned a gun
Fixed doUGL would throw an error if a player was in the array

Changed WP Strings now using Stringtables (#247)
Changed to using native hashes for artillery system (#263)
Changed findClosestTarget function added to main (#265)

---

The long-awaited 2.5.2 is now here. It comes with a number of very interesting features.

A considerably smarter system for evaluating suppression, armoured vehicles changing ammunition based on targets, the Ranged PBO, and we’ve implemented the SQFC standard for this and future releases. What does this mean?

The enhanced suppression selection system lets units more intelligently choose whether or not to suppress potential targets. Each unit will evaluate its own position and that of the enemy, visibility, cover and concealment, before committing. Units will still suppress potential or assumed enemy positions, but are less likely to shoot at pointless positions. The new system greatly reduces instances of uselessly shooting at walls in towns.

Armoured, turreted vehicles will now switch ammunition type based on available targets. Soft-skinned vehicles and infantry will be hit with HE, while AP and APDS will be used to engage enemy armour. This much-requested feature will greatly enhance the deadliness of enemy armour. Consider yourself warned!

LAMBS Danger will also tweak AI sensitivity. This makes AI infantry much more able to spot enemies moving across open fields. Expect engagement ranges to be increased by 100-200 meters in favourable conditions. The use of cover and concealment to break visibility is more important than ever. AI ability to see at night, or to spot targets from vehicles, is unchanged.

SQFC makes code work more gooder. In more technical terms it is SQF code precompiled which the engine can load faster. Code execution time is faster due to compile-time optimizations. In practical terms, it offers performance enhancements to the AI. The full extent of which we’re still mapping out. SQFC is already in use by major mods in the Arma3 community with more to follow. We’re part of that gang.

As usual, there are a slew of bug fixes and minor enhancements. The ‘Suppressed’ eventhandler has been added to garrisoned and camped units, which will make them more responsive to enemy fire. We’ve also cleaned up and improved the performance of many other modules.

NOTE: This version changes (and fixes) garrison modules. For mission makers that have set particular exit conditions will want to re-check Garrison modules in their missions. Previously the garrison module would not apply the selected exit condition consistently. That has been fixed.

The team would like to thank our contributors:
- Floyd as video editor from Gruppe W
- veteran29
- MiszczuZPolski

Shout out to our Discord crew. The team always enjoys the lively banter of feature requests, bug reports and after-action reports (particularly when you all die or get suppressed through bushes, Muahahaha).

From the team
diwako / joko / nkenny

Update: May 7, 2021 @ 9:41am

Version 2.5.1

Big picture:
- Greatly improved performance
- Improved AI use of suppressive fire (including not shooting bush 10 meters in front of them)
- Fiendishly fast movement inside buildings and urban areas

Added new lambs_formations config tweaks/enhancements to formations and pathfinding
Added ZEN Context Actions for Reinforcement
Added custom share information handlers (by mjc4wilton)
Added artillery crew will disembark when threatened by near enemies
Added debug marker for artillery spotter
Added more robust stance changes and forceMove to tacticsFlank to induce more movement
Added findNearbyVehicles (standardised function to find ready vehicles)
Added stricter handling of flanking units (forcing them to not board transports)
Added exit condition on 'lambs_danger_forceMove' in brainForced
Added 'forceMove' variable to hiding to increase reliability
Added unified callout and share information
Added units will act more intelligently to "hold fire" commands (by setting combatMode to "BLUE" or "GREEN". I.e., ordering units to hold fire)
Added checkbox to disable Dynamic reinforcement system for Task Waypoints

Fixed artillery check round barrages (these were always one round)
Fixed artillery debug markers were occasionally not removed when the spotter died
Fixed flanking units chose more intelligent spots
Fixed allowed suppressing units to suppress outdoor spots (performance)
Fixed doGroupFlank set wrong forceMove variable
Fixed doVehicleAssault visibility check
Fixes doGroupFlanks tendency to not do anything!
Fixes doGroupAssault tendency to cause AI to rotate uselessly
Fixes doAssault building sorting distance to more reliably assault salient buildings
Fixed doSuppress ignoring the positions of friendlies
Fixed units standing up at inopportune times in assault/assaultMemory
Fixed groups rarely utilising 'aggressive' contact state
Fixed groups failing to use hand signals and callouts
Fixed units spamming 'Negative' (due to inability of providing suppressive fire)
Fixed armoured vehicles suppressing useless positions
Fixed issue with taskAssault calling taskArtillery
Fixed reduced use of suppression when an enemy is detected but not easy to see.
Fixed height over sea effect in getShareInformationParams
Fixed units playing walking animations when retreat option is enabled in taskAssault
Fixed missing taskAssault Retreat mode waypoint text
Fixed player-led groups would occasionally fail to return to formation

Changed Renamed DisableGroupAI Module to Configure Group AI
Changed taskPatrol and taskHunt groups are no longer set to reinforce by default
Changed player-led groups no longer receive shared information
Changed artillery debug markers now uses a colour not used by a faction
Changed static weapon crew will disembark when threatened (instead of only the effective commander)
Changed timing for isLeader checks. Non-leaders will now only check 5% rather than 10% of the time
Changed minimum suppression range from 25 to 50 meters

Improved isNight performance by use of getEnvSound Controllers (by RCA3)
Improved taskGarrison to only seek cover positions when necessary
Improved doShareInformation performance
Improved getShareInformationParams performance
Improved performance of findNearbyFriendlies
Improved performance of isAlive checks
Improved performance doGroupSuppress
Improved performance of doSuppress
Improved performance of doVehicleSuppress
Improved Converted remoteExec/remoteExecCall to CBA Target Events
Improved performance of brainEngage by having zero-time exit variables
Improved FSM performance by removing unnecessary checks
Improved brainReact handling of doCover state
Improved doDodge performance
Improved doHide performance
Improved findReadyUnits handling of ‘attacking’ units.
Improved sorting of ready artillery
Improved skipCheckRounds option will also skip main strike delay
Improved Render Positions of DebugDraw
Improved brainEngage handling of speed change when engaging
Improved FSM performance by using simper params array
Improved prevent script errors with TaskArtillery when no artillery is defined
Improved reduced use of AI smoke
Improved debug draw (performance and settings)
Improved entries in taskModule configs
Improved group assessments of close combat situations
Improved groups set to WHITE combat mode are less likely to enter group suppression mode
Improved Polish translations (by MiszczuZPolski and SzwedzikPL)
Improved various tooltips
Improved consistency of suppression function with shorter ranged weapons

--

This one is going to knock your socks off. The big focus of this release has been refining existing features under three general headers: frames, flow and friction.

Frames. For this version, we have improved and streamlined many of the most common AI- functions. The net result is an overall performance increase of some 5-10 FPS depending on your system.

Flow. With the introduction of the new lambs_formations.pbo you will see increased combat ability from the enemy AI. Infantry will be faster to move into and through buildings. You will also see more compact infantry formations that will in turn be quicker to react.

Friction. Through an active process of feedback and development, we’ve also removed many issues related to group-level tactics. Infantry performing group actions will act with increased authority and aggression. Group use of suppression will select targets more intelligently. Vehicles will use their weapons more sensibly, as it pertains to suppressing and facing enemies. Overall, you will meet a much more dangerous enemy.

The team would like to extend special thanks to the people that provided commands and questions on the development version on steam and discord and in particular the developers that contributed content to the project: mjc4wilton, RCA3, MiszczuZPolski, and SzwedzikPL.

From the team
diwako / joko / nkenny

Update: Apr 12, 2021 @ 10:51am

Version 2.5.0

Added new FSM with greatly streamlined performance and functionality
Added Group Memory layer for CQB
Added infantry cover seeking function
Added infantry ability to reposition within buildings
Added better checks to skip out FSM if AI behaviour is forced
Added new leadership assessment, contact, and tactics state
Added Group Attack -- making the entire group attack a single target
Added Group Garrison -- letting groups temporarily garrison buildings
Added Group Hold – groups without clear sight of enemies or when overwhelmed by enemy fire will reassess while hiding and manning nearby static weapons
Added group ability to respond to distant snipers by suppression or garrisoning or counter-attacking
Added Dynamic Reinforcement framework with a reinforcement event handler*
Added Eden settings to toggle group AI and reinforcement option
Added improvements to taskAssault waypoint (reliability and tactical proficiency)
Add two different ‘contact states**
Added ability for vehicles to call artillery fires
Added more refined support for ACE3 medical AI. (Fewer instances of AI attempting first aid while engaging or under fire).
Added friendly fire check to AI called artillery
Added units set to ‘FULL’ speedMode will not choose slow or defensive tactical options.
Added improved handling of mechanized/armoured infantry working in conjunction with tanks. Tanks will cover while infantry attack
Added post-contact behaviour. Units with active groupMemory will continue clearing suspected enemy locations.
Added more active use of ‘enableAttack’ in contact and group actions to more tightly control AI.
Added and improved player UI elements
Added Polish Localisation
Added Russian Localisation
Added many performance fixes and enhancements

Improved mod file structure for easier maintenance
Improved FSM priorities for added dynamism
Improved vehicle AI performance and speed
Improved infantry group AI in scope and intelligence
Improved CQB ability by increasing aggression and movement speeds
Improved infantry dodging and seeking cover
Improved group flanking
Improved group hiding
Improved group assaults in speed and consistency
Improved check body routines by differentiating between allies and enemies and adding a shared communications and group memory layer
Improved fleeing state in speed and cover seeking ability by assessing enemies within line of sight or current suppression states
Improved and fixed various aspects of civilian AI
Improved armed trucks will continuously suppress targets and will attempt to shift location if threatened.
Improved handling and threat management of armoured vehicles shifting locations
Improved FSM timings
Improved many debug markers and system messages
Improved group assessment state with better performance and more intelligent responses to enemy presence
Improved AI will attempt to suppress targets at longer ranges
Improved AI will use ‘hide’ and ‘garrison’ tactics in smarter, less intrusive manners.
Improved debug information with more salient content in Debug UI
Improved debug draw performance

Fixed Debug UI not resetting on Single player Restart
Fixed Debug UI not removing old and unused controls correctly
Fixed group hiding from being too invasive
Fixed Infantry fighting vehicles and tanks unwillingness to destroy buildings held by enemies.
Fixed AI units becoming stuck in ‘ATTACK’ pattern when an enemy is incapacitated with ACE3 enabled.
Fixed civilian AI running in place
Fixed Static artillery (mortars and modded guns) not resetting after a fire mission.
Fixed AI less likely to drop prone away from cover
Fixed packing and unpacking static weapons. Occasionally modded weapons would fail to register. Function more reliable overall.
Fixed units that have gone through a contact state will always re-assess.
Fixed units without ready weapons attempting to assault into CQB!
Fixed friendly fire issue with contact state

Changed lambs_wp_fnc_taskReset now returns a group instead of boolean.

Removed CQB formations***


This is the long-awaited full structural improvement and rewrite of the mod. It comes with a
fresh new FSM and reorganised and improved functions. In truth, the listed changelog does
not do it justice as nearly every function has been improved or expanded. Listing all changes
would add page upon page.

Tactically, the AI is smarter than ever. Individually, the new FSM brings an entirely new
experience in fighting AI. Responsiveness has been much improved, and the AI is more
likely to apply suppressive fire to known and suspected enemy positions. Group assessment
stages have been equally improved and the group tactics have been painstakingly tested and
tried and expanded.

Units engaged in CQB will share targets and building information within their own group. This adds a group memory layer, which means units will try to search through and attack
suspected enemy positions in a coordinated manner. Units that are out of range will
contribute suppressive fire.

Reinforcements
This version also adds a simple, yet potent reinforcement system connected directly to the
information sharing feature. Reinforcing groups will make simple pre-battle assessments and
may deploy or pack static weapons, change formations, or other acts of reorganisation. As
always, it is non-invasive and is only activated on groups set by the mission maker.

Use is easy. Set a variable on the group, and this unit will now respond when allies within
radio communication range call for help. Setting the variable can be done in multiple ways:
Either through Zeus modules, Eden settings, or writing it directly to the group.

<group> setVariable [“lambs_danger_enableGroupReinforce”, true, true];

With an entirely new FSM framework and reorganised file structure, we’re expecting some
trouble. Though rigorously tested internally, in many large scale games, there will
unquestionably be some hiccups. We will be on the ball to fix these as they come.

The new FSM brought with it some changes in functionality. Among those features which have been temporarily disabled are the CQB Formations module. The functionality exists in the back end, but the group memory feature is set to do a better job. We will listen to feedback in regards to re-implementing this in the future.

Many of the internal functions have been moved from the lambs_danger to the lambs_main module. This is part of the mod restructure, which makes the mod easier to maintain, more portable, and more customizable for the end-user. It comes with the unfortunate price of having to re-check your settings.

Finally, the team would like to give thanks to: DarkWanderer for excellent feedback on the civilian.fsm. MiszczuZPolski and Veteran29 for Polish translations and FoxnotMulder and Necrossin for Russian translations.

From the team
diwako / joko / nkenny


Addendum:

* REINFORCEMENT. The reinforcement feature could do with a few more words.
Groups with the reinforcement variable set will respond to friendly information sharing events. If the enemy is known, they will move towards that location. If not, they will move to the unit calling for help.

Groups will act with increased autonomy. Based on the distance and visibility of the enemy they will: Adopt formation changes. Shoot flares. Pack and unpack carried static weapons. More types of behaviour will be added in the future. Be aware that the reinforcement feature may override existing waypoints based on the context of the situation.

The level of emergent play can be enhanced by attaching more checks to the eventhandler: “lambs_main_onReinforce”. As per our design philosophy, the default implementation remains seamless. You won’t see AI randomly stealing cars or wandering away from their assigned tasks!

** CONTACT. On first spotting, the enemy or being fired at the unit w

Update: Jun 9, 2020 @ 4:26am

Version 2.4.4

Fixed taskReset module not working properly in Zeus
Fixed some debug messages in taskArtillery

From the team
diwako / joko / nkenny

Update: Jun 6, 2020 @ 10:08am

Version 2.4.3

Added context_menu actions support to the Zeus Enhanced mod
Added configurable setting for ‘combat mode’ sharing distance
Added patrol option to taskGarrison and taskCamp (default is disabled)

Improved taskAssault (more reliable)
Improved taskRush with dynamic cycle times

Fixed random suppressive fire in taskCQB and improved house selection routines
Fixed vehicles suppressing through terrain and high flying aircraft
Fixed units will more reliable man static weapons in taskGarrison and taskCamp
Fixed units will more reliably deploy static weapons from modded content
Fixed units with LAMBS AI disabled will no longer be forced into combat mode by information sharing
Fixed artillery registration issue
Fixed in Zeus, moduleCQB and moduleAssault would always delete the logic even when asked not to.
Fixed various issues in Eden and Zeus modules

This version fixes and improves many small aspects of the mod related to task modules and group level behaviour. For players using the Zeus Enhanced (ZEN) mod, we’ve also connected the modules to the contextual menu for ease of use.

From the team
diwako / joko / nkenny

Update: May 4, 2020 @ 11:53am

Version 2.4.2

Fixed AI getting stuck in Garrison State
Fixed AI getting stuck in Fleeing mode
Fixed vehicle AI would sometimes spam shareInformation

Changed Investigation path removed from vehicle FSM (was unused)

Thanks to Couls for Finding and Fixing the issue.

From the team
diwako / joko / nkenny

Update: May 3, 2020 @ 8:55am

Version 2.4.1

Added None to Task Garrison Exit Triggers (option prevents units from breaking garrison)
Added Increased Flare/Illumination usage on Contact State

Fixed Key Signature issues on Dedicated Server

From the team
diwako / joko / nkenny