Arma 3
LAMBS_Danger.fsm
Viser 11-20 af 29 forekomster
< 1  2  3 >
Opdatering: 1. maj 2020 kl. 7:53

Version 2.4.0

Requires: CBA_A3 3.15.0 or later

Added Port all Strings over to Stringtables so that they can get Localized
Added Vanilla EventHandler wrapper for all current Events
Added Nearby friendly fire check for Suppression with configurable setting
Added Nearby friendly fire check for vehicle suppression and assault functions
Added Maximum Reveal value setting
Added CBA Version dependency
Added Player only setting for Task Creep/Hunt/Rush (these modules can now hunt enemy AI)
Added SortByHeight, Teleport and Exit Condition setting to TaskGarrison
Added Teleport setting to TaskCamp
Added Remote compatibility to Task Assault/CQB/Camp/Creep/Garrison/Hunt/Patrol/Reset/Rush Zeus and Editor Modules
Added Rewrite of Task Artillery to make it multiplayer compatible
Added Various performance optimizations to danger FSM
Added Immediate Action state
Added fnc_immediateAction with smarter movement routines to avoiding fire
Added fnc_indoor to only recognize buildings
Added Units with ACE3 medical AI enabled will exit FSM
Added Tweaks to fine-adjust suppression position
Added Improvements to re-manning static weapons
Added fnc_leaderAssault, fnc_leaderFlank, fnc_leaderSuppress, and fnc_leaderGarrison*
Added fnc_leaderStaticDeploy, fnc_leaderStaticPack and fnc_leaderStaticFind (units will now dynamically deploy static weapons and more reliably man nearby ones)
Added fnc_doSmoke, fnc_doUGL (functions to throw smoke and shoot flares respectively)
Added FSM fix to prevent units from reacting to allied weapon fire
Added FSM reaction state will now only trigger on dangerous events**
Added FSM better support for ACE3 medical AI by delaying healing when unit is threatened by nearby gunfire or forced movement
Added FSM faster and more aggressive movement when 'forceMove' variable is enabled
Added units which call artillery will now attempt to use binoculars and stay in position to direct fire
Added settings to disable dynamic weapon deployment and remanning

Changed All number edit boxes in ZEUS Modules to sliders
Changed Module Artillery Dropdown to Side Selector
Changed Make use of CBA_fnc_getPos from CBA 3.15.0 update
Changed Moved various settings such as speed and search range from FSM to function for easier editing
Changed Increased threshold for doing suppression while suppressed from 0.5 to 0.75
Changed FSM priorities for bulletClose increased from 3 to 6
Changed fnc_fsmExitVariables to use fnc_isAlive
Changed Default settings for CQB range from 50 to 60
Changed Radio minimum range settings from 200 to 20 based on user input
Changed Gestures used to indicate initial reaction (from 'cease fire' to 'freeze')
Changed fnc_hideInside, reduced range units without cover would retreat from 45-110m to 10-55m
Changed Debug information variables are now global if `Debug Functions` setting is enabled

Fixed An issue with ShareInformation
Fixed That Task Creep/Rush didn't use user set Cycle Times
Fixed Error in fnc_vehicleSuppress (vehicles would fail to engage)
Fixed Assaulting units from occasionally looking into the ceiling
Fixed Global variable in suppression part of FSM (timeout)
Fixed Increased APC dismount range from 180 to 250 meters
Fixed Tightened range which units check for CQB buildings in CQB mode (No need to check out to 250 meters)
Fixed fnc_react - reaction state stances were reversed
Fixed fnc_suppress - override setting would also override intelligent target adjustment based on visibility
Fixed fnc_zoneMarker - marker is now created local only
Fixed FSM issues with doWatch and doLook
Fixed FSM leader state Contact! Now uses distinct gesture and collects troops better
Fixed FSM improved performance, moved more code to functions, and clarified priorities
Fixed move command in fnc_leaderFlank would override the current waypoint
Fixed Floating Waypoint in TaskGarrison
Fixed A possible issue with group counts overflowing max group limit with some taskX Modules/Waypoints

Removed fnc_leaderManoevure replaced by fnc_leaderFlank

A big addition in this release is the introduction of a more extensive set of group-level actions. These are called when the AI assesses that enemies are holding in garrisoned buildings or in otherwise weak tactical positions. The unit can respond in four ways: Flanking, suppressing, assaulting, or attempting to garrison it's own or enemy building. The exact tactic being employed depends on the unit's own combat mode, available cover and distance to the target. These new states replace the more limited fnc_leaderManoevure.

The second major overhaul is how the AI will enter the reaction state: Units that expect enemy contact are less likely to flinch. By default they will now only enter a reaction state when the unit is hit, unit spots a new enemy, nearby explosion or bullet impact, seeing unit from their own group killed, hearing another unit being hit, or bullet whizzing by. Units set to FULL speed mode or STEALTH behaviour will not trigger reaction and hiding responses.

The team would like to extend thanks to BadGuy for help with adding User Interface elements, R3voA3 for the German translations and madrussian for spotting an error with waypoints being deleted.

From the team
diwako / joko / nkenny

Opdatering: 22. mar. 2020 kl. 5:21

version 2.3.3 *HOTFIX*

Fixed error with Zeus module
Fixed taskCamp animations in some cases not resetting

Cheers,
LAMBS Danger fsm team

Opdatering: 20. mar. 2020 kl. 12:48

Version 2.3.2 *HOTFIX*

Fixed Script Error in moduleReset
Fixed some locality issues with eventhandlers in taskCamp and taskGarrison

Cheers,
LAMBS Danger fsm team

Opdatering: 18. mar. 2020 kl. 11:39

Version 2.3.1 *HOTFIX*

Added TaskReset Module
Added Hide Area when moduleTaskArtilleryRegister is Synced to Object
Added TaskArtillery now uses ETA time for check round distance
Added FiredNear EventHandler to TaskCamp to Improve Reaction on Enemy Contact
Added Voice callouts to more functions

Fixed Issue with Modded Voices
Fixed Possible Scripting Errors in TaskArtillery
Fixed Scripting Errors in danger.fsm
Fixed Possible Scripting Error in assaultBuilding
Fixed Issue with taskCamp where units would occasionally get stuck in an animation
Fixed Reduced AI leaders reaction to hostile air and tank vehicles
Fixed Ability to break out of taskAssault/Retreat
Fixed TaskAssault waypoint in retreat mode
Fixed Callout ranges and speakers across some functions
Fixed Suppression was using bad positions

Changed Some small background performance Improvements
Changed remove some Duplicated Config Data

From the team:
diwako / nkenny / joko

Opdatering: 15. mar. 2020 kl. 10:18

Version 2.3.0

Added TaskCamp ~ scripted camp behaviour
Added TaskArtillery, TaskArtilleryRegister, TaskAssault, TaskCamp, TaskCQB, TaskCreep, TaskGarrison, TaskPatrol, and TaskRush Zeus and Editor modules
Added Target Module for Zeus Task modules
Added Ability to define Areas in TaskArtilleryRegister, TaskAssault, TaskCQB, TaskCreep, TaskGarrison, TaskPatrol and TaskRush
Added Parameter in TaskArtillery to skip adjusting rounds
Added Parameter to TaskAssault and TaskCQB to use dynamic (target) module position
Added Smarter distance-based sorting to TaskCQB
Added Parameter to TaskPatrol to move waypoints randomly after patrol cycle is finished
Added Parameter to TaskPatrol for Waypoint Count
Added 3DEN Setting on vehicles to mark units as pre-registered artillery
Added Share information will share to all friendly sides
Added Option to disable enhanced fleeing function
Added Improved position analysis to Suppression, Vehicle Suppression, and Vehicle Assaults functions
Added APC assault routine for armoured vehicles (keeps infantry mounted)

Fixed Issue that TaskX functions get called from the wrong environment
Fixed TaskPatrol did not Loop Waypoints
Fixed Issue that Zeus Module window did not Open
Fixed Share information MP compatible
Fixed Enhanced fleeing function is much less intrusive
Fixed Issue with taskArtillery when weapon out of ammunition
Fixed A race condition in taskArtillery

Tweaked HideInside to be more defensive
Tweaked Callouts so contact shouts are not always run through formation leaders
Tweaked ShareInformation default range
Tweaked Civilian priorities in civilian.fsm

Changed Moved Automatic Artillery Registration to WP module

The biggest new addition is the new MODULE system. This adds an easy way to use and configure the enhanced AI waypoints and scripts available the mod. The modules integrate seamlessly to both ZEUS and 3DEN. The module system supersedes and enhances the original waypoints.

Another new feature is the TaskCamp module. This script makes the group appear safe and dismissed and is perfect for camps or having troops just sitting around. Units set to taskCamp will occasionally garrison buildings and man static weapons. If the group is large enough a small patrol will check the nearby area.

From the team:
diwako / joko / nkenny

Opdatering: 2. mar. 2020 kl. 8:41

Version 2.2.1 *HOTFIX*

Fixed script errors relating to fn_taskCQB.sqf
Fixed errors in fn_taskAssault.sqf

Sorry guys! Fixed some small errors relating to Waypoints!

The team

Opdatering: 1. mar. 2020 kl. 10:49

Version 2.2.0

Added AI unit voice callouts
Added setting to disable unit gestures
Added setting to disable unit Immediate Reactions
Added verbosity to debug messages
Added side configured colours to 3d debug helpers
Added debug messages recorded to RPT
Added visual checks to suppression to make function more reliable
Added ability to hot-configure fsm lambs danger priorities in variable "lambs_danger_fsmPriorities"

Fixed reverted CfgFSM settings to increase unit cohesion
Fixed added more time to check body events
Fixed tweaks to unit speed and distance check in CQB to add more fluid combatant
Fixed reduced building search range on reaction phase -- makes for more responsive AI
Fixed enhanced fleeing state intelligence
Fixed prevents squad vehicles from being drawn into movement
Fixed refined FSM danger priorities -- increased importance of canShoot
Fixed various aspects of taskGarrison and taskPatrol and taskCQB
Fixed taskAssault and Retreat will now allow users to move waypoint actively
Fixed incapacitated units would sometime speak or give orders
Fixed issues with LAMBS Zeus modules deleting units
Fixed additional checks when selecting artillery

Changed default suppression fire minimum from 25 to 20 meters

Optimize fnc_findClosestTarget (Thanks to Dedmen)
Optimize fnc_findBuildings (Thanks to Dedmen)
Optimize fnc_findOverWatch (Thanks to Dedmen)

Shout out to groups that have played with LAMBS Danger fsm and given feedback -- or simply have had us listen in on their troubles!
Pori Brigade, Gruppe W, CNTO, Special Forces Group, and nopryl.no

From the team:
diwako / joko / nkenny

Opdatering: 19. feb. 2020 kl. 5:02

Version 2.1.0

Added ZEUS modules 'set radio', 'disable unit AI', 'configure group AI'
Added CBA configurable settings for many features - hiding from tanks or aircraft, autonomous group maneuvers, disabling all information sharing
Added ability to configure which formations count as CQC ones
Added setting to automatically add all artillery
Added ability for fleeing infantry to abandon vehicles
Added new FSM state a variable, "lambs_Danger_forceMove" to have an FSM level force move option
Added new FSM forceMove mode to contact and maneuver leadership states
Added groups to exit CQC mode by changing formation
Added fn_assaultSpeed to adjust movement speed based on ROE and distance to target.
Added support for old variable (will be decrepitated)
Added isolated squad leaders will try to regroup
Added maximum knowsAbout while sharing information to prevent instant combat mode
Added new 3d helpers for fn_assault to debug
Added new debug markers for shareInformation
Added configurable settings for Explosions EventHandler

Fixed changes to suppression speed to prevent units from becoming stuck
Fixed significant flaws in vehicle suppression. Vehicles would occasionally target nearby buildings to themselves rather than the enemy.
Fixed Prevents busy AI from being ordered to man static weapons
Fixed occasionally players being forced to do animations
Fixed Units set to assault a position will now complete the assault even if the target is killed
Fixed Speed levels to allow shooting while moving in close combat
Fixed leaders in reaction state will now be slower and more static
Fixed LAMBS mod naming scheme the same as CBA and ACE3

Changed made suppression function more reliable
Changed made infantry less susceptible to cowardly behavior for gameplay reasons
Changed added more time for Suppression in FSM (prevents spam)
Changed group assessment and reorganization phase
Changed maneuver phase by balancing distance and suppression
Changed Fleeing state. Units will now prefer running to standing
Changed Leaders assigning buildings for CQC will now only pick buildings between them and the enemy.
Changed various fn_assault and fn_building settings to make for better close combat fighter
Changed aggression in the FSM movement. Increased mobility.
Changed the wording on debugDraw expected destination to something smaller
Removed "lambs_danger_dangerAI" group variable. Replaced with "lambs_danger_disableGroupAI", a boolean expression.

Important change:
Based on input and sheer sensibility one of the variables has been changed. The old variable remains functional, but will eventually be decrepitated. To disable group-level assessments and maneuvers, either toggle the relevant CBA option, or set this variable for that particular group:

<group> setVariable ["lambs_danger_disableGroupAI", true];

Thanks, Ryko.

To disable all FSM enhancements made by LAMBS danger AI you have two options:

<unit> setVariable ["lambs_danger_disableAI", true];
<unit> disableAI "FSM";

Cheers,
nkenny, Diwako, and joko

Opdatering: 17. jan. 2020 kl. 6:47

Version 2.0.2 *HOTFIX*

Fix for Server key issues -- shout out to the guys developing HEMTT
Possible fix for play stance change problem described by Defunkt and CJ

I'm watching the key issues closely. If they persist I will abandon the automated HEMTT solution and generate them manually. Please give servers and clients time to update however. Cheers.
- nkenny and the team

Opdatering: 16. jan. 2020 kl. 10:09

Version 2.0.1 *HOTFIX*

Fixed BIKey error -- old version of hemtt.
Fixed Debug panel not showing up

Thanks for you patience everyone!