Arma 3
LAMBS_Danger.fsm (DEV)
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Opdatering: 8. juni 2022 kl. 14:02

Version 2.5.4 Dev2

Added visibility check to determine rooms secured #317
Added Anti-Armour routines to tactics #318
Added simplified Chinese Translation #319 ~ Thanks Augustakit

Improved verbosity of tactics debug markers #311
Improved contact state with suppression option and better use of buildings #316
Improved to Individual AI engagement #317
Improved individual AI attempting to suppress targets above-ground #317
Improved Reaction to fire by allowing Individual AI to counter-fire rather than assess
Improved group and Individual AI clearing room logic
Improved tacticsAssess: a "HOLD" waypoint will have them remain static

Fixed units using binoculars indoors
Fixed missing Polish translation ~ 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 shouldn’t! #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

We’re happy to release a summertime Dev release for your testing pleasures.

As always we’ve been blessed with help from the community, not only with GitHub entries-- but careful testing and analysis of AI features, failures, and love for the carefully curated bugs that we call features.

This release adds improvements to many core concepts of the mod. Overall there are some fundamental bug fixes to AI information sharing, considerably better handling of group level CQB tasks, and better matching of group level tactics to their current situations and available weapons.

From the team
diwako / joko / nkenny

Opdatering: 2. feb. 2022 kl. 11:07

Version 2.5.4 Dev

Added Italian translations translation #297 ~ Thanks to Nilia119
Added fleeing info to debug draw banner #299
Added artillery and mortars turning towards target for increased feedback #300

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

Fix taskReset resetting anims for unconscious or mounted units #301
Fix taskCamp forcing animations on units in vehicles and turrets #302

*LAMBS Danger.fsm added a memory feature to AI groups back in version 2.5.0 assaulting buildings. Essentially groups will remember and share suspected positions of enemies. This improvement streamlines the handling of building positions and adds some breakout patterns to prevent the AI from becoming too target locked to the building they are currently searching through. In short: smorter CQB AI.

**The suppression feature has been improved in two ways. The AI will be less likely to suppress fast moving targets, such as aircraft, and squads are again more able to suppress as a group. Expect much more dangerous application of AI firepower.

From the team
diwako / joko / nkenny

Opdatering: 13. nov. 2021 kl. 9:35

Updated to 2.5.3 as per main branch:

Opdatering: 3. okt. 2021 kl. 11:59

Dev branch brought in line with 2.5.2

Opdatering: 12. sep. 2021 kl. 10:04

Version 2.5.2 RC2

Added variable to block auto artillery registration
Fixed SQFC
Fixed for DoUGL error

From the team
diwako / joko / nkenny

Opdatering: 24. aug. 2021 kl. 15:27

Version 2.5.2 RC

Added SQFC Support
Added Setting for Advanced Obstacle Proximity Detection for Suppression
Improved Polish Translations

From the team
diwako / joko / nkenny

Opdatering: 26. juni 2021 kl. 7:25

Version 2.5.2 Dev 2

Improved Task Hunt with settings for Flares
Improved vehicle brain by accounting for Air vehicles
Improved doDodge function

Fixed vehicles spamming shareInformation
Fixed the 3den Artillery Register Checkbox
Fixed Zen Action for TaskPatrol calling wrong Event
Fixed duplicate vehicle suppression calls
Fixed doSelectWarhead errors when gunner dismounts or is not assigned a gun

Removed duplicated stringtable entries

Small update. This time focusing on bug fixes and small improvements to the 2.5.2 codebase. Infantry will dodge more gooder (they will do pirouettes) and air vehicles think double plus better. Oh. And we fixed the 3den artillery setting. *cough*

From the team
diwako / joko / nkenny

Opdatering: 19. juni 2021 kl. 8:22

Version 2.5.2 Dev

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

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

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

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.

Removed Suppression feature in taskHunt. This is better handled in the new FSM and group actions.
Removed Bugs :^)


In addition to a number of smaller changes, this release adds three big features. A greatly enhanced system for selecting suppression targets, armoured vehicles changing ammunition based on targets, and a Ranged PBO.

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 useless positions. This is particularly noticeable in towns.

For the second feature. The dev team feels sorry for all of you. Armoured, turreted vehicles, are now able to switch ammunition type based on 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. So take care!

The third large feature tweaks AI sensitivity. This makes the AI more able to spot enemies moving across open fields. Expect engagement ranges increased by 100-200 meters in perfect conditions. So use cover and concealment to break visibility. This feature is under development, so values may change before the final release. We appreciate any feedback to refine this module.

Among the smaller features are the usual slew of bug fixes, but we’ve also enhanced other systems. The ‘Suppressed’ eventhandler is 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 of the other existing features.

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.


From the team
diwako / joko / nkenny

Opdatering: 7. maj 2021 kl. 9:41

Updated to 2.5.1 release

Opdatering: 29. apr. 2021 kl. 13:11

Version 2.5.1 Dev Release 4

Added units will act more intelligently to "hold fire" commands
Added makes it possible to quit engagement cycle 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 halves chance of suppression when enemy is merely 'detected' at not actually considered a target easy to fire at.
Fixed units 'walking' when retreat option is enabled in taskAssault
Fixes missing taskAssault Retreat mode waypoint text

Changed taskPatrol and taskHunt groups are no longer set to reinforce by default
Changed player led groups no longer receive shared information

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

Minor tweaks to waypoint text

From the team
diwako / joko / nkenny