Arma 3
LAMBS_Danger.fsm
1,581 Comments
[+| CL rautamiekka Aug 17 @ 8:56am 
@asshoe

It works in the sense that `Antistasi - The Mod` ( https://steamcommunity.com/sharedfiles/filedetails/?id=2867537125 | https://github.com/official-antistasi-community/A3-Antistasi ) auto-disables LAMBS_Danger (cuz Antistasi implements its own strict behaviors to make itself fully vanilla-compatible), so having LAMBS_Danger activated would be fine. I can't speak for any other Antistasi implementation.
asshoe Aug 17 @ 4:53am 
i guess this won't work with antistasi?
76561198192726397 Aug 7 @ 2:14am 
i love this move and ive been using it for a long time, but it seems like AI medics/soldiers will never heal anyone ever while its running. is there any way to fix this, or any way around it? is there some .pbo i can delete or option i can turn off so that medics work again?
[nope] Aug 6 @ 12:17pm 
Love the mod, I almost exclusively use the "Hunt" module and sync a bunch of units. Makes for fun evenings.

Is there a way to force the AI to scatter under fire, such as with a modified fnc_Brain.sqf or fnc_BrainReact.sqf, or pasteable script?
I want to use something like the "BulletClose" condition to make the AI hide when shot at. Currently, I can fire hundreds of rounds at the enemy (intentionally not hitting them, but within 10 meters), but they are mostly indifferent to high-velocity lead coming at them. When fired upon, they either crouch, go prone (then crouch again), or move a couple of meters to the left or right (still in the path of fire!), before returning fire. I tried setting some other non-LAMBS settings in the unit's init like dangerRadiusBulletClose or dangerRadiusHit (and some subskills), but the same behavior persists. Basically, bullets fail to deny the enemy their position.

I just want to corral the enemy into a bad spot using gunfire.
_mickey_ Aug 3 @ 5:21pm 
@diwako

Don't you have a way to simply check - what causes a "negative" ai-response?

Sometimes it looks extremely strange and inappropriate. The AI can simply break the mission and stop following the player. I have to shoot such units (
_mickey_ Aug 3 @ 5:18pm 
@diwako

can you try fix the long-standing arma ai bug? I don't know if it's a Lambs bug or a vanilla bug. Typically, many years, I would get this AI behavior if the AI squad was once in stealth mode. In this case, some squad members (can be one or more) will ignore any player commands and move at the slowest speed (switched to a step mode). While the rest of the squad will move normally.

1-2-3 ai-units will lag behind the player, even if the player changes their mode to "Safe" or "Aware", even if there is not even the slightest threat around! it's like they're caught in a loop they can't get out of.

They will simply walk super slowly with their weapons raised. After that, the problem may get worse - they may just stop inside a building or near a bush forever. And every player request will be answered with "Negative"
diwako  [author] Jul 31 @ 1:15am 
It should be compatible with any units if the mod author did not overwrite the danger fsm property. However one side node, due to how the tanks in the spearhead cdlc are set up, i would highly suggest you should be using the DEV version of lambs danger.
there multiple things have been fixed regarding sudden dismounts of crew of tanks.
Dee Jul 30 @ 11:24pm 
Thanks for all the hard work you've done with Lambs, it's been super useful in making Arma for the group I play with *way* more engaging and entertaining. I have a question though: Is it automatically compatible with Spearhead '44, since I know that DLC ends up tweaking the AI a bit with things like the 'Retreat Flee Surrender System' it adds.

Thanks for any answers you can provide, and I hope you have a great rest of your week!
寂夜HT Jul 13 @ 12:20am 
I hope to separate the function of switching ammunition on the vehicle
alex7003-01 Jul 9 @ 11:10am 
Great job.
I like it. But the bots often become stupid. Often in the city the bots hang in one place and do not pursue the enemy.
joko dont ask me anything  [author] Jun 28 @ 12:42pm 
@Ace it does support vertical axis changes but Arma 3 broke that some updates ago.
Ace Jun 28 @ 12:36pm 
I have a small request.

Is it possible to alter the garrison module to have a vertical axis as well? I have had situations where I don't want to garrison the whole building, especially the top levels—just the inner floors. Often times, buildings will have garrison spots on the roof.

Being able to change the Z-height of the module box would be super helpful. Or would that require changing way more code than I think it would?
diwako  [author] Jun 20 @ 8:56am 
This mod has no ai healing. We do support ACEs medical AI tho. Lambs does not run on player units. Must be another mod.
Sgt. Dikas Jun 20 @ 6:44am 
Just me? i feel like my character starts using a medkit with no input from me, i think it might be from this mod since this is the only mod with AI healing.
diwako  [author] Jun 20 @ 2:22am 
It should, even should have gotten a boost in performance now.
Zabolotniy Jun 20 @ 1:20am 
Does it work normally after update 2.20?
Tree Jun 18 @ 9:58pm 
thanl god to the person who made it, it made my life so much easier with the lobotomized ai
_mickey_ Jun 18 @ 9:45am 
@diwako

I found out something about the problem shown in my video to you before https://youtu.be/fcn3EDDspvA

After many tests I have determined that the AI ​​group will have a chance to not switch to the next waypoint in the waypoint chain (for example MOVE, MOVE, SEEK AND DESTROY, MOVE), if the waypoint settings "Completion Radius" is left at the default (not changed)

But if player set it to something like 20 meters, then the AI ​​will switch to the next waypoint, without problems.

So, from here we have a conclusion that for some reason the AI ​​group in some parts of the map can not complete the current waypoint. So I have a request to you, I do not know what the default value of "Completion Radius" is. You don't know this?

It should definitely be > 0.

But could you increase this value, for all LAMBS units? This way the player could get more obedient (relative to waypoints) AI groups
CartoonHead24 Jun 9 @ 6:52am 
That's a fair enough answer lol, I will.
diwako  [author] Jun 9 @ 5:51am 
Dunno, try it out.
CartoonHead24 Jun 9 @ 5:09am 
Does this play nicely with DCO at all or does it just mess with everything?
_mickey_ Jun 7 @ 1:21pm 
@Willy Stroker you need:

1. cut the lambs mod from the Steam workshop: - \name of your disk\SteamLibrary\steamapps\common\Arma 3\!Workshop
2. unsubscribe from the Lambs mod in Steam Launcher or switch off it(otherwise the lambs_range.pbo file will be automatically added)
3. Place the cut from the Steam Workshop folder with the Lambs mod in - \name of your disk\SteamLibrary\steamapps\common\Arma 3
4. In the cut folder with the Lambs mod, find the "addons" folder and the lambs_range.pbo file in it.
5. move (do not delete) this file to any place to roll back if necessary.
6. In the Arma3 launch line, add the mod name, like --mod=@Lambs, I hope you know how to do this
Colt Jun 7 @ 9:41am 
Thank You
To the entire LAMBS_Danger.fsm team:

Thank you for breathing life into ARMA 3’s AI and making every mission unpredictable and intense. Your work transformed AI from cardboard targets into real opponents—something this community’s been dreaming about for years.

The attention to detail and the commitment to constant improvement hasn’t gone unnoticed. You brought the fear back into the battlefield, and for that, you’ve got our respect and gratitude.

Keep pushing the envelope—ARMA’s better because of you.
Willy Stroker Jun 7 @ 8:51am 
@_mickey_ ah cool how do i delete the lambs_range.pbo file?
diwako  [author] Jun 6 @ 9:03am 
We are not doing anything with accuracy. That depends highly on the weapon used and the skill the ai has.
_mickey_ Jun 6 @ 8:08am 
@diwako

Yes, still, the AI ​​can hit a vehicle, but only at close range (50-100 meters), other shots in 99% cases will be pointless.

I also use LAMBS RPG, which makes the problem even more complicated. The AI ​​will shoot all its ammo at infantry, not caring about enemy vehicles. Against infantry, for unknown reasons AI is more accurate. I like how the AI ​​attacks infantry, but I want to say - the AI-AT-Specialist becomes less useful against vehicles, which should not happen.
_mickey_ Jun 6 @ 8:08am 
@diwako another detail. Do you have the ability to adjust the accuracy of the AI ​​when using launchers (RPG, MAAWS, etc.) vs ground vehicles?

I want to say that the AI ​​has terrible accuracy. Very often, when AI sees vehicle, he shoot at their own feet, at trees before target, or at empty skies, or monstrously beyond the target. In general, sometimes I see shots in an empty direction. Sometimes he kills allies if he shoots and hits a nearby obstacle in front of him. Very othen, projectiles are flying anywhere but the not target!
_mickey_ May 31 @ 3:07am 
I got it. Or maybe it's a map problem where the AI ​​can't find a path? It's CUP Chernarus 2.0
diwako  [author] May 30 @ 10:09pm 
In that video they have their weapons lowered. It looks like they are not even in combat behavior thus the danger.fsm might not have have run.

If the danger.fsm does not run, the mod is not doing anything on that group, hence why we cannot fix that as that appears to be an issue with vanilla path finding or another mod conflicting. I would recommend enabling the debug options to see what the AI is seeing, as it looks like an issues unrelated to lambs danger.
_mickey_ May 30 @ 4:21pm 
@nkenny, @diwako

Guys, try to fix the problem so that the AI ​​respects the current waypoints. If he can't respect them because of danger, then he should lie on the ground, but not play the ambient animation.
_mickey_ May 30 @ 4:17pm 
This AI-squad has several waypoints looped between each other. Something like MOVE, MOVE, SEEK AND DESTROY, MOVE, CYCLE(with first wp) So why the hell is it standing? This shouldn't happen. Unfortunately Lambs makes AI ignore vanilla waypoints, somehow removing them from the AI ​​logic.
_mickey_ May 30 @ 4:12pm 
@nkenny, @diwako

Below I described a problem where the AI ​​loses the ability to move and often stops in an ideal formation at moment active waypoint. Once again, having encountered this problem, I made a video.

https://youtu.be/fcn3EDDspvA

The video clearly shows the commander saying - "Двигаться на Восток" (Move East), but instead of moving, the AI ​​just stands in place in perfect formation and plays the ambient animation.
寂夜HT May 26 @ 8:35am 
1. NATO anti tank soldiers do not use RPGs when fighting tanks
2. Soldiers spend too much time using RPG aiming vehicles, which puts them at a disadvantage when fighting against vehicles (Especially in street battles)
快雪迎春 May 26 @ 12:48am 
Hi, can someone explains for me the indoor move chance slide bar? what will happen If I slide indoor move chance to 100%?
Морпех May 25 @ 11:43pm 
Due to the lack of a bot in the radar, the air defense at the base does not work, aviation dominates the air
Морпех May 25 @ 11:42pm 
It all started after that:
Added troops manning static weapons will now abandon them if they run out of ammo #349
Морпех May 25 @ 11:40pm 
When will you fix it so that bots don't get out of radars?
B_Radar_System_01_F
O_Radar_System_02_F
They see that there is no ammunition there and leave the radar.
Add these settings to the exceptions.
_mickey_ May 22 @ 12:31pm 
@Willy Stroker

just delete the lambs_range.pbo file
i always do this, because the detection at lambs ranges does not look adequate
Willy Stroker May 22 @ 12:15pm 
Anyone know how to reduce the engagement range? I have riflemen with AK's engaging out beyond visual range and whilst i admire their commitment it messes with my realism.
_mickey_ May 19 @ 7:38am 
Later I figured out a detail.

In any chain of waypoints, (even without a cycle waypoint) the AI will have a chance to get stuck on one waypoint in chain. Even when there are no enemies around, even when they have left the combat mode, in other words when there are no obstacles to moving on to the next point!

Make a simple chain - MOVE, MOVE, SEEK AND DESTROY, MOVE. There are four points, I often see how the AI (group or vehicle) ​​can get stuck on the first or second waypoint and will not move anywhere else.

@nkenny, @diwako, @joko

In general, my conclusion is that the waypoint chains are extremely unstable. Seems to me sometimes to AI need checking existence for next waypoint
_mickey_ May 18 @ 3:39pm 
@Legendkiller456 try a combination of several waypoints

Something like this - MOVE (#1), MOVE (#2), SEEK AND DESTROY (#3), SEEK AND DESTROY (#4), CYCLE (#5) (with first move wp )

and watch.

I'm not saying that every group will stop. But some groups will stop. Usually I play in massive battles, 5-6-8 groups(8 units) from each faction + armored vehicles.

I use dev version lambs from 6 january
Legendkiller456 May 18 @ 3:31pm 
I play using the Zeus Wargame RTS mod, so maybe that has something to do with it too.
_mickey_ May 18 @ 3:25pm 
True, lately I only play with RHS units, maybe RHS breaks their behavior. I don't know for sure. I can only make assumptions.
_mickey_ May 18 @ 3:18pm 
@Legendkiller456

"I don't think they ignore waypoints"

If you put 2 squads with 1-2 waypoints in the editor and immediately start the game, then of course from the first seconds you will see the AI ​​moving. Wow, the AI ​​is moving to destination point!

But I am talking about a long game (more than > 40 min ) in which many waypoints will be looped between themselves. For example such wp combination - MOVE (#1), MOVE (#2), SEEK AND DESTROY (#3), SEEK AND DESTROY (#4), CYCLE (#5) (with first move wp )

In this case, the AI ​​should not stop forever, right? BUT I watched them for more than 1.5 hours, sometimes deliberately increasing the speed of the game. Sometimes they simply stopped and start played ambient animation. If the AI ​​plays an ambient animation, then its logic is empty, it has nothing else to do.

In the combination of waypoints described above, this should never happen, because the AI ​​has to go from point to point, over and over again/
Legendkiller456 May 18 @ 8:03am 
I don't think they ignore waypoints, but they tactically surround it if there are enemies. Altho I had one occurrence of the AI not moving at all or a few squad members sticking far back, but manually moving them outside the build with Zeus made them move towards the objective.
_mickey_ May 18 @ 6:45am 
The second big problem with LAMBS is that the AI ​​often simply ignores its current waypoints, making mission creation very difficult. Very often they run in the opposite direction from the current waypoint, several km away from the destination!

Or even worse, sometimes they simply lose the move ability and stop in their current location. This happens more often in the later stages of the game (after 30-40 minutes of gameplay) I often see how the AI ​​enters buildings and stays there forever, while the current waypoint indicates a specific movement in a completely different direction.

I often use CYCLE waypoint a lot but AI won't perform cycle. It just stops in ideal formation and plays the ambient animation as if the cycle was removed from its tasks

@diwako

I ask you to make it so that the AI ​​never gets stuck in one place if it has an active waypoint.
_mickey_ May 18 @ 6:33am 
@diwako

"fixed in dev version a while back"

I've been using the dev version since January 6th and have 11k hours in Arma3 and believe me it's NOT FIXED. Crews of armed vehicles still abandon their vehicles. It may have become less frequent, but it hasn't disappeared completely.

Sometimes I see this picture: without any apparent reason, they will leave their vehicle and then re-enter it, only to leave it forever after some time. In my opinion, crews should never leave their vehicles - NEVER, except in cases of critical damages.
ZodiacFoxtrot May 18 @ 4:54am 
Is it? I'll give it a shot
Legendkiller456 May 17 @ 5:48pm 
So far, the dev version is WAY better. But that's just first impressions.
Legendkiller456 May 17 @ 2:48pm 
Ohh I didn't even see there was a dev version. I'll check it out, thanks!