Arma 3
LAMBS_Turrets
56 Comments
CowboiYEETbop Apr 23 @ 1:08am 
Just ended up on this page again after not playing Arma 3 for probably a year for the exact same reasons again looking for a mod to fix the AI turret behavior and I still stand by my original comment.

Playing Antistasi this evening clearing a NATO watchtower with turret emplacements. I've successfully cleared all floors and rooms of the tower.

After a minute or so of looting the bodies at the top of the tower in dead silence with no footsteps approaching a bot that I probably didn't find and clear from the rest of the base teleports into the turret right next to me and immediately has the barrel of the turret that was pointing outwards from the towers edge instantly trained at me as he spawned onto it and kills me with a one tap.

This is very easily replicated.
Nullified Mar 28 @ 8:08pm 
@CowboiYEETbop Lmfao

I come back to this comment section every now and then to see if you've made a mistake as to which game you're playing. keep us updated.
Jack Feb 3 @ 8:45am 
Does this include Sog weapons?
Nimmersatt Dec 31, 2024 @ 6:36am 
I think "A3config_jw" does a better job in fixing the static HMGs accuracy.
Free Hygge Oct 7, 2024 @ 11:56pm 
I disabled every addon except this one, and after testing it a bunch, either this doesn't work or the effect is so subtle I don't notice it.
[S.C.] Raptoid Sep 12, 2024 @ 9:12pm 
Any chance we could get an update that works with ACE realistic names?
Maybe asking a bit much here, but possibly even CBA settings which allow the dispersion amount, or per AI side and with vehicles?
Logic Aug 4, 2024 @ 8:51am 
Cow, what game are you playing, because it's not arma lmao
CowboiYEETbop Feb 12, 2024 @ 11:33pm 
There really needs to just be a mod to remove static turrets from the game entirely. I've never seen such a horribly implemented feature in my life. Bots just teleport into them from across a room or building and through multiple floors of said buildings. They also have laser trained aim on your person at the exact same instant as they teleport onto the gun. They don't have to take even that small moment from entry to turning it towards you. Its all just instantaneous. That crap alone makes it criminal for them to charge money for this unfinished tech demo in the first place.
Tollonen Jun 26, 2023 @ 6:05am 
@J-Money Sorry for late reply: Look in your arma workshop folder (it should be in your arma 3 folder): ACE3 folder in there, and addons folder under that. There's a file called ace_realisticnames.pbo in there. Either move it or delete it. Hope that helps.
J-Money Jun 19, 2023 @ 9:00pm 
sadly this mod doesn't work at all... not for vehicles, not for turrets. its a bummer, because any AI can just laser beam you.
J-Money Jun 17, 2023 @ 2:43pm 
can anyone make a compat for RHS? desperately need this mod to make my game playable.

VCOM and Lambs danger make the turret gunners terminators.
J-Money Jun 17, 2023 @ 1:13pm 
Tollonen, can you explain how to remove that ace_realisticnames?
i need these to work with RHS, because right now theyre just laser beaming us.
naderu. Jun 6, 2023 @ 10:43am 
Is there any way to tweak this mod? I love it, but I would want to personalize it a little further if it is possible. :)
Tollonen Jun 2, 2023 @ 4:42pm 
just as a heads up for anyone using this and not seeing the effect: if you use ace, ace_realisticnames.pbo changes (and seemingly often breaks) the names of weapons and vehicles, therefore making this mod null and void except for maybe vanilla. Removing realisticnames makes the dispersion functional at least in CUP vehicles and MGs.
Engicop May 9, 2023 @ 7:54am 
Is it compatible with Antistasi?
Tigre437 Jan 18, 2023 @ 12:13am 
Hi nkenny, I am writing from a small gun clan which we want to use some of your mods in a private modpack are very useful and if there is any way to have them contact me to reach an agreement. thanks.
TechnoTroglodyte Oct 10, 2022 @ 9:01pm 
lambs AIO when lol
Jack Oniell Oct 8, 2022 @ 12:29pm 
Does this work for all turrets? Including ones from say RHS?
Alosha Feb 16, 2022 @ 6:02am 
is this mod can working with VCom AI?
Bl00dyDruid Feb 14, 2022 @ 12:25pm 
Commenting for that LAMBS All in One
Illu Jan 13, 2022 @ 10:07pm 
Can i add this in our community modpack?
Col. Schwi Dec 13, 2021 @ 3:57am 
@Phantastic ACE3 doesn't change those configs.
Phantastic Sep 15, 2021 @ 7:34pm 
@Kuro do you use ACE3 or mods like CUP? They have independent turret dispersion configurations.
Kuro Aug 7, 2021 @ 7:42pm 
Even with this mod, Ai are still lazoring me instantly past 500 meters, so no idea whats going on
Guardian Jul 28, 2021 @ 11:32am 
If I may ask, is there any plans of doing a "All-In-One" version for the normal LAMBS stuff? because that would be awesome if not thats cool. I really love these mods you have made! thank you for all that ya do brother God Bless :D
Redarmy Jun 19, 2021 @ 10:39am 
I think personally it would make more sense to add the turrets from danger.FSM for tank gunners to this mod.Lambs turrets should encompase the change you added to danger.fsm in regards to tanks using their main cannons on infantry.Or even its own standalone mod as its anther important enhancement for vics.

I currently uninstalled danger.fsm for now because of CUP terrains having issues and my scenarios unable to work correctly with lambs on takistan but i do miss those vehicles DESTROYING buildings so much
Redarmy Jun 19, 2021 @ 10:21am 
Thats always my instinct :D Low,gain speed,ag turn,behind mountain...telephone pole...shit!! lol anyway just flew a pawnee around stratis with a BTR-K Kamysh on a hilltop,no skill setting changes...did 4-5 fly overs at 100-200 meters high,being shot at the whole time...it was glorious to see tracer rounds just miss me time after time,then on 5th flyover saw a few come from behind me streak ahead,then beep beep beep ,tail rotor gone,engine fucked,co pilot injured(NOT DEAD...INJURED :D ) Made a crash landing....yes i died ,but it wasnt in an instant fireball of death in the sky,thanks to this mod. Huge thanks man
nkenny  [author] Jun 19, 2021 @ 10:09am 
@Redarmy
No arma2 mods. I have been exploring a bit how to alter AI behaviour as it pertains to aircraft though. In our group, we play a lot of helo based missions. Best tactics is to fly low and hard :)
Redarmy Jun 19, 2021 @ 10:06am 
@nkenny i watch alot of Shack tac videos of Arma2 and 3.I have always wanted to do helo missions in combined arms like Dyslexci does but never could because AI just destroy the aircraft always.This mod is your most important work. This should be vanilla it blows my mind it isnt. Did you also have a mod like this in arma2? Just curious if so or if the shack tac footage i saw was sth else,thanks again
Combat May 16, 2021 @ 5:04am 
It is affecting ITC Land C-RAM turrets. Several systems now have trouble intrecepting fire from a single artillery piece.

Is there a way to disable the mod effects on some turrets? Or am I forced to disable the mod entirely?
nkenny  [author] Mar 24, 2021 @ 5:34am 
@Not vandice
It should be run on any server or client meant to host AI. Depending on the strictness of mod checks-- it should probably be run all-about

@Your Pal Deebs
In fact it already affects the HMG to some extent. Making it harder to quickly turn and fire ;)
Your Pal Deebs Feb 26, 2021 @ 4:52pm 
Is it possible for a mod like this to be made for vehicle based weapons? ..Even a guy with a 50 cal on a truck can laser people from very long distances in the game by default.
Not Vandice Feb 18, 2021 @ 9:52pm 
Can this mod work with only server side loaded?
kiba3x Dec 21, 2020 @ 8:39am 
@nkenny Great! This is a must have mod then.
nkenny  [author] Dec 20, 2020 @ 11:01am 
@kiba3x
1. It increases the time it takes for the AI to turn turreted weapons a little.
2. It adds dispersion (spread) to turreted weapon fire. Making them less laser, and more survivable for players.
kiba3x Dec 18, 2020 @ 1:14pm 
@nkenny can you explain what this mod is doing? I really love and use your other mods, they are great.
nkenny  [author] Nov 30, 2020 @ 3:24am 
@Mailman
Sorry about the slow response. The answer is yes :)
Mailman Oct 31, 2020 @ 8:07pm 
@nkenny, would we be allowed to use LAMBS Turrets in a megapack for our milsim group? I know Danger is a no and Suppression is yes but could not find anything on turrets. Thank you
nkenny  [author] Nov 6, 2019 @ 3:43am 
@Anfo
Yes, that is the case. Though it will affect modded turrets that inherit from the vanilla base. To be fair, I haven't investigated it fully. CUP is a large mess of classnames and RHS tends to be very well configured in my experience.

That said, as Valmont notes, this mod does affect some of the behaviour of turrets turning speed and accuracy.
Anfo Nov 6, 2019 @ 12:54am 
@nkenny Could we possibly assume this is for vanilla turrets for now?
Devastator Oct 24, 2019 @ 4:06pm 
How to make a mod's vehicles/static turrets compatible to your mod so it works right away as expected when your mod is running?
Valmont Oct 21, 2019 @ 6:56pm 
I believe this should "partially" work on CUP and RHS already, since the mod is lowering a global turret A3 command... the thing is that it might not be enough to make players really feel the change without individually tweaking each turret. There are just so many CUP and RHS vehicles that have turrets that it could take nKenny forever to tweak them all. Best option could be to ask for the tweak on the RHS and CUP forum posts respectively. I am sure they would be glad to fix immersion breaking laser turrets stats on their mods ;)
Jigen 鍛冶屋 Oct 20, 2019 @ 1:34pm 
thirding that, much needed as they lead like aimbotters and hit mi 8s out the sky like it's duck shooting
Bilbo Fraggins Oct 19, 2019 @ 10:51pm 
Nice mod. I second what @FatRefrigerator said and would add CUP turrets to that as well.
FatRefrigerator Oct 16, 2019 @ 11:27am 
Would it be possible to add support for RHS? The AI uses the American M2's as laser guns
Valmont Oct 9, 2019 @ 12:01pm 
Hey nKenny! First, thank you for the new update! I have tested it on a Warlords mission on Malden and I found the Armored vehicles turrents much much better and realistic. They are no longer instant death sentences at any distance so amazing job there! 2nd, thank you for mentioning me as your main instigator when it comes to turrets! I wish more of my instigations ended up as good as this did! Will test more and comment!
nkenny  [author] Oct 9, 2019 @ 10:36am 
Mod update pushed.
- Adds autocannons
- Tweaks maxAngularErrorTurrets
Valmont Oct 7, 2019 @ 6:04am 
Can't wait for the Update! I love how in Danger.fsm you fixed the supper accurate vehicle heavy weapons so they are not terminator accurate and also try to supress more!
nkenny  [author] Sep 28, 2019 @ 11:19am 
@Valmont and @CzechsMix357
I am preparing the release of version 1.4 of the Danger.fsm. After that I will revist the turrets and RPGs.

I will look into autocannons. :)
Valmont Sep 28, 2019 @ 9:59am 
@CzechsMix357 I believe tweaking the "maxAngularErrorTurrets" value will also reduce the autocannons' ultra accuracy! @nkenny were you able to check that out? All in all this and all nkenny mods are a must!