Arma 3
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LAMBS_Danger.fsm
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
1.378 MB
Sep 8, 2019 @ 1:48pm
Oct 14, 2024 @ 10:48am
29 Change Notes ( view )

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LAMBS_Danger.fsm

In 1 collection by nkenny
Nopryl test server 2020
22 items
Description
A considerable expansion of vanilla Danger.fsm. Added are features which extend the enemy response and reaction to fire. Reuploading to Steam Workshop is not permitted.

Summary
The overall goal is to make buildings part of the AI's available terrain. The AI will dynamically enter and clear buildings holding enemy soldiers. The nature of the the danger.fsm does not make these features a replacement for dedicated scripts and clever use of waypoints.

The AI is a significantly more active combatant. The biggest changes is that the AI is now able to view buildings and structures as part of the tactical terrain. The AI will search through buildings, hide and garrison within, as well as provide suppressive fire against suspected enemy positions. In addition AI reactions to fire, even when the origin is unknown is expanded. The AI will also communicate threats to nearby allies.

Features
* AI will move inside buildings
* Perform suppressive fire (Vehicles will dismantle buildings)
* Panic, with special effects
* React, even when exact enemy position is unknown
* React by hiding in the presence of powerful vehicles when without equipment to deal with it
* Check dead bodies (Rearms if possible)
* Tanks will react by rotating towards threats
* Improved civilian reactions, hiding in buildings and checking dead bodies
* Dynamic Artillery system
* Custom waypoints for specific AI behaviour

Installation
The mod runs automatically for all factions, including RHS and CUP. To double check that the mod is runing, enable one of the debug variables.

Compatibility
The mod is fully compatible with ACE3, VCOM, but unfortunately not ASR. This version requires CBA.

Development
Check the gitHub for development variables to toggle or tweak gameplay features.

Join our Discord[discord.gg] for news, discussions, feedback and happy times.

---

LINK TO BOHEMIA FORUMS[forums.bohemia.net]
LINK TO GITHUB[github.com]
Popular Discussions View All (37)
8
Jun 30 @ 6:56pm
Lambs Server mismatch
dragonlips3000
16
Aug 1 @ 10:07pm
AI crew dismount perfectly good vehicles for no reason
Blue
4
Jun 22, 2022 @ 3:30pm
Server or Clientside
LightningRoc77
1,579 Comments
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?