Arma 3
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LAMBS_Danger.fsm (DEV)
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Data Type: Mod
File Size
Posted
Updated
1.409 MB
Mar 24, 2021 @ 5:52am
Jan 6 @ 11:35am
24 Change Notes ( view )

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LAMBS_Danger.fsm (DEV)

Description
This is the work in progress DEVELOPMENT VERSION of LAMBS Danger.fsm
We appreciate any tests and feedback that you can give us. 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.

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

License
As per our license, reuploads on steam are not permitted.
- LICENSE[github.com]
- BOHEMIA FORUMS[forums.bohemia.net]
- DISCORD[discord.gg]
Popular Discussions View All (2)
0
Mar 25 @ 4:12pm
Changing default AI patrol area
jhbigbro
0
Jul 23, 2024 @ 1:35pm
Looking into this :)
MichaelBruce83
260 Comments
_mickey_ Aug 9 @ 12:22pm 
This unbearably spoils the gameplay, a strong request - If you have been unable to fix/configure this for many years, [lease make a checkbox in the Lambs settings (LAMBS danger affects vehicles) so that the user can disable the LAMBS influence on all vehicles and switch AI to vanilla AI-behavior.

The vanilla AI isn't perfect either. They only abandon vehicles when the vehicle is unable to move, but it looks more adequate than the experience with Lambs.

It seems to me that ideally vehicle crews should only leave their vehicle in the event of critical damage (!before detonation). Otherwise, they should always remain inside. It seems you can't do that...
_mickey_ Aug 9 @ 12:20pm 
Dear @nkenny, @joko, @diwako!

Please give your attention to Lambs problem - crews of armed vehicles still abandon their vehicles without any reasons or for the slightest reasons!

Sometimes, durring battle AI abandon fully functional tanks, APC, sometimes they can abandon them at the slightest damages. In general, they don't need a serios reason - They are ready to jump out as often as possible.
76561198192726397 Aug 7 @ 2:16am 
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?
Эколог Jun 19 @ 1:53am 
On what principle does the AI decide to call for artillery support? Is it possible to increase the frequency of artillery calls?
_mickey_ Apr 12 @ 5:20pm 
@+| CL rautamiekka @Tree Muncher It seems to me that somewhere in the game the collision between AI and buildings/fences is simply disabled. We see how player character have collision, while AI idoes not. I would prefer Collision to enable, even if AI will have a chance to get stuck in front of an obstacle.
Tree Muncher Mar 8 @ 11:30am 
@[+| CL rautamiekka

While it isn't a fault of this mod its much more common with it since AI move into buildings more frequently. The anti wall glitches mod actually manages to prevent it to some degree but was abandoned, it causes other issues with path-following. It's definitely possible to have the best of both worlds with a smarter implementation of a similar solution. That mod comes so close.

It's not the responsibility of this mod but if they did attempt to implement something similar more intelligently PVE would be significantly improved, no more playing whack-a-mole with AI in the floor.
[+| CL rautamiekka Mar 1 @ 10:10am 
@_mickey_

That's literally a game engine bug, or more precisely, it's a bit of a failsafe that gets activated often. If it's even possible for a mod to detect when it does ...
_mickey_ Feb 27 @ 12:48pm 
Maybe there is another way to solve the problem? Either way, the player would be happy if LAMBS tried to solve this problem.
_mickey_ Feb 27 @ 12:46pm 
Good day! @nkenny, @diwako, @joko

I have been observing the AI ​​behavior in urban conditions for two weeks. Lambs looks good, but still the main disappointment - is the fact he ​​​​in urban conditions AI sometimes goes through walls and fences.

There is a mod called @Anti-Wall-Glitches (which is not good for AI, but still blocks this ptoblem), maybe you will take it features to the Lambs?
OksmanTV Jan 19 @ 4:51pm 
It's the server itself that crashes, I do not believe we have a profiling branch, think we are running default since we are using a provider. I will confirm, but I believe we do not have that. Disabling the mod on the server and clients made it so we could finish the mission, but with it, it crashed when combat with AI started.

Uncertain what it could be, tried looking at logs, just see some generic errors as usual.