domokun 515 Posted February 24, 2020 On 1/28/2020 at 2:37 PM, domokun said: I agree because when AI commands a unit, often the unit follows orders but not the CO! ex. Combined Arms showcase where your unit is supposed to exfil via helo, everyone boards except your sergeant! Don't get me wrong; I love this AI mod but its a shame when certain missions halt because certain sequences fail to trigger I'm here to report that last week's update (v2.1) is a great improvement as it seems to have resolved the "hung" state of your CO, i.e. for the first time I was able to complete the Combined Arms showcase (all surviving AI boarded the helo for extraction). @nkenny please keep up the great work! BTW is it realistic to try playing the Campaign with this mod activated? Share this post Link to post Share on other sites
nkenny 1057 Posted February 24, 2020 @Unleashthepain It may be the Reaction state triggering on your own group. It only happens once combat is initiated however-- and only one time. You can toggle this option in CBA configuration. @oldy41 There are no such features present in the mod. Perhaps something else is interfering? 🙂@domokun Glad you enjoy it. We're working hard to maintain compatibility across any scenario. I actually haven't tested singleplayer all that much, admittedly most of the more extensive testing happens in an MP environment. With that said, because the mod doesn't interfere with existing waypoints or other settings-- it should work fine. -k Share this post Link to post Share on other sites
JD Wang 352 Posted February 24, 2020 Just curious, will this affect pilots and or drivers? Just trying to work out which units I need to disable it on for missions. Thanks again for your work Share this post Link to post Share on other sites
gerhart 19 Posted February 24, 2020 Hey nkenny I just wanted to let you know that I've replaced the danger.fsm in my mod with your very first version and it is fantastic. I mentioned this in here some time ago. The only reason I haven't updated it to the latest is . . .well I just don't know how to lol. My mod, Martial Law, is based off of the foundation of Overthrow but much more intense. I just wanted to thank you for your mod and to ask you this. If I can figure out how to update Lamb's Danger.fsm in my mod to your latest version do you mind if I do so? I believe I seen somewhere on here that you wanted to keep track of your mod or something like that and I had already blended your first version into my mod when I seen that. Here is the Steam link to the mod https://steamcommunity.com/sharedfiles/filedetails/?id=1999204379 so you know what it is in. Your mod is a game changer and thank you for it Share this post Link to post Share on other sites
Knight81 7 Posted February 25, 2020 Hey guys, I have a short question. Do we have to enable this mod a) only on dedicated server b) on dedicated server and also on all connected headless clients c) all clients and server We are using our dedicated server with two headless clients and I want to know if they also need to start this mod. Thx 🙂 Share this post Link to post Share on other sites
nkenny 1057 Posted February 25, 2020 @JD Wang It affects every unit, but should do so without causing any issues. Of the two, only vehicle crew have any special interaction with their vehicles-- that is, turreted vehicles will engage in very aggressive suppressive fire against buildings and suspected enemy positions. Turning off the LAMBS unit AI is the equivalent of disabling AI "FSM". When I make missions I do so on units which require extra fine control, or that I want to be dumber-- for whatever reason. 🙂@gerhart You can read our license here: LICENSE. All code is available from our gitHub. The shortest interpretation of the license is that we do not allow reuploads on Steam which may appear to be the 'official' version-- and that we do not allow for monetization. We also ask that in the spirit of openness, you release your source code. The earlier versions of the mod are more standalone and do not require CBA. Simpler structure is probably easier to maintain and modify as well. I'll check your mission later. Looks cool. @Knight81 That depends on the use. In theory mod only needs to be run on entities, servers or clients, that are expected to host or control AI forces. In practice, this is usually limited to the Server and Headless clients, and any Zeusing player. I Also, as is noted-- if mission makers start to use certain specialised Waypoints and sub settings (these are marked in the UI), this may cause mission mod dependencies. In which case: any connecting clients will be asked for the mod. All in all, the mod is fairly lightweight and can easily be run on all clients with little to no performance penalty. If run simply as an enhancement of existing content: only servers, headless clients, and potential Zeusers. If run as a integral part of mission making: all servers and clients. -k 1 Share this post Link to post Share on other sites
CW4 Carrera 31 Posted February 25, 2020 The zeus modules were not working for me on our dedicated server on sunday, there were a bunch of other mods and I havent had the chance to test standalone yet. Thought I would give a heads up before I try to figure out if there is a conflict somewhere. LAMBS was installed on server, HC and myself with one other person connected at the time, he did not have it. 1 Share this post Link to post Share on other sites
Asmodeuz 54 Posted February 26, 2020 Only been dipping my toes into LAMBS Danger but this would really seem to be the next thing in altering Arma 3's AI behaviour. Need to dive into it some more for sure but already at this point very nice work nkenny and as part of this larger community a huge thank You from me! One thing though is slightly troubling. I'm testing LAMBS on a dedicated server and in there I can't seem to get the debug info going. When enabled shouldn't the debug info (basically systemchat is it?) get printed into the server's console (and thus also into RPT-file)? I'm not seeing anything anywhere so the situation leaves a sorts of feeling that I'm not sure if LAMBS is working on the dedicated. FYI when starting the server LAMBS Danger is being listed in the List of mods as found and correctly loaded so it shouldn't be an issue that the mod itself is not being loaded correctly. Share this post Link to post Share on other sites
nkenny 1057 Posted February 27, 2020 @Asmodeuz For reasons for network traffic, debug information is not transmitted globally. In other words, you can only see debug information for local units. I.e., units spawned or controlled on your own machine. An easy check to see if the mod is running is to see if you have the CBA settings available. 🙂 Share this post Link to post Share on other sites
AirShark 147 Posted February 27, 2020 hi there, is there a way to disable animation gestures for ai it gets really weird when ai play gestures during CQB especially if two enemies are face to face playing the animations Share this post Link to post Share on other sites
nkenny 1057 Posted February 27, 2020 @AirShark Incidentally, that option is ready for the next version🙂 -k 2 Share this post Link to post Share on other sites
Asmodeuz 54 Posted February 27, 2020 4 hours ago, nkenny said: @Asmodeuz For reasons for network traffic, debug information is not transmitted globally. In other words, you can only see debug information for local units. I.e., units spawned or controlled on your own machine. An easy check to see if the mod is running is to see if you have the CBA settings available. 🙂 Thanks for the reply nkenny! Fair point with the network traffic. Still, is there really no way to print stuff into the server's RPT 🤔 Well.. I wouldn't know if there happened to be 🤷♂️What comes to checking with the test you suggested: if I as a client have the mod enabled and join a server that doesn't have (the mod enabled), then I do see the CBA settings regardless of the fact that the server is not running the mod. Either way I'll anyway start testing the mod a bit more and it probably will eventually be possible to tell whether the mod is working or not 🙂 shadow edit: it seems that an error (such as 18:55:21 [CBA] (settings) WARNING: Value true is invalid for setting lambs_danger_debug_FSM.) will be output into the server RPT when trying to enable/disable LAMBS CBA settings for the server when the mod hasn't been loaded for the server ✌️ Share this post Link to post Share on other sites
Owling 1 Posted March 2, 2020 Hey ! First and foremost, great AI mod the best me and my group have used so far. However, I have found that the mod overwrite the rank of player unit in the squad so we are all sergeant. Minor inconvenience but if you have a solution to this it would be a great boost to the immersion aspect. Share this post Link to post Share on other sites
diwako 413 Posted March 2, 2020 42 minutes ago, Owling said: Hey ! First and foremost, great AI mod the best me and my group have used so far. However, I have found that the mod overwrite the rank of player unit in the squad so we are all sergeant. Minor inconvenience but if you have a solution to this it would be a great boost to the immersion aspect. Hey, the mod does not set rank on any unit. Normally these things are done during mission creation. Share this post Link to post Share on other sites
nkenny 1057 Posted March 2, 2020 LAMBS Danger.fsm New Release: Current version 2.2.1 Changelog Added AI unit voice callouts Added setting to disable unit gestures Added setting to disable unit Immediate Reactions Added verbosity to debug messages Added side configured colours to 3D debug helpers Added debug messages recorded to RPT Added visual checks to suppression to make function more reliable Added ability to hot-configure fsm lambs danger priorities in variable "lambs_danger_fsmPriorities" - Fixed reverted CfgFSM settings to increase unit cohesion Fixed added more time to check body events Fixed tweaks to unit speed and distance check in CQB to add more fluid combatant Fixed reduced building search range on reaction phase -- makes for more responsive AI Fixed enhanced fleeing state intelligence Fixed prevents squad vehicles from being drawn into movement Fixed refined FSM danger priorities -- increased importance of canShoot Fixed various aspects of taskGarrison and taskPatrol and taskCQB Fixed taskAssault and Retreat will now allow users to move waypoint actively Fixed incapacitated units would sometime speak or give orders Fixed issues with LAMBS Zeus modules deleting units Fixed additional checks when selecting artillery - Changed default suppression fire minimum from 25 to 20 meters Optimize fnc_findClosestTarget (Thanks to Dedmen) Optimize fnc_findBuildings (Thanks to Dedmen) Optimize fnc_findOverWatch (Thanks to Dedmen)Shout out to groups that have played with LAMBS Danger fsm and given feedback -- or simply have had us listen in on their troubles! Pori Brigade, Gruppe W, CNTO, Special Forces Group, and nopryl.no Developments in 2.2.0 A big tactical focus for this release has been to tweak settings pertaining to squad cohesion. This has been combined further refinements to close quarters AI movement skills. Expect to see less scattering of AI squads. Another area of improvement has been debug information. With this release: debug information is stored to RPT (if the setting is enabled), debug descriptions are more verbose, and there are additional colour coded debug helpers to let users understand what the AI is thinking. Finally, the release comes with bugfixes and improvements to waypoints and Zeus modules. These enhancements will set the stage for the next release which will have a significant focus on Zeus and Editor interface. Discord The team has created a public discord were we answer questions and discuss various aspects of developed features. Feel free to join in. 🙂 From the team: diwako / joko / nkenny --- STEAM Workshop ---GitHub --- Discord Edit: Terribly sorry guys. Released a small Hotfix 2.2.1 which fixes some errors relating to scripted waypoints. - nkenny ~ A small glimpse at one of the micro-features in the LAMBS Danger fsm mod 8 6 Share this post Link to post Share on other sites
Owling 1 Posted March 2, 2020 2 hours ago, diwako said: Hey, the mod does not set rank on any unit. Normally these things are done during mission creation. Weirdly enough it started to happen after we use this mod but since it cannot overwrite the setting regarding the rank made during mission creation... I guess a fresh install of a server is required yet again haha. Thanks for answer. Share this post Link to post Share on other sites
Gunter Severloh 4056 Posted March 2, 2020 2 hours ago, Owling said: I guess a fresh install of a server is required yet again haha. Thats overkill dude, and unnecessary, thats like uninstalling the game client side because a mission isn't loading that requires mods, what exactly is the issue your having? Send me a pm as to not derail the thread here and we can discuss what the issue is and how to fix it, i would like to help if and where i can that is if you need it. Cheers! 2 1 Share this post Link to post Share on other sites
froggyluv 2136 Posted March 3, 2020 Messing around with the 'scare crew outta car' feature and you might wanna add a further check if gunner is alive. Meaning testing with an enemy Qilin MG jeep, if i sneak up and blast the Gunner, the Driver does not get out Im guessing because the vehicle still rings up as "Canfire True". If i delete the Ammo and sneak up to the jeep they will jump out as soon as they detect me so im guessing its the CanFire. One thing i do is also give a chance the Driver will instead jump in the Gunners seat if enemy unit is still far away enough to keep the MG effective 3 Share this post Link to post Share on other sites
Melody_Mike 130 Posted March 3, 2020 Hey everyone. I have a very obtuse use case.Background: I am making a large scale (10+ player) cooperative mission. Most of the players are casual/newbies. My scenario finishes in an urban area with a convoy approaching. The default AI, as we know, does not really search buildings, which makes the urban aspect a missed opportunity. It would be brilliant if, with a trigger or script, one could manually enable this AI only from this point onward. Or apply it to specific units. Is this possible? After reading the above I am considering adding a headless client with the mod loaded for the convoy units, but I hope that I can keep it to one server with minimal scripting. Appreciate all input =]. Share this post Link to post Share on other sites
nkenny 1057 Posted March 4, 2020 @Melody_Mikehttps://github.com/nk3nny/taskRush-Creep-Hunt-for-Arma3 TaskCQB from that GitHub, mate. edit: Script is fully standalone. You do not need the mod. Use it as you would taskRush or any other script on that hub. -k 1 Share this post Link to post Share on other sites
autigergrad 2034 Posted March 4, 2020 Quick question, Does your AI mod allow for dynamic deployment of static weapons (MGs, SPG-9s, mortars) by AI units both assembling when viewing a threat...and disassembling and moving on once a threat is gone? Similar to VCOM? Share this post Link to post Share on other sites
nkenny 1057 Posted March 4, 2020 @autigergrad That is a negative. I have thought of ways to implement it, it is fairly straightforward to do it for specific weapons with the eventhandler system, but not come up with the conceptual framework of one which is universal enough to suit our needs. Out of interest. Did you experience a bug of some sort, or do you have something specific in mind in terms of functionality. 🙂 -k Share this post Link to post Share on other sites
autigergrad 2034 Posted March 4, 2020 44 minutes ago, nkenny said: @autigergrad That is a negative. I have thought of ways to implement it, it is fairly straightforward to do it for specific weapons with the eventhandler system, but not come up with the conceptual framework of one which is universal enough to suit our needs. Out of interest. Did you experience a bug of some sort, or do you have something specific in mind in terms of functionality. 🙂 -k No bug, just really enjoy that aspect of VCOM. The dynamic ability for AI to utilize gun pods, mortars, etc. assemble -- fire -- disassemble -- sneak away is really awesome in campaigns. Didn't know if your system utilized it. If not, maybe add it to the wish list. 😀 Share this post Link to post Share on other sites
cpt.ghost 104 Posted March 4, 2020 good update some issues i found tested using 3DEN only+ASRAI3 skills only ( not FSM )+ RHS + VTN + CBA + ACE3 ( deleted AI.pbo ) + LAMBSDANGER.fms 1- AI stuck most of the time in stealth mod and will never back to normal mod once danger is gone 2- motorized units will disembark far ... far away from their unload waypoints once they hear 3-5 shots ( armored motorized units and mechanized too ) tested with information share ON/OFF (when information share ON its worse ) and when disembark far away from unload waypoint they will stuck in prone mode unmobile which requires some ZEUS magic to fix 3- motorized/mechanized units sometime stuck at their startup waypoints which requires ZEUS-select all move them a little bit to start their APC/IMV vehicles engines 4- hide feature keeps AI hidden inside building even when danger is gone/ and wont attack too other than those the update is amazing. Share this post Link to post Share on other sites
nkenny 1057 Posted March 5, 2020 @cpt.ghost Glad you like it. I am guessing you are running an op with a considerable number of armoured elements? The AI will respond with much improved sense of self-preservation. 1. The only instance which triggers a change in behaviour to STEALTH mode is when the AI is fleeing. Fleeing is a vanilla behaviour which is enhanced by the mod to have the AI view buildings and bushes as valid places to stop. One way to mitigate this behaviour, if you want better control of the AI, is to set allowFleeing to 0. It is admittedly an imperfect implementation on our end as it can be difficult to get fleeing units to unflee. 2. While I have seen units disembarking early, from time to time, this is much mitigated with the latest version. Units becoming stuck is however new. Is this on some custom terrain? What orders/waypoints are the units under? 3. This I have not seen. I see you are playing with a long list of modded content. Can you verify that this works without the mod loaded? 4. As per (1). Come to think of it, we should add a setting for the Fleeing too. -k Share this post Link to post Share on other sites