cpt.ghost 104 Posted March 5, 2020 1 hour ago, nkenny said: @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 thanks for response! 1/2 - i actually have fleeing,information share,squad leader maneuvers disabled, as for the mission i made a quick OP to test the AI actions, map is altis/kavala placed 5 motorized NATO units + 6 mechanized nato units too ( 300m away from hospital ) while the enemy is CSAT holding the city center the other NATO units i placed is 7 fireteams which comes from church side of the kavala i gave them CQB waypoints ( 90% died ) the mechanized units moves towards the hospital - unload - then LAMBS CQB waypoint inside the city center 3- will try on vanilla and report 4- i though that too you could implement some kind of script which ends ( FORCEFULLY ) the hide/stealth mode after checking of a threat within 500-600m away this is better i think Share this post Link to post Share on other sites
nkenny 1057 Posted March 5, 2020 @cpt.ghost I have added it to our to-look-at list. Quick fix is to write <group> allowFleeing 0; in the relevant units inits. In fact the function should already have a max distance. But as mentioned, it is difficult -- if not impossible -- to unflee units by script once they've started. -k 1 Share this post Link to post Share on other sites
Melody_Mike 130 Posted March 5, 2020 @nkenny Hello sir! Need to first of all say: thank you for spending your free time making this, and then answering all these support questions. I followed your suggestion on using standalone scripts from your GitHub to enable building searching:https://github.com/nk3nny/taskRush-Creep-Hunt-for-Arma3 However, after copying, executing the script function with the following syntax has no effect: null = [someUnit, 500] execVM "fn_taskCQB.sqf"; Where the target group was named "SomeUnit" and placed between buildings. I also tried preprocessing the file beforehand. I looked at the Github, and see on line 24: _building = _building select {count (_x getVariable ["LAMBS_CQB_cleared_" + str (side _group),[0,0]]) > 0}; -That the script refers to special variables not declared anywhere else in the file. So it seems it isn't an independent script. Before I go down a rabbit hole, I want to ask: is it realistic to unpack the mod and run the necessary scripts independently in a mission? Or does it require the mod framework/configs? Thanks! -MeM Share this post Link to post Share on other sites
nkenny 1057 Posted March 5, 2020 @Melody_Mike I'll answer here, but if it still fails to work please redirect to this thread. 🙂The script works for me on Altis. I have however updated on the gitHub to 0.28b. Just a little bit of cleanup on my end. Script seems to run quite well when execVM'ed. It is worth noting that the script sorts for only internal positions within buildings. The variable you are asking about is defined in line 55. You can edit this line to alter if only indoor sites are selected. Which map are you running this on? It may be one without defined building positions and paths.. Especially older Arma1 content ported into CUP or similar has this problem. Oh, and I'm happy to help. hehe There is no need to unpack the mod. Just check the gitHub. It isn't difficult, but will require some familiarity with arma scripting and modding. The modded version is both more advanced and performance friendly, but if used will require you to comply with the license. -k Share this post Link to post Share on other sites
mandaloin 33 Posted March 15, 2020 Hey there! Enjoying the mod but I've run into a bit of a frustration. My group took contact, eliminated it, and moved on. Afterwards 2 of the units in my group would periodically show "Stop" as their current command. It only lasted momentarily and that appeared to be them checking the rear every now and then. That's cool, but then when I issued them a move command, that same periodic "Stop" command would pop up, which caused them to lose the "Move" command I just gave them and returned to formation. Share this post Link to post Share on other sites
nkenny 1057 Posted March 15, 2020 @mandaloin It may be the reaction state interfering with your commands. You can enable or disable a number of player group features (to create more dependable units) in the CBA mod settings. It is also possible to configure a key to hot-toggle the LAMBS mod for your own group-- so if you need them moving, just toggle it and do your thing 🙂 -k Share this post Link to post Share on other sites
nkenny 1057 Posted March 15, 2020 LAMBS Danger.fsm New Release: Current version 2.3.0 Changelog Added TaskCamp ~ scripted camp behaviour Added TaskArtillery, TaskArtilleryRegister, TaskAssault, TaskCamp, TaskCQB, TaskCreep, TaskGarrison, TaskPatrol, and TaskRush Zeus and Editor modules Added Target Module for Zeus Task modules Added Ability to define Areas in TaskArtilleryRegister, TaskAssault, TaskCQB, TaskCreep, TaskGarrison, TaskPatrol and TaskRush Added Parameter in TaskArtillery to skip adjusting rounds Added Parameter to TaskAssault and TaskCQB to use dynamic (target) module position Added Smarter distance-based sorting to TaskCQB Added Parameter to TaskPatrol to move waypoints randomly after patrol cycle is finished Added Parameter to TaskPatrol for Waypoint Count Added 3DEN Setting on vehicles to mark units as pre-registered artillery Added Share information will share to all friendly sides Added Option to disable enhanced fleeing function Added Improved position analysis to Suppression, Vehicle Suppression, and Vehicle Assaults functions Added APC assault routine for armoured vehicles (keeps infantry mounted) Fixed Issue that TaskX functions get called from the wrong environment Fixed TaskPatrol did not Loop Waypoints Fixed Issue that Zeus Module window did not Open Fixed Share information MP compatible Fixed Enhanced fleeing function is much less intrusive Fixed Issue with taskArtillery when weapon out of ammunition Fixed A race condition in taskArtillery Tweaked HideInside to be more defensive Tweaked Callouts so contact shouts are not always run through formation leaders Tweaked ShareInformation default range Tweaked Civilian priorities in civilian.fsm Changed Moved Automatic Artillery Registration to WP module ZEUS and 3DEN This time our focus has been directed towards enhancing the Zeus and Misison edit user interface. Many of the core component scripts and waypoints have been updated, rewritten or enhanced. Which feeds into the biggest new addition: the new MODULE system. The module system adds an easy way to use and configure the enhanced AI waypoints and scripts available in the mod. The modules integrate seamlessly to both ZEUS and 3DEN. This system supersedes and enhances the original waypoints in many ways. We've also added a new TaskCamp module. This script makes the group appear safe and dismissed and is perfect for camps or having troops just sitting around. Units set to taskCamp will occasionally garrison buildings and man static weapons. If the group is large enough a small patrol will check the Discord Got questions, suggestions or other feedback? Come hang with the cool kids on our Discord. From the team: diwako / joko / nkenny --- STEAM Workshop ---GitHub --- Discord 15 3 Share this post Link to post Share on other sites
Adam Noble 5 Posted March 16, 2020 Thanks to the author for the update , this is the most necessary mod for the game. 1 Share this post Link to post Share on other sites
nkenny 1057 Posted March 18, 2020 LAMBS Danger.fsm New Release Version 2.3.3Changelog Added TaskReset Module Added Hide Area when moduleTaskArtilleryRegister is Synced to Object Added TaskArtillery now uses ETA time for check round distance Added FiredNear EventHandler to TaskCamp to Improve Reaction on Enemy Contact Added Voice callouts to more functions Fixed Issue with Modded Voices Fixed Possible Scripting Errors in TaskArtillery Fixed Scripting Errors in danger.fsm Fixed Possible Scripting Error in assaultBuilding Fixed Issue with taskCamp where units would occasionally get stuck in an animation Fixed Reduced AI leaders reaction to hostile air and tank vehicles Fixed Ability to break out of taskAssault/Retreat Fixed TaskAssault waypoint in retreat mode Fixed Callout ranges and speakers across some functions Fixed Suppression was using bad positions Changed Some small background performance Improvements Changed remove some Duplicated Config Data From the team: diwako / nkenny / jokoHOTFIX Following feedback from testing sessions and Discord we've quashed all known bugs and pushed out a hotfix. Available from the usual places. 🙂 6 6 Share this post Link to post Share on other sites
TesACC 39 Posted March 19, 2020 Question- is there any way to run this, or even just a part of it, as a script? Reason- Community doesn't want to add new mods that overhaul everything for a single mission Share this post Link to post Share on other sites
CW4 Carrera 31 Posted March 19, 2020 @TesACC This can be run server only. Share this post Link to post Share on other sites
galzohar 31 Posted March 22, 2020 Did anyone hack something to make ALIVE use the new waypoints? Otherwise I'll try pull something off myself, but was hoping someone would have beaten me to it. Currently from a quick test it looks great but unfortunately AI don't get in buildings before combat, only once they spot an enemy (and in my tests only to hunt me inside a building, but I didn't test much yet). They do seem a bit aggressive though for getting into your building, which makes them a bit predictable. Do they also try in some cases to get a firing position into the building from the outside rather than charge in to make them less predictable? Also, what happens to taskGarrison if the unit gets killed/deleted before it reaches its target? There seems to be no null checking? Would this fail or somehow work? Also maybe a timeout would be appropriate (for example if unit might loop, or get into contact, or get a different order by some other script)? Share this post Link to post Share on other sites
Kurtosis 2 Posted March 26, 2020 Is it intended that this mod enables you to teleport the player with Alt-Lett click on the map? Share this post Link to post Share on other sites
nkenny 1057 Posted March 26, 2020 @Kurtosis Default Arma feature in the editor, mate. 😉 -k Share this post Link to post Share on other sites
Kurtosis 2 Posted March 26, 2020 1 hour ago, nkenny said: @Kurtosis Default Arma feature in the editor, mate. 😉 -k LOL, I thought I tested without but apparently not thoroughly enough 🙂 1 Share this post Link to post Share on other sites
mjolnir66 48 Posted April 6, 2020 Would it be possible to change the radio ranges so that you can take them all the way down to say, 50m? I don't want to completely disable information sharing as it can break missions, but I also don't want groups stood next to a firefight ignoring it. Share this post Link to post Share on other sites
nkenny 1057 Posted April 6, 2020 @mjolnir66 Actually ran into the same issue the other day when I wanted to do a low tech mission. Will expand the range these things can be toggled in the CBA setting in future versions. 🙂 Until then you can either manually update your CBA_settings.sqf file. Google it if you are not familiar. Or change the variable directly. In either cases the variables are: lambs_danger_radio_shout = <number>; lambs_danger_radio_GUER = <number>; lambs_danger_radio_EAST = <number>; lambs_danger_radio_WEST = <number>; Come to think of it you could do a pretty cool mission so when you destroy a radio antenna (or similar) you equally destroy the enemies ability to use radio. -k 1 Share this post Link to post Share on other sites
nkenny 1057 Posted April 6, 2020 LAMBS Orkz New release version 1.2Changelog - Added dodge and hiding functions - Added assault speed selection function - Added low-level assault movement for non-buildings - Added ability to hot configure/toggle lambs_dangerOrk_fsmPriorities variable - Fixed calling wrong ACE3 health function (bug since last ACE3 release) - Improved suppression function - Improved looting subroutines - Improved FSM flow structure - Improved WAAGH data sharing - Misc. performance fixes More shootier boyz. This version is mainly a followup on previous releases. Expect performance improvements and higher degrees of aggression from units. The mod requires There is Only War to play. Download at: Steam workshopDrive 3 3 Share this post Link to post Share on other sites
cpt.ghost 104 Posted April 6, 2020 1 hour ago, nkenny said: LAMBS Orkz New release version 1.2Changelog - Added dodge and hiding functions - Added assault speed selection function - Added low-level assault movement for non-buildings - Added ability to hot configure/toggle lambs_dangerOrk_fsmPriorities variable - Fixed calling wrong ACE3 health function (bug since last ACE3 release) - Improved suppression function - Improved looting subroutines - Improved FSM flow structure - Improved WAAGH data sharing - Misc. performance fixes More shootier boyz. This version is mainly a followup on previous releases. Expect performance improvements and higher degrees of aggression from units. The mod requires There is Only War to play. Download at: Steam workshop testing now ooh im gonna enjoy this 😄 1 1 Share this post Link to post Share on other sites
drdetroit 77 Posted April 6, 2020 @nkennyThanks for your most excellent work with the Lambs projects; much appreciated!! Everything seems to work well and bumps up the quality and efficiency working with my AI squad. One question; how can I set the hotkey to turn on/off Lambs for my AI? A few posts above you mention this...however, I didn't see anything in the options inside Arma. I'd like to turn it off until needed for CQB. Thanks again and good day! DrDetroit Share this post Link to post Share on other sites
kremator 1065 Posted April 6, 2020 Thanks nkenny. Is there a non Steam version for us luddites ? Share this post Link to post Share on other sites
nkenny 1057 Posted April 6, 2020 @drdetroit It is in the CBA Key configurations. Mind you LAMBS Orkz and other derivative projects do not have the whole shebang of features full LAMBS Danger fsm does. @kremator I'll add a Drive link -k 2 Share this post Link to post Share on other sites
froggyluv 2136 Posted April 7, 2020 Whats the Dodge feature from Orks? Is that in Lambs as well? Share this post Link to post Share on other sites
nkenny 1057 Posted April 7, 2020 @froggyluv Yes, fn_immediateReaction.sqf. I will be looking to improve it in the core mod as well. -k Share this post Link to post Share on other sites
cpt.ghost 104 Posted April 7, 2020 just awesome can't say more, i tested the last update the AI no more delay in response to enemy fire and no more cowards during firefight and about the dodge feature i couldn't notice maybe i need to test more i noticed that mechanized/motorized troops refer to stay hidden inside their APC/MRAP waiting the enemy to breed them with RPG/AT missile is this a feature or bug? thanks for this amazing mod Share this post Link to post Share on other sites