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LAMBS Improved Danger.fsm

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23 hours ago, froggyluv said:

there is nothing but radio silence and as far as these forums are concerned essentially dead

Well, maybe there is some old codger like me who's not dead yet!

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8 hours ago, jokoho482 said:

We have already released three bigger updates to the Dev Branch on Steam this year, so I would not say that the mod is dead. Yes, we are not active in the forums, but on our Discord and Steam Mod page.

 

as I stated - as far as these forums are concerned essentially dead. And why if anything come here to correct me and not help the man with his problem -at the very least steer him in the direction of where to get actual help.

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On 7/9/2024 at 10:43 PM, krzychuzokecia said:

Can LAMBS Danger.fsm waypoint Task CQB be used in the middle of a waypoint chain? I want AI group in my mission to move through forest, clear buildings in the middle of it, and then move further to another place, but for whatever reason they stand still after clearing last building in the range of Task CQB.

 

Neither this nor any other Lambs waypoint can be used in the middle of a chain of other waypoints. Unfortunately, all LAMBS waypoints are disposable, after them the AI will not switch to another waypoint. This can probably only be applied at the end of a waitpoint chain and only once. In my opinion this makes LAMBS waypoints narrowly focused and disposable.  I never use them at all, it's pointless for me

 

 

 

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On 8/28/2024 at 11:04 PM, mickeymen said:

Neither this nor any other Lambs waypoint can be used in the middle of a chain of other waypoints.

Yup, learned that the hard way, and @diwako confirmed that in the Steam Workshop comments. It is what it is, it's not like I can script any better solution.

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LAMBS Danger.fsm

Current version 2.6.1


Requires
CBA_A3

 

-- Changelog --

Spoiler

 

Version 2.6.1

Added caching to Muzzle Check in doSmokeShell #366
Added better support for MLRS artillery #333
Added extended error message for when the mod is not loaded on the server #405
Added troops manning static weapons will now abandon them if they run out of ammo #349
Added soft-skinned, wheeled vehicles will try to dodge if explosions hit nearby.
Added better shared room-clearing procedures #387

Improved group and contact suppression #345
Improved dismount/rotate logic of IFVs and APCs
Improved taskFlank use of vehicles. (on the last cycle, vehicles will move to move position)
Improved doFleeing handling of vehicles
Improved doVehicleRotate performance in minor ways
Improved handling of assaulting group memory positions #352
Improved fnc_doCheckBody.sqf #354
Improved fnc_doCallout by @rekterakathom in #355
Improved explosionEH by @rekterakathom in #358
Improved building filtering by @rekterakathom in #360
Improved fnc_findReadyVehicles ammo check by @rekterakathom in #363
Improved evaluation order in queue check by @rekterakathom in #367
Improved Simplified Chinese translation by @Augustakit in #373
Improved disembarkment routines for static weapons and artillery #376
Improved flanking position and suppression routines #386
Improved group assault by splitting into impromptu fireteams #385
Improved vehicle maneuverability and use of smoke launchers #388
Improved some instances of groups shooting into the air #383
Improved anti-vehicle responses #369 by @rekterakathom
Improved file detection in callouts #397
Improved garrison and task dynamic patrols (sub-patrols rejoin main formation) #403
Improved TaskRush tactics and logic (more aggressive movement and better reactions under fire) #404
Improved door finding performance in findBuildings by @rekterakathom in #357
Improved LAMBS Danger now controls unit stances better #375

Fixed issue where AI would have more knowledge than appropriate #349
Fixed rare issue where assessing or flanking units would abandon vehicles
Fixed - Groups will now ignore empty static weapons.
Fixed Rare issue where doVehicleAssault could target empty spots in the sky
Fixed Units set to hold fire, stopped, or ordered to remain stealthy will no longer clear buildings
Fixed situations where AI would ignore enemies behind them!
Fixed fnc_doUGL.sqf detection of 40mm grenades #353
Fixed issues related to constant dismounts #374
Fixed BrainForced using PRONE instead of DOWN #407
Fixed AI ammo usage check in doSmoke #365
Fixed some checkVisibility usage #361
Fixed packing of static weapons #384
Fixed group-level memory of CQB positions being sorted wrong #387
Fixed type declaration by @LordGolias in #364

Changed required version of Arma to 2.18 #396
Changed “deprecated” tag to LAMBS Waypoints #398
Changed Man class usage from range addon by @rekterakathom in #400

 

-- Changelog end --

Happy days! A new version of Arma and a new version of LAMBS Danger.fsm.

Our extensive summer development branch/break (bréåux) has concluded, and we’re happy to update the main version. This release brings numerous enhancements to squad-level and vehicle-level tactics.

Significant improvements have been made to how AI understands and uses vehicles. Expect to see armored vehicles employ smoke launchers more aggressively and utilize simple fire-team tactics for flanking and assaulting squads. Dismounted infantry is more aware of its role as a screen for armored vehicles and a tool to clear nearby buildings. While this feature isn’t perfect, it is considerably better than before.

There is a long list of bug fixes (such as preventing AI from suppressing useless positions or dismounting when they ought not to or forgetting to clear CQB positions). Infantry path and stance selection has also been improved. Oh, and as a fair warning… MLRS artillery connected to the dynamic artillery system is… scary. Good luck out there!

As always, the team is very thankful to our contributors and would like to extend special thanks to Rekterakathom, LordGolias, Augustakit, and Rautamiekka.
 

 

 

 
STEAM Workshop

---
GitHub

---

Discord

 

From the team

diwako / joko / nkenny

 

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Hi Folks,

 

Thanks so much for all your efforts on this - much appreciated - looking forward to trying the update.

 

Regards,
Scott

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Hi, what to trigger if I want AI to start search for weapons around them?

Idea - trigger triggered by player and all synced AI will start to look for weapons/rearm

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Hi to LAMBS team.  Unfortunately I continue to see this strange problem, which I described above, more than a year ago.

 

I've already built myself a new PC, and LAMBS has received a new version (2.6.1), but the problem still remains.

The most interesting thing is that problem it is not stable. Sometimes it may occur, and sometimes not.

 

@nkenny @diwako 

 

Can you guess what could be the reason?

What generally does LAMBS have to do with visual effects?

It's beyond my comprehension...

 

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