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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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14 hours ago, mickeymen said:

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...

 

 

Just checked out what is going on. I can say Lambs behaves as it should. It is just config fuckery in the end.

So let me explain.

The AI gunner in the MK19 sees squishy foot mobiles. Lambs will kick in as that is perceived danger. We check what kind of ammo the gunner has loaded in the turret. As those are squishy foot mobiles, we want HE rounds.

To get those rounds, we check the vehicle’s magazines, the weapon’s magazine and filter per warhead type.

Then we reverse the order of the found ammo types as vanilla sorts them in reversed order.

 

This all happens, the gunner finds an ammo belt of HE warhead types, switches it to it. Now here is the fun part. RHS has the canister shot the "RHS_48Rnd_40mm_MK19_M1001" magazine with its "rhs_ammo_mk19m3_M1001" bullets marked as HE. These rounds are basically just a 40mm shotgun. The grenade gets fired, then ""explodes"" (there is no vfx for this, again, glorified big shotgun) into many many submunitions of type "rhs_ammo_flechettes".

That is why you see no boom, but many small impacts in your video.

Will we fix it? No, there is nothing to fix on our end. We just use what the config gives us, and we code against vanilla config conventions.

Someone (as in not me or other lambs authors) can make a compat mod that fixes the ordering of the vehicle’s magazines config array.

Quick fix is to unload the canister shot magazine, so the AI will not switch to it.

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9 hours ago, diwako said:

Just checked out what is going on. I can say Lambs behaves as it should. It is just config fuckery in the end.

So let me explain.

The AI gunner in the MK19 sees squishy foot mobiles. Lambs will kick in as that is perceived danger. We check what kind of ammo the gunner has loaded in the turret. As those are squishy foot mobiles, we want HE rounds.

To get those rounds, we check the vehicle’s magazines, the weapon’s magazine and filter per warhead type.

Then we reverse the order of the found ammo types as vanilla sorts them in reversed order.

 

This all happens, the gunner finds an ammo belt of HE warhead types, switches it to it. Now here is the fun part. RHS has the canister shot the "RHS_48Rnd_40mm_MK19_M1001" magazine with its "rhs_ammo_mk19m3_M1001" bullets marked as HE. These rounds are basically just a 40mm shotgun. The grenade gets fired, then ""explodes"" (there is no vfx for this, again, glorified big shotgun) into many many submunitions of type "rhs_ammo_flechettes".

That is why you see no boom, but many small impacts in your video.

Will we fix it? No, there is nothing to fix on our end. We just use what the config gives us, and we code against vanilla config conventions.

Someone (as in not me or other lambs authors) can make a compat mod that fixes the ordering of the vehicle’s magazines config array.

Quick fix is to unload the canister shot magazine, so the AI will not switch to it.

 

Hi @diwako, thanks for the answer!

However, it is not clear - why this does not always happen!? Sometimes I see normal explosions when hitting!
And the main question! - If RHS uses 40mm shotgun, like a hand shotgun, then why without LAMBS will they always have normal explosions, instead of hitting like we see with a shotgun!?

 

Quote

Will we fix it? No, there is nothing to fix on our end.

This is the saddest thing, because without LAMBS there is no such problem!

I think, Probably you could find some trick to fix this problem, instead of fixing it directly by changing RHS configuration

 

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9 hours ago, mickeymen said:

 

Hi @diwako, thanks for the answer!

However, it is not clear - why this does not always happen!? Sometimes I see normal explosions when hitting!
And the main question! - If RHS uses 40mm shotgun, like a hand shotgun, then why without LAMBS will they always have normal explosions, instead of hitting like we see with a shotgun!?

 

This is the saddest thing, because without LAMBS there is no such problem!

I think, Probably you could find some trick to fix this problem, instead of fixing it directly by changing RHS configuration

 

 

for the first part:

The switching to another ammo type is not always the case, in case of immediate danger the gunner just uses what ever they have loaded. Maybe in some of your cases the canister shot has already been depleted, or maybe the vehicle does not have canister shot magazines, or the order of magazines in the config is different.

And no, 40mm shotgun is not a hand shotgun sized thing. Imagine holding a cartridge with the diameter of 4 centimeter in your hand, you do not wanna shoot that free handed. While 40mm grenades are "low power", there is a reason why canister shot is mostly available only in mounted weapons.

 

For second part, the "not fixing part".

It is a Sisyphean endeavor if we start adding exceptions to the logic, which uses the vanilla config conventions as a base. First we add RHS, then CUP, then other mods and so on. Who maintains all of those compats?

Basically work without end for something that can be done via a small patch mod, while simple, you will have to go through all configs of all the mods and see where this issue can crop up. And frankly, I prefer to spend my time otherwise.

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On 11/8/2024 at 11:52 AM, diwako said:

 

for the first part:

The switching to another ammo type is not always the case, in case of immediate danger the gunner just uses what ever they have loaded. Maybe in some of your cases the canister shot has already been depleted, or maybe the vehicle does not have canister shot magazines, or the order of magazines in the config is different.

And no, 40mm shotgun is not a hand shotgun sized thing. Imagine holding a cartridge with the diameter of 4 centimeter in your hand, you do not wanna shoot that free handed. While 40mm grenades are "low power", there is a reason why canister shot is mostly available only in mounted weapons.

 

For second part, the "not fixing part".

It is a Sisyphean endeavor if we start adding exceptions to the logic, which uses the vanilla config conventions as a base. First we add RHS, then CUP, then other mods and so on. Who maintains all of those compats?

Basically work without end for something that can be done via a small patch mod, while simple, you will have to go through all configs of all the mods and see where this issue can crop up. And frankly, I prefer to spend my time otherwise.

 

@diwako Thanks for the detailed answer. I understood everything except one detail!

If I don't use LAMBS, then I will not see this problem. It is not clear why.

 

At least my tests show that as soon as I turn off LAMBS, I immediately see a normal explosion when grenade hits.

So it turns out that it is LAMBS that is causing this problem, while you are telling me that it is an RHS problem.

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27 minutes ago, mickeymen said:

 

@diwako Thanks for the detailed answer. I understood everything except one detail!

If I don't use LAMBS, then I will not see this problem. It is not clear why.

 

At least my tests show that as soon as I turn off LAMBS, I immediately see a normal explosion when grenade hits.

So it turns out that it is LAMBS that is causing this problem, while you are telling me that it is an RHS problem.

 

As per the last posts, we have established these things:

 

Lambs switches the loaded ammo of vehicle mounted weapons based on enemy type.

The configs relating to magazines of these weapons are on the vehicle and weapon classes.

The magazines are stored in a long array.

The magazines are sorted in a particular way by using the ammo’s warhead type in vanilla.

Lambs uses the sorting schema which every vanilla vehicle and vehicle mounted gun uses.

Lambs uses the list in reverse as the type HE is dead last in the sorting

Lambs is developed using the vanilla base game and CBA.


Now RHS is loaded

Modded vehicle and gun is used.

Magazines of modded vehicle are not sorted as they are in vanilla.

Again, Lambs is developed using the vanilla base game and CBA and will use the vanilla convention on how these magazines are sorted.

 

 

Is this a major issue? No, as that sorting usually just affects when the ammo shows up in the scroll wheel menu to switch to it.

In this case the canister shot is sorted in the way that it is the first warhead type of type HE in the reversed filtered list of HE munition.

Solution, either unload the canister shot magazines or make a small patch mod to set the correct ordering of the magazines in the vehicle.

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