redarmy 307 Posted November 29, 2020 27 minutes ago, beeper said: It "doesnt permit" many things, that is why mods exist. I doubt you (and anyone) can define that. It is just suggestion, and author will decide. And i see it as needed Don't get it. Only I can say - I hosting dedicated with about 40 mods (including this, VCom, etc) and never seen CPS less than 40, even on complex missions like KP liberation (about 5mb of script files). Moreover, this function can be optional. Depends of realization. Well if you see it as needed then you create a script for air vehicles to target empty vehicles.I dont believe this mod touches air units,and its safe to assume its outside the scope of what the author wants considering what he has created so far. And if your loading this AND VCOM and 40 other mods i can only imagine the shitty FPS your all getting. Expecting this mod to meet the needs of a CTI game mode like KP liberation(where yes,empty vehicles can be exploited) is a bit short sighted considering most other scenarios will have empty vehicles and not want them destroyed by AI pilots. Your asking for a very niche and specific feature from a mod whose focus is on something else entirely. Share this post Link to post Share on other sites
diwako 255 Posted November 29, 2020 A feature as such would add a whole new layer of what AI needs to handle. The main issue is the behavior how an empty vehicle that no one ever sat in is seen as. Lambs danger uses the vanilla way to spot enemies, which as mentioned already, is not intended or supported. We would need to tag every vehicle that can be seen as enemy in some way or another, then need to add more assessment stages to manually fire on said target, depending if the group is even, which adds even more overhead as we now need to query over all enemy tagged vehicles, determine if they are a threat, determine if the group can even deal with that target and so on and only then we can script wise order it to deal with that target, taking away all other features until this target has been dealt with. In short a lot of work, maybe without any pay off and very much new behavior which can be seen as bugs by many people. Imo it would be easier to add a scripted module to zeus/script for mission makers can use for this kind of feature. Share this post Link to post Share on other sites
froggyluv 1707 Posted November 29, 2020 2 hours ago, diwako said: A feature as such would add a whole new layer of what AI needs to handle. The main issue is the behavior how an empty vehicle that no one ever sat in is seen as. Lambs danger uses the vanilla way to spot enemies, which as mentioned already, is not intended or supported. We would need to tag every vehicle that can be seen as enemy in some way or another, then need to add more assessment stages to manually fire on said target, depending if the group is even, which adds even more overhead as we now need to query over all enemy tagged vehicles, determine if they are a threat, determine if the group can even deal with that target and so on and only then we can script wise order it to deal with that target, taking away all other features until this target has been dealt with. In short a lot of work, maybe without any pay off and very much new behavior which can be seen as bugs by many people. Imo it would be easier to add a scripted module to zeus/script for mission makers can use for this kind of feature. Its a good idea though and I would assume realistic -wouldnt the main objective for most military operations short of Assassination be to destroy their hardware? I would think the enemy chopper would be a higher asset than the pilot 2 Share this post Link to post Share on other sites
KeyCat 127 Posted November 29, 2020 Maybe bolt a "invisible target" with attachTo on players vehicle/s could solve the issue in an not so taxing way.... Just thinking out loud..... /KC 1 Share this post Link to post Share on other sites
beeper 8 Posted November 29, 2020 8 hours ago, redarmy said: Well if you see it as needed then you create a script for air vehicles to target empty vehicles.I dont believe this mod touches air units,and its safe to assume its outside the scope of what the author wants considering what he has created so far. I talk about engaging any vehicle which players disembarked from freshly, read carefully. Attack from heli it's just example, it can be any AI unit - tank gunner, or even personnel with AT. I interested only of mod author's opinion, and not somebody assumptions about author's opinion. Especially: 8 hours ago, redarmy said: And if your loading this AND VCOM and 40 other mods i can only imagine the shitty FPS your all getting. ORLY? ))) And this is only mods I left besides my modpack (because of server - launcher data limitation) 8 hours ago, redarmy said: Expecting this mod to meet the needs of a CTI game mode like KP liberation(where yes,empty vehicles can be exploited) is a bit short sighted considering most other scenarios will have empty vehicles and not want them destroyed by AI pilots. Your asking for a very niche and specific feature from a mod whose focus is on something else entirely. FRESHLY DISEMBARKED! Goddamn you kidding me. It's meaning not to attack any opfor vehicle, empty or not, only spotted with players or already engaged. It's situation possible in any mission. Share this post Link to post Share on other sites
redarmy 307 Posted November 30, 2020 Is the dynamic artillery broken? In testing i cant seem to get mortars or vehicles to fire,no matter the way i set it up or the ranges of pieces,or enemy to friendlies. Oh i see theres a big delay,seems to work fine but whats the exact safe distance from friendlies? Share this post Link to post Share on other sites
jandrews 109 Posted November 30, 2020 19 hours ago, beeper said: I talk about engaging any vehicle which players disembarked from freshly, read carefully. Attack from heli it's just example, it can be any AI unit - tank gunner, or even personnel with AT. I interested only of mod author's opinion, and not somebody assumptions about author's opinion. Especially: ORLY? ))) And this is only mods I left besides my modpack (because of server - launcher data limitation) FRESHLY DISEMBARKED! Goddamn you kidding me. It's meaning not to attack any opfor vehicle, empty or not, only spotted with players or already engaged. It's situation possible in any mission. Personally i think this would be a cool feature in general. Ai pilots should id enemy objects and attack regardless of player interaction. This may be something you could add as a side script running a loop every few minutes or less. Not entirely sure as I suck at creating scripts. Have you done any Google search? 1 Share this post Link to post Share on other sites
Synchronized 46 Posted November 30, 2020 I notice that VCOM AI attack empty vehicles leaving the sensations that they are denying enemy transportation. Any way to "reverse engineer" that? or colaborate. Share this post Link to post Share on other sites
nkenny 825 Posted December 5, 2020 @redarmy Artillery is due a rewrite. There have been been some reports of errors, though these have not been easy to debug. @Synchronized Ownership of vehicles is retained for some time. So if a unit leaves a vehicle, but that vehicle is still owned by that side. It will register as a low priority target for enemy forces. As Diwako states, adding a module to intelligently destroy potential enemy assets would be a massively invasive feature. Not to mention, it would demand a contextually intelligent AI. :) Update Progress is going well. 2.5 is very much in a playable state. It is based on an entirely new FSM and newfangled tactics engine. Provided we're happy with the performance, I hope to see a release before Christmas. -k 15 1 Share this post Link to post Share on other sites
kremator 1009 Posted December 5, 2020 Looking forward to getting my hands on it ! Share this post Link to post Share on other sites
Gunter Severloh 2869 Posted December 16, 2020 @nkenny Hey my good man, you want to tell this guy https://steamcommunity.com/sharedfiles/filedetails/?id=2180676839 either yay or nay on him uploading your Lambs Danger, Lambs RPG, RPGTard_Cup and RPGTard_RHS mods to the workshop before i report him, stupid shit like this bothers me. You got knuckleheads who go ahead and upload a mod without asking permission and then think its ok to say its not their mod in the description and then say if the author wants me to take it down then contact them. Really!? What gave this jerry the right to go and upload the mod in the first place, then the dickfor has the audacity (not the sound program) to state to contact him if you want the mod taken down, WTF! Tell this chump to get off his high f*cking horse to take your hard worked on mod from the workshop, unless of course you gave him permission then ignore my post here. Also your mods arent the only mods he uploaded, im having a field day on this dude, i personally hate thieves i dont care what good intentions are behind it, support the modders in the community or f*ck off! 4 2 Share this post Link to post Share on other sites
drdetroit 67 Posted December 16, 2020 1 hour ago, Gunter Severloh said: @nkenny Hey my good man, you want to tell this guy https://steamcommunity.com/sharedfiles/filedetails/?id=2180676839 either yay or nay on him uploading your Lambs Danger, Lambs RPG, RPGTard_Cup and RPGTard_RHS mods to the workshop before i report him, stupid shit like this bothers me. You got knuckleheads who go ahead and upload a mod without asking permission and then think its ok to say its not their mod in the description and then say if the author wants me to take it down then contact them. Really!? What gave this jerry the right to go and upload the mod in the first place, then the dickfor has the audacity (not the sound program) to state to contact him if you want the mod taken down, WTF! Tell this chump to get off his high f*cking horse to take your hard worked on mod from the workshop, unless of course you gave him permission then ignore my post here. Also your mods arent the only mods he uploaded, im having a field day on this dude, i personally hate thieves i dont care what good intentions are behind it, support the modders in the community or f*ck off! I just reported this moron to Steam. I mean, why do people think they can grab peoples work and post it anywhere they want? What planet do they come from where this is ok? I agree, this bugs the hell outta me too. 3 Share this post Link to post Share on other sites
sammael 335 Posted January 1 Is there a way (waypoint or script ) to make AI don`t run in my direction and do not move far from where they are ? Just so that they shoot back in my direction without rush me Share this post Link to post Share on other sites
Synchronized 46 Posted January 7 Is there a way to make AI deploy static weapons like in vcom? Share this post Link to post Share on other sites
redarmy 307 Posted January 12 On 1/1/2021 at 4:04 PM, sammael said: Is there a way (waypoint or script ) to make AI don`t run in my direction and do not move far from where they are ? Just so that they shoot back in my direction without rush me Try put this in the group leaders init this enableAttack false; Now the mod may overide this,but this stops squad leader issuing move orders to individuals.By default if your squad is on a move WP and they have a line formation,make contact as they arrive to wp,they will all disperse or at least a few will whom squad leader tells to. With this in the leaders init they should stay in their line formation,all of them,and simply fire back at the enemy.There are other ways but again,if the mod decides something else,it will most likely take priority. EDIT: Just jumped in and tested.Can confirm this works well. If read this @nkenny would you mind considering for any future update,not adding anything that could overwrite "enable attack",or leaving it as an optional addition. The mod description does state that it doesnt interfere with waypoints or good mission design,etc,but having groups leave their designated waypoint to chase enemies up to 1km away will cause issues for mission makers. Incidently really looking forward to the next update. 2 Share this post Link to post Share on other sites
terox 305 Posted Wednesday at 09:46 PM On 11/17/2020 at 6:12 AM, n0sferatoo said: Hi, How can I disable Lambs Danger on specific unit/vehicle in 3D editor? On 11/17/2020 at 9:48 AM, [VW]Wrath said: There is an option in the units attributes to disable lambs I believe. I don't think it's there in a vehicles atteibutes but it should be under lambs settings in an infantry units. So in a scenario where this is run as a serverside mod only, is there a setvariable commands available for example ' Group this setvariable ["LDFSM",FALSE]; 'that a mission developer could place in the groups init field to stop the group from running the fsm for specific groups. (Would also help during dynamic group creation as well) Apart from that, this is a pretty good improvement to the standard BIS FSM. So thank you for that. 1 Share this post Link to post Share on other sites
nkenny 825 Posted yesterday at 06:57 AM @sammael A quick fix is to do what redarmy suggests-- setting the group to <group> enableAttack false; Generally when I set up missions where I need the AI to remain static, I either use the garrison module or manually place AI with 'this disableAI "PATH";' set up. @redarmy It is funny you should mention it. EnableAttacks and the attack feature in itself is something we've been experimenting with quite a bit. I was considering making a video on the topic, but real life is real life. For the next release we remain committed to a seamless integration, but you will see enableAttack disabled at phased intervals or when specific tactical actions are made. This does increase cohesion quite a bit. The reason why not to simply disable it is because sometimes, sometimes it actually works really well. The attacking state is good at finding positions to engage from, and the sending out of troops is a nice way making the AI scout. It doesn't work so well for CQB-- hence, our tweaks. 🙂 @terox There are many ways to disable the AI. This ranges from the individual FSM and the group level "tactics". You can check our wiki (or my youtube channel) for more information, it is possible to do so by variable or checking an eden editor box or by Zeus interface. In short: <unit> setVariable ["lambs_danger_disableAI", true]; will disable the AI on an individual level. <group> setVariable ["lambs_danger_disableGroupAI", true]; will disable group level actions. Note that the individual actions trigger the group actions. Hence, if you wish to disable the AI for a spawned group-- do so on the individuals. -k 5 Share this post Link to post Share on other sites