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LAMBS Improved Danger.fsm

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Hey I have used lambs and Vcom AI work together. Lambs handles more of a combat tactics and behaviors while Vcom AI does it as well but lambs does not issue new waypoints like Vcom AI.  I also use MCC4 with GAiA. I feel a combination of lambs Vcom and Gaia mixing in a mission gives you a lot of unpredictability that you don't get from just using one mod or script. 

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2 hours ago, jandrews said:

Obviously this mod brings many players who want more realistic ai. And from what I've seen it definitely improves arma ai.

 

My question is does lambs alone do it?


From my experience...
LAMBS isn't realistic or believable.
VCOM, TCL, ASR_AI was never believable either.

It is personal choice and depends on what you want the AI to do.
Learn how the AI operate, with or without LAMBS, and design your operation around that.

I mean no disrespect to the creator(s) BTW. 

 

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That is way I use standard AI behavior Vcom AI and GAIA it makes them more unpredictable in a mission. In my humble opinion.

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I've seen this convo time and time again and have asked myself the same thing but what is realistic AI? What does the AI have to do to be realistic and would realistic AI be any fun to watch or even play against? Or is that something people say when the AI isn't doing what they want it to do?

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2 hours ago, B_Fox said:

I've seen this convo time and time again and have asked myself the same thing but what is realistic AI? What does the AI have to do to be realistic and would realistic AI be any fun to watch or even play against? Or is that something people say when the AI isn't doing what they want it to do?

 

Realistic AI means an AI that reacts as realistic as possible in all aspects of the game. Do they aim realistically? taking time to hone in on their targets to have a better shot or just 'snap-shoot'? Are their animations (speed at which they turn to orient to threat) realistic? Also do they react to nearby stimuli the way people do - if nearby allies are quickly butchered down in front of them do they take a tangible hit -do they panic or go about their business as if nothing happened at all. Do AI use natural camouflage like shadows/terrain and does the game account for that? Do they understand exposing too much of their body when utilizing cover or do they just lay down in the road carefree? Do they stay in cover when moving would be unsafe or just randomly Chicken Dance around?

 

Theres alot that goes into this but without question the more of these boxes checked the better the gameplay experience

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It's nice to read others opinions about ai mods.

 

My next question is what combo are you using and why?

 

I have been playing with lambs, tcl, cfbai and nr6. Thinking about adding the melee mod too.  Just making changes in the configurations.  Been interesting to watch. Another group by the name dragon company is doing this as well.  They are way more advanced than me. But good to see people wanting a better experience. 

 

 

 

 

 

 

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On 12/27/2021 at 7:39 PM, froggyluv said:

Realistic AI means an AI that reacts as realistic as possible in all aspects of the game. Do they aim realistically? taking time to hone in on their targets to have a better shot or

just 'snap-shoot'? Are their animations (speed at which they turn to orient to threat) realistic?

Well with super accurate weapons (usually from mods or dlc) and little encumbrance the AI can turn around (full 180), shoot (1 round) and kill. Of course for a trained sniper or marksman you can excuse that but for the everyday grunt? of course not, that should be impossible! Now I do not know if that's what you mean but the AI has built in parameters to measure a variety of things that would affect this such as; encumbrance, stamina and suppression.There is a whole thread dedicated to AI facts and Myths.

 

The AI has flaws for sure and from what I understand AI mods can tamper with surface level stuff but can never truly change core AI behavior. This is why there will always be the same flaw in the AI no matter how many mods you slap on top of it. But my point was what someone might deem realistic might not be realistic for others or for every situation. IMHO I believe in the search for realism we ended up just bogging down the AI with tools that they don't know how or when to properly use and I would think a more simpler and somewhat unrealistic approach would be more successful (in vcom a AI with a tripod can deploy a heavy weapons without the actual gun). I also believe that intelligent and even unintelligent behavior should be added even though it would be unrealistic behavior. And to get the AI to do specific tasks or orders should be left to specific waypoints or modules as seen in lambs, RHS, and Iron Front.

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On 1/2/2022 at 11:43 AM, B_Fox said:

 

Well with super accurate weapons (usually from mods or dlc) and little encumbrance the AI can turn around (full 180), shoot (1 round) and kill. Of course for a trained sniper or marksman you can excuse that but for the everyday grunt? of course not, that should be impossible! Now I do not know if that's what you mean but the AI has built in parameters to measure a variety of things that would affect this such as; encumbrance, stamina and suppression.There is a whole thread dedicated to AI facts and Myths.

 

The AI has flaws for sure and from what I understand AI mods can tamper with surface level stuff but can never truly change core AI behavior. This is why there will always be the same flaw in the AI no matter how many mods you slap on top of it. But my point was what someone might deem realistic might not be realistic for others or for every situation. IMHO I believe in the search for realism we ended up just bogging down the AI with tools that they don't know how or when to properly use and I would think a more simpler and somewhat unrealistic approach would be more successful (in vcom a AI with a tripod can deploy a heavy weapons without the actual gun). I also believe that intelligent and even unintelligent behavior should be added even though it would be unrealistic behavior. And to get the AI to do specific tasks or orders should be left to specific waypoints or modules as seen in lambs, RHS, and Iron Front.


I don't disagree with what you are saying here but I do think that the amount of behavior mods is on the mission designer/community mission team to test extensively to see if it works for them and the group as a whole even likes what it does. As someone that likes to build missions I also like them to be somewhat controllable from a Zeus perspective. Meaning the Zeus should have the ability to redirect without constantly fighting the AI to do what they need done or by extension just allow the Zeus to oversee what is happening without making it overly complicated.

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On 1/4/2022 at 11:49 PM, Nichols said:

I don't disagree with what you are saying here but I do think that the amount of behavior mods is on the mission designer/community mission team to test extensively to see if it works for them and the group as a whole even likes what it does. As someone that likes to build missions I also like them to be somewhat controllable from a Zeus perspective. Meaning the Zeus should have the ability to redirect without constantly fighting the AI to do what they need done or by extension just allow the Zeus to oversee what is happening without making it overly complicated. 

I'm glad:happy: you kinda see the my point, its kinda hard to articulate and make it make sense. Of course I cannot and will not tell someone they can or can't play with "X" mod because it is unrealistic, isn't good or up to my standards. In your case you have to use a AI mod that won't generate waypoints and confuse the AI from what you have planed. In a similarly sense I just make missions for the enjoyment of watching the AI fight and I too face that problem of the AI getting confused because a mod has told the AI to do something that might be realistic but ends up being a bit pointless because of the situation or because of the mission.

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Hello,

 

I thinking about to replacement a other AI mod with that to do, so i have a ask for that i not found  answer.

Can i used this mod as "Serverside" only mod? or need both server and clients it?

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7 minutes ago, john85oc said:

Hello,

 

I thinking about to replacement a other AI mod with that to do, so i have a ask for that i not found  answer.

Can i used this mod as "Serverside" only mod? or need both server and clients it?

both

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8 hours ago, john85oc said:

Hello,

 

I thinking about to replacement a other AI mod with that to do, so i have a ask for that i not found  answer.

Can i used this mod as "Serverside" only mod? or need both server and clients it?

You need to run it where the AI you want it to affect are local.

Usually, that's server only. The only time you need it client-side is when you have AI in a player-commanded squad. Needlessly running it client-side will degrade player performance a little.

 

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So, I am experiencing a great time with danger mod. 😎  Problem though, while not a real problem is adding this to dedi server in command line serverMod=   cba functions are not visible.   But run it as a mod and launch a dedi server from the launcher you can just load it as a mod and cba setting are visible.    I think I had to be admin with both server client Danger Mod  to have cba functionality.  Anyway thats what Im doing. But I like the ability to hide the mod requirements for mods that run on the server so not all players download them.   I know of course that  zeus would not contain the Lambs Danger addons  if I did not have it running  as admin.  ????????????? 

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If anyone already does this, run this with Vcom AI, some of the things i seen from the AI while flying (WW2) is

- AI infantry, halftracks, static weapons engage you even in the air.

- While shooting at an AI soldier with my wing cannons, this guy lied prone on the ground and literally rolled trying to evade each rd that was landing around him.

- Seen an AI about to get into a vehicle as he was running towards it, as soon as i disabled it, the AI stopped and turned the other way and ran.

- AI seem to see you when your incoming about to strafe them, so they instead of standing there being cannon fodder they literally start moving to either cover or in general.

 

These are just a few of the things i noticed from the air from my attacks and fly overs, other then worrying about AA guns, i got to mind these guys on

the halftracks with 50 cals too, AI infantry will actually do hull damage if enough rds hit your plane which occurred to me once, so im rather austruck how this

changes the game.

   Lets hope the AI in the base game of Arma 4 when its here gets the same love, that .... would be the shit!

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Thats cool to hear Gunter - funny how all those little details add up to make a much more immersive time to be had. Had similar experiences using Lamb/VCOM but my all time favorite was a Nazi jumping over a fence as i was hiding in a country back yard and blasting me with his SubMG -scared the S outta me as i forgot they could do that and i thought i had all my angles covered. NAzZEES!!

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