Jump to content
nkenny

LAMBS Improved Danger.fsm

Recommended Posts

PierreMGI seemed to have solution but looks expensive 

 

{_x inArea thisTrigger} count allMissionObjects "#explosion" > 0

 

  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites
10 hours ago, froggyluv said:

PierreMGI seemed to have solution but looks expensive 

 


{_x inArea thisTrigger} count allMissionObjects "#explosion" > 0

 

 

@froggyluv thank you so much! Now it works for me. 

 

I decided to demonstrate this to all users:


I also want to create these parts for stealth missions. However, I do not understand why it is "expensive"? Will such a trigger overload the system?

It would be great if the LAMBS team could use #explosion, at least in limited cases

 

 

Share this post


Link to post
Share on other sites

My co op group is having extreme issues with the AI detecting us at 500 Meters no matter the lighting conditions and concealment. Is there a setting in LAMBS that effects the AI's detection that can be adjusted or toggeled?

Share this post


Link to post
Share on other sites
On 4/22/2022 at 12:17 AM, sputnik monroe said:

My co op group is having extreme issues with the AI detecting us at 500 Meters no matter the lighting conditions and concealment. Is there a setting in LAMBS that effects the AI's detection that can be adjusted or toggeled?

 

I had simular problems with AI detection. After I deleted the lambs_range.pbo and set my AI level to 1.0 I was happy. I got strong yet realistic opponents.

File lambs_range.pbo makes the AI incredibly sharp, it doesn't look natural especially at nights (using NVG)

 

 

 

  • Thanks 1

Share this post


Link to post
Share on other sites

Hi LAMBS developers!

 

@diwako @nkenny

 

Long time no news from you. I hope LAMBS danger is not dead.

I discovered the one problem of Lambs AI. At first, I was sure it was a vanilla problem, but when I several times disabled LAMBS, I couldn't reproduce the problem.

Please fix this!

 

Problem description :


Enemy AI of opfor side, will always knowsAbout of the player/other soldier of blufor side, who put the explosive, if enemy unit of opfor side will be explouded by this explosive.

Or vice versa. I added factions to the description, to make it easier to understand me. Explosives can be anything. It could be a anti-personnel mine, C4, anti vehicle SLAM-Mine, etc.

 

If this happens, then:

 

1) any detection trigger (by default or scripted) will be activated, even with such max values as knowsAbout > 3.8 (as far as I know the maximum value is 4.0)

2) enemy AI of explouded side, will always know the location of such soldier, even if the player currently was not visible for any enemy, even if the player is hiding behind buildings, terrain of other obstracles.

3) enemy AI commander will order to his subordinates attack such a hided soldier, and subordinates will go to the point of his location.


In fact, after laying any explosive the player becomes visible to enemy AI!  As far as I can guess, the AI treats an explosive attack in the same way as a firearm attack, in which the AI sees fire point and immediately detects the enemy.

It seems to me that the AI does not understand the difference between this and the two attacks, so it reacts the same way and instantly detects the enemy. 

Unfortunately this will break any stealth mission, even if the mine/explosive was placed far from current the player's position.

 

Expected  AI behavior: - AI  should not know about the enemy, whose mine it was detonated on.

 

Repro here:

 

1. Place a player in an urban environment as an explosive specialist.
2. Place an enemy full squad - 8 soldiers.
3. Make sure that the enemy AI squad will not see the player.
4. Set a waypoints for the enemy AI patrol with a slow movement and safe behavior.
5. Start the game, so that the enemy AI patrol does not see the player.
6. Place a bouncing mine in the path of the patrol so that he does not detect you, better around the bend for patrol waypoint, the mine should not be visible to the patrol (can be behind the building corner)
7. Hide inside the remote building.
8. Switch to spectator mode and observe the AI patrol.
9. As soon as the patrol explodes on a mine, the survivors of this squad will order to attack the player and will move to his location.

 

repro example on the Stratis:

38422535_m.jpg

 

 

 

 

 

Share this post


Link to post
Share on other sites
On 6/25/2020 at 4:18 PM, SHIFTY WOLF said:

Hey guys, I’m trying to get my head around the sharing of information and specifically the calling for help from other units. 

 

First up, I’m correct in saying an AI group in contact will ask for support from other nearby units?

Do the reinforcements need to be at a guard waypoint to be “available” to call?

Do the reinforcement need to be in danger themselves to be called?  

 

Anyone can help with this? I have the same question.

 

I know that you can set individual squads to have a radio, so they can call other groups for help. Also you can enable Group Reinforce option on other groups so they can respond.

Are there any other steps required? Unfortunately, I somehow can't get it working.

 

It sounds really cool, but I'm a bit confused how does it actually work and how AI groups share info.

Share this post


Link to post
Share on other sites
On 6/20/2022 at 5:49 PM, IvanDolvich said:

I know that you can set individual squads to have a radio, so they can call other groups for help. Also you can enable Group Reinforce option on other groups so they can respond.

Are there any other steps required?

 

No special steps needed. You have asked a good question.
I decided to test this, because I had never tried it before. I placed in the editor on the military base one BLUFOR squad and gave to one soldier a radio-backpack. I also placed 4 BLUFOR squads at a great distance (>= 1 km), and also gave them radio-backpacks. This four support  squads units were placed without waypoints.

Next, I placed some OPFOR groups and gave them waypoints to the BLUFOR military base.
I watched what was happening - after the fire contact, all four the distant BLUFOR squads moved towards the BLUFOR base and supported their allies, getting involved in the battle!

LAMBS support works great! You can run your tests with or without diferent specific waypoints. I don't know if the current waypoints will influence the decision of the AI to advance towards the ally, but you can try this and tell us about your observations

 

Quote

Unfortunately, I somehow can't get it working.

 Try some like my test and you will see how it works.

 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×