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LAMBS Improved Danger.fsm

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PierreMGI seemed to have solution but looks expensive 

 

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

 

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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

 

 

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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?

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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)

 

 

 

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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

 

 

 

 

 

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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.

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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.

 

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On 6/23/2022 at 1:39 AM, mickeymen said:

 

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

 

 

Sorry for a late response. It works indeed! Thanks for info.

 

In case someone else wonders, all you need to make a group respond to other groups that have detected enemy, is to set the checkbox “Enable Dynamic Reinforcement” in a group composition. Such unit will advance to the last known enemy position.  

 

Also, it's worth noting that groups need to be in range to share information with each other - I believe it’s 500m default range and 2000m for units (groups) with backpack radios.

Of course, you can change the values and other options in the Settings -> Addon Options -> LAMB main.

 

Anyway it’s a really great feature.

 

On 6/23/2022 at 1:39 AM, mickeymen said:

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

 

Seems that - after being successfully notified about the enemy - a reinforcement group will cancel any WPs it had and advance the enemy.

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Under what circumstances would AI call for artillery support? I've placed a mortar for OPFOR and checked artillery box in the group settings in Eden, I can see debug message that one artillery piece is registered, however enemy AI group never calls for support. I've thought it's because they have grenadiers, but when I replaced them all with simple riflemen they still wouldn't use mortar. 

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I love this mod. But I need to disable it for units in player's group so it doesn't conflict with my SOG AI mod. I'm doing the following to disable it, but that is not working. The units are still doing Lambs Danger stuff and ignoring my SOG AI move commands.

 

How do I disable this?

 

This is not working to disable Lambs Danger:
 

{
	_x setVariable ["dangerAIEnabled",false];
} forEach units (group player);

 

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1 hour ago, johnnyboy said:

I love this mod. But I need to disable it for units in player's group so it doesn't conflict with my SOG AI mod. I'm doing the following to disable it, but that is not working. The units are still doing Lambs Danger stuff and ignoring my SOG AI move commands.

 

How do I disable this?

 

This is not working to disable Lambs Danger:
 


{
	_x setVariable ["dangerAIEnabled",false];
} forEach units (group player);

 

 

Can you not disable the behaviour for player squad via the in-game Lambs options?

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On 8/15/2022 at 10:47 AM, sbua16 said:

Can you not disable the behaviour for player squad via the in-game Lambs options?

Yes!  Thank you suba16.  Disabling the two options highlighted below eliminates the conflict between LAMBS danger and SOG AI.

lambs-Options.jpg

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Looks like this mod is dead. Very sad... 

The last update of the stable version was a year ago.
Last dev update, over half a year ago. I tried using dev twice, not sure, but it seemed buggy to me (worst performance) 


For me, this is best AI mod, but with three pains in the ass, that interfere with full enjoyment:

1) AI (infantry, vehicles) will indefinitely suppress the empty sky.
2) If some of the enemies wil killed on your installed explosive, then the all enemies in map will know about you location and will start to hunt you.
3) LAMBS waypoints will ignore game waypoint settings, they are disposable in using. (cannot be switched to next)

 

I tried informing the creators about it, but there is no effect. These splinters are still in mod/

Hopefully someday this will be fixed/improved...

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Try Vcom AI I like it overall better then LAMBS but it's not being updated like most things ARMA3 scripts and mods will be broken with updates and original designers no longer update them. 

 

The bottom line some of these mods and scripts should be incorporated into the vanilla game SMH 

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On 11/29/2022 at 11:36 PM, avibird 1 said:

Try Vcom AI

Why do you think I didn't try it?
For me, this is not good AI mod, because it is buggy and creates a lot of nonsenses in gameplay.

Despite the errors I listed from LAMBS, this looks much better. 

I remember a lot of glitches from Vcom. For example, in Vcom AI blows itself up with self explosives. He sets up a Demolition Charge and blows up several ally members of the squad!

There, the player automatically begins to perform the actions that the AI should perform, even if the player does not want it.  For example, the player starts automatically throwing grenades, without pressing the G button!

With errors like this, it's just not playable content for me. I put this mod several times and deleted it in irritation.

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Perhaps this information will be useful for users of  LAMBS. 

At first I thought that I found another LAMBS bug, but later it turned out that this is an incompatibility problem with other not AI mod.

As it turned out, the CH Bright Nights mod - significantly increases the range of vision of AI without NVG in the darkness. 

When they are together with Lambs detection file (lambs_range.pbo), which itself increases the range of vision of AI, then AI will turn into Riddick, able to see in the dark at a distance of 300-400 meters and shoot in this darkness very accurately.

This can break any night mission...

Edited by mickeymen
additional tests were done

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