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About Unleashthepain

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  1. Unleashthepain

    NR6 PACK - HAL Artificial Leader Evolved

    for sector control not really. Just leave everything as it is. Other than Commander personality as ideal and change the Capture radius according to the sector size. Also threw HAL into a Liberation mission. That took a bit of work.
  2. Unleashthepain

    NR6 PACK - HAL Artificial Leader Evolved

    I usually just set up a sector control mission. and have that as the end game
  3. Hi having a small issue. Launching the HC it says "steam authentication failed". I have the Headless IP and Local Client as and a playable HC in the mission. Any idea why? Nevermind, didn't have battle eye ticked. Feel free to delete
  4. Unleashthepain


    that's fine and totally understandable. I can see where you're coming from 🙂 Thanks for the reply though. much appreciated
  5. Unleashthepain


    speaking of your AI heal module. Was wondering would it be possible to have it auto init on start up of the game, Then can adjust settings through CBA? rather than having to place the module every mission
  6. Unleashthepain

    LAMBS Improved Danger.fsm

    i noticed a deploy static sqf in that console....is that gonna be a thing? please tell me it's gonna be a thing
  7. Unleashthepain

    Tactical Combat Link - TypeX

    Do the AI setup static weapons with this? Just wondering as i'm yet to see them do it
  8. Unleashthepain

    LAMBS Improved Danger.fsm

    Some of my squad will run back 100m stop and then say ready. This is in a open field situation. Are they meant to be doing this? I feel like i'm having to tell them to regroup a lot. Maybe it's because i play liberation more than editor based missions using waypoints
  9. Unleashthepain

    LAMBS Improved Danger.fsm

    oh I was using this in co-op as well. Same thing was happening if we had any AI in our squad. Do look forward to the updates as I thoroughly enjoy the mod.
  10. Unleashthepain

    LAMBS Improved Danger.fsm

    @nkenny Here is the video. Mods used were. 3CB forces, Achilles, C2, 3den, AIS, LAMBS Danger & RPG. All Latest Versions. As you can see the AI spam Negative continuously. And take a long time to regroup despite putting them to aware. I feel as if as soon as they're told to regroup they should snap out of combat mode and regroup
  11. Unleashthepain

    LAMBS Improved Danger.fsm

    Was while playing liberation on altis. Using RHS, CUP, Blastcore and C2. Nothing directly affecting AI other than LAMBS Danger, Turrets, RPG and Suppression. It's like after combat they'd stay in combat for ages. I'd have to use C2 to disable their auto combat or change them back to aware or careless...this was including HC squads as well. But with the Squad AI, you'd tell them to go Aware and they'd go back to Combat mode. Sometimes the guy that had been supressing would just stay in that position. I don't know if it's possible, but maybe you could have the AI in your squad be more compliant/ kill danger mode when told to regroup. I will try and get a video of it today for you 😁
  12. does this worked on Zeus placed units and how do i know if it's actually working? And does everyone need it for it to work in MP? Never mind...i completely skipped that system features section when reading the Read me...🤦‍♂️
  13. Unleashthepain

    LAMBS Improved Danger.fsm

    hey man, thanks for the update! still having problems with squad staying in Combat mode, tell them to go aware and they auto switch to combat. Have to tell them to regroup a lot as they keep running off and doing their own thing. . Also they say negative like every 10 seconds and i have no idea why. The building clearing and use of cover is fantastic, just currently a pain in the ass to keep regrouped
  14. Unleashthepain

    LAMBS Improved Danger.fsm

    is there a way to stop my squad searching every building? Currently going through Pyrgos and they're clearing every building in the vicinity. Telling them to regroup just has them ignore me. same with putting them at Aware. Whenever I say regroup they say affirmative but then continue to clear buildings with a "Move" listed under their name. I pulled them out of the building with zeus back to my position, had them regroup and now they're going back to the building.