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nkenny

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Everything posted by nkenny

  1. @mickeymen 1. We allow the waypoint modules to be a little more invasive in terms of changing behaviours and combat modes. Best way to see which do what is to experiment a little. That said: When AI enter buildings, they are often limited to walking pace. This is a limitation of pathfinding. 2. In the same spirit as (1), the waypoint modules are not designed from the ground up to be easily linked into a chain of actions. These are better realised as "end states" or "fire and forget" modules. Easy ways in which to deploy the AI to a specific task. That doesn't mean it is impossible to string together different behaviours. The way to realise it is by using the taskReset module. Of course, if you are constructing a more advanced mission like that, I would advice creating your own scripted handler and calling the functions directly. @M1stb0rn As Joko says, only artillery units will be added to the artillery pool. Future versions will add CAS support ๐Ÿ™‚ @Jimi Markkanen Not familiar with IFA3. By default it will only consider underbarrel grenade launchers. I suspect these weren't really around in WW2. hehe. Perhaps future version. -k
  2. LAMBS Danger fsm HOTFIX New release: Current version 2.4.2 Changelog (2.4.1 & 2.4.2) Added None to Task Garrison Exit Triggers (option prevents units from breaking garrison) Added Increased Flare/Illumination usage on Contact State Fixed Key Signature issues on Dedicated Server Fixed AI getting stuck in Garrison State* Fixed AI getting stuck in Fleeing mode Fixed vehicle AI would sometimes spam share Information Removed Investigation path from vehicle FSM (was unused) *Thanks to @Coulfor finding and fixing the issue. From the team diwako / joko / nkenny
  3. @coul That's a real bug! Must have been removed in one of the revisions. It isn't critical as I believe FSMs will time out automatically, but I will look into it further. -k
  4. @madrussian Next version will feature an internal restructure. Which is exactly where I would want to expand on the features you are interested in! -k
  5. LAMBS Danger.fsm New Release: Current version 2.4.0 Requires CBA_A3 3.15.0 or later Changelog Added Port all Strings over to Stringtables so that they can get Localized Added Vanilla EventHandler wrapper for all current Events Added Nearby friendly fire check for Suppression with configurable setting Added Nearby friendly fire check for vehicle suppression and assault functions Added Maximum Reveal value setting Added CBA Version dependency Added Player only setting for Task Creep/Hunt/Rush (these modules can now hunt enemy AI) Added SortByHeight, Teleport and Exit Condition setting to TaskGarrison Added Teleport setting to TaskCamp Added Remote compatibility to Task Assault/CQB/Camp/Creep/Garrison/Hunt/Patrol/Reset/Rush Zeus and Editor Modules Added Rewrite of Task Artillery to make it multiplayer compatible Added Various performance optimizations to danger FSM Added Immediate Action state Added fnc_immediateAction with smarter movement routines to avoiding fire Added fnc_indoor to only recognize buildings Added Units with ACE3 medical AI enabled will exit FSM Added Tweaks to fine-adjust suppression position Added Improvements to re-manning static weapons Added fnc_leaderAssault, fnc_leaderFlank, fnc_leaderSuppress, and fnc_leaderGarrison* Added fnc_leaderStaticDeploy, fnc_leaderStaticPack and fnc_leaderStaticFind (units will now dynamically deploy static weapons and more reliably man nearby ones) Added fnc_doSmoke, fnc_doUGL (functions to throw smoke and shoot flares respectively) Added FSM fix to prevent units from reacting to allied weapon fire Added FSM reaction state will now only trigger on dangerous events** Added FSM better support for ACE3 medical AI by delaying healing when unit is threatened by nearby gunfire or forced movement Added FSM faster and more aggressive movement when 'forceMove' variable is enabled Added units which call artillery will now attempt to use binoculars and stay in position to direct fire Added settings to disable dynamic weapon deployment and remanning Changed All number edit boxes in ZEUS Modules to sliders Changed Module Artillery Dropdown to Side Selector Changed Make use of CBA_fnc_getPos from CBA 3.15.0 update Changed Moved various settings such as speed and search range from FSM to function for easier editing Changed Increased threshold for doing suppression while suppressed from 0.5 to 0.75 Changed FSM priorities for bulletClose increased from 3 to 6 Changed fnc_fsmExitVariables to use fnc_isAlive Changed Default settings for CQB range from 50 to 60 Changed Radio minimum range settings from 200 to 20 based on user input Changed Gestures used to indicate initial reaction (from 'cease fire' to 'freeze') Changed fnc_hideInside, reduced range units without cover would retreat from 45-110m to 10-55m Changed Debug information variables are now global if `Debug Functions` setting is enabled Fixed An issue with ShareInformation Fixed That Task Creep/Rush didn't use user set Cycle Times Fixed Error in fnc_vehicleSuppress (vehicles would fail to engage) Fixed Assaulting units from occasionally looking into the ceiling Fixed Global variable in suppression part of FSM (timeout) Fixed Increased APC dismount range from 180 to 250 meters Fixed Tightened range which units check for CQB buildings in CQB mode (No need to check out to 250 meters) Fixed fnc_react - reaction state stances were reversed Fixed fnc_suppress - override setting would also override intelligent target adjustment based on visibility Fixed fnc_zoneMarker - marker is now created local only Fixed FSM issues with doWatch and doLook Fixed FSM leader state Contact! Now uses distinct gesture and collects troops better Fixed FSM improved performance, moved more code to functions, and clarified priorities Fixed move command in fnc_leaderFlank would override the current waypoint Fixed Flying Waypoint in TaskGarrison Fixed A possible issue with group counts overflowing max group limit with some taskX Modules/Waypoints Removed fnc_leaderManoevure replaced by fnc_leaderFlank Group Tactics A big addition in this release is the introduction of a more extensive set of group level actions. These are called when the AI assesses that enemies are holding in garrisoned buildings or in otherwise weak tactical positions. The unit can respond in four ways: Flanking, suppressing, assaulting, or attempting to garrison its own or enemy building. The exact tactic being employed depends on the unit's own combat mode, available cover and distance to target. These new states replace the more limited fnc_leaderManoevure. Reaction state The second major overhaul is how the AI will enter the reaction state: Units that expect enemy contact are less likely to flinch. By default they will now only enter a reaction state when the unit is hit, unit spots a new enemy, nearby explosion or bullet impact, seeing unit from their own group killed, hearing another unit being hit, or bullet whizzing by. Units set to FULL speed mode or STEALTH behaviour will not trigger reaction and hiding responses. Special thanks The team would like to extend thanks to @BadGuy for help with adding User Interface elements, @R3vo for the German translations and @madrussian for spotting an error with waypoints being deleted. Discord Got questions, suggestions or other feedback? Come hang with the cool kids on our Discord. From the team: diwako / joko / nkenny --- STEAM Workshop --- GitHub --- Discord
  6. @Carlos Leung No configuration necessary. Mod runs automatically on all units. Even modded ones, provided they inherit from vanilla units. -k
  7. @Disgusting_Man I'll look into it. We have a version we use in nopryl.no that I could make public. @tyreyalv I keep my skill settings at the default. As I have investigated elsewhere, I find the biggest difference being the weapon carried-- particularly when mods are compared to each other. On our server we run custom settings, but closely linked to 'veteran' or 'expert' settings. In the end it is a matter of preference. A cross-section of the deadliness of gameplay that you or your community want to have. Arma3 settings are unfrotuantely rather opaque in this regard, so there is little other option than experimenting youself or trying one of the mods that specialise just in that regard. ๐Ÿ™‚ -k
  8. Realised half-way through this video that I didn't have my headset on. Which in turn messed with the sound quite a bit. Initially I had intended to remake it, but didn't really have the time for it. Take it for what it is. An early development video showcasing the new group manoeuvre system being introduced in version 2.4 Oh, and errors in suppression (i.e., friendly fire have since been fixed) -k
  9. @LSValmont Nothing fancy. In our case the move just gave the squad extra impetus to keep on target. Based on our new tactical manoeuvres , substituting with doMove, as suggested, was sufficient. -k
  10. @madrussian That's a massive find! In my experiments I found that the move command overrode the current WP, but then set the unit back on their previous one. I will promptly investigate. We are adding a considerable rework and expansion of fn_leaderManoeuvre So changing this will be quick-- and you can expect a fix soon. -k Update: Error has been confirmed, exactly as described. We will institute a fix. Thnx madrussian
  11. @mickeymen The mod does not at present alter the built in behaviours of waypoints. That code is unfortunately not accessible. What you describe is something I have considered. At least reading the waypoints units are currently working under and then somehow taking these into account in their decision making process. One limitation is that the Danger fsm is purely reactive. The AI only makes assessments when actually in combat. What you describe would require another cycle to run on the group (or all groups) in question. Now this isn't completely out of bounds, in future versions we will be adding a post-battle assessment phase. Where just such things can be accounted for. So the answer is yes, we are aware of it. At the present, though we have the ability to, it is not within the scope of existing technologies, at this stage of development to add such features. Its also worth mentioning that LAMBS Danger seeks to be a non-invasive enhancement of the game. Suddenly manning (potentially stealing) vehicles or extended garrisoning of buildings is outside what we intend to do. With that said, armed with LAMBS Danger it is quite easy to write your own mission script (or mod for that matter) to suit your needs. 1. Periodically cycle through all local groups 2. Check each groups waypoints 3. If the waypoint is of types X, Y, and Z AND has a blank script/init field: Add your own intended script to that field suitable to the waypoint in question. The next version of LAMBS Danger will come with simpler garrisoning scripts and so on. ๐Ÿ™‚ @mjolnir66 Vehicles (of all stripes) are due another pass in the future. One reason I have been hesitant to delve too deep into features such as changing to HE rounds is: 1. I want the mod to be universally compatible with content mods: I do not want to add and maintain of all ammunition types in all mods. 2. Creating a powerful and flexible engine to make that decision is harder than you might think. When to change from one round to another is hard enough for humans, you do not want AI to be stuck in an endless reloading cycle. 3. It would make tanks EXTREMELY dangerous. -k
  12. ~Showcasing three small new features: Flares, throwing smoke and deploying static weapons @mjolnir66 It is essentially an expanded Suppression function. Units which are heavily suppressed have a chance to be panicked. You can configure this chance 0-100% in the CBA settings menu. You can also attach custom scripts to it via CBA eventhandlers. @jo spanner Cool idea ๐Ÿ™‚ -k
  13. @mjolnir66 Unfortunately the fleeing variable has only one point of contact "<group> allowFleeing 0/1". And once the group has started fleeing, it is difficult to unflee it. If you want more fine control for your own missions, I would set the fleeing variable to 0 and let the panic function do its work ๐Ÿ™‚ https://community.bistudio.com/wiki/allowFleeing -k
  14. @tittoffer We'll look into it. I am afraid it is an all or nothing thing in regards to buildings however. Some buildings are simply poorly configured. ๐Ÿ˜• -k
  15. @jo spanner I'll do a little bit of testing tomorrow. It should be simpy: [ myUnit, getPos retreatpoint, true ] spawn lambs_wp_fnc_taskAssault; Note spawn. Also I suspect your sixth argument confused things. It is an internal variable when the point of assault/retreat is a waypoint. ๐Ÿ™‚ -k
  16. Cool stuff! We're looking to add a post-battle assessment state in the FSM, which would be a perfect place to add something like this ๐Ÿ™‚ But by itself it is pretty neat too. -k
  17. @froggyluv Yes, fn_immediateReaction.sqf. I will be looking to improve it in the core mod as well. -k
  18. @drdetroit It is in the CBA Key configurations. Mind you LAMBS Orkz and other derivative projects do not have the whole shebang of features full LAMBS Danger fsm does. @kremator I'll add a Drive link -k
  19. LAMBS Orkz New release version 1.2 Changelog - Added dodge and hiding functions - Added assault speed selection function - Added low-level assault movement for non-buildings - Added ability to hot configure/toggle lambs_dangerOrk_fsmPriorities variable - Fixed calling wrong ACE3 health function (bug since last ACE3 release) - Improved suppression function - Improved looting subroutines - Improved FSM flow structure - Improved WAAGH data sharing - Misc. performance fixes More shootier boyz. This version is mainly a followup on previous releases. Expect performance improvements and higher degrees of aggression from units. The mod requires There is Only War to play. Download at: Steam workshop Drive
  20. @mjolnir66 Actually ran into the same issue the other day when I wanted to do a low tech mission. Will expand the range these things can be toggled in the CBA setting in future versions. ๐Ÿ™‚ Until then you can either manually update your CBA_settings.sqf file. Google it if you are not familiar. Or change the variable directly. In either cases the variables are: lambs_danger_radio_shout = <number>; lambs_danger_radio_GUER = <number>; lambs_danger_radio_EAST = <number>; lambs_danger_radio_WEST = <number>; Come to think of it you could do a pretty cool mission so when you destroy a radio antenna (or similar) you equally destroy the enemies ability to use radio. -k
  21. I'm building a small project of simplified formations and danger.fsm I'll put them on gitHub of course. -k
  22. I am 100% we are overwriting when changing these values. In fact, I have a lite formation mod I'm just about to release as a showcase. Also, I've used this already in my ork AI mod enhancement. These functions cannot, to my knowledge, be easily called. I wish they could, because they govern some pretty interesting features! That said, some of the values can be changed, see: https://github.com/nk3nny/LambsDanger/blob/master/addons/danger/CfgFSMs.hpp That is the result of some painful experiments. ^^ -k
  23. Short answer. You can't. These FSMs have been turned into engine-level commands. There are two ways to effect these however. Check cfgFSM to see the fsm turne dinto config-- along with a series of interesting functions which are unfortunately inaccessible to seeing or editing. The danger.fsm is fsmDanger config setting, and the formationEntity.fsm is the fsmFormation config setting. It IS possible to change the config settings however. And I have done so for LAMBS danger fsm. In my ORK mod I have also altered fsmFormation-- which is really, really powerful. HOWEVER. The price you pay is loosing all the neat cover-to-cover bounding movement. -k edit: 1. Because of 3 2. Only for the civilian fsms! 3. I believe they are hardcoded
  24. @Kurtosis Default Arma feature in the editor, mate. ๐Ÿ˜‰ -k
  25. @Storm Rider Not without a complete makeover of Arma3's animation and pathfinding system. Especially as the pathfinding ties into formations. Can't do much about the first two, the third, well. I am exploring things. -k
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