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nkenny

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Posts posted by nkenny


  1. @drdetroit
    Could you add some detail as to what you are experiencing. Extended combat modes might be our doing, but orders from strange places is definitely beyond our scope! 

     

    I test in single player scenarios quite frequently. Indeed, aside from a single report of a particular operation, the entire vanilla campaign has been reported fully stable. I would be grateful if you could check out some of our customisation options and see if that resolves your issue.  Such as: 

    - Disabling 'contact' state on player group
    - Try the 'disable group AI' button, which lets you to hot-toggle the AI on your own group. _very_ useful when moving quickly, or needing to reset your guys. 🙂

     

    -k 

    • Like 1

  2. Hi everyone, 

     I'll just slyly drop by with a bit of a sneak peek.  The official release of LAMBS Danger.fsm version 2.5 draws close. But for those of you wanting an early look, we've dropped the current Release Candidate on the Steam workshop.  Changelog at the same location. Our intention is to run the release candidate through its hoops for two weeks, before dropping an official release.  This gives us time to fix any urgent errors that might pop up, and add improvements offered by feedback. 
    Thank you everyone for your time 🙂

     

    The team

    diwako / joko / nkenny

    Steam Workshop

    • Like 7
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  3.  

    Same experiment repeated. This time using LAMBS Danger.fsm version 2.5 Release Candidate

    - Notice that for no communication to be passed, the killing shot must be a headshot-- and it must be a killing shot and the only shot that hit the AI.  

    - LAMBS Danger.fsm obviously checks that the communicating unit is alive. It is also both delayed and requires that the unit is not suppressed.

     

    -k 

    • Like 5


  4. Here is a video which investigates the effects of suppressors (and stealthy behaviour) in ARMA3. While not strictly speaking a video which showcases LAMBS Danger.fsm, it nonetheless demonstrates concepts very relevant to the mod. 

    AI behaviour is many layered. Features such as how easy it is for the AI to hear gunshots is greatly affected by how the weapon is configured. As has been stated many times, and for obvious reasons, it is not within the scope of LAMBS Danger.fsm to rewrite the weapon configs of all extant weapon mods.  While NIArms unquestionably introduce high quality weapons to the game, the way they are configured to work in AI hands is not so straightforward. I investigate that very issue in this thread: The effect of weapon on AI Accuracy

    More fundamentally there are information sharing features within Arma3 which, to my knowledge cannot be altered through scripting. For instance the speed which groups recognise that one of their member has fallen. Or the speed at which knowledge of an individual AI is transmitted to the entire group. For missions makers looking to create a specific experience, Bohemia has however created a powerful set of commands in setUnitTrait. Playing with these  can greatly affect how easily the AI understands threats; that is the knowsAbout  measure demonstrated in the video.

     

    -k 

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  5. We're entering feature freeze today. So that is exciting. 

     

    Regarding stealth missions

    Metal Gear Solid Arma is not. There is communication being passed between units that are not easily accessible by mod. As I have expounded upon in some of my AI-background videos, the only way to ensure perfect stealth is to score a head shot which instantly kills. But then, your issue is not any AI mod. It usually is ACE3. The reason for that is that ACE3 modifies the vanilla damage system-- in some cases preventing perfect instant-kills. 

     

    As has been mentioned by others, suppressors and hearing settings are beyond the scope of this mod. That said, the existing system does work quite nicely in Arma3-- given perfect headshots. There is both interesting "scream"-events and hearing attenuation that is built into A3.  While I'm sure the system could be refined, and indeed I've seen attempts of it, it probably isn't as bad as people make it out to be.

    For a true, solid snake, experience. You would need to lobotomize and rewire the AI.  Not impossible, given what we know now. But certainly heavy lifting!

     

    -k 

     

     

    • Like 2

  6. KxPvuUH.png

    Milestone reached!

    Today we celebrate 100 000 subscribers on Steam Workshop. Wow! I’m both shocked and thrilled.

    We’d like to extend our thanks to our subscribers and the many communities that play with our little mod. To the people on our discord that bring suggestions, comments and questions, often highlighting areas where we should communicate better or features that need improvements. To our GitHub contributors that have added features, translations, fixes and functionality. Your wonderful feedback that has helped improve the AI immeasurably. We take great pride and joy in the creating and enhancing your Arma3 experience.

    You should all know that every time you are lying in a ditch hearing enemy bullets cut through the air around you. Every time an armoured vehicle opens up and reduces a building to rubble. Every time the enemy breaches a room and clears a building (with you in it!). Every time you are frantically giving first aid to your friends, while the enemy is inexorably manoeuvring on your position. In short, any time the chaos of battle descends. The team and I are cackling with evil glee.

    Thanks for playing
    Diwako, Jokoho, and nkenny

    • Like 19
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    • Haha 1

  7. @drdetroit
    Very adroit. That's exactly how it is intended to run. When you really need the AI to go, setting formation to "FILE" or "DIAMOND/DELTA" helps.  If you really need to get them going. Also turn off lambs danger (with the toggle).  I tend not to use the toggle, but then again, I don't play long 1hr+ sessions with AI squad alone. 

    Combat, Stealth and danger.fsm are not identical. I explore the difference in one of my YT videos. In short. It is possible for the danger.fsm to be running, without the unit being in danger or stealth mode.  Danger or stealth mode does add cover-bounding movement however. Which we also touch on.  (allowing longer bounds -- hence better cqb behaviour and speedier movement)

    @harveysimpson
    Our recommendation is to run it alone. That said, lambs danger fsm is highly configurable and runs seamlessly along with vanilla. Many communities report running it with other AI mods with few if any issues.  My advice is to experiment a bit and use the combination that works for you 🙂

    -k 

    • Like 1

  8. On 11/15/2020 at 1:44 PM, Gunter Severloh said:

    (1)    So heres my question, was and or is it possible that even though the AI had or has no line of sight on you that he has an idea of where you at in that situation or

    would line of sight would make him target you, as it seems after he was shot at, he did not get down, he just turned

    a little and that was it, would that be an aware mode?

     

    (2) Also masking, and decoys, is it possible to shoot at the AI while having something else create a noise that would then make them target that noise instead of your shot

    i mean you could time it so that something else be it another shooter, or something the AI would respond too could go off at the same time you wanted to shoot, however

    is there someway to take either a grenade, smoke grenade, even a glowstick add a noise of some sort to it that would then make the AI feel threatened

    by it and target it, and not target as to shoot but because they heard it, even though in the quotes above grenades

    landing next to the AI are what is not making the AI go into combat mode.

     

    (3) Lastly Does the AI hear the point of impact from your shot fired as in from the gun itself or the general area of where the

    sound came from, or the shot landing (if missed) itself that they respond too?

     

     

    Emphasis and underlines my own. My answers are derived from extensive testing and working with the danger FSM for the LAMBS Danger.fsm mod. @Gunter Severloh

     

    1. AI knowledge is not perfect and can be off by many hundred meters if the conditions are right! A single sniper shot, even if not suppressed, will rarely give the AI perfect knowledge of the shooters position.  This can be tested by playing with LAMBS Danger.fsm and switching on the various debug modes.  In vanilla it is easily demonstrated by looking at where reinforcing units with a GUARD waypoint choose to move. If the shooter makes noise or otherwise exposes himself, the AI's knowledge will quickly become more accurate. 

     

    2. That is an intriguing idea. There is per now no way to consistently direct the AI's attention--- aside from shooting, suppressing and flanking!  Which TOTALLY works! 

     

    3. The answer is both! The relevant danger.fsm data is  "Explosion" and "Bullet Close".   The former reports position of impact, the latter the shooters position. There is a system of weighting within the FSM which decides which response is prioritised. It is not entirely clear by which process these individual events are triggered. Bullet close does seem to require some previous knowledge of the shooter, but it is not consistently the case that a single shooting event causes both and explosion and a "bullet close" (assuming the bullet whizzes past the listener).  It gets more complicated. If a shooting event happens nearby-- another event is triggered "Fire" which reports the shooters location.  Interestingly, the shooter need not be an enemy. 

     

    Arma3 AI is pretty good. Whats lacking is some pathfinding, but more importantly, feedback of the AI's current state. 

    -k 

     

    • Like 1
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  9. @TesACC
    As a leader of a community of that size, I think that your analysis of the problem is spot on, even as I don't agree with your conclusion.  
    It is hard, if not impossible to justify adding GM and CSLA to our mod repository for the reasons you outlined. For all practical intents and purposes CUP and RHS offer adequate, comparable or superior assets.  Assets which are inherently compatible with existing Arma3 universe. 

    I think the underlying problem is this: Global Mobilisation is everything Arma3 should have been on release: specific in scope and having an inherently interesting scenario/setting. The cognitive dissonance arises because GM is fundamentally and thematically not compatible with Arma3. Example: If a 7.62 from a GM rifle performs radically different from vanilla, RHS or CUP weapons it is incompatible. If the vehicles added in GM do not fit out-of-the-box into the default A3 sandbox, they are incompatible. All of this translates into a confused message.

    Unfortunately, I don't think there is an easy solution. I will continue to buy and support Bohemia products, but I don't expect to see massive use of neither GM nor CSLA anytime in the future. 

    -k
     

    • Like 3

  10. To my knowledge  there is no simple way to check individually-- beyond gradually adding/removing mods from the load order and manually checking performance. Performance is many things. Adding mods with a large number of assets will increase load time. Certain mods may have high quality or poorly optimised models (which means placing many of them on screen simultaneously is taxing for lower end systems).  If you are using some sort of mission framework for your common scenarios, check these for bugs or script loops. 

     

    Why don't you post a list of mods you are currently using? 


  11. @sammael
    A quick fix is to do what redarmy suggests-- setting the group to <group> enableAttack false;   Generally when I set up missions where I need the AI to remain static, I either use the garrison module or manually place AI with 'this disableAI "PATH";' set up. 
     

    @redarmy
    It is funny you should mention it. EnableAttacks and the attack feature in itself is something we've been experimenting with quite a bit.  I was considering making a video on the topic, but real life is real life. For the next release we remain committed to a seamless integration, but you will see enableAttack disabled at phased intervals or when specific tactical actions are made.  This does increase cohesion quite a bit.  The reason why not to simply disable it is because sometimes, sometimes it actually works really well. The attacking state is good at finding positions to engage from, and the sending out of troops is a nice way making the AI scout.  It doesn't work so well for CQB-- hence, our tweaks. 🙂

     

    @terox
    There are many ways to disable the AI. This ranges from the individual FSM and the group level "tactics". You can check our wiki (or my youtube channel) for more information, it is possible to do so by variable or checking an eden editor box or by Zeus interface. In short: 

    <unit> setVariable  ["lambs_danger_disableAI", true];

    will disable the AI on an individual level. 

     

    <group> setVariable ["lambs_danger_disableGroupAI", true];

    will disable group level actions.

     

    Note that the individual actions trigger the group actions. Hence, if you wish to disable the AI for a spawned group-- do so on the individuals. 

     

    -k 

    • Like 5

  12. @redarmy
    Artillery is due a rewrite. There have been been some reports of errors, though these have not been easy to debug. 

     

    @Synchronized
    Ownership of vehicles is retained for some time. So if a unit leaves a vehicle, but that vehicle is still owned by that side. It will register as a low priority target for enemy forces.  As Diwako states, adding a module to intelligently destroy potential enemy assets would be a massively invasive feature.  Not to mention, it would demand a contextually intelligent AI. :) 

    Update
    Progress is going well. 2.5 is very much in a playable state. It is based on an entirely new FSM and newfangled tactics engine. Provided we're happy with the performance, I hope to see a release before Christmas. 

    -k 

    • Like 15
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  13. Time to follow this thread a little closer again. 

     

    First of all I would like to say thanks to everyone for the kind words. LAMBS Danger.fsm crossed the 50000 Steam Subscribers threshold a little while back. The team and I are happy and excited to see and hear about the games you play. We will be bringing out version 2.5 quite soonish. In fact, for those of that snoop our gitHub, will have seen quite a bit of activity recently. 

     

    Version 2.5 will bring with it the much anticipated FSM rework and a considerable reorganisation and renaming of internal functions. The end result is a faster, more deadly AI; for developers,  a streamlined and consistent environment. Two interesting features that will be coming with the next version are reworked group behaviours and a shared memory within the group. The former is already familiar. AI Groups will perform tactical manoeuvres, such as flanking or collective suppressive fire. With the next version, that feature has been updated, tightened and enhanced. The different tactical states are now more apparent and potent. You'll see group deliver area fire on known and expected locations and they will assault buildings with all the more rigor and aggression. Group actions are therefore much more integral to the AI's performance in a combat environment. Likewise the intelligence or evaluative process for group actions has been improved. There is also more consistency in AI using flares or manning static weapons. 

     

    As to the former, a group now has a shared memory or consciousness of nearby enemies. When an AI soldier is in an assessment state, he will seek out enemies known to the group, but not directly threatening him. In other words, you will see the AI converge on known enemies or deliver sympathetic, prophylactic, suppressive fire when the enemy is not immediately within reach. The same system is used to make the AI more capable of clearing through buildings when enemies are suspected. Fun, dangerous, stuff.

     

    Thank you for playing :) 

    Ken

    • Like 20
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  14. LAMBS Danger fsm

    New release: Current version 2.4.4 *HOTFIX*


    Changelog

     

    Added context_menu actions support to the Zeus Enhanced mod
    Added configurable setting for ‘combat mode’ sharing distance
    Added patrol option to taskGarrison and taskCamp (default is disabled)

    Improved taskAssault (more reliable)
    Improved taskRush with dynamic cycle times

    Fixed random suppressive fire in taskCQB and improved house selection routines
    Fixed vehicles suppressing through terrain and high flying aircraft
    Fixed units will more reliable man static weapons in taskGarrison and taskCamp
    Fixed units will more reliably deploy static weapons from modded content
    Fixed units with LAMBS AI disabled will no longer be forced into combat mode by information sharing
    Fixed artillery registration issue
    Fixed in Zeus, moduleCQB and moduleAssault would always delete the logic even when asked not to.
    Fixed various issues in Eden and Zeus modules

    This version fixes and improves many small aspects of the mod related to task modules and group level behaviour. For players using the Zeus Enhanced (ZEN) mod, we’ve also connected the modules to the contextual menu for ease of use.

     

    The next move from the team will be an restructure of the naming scheme of many of the functions. As LAMBS Danger has proceeded the complexity of the project has increased. We are experimenting with future features.  among these are: enhancements to artillery, a much requested reinforcement system, adding a post-combat AI, a dynamic close air support engine, and various other pieces. As always we are committed to keeping the mod from overriding mission makers intentions and hence creating a seamless improvement to the game. 

    From the team
    diwako / joko / nkenny

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  15. @mickeymen

    TaskGarrison is meant to be a long term garrison, not simply checking a building, or temporarily holding it. Because the waypoint is actually a handler for a scripted function and not a "way point" in the BIS sense, it should be treated as end state when activated through waypoints. There are technical and game design reasons for this. It is, however, possible to skip out of the garrisoned state. You can do that by using the taskReset module, or simply by running the taskReset function directly on the unit you wish to have abandon the garrison. That could be achieved within the trigger or statement you are using to have the garrisoned unit move again. 

     

    The function to taskReset is 

    [<group>] call lambs_wp_fnc_taskReset;

     

    Doing so comes with the limitation that this group will be fullly _reset_. Essentially the members of the group will join a freshly created group. 

     

    -k 

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  16. @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 🙂

    @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 

    • Like 2
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