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nkenny

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Posts posted by nkenny


  1. There are new releases for LAMBS_RPG and LAMBS_Turret and LAMBS_Danger.fsmCheck the relevant steam page for the changelogs for the first two. 

    LAMBS Danger.fsm
    New release: Current version 1.4.3 *HOTFIX*

    Change notes

    - Added increased CQC aggression and use of suppression for machine guns
    - Added Wheeled APCs to 'armoured vehicle' AI
    - Added configurable parameters for share information ranges*
    - Added Unique reaction to nearby explosions**
    - Fixed bugs related to AI artillery (Virtual and actual) 
    - Fixed Players will no longer play gestures
    - Tweaked Investigate dead body ranges
    - Improved WP text descriptions 
    - Minor WP tweaks (generally increased default ranges)
    - Misc. Performance tweaks

    *This tweaks introduces configurable Share information radio ranges. This feature will be handled by CBA user interface in the next full version. Variable names may change for version 2.0

    ** @Jester504

    Relevant variables are: 
    lambs_danger_radio_shout = 50; 
    lambs_danger_radio_WEST = 1000; 
    lambs_danger_radio_EAST = 1000; 
    lambs_danger_radio_GUER = 1000; 
    lambs_danger_radio_backpack = 2000; 

    Range is modified by height above sea level. (Higher means longer comms). Shout and backpack variables are universal. Backpack is added to default range. When a share information check is called the group leader will check all team members. He will pick the best suitable unit to share information: 

    A unit qualifies as wearing a backpack if: 
    - The unit has the variable "dangerRadio" is set to TRUE (i.e., <this> setVariable ["dangerRadio",true];)
    - The unit is wearing any vanilla radio backpack
    - The unit is seated aboard a vehicle
    - The unit is wearing any TFAR configured backpack. 

    The configurable radio ranges make it easy to set up a variety of scenarios. For mission makers that want instantly broadcast information about enemy forces-- simply set Shout range to something extreme. The system will be hooked into the dynamic artillery system in version 2.0. Together with CBA eventHandlers this system can easily accommodate unique scripting. More on that when 2.0 releases. 

    Cheers, 
    nkenny

     

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    Steam Workshop 

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    ~ Here is a closer look at AI reactions and grenade and some under the hood commentary about 1.4.3 and the upcoming 2.0.0

     

     

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  2. @b0s
    Thanks man. To answer your questions:  
    1. The LOGIC FSM mod doesn't alter the danger.fsm like mine does. Much like VCOM, it instead it adds an extra FSM layer on top.  It does this in a pretty neat and compact fashion too. 
    2. Coming in version 2.0.0
    3. Now this is closer to what I can answer.  I suggest checking my long range shooting clip on YouTube for more detail. The shortest answer to this is: AI do not detect you instantly! There are many variables.  Some weapons, even when suppressed are simply louder than others. Shooting multiple rounds also makes it considerably easier for the AI to home in on your location. Shooting a perfect headshot will also keep the AI completely unaware of your location.  Finally, the danger.fsm attempts to mitigate the general effect by introducing a surprise reaction phase to the AI.  When this triggers, the AI seeks cover and attempts to go to ground (instead of shooting). 

    -k 


  3. @TesACC
    That is unfortunately not possible. I will however be releasing some AI scripts as standalone. 


    @LSValmont
    Hmm. Aside from propagating knowsAbout messages between groups, I do not modify it. I guess it is conceivable that the knowsAbout message would bounce back and forth for a cycle or two. But only if there are multiple groups present. I'm not sure what you mean by 'captive state'. 

    @Jester504

    Wow. That's a great idea. 

     

    -k 

    • Like 1

  4. @Leopard20

    I generally call for AGL (building positions) or ATL (essentially the same) when manoeuvring to the targets last known or expected location. 

     

    Ideally I want the mod to run straight out of the box, with longer cycles of higher intensity combat. 

     

    I do find pathfinding with the vanilla settings to occasionally be a limiting pain. 

     

    @Unleashthepain

    Arma has a panoply of maps and mods. Do you have a video and modlist or location?


  5. LAMBS Danger.fsm
    New release: Current version 1.42 *HOTFIX*


    Changelog
    - Fix Prevents combat information from being shared with units set to CARELESS
    - Adds unit value to disable the danger FSM for a specific unit*
    - Misc performance tweaks 

    Changes
    This release introduces the variable "dangerAIEnabled" which is attached directly to units to disable the danger.fsm from running: 

    <unit> setVariable ["dangerAIEnabled",true]; <-- enabled 
    <unit> setVariable ["dangerAIEnabled",false]; <-- disabled

    EDITED TO AVOID CONFUSION  as per 2.4.4+ the relevant variable is: 

    <unit> setVariable ["lambs_danger_disableAI", true];  <--- To disable individual AI.



    This can be done mid combat, but may in certain states take a few seconds to initiate. Combined with disableAI settings for "COVER" or "AUTOCOMBAT" you can create a nearly fearless AI with few scruples for personal safety. This hotfix represents a code branch of version 1.5. The author cannot guarantee that the variable names will remain the same in function or naming for the proper 1.5 release version. Expect the functionality to remain the same or improved.

     

     

     

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    Steam Workshop

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  6. @Dallas Medina

    Thank you for the feedback!

     

    Unfortunately your experience does not fully match mine. Then again, I will happily admit that the mod has been developed with an eye towards the COOP (PvE), moreso than warfare or single player. would like to improve that aspect.

     

    Perhaps if you could describe in detail or post videos of what you are seeing on your end? I know the AI has a very strong response to armoured, tracked vehicles and enemy air assets, which might be what's causing trouble.

     

    Throwing grenades randomly is no good. The mod does, however, not affect grenade throwing or any other weapon config-- aside from making suppressive fire more likely. This sounds like an AI being given conflicting orders 🙂

     

    Finally, the setting:

    group enableAttack false;

    Will disable many of the smaller attack and movement functions present in the mod. For better control, it may be worth exploring on player led groups.

     

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    @RCA3

    The team and I would be interested in the AI performing more deliberate suppressive fire. Feel free to throw it our way 🙂

     

    @Jagdgeschwader

    That sounds like a reasonable CBA setting. Though solving it with more ammo bearers is around 2000% cooler. If not 2001% 

     

    @froggyluv

    Refinement is what this is all about! I read feedback reports hungrily and have copious notes on internal tests. (The number of AI on AI engagements I have watched is getting ridiculous). What I mean is, keep the reports going 🙂

     

    I hope to explore adding more animations-- giving far more distinct and clear feedback in the future. 

     

     

    Thank you for reading,

    -k

    • Like 1

  7. CcZUVr4.png

    New release: Current version 1.41

     

    Changelog

    - Improved Infantry suppression with machineguns 
    - Improved vehicle behaviour to close infantry forces 
    - Improved Hide function by jokoho48
    - Fixed Ending CQC mode with player led groups 
    - Refined infantry engagement ranges 
    - Tweaked AI OODA loop
    - Fixed all known bugs 
    - Misc. performance tweaks

     

    Special thanks

    Diwako and Jokoho48 

     

    CBA is next!

    This is the last release done solely by myself. It will be maintained on the Steam Workshop as a legacy version.  The future is exciting. A small team of developers are currently updating this mod to CBA standard with all the benefits that comes with it. Already the development version is leaps ahead of the old framework.  The change to CBA will come with few differences to the end user. So far the only incompatibility is that missions using the LAMBS scripted way-points will have to be revisited. Simply remove and re-add the waypoint to get the current most version. Behind the scenes there are many things coming. Performance enhancements, code links for developers and a plethora of debugging features.  Support for ZEN is already in place and more usability features are being investigated. 

     

    In terms of AI enhancements the team is exploring options and listening to feedback. The mod will remain universally compatible with the vanilla game or mods. It will neither add waypoints nor disable AI features. 

     

    Thanks for reading

    nkenny 

     

     

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    Steam Workshop

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  8. @Jason Dotson
    I have not tested it, but from my research there should be no conflict. Group Link X (and like) operate on a higher level-- whereas the danger.fsm is reactionary.  Easiest way to test is simply to load both and enable one of the debug variables (lambs_danger_debug_FSM = true).  If you see debug information  while a unit is in combat-- it is working. 


    The reason why I haven't tested GLX fully, is (1) I've been busy. (2) couldn't get the damned  dastardly RAR file to open. haha. 
     

    @mikey74

    I aim to be fully compatible with anything vanilla does and scripted extensions/mods, within reason.  Anything particular this surrender script does?  Enable or disable any AI features or play certain animations? 

    Incidentally, I have looked at the videos of your AISS/FOA and SAMO mods. Very impressive stuff!

    - k


  9. 2 hours ago, devildog664 said:

    Can anyone help me find the Parent path names so i can add ace actions. Im trying to add an action to a civilian under their interaction but having trouble. I just need the class names for the parent paths as i guessed the ACE_Interaction but I guess that is not it. 

    
    _New_Talk_Action = ["Civilian_Talk","Talk","",{[_Unit,"Talk"] call Civilian_Interaction;},{true},{},{},{},5] call ace_interact_menu_fnc_createAction; 
    [_Unit,0,["ACE_MainActions","ACE_Interactions"],_New_Talk_Action] call ace_interact_menu_fnc_addActionToObject;

     

     

    Isn't it just straight under "ACE_MainActions" ?  Not on my PC at the moment, so can't check, but this LINK, does seem to suggest it

     

    -k 

    • Like 1

  10. LAMBS Danger.fsm 

    New release: Current version 1.4

     

    As advertised the latest version was released on Steam Workshop early this morning. I  delayed updating this thread in case any urgent hotfixes proved necessary.  The big change in the new version is a fully rewritten FSM and a group leader--group action  functionality.  The changes have been described in a post earlier in the thread. 

     

    Changelog 

    - Rewritten FSM 
    - Added group Actions: Rally, Hide, Manoeuvre, check buildings. 
    - Added 'dangerMode', 'dangerFormation', and 'dangerCode' group variables
    - Added utilising available static weapons 
    - Added vehicle danger avoidance routines
    - Added 'first shot' Reaction state for infantry 
    - Added tactical dismounts and investigation state for vehicles 
    - Added more state visualisation through gestures
    - Improved infantry panic state -- cleaner implementation 
    - Improved vehicle rotation routines 
    - Improved CQC combat mode in DELTA and FILE formations 
    - Improved Vehicle and infantry suppression 
    - Improved dynamic artillery module 
    - Improved debug feedback 
    - Improved ACE3 support 
    - Minor fixes to danger Waypoints
    - Minor improvements to civilian danger.fsm 
    - Minor performance enhancements to core scripts

     

    Special thanks

    This version would not have been possible without discussions, bug and feature testing, suggestions and technical expertise. I would like to extend particular thanks to: 

    Nopryl of Norway, for testing and feedback

    - Alex2k, for having a devious mind in regards to AI scenario design
    - Diwako, for beating my head with CBA and good advice

    - AnAngrySalad of UKSF, for consultation on realism and practical implementation* 

    - The kind words and suggestions from commentators at Steam Workshop and YouTube. 
     

    Next releases

    There is a small list of tweaks and performance enhancements for a version 1.41. I will very happily take suggestions or bug reports.  After the release of 1.41  the mod will move in a direction to support extended CBA functionality.  I have been fortunate in being approached by some very experienced developers that have provided very succinct suggestions and feedback. Some of these changes will make their way into 1.41  🙂

     

    Thank you for reading, 

    Ken 

     

    LINKS

    Steam Workshop

    GitHub

     

     

    -- 

    *Every time you are hit by dynamic artillery you should curse his name. 

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  11. @froggyluv

    It did. That comment is aimed some other unknown issue.

     

    @rainbow47

    That is correct. Though it just struck me that this will not be the case for player led groups.  That would need some additional interface. Hmm

     

    edit: Testing has shown that player led groups set to FILE or DIAMOND (Sometimes called DELTA) trigger the advanced CQC mode. If they are slow to initiate it, it can help to order one or more units to move (somewhere, anywhere). One limitation is that the units will take charge of their own destinies and continuously clear buildings around the player until satisfied. I may look into adding additional interface in the future, though this is strictly speaking outside the scope of the mod. 


  12. @beagle23
    Good question. In truth, I am just relying on vanilla group interaction.  In vanilla,  killing leaders  creates delays in calling of attack commands and so on. If a group leader dies next to a subordinate-- transfer of leadership is nearly instantaneous. There is no artificial inflation of command change, only the Group Actions outlined in my previous post are affected by suppression. Core features of the danger.fsm remain effective as these are individual in nature. 

    In short: I wouldn't worry unless it proves a problem in larger scale testing. Good theory-crafting however! 

    -k 

     

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