Arma 3
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LAMBS_Danger.fsm
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
1.378 MB
8 Sep, 2019 @ 1:48pm
14 Oct, 2024 @ 10:48am
29 Change Notes ( view )

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LAMBS_Danger.fsm

In 1 collection by nkenny
Nopryl test server 2020
22 items
Description
A considerable expansion of vanilla Danger.fsm. Added are features which extend the enemy response and reaction to fire. Reuploading to Steam Workshop is not permitted.

Summary
The overall goal is to make buildings part of the AI's available terrain. The AI will dynamically enter and clear buildings holding enemy soldiers. The nature of the the danger.fsm does not make these features a replacement for dedicated scripts and clever use of waypoints.

The AI is a significantly more active combatant. The biggest changes is that the AI is now able to view buildings and structures as part of the tactical terrain. The AI will search through buildings, hide and garrison within, as well as provide suppressive fire against suspected enemy positions. In addition AI reactions to fire, even when the origin is unknown is expanded. The AI will also communicate threats to nearby allies.

Features
* AI will move inside buildings
* Perform suppressive fire (Vehicles will dismantle buildings)
* Panic, with special effects
* React, even when exact enemy position is unknown
* React by hiding in the presence of powerful vehicles when without equipment to deal with it
* Check dead bodies (Rearms if possible)
* Tanks will react by rotating towards threats
* Improved civilian reactions, hiding in buildings and checking dead bodies
* Dynamic Artillery system
* Custom waypoints for specific AI behaviour

Installation
The mod runs automatically for all factions, including RHS and CUP. To double check that the mod is runing, enable one of the debug variables.

Compatibility
The mod is fully compatible with ACE3, VCOM, but unfortunately not ASR. This version requires CBA.

Development
Check the gitHub for development variables to toggle or tweak gameplay features.

Join our Discord[discord.gg] for news, discussions, feedback and happy times.

---

LINK TO BOHEMIA FORUMS[forums.bohemia.net]
LINK TO GITHUB[github.com]
Popular Discussions View All (37)
8
30 Jun @ 6:56pm
Lambs Server mismatch
dragonlips3000
15
13 Aug, 2023 @ 10:31am
AI crew dismount perfectly good vehicles for no reason
Blue
4
22 Jun, 2022 @ 3:30pm
Server or Clientside
LightningRoc77
1,572 Comments
alex7003-01 9 Jul @ 11:10am 
Great job.
I like it. But the bots often become stupid. Often in the city the bots hang in one place and do not pursue the enemy.
joko dont ask me anything  [author] 28 Jun @ 12:42pm 
@Ace it does support vertical axis changes but Arma 3 broke that some updates ago.
Ace 28 Jun @ 12:36pm 
I have a small request.

Is it possible to alter the garrison module to have a vertical axis as well? I have had situations where I don't want to garrison the whole building, especially the top levels—just the inner floors. Often times, buildings will have garrison spots on the roof.

Being able to change the Z-height of the module box would be super helpful. Or would that require changing way more code than I think it would?
diwako  [author] 20 Jun @ 8:56am 
This mod has no ai healing. We do support ACEs medical AI tho. Lambs does not run on player units. Must be another mod.
Sgt. Dikas 20 Jun @ 6:44am 
Just me? i feel like my character starts using a medkit with no input from me, i think it might be from this mod since this is the only mod with AI healing.
diwako  [author] 20 Jun @ 2:22am 
It should, even should have gotten a boost in performance now.
Zabolotniy 20 Jun @ 1:20am 
Does it work normally after update 2.20?
Tree 18 Jun @ 9:58pm 
thanl god to the person who made it, it made my life so much easier with the lobotomized ai
_mickey_ 18 Jun @ 9:45am 
@diwako

I found out something about the problem shown in my video to you before https://youtu.be/fcn3EDDspvA

After many tests I have determined that the AI ​​group will have a chance to not switch to the next waypoint in the waypoint chain (for example MOVE, MOVE, SEEK AND DESTROY, MOVE), if the waypoint settings "Completion Radius" is left at the default (not changed)

But if player set it to something like 20 meters, then the AI ​​will switch to the next waypoint, without problems.

So, from here we have a conclusion that for some reason the AI ​​group in some parts of the map can not complete the current waypoint. So I have a request to you, I do not know what the default value of "Completion Radius" is. You don't know this?

It should definitely be > 0.

But could you increase this value, for all LAMBS units? This way the player could get more obedient (relative to waypoints) AI groups
CartoonHead24 9 Jun @ 6:52am 
That's a fair enough answer lol, I will.