Arma 3
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Webknight Units - LAMBS_Danger.fsm Compatibility Patch (+ ACE3 Support)
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Data Type: Mod
File Size
Posted
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578.703 KB
8 Sep, 2023 @ 7:24am
16 Mar @ 9:58am
6 Change Notes ( view )

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Webknight Units - LAMBS_Danger.fsm Compatibility Patch (+ ACE3 Support)

In 1 collection by Phenosi
Phenosi's Workshop (Mods)
36 items
Description

STATUS: Stable
Now with ACE3 Headless Client support!

Why?
Running both Custom AI units and LAMBS.danger at the same time can cause unwanted behavior; or even outright break the units all together.

ACE3 Headless Client support
It will prevent any Webknight units from being offloaded to the headless client if you are using the ACE3 Headless addon to offload your AI on a server.
- More info on this.[ace3.acemod.org]

How does It make these two mods compatible?
This mod will do two things:
1. It will find pre-placed in 3DEN and ZEUS spawned units during a live-session and run this on them:
(group _unit) setVariable ["lambs_danger_disablegroupAI", true]; _unit setVariable ["lambs_danger_disableAI", true];
It will only run this code on units that are: Melee, have custom skeletons or Custom AI scripted units.

2. It will try and turn off the explosion eventhandler automatically upon loading into the game preventing weird behaviour like Smashers doing the Red Panda stance after getting hit in the face with a grenade.

Which of Webknights mods are made compatible with this patch?
- Empires of Old.
- WBK OPTRE Expansion
- Zombies and Creatures
- Star Wars Droids
- Webknight Stealh AI (IMS)
- Webknight Melee AI (IMS)
- Orks (Greenskins)
- Jedi and Sith (Lightsabers and Force)
- Space Marines (Melee)
- Our benefactors (HL2)
- Devourerking's Necroplague Mutants
- OPTRE Precursors
- Any other mod that uses Custom Skeletons?

Do LAMBS waypoints still work?
LAMBS waypoints should still work in all their glory.

Special Thanks
Thank you Webknight for helping out!

Originally Commissioned by Lu Jian and members of Webknight's Workshop

Feel free to follow me on my Content Platforms
My Youtube Channel


LICENSE:
Copyright 2023 Phenosi

This work uses the license Arma Public License Share Alike (APL-SA)
For your Steam accounts safety, do not reupload it to the workshop as it violates Steam Subscriber Agreement section 6B.


https://www.bohemia.net/community/licenses/arma-public-license-share-alike

Copyright 2023 Phenosi. This item is not authorized for posting on the workshop, except under explicit and clear credit towards the original author and third-parties involved aswell as permission granted.

If you have any issues with the content presented in this mod, please contact me first.

My Modding Discord:
https://discord.gg/UnQAQMKGdS


Support me on Patreon[www.patreon.com]

Buy Me a Coffee?[ko-fi.com]

Join my Arma 3 unit where we use this mod![discord.gg]

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀   Please READ the Workshop page and check out your own setup in-game ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀  before asking Questions or Reporting Bugs <--Discord[discord.gg]
41 Comments
JubalicousIceCreamYummy 7 Jun @ 6:26am 
Had a problem recently, every time an explosion happens near the zombies they start crouching, and their AI doesn't work anymore.
Phenosi  [author] 1 Feb @ 1:05pm 
glad it works
LackOfReason722 31 Jan @ 5:20pm 
Yup turning off the explosion thing fixed it, sorry about that, thanks for being super based tho!
LackOfReason722 31 Jan @ 4:55pm 
Ya know what, I just realized I might have just not turned off that explosion handler thing, I'm gonna see right now but the main problem I had was zombies breaking when they were damaged by an explosion.
Phenosi  [author] 31 Jan @ 1:28pm 
@LackOfReason722 and how did you figure this out, what does it do that indicates it is not working?
LackOfReason722 31 Jan @ 12:50pm 
Hey bro so I recently tried using this with webknights zombies and it doesn't work. LAMBS still messes with their ai even with this installed. So you are gonna have to update to fix whatever is wrong with it.
LEE O C 27 Jan @ 5:28am 
i didnt see the smasher doing panda dance until i used this mod, i'll see if i didnt toggle that addon setting
Phenosi  [author] 16 Dec, 2024 @ 1:26am 
No it will work for any spawned unit, in any context
Hemlock 15 Dec, 2024 @ 8:15pm 
So, the mod description says that it finds "pre-placed in 3DEN and ZEUS spawned units during a live-session"

Does this mean that, units spawned by a mission script automatically, IE Liberation spawned enemies, won't have this applied to them? Or does "Zeus spawned" mean anything spawned mid-mission including by mission scripts?
Phenosi  [author] 3 Dec, 2024 @ 7:59am 
my bad, will add.