Arma 3
LAMBS_Danger.fsm (DEV)
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Update: 6 Jan @ 11:35am

Version 2.6.2 dev 1

Added vehicle support to taskAssault #415
Added teleport option to taskPatrol #428
Added Defense Module #429
Added fixes from experimental hemtt linter with most aggressive linter settings #425

Improved ExplosionEH animations with CBA Events #402
Improved Utilize throwables command #412 by rekterakathom
Improved aggressive infantry behaviour in taskAssault
Improved Eventhandlers - Add Delay to AI Explosion Reaction #418 by lambdatiger
Improved Take advantage of "getUnitState" #420
Improved sort building positions to ensure nearest spots are always used
Improved use groupMemory as function goes along -- to prevent rechecking cleared positions
Improved brainEngage by taking advantage of getUnitState #421
Improved units in stealth mode or holding fire will not attempt to assault or suppress positions.
Improved Dodging and reactions (Take advantage of new getUnitState command) #422
Improved Dodge and Cover conditions. Units are more likely to drop prone when under heavy fire. #422
Improved Vehicle attacks and reactions #424
Improved doVehicleJink to select positions in cover #424
Improved fnc_debugDraw.sqf #426

Changed toLower to toLowerANSI #410

Fixed Macro in Version Mismatch Message #417
Fixed tacticsAssaults were bugged, potentially leaving units with FSM switched off #420
Fixed some cases of units warping through cover #422
Fixed tactics Contact Triggering inside buildings #423
Fixed prevent vehicles with wrong knowledge from attacking #424
Fixed predicted enemy positions slightly smarter #424

This update comes with new stuff! In addition to the usual slew of performance enhancements and fixes, it heavily takes advantage of the new ‘getUnitState’ to improve AI performance. It also adds a new Defense module to Eden, Zeus, and Zen, as well as a very useful teleport option to garrisons and taskPatrol.

Starting with getUnitState, this script command gave us better access to the current planning state of the AI. Meaning fewer wasted movement and shooting commands on our end-- which in turn leads to better performance and fewer instances of warping. With the AI also having better dodging skills, it makes for a more interesting combatant.

The new defense module adds a way to create a defensive spot and have a group Defend and Hold that position exclusively. The module can be configured for range, teleporting into place, random area patrols, and preferred cover positions.

Defend module settings allow the group to prefer buildings, walled fortifications, vegetations, or any combination to use as cover positions. Once engaged, the group will remain within the area moving from cover to cover according to proximity to the enemy.

The group will also frequently share information and attempt to call for Artillery fire. Making it an ideal function for those kinds of uses. Using the "stealth" or "ambush" flag setup defensive ambushes. Also excellent to model artillery spotters that will hold fire, but actively call for artillery strikes against known enemies.

Among other things: the debug draw panel offers much improved information flow, assault units clear buildigns more effectively, and animations play more reliably in multiplayer situations.

Finally, the team would like to give special thanks to rekterakathom and lambdatiger for their contributions to the latest release.

Enjoy! :)


From the team
diwako / joko / nkenny

Update: 14 Oct, 2024 @ 10:53am

Same as main branch 2.6.1

Update: 7 Jul, 2024 @ 8:12am

Version 2.6.1 Dev 3

Improved anti-vehicle responses #369
Improved detection of launcher weapons #395
Improved file detection in callouts #397
Improved garrison and task dynamic patrols #403
Improved TaskRush tactics and logic #404

Changed Required version of Arma #396
Changed Deprecated tag to LAMBS Waypoints #398
Changed Remove Man class usage from range addon #400

Here is a summer development branch for your enjoyment. The biggest gameplay changes are updated to how the AI understands launcher weapons and an improved Rush module/waypoint. Expect units with those orders to act more aggressively and react faster to incoming fire. Give it a whirl! :)
The team would like to extend special thanks to Rekterakathom for a ton of feedback and contributions.

From the team
diwako / joko / nkenny

Update: 5 May, 2024 @ 11:34am

Version 2.6.1 Dev 2

Added functionality to the Reinforcement feature #389

Improved disembarkment routines for Static weapons and artillery #376
Improved flanking position and suppression routines #386
Improved Group Assault position picking #385
Improved vehicle maneuverability and use of smoke launchers #388
Improved some instances of groups shooting into air #383

Fixed some checkVisibility usage #361
Fixed packing static weapons did not work #384
Fixed group-level memory of CQB positions #387

Hi gang, This is a small set of fixes to some of the squad tactics and small-level vehicle tactics. Small but potent! Expect to see armored vehicles use smoke launchers more aggressively, and for flanking and assaulting squads to utilize low-level fire-team tactics.

Enjoy!

From the team
diwako / joko / nkenny

Update: 18 Feb, 2024 @ 7:44am

Version 2.6.1 Dev

• Improve Group and Contact Suppression by @nk3nny in #345
• Improvements to vehicle Brain by @nk3nny in #349
• Improved Handling of assaulting Group Memory positions by @nk3nny in #352
• Update fnc_doUGL.sqf by @nk3nny in #353
• Update fnc_doCheckBody.sqf by @nk3nny in #354
• Update fnc_doCallout by @rekterakathom in #355
• Optimize door finding in findBuildings by @rekterakathom in #357
• Improve explosionEH by @rekterakathom in #358
• Improve building filtering by @rekterakathom in #360
• fnc_findReadyVehicles ammo check by @rekterakathom in #363
• Fixed type declaration by @LordGolias in #364
• Fix ai ammo usage check in do smoke by @jokoho48 in #365
• Add Caching to Muzzle Check in doSmokeShell by @jokoho48 in #366
• Change evaluation order in queue check by @rekterakathom in #367
• Modify Simplified Chinese Translation by @Augustakit in #373
• Fix issues relating to constant dismounts by @nk3nny in #374
• Fix Let LAMBS Danger control unit stances by @nk3nny in #375
• Hemtt upgrade by @diwako in #350
• Add dependabot by @diwako in #377
• Adds better support for MLRS artillery by @nk3nny in #333
• Update fnc_findCover.sqf by @nk3nny in #378
• Tweaks to core tested internally by @nk3nny in #359


Guys? We’re in awe! LAMBS Danger.fsm is currently rocking more than 300.000 subscribers, making it one of the largest AI mods. Thanks for joining us for a wild ride.

This is one of our first dev versions in a long time. A more in-depth description of changes is coming, but I’ll touch on a few of the key moments:

There have been significant improvements to how AI understands and uses vehicles. This includes a number of bug fixes (which prevent AI suppressing useless positions or dismounting when they ought not to). Dismounted infantry are more aware of their role, both as a screen for the armored vehicle-- and as a tool to clear nearby buildings. While this feature isn’t perfect, it is considerably better than before.

Low-level infantry decision-making has also been improved. There are many enhancements to path and stance selection-- together with a better understanding of specialist weapons assigned to the squad (static weapons and AT/AA capability).

Oh, and as a fair warning… MLRS artillery connected to the dynamic artillery system is… scary. Shoot artillery spotters as soon as possible, or expect deadly barrages of rockets to start landing around you!

The team would like to extend special thanks to: Rekterakathom, LordGolias, Augaustakit and Rautamiekka.

Check the GitHub for a full view of changes.

From the team
diwako / joko / nkenny

Update: 16 Apr, 2023 @ 12:59pm

Sync with version 2.6.0

Update: 2 Mar, 2023 @ 11:50am

Version 2.5.4 Dev4

Added Error-check when loading LAMBS only on clients but not on the server #331
Added Upgraded Chinese translation #326
Added forced stance change on doGroupHide #338
Added distance in Meters to debugDraw #337
Added flag for the 'isHidden' state #337
Improved Assault behavior #329
┗Added reload check before group assaults
┗Added debug markers to various Contact states
┗Added visibility checks to many clearing routines
┗Added prioritization of enemies on the same floor to many clearing routines
┗Added forced stance change to tacticsAssault
┗Added forced movement state to contact state
┗Improved doAssault and doAssaultMemory
┗Improved CQB reaction speed by removing doWatch from many functions
┗Improved tacticsAssault building selection criteria
┗Improved FSM exit condition when the group has memory
┗Improvements to FSM timings in relation to assaults
┗Improved Assessment state timeout
┗Improved Increased suppression tactic chance in tacticsAssess
┗Improved contact state timings by making the phase shorter
┗Improved FSM Dodging state by reinserting unit actually being dangerous rather than nearest enemy
┗Improved AssaultMemory feature by clearing memory based on visible positions
┗Improved AssaultMemory by making the breakout state be based on enemy visibility
┗Improved Assaulting units will prefer first building position
┗Fixed unnecessary FSM reset when AI is forced
┗Fixed tacticsGarrison seldom functioning
┗Fixed Fleeing AI quitting FSM before fleeing function is called
┗Fixed Groups attempting to suppress targets as contact response at short ranges
┗Removed sympathetic CQB feature from Engage phase (concentrates AI nicely)
┗Improved tacticsFlank feature #334
┗Improved survivability by making AI first drop prone, then delaying movement
┗ Fixed wrong variable being checked when throwing smoke grenades
┗Fixed crew dismounting vehicles to conduct flanks. VERY silly with APCs…
Improved infantry fighting vehicle tactics by having them drop ground troops more consistently. #335
Fixed Prevent sensor data to be requested on Remote Units when Debug Draw is enabled #330
Fixed rogue white space in taticsHold function #323
Fixed instances where doWatch allowed ground-based vehicles un-earned knowledge of enemies

ඞ This development branch comes with many improvements to the speed at which AI conduct themselves in close quarter battle. Areas of focus have been improvements to how the AI prioritizes building locations and streamlines many low-level behaviors.

ඞ Bigger changes include improvements to vehicle AI. Specifically, a few cases of perfect knowledge have been removed, and infantry-to-armored vehicle interplay has been improved. APC and IFV class vehicles will now unload troops when threats are nearby.

The team thanks Augustakit for the updated Chinese translations and big thanks to rautamiekka for the code reviews. Also thanks to the users who keep bringing out amazing missions, videos and feedback. :)

From the team
diwඞko / joko / nkenny

Update: 11 Jun, 2022 @ 6:08am

Version 2.5.4 Dev3

Fixed zero divisor in tacticsAssess function when no waypoints exist for group #322

This time there is no long eloquent text summary. We release dev releases to check for errors before stable release. We are happy that the community reports these errors and we can fix them as fast as we are able to.


From the team
diwako / joko / nkenny

Update: 8 Jun, 2022 @ 2:02pm

Version 2.5.4 Dev2

Added visibility check to determine rooms secured #317
Added Anti-Armour routines to tactics #318
Added simplified Chinese Translation #319 ~ Thanks Augustakit

Improved verbosity of tactics debug markers #311
Improved contact state with suppression option and better use of buildings #316
Improved to Individual AI engagement #317
Improved individual AI attempting to suppress targets above-ground #317
Improved Reaction to fire by allowing Individual AI to counter-fire rather than assess
Improved group and Individual AI clearing room logic
Improved tacticsAssess: a "HOLD" waypoint will have them remain static

Fixed units using binoculars indoors
Fixed missing Polish translation ~ Thanks MiszczuZPolski
Fixed failed to reinsert leader into available units when finding static weapons #312
Fixed missing explosionEH Header #315
Fixed use of LookAt which sometimes caused the AI to have knowledge it shouldn’t! #317
Fixed params type for the position argument in taskPatrol #320 ~ Thanks Keithenneu
Fixed mechanized infantry shooting friendly units that start firing their weapons #321 ~ Thanks blake8090

We’re happy to release a summertime Dev release for your testing pleasures.

As always we’ve been blessed with help from the community, not only with GitHub entries-- but careful testing and analysis of AI features, failures, and love for the carefully curated bugs that we call features.

This release adds improvements to many core concepts of the mod. Overall there are some fundamental bug fixes to AI information sharing, considerably better handling of group level CQB tasks, and better matching of group level tactics to their current situations and available weapons.

From the team
diwako / joko / nkenny

Update: 2 Feb, 2022 @ 11:07am

Version 2.5.4 Dev

Added Italian translations translation #297 ~ Thanks to Nilia119
Added fleeing info to debug draw banner #299
Added artillery and mortars turning towards target for increased feedback #300

Improved German and English translations #297
Improved artillery markers by showing spotter location #300
Improved doGroupHide and tacticsContact timings #303
Improved groups never suppressing as a group #304
Improved AI dodging evaluation (less dodge locking) #305
Improved assault memory handling* #306
Improved units will no longer suppress quickly moving vehicles, such as aircraft** #306
Improved Garrison group tactics #307
Improved Assault group tactics #308
Improved tactics assess More intelligent sorting of targets #309

Fix taskReset resetting anims for unconscious or mounted units #301
Fix taskCamp forcing animations on units in vehicles and turrets #302

*LAMBS Danger.fsm added a memory feature to AI groups back in version 2.5.0 assaulting buildings. Essentially groups will remember and share suspected positions of enemies. This improvement streamlines the handling of building positions and adds some breakout patterns to prevent the AI from becoming too target locked to the building they are currently searching through. In short: smorter CQB AI.

**The suppression feature has been improved in two ways. The AI will be less likely to suppress fast moving targets, such as aircraft, and squads are again more able to suppress as a group. Expect much more dangerous application of AI firepower.

From the team
diwako / joko / nkenny