Arma 3
LAMBS_Danger.fsm (DEV)
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Update: 18 Apr, 2021 @ 11:47am

Version 2.5.1 Dev Release

Added custom share information handlers (by mjc4wilton)
Added artillery crew will disembark when threatened by near enemies
Added skipCheckRounds will also skip main strike delay
Added debug marker for spotter
Added more robust stance changes and forceMove to tacticsFlank to induce more movement
Added reset for 'ATTACK'-locked units in findReadyUnits (fixes reporting units which are not ready)
Added findNearbyVehicles ~ standardised function to find ready vehicles
Added stricter handling of flanking units (forcing them to not board transports)
Added exit condition on 'lambs_danger_forceMove' in brainForced
Added 'forceMove' variable to hiding to increase reliability
Added unified callout and share information

Fixed check round barrages nearly always be one round
Fixed debug markers were occasionally not removed when caller died
Fixed flanking units choosing spots too close
Fixed allowed suppressing units to suppress outdoor spots (performance)
Fixed doGroupFlank set wrong forceMove variable
Fixed doVehicleAssault visibility check
Fixes doGroupFlanks tendency to not do anything!
Fixes doGroupAssault tendency to cause AI to look in circles!
Fixes doAssault building sorting distance to more reliably assault buildings
Fixed doGroupFlanks tendency to not do anything!
Fixed doGroupAssault tendency to cause AI to look in circles!
Fixed doAssault building sorting distance to more reliably assault buildings
Fixed doSuppress ignoring position of friendlies on last check

Changed artillery debug markers uses a colour not used by a faction
Changed static weapon crew will disembark when threatened (instead of only effective commander)
Changed timing for isLeader check. Non-leaders will now only check 5% rather than 10% of the time (for performance)
Changed minimum suppression range from 25 to 28 meters

Improved isNight.sqf performance by use of getEnvSound Controllers (by RCA3)
Improved taskGarrison to only seek cover positions when necessary
Improved doShareInformation performance
Improved getShareInformationParams performance
Improved performance of findNearbyFriendlies
Improved performance of isAlive check
Improved performance doGroupSuppress (simpler position)
Improved performance of doSuppress (adjust order of checks, simpler lineIntersectSurface test)
Improved performance of doVehicleSuppress (adjusted order of checks)
Improved Convert remoteExec/remoteExecCall to CBA Target Events
Improved performance of brainEngage by having zero-time exit variables
Improved performance by skipping unnecessary vector additions to suppression
Improved performance by removing unnecessary checks
Improved brainReact handling of doCover state
Improved doDodge performance -- removing unnecessary checks*
Improved doHide performance -- added earlier exit
Improved sorting of ready artillery

Removed height over sea formula to getShareInformationParams -- cut in the name of frames

Special thanks to:
mjc4wilton
RCA3

*In our quest to minimize the running in place bug we tried many things which seemed to mitigate it. One of the best solutions has been to carefully tune brainReact.sqf timings and having a softer approach to forcing animations.

From the team
diwako / joko / nkenny

Update: 12 Apr, 2021 @ 11:04am

- Updated to 2.5.0

Update: 27 Mar, 2021 @ 4:34pm

Version 2.5.0 RC2
- convinced AI to not shoot friendlies because they got annoyed by them shooting their guns
- fixes for debug draw
- Polish translations

Update: 24 Mar, 2021 @ 5:52am

Version 2.5 RC

Added new FSM with greatly streamlined performance and functionality
Added Group Memory layer for CQB
Added infantry cover seeking function
Added infantry ability to reposition within buildings
Added better checks to skip out FSM if AI behavior is forced
Added new leadersh ip assessment, contact and tactics state
Added Group Attack -- making the entire group attack a single target
Added Group Garrison -- letting groups temporarily garrison buildings
Added Group Hold – groups without clear sight of enemies or when overwhelmed by enemy fire will re-assess while hiding and manning nearby static weapons
Added group ability to respond to distant snipers by suppression or garrisoning or counter-attacking
Added Dynamic Reinforcement framework with a reinforcement event handler*
Added Eden settings to toggle group AI and reinforcement option
Added improvements to taskAssault waypoint (reliability and tactical proficiency)
Add two different ‘contact states**
Added ability for vehicles to call artillery fires
Added more refined support for ACE3 medical AI. (Less instances of AI attempting first aid while engaging or under fire).
Added friendly fire check to AI called artillery
Added units set to ‘FULL’ speedMode will not choose slow or defensive tactical options.
Added improved handling of mechanized/armored infantry working in conjunction with tanks. Tanks will cover while infantry attack
Added post-contact behaviour. Units with active groupMemory will continue clearing suspected enemy locations.
Added more active use of ‘enableAttack’ in contact and group actions to more tightly control AI.
Added many performance fixes and enhancements
Added Polish Localisation

Improved mod file structure for easier maintenance
Improved FSM priorities for added dynamism
Improved vehicle AI performance and speed
Improved infantry group AI in scope and intelligence
Improved CQB ability by increasing aggression and movement speeds
Improved infantry dodging and seeking cover
Improved group flanking
Improved group hiding
Improved group assaults in speed and consistency
Improved check body routines by differentiating between allies and enemies and adding a shared communications and group memory layer
Improved fleeing state in speed and cover seeking ability by assessing enemies within line of sight or current suppression states
Improved and fixed various aspects of civilian AI
Improved armed trucks will continuously suppress targets and will attempt to shift location if threatened.
Improved handling and threat management of armored vehicles shifting locations
Improved FSM timings
Improved many debug markers and system messages
Improved group assessment state with better performance and more intelligent responses to enemy presence
Improved AI will attempt to suppress targets at longer ranges
Improved AI will use ‘hide’ and ‘garrison’ tactics in smarter, less intrusive manners.
Improved debug information with more salient content in Debug UI

Fixed Debug UI not resetting on Single player Restart
Fixed group hiding from being too invasive
Fixed Infantry fighting vehicles and tanks unwillingness to destroy garrisoned buildings.
Fixed AI units becoming stuck in ‘ATTACK’ pattern when enemy is incapacited with ACE3 enabled.
Fixed civilian AI running in place
Fixed Static artillery (mortars and modded guns) not resetting after a fire mission.
Fixed AI less likely to drop prone away from cover
Fixed packing and unpacking static weapons. Occasionally modded weapons would fail to register. Function more reliable overall.
Fixed units that have gone through a contact state will always re-assess.
Fixed units without ready weapons attempting to assault into CQB!

Changed lambs_wp_fnc_taskReset now returns a group instead of boolean.

Removed CQB formations***

More description forthcoming.