Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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?
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
1. cut the lambs mod from the Steam workshop: - \name of your disk\SteamLibrary\steamapps\common\Arma 3\!Workshop
2. unsubscribe from the Lambs mod in Steam Launcher or switch off it(otherwise the lambs_range.pbo file will be automatically added)
3. Place the cut from the Steam Workshop folder with the Lambs mod in - \name of your disk\SteamLibrary\steamapps\common\Arma 3
4. In the cut folder with the Lambs mod, find the "addons" folder and the lambs_range.pbo file in it.
5. move (do not delete) this file to any place to roll back if necessary.
6. In the Arma3 launch line, add the mod name, like --mod=@Lambs, I hope you know how to do this
To the entire LAMBS_Danger.fsm team:
Thank you for breathing life into ARMA 3’s AI and making every mission unpredictable and intense. Your work transformed AI from cardboard targets into real opponents—something this community’s been dreaming about for years.
The attention to detail and the commitment to constant improvement hasn’t gone unnoticed. You brought the fear back into the battlefield, and for that, you’ve got our respect and gratitude.
Keep pushing the envelope—ARMA’s better because of you.
Yes, still, the AI can hit a vehicle, but only at close range (50-100 meters), other shots in 99% cases will be pointless.
I also use LAMBS RPG, which makes the problem even more complicated. The AI will shoot all its ammo at infantry, not caring about enemy vehicles. Against infantry, for unknown reasons AI is more accurate. I like how the AI attacks infantry, but I want to say - the AI-AT-Specialist becomes less useful against vehicles, which should not happen.
I want to say that the AI has terrible accuracy. Very often, when AI sees vehicle, he shoot at their own feet, at trees before target, or at empty skies, or monstrously beyond the target. In general, sometimes I see shots in an empty direction. Sometimes he kills allies if he shoots and hits a nearby obstacle in front of him. Very othen, projectiles are flying anywhere but the not target!
If the danger.fsm does not run, the mod is not doing anything on that group, hence why we cannot fix that as that appears to be an issue with vanilla path finding or another mod conflicting. I would recommend enabling the debug options to see what the AI is seeing, as it looks like an issues unrelated to lambs danger.
Guys, try to fix the problem so that the AI respects the current waypoints. If he can't respect them because of danger, then he should lie on the ground, but not play the ambient animation.
Below I described a problem where the AI loses the ability to move and often stops in an ideal formation at moment active waypoint. Once again, having encountered this problem, I made a video.
https://youtu.be/fcn3EDDspvA
The video clearly shows the commander saying - "Двигаться на Восток" (Move East), but instead of moving, the AI just stands in place in perfect formation and plays the ambient animation.
2. Soldiers spend too much time using RPG aiming vehicles, which puts them at a disadvantage when fighting against vehicles (Especially in street battles)
Added troops manning static weapons will now abandon them if they run out of ammo #349
B_Radar_System_01_F
O_Radar_System_02_F
They see that there is no ammunition there and leave the radar.
Add these settings to the exceptions.
just delete the lambs_range.pbo file
i always do this, because the detection at lambs ranges does not look adequate
In any chain of waypoints, (even without a cycle waypoint) the AI will have a chance to get stuck on one waypoint in chain. Even when there are no enemies around, even when they have left the combat mode, in other words when there are no obstacles to moving on to the next point!
Make a simple chain - MOVE, MOVE, SEEK AND DESTROY, MOVE. There are four points, I often see how the AI (group or vehicle) can get stuck on the first or second waypoint and will not move anywhere else.
@nkenny, @diwako, @joko
In general, my conclusion is that the waypoint chains are extremely unstable. Seems to me sometimes to AI need checking existence for next waypoint
Something like this - MOVE (#1), MOVE (#2), SEEK AND DESTROY (#3), SEEK AND DESTROY (#4), CYCLE (#5) (with first move wp )
and watch.
I'm not saying that every group will stop. But some groups will stop. Usually I play in massive battles, 5-6-8 groups(8 units) from each faction + armored vehicles.
I use dev version lambs from 6 january
"I don't think they ignore waypoints"
If you put 2 squads with 1-2 waypoints in the editor and immediately start the game, then of course from the first seconds you will see the AI moving. Wow, the AI is moving to destination point!
But I am talking about a long game (more than > 40 min ) in which many waypoints will be looped between themselves. For example such wp combination - MOVE (#1), MOVE (#2), SEEK AND DESTROY (#3), SEEK AND DESTROY (#4), CYCLE (#5) (with first move wp )
In this case, the AI should not stop forever, right? BUT I watched them for more than 1.5 hours, sometimes deliberately increasing the speed of the game. Sometimes they simply stopped and start played ambient animation. If the AI plays an ambient animation, then its logic is empty, it has nothing else to do.
In the combination of waypoints described above, this should never happen, because the AI has to go from point to point, over and over again/
Or even worse, sometimes they simply lose the move ability and stop in their current location. This happens more often in the later stages of the game (after 30-40 minutes of gameplay) I often see how the AI enters buildings and stays there forever, while the current waypoint indicates a specific movement in a completely different direction.
I often use CYCLE waypoint a lot but AI won't perform cycle. It just stops in ideal formation and plays the ambient animation as if the cycle was removed from its tasks
@diwako
I ask you to make it so that the AI never gets stuck in one place if it has an active waypoint.
"fixed in dev version a while back"
I've been using the dev version since January 6th and have 11k hours in Arma3 and believe me it's NOT FIXED. Crews of armed vehicles still abandon their vehicles. It may have become less frequent, but it hasn't disappeared completely.
Sometimes I see this picture: without any apparent reason, they will leave their vehicle and then re-enter it, only to leave it forever after some time. In my opinion, crews should never leave their vehicles - NEVER, except in cases of critical damages.
I have a large ish custom compound with BTC paths, CQB task works great but the group will just sit somewhere once finished, i'd like them to move on to another CQB task instead. Any way to detect when the group is done or should i just eyeball the time required and somehow give them a new task when that timer runs out?