Arma 3
LAMBS_Danger.fsm
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.
diwako  [author] 9 Jun @ 5:51am 
Dunno, try it out.
CartoonHead24 9 Jun @ 5:09am 
Does this play nicely with DCO at all or does it just mess with everything?
_mickey_ 7 Jun @ 1:21pm 
@Willy Stroker you need:

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
Colt 7 Jun @ 9:41am 
Thank You
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.
Willy Stroker 7 Jun @ 8:51am 
@_mickey_ ah cool how do i delete the lambs_range.pbo file?
diwako  [author] 6 Jun @ 9:03am 
We are not doing anything with accuracy. That depends highly on the weapon used and the skill the ai has.
_mickey_ 6 Jun @ 8:08am 
@diwako

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.
_mickey_ 6 Jun @ 8:08am 
@diwako another detail. Do you have the ability to adjust the accuracy of the AI ​​when using launchers (RPG, MAAWS, etc.) vs ground vehicles?

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!
_mickey_ 31 May @ 3:07am 
I got it. Or maybe it's a map problem where the AI ​​can't find a path? It's CUP Chernarus 2.0
diwako  [author] 30 May @ 10:09pm 
In that video they have their weapons lowered. It looks like they are not even in combat behavior thus the danger.fsm might not have have run.

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.
_mickey_ 30 May @ 4:21pm 
@nkenny, @diwako

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.
_mickey_ 30 May @ 4:17pm 
This AI-squad has several waypoints looped between each other. Something like MOVE, MOVE, SEEK AND DESTROY, MOVE, CYCLE(with first wp) So why the hell is it standing? This shouldn't happen. Unfortunately Lambs makes AI ignore vanilla waypoints, somehow removing them from the AI ​​logic.
_mickey_ 30 May @ 4:12pm 
@nkenny, @diwako

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.
寂夜HT 26 May @ 8:35am 
1. NATO anti tank soldiers do not use RPGs when fighting tanks
2. Soldiers spend too much time using RPG aiming vehicles, which puts them at a disadvantage when fighting against vehicles (Especially in street battles)
快雪迎春 26 May @ 12:48am 
Hi, can someone explains for me the indoor move chance slide bar? what will happen If I slide indoor move chance to 100%?
Морпех 25 May @ 11:43pm 
Due to the lack of a bot in the radar, the air defense at the base does not work, aviation dominates the air
Морпех 25 May @ 11:42pm 
It all started after that:
Added troops manning static weapons will now abandon them if they run out of ammo #349
Морпех 25 May @ 11:40pm 
When will you fix it so that bots don't get out of radars?
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.
_mickey_ 22 May @ 12:31pm 
@Willy Stroker

just delete the lambs_range.pbo file
i always do this, because the detection at lambs ranges does not look adequate
Willy Stroker 22 May @ 12:15pm 
Anyone know how to reduce the engagement range? I have riflemen with AK's engaging out beyond visual range and whilst i admire their commitment it messes with my realism.
_mickey_ 19 May @ 7:38am 
Later I figured out a detail.

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
_mickey_ 18 May @ 3:39pm 
@Legendkiller456 try a combination of several waypoints

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
Legendkiller456 18 May @ 3:31pm 
I play using the Zeus Wargame RTS mod, so maybe that has something to do with it too.
_mickey_ 18 May @ 3:25pm 
True, lately I only play with RHS units, maybe RHS breaks their behavior. I don't know for sure. I can only make assumptions.
_mickey_ 18 May @ 3:18pm 
@Legendkiller456

"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/
Legendkiller456 18 May @ 8:03am 
I don't think they ignore waypoints, but they tactically surround it if there are enemies. Altho I had one occurrence of the AI not moving at all or a few squad members sticking far back, but manually moving them outside the build with Zeus made them move towards the objective.
_mickey_ 18 May @ 6:45am 
The second big problem with LAMBS is that the AI ​​often simply ignores its current waypoints, making mission creation very difficult. Very often they run in the opposite direction from the current waypoint, several km away from the destination!

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.
_mickey_ 18 May @ 6:33am 
@diwako

"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.
ZodiacFoxtrot 18 May @ 4:54am 
Is it? I'll give it a shot
Legendkiller456 17 May @ 5:48pm 
So far, the dev version is WAY better. But that's just first impressions.
Legendkiller456 17 May @ 2:48pm 
Ohh I didn't even see there was a dev version. I'll check it out, thanks!
diwako  [author] 17 May @ 2:43pm 
fixed in dev version a while back. Always recommending also checking the dev version, it is more stable than many people think.
Legendkiller456 17 May @ 2:02pm 
I've had a single crewman get out of a tank or IFV every single game using this mod :/
Legendkiller456 17 May @ 2:01pm 
The biggest flaw is units just randomly getting out of vehicles.
diwako  [author] 17 May @ 1:40pm 
probably. none of us authors use alive. but i have a feeling it will work if alive does not change any config regarding the danger fsm
Stravinsky 17 May @ 7:17am 
Hi and thanks for the mod ! quick question : does it work with Alive ?
Big Eared Du 8 May @ 11:37pm 
@willy stroker I have gotten them to deploy static weapons before, you need them in a squad with another ai having the tripod and one having the weapon and then they will deploy, to my memory I have only been able to get CUP static weapons to deploy from the AI. But even then sometimes they dont even do it when in combat.
Husky 5 May @ 8:23pm 
LAMBS isn't loaded
Chainmail4skinMonster 27 Apr @ 9:02am 
I see something about stringing modules together... Any idea on how to do this now that the waypoints shouldn't be used?
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?
Willy Stroker 25 Apr @ 6:43am 
thanks @Ninja-454