Arma 3
LAMBS_Danger.fsm (DEV)
257 Comments
Эколог 19 Jun @ 1:53am 
On what principle does the AI decide to call for artillery support? Is it possible to increase the frequency of artillery calls?
_mickey_ 12 Apr @ 5:20pm 
@+| CL rautamiekka @Tree Muncher It seems to me that somewhere in the game the collision between AI and buildings/fences is simply disabled. We see how player character have collision, while AI idoes not. I would prefer Collision to enable, even if AI will have a chance to get stuck in front of an obstacle.
Tree Muncher 8 Mar @ 11:30am 
@[+| CL rautamiekka

While it isn't a fault of this mod its much more common with it since AI move into buildings more frequently. The anti wall glitches mod actually manages to prevent it to some degree but was abandoned, it causes other issues with path-following. It's definitely possible to have the best of both worlds with a smarter implementation of a similar solution. That mod comes so close.

It's not the responsibility of this mod but if they did attempt to implement something similar more intelligently PVE would be significantly improved, no more playing whack-a-mole with AI in the floor.
[+| CL rautamiekka 1 Mar @ 10:10am 
@_mickey_

That's literally a game engine bug, or more precisely, it's a bit of a failsafe that gets activated often. If it's even possible for a mod to detect when it does ...
_mickey_ 27 Feb @ 12:48pm 
Maybe there is another way to solve the problem? Either way, the player would be happy if LAMBS tried to solve this problem.
_mickey_ 27 Feb @ 12:46pm 
Good day! @nkenny, @diwako, @joko

I have been observing the AI ​​behavior in urban conditions for two weeks. Lambs looks good, but still the main disappointment - is the fact he ​​​​in urban conditions AI sometimes goes through walls and fences.

There is a mod called @Anti-Wall-Glitches (which is not good for AI, but still blocks this ptoblem), maybe you will take it features to the Lambs?
OksmanTV 19 Jan @ 4:51pm 
It's the server itself that crashes, I do not believe we have a profiling branch, think we are running default since we are using a provider. I will confirm, but I believe we do not have that. Disabling the mod on the server and clients made it so we could finish the mission, but with it, it crashed when combat with AI started.

Uncertain what it could be, tried looking at logs, just see some generic errors as usual.
joko dont ask me anything  [author] 19 Jan @ 11:01am 
@OksmanTV are you running the Performance Profiling branch of Arma? if so than disable that as that has still a crash to desktop. and also report it in the Official Arma 3 Discord
OksmanTV 19 Jan @ 9:47am 
We have run into issue potentially with LAMBS after the 6th January update. We have been unable to play as our server crashes as soon as combat picks up. Anyone else ran into issues after the update?
piter306 7 Jan @ 8:19am 
For me, there are three things to think about:
1. I have to disable autonomous ammo type change in tanks, I have HEAT loaded, I aim at IFV and I can't shoot because it changes ammo to APFSDS
2. with suppress fire it can waste all ammo shooting "at nothing"
3. if possible adapt static weapon deployment from VcomAI, it's the only one that works :)
_mickey_ 6 Nov, 2024 @ 2:39pm 
The problem only affects RHS weapons, while vanilla weapons are ok.

A one year ago, It took me several days, before I found the reason, disabling each of my 100 + mods one by one! The winner of this search is Lambs 2.6.0. The lambs 2.6.1 have same problem.

I was surprised! What will the AI mod have to do with visual and sound effects!? I don't know, but as soon as I turn off LAMBS, I stop seeing this problem.
_mickey_ 6 Nov, 2024 @ 2:39pm 
Hi LAMBS team!

Unfortunately the old Lambs problem still remains. I reported this problem a year ago on BIS forum, but it yet not fixed. This looks weird, but only with LAMBS mod the all RHS vehicles, that have automatic grenade launchers (40mm) onboard sometimes no have visual hit effects.

That is, when a grenade hits the terrain or a solid object, there is no sound from the explosion and no normal FX, Instead of a regular explosion, the player sees a scattering of small FX that do not correspond to the explosion.

Here video - https://www.youtube.com/watch?v=I6G0SIr17Uc
SteveTheHero 1 Oct, 2024 @ 11:22pm 
Been a huge fan of this mod since it's inception. If you guys happen to come across this comment i just have a request and suggestion. I was wondering if you hard working gents could at all make the CQB ai shoot on the move similar to how RNG AI functions, but a bit more polished. The mod as is is wonderful but i feel that if at all possible having the AI shooting and moving during CQB ranges would improve the gameplay so incredibly much. As of now everything is a bit static with the engagement. A tall order and perhaps one that isn't taking priority but i thank you guys for your hard work regardless, and keeping Arma 3 fun to play. :jawagrin:
76561198192726397 1 Oct, 2024 @ 3:10am 
ive been using the non-dev one for a while now. apparently in this version you place down modules instead of waypoints. how do you assign a group to use the module, but other groups not to? i don't really get how it works. thanks in advance.
_mickey_ 19 Sep, 2024 @ 5:11pm 
AI of armed vehicle crews will continue to abandon their vehicles for no apparent reasons. This happens over and over, endlessly, throughout several versions of LAMBS already several years.

It's a pity that you are not in a hurry to fix this.
SebastianL92 11 Jul, 2024 @ 5:16pm 
The mod runs automatically for all factions including RHS and CUP. ?
dickboydontsuck 28 Jun, 2024 @ 1:58am 
This is my favorite ai module! But there is a problem. When there are four people in the tank group, the loader will get out of the car and fight, and the crew will be killed soon. Is there a way to solve this problem?
_mickey_ 3 May, 2024 @ 1:14pm 
@diwako/@joko/@nkenny

Dear friends, please :

1) consider any ways for aI-vehicles that have lost their gunners to continue to be dangerous for the enemy, so that the remaining ai-driver or ai-commander has a chance to occupy the gunner’s position for some time and and return back to their original position. Otherwise, ai vehicles without gunners will only be targets.

2) consider any ways of leaving a vehicle or static weapon without ammunition. Otherwise, such units again will only be targets.

Unfortunately, these two problems exist in Arma3 and will make the AI ​​look stupid. Crews that have lost their gunners will never pose a threat, and transport vehicles or turrets without ammunition, will never be abandoned.
peaklibby 29 Apr, 2024 @ 7:02am 
@SebastianL92 im not the mod creator but when i used to not know better i used both simultaneously and it was catastrophic. ai behavior mods are usually never compatible
SebastianL92 23 Apr, 2024 @ 5:23pm 
Hello !! Is it still compatible with VCOM ai?
arthrfortune 30 Mar, 2024 @ 4:46pm 
ai keeps walking in place when suppressing or under suppression. any idea whats causing this?
SolarWarrior 28 Mar, 2024 @ 4:51pm 
smoke grenade errors lagging the server
bastion of pragmatism 21 Mar, 2024 @ 9:47am 
are tanks supposed to rotate towards threats .. like their engine towards threats? every single tank is just in love with rotating their armor AWAY from the enemy. anyone else?
Urun 16 Mar, 2024 @ 2:41pm 
In Zeus, trying to lock AI stances (stand/crouch) doesn't stick in combat. Any fix to keep them in place?
Yo Gabba Gabba! 1 Mar, 2024 @ 9:44am 
Did the longer changelog come out yet?
_mickey_ 26 Feb, 2024 @ 2:02pm 
@nkenny a year ago you promised to try to correct the behavior of AI on turrets. AI should not occupy turrets without ammo and stay on them, but this still happens.

If possible, teach the AI to leave the turrets as soon as that turret loses all its ammo. Very often player can see the AI just stay on empty turret, turning into a target
_mickey_ 26 Feb, 2024 @ 1:58pm 
@diwako @nkenny I will compare with 2.6.0

Good changes:

It seems to me, that the endless Get In/Get Out loops for infantry from Motorized Vehicles have disappeared. Also, the crews of combat vehicles (driver/gunner/commander) stopped jumping out of their combat vehicles. Hallelujah! At least in two days of testing I didn’t see this!

Bad changes:

Diring combat contact the Motorized Vehicles Groups stopped unloading the attached infantry (which they have on board). Infantry landing takes place only at the waypoint position itself, and not in front of it, as was before in lambs or in the vanilla game.

If this can be fixed, then please do so, because after fire contact with the enemy, some vehicles do not have time to land their infantry groups and are destroyed before the vehicle reaches the waypoint itself.
But if that's the price for the above fixes, then we gladly accept it!
diwako  [author] 20 Feb, 2024 @ 4:17am 
Will still be auto disable by anti stasi
Munger 19 Feb, 2024 @ 1:15pm 
Thanks for the updated version. Any idea if this iteration will still be automatically disabled by Antistasi?
Speedy 19 Feb, 2024 @ 9:34am 
The loaders of the M48 and M41 from SOG:PF still dismount when entering combat
nkenny  [author] 18 Feb, 2024 @ 5:28pm 
@Tyl3r99
Good catch on the smoke grenades. We'll be pushing a fix shortly.tm

@rocinante
I won't lie. I've thought about it. But the problem is that we have poor control over AI pathfinding in the first place. And with our commitment to high performance, that might be very hard to actually achieve.
Tyl3r99 18 Feb, 2024 @ 10:21am 
I had a few smoke errors but i had bloody logs turned off :/ will turn on and play again later
Kevin 18 Feb, 2024 @ 7:56am 
new update lets gooooooo
Komodo 15 Feb, 2024 @ 5:31am 
faced the same as @INSPECTOR the other day, AI disembarked the tank even when not hit. I had Soldier FSM also running tho but I tried it again and removed LAMBS and it was fine then
INSPECTOR CKELET 30 Dec, 2023 @ 12:34pm 
If the AI is a member of the tank crew and he is a loader (ww2 mod, BWMod), then it will leave it when the battle begins
diwako  [author] 13 Dec, 2023 @ 4:54am 
If you have issues with AI not reacting, try just loading CBA and lambs and see if the problem persists.
J-Money 12 Dec, 2023 @ 11:21am 
Anyone else having AI stuck in a "Dynamic Simulation" type of position? I can walk right up to them and they don't react... especially garrisoned units, but many of them. about 70% of enemy AI.
Desavore 18 Oct, 2023 @ 12:26pm 
@Maddy That an Arma issue Lambs doesn't touch that.
Maddy 8 Sep, 2023 @ 2:59pm 
When Using this, AI Refuses to Drive Vehicles? Anyone Know a Fix?
roflcake$ 2 Aug, 2023 @ 3:21pm 
how do you tell the AI to clear a building in single player? great mod!
Jinkis 14 Jul, 2023 @ 12:51am 
@DaxtorT I would suggest CF_BAI, however this does nothing to the enemy behaviour, it mainly just dynamically changes the skill of the enemy. This is precisely why it is compatible however.

You can also try DCO which is amazing by itself, the vehicle one breaks convoys unless you turn off "group reset" in CBA settings. I haven't tried the infantry one just yet, but it has huge potential.
DrDetroit 16 May, 2023 @ 12:38pm 
Yes, it works fine with C2; why wouldn't it? C2 doesn't create waypoints or anything that would interfere.
diwako  [author] 16 May, 2023 @ 4:42am 
No idea what C2 is sadly.
aplaceinthesky 16 May, 2023 @ 4:18am 
I guess is not compatible with C2 mod?
the_prophet1987 10 May, 2023 @ 12:09pm 
THANK YOU!!!!Fimnaly because i'm tired of searching buildings EVERY time when i clear a town because a single enemy is hiding somewhere in a house and i have to search EVERY building by myself!Thank you again mate!
DaxtorT 24 Apr, 2023 @ 9:50pm 
What AI mod/s do you suggest, if any, will work with Antistasi, because the other day my AI squad-mate would NOT listen to any commands.
diwako  [author] 19 Apr, 2023 @ 11:33am 
anti stasi has now a thing that disables lambs almost completely.
AmazBoi77 19 Apr, 2023 @ 5:31am 
After this update I've been getting an issue where AI wont drive to waypoints or on foot they wont move at all sometimes. Granted this is on antistasi and i know they arent "compatible" but it was working 100% before this update
PullThePin 11 Apr, 2023 @ 2:07pm 
"APC and IFV class vehicles will now unload troops when threats are nearby" - unfortunately this seems to create a dismount/mount loop. Also APC's will drop infantry before reaching transport unload waypoints. Is there any way to overcome/disable this? excellent mod other wise!
BOFF-MAN 9 Apr, 2023 @ 7:24pm 
Having the same issue as Jeff Dangls, but it does seem like it happens less often with the dev version compared to the release version.