Arma 3
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LAMBS_Danger.fsm
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
1.272 MB
8 Sep, 2019 @ 1:48pm
16 Apr, 2023 @ 1:00pm
28 Change Notes ( view )

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LAMBS_Danger.fsm

In 1 collection by nkenny
Nopryl test server 2020
22 items
Description
A considerable expansion of vanilla Danger.fsm. Added are features which extend the enemy response and reaction to fire. Reuploading to Steam Workshop is not permitted.

Summary
The overall goal is to make buildings part of the AI's available terrain. The AI will dynamically enter and clear buildings holding enemy soldiers. The nature of the the danger.fsm does not make these features a replacement for dedicated scripts and clever use of waypoints.

The AI is a significantly more active combatant. The biggest changes is that the AI is now able to view buildings and structures as part of the tactical terrain. The AI will search through buildings, hide and garrison within, as well as provide suppressive fire against suspected enemy positions. In addition AI reactions to fire, even when the origin is unknown is expanded. The AI will also communicate threats to nearby allies.

Features
* AI will move inside buildings
* Perform suppressive fire (Vehicles will dismantle buildings)
* Panic, with special effects
* React, even when exact enemy position is unknown
* React by hiding in the presence of powerful vehicles when without equipment to deal with it
* Check dead bodies (Rearms if possible)
* Tanks will react by rotating towards threats
* Improved civilian reactions, hiding in buildings and checking dead bodies
* Dynamic Artillery system
* Custom waypoints for specific AI behaviour

Installation
The mod runs automatically for all factions, including RHS and CUP. To double check that the mod is runing, enable one of the debug variables.

Compatibility
The mod is fully compatible with ACE3, VCOM, but unfortunately not ASR. This version requires CBA.

Development
Check the gitHub for development variables to toggle or tweak gameplay features.

Join our Discord[discord.gg] for news, discussions, feedback and happy times.

---

LINK TO BOHEMIA FORUMS[forums.bohemia.net]
LINK TO GITHUB[github.com]
Popular Discussions View All (34)
4
9 Apr @ 11:53am
Lambs Server mismatch
dragonlips3000
15
13 Aug, 2023 @ 10:31am
AI crew dismount perfectly good vehicles for no reason
Blue
4
22 Jun, 2022 @ 3:30pm
Server or Clientside
LightningRoc77
1,388 Comments
diwako  [author] 20 Aug @ 1:17am 
actually check out the dev version.
damogasarnas 19 Aug @ 8:22am 
there is no upgrades to this its too perfect it has everything it needs
damogasarnas 19 Aug @ 7:21am 
its very good
Marinus 15 Aug @ 8:36pm 
@diwako holy shit bro you just saved me antistasi, Vanilla/Antistasi ai sucks thanks a lot
_mickey_ 13 Aug @ 5:00am 
@diwako, @nkenny

Do you have a way to force the AI ​​to use grenades more often?
I mean hand grenades and UGL.
Unfortunately, AI uses them quite rarely.

I noticed that hand grenades throw will depend on the current weapon the AI ​​has. For example, an AI with a shotgun (sawn-off shotgun) in his hands will throw grenades quite often, but as soon as he has a carbine, he will immediately throw grenades extremely rarely. This means that this AI setting can be customized?

It would be great if the AI's likelihood of throwing a grenade increased significantly when it was close (<=X meters) to the enemy.

As for UGL, the AI ​​just needs to increase the likelihood of using it.
diwako  [author] 13 Aug @ 3:29am 
Marinus 12 Aug @ 2:04pm 
@diwako would it be possible to make a light/antistasi mod version for LAMBS
the only thing I hate about Antistasi is the AI, it's really bad, I can kill pretty much all the outposts on my own, the AI ​​hardly moves and takes forever to see me and when it does it's only one squad while other AI squads run around 50 meters away without noticing anything
Reticuli 11 Aug @ 11:42am 
You have to disable the first three check marks under settings to get rid of you (squad leader) sending out AI orders against your will. Finally figured out what was causing that.
diwako  [author] 9 Aug @ 11:13pm 
Known, a change in the base game will now tell developers that they are using wrong values for commands. Turns out we did use a wrong value there. We have a current bugfix open which will be merged soonish into the dev branch.
Zeonn 9 Aug @ 10:43am 
For some reason, it's giving me an error related to fnc_brainForced.sqf

IT says Error Foreign Error: Unknown enum value: "PRONE" on line 55.

The error is with the doAssultSpeed function.