And if the detachment commander does not have a radio, but the detachment has a fighter with a backpack walkie-talkie, will they be able to call for artillery?
@SaturnVIIАй бұрын
Excellent mod, excellent addition to Arma 3.
@hasashi382 ай бұрын
Damn great mod ... makes the AI react more realistic
@mang-ganern3 ай бұрын
Such a shame, vanilla developers never figured this out!
@swiss89883 ай бұрын
I really hope you make something like this for ArmA 4. Pretty much a must have mod.
@arlamdae25514 ай бұрын
There's a so nice video. It opens a lot of possibilities for me in the mission creation.
@dieselshotfinalcut16284 ай бұрын
Sorry if this is off-topic or the wrong forum, but will LAMBS artillery ever all in Mk 41 VLS Cruise Missiles? I've seen SLs and the like whip out their laser designators as their weapon for extended periods so I thought they might tag for them but I can't get them to shoot in any configuration.
@dieselshotfinalcut16284 ай бұрын
I really appreciate the insights into the thinking behind the mod.
@BadassName175 ай бұрын
That’s very interesting, never knew the AI was this in-depth. Thank you for this video, will help me on my antistasi run.
@KeithB2355 ай бұрын
There is a Lambs danger module too, with more controls, how is that used? The issue I have is, if I have three teams clearing a small town, but the town is long, is needs multiple CQB waypoints along the route and currently with this CQB waypoint option, they stop once the first waypoint is cleared ..... they need to continue to following waypoints when all the building are cleared. I have set 'skip waypoint' triggers, but it's not always successful. Can you change the colour of the big arrows once their room is cleared? Right now they remain blue even when the building has been cleared and the team has moved-on to the next building. Cheers
@Felix-gj8et6 ай бұрын
doesnt work for me. at least not with mortars. the scorcher does fire but the mortars are just doing nothing at all
@SprikSprak9 ай бұрын
I'm thinking about replaying arma 3 after a very long time. Does the single player campaign and/or scenarios work with this?
@xzxxx-km4vy Жыл бұрын
Hello, could you please tell me if i am safe to use your mod for the main campaign? As far as my understanding goes this mod doesn't really add scripts or messes with the waypoints or something right?
@KenMikkelsen Жыл бұрын
I have played through a majority of the campaign with the mod turned out, without issue. But like all modded content, it isn't strictly reccomended or supported.
@xzxxx-km4vy Жыл бұрын
This looks like Advanced AI Mix from ARMA 2. That's a minimum 200 IQ mod right there
@invisuall Жыл бұрын
Спасибо за аддоны
@Parka1911 Жыл бұрын
Hello Ken! Thanks a bunch for this awesome and game changing mod. I would like to know if it is possible to disable all FSM functions of LAMBS danger while still keeping the waypoints and modules of the mod. Thanks in advance!
@prettygrllswagg Жыл бұрын
i dont see the modules in my zeus menu am i doing somethin wrong?
@KenMikkelsen Жыл бұрын
Make sure that the mod is loaded. Check the Zeus module by double clicking it in eden. It should say something like "load all addons" or words to that effect. :)
@JBeamGT3 Жыл бұрын
Any reason why the player has to stand next to enemy artillery for it actually engage a target 3 miles away? A real tutorial on this would be nice.
@manuellabor2759 Жыл бұрын
I spawn AI using Triggers, where can I find info on scripting this in a sqf?
@Ulven_swe Жыл бұрын
I still need to upload my footage of this op lol
@Chixo_13 Жыл бұрын
Mods used?
@KenMikkelsen Жыл бұрын
CBA, Dynasound2, and LAMBS Danger.fsm
@scar8645 Жыл бұрын
Hi Ken! I'm fond of your Lamb mods for 3 years yet. Big respect! I've just tried yours 2.6.0 , it gave me chill as I played totally new ARMA! AI squad looks better then people in acting! They have no mercy on me and it's an full immersion! For testing I switched off VCOM 3.4.1 If you attack the truck with a single driver - it's OK, he drives away 100m appr. and dismounts. If you attack the truck with the squad, the driver never dismounts, wether he a squad leader or just a rifleman. If he is a riflemen, he tries to follow the squad's formation, if he is a squad leader, he stays in the truck and do nothing or rushes towards the enemy and stays there. Only when the driver stays alive alone, he starts to react as a single driver did.
@KenMikkelsen Жыл бұрын
Glad you enjoy the mod. What you are seeing is vanilla behaviour. I have been hesitant to change it before, because it may disrupt heavily scripted missions-- but as (you might see on our github) I'm delving into vehicle AI again. There may be changes in that regard coming soon.tm Cheers
@scar8645 Жыл бұрын
@@KenMikkelsen Your are GodOfWar in ARMA! Hope your creativity will grow ever! I've just also noticed to the end of the battle all 3 last members of 3 squads (my side) stayed on enemy bodies and didn't care about left faraway enemies : "AI team consider a dead enemy group as a finished waypoint" - it's a copy from "@aleksandarratkovic9337" - 5 comments below mine, 1 month ago) Cheers!
@ChannelMamedoff Жыл бұрын
Hi. Thank you for your effort Sir. Have a quick question. Do I need to use your separate ai suppression mod? Or is it included in the latest version of lambs danger (not dev one)? Thanks!
@aleksandarratkovic9337 Жыл бұрын
Ken, why after task Rush and Task Creep (I only tested those) my AI group after killing enemy AI group, only stands above their dead bodies in circle and won't proceed on next default waypoints ( ex: MOVE)? Any way to solve this? I tried with triggers (skip waypoint) after my team kill the enemy team, but still no luck. They only proceed to next waypoint 1 time out of 10. Thanks
@aleksandarratkovic9337 Жыл бұрын
Hi Ken. I have one question maybe you can help me? I put TASK RUSH waypoint and put in Completion radius: 500m for example(Doesn't really matter is it 0,100,500 or 1000m its always the same problem). After the enemy group is wiped out, my AI team is standing over some dead enemy body in circle, and they are not proceeding to next waypoints? I hope you understand. Any help how can I make that my AI team consider a dead enemy group as a finished waypoint, and not just standing above their dead bodies in a circle? I am not some scripter, but maybe it's some expression I should type into waypoint... I don't know. Other than this, I am completely happy with LAMBS. Thanks.
@aleksandarratkovic9337 Жыл бұрын
Hi Ken. I have one question maybe you can help me? This is your latest video as I see, so I thought it's most likely that you will answer here. So this is what this is about. I put TASK RUSH waypoint and put in Completion radius: 500m for example(Doesn't really matter is it 0,100,500 or 1000m its always the same problem). After the enemy group is wiped out, my AI team is standing over some dead enemy body in circle, and they are not proceeding to next waypoints? I hope you understand. Any help how can I make that my AI team consider a dead enemy group as a finished waypoint, and not just standing above their dead bodies in a circle? I am not some scripter, but maybe it's some expression I should type into waypoint... I don't know. Other than this, I am completely happy with LAMBS. Thanks.
@even21 Жыл бұрын
Nice i take that
@abver092 Жыл бұрын
Question: Does the Creep module work on enemy AI units? Or only on players?
@Beefandbird412 Жыл бұрын
awesome, worked like a gem, did the same move seek and destroy on a 3 story building raid and it was great. ai were moving up while suppressing fire, and were able to neutralize the target. one thing i would say though that sometimes the ai can walk through walls, but its very rare and it seems like an arma problem. Thanks for this amazing mod!
@nikpod27 Жыл бұрын
Hi author! Is the mod alive? Is its update at least a small update planned? And then bohemia in my opinion killed some of the mods after the update.
@KenMikkelsen Жыл бұрын
Slow but steady! I was playing Dev only yesterday. If a new patch broke it. We'll be sure to fix it!
@nikpod27 Жыл бұрын
@@KenMikkelsen The author you could not add a random so that the bots at high losses surrendered (module)? And I would like to ask you to throw the bot gun on the ground do you know such a script? I only found on teleportation.
@WarLeaker Жыл бұрын
12:32 is exactly the core problem with AI. Chain of command and tactical tasks are missing. The way they behave is simply not how a military unit would behave. They have instincts but no drill or doctrine. Establishing support by fire positions while other friendly units try to maneuver for example. Looking at VBS it seems most Tactical Tasks would even be translatable in to ARMA mgrs-mapper.com/blog/tactical_mission_task_symbols/#:~:text=A%20tactical%20mission%20task%20is,3%2D90%2D1). However I think that this is not even allowed.
@_ZeusWrath_2 жыл бұрын
@Ken Mikkelsen too bad your mod is dead, there is no progression, already about one year...
@KenMikkelsen2 жыл бұрын
Last update was before the summer. You can always check the dev version available on Steam of you are interested in the latest developments. :)
@_ZeusWrath_2 жыл бұрын
@@KenMikkelsen I have been using this DEV version for a long time. I meant stable builds that come out regularly. Also, on the BIS forum, no messages from you have been seen for a one year
@xzxxx-km4vy Жыл бұрын
@@_ZeusWrath_ its abandoned, but i hope i can use this mod in the main campaign
@SoccerCoachAT2 жыл бұрын
Can you call these waypoints from scripts? I think you said in the video that it was not possible.
@KenMikkelsen2 жыл бұрын
Check the github page. Each waypoint is essentially running a scripted function. The garrison waypoint is "lambs_wp_fnc_taskGarrison". Use it like you would any script. :)
@SoccerCoachAT2 жыл бұрын
@@KenMikkelsen. I found the github link after I asked, but thank you and love the mods.
@pine92182 жыл бұрын
Does the unit need the Radio So it can work? Cause for some reason when I put the artillery unit lamb artillery and engage a gunfight the artillery doesn't seem to support.
@-kookaburra Жыл бұрын
Did you ever found thr answer? Strugling with this rn
@pine9218 Жыл бұрын
@@-kookaburra yeah for some reason the squad that is under fire won't call artillery, so u need another squad to be on the 2nd line, the 2nd squad will suppress fire, while the squad leader of the second squad calls artillery, if you want a debug Menu on what is happening you can try drongos Artillery mod that is depended on lambs artillery mod so yeah Goodluck.
@-kookaburra Жыл бұрын
@@pine9218 Well that sucks. Thanks for the reply
@pine9218 Жыл бұрын
@@-kookaburra no problem
@rensogawa74202 жыл бұрын
This does seem to work, its just that the AI is really, really slow with receiving a fire support request, ranging targets, and finally starting to shoot artillery which seems to stop after the first volley so they can repeat it all over again, to the point where its very hard to get any use out of it.
@Capachili2 жыл бұрын
is there any way to make the AI protect/ guard an area? they have a tendancy to run around when bullets start flying, sometimes leaving cover and the area I want them to protect
@Pa-BASSAM11112 жыл бұрын
Hello.. I downloaded the Lambs danger mod which contains CQB interference features....but CQB waypint is not working properly.... Your mod is not the same as the one in Steam..... I want you to modify the mod.. ..because Task CQB does not use any home inspection technology......in your video it works but for me it does not work......help please..
@nlomas2 жыл бұрын
is there a way to edit the engagement ranges. The riflemen engage at such as long range.
@brendenbaxter32692 жыл бұрын
This completely changed how I can create missions, thanks so much for the work you've put into this. The creeping function is really something.
@Mirut882 жыл бұрын
Hi Ken, Can you tell me how to enable this debug bullet tracing? it would be great to have that to define AI difficulty and test it out.
@KenMikkelsen2 жыл бұрын
Enter spectator mode and press 'o' on your keyboard :)
@KenMikkelsen2 жыл бұрын
community.bistudio.com/wiki/BIS_fnc_moduleTracers Can also be used on individual units. It's what I've done in some of my testing. :)
@Mirut882 жыл бұрын
@@KenMikkelsen It's so freaking simple... thank you mate! BTW both LAMBS and tutorial videos are awesome, great work you guys!
@peoplegameplays.1562 жыл бұрын
What is this mode?
@nikpod272 жыл бұрын
scripts please? I want to make a bot sniper to his enemy bots do not notice until a certain thing happens. To not notice him even after he starts shooting.
@NoobOfShame2 жыл бұрын
This would require you to make a custom script or atleast use the debug console or init for each enemy unit, but I think an easier way would be to use an AI mod and set the gunshot hearing distance really far, so they don’t react to you and Starr shooting until you get closer. Alternatively I think you can make the ai ignore, but I wouldn’t know how to do that
@yeahman.92622 жыл бұрын
Hey I really love this mod and I see it as a must have for anyone trying to play this game. I was just wondering how I could make the Ai garrison a single building rather than spreading out across multiple buildings or standing on the outside. Is there a way I can make them take up positions in a building like they do with the CQB waypoint but hold them? Or alternatively make the garrison waypoint single out a building.
@KenMikkelsen2 жыл бұрын
Glad you enjoy it. If you are placing garrison modules in Eden or Zeus I'd advise subdividing into smaller groups and then making the garrison range smaller. :)
@yeahman.92622 жыл бұрын
@@KenMikkelsen alright nice, thanks for the reply. it worked like a charm.
@RyanTurner13312 жыл бұрын
I would like to ask Ken, does LAMBS RPG works with the CDLCs? e.g S.O.G?
@commanderdominicclark7942 жыл бұрын
Hey man can I get your email I w like pay you for you to make a mod for me
@twobyfour2 жыл бұрын
It`s a massive improvement on the vanilla. What I can`t figure out is how to make the AI unit use subsequent Waypoints, say......after they`ve done their CQB Waypoint and you want the Unit move to another location. Are the WP`s `One-shot-only`?
@waukeeboiy62142 жыл бұрын
Hey man, thank you very much for all the hard work you've put into this mod. It is a real game changer and I can't even imagine playing Arma without your mod. So thanks! I just have a little suggestion for the next update that I think could make the mod even more awesome and add more realism to the game... When you have two groups exchanging fire say on a hill or a mountain, usually what the Ai's who have the high ground do is, they walk down the hill a couple of meters until they can get a good view at the enemy but by doing so, they expose themselves ridiculously and end up dying instantaneously or almost instantaneously (especially when the other group has a tank or an apc or something). So the idea would be to have the Ai's stay over the hill or mountain and only expose themselves a minimum, just enough for them to see the enemy and not shoot the dirt. (Instead of walking down the hill and losing all cover).
@glazedshades46922 жыл бұрын
Just want to thank you for your hard work with this mod! It has made creating missions for my friends much more engaging. The LAMBS modules make it easier for me to ensure the AI generates a believable response to whatever the players do.
@kylehaskell89162 жыл бұрын
Is there any updates to this? How far along have you come on formation.fsm, or has this project been dropped? Thanks!