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Releases: nk3nny/LambsDanger

2.3.0

15 Mar 17:21
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Version 2.3.0

Added TaskCamp ~ scripted camp behaviour
Added TaskArtillery, TaskArtilleryRegister, TaskAssault, TaskCamp, TaskCQB, TaskCreep, TaskGarrison, TaskPatrol, and TaskRush Zeus and Editor modules
Added Target Module for Zeus Task modules
Added Ability to define Areas in TaskArtilleryRegister, TaskAssault, TaskCQB, TaskCreep, TaskGarrison, TaskPatrol and TaskRush
Added Parameter in TaskArtillery to skip adjusting rounds
Added Parameter to TaskAssault and TaskCQB to use dynamic (target) module position
Added Smarter distance-based sorting to TaskCQB
Added Parameter to TaskPatrol to move waypoints randomly after patrol cycle is finished
Added Parameter to TaskPatrol for Waypoint Count
Added 3DEN Setting on vehicles to mark units as pre-registered artillery
Added Share information will share to all friendly sides
Added Option to disable enhanced fleeing function
Added Improved position analysis to Suppression, Vehicle Suppression, and Vehicle Assaults functions
Added APC assault routine for armoured vehicles (keeps infantry mounted)

Fixed Issue that TaskX functions get called from the wrong environment
Fixed TaskPatrol did not Loop Waypoints
Fixed Issue that Zeus Module window did not Open
Fixed Share information MP compatible
Fixed Enhanced fleeing function is much less intrusive
Fixed Issue with taskArtillery when weapon out of ammunition
Fixed A race condition in taskArtillery

Tweaked HideInside to be more defensive
Tweaked Callouts so contact shouts are not always run through formation leaders
Tweaked ShareInformation default range
Tweaked Civilian priorities in civilian.fsm

Changed Moved Automatic Artillery Registration to WP module

The biggest new addition is the new MODULE system. This adds an easy way to use and configure the enhanced AI waypoints and scripts available the mod. The modules integrate seamlessly to both ZEUS and 3DEN. The module system supersedes and enhances the original waypoints.

Another new feature is the TaskCamp module. This script makes the group appear safe and dismissed and is perfect for camps or having troops just sitting around. Units set to taskCamp will occasionally garrison buildings and man static weapons. If the group is large enough a small patrol will check the nearby area.

From the team:
diwako / joko / nkenny

2.2.1

02 Mar 16:52
bf11c60
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Version 2.2.1

Fixed script errors relating to fn_taskCQB.sqf
Fixed errors in fn_taskAssault.sqf

Sorry guys! Fixed some small errors relating to Waypoints!

The team

2.2.0

01 Mar 18:52
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Version 2.2.0

Added AI unit voice callouts
Added setting to disable unit gestures
Added setting to disable unit Immediate Reactions
Added verbosity to debug messages
Added side configured colours to 3d debug helpers
Added debug messages recorded to RPT
Added visual checks to suppression to make function more reliable
Added ability to hot-configure fsm lambs danger priorities in variable "lambs_danger_fsmPriorities"

Fixed reverted CfgFSM settings to increase unit cohesion
Fixed added more time to check body events
Fixed tweaks to unit speed and distance check in cqb to add more fluid combatant
Fixed reduced building search range on reaction phase -- makes for more responsive AI
Fixed enhanced fleeing state intelligence
Fixed prevents squad vehicles from being drawn into movement
Fixed refined FSM danger priorities -- increased importance of canShoot
Fixed various aspects of taskGarrison and taskPatrol and taskCQB
Fixed taskAssault and Retreat will now allow users to move waypoint actively
Fixed incapacitated units would sometime speak or give orders
Fixed issues with LAMBS Zeus modules deleting units
Fixed additional checks when selecting artillery

Changed default suppression fire minimum from 25 to 20 meters

Optimize fnc_findClosestTarget (Thanks to Dedmen)
Optimize fnc_findBuildings (Thanks to Dedmen)
Optimize fnc_findOverWatch (Thanks to Dedmen)

Shout out to groups that have played with LAMBS Danger fsm and given feedback -- or simply have had us listen in on their troubles!
Pori Brigade, Gruppe W, CNTO, Special Forces Group, and nopryl.no

From the team:
diwako / joko / nkenny

2.1.0

19 Feb 13:15
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Version 2.1.0

Added ZEUS modules 'set radio', 'disable unit AI', 'configure group AI'
Added CBA configurable settings for many features - hiding from tanks or aircraft, autonomous group maneuvers, disabling all information sharing
Added ability to configure which formations count as CQC ones
Added setting to automatically add all artillery
Added ability for fleeing infantry to abandon vehicles
Added new FSM state a variable, "lambs_Danger_forceMove" to have an FSM level force move option
Added new FSM forceMove mode to contact and maneuver leadership states
Added groups to exit CQC mode by changing formation
Added fn_assaultSpeed to adjust movement speed based on ROE and distance to target.
Added support for old variable (will be decrepitated)
Added isolated squad leaders will try to regroup
Added maximum knowsAbout while sharing information to prevent instant combat mode
Added new 3d helpers for fn_assault to debug
Added new debug markers for shareInformation
Added configurable settings for Explosions EventHandler
Fixed changes to suppression speed to prevent units from becoming stuck
Fixed significant flaws in vehicle suppression. Vehicles would occasionally target nearby buildings to themselves rather than the enemy.
Fixed Prevents busy AI from being ordered to man static weapons
Fixed occasionally players being forced to do animations
Fixed Units set to assault a position will now complete the assault even if the target is killed
Fixed Speed levels to allow shooting while moving in close combat
Fixed leaders in reaction state will now be slower and more static
Fixed LAMBS mod naming scheme the same as CBA and ACE3
Changed made suppression function more reliable
Changed made infantry less susceptible to cowardly behavior for gameplay reasons
Changed added more time for Suppression in FSM (prevents spam)
Changed group assessment and reorganization phase
Changed maneuver phase by balancing distance and suppression
Changed Fleeing state. Units will now prefer running to standing
Changed Leaders assigning buildings for CQC will now only pick buildings between them and the enemy.
Changed various fn_assault and fn_building settings to make for better close combat fighter
Changed aggression in the FSM movement. Increased mobility.
Changed the wording on debugDraw expected destination to something smaller
Removed "lambs_danger_dangerAI" group variable. Replaced with "lambs_danger_disableGroupAI", a boolean expression.

Important change:
Based on input and sheer sensibility one of the variables has been changed. The old variable remains functional, but will eventually be decrepitated. To disable group-level assessments and maneuvers, either toggle the relevant CBA option, or set this variable for that particular group:

setVariable ["lambs_danger_disableGroupAI", true];

Thanks, Ryko.

To disable all FSM enhancements made by LAMBS danger AI you have two options:

setVariable ["lambs_danger_disableAI", true];
disableAI "FSM";

Cheers,
nkenny, Diwako, and jokoho

2.0.2

22 Jan 18:30
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2.0.2

Fix for Server key issues -- shout out to the guys developing HEMTT
Possible fix for play stance change problem described by Defunkt and CJ

2.0.1

Fixed Debug panel not showing up

2.0.0

15 Jan 06:50
95ea07e
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Version 2.0

Full rewrite of many systems; significant cleanup to the code
Full CBA integration
Added CBA configurable settings for most features
Added CBA eventhandler backend
Added keyboard for player led groups
Added extensive debug interface
Improved FSM performance
Improved vehicle to infantry interaction
Improved infantry CQB modules
Improved all waypoints and performance
Improved AI squad leader analysis and responses
Improved individual AI movement skills : seeking cover and fire while moving
Improved wheeled APC vehicle tactics
Improved turreted vehicles predictive fire solutions
Improved AI information sharing routines and configuration options
Improved AI gesture usage
Added custom AI fleeing state
Added the ability for AI to man and abandon static weapons
Added taskAssault and taskRetreat waypoints
Added innumerable performance improvements
Added two authors: Diwako and Jokoho482
All known bugs fixed

Note: This release will repalce some of the existing variables and waypoints from older releases. It will also update the bikey. Finally it comes with a hard CBA requirement. A legacy version will be made available shortly.

Special thanks goes out to Diwako and Jokoho. This release would have been impossible without them. To members of nopryl for feedback and feature requests. To Clarke for testing and video feedback. To AnAngrySalad for bouncing ideas and testing. To any others that I forgot at the time of writing.