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报告翻译问题
The AI seems to at least partially work, they move in buildings and flank, but I'm not sure if it's not entirely working or if the debug simply doesn't show.
Currently playing a ARVN occ vs PAVN inv game on Tanoa and both my own and the AI's battles have been really good.
No hiccups whatsoever in about 24hrs of testing with different factions and maps. Really got me back into Arma 3!
Both. Anything else would be a bad idea.
It works in the sense that `Antistasi - The Mod` ( https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2867537125 | https://github.com/official-antistasi-community/A3-Antistasi ) auto-disables LAMBS_Danger (cuz Antistasi implements its own strict behaviors to make itself fully vanilla-compatible), so having LAMBS_Danger activated would be fine. I can't speak for any other Antistasi implementation.
Is there a way to force the AI to scatter under fire, such as with a modified fnc_Brain.sqf or fnc_BrainReact.sqf, or pasteable script?
I want to use something like the "BulletClose" condition to make the AI hide when shot at. Currently, I can fire hundreds of rounds at the enemy (intentionally not hitting them, but within 10 meters), but they are mostly indifferent to high-velocity lead coming at them. When fired upon, they either crouch, go prone (then crouch again), or move a couple of meters to the left or right (still in the path of fire!), before returning fire. I tried setting some other non-LAMBS settings in the unit's init like dangerRadiusBulletClose or dangerRadiusHit (and some subskills), but the same behavior persists. Basically, bullets fail to deny the enemy their position.
I just want to corral the enemy into a bad spot using gunfire.
Don't you have a way to simply check - what causes a "negative" ai-response?
Sometimes it looks extremely strange and inappropriate. The AI can simply break the mission and stop following the player. I have to shoot such units (
can you try fix the long-standing arma ai bug? I don't know if it's a Lambs bug or a vanilla bug. Typically, many years, I would get this AI behavior if the AI squad was once in stealth mode. In this case, some squad members (can be one or more) will ignore any player commands and move at the slowest speed (switched to a step mode). While the rest of the squad will move normally.
1-2-3 ai-units will lag behind the player, even if the player changes their mode to "Safe" or "Aware", even if there is not even the slightest threat around! it's like they're caught in a loop they can't get out of.
They will simply walk super slowly with their weapons raised. After that, the problem may get worse - they may just stop inside a building or near a bush forever. And every player request will be answered with "Negative"
there multiple things have been fixed regarding sudden dismounts of crew of tanks.
Thanks for any answers you can provide, and I hope you have a great rest of your week!
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.
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?
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
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
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.
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.
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!
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.
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.
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.
2. Soldiers spend too much time using RPG aiming vehicles, which puts them at a disadvantage when fighting against vehicles (Especially in street battles)
Added troops manning static weapons will now abandon them if they run out of ammo #349
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.
just delete the lambs_range.pbo file
i always do this, because the detection at lambs ranges does not look adequate
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