武装突袭3

武装突袭3

2,393 个评价
LAMBS_Danger.fsm
9
10
3
13
13
6
3
8
4
5
4
3
2
2
   
奖励
收藏
已收藏
取消收藏
Data Type: Mod
Mod Type: Mechanics
文件大小
发表于
更新日期
1.378 MB
2019 年 9 月 8 日 下午 1:48
2024 年 10 月 14 日 上午 10:48
29 项改动说明 ( 查看 )

订阅以下载
LAMBS_Danger.fsm

在 nkenny 的 1 个合集中
Nopryl test server 2020
22 件物品
描述
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]
热门讨论 查看全部(37)
8
6 月 30 日 下午 6:56
Lambs Server mismatch
dragonlips3000
16
8 月 1 日 下午 10:07
AI crew dismount perfectly good vehicles for no reason
Blue
4
2022 年 6 月 22 日 下午 3:30
Server or Clientside
LightningRoc77
1,612 条留言
_mickey_ 12 月 12 日 上午 4:48 
However, it's a fact that my AI has stopped healing itself. You probably changed or added some damage levels to the character if your mod added a "dynamic blood system" how do you say. You didn't change the AI itself, but changes can affect AI.

What about self-healing for the AI ​​in LAMBS? I wonder why this hasn't been added in the entire history of LAMBS.
diwako  [作者] 12 月 12 日 上午 2:21 
> Yesterday I tried your another mod - @D.I.R.T. - Blood Textures and discovered that it somehow affects AI self-healing

The mod only reads values on the unit, it does not change any behavior.
_mickey_ 12 月 12 日 上午 1:26 
@diwako Good day!

Let me give you one more detail.

Yesterday I tried your another mod - @D.I.R.T. - Blood Textures and discovered that it somehow affects AI self-healing. With your DIRT mod, the AI ​​stops healing itself. I don't use ACE3's medicine, so this is becoming a problem.

For self-healing, I used the @TPW mod Bleeding module. Hence my question/request: could you please add self-healing for the AI ​​in LAMBS? It seems very strange that such a simple ability hasn't been added to the AI ​​mod yet.
_mickey_ 12 月 11 日 上午 5:08 
I agree with @Mrdk.

LAMBS quite often sends AI inside buildings.
Once an AI receives such an order from LAMBS, it becomes a broken unit, as it will never perform subsequent waypoints and will never exit the mission. The LAMBS requires some kind of check for AI idling (inside a building), after which such AIs must be removed from buildings and join them to allied active squads.

This also applies to the GARRISON module/waypoint. Once an AI enters a building, it will likely remain there forever. Subsequent waypoints will never work.
Mrdk 12 月 10 日 下午 10:25 
this makes the AI never advance or attack once they spot the enemy they just get behind cover not fire a single shot and never advance.

also i noticed that when AI gets commands to go somewhere far on the map, sometimes they enter buildings, get stuck and the whole unit just stands there doing nothing.
diwako  [作者] 11 月 25 日 下午 11:39 
You can use the module for that as well, it works similar with trigger activations.

For now the waypoints are still in it, they are as you said deprecated, and will be removed in the future. until then they can be used.
Dee 11 月 25 日 下午 10:20 
Can I still use the lambs waypoints for AI even if they're depreciated? I'm trying to use a 'task hunt' and connect it to a trigger
diwako  [作者] 11 月 13 日 上午 12:47 
Anti stasi disables lambs anyways.So not sure what is happening there.
You need my DNA. 11 月 12 日 下午 5:47 
love using this in small dynamic missions, absolutely useless and infuriating for antistasi.
diwako  [作者] 11 月 12 日 上午 7:16 
Probably