Arma 3
LAMBS_Danger.fsm
1,594 Comments
治水的大宇啊 21 hours ago 
that's acturally a good idea :(
_mickey_ 19 Oct @ 5:49am 
@治水的大宇啊 get used to it
治水的大宇啊 17 Oct @ 10:05pm 
how could i solve ai stuck in the building
diwako  [author] 5 Oct @ 12:22am 
dunno, try it out.
xCDVGx 4 Oct @ 7:56pm 
is it compatible with dco soldier??
black_rose 25 Sep @ 3:18am 
Does the Draw Debug work for clients on a dedicated server? the Current Command and Current Task seem to always show "None" on my ded server, but not on my locally hosted LAN server.
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.
Sgt. Max Cockburn 23 Sep @ 5:27am 
Been using this with Antistasi Ultimate, the one modded to allow Lambs... I have to say, in conjunction with decent skill level and 1500m spawn distance, some match-ups are providing highly interesting battles.

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!
_mickey_ 20 Sep @ 3:08pm 
@ItsJustRyan2701 Just give the corresponding waypoint to AI-artillery and then the allied AI will call it itself
ItsJustRyan2701 20 Sep @ 5:59am 
How do i get the AI to call in Artillery?
CartoonHead24 19 Sep @ 8:23am 
Anyone had an issue where the ai do some weird sideways laydown then refuse to move, only deleting them fixes it. It causes the rest of the squad to not move also.
[+| CL rautamiekka 10 Sep @ 5:42pm 
@Maddy

Both. Anything else would be a bad idea.
Maddy 10 Sep @ 1:16pm 
Should This Mod Be Loaded Serverside Or ClientSide? Or Both?
How do I disable the artillery feature? Using LAFS and it says to disable it, but I don't see anywhere to do this.
[+| CL rautamiekka 17 Aug @ 8:56am 
@asshoe

It works in the sense that `Antistasi - The Mod` ( https://gtm.steamproxy.vip/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.
asshoe 17 Aug @ 4:53am 
i guess this won't work with antistasi?
76561198192726397 7 Aug @ 2:14am 
i love this move and ive been using it for a long time, but it seems like AI medics/soldiers will never heal anyone ever while its running. is there any way to fix this, or any way around it? is there some .pbo i can delete or option i can turn off so that medics work again?
[nope] 6 Aug @ 12:17pm 
Love the mod, I almost exclusively use the "Hunt" module and sync a bunch of units. Makes for fun evenings.

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.
_mickey_ 3 Aug @ 5:21pm 
@diwako

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 (
_mickey_ 3 Aug @ 5:18pm 
@diwako

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"
diwako  [author] 31 Jul @ 1:15am 
It should be compatible with any units if the mod author did not overwrite the danger fsm property. However one side node, due to how the tanks in the spearhead cdlc are set up, i would highly suggest you should be using the DEV version of lambs danger.
there multiple things have been fixed regarding sudden dismounts of crew of tanks.
Dee 30 Jul @ 11:24pm 
Thanks for all the hard work you've done with Lambs, it's been super useful in making Arma for the group I play with *way* more engaging and entertaining. I have a question though: Is it automatically compatible with Spearhead '44, since I know that DLC ends up tweaking the AI a bit with things like the 'Retreat Flee Surrender System' it adds.

Thanks for any answers you can provide, and I hope you have a great rest of your week!
寂夜HT 13 Jul @ 12:20am 
I hope to separate the function of switching ammunition on the vehicle
alex7003-01 9 Jul @ 11:10am 
Great job.
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.
joko dont ask me anything  [author] 28 Jun @ 12:42pm 
@Ace it does support vertical axis changes but Arma 3 broke that some updates ago.
Ace 28 Jun @ 12:36pm 
I have a small request.

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?
diwako  [author] 20 Jun @ 8:56am 
This mod has no ai healing. We do support ACEs medical AI tho. Lambs does not run on player units. Must be another mod.
Sgt. Dikas 20 Jun @ 6:44am 
Just me? i feel like my character starts using a medkit with no input from me, i think it might be from this mod since this is the only mod with AI healing.
diwako  [author] 20 Jun @ 2:22am 
It should, even should have gotten a boost in performance now.
Zabolotniy 20 Jun @ 1:20am 
Does it work normally after update 2.20?
Tree 18 Jun @ 9:58pm 
thanl god to the person who made it, it made my life so much easier with the lobotomized ai
_mickey_ 18 Jun @ 9:45am 
@diwako

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
CartoonHead24 9 Jun @ 6:52am 
That's a fair enough answer lol, I will.
diwako  [author] 9 Jun @ 5:51am 
Dunno, try it out.
CartoonHead24 9 Jun @ 5:09am 
Does this play nicely with DCO at all or does it just mess with everything?
_mickey_ 7 Jun @ 1:21pm 
@Willy Stroker you need:

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
Colt 7 Jun @ 9:41am 
Thank You
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.
Willy Stroker 7 Jun @ 8:51am 
@_mickey_ ah cool how do i delete the lambs_range.pbo file?
diwako  [author] 6 Jun @ 9:03am 
We are not doing anything with accuracy. That depends highly on the weapon used and the skill the ai has.
_mickey_ 6 Jun @ 8:08am 
@diwako

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.
_mickey_ 6 Jun @ 8:08am 
@diwako another detail. Do you have the ability to adjust the accuracy of the AI ​​when using launchers (RPG, MAAWS, etc.) vs ground vehicles?

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!
_mickey_ 31 May @ 3:07am 
I got it. Or maybe it's a map problem where the AI ​​can't find a path? It's CUP Chernarus 2.0
diwako  [author] 30 May @ 10:09pm 
In that video they have their weapons lowered. It looks like they are not even in combat behavior thus the danger.fsm might not have have run.

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.
_mickey_ 30 May @ 4:21pm 
@nkenny, @diwako

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.
_mickey_ 30 May @ 4:17pm 
This AI-squad has several waypoints looped between each other. Something like MOVE, MOVE, SEEK AND DESTROY, MOVE, CYCLE(with first wp) So why the hell is it standing? This shouldn't happen. Unfortunately Lambs makes AI ignore vanilla waypoints, somehow removing them from the AI ​​logic.
_mickey_ 30 May @ 4:12pm 
@nkenny, @diwako

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.
寂夜HT 26 May @ 8:35am 
1. NATO anti tank soldiers do not use RPGs when fighting tanks
2. Soldiers spend too much time using RPG aiming vehicles, which puts them at a disadvantage when fighting against vehicles (Especially in street battles)
快雪迎春 26 May @ 12:48am 
Hi, can someone explains for me the indoor move chance slide bar? what will happen If I slide indoor move chance to 100%?
Mopnex 25 May @ 11:43pm 
Due to the lack of a bot in the radar, the air defense at the base does not work, aviation dominates the air
Mopnex 25 May @ 11:42pm 
It all started after that:
Added troops manning static weapons will now abandon them if they run out of ammo #349
Mopnex 25 May @ 11:40pm 
When will you fix it so that bots don't get out of radars?
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.