Arma 3
Drongos Grenade Tweaks
70 Comments
Cheyenesku 19 hours ago 
When I transport AI troops in a Heli they fire their RPGs from inside the heli at enemies even through closed doors.
Funnily enough it makes my heli goes super fast (beyond 600km/h) and removes pedal controls :D
Drongo  [author] 2 Sep @ 6:05am 
???
FreeSoldja 1 Sep @ 9:53pm 
Like "Heart of Reich"?
Drongo  [author] 15 Aug @ 8:14pm 
They are quite similar though from memory this has a higher chance of use than LAMBS. You can safely use these mods together.
marxman28 15 Aug @ 7:52pm 
I currently use LAMBS_RPG. How does the RPG function of this mod differ from LAMBS?
Drongo  [author] 13 Aug @ 3:17pm 
No.
Fellahomes 13 Aug @ 1:12pm 
Can this stop my ai from being shit at throwing grenades and killing 30 friendlies
Alky Lee 13 Aug @ 7:58am 
"Grenade damage radius is increased by about 50%." - does this affect other projectiles such as Titan AT rockets as I'm struggling to find a safe distance to engage at close range, even taking damage at over 100m away and mortars being even more deadly.
Drongo  [author] 21 Jul @ 1:48pm 
I'm not really modding anymore. For tanks, use my mod Drongo's Better AI Gunners.
寂夜HT 21 Jul @ 6:28am 
I really hope you can create a mod for airplanes, tanks, armored vehicles to use different ammunition when facing different targets. LAMBS has this feature, but it will affect Zeus' simplest movement commands
DiviAugusti 7 Jun @ 1:38am 
The AI spams grenades 😭
Drongo  [author] 3 Apr @ 11:17pm 
Unfortunately it is not possible. The changes are all at the config level, it is not possible to change it by script.
白天鹅之吻 3 Apr @ 11:11pm 
Excellent MOD. May I ask if you can add a CBA setting to adjust the frequency of AI throwing grenades?
Hitman 20 Mar @ 4:22am 
I was Check DAFS but you can create mods on FSM OR SCRIPTS without modules?
HexagramCheng 19 Mar @ 6:42pm 
This works pretty well, with and without LAMBS. But now I am getting WaW flashbacks. Using this alongside Grenade Indicators, I have had rifle squads within >25m all throw all their grenades all at the same time. Terrifying little red icons all over my screen. Should probably use this alongside smaller squad counts. ALSO I believe this is causing AI to spam smoke everywhere. I am seeing excessive amounts of smoke grenades at the start of combat compared to straight vanilla. Will keep playing around with it, thanks!
RAVEN 19 Mar @ 4:26pm 
..."I have a mod coming out soon that deals with AI drone use"... Interesting. I'll be monitoring communications...
Drongo  [author] 18 Mar @ 7:23pm 
Check out DAFS on my workshop or LAFS by Rimmy. I have a mod coming out soon that deals with AI drone use.
Hitman 18 Mar @ 5:25am 
and drones
Hitman 18 Mar @ 5:24am 
Hello great creator of cool mods) can you create a mod for equipment where bots use tanks, helicopters, planes and artillery against infantry in a more advanced way and use different shells for this, for example, with a 10% chance that all the power will be used and not just machine guns?
LynX13 14 Mar @ 7:24am 
@Drongo, it's pretty difficult to answer cuz I'm using about 80 mods in total. What about AI mods, I always use:

1. AI avoids prone
2. Hide among the grass
3. LAMBS_Suppression

And switching between "ASR AI3", "LAMBS_Danger.fsm" and "isky's AI tweaks" every scenario. I have a good experience in mod testings, and LAMBS cause troubles sometimes, but Danger.fsm has its own awesome features (which is cool btw).
alright cool. thank you! S tier mod from S tier modder.
Drongo  [author] 13 Mar @ 7:15pm 
Edit the cpp. You probably only need to edit the LAMBS one. Maybe the minimum distance needs to be raised. I don't know anything about FSM, maybe something related to grenades is happening there.

If you provide reproduction steps and which mods you have loaded it will help me troubleshoot it for the next release. The next update should have CUPs and Reaction Forces launcher support.
Drongo  [author] 13 Mar @ 1:57pm 
@Dante
What kind of environment and range? WHat mods? In my testing with vanilla units at close range in a small village, LAMBS was less likely to use grenades.

@PapaEnclave
It should work with any mission, though CUP launchers have not been added yet.
PapaEnclave 13 Mar @ 11:34am 
does this work for Antistasi
LynX13 13 Mar @ 10:09am 
upd: yep, with Isky's AI skill tweaks it's ok too. For me, your mod loaded together with LAMBS_Danger is pretty buggy (only because of crazy grenade throwing by AI when in danger).
LynX13 11 Mar @ 7:10am 
Tested it with LAMBS and ASR AI3. With LAMBS and your mod loaded together bots go crazy sometimes. Just whoa, buggy. But with ASR AI3 it's totally ok, way more realistic. Gonna test it with "Isky's AI skill tweaks" only.
Dr. Freak 11 Mar @ 6:27am 
your welcome and don't worry take your time don't set yourself a deadline on completing a mod that you make available for free
Drongo  [author] 8 Mar @ 8:44pm 
@Dante
Glad to hear it. LAMBS_RPG takes a more balanced (and probably realistic) approach, it's a matter of taste. Because of the high values in this mod, the impact is easier to see, especially in a short engagement.

@Beviin CT-6269
I'd love to do that, but the mod is completely config-based, there are no scripts to run a check. I'll try raising the minimum range for throwing the next time I do testing, maybe that can help.
Beviin CT-6269 8 Mar @ 8:08pm 
This mod definitely adds a level of threat and danger to our ops that was never before seen.
Would you be open to the idea of adding some kind of check to see if the intended target is a) within casualty radius of the thrower and/or b) within casualty radius of the thrower's friends? We're running into an issue where AI in buildings will throw grenades at us but end up killing themselves in droves.
LynX13 8 Mar @ 10:25am 
@Drongo, I played 1 DRO scenario (no ACE) and1 short OPCOM mission. Your mod worked fine. No broken AI behaviours were detected. Also, was pleased to see AI units use RPG against infantry. Like, hell yeah! Lambs_RPG is useless imho.
Drongo  [author] 8 Mar @ 4:17am 
Let me know what you think. The new values are based on a small AI squad vs squad urban mission which logged the use of grenades over 3 minutes. I ran it a heap of times and sometimes even with the same config loaded results can vary a lot.
LynX13 8 Mar @ 3:21am 
@Drongo, hell yeah, will test it today. Thank you, dude.
Drongo  [author] 8 Mar @ 3:17am 
Update:
CHANGELOG
v0.12
Reduced hand grenade spam
Reduced change of UGL at close range
Added custom configs for ACE
Added support for many RHS launchers
LynX13 7 Mar @ 4:29am 
@Drongo, nice news! Staying tuned.
Drongo  [author] 7 Mar @ 4:09am 
Fair enough, maybe check it again after the weekend, I'll have a patch out by then. The current release makes AI about 8x more likely to use grenades, the version I am testing is about 4x.
LynX13 7 Mar @ 12:54am 
I dig this mod but after two cases when AI bots exploded themselves while in building (they heard gunfire nearby) I decided to wait for some fixes and updates.
Drongo  [author] 6 Mar @ 4:17am 
On the weekend or next week I'll release a small stand-alone mod with just the the AI grenade throwing (a less spammy version) and none of the other stuff included.
Sharp 6 Mar @ 12:23am 
this mod makes the battles so much crazier lol. love it
Sometimes even too much crazy
HappyRooster007 5 Mar @ 11:36am 
@Drongo

Is possible version without increased damage radius?
Drongo  [author] 5 Mar @ 5:50am 
@Furio
Cheers man, drone tweak mod will probably be out this weekend and another minor mod after that.

@kevindasupa
I'm not sure, but I will add compatibility for RHS, CUP and CDLC in the future.
kevindasupa 5 Mar @ 4:25am 
Does RHS inherit the same values from vanilla to be compatible with this mod?
Dr. Freak 5 Mar @ 3:57am 
the goat is back
Drongo  [author] 5 Mar @ 3:17am 
After a lot of trial and error, I have the AI use of hand grenades much more balanced. I'll update soon.

My group doesn't use ACE, but if someone tells me the final cfgPatches entry in the ACE load order, I'll add a compatibility patch that doesn't touch the damage.
Reticuli 4 Mar @ 5:45pm 
Doesn't ACE already increase fragmentary effects and also blast compression / overpressure effects in an enclosed space or with walls or embankments nearby when an explosion goes off inside or near? A grenade detonating on a flat field isn't hugely dangerous unless you're standing above it, laying on top of it, or are immediately right next to it. You don't want to be in a foxhole, room, or vehicle when an explosive goes off inside, though. If so, wouldn't this be (no pun intended) overkill with ACE? Regardless, the AI change might be interesting.
Xindet 4 Mar @ 7:58am 
Is this compatible with ace?
morons always 4 Mar @ 6:40am 
BI's default implementation is a flow chart with limited pathways. There are features in the game that AI do not take advantage of, lots of them. It's pretty much all or nothing unless you script a chance-based factor. You can go more in depth, but then you need a more complex script, and that's how you get lag.
Drongo  [author] 4 Mar @ 1:04am 
I don't think it is possible to use CBA settings overwrite config.cpp values. This is why I recommend people make their own build. I've added the source above, anyone can edit the values, config knowledge is not required (though you will need to compile your edit with ArmaTools). If anyone needs help editing the file, feel free to DM me. If you need help with ArmaTools, ask on the BI discord.
This mod definitely makes it harder to survive lol. If enemy AI gets even a hint of your location, the "thwunk" of a distant GL or the rattle of a grenade next to you would be the last thing you hear.

I think BI limited AI use to mostly disabling vehicles instead of infantry because of this easy tendency to die from them. :jake::steamthumbsup: I hope you can add CBA option settings to disable/enable what you listed in the description.
morons always 3 Mar @ 12:56pm 
Interesting. Thanks for the info. Will give it a try some day soon.