Releases: nk3nny/LambsDanger
2.6.1
What's Changed
Added caching to Muzzle Check in doSmokeShell #366
Added better support for MLRS artillery #333
Added extended error message for when the mod is not loaded on the server #405
Added troops manning static weapons will now abandon them if they run out of ammo #349
Added soft-skinned, wheeled vehicles will try to dodge if explosions hit nearby.
Added better shared room-clearing procedures #387
Improved group and contact suppression #345
Improved dismount/rotate logic of IFVs and APCs
Improved taskFlank use of vehicles. (on the last cycle, vehicles will move to move position)
Improved doFleeing handling of vehicles
Improved doVehicleRotate performance in minor ways
Improved handling of assaulting group memory positions #352
Improved fnc_doCheckBody.sqf #354
Improved fnc_doCallout by @rekterakathom in #355
Improved explosionEH by @rekterakathom in #358
Improved building filtering by @rekterakathom in #360
Improved fnc_findReadyVehicles ammo check by @rekterakathom in #363
Improved evaluation order in queue check by @rekterakathom in #367
Improved Simplified Chinese translation by @Augustakit in #373
Improved disembarkment routines for static weapons and artillery #376
Improved flanking position and suppression routines #386
Improved group assault by splitting into impromptu fireteams #385
Improved vehicle maneuverability and use of smoke launchers #388
Improved some instances of groups shooting into the air #383
Improved anti-vehicle responses #369 by @rekterakathom
Improved file detection in callouts #397
Improved garrison and task dynamic patrols (sub-patrols rejoin main formation) #403
Improved TaskRush tactics and logic (more aggressive movement and better reactions under fire) #404
Improved door finding performance in findBuildings by @rekterakathom in #357
Improved LAMBS Danger now controls unit stances better #375
Fixed issue where AI would have more knowledge than appropriate #349
Fixed rare issue where assessing or flanking units would abandon vehicles
Fixed - Groups will now ignore empty static weapons.
Fixed Rare issue where doVehicleAssault could target empty spots in the sky
Fixed Units set to hold fire, stopped, or ordered to remain stealthy will no longer clear buildings
Fixed situations where AI would ignore enemies behind them!
Fixed fnc_doUGL.sqf detection of 40mm grenades #353
Fixed issues related to constant dismounts #374
Fixed BrainForced using PRONE instead of DOWN #407
Fixed AI ammo usage check in doSmoke #365
Fixed some checkVisibility usage #361
Fixed packing of static weapons #384
Fixed group-level memory of CQB positions being sorted wrong #387
Fixed type declaration by @LordGolias in #364
Changed required version of Arma to 2.18 #396
Changed “deprecated” tag to LAMBS Waypoints #398
Changed Man class usage from range addon by @rekterakathom in #400
New Contributors
- @rekterakathom made their first contribution in #355
- @LordGolias made their first contribution in #364
Full Changelog: 2.6.0...2.6.1
Happy days! A new version of Arma and a new version of LAMBS Danger.fsm.
Our extensive summer development branch/break (bréåux) has concluded, and we’re happy to update the main version. This release brings numerous enhancements to squad-level and vehicle-level tactics.
Significant improvements have been made to how AI understands and uses vehicles. Expect to see armored vehicles employ smoke launchers more aggressively and utilize simple fire-team tactics for flanking and assaulting squads. Dismounted infantry is more aware of its role as a screen for armored vehicles and a tool to clear nearby buildings. While this feature isn’t perfect, it is considerably better than before.
There is a long list of bug fixes (such as preventing AI from suppressing useless positions or dismounting when they ought not to or forgetting to clear CQB positions). Infantry path and stance selection has also been improved. Oh, and as a fair warning… MLRS artillery connected to the dynamic artillery system is… scary. Good luck out there!
As always, the team is very thankful to our contributors and would like to extend special thanks to @rekterakathom, @LordGolias, @Augustakit, and @rautamiekka.
From the team
diwako / joko / nkenny
2.6.1 Dev 3
Improved anti-vehicle responses #369
Improved detection of launcher weapons #395
Improved file detection in callouts #397
Improved garrison and task dynamic patrols #403
Improved TaskRush tactics and logic #404
Changed Required version of Arma #396
Changed Deprecated tag to LAMBS Waypoints #398
Changed Remove Man class usage from range addon #400
Here is a summer development branch for your enjoyment. The biggest gameplay changes are updated to how the AI understands launcher weapons and an improved Rush module/waypoint. Expect units with those orders to act more aggressively and react faster to incoming fire. Give it a whirl! :)
The team would like to extend special thanks to Rekterakathom for a ton of feedback and contributions.
From the team
diwako / joko / nkenny
Full Changelog: 2.6.1_dev2...2.6.1_dev3
2.6.1 Dev 2
Added functionality to the Reinforcement feature #389
Improved disembarkment routines for Static weapons and artillery #376
Improved flanking position and suppression routines #386
Improved Group Assault position picking #385
Improved vehicle maneuverability and use of smoke launchers #388
Improved some instances of groups shooting into air #383
Fixed some checkVisibility usage #361
Fixed packing static weapons did not work #384
Fixed group-level memory of CQB positions #387
Hi gang, This is a small set of fixes to some of the squad tactics and small-level vehicle tactics. Small but potent! Expect to see armored vehicles use smoke launchers more aggressively, and for flanking and assaulting squads to utilize low-level fire-team tactics.
Enjoy!
From the team
diwako / joko / nkenny
Full Changelog: 2.6.1_dev1...2.6.1_dev2
2.6.1 Dev 1
What's Changed
- Improve Group and Contact Suppression by @nk3nny in #345
- Improvements to vehicle Brain by @nk3nny in #349
- Improved Handling of assaulting Group Memory positions by @nk3nny in #352
- Update fnc_doUGL.sqf by @nk3nny in #353
- Update fnc_doCheckBody.sqf by @nk3nny in #354
- Update fnc_doCallout by @rekterakathom in #355
- Optimize door finding in findBuildings by @rekterakathom in #357
- Improve explosionEH by @rekterakathom in #358
- Improve building filtering by @rekterakathom in #360
- fnc_findReadyVehicles ammo check by @rekterakathom in #363
- Fixed type declaration by @LordGolias in #364
- Fix ai ammo usage check in do smoke by @jokoho48 in #365
- Add Caching to Muzzle Check in doSmokeShell by @jokoho48 in #366
- Change evaluation order in queue check by @rekterakathom in #367
- Modify Simplified Chinese Translation by @Augustakit in #373
- Fix issues relating to constant dismounts by @nk3nny in #374
- Fix Let LAMBS Danger control unit stances by @nk3nny in #375
- Hemtt upgrade by @diwako in #350
- Add dependabot by @diwako in #377
- Adds better support for MLRS artillery by @nk3nny in #333
- Update fnc_findCover.sqf by @nk3nny in #378
- Tweaks to core tested internally by @nk3nny in #359
New Contributors
- @rekterakathom made their first contribution in #355
- @LordGolias made their first contribution in #364
Full Changelog: 2.6.0...2.6.1_dev1
Guys? We’re in awe! LAMBS Danger.fsm is currently rocking more than 300.000 subscribers, making it one of the largest AI mods. Thanks for joining us for a wild ride.
This is one of our first dev versions in a long time. A more in-depth description of changes is coming, but I’ll touch on a few of the key moments:
There have been significant improvements to how AI understands and uses vehicles. This includes a number of bug fixes (which prevent AI suppressing useless positions or dismounting when they ought not to). Dismounted infantry are more aware of their role, both as a screen for the armored vehicle-- and as a tool to clear nearby buildings. While this feature isn’t perfect, it is considerably better than before.
Low-level infantry decision-making has also been improved. There are many enhancements to path and stance selection-- together with a better understanding of specialist weapons assigned to the squad (static weapons and AT/AA capability).
Oh, and as a fair warning… MLRS artillery connected to the dynamic artillery system is… scary. Shoot artillery spotters as soon as possible, or expect deadly barrages of rockets to start landing around you!
The team would like to extend special thanks to: Rekterakathom, LordGolias, Augaustakit and Rautamiekka.
From the team
diwako / joko / nkenny
2.6.0 - Lempel
Release 2.6.0 - Lempel
Added visibility check to determine rooms secured #317
Added anti-armor routines to tactics #318
Added simplified Chinese Translation #319 ~ Thanks Augustakit
Added Italian translations translation #297 ~ Thanks to Nilia119
Added fleeing info to debug draw banner #299
Added artillery and mortars turning towards the target for increased feedback #300
Added error check when loading LAMBS only on clients but not on the server #331
Added improved Chinese translation #326
Added forced stance change on doGroupHide #338
Added distance in meters to debugDraw #337
Added flag for the 'isHidden' state #337
Added reload check before group assaults
Added debug markers to various Contact states
Added visibility checks to many room-clearing routines
Added prioritization of enemies on the same floor to many clearing routines
Added forced stance change to tacticsAssault
Added forced movement state to contact state
Improved CQB reaction speed by removing doWatch from many functions
Improved tacticsAssault building selection criteria
Improved FSM exit condition when the group has active memory of enemy positions
Improved FSM timings in many aspects
Improved infantry fighting vehicle tactics by having them drop ground troops more consistently. #335
Improved German and English translations #297
Improved artillery markers by showing spotter location #300
Improved doGroupHide and tacticsContact timings #303
Improved groups never suppressing as a group #304
Improved AI dodging evaluation (less dodge locking) #305
Improved assault memory handling* #306
Improved units will no longer suppress quickly moving vehicles, such as aircraft #306
Improved Garrison group tactics #307
Improved Assault group tactics #308
Improved tactics assess ~ more intelligent sorting of targets #309
Improved verbosity of tactics debug markers #311
Improved contact state with suppression option and better use of buildings #316
Improved Individual AI small arms engagement #317
Improved individual AI attempting to suppress targets above-ground #317
Improved group and Individual AI clearing room logic
Improved tacticsAssess ~ the "HOLD" waypoint will have them remain static
Fixed unnecessary FSM reset when AI is forced
Fixed fleeing AI quitting FSM before the fleeing function is called
Fixed groups attempting to suppress targets as contact response at short ranges
Fixed wrong variable being checked when throwing smoke grenades
Fixed crew dismounting vehicles to conduct tacticsFlanks. VERY silly with APCs…
Fixed prevent sensor data to be requested on Remote units when Debug Draw is enabled #330
Fixed rogue white space in taticsHold function #323
Fixed instances where doWatch allowed ground-based vehicles “unearned” knowledge of enemies
Fixed units using binoculars indoors
Fixed missing Polish translation #310 ~ Thanks MiszczuZPolski
Fixed failed to reinsert leader into available units when finding static weapons #312
Fixed missing explosionEH Header #315
Fixed use of LookAt, which sometimes caused the AI to have knowledge it should not! #317
Fixed params type for the position argument in taskPatrol #320 ~ Thanks Keithenneu
Fixed mechanized infantry shooting friendly units that start firing their weapons #321 ~ Thanks blake8090
Fixed taskReset resetting animations for unconscious or mounted units #301
Fixed taskCamp forcing animations on units in vehicles and turrets #302
LAMBS Danger.fsm 2.6.0 improves many aspects of the mod. One significant enhancement is to the group memory feature used when assaulting buildings. Essentially groups will register and share suspected positions of enemies. This improves how the AI conducts itself in close-quarter battles. Another area of focus has been streamlining many low-level actions, such as cover-to-cover movement, building prioritization, and introducing many breakout patterns to prevent the AI from becoming target-locked.
LAMBS Danger.fsm 2.6.0 comes with a ton of feature enhancements and fixes which many of you have experienced on the Dev version. Hence the changelog, despite our attempts at zipping it, reaches into the sun. Other changes include improvements to vehicle AI. Specifically, a few cases of perfect knowledge have been removed, and infantry-to-armored vehicle interplay has been made better. APC and IFV class vehicles will now unload troops when threats are nearby.
As always, the team would like to thank our contributors and players who enjoy our mods. Thanks, everyone!
New Contributors
- @Nilia119 made their first contribution in #297
- @Augustakit made their first contribution in #319
- @Keithenneu made their first contribution in #320
Full Changelog: 2.5.3...2.6.0
2.5.4 Dev 4
Added Error-check when loading LAMBS only on clients but not on the server #331
Added Upgraded Chinese translation #326
Added forced stance change on doGroupHide #338
Added distance in Meters to debugDraw #337
Added flag for the 'isHidden' state #337
Improved Assault behavior #329
┗Added reload check before group assaults
┗Added debug markers to various Contact states
┗Added visibility checks to many clearing routines
┗Added prioritization of enemies on the same floor to many clearing routines
┗Added forced stance change to tacticsAssault
┗Added forced movement state to contact state
┗Improved doAssault and doAssaultMemory
┗Improved CQB reaction speed by removing doWatch from many functions
┗Improved tacticsAssault building selection criteria
┗Improved FSM exit condition when the group has memory
┗Improvements to FSM timings in relation to assaults
┗Improved Assessment state timeout
┗Improved Increased suppression tactic chance in tacticsAssess
┗Improved contact state timings by making the phase shorter
┗Improved FSM Dodging state by reinserting unit actually being dangerous rather than nearest enemy
┗Improved AssaultMemory feature by clearing memory based on visible positions
┗Improved AssaultMemory by making the breakout state be based on enemy visibility
┗Improved Assaulting units will prefer first building position
┗Fixed unnecessary FSM reset when AI is forced
┗Fixed tacticsGarrison seldom functioning
┗Fixed Fleeing AI quitting FSM before fleeing function is called
┗Fixed Groups attempting to suppress targets as contact response at short ranges
┗Removed sympathetic CQB feature from Engage phase (concentrates AI nicely)
Improved tacticsFlank feature #334
┗Improved survivability by making AI first drop prone, then delaying movement
┗ Fixed wrong variable being checked when throwing smoke grenades
┗Fixed crew dismounting vehicles to conduct flanks. VERY silly with APCs…
Improved infantry fighting vehicle tactics by having them drop ground troops more consistently. #335
Fixed Prevent sensor data to be requested on Remote Units when Debug Draw is enabled #330
Fixed rogue white space in taticsHold function #323
Fixed instances where doWatch allowed ground-based vehicles un-earned knowledge of enemies
ඞ This development branch comes with many improvements to the speed at which AI conduct themselves in close quarter battle. Areas of focus have been improvements to how the AI prioritizes building locations and streamlines many low-level behaviors.
ඞ Bigger changes include improvements to vehicle AI. Specifically, a few cases of perfect knowledge have been removed, and infantry-to-armored vehicle interplay has been improved. APC and IFV class vehicles will now unload troops when threats are nearby.
The team thanks Augustakit for the updated Chinese translations and big thanks to rautamiekka for the code reviews. Also, thanks to the bඞckers, subscribers who keep bringing out amazing missions, videos, and feedback. :)
From the team
diwඞko / joko / nkenny
Full Changelog: 2.5.4_dev3...2.5.4_dev4
2.5.4 Dev 3
Fixed zero divisor in tacticsAssess function when no waypoints exist for group #322
This time there is no long eloquent text summary. We release dev releases to check for errors before stable release. We are happy that the community reports these errors and we can fix them as fast as we are able to.
From the team
@diwako / @jokoho48 / @nk3nny
Full Changelog: 2.5.4_dev2...2.5.4_dev3
2.5.4 Dev 2
Added visibility check to determine rooms secured #317
Added Anti-Armour routines to tactics #318
Added simplified Chinese Translation #319 ~ Thanks Augustakit
Improved verbosity of tactics debug markers #311
Improved contact state with suppression option and better use of buildings #316
Improved to Individual AI engagement #317
Improved individual AI attempting to suppress targets above-ground #317
Improved Reaction to fire by allowing Individual AI to counter-fire rather than assess
Improved group and Individual AI clearing room logic
Improved tacticsAssess: a "HOLD" waypoint will have them remain static
Fixed units using binoculars indoors
Fixed missing Polish translation ~ Thanks MiszczuZPolski
Fixed failed to reinsert leader into available units when finding static weapons #312
Fixed missing explosionEH Header #315
Fixed use of LookAt which sometimes caused the AI to have knowledge it shouldn’t! #317
Fixed params type for the position argument in taskPatrol #320 ~ Thanks Keithenneu
Fixed mechanized infantry shooting friendly units that start firing their weapons #321 ~ Thanks blake8090
We’re happy to release a summertime Dev release for your testing pleasures.
As always we’ve been blessed with help from the community, not only with GitHub entries-- but careful testing and analysis of AI features, failures, and love for the carefully curated bugs that we call features.
This release adds improvements to many core concepts of the mod. Overall there are some fundamental bug fixes to AI information sharing, considerably better handling of group level CQB tasks, and better matching of group level tactics to their current situations and available weapons.
From the team
@diwako / @jokoho48 / @nk3nny
New Contributors
- @Augustakit made their first contribution in #319
- @Keithenneu made their first contribution in #320
Full Changelog: 2.5.4_dev1...2.5.4_dev2
2.5.4 Dev 1
Added Italian translations translation #297 ~ Thanks to Nilia119
Added fleeing info to debug draw banner #299
Added artillery and mortars turning towards target for increased feedback #300
Improved German and English translations #297
Improved artillery markers by showing spotter location #300
Improved doGroupHide and tacticsContact timings #303
Improved groups never suppressing as a group #304
Improved AI dodging evaluation (less dodge locking) #305
Improved assault memory handling* #306
Improved units will no longer suppress quickly moving vehicles, such as aircraft** #306
Improved Garrison group tactics #307
Improved Assault group tactics #308
Improved tactics assess More intelligent sorting of targets #309
Fix taskReset resetting anims for unconscious or mounted units #301
Fix taskCamp forcing animations on units in vehicles and turrets #302
*LAMBS Danger.fsm added a memory feature to AI groups back in version 2.5.0 assaulting buildings. Essentially groups will remember and share suspected positions of enemies. This improvement streamlines the handling of building positions and adds some breakout patterns to prevent the AI from becoming too target locked to the building they are currently searching through. In short: smorter CQB AI.
**The suppression feature has been improved in two ways. The AI will be less likely to suppress fast moving targets, such as aircraft, and squads are again more able to suppress as a group. Expect much more dangerous application of AI firepower.
From the team
@diwako / @jokoho48 / @nk3nny
New Contributors
Full Changelog: 2.5.3...2.5.4_dev1
2.5.3
Added smoke grenade usage as a setting by @Couls #284
Added Czech translations by @YetheSamartaka #286
Improved Suppression utilisation #295
Fixed Combat mode units failing to leave combat mode #294
Fixed Units entering danger-mode due to friendly fire #294
Fixed Task hunt module flare issue #289
Fixed Units failing to forget their previous attack target #293
Wololo! This hotfix improves a few core features:
Lowered AI paranoia, allowing them to return to Aware state. Improved danger evaluation, AI will no longer enter combat mode due to friendlies firing their guns. Smarter suppression utilisation, both individual and tactical, has been improved to make suppression function more efficiently in combat. Reintroduced the setting for disabling smoke grenades usage.
Special thanks to Couls and YetheSamartaka for code and feature additions.
From the team
@diwako / @jokoho48 / @nk3nny
New Contributors
- @YetheSamartaka made their first contribution in #286
Full Changelog: 2.5.2...2.5.3