Arma3 LAMBS Danger Waypoints (Garrison and CQB)

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  • เผยแพร่เมื่อ 17 ก.ย. 2019
  • The video demonstrates some of the new way points added to the LAMBS_danger AI mod.
    Seen is a small unit of looters that have taken a hostage and garrisoned a building. In response Norwegian special forces are moving in to clear the area.

ความคิดเห็น • 44

  • @zombiedestruction
    @zombiedestruction 4 ปีที่แล้ว +71

    jesus, years of arma and you did what thousands of modders and developers have not been able to. ai cqb. cannot stress how amazing and game-changing this is.
    we will watch your career with great interest.

    • @LAxemann
      @LAxemann 4 ปีที่แล้ว +5

      This!

    • @maximiliangage5288
      @maximiliangage5288 2 ปีที่แล้ว

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    • @justicemiles6255
      @justicemiles6255 2 ปีที่แล้ว

      @Maximilian Gage Instablaster =)

    • @maximiliangage5288
      @maximiliangage5288 2 ปีที่แล้ว

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      Looks like it's gonna take quite some time so I will reply here later with my results.

    • @maximiliangage5288
      @maximiliangage5288 2 ปีที่แล้ว

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  • @beaglerushvods
    @beaglerushvods 4 ปีที่แล้ว +35

    Looks great! You're apologizing for the AI suppressing the window and I'm like "wow, the AI knows how to use its gun, awesome."

  • @narendrapashamaulana6300
    @narendrapashamaulana6300 3 ปีที่แล้ว +5

    It's so satisfying to see those AI implement the building-clearing method. Im totally using this. Great work man

  • @twobyfour
    @twobyfour 2 ปีที่แล้ว +2

    It`s a massive improvement on the vanilla. What I can`t figure out is how to make the AI unit use subsequent Waypoints, say......after they`ve done their CQB Waypoint and you want the Unit move to another location. Are the WP`s `One-shot-only`?

  • @daveq8215
    @daveq8215 3 ปีที่แล้ว +5

    Honestly this is the best AI building clearing I have ever seen in this game, it actually looks like they’re using basic room clearing techniques

  • @aquapig134
    @aquapig134 3 ปีที่แล้ว +1

    this is an insanely cool mod this is exacly what i am looking for

  • @Parka1911
    @Parka1911 9 หลายเดือนก่อน

    Hello Ken! Thanks a bunch for this awesome and game changing mod. I would like to know if it is possible to disable all FSM functions of LAMBS danger while still keeping the waypoints and modules of the mod. Thanks in advance!

  • @KeithB235
    @KeithB235 21 วันที่ผ่านมา

    There is a Lambs danger module too, with more controls, how is that used?
    The issue I have is, if I have three teams clearing a small town, but the town is long, is needs multiple CQB waypoints along the route and currently with this CQB waypoint option, they stop once the first waypoint is cleared ..... they need to continue to following waypoints when all the building are cleared. I have set 'skip waypoint' triggers, but it's not always successful.
    Can you change the colour of the big arrows once their room is cleared? Right now they remain blue even when the building has been cleared and the team has moved-on to the next building.
    Cheers

  • @wsam.1984
    @wsam.1984 2 ปีที่แล้ว +1

    How do you make the ai stay in the buildings??

  • @zgthor
    @zgthor 4 ปีที่แล้ว +3

    holly shit this is amazing

  • @sixten3000
    @sixten3000 4 ปีที่แล้ว +4

    are you only using danger.fsm as ai mod or do you use other ai mods along this?

    • @KenMikkelsen
      @KenMikkelsen  4 ปีที่แล้ว +6

      Only the danger.fsm affects waypoints. Admittedly this test was run with LAMBS_Suppression and JSRS

  • @pierrezani6687
    @pierrezani6687 3 ปีที่แล้ว

    Awsome mod but ones question regarding the video. You have explained the waypoints, but we can see that you also have modules in there? Which are they and how do you set them up? Thanks

    • @KenMikkelsen
      @KenMikkelsen  3 ปีที่แล้ว

      Hi pierre. Check one of my latest videos for a good overview :)

    • @pierrezani6687
      @pierrezani6687 3 ปีที่แล้ว

      @@KenMikkelsen Do you have one in mind in Particular? Your latest video is on formations.
      Another question. Ive noticed that when units are idle, and a firefight erups they will all tend to converge towards it. (Which is awsome) But i had some units using your garrison waypoint and they dont reacte when shots go off unless the enemy unit attacks them directly.
      Is there a way to make them garrison but still responde and move to a threat?

    • @KenMikkelsen
      @KenMikkelsen  3 ปีที่แล้ว

      @@pierrezani6687 th-cam.com/video/YdWiTtBl5Kc/w-d-xo.html&ab_channel=KenMikkelsen
      Second one in that series covers each module in some detail.
      The design of the garrison waypoint is such that it is meant to keep units _in_ position. By tweaking the "exit conditions" of the module, you can somewhat enhance it-- more which are coming in future releases. Beyond that, consider testing CBA_fnc_taskDefend, which is much more lenient in letting units ungarrison themselves ;)

  • @thehungryhorntail5730
    @thehungryhorntail5730 3 ปีที่แล้ว +3

    For some reason, the ai units are not garrisoning when I use the waypoints

  • @TOC-1775
    @TOC-1775 4 ปีที่แล้ว +1

    Whatd you use for the hostages sitting and stuff?

    • @KenMikkelsen
      @KenMikkelsen  3 ปีที่แล้ว +1

      A ran a simple switchMove animation on the hostage in the editor ;)

  • @lucdude457
    @lucdude457 3 ปีที่แล้ว

    so, my units dont move to the next waypoint after cqb clearing is done, there was an unenterable building nearby. would you know anything about that?

    • @lucdude457
      @lucdude457 3 ปีที่แล้ว +1

      am i maybe messing up the modules or something?
      i like the mod though, dont think i could everf see mself unloading it

    • @melekharn7943
      @melekharn7943 3 ปีที่แล้ว

      From what I saw in one of his last videos, the cqb and patrol way points etc are designed as a "last" way point.
      You might be able to get around this by setting way points in buildings that change to the "combat" stance instead?

  • @manuellabor2759
    @manuellabor2759 11 หลายเดือนก่อน

    I spawn AI using Triggers, where can I find info on scripting this in a sqf?

  • @mante6458
    @mante6458 4 ปีที่แล้ว +3

    based

  • @coda2939
    @coda2939 4 ปีที่แล้ว +1

    I have a question. When I tried out your mod and have Lambs Debug enabled, it only said: "Fire Explosion near" and thats it. In your videos are messages like: artillery, giving information, etc.. Am I doing something wrong?

    • @KenMikkelsen
      @KenMikkelsen  4 ปีที่แล้ว +4

      There are two variables.
      Lambs_danger_debug_fsm
      Lambs_danger_debug_functions
      The former giving more detailed information

  • @goodestguy9543
    @goodestguy9543 4 ปีที่แล้ว +1

    when using the garrison, the units stay in the buildings and do not move

    • @platinum6684
      @platinum6684 3 ปีที่แล้ว +1

      thats the point of garrison

  • @portman8909
    @portman8909 3 ปีที่แล้ว

    This works with Zeus?

    • @KenMikkelsen
      @KenMikkelsen  3 ปีที่แล้ว +3

      Yep. Right out of the box. In fact, the latest version adds many enhanced ZEUS modules. :)

  • @russischepartisanen1498
    @russischepartisanen1498 2 ปีที่แล้ว

    Doesn't work with 3cb

  • @SoccerCoachAT
    @SoccerCoachAT ปีที่แล้ว

    Can you call these waypoints from scripts? I think you said in the video that it was not possible.

    • @KenMikkelsen
      @KenMikkelsen  ปีที่แล้ว +1

      Check the github page. Each waypoint is essentially running a scripted function. The garrison waypoint is "lambs_wp_fnc_taskGarrison".
      Use it like you would any script. :)

    • @SoccerCoachAT
      @SoccerCoachAT ปีที่แล้ว +1

      @@KenMikkelsen. I found the github link after I asked, but thank you and love the mods.

  • @invizualx
    @invizualx 8 หลายเดือนก่อน

    Спасибо за аддоны

  • @dz-cammandos9947
    @dz-cammandos9947 ปีที่แล้ว

    Hello.. I downloaded the Lambs danger mod which contains CQB interference features....but CQB waypint is not working properly.... Your mod is not the same as the one in Steam..... I want you to modify the mod.. ..because Task CQB does not use any home inspection technology......in your video it works but for me it does not work......help please..