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While it isn't a fault of this mod its much more common with it since AI move into buildings more frequently. The anti wall glitches mod actually manages to prevent it to some degree but was abandoned, it causes other issues with path-following. It's definitely possible to have the best of both worlds with a smarter implementation of a similar solution. That mod comes so close.
It's not the responsibility of this mod but if they did attempt to implement something similar more intelligently PVE would be significantly improved, no more playing whack-a-mole with AI in the floor.
That's literally a game engine bug, or more precisely, it's a bit of a failsafe that gets activated often. If it's even possible for a mod to detect when it does ...
I have been observing the AI behavior in urban conditions for two weeks. Lambs looks good, but still the main disappointment - is the fact he in urban conditions AI sometimes goes through walls and fences.
There is a mod called @Anti-Wall-Glitches (which is not good for AI, but still blocks this ptoblem), maybe you will take it features to the Lambs?
Uncertain what it could be, tried looking at logs, just see some generic errors as usual.
1. I have to disable autonomous ammo type change in tanks, I have HEAT loaded, I aim at IFV and I can't shoot because it changes ammo to APFSDS
2. with suppress fire it can waste all ammo shooting "at nothing"
3. if possible adapt static weapon deployment from VcomAI, it's the only one that works :)
A one year ago, It took me several days, before I found the reason, disabling each of my 100 + mods one by one! The winner of this search is Lambs 2.6.0. The lambs 2.6.1 have same problem.
I was surprised! What will the AI mod have to do with visual and sound effects!? I don't know, but as soon as I turn off LAMBS, I stop seeing this problem.
Unfortunately the old Lambs problem still remains. I reported this problem a year ago on BIS forum, but it yet not fixed. This looks weird, but only with LAMBS mod the all RHS vehicles, that have automatic grenade launchers (40mm) onboard sometimes no have visual hit effects.
That is, when a grenade hits the terrain or a solid object, there is no sound from the explosion and no normal FX, Instead of a regular explosion, the player sees a scattering of small FX that do not correspond to the explosion.
Here video - https://www.youtube.com/watch?v=I6G0SIr17Uc
It's a pity that you are not in a hurry to fix this.
Dear friends, please :
1) consider any ways for aI-vehicles that have lost their gunners to continue to be dangerous for the enemy, so that the remaining ai-driver or ai-commander has a chance to occupy the gunner’s position for some time and and return back to their original position. Otherwise, ai vehicles without gunners will only be targets.
2) consider any ways of leaving a vehicle or static weapon without ammunition. Otherwise, such units again will only be targets.
Unfortunately, these two problems exist in Arma3 and will make the AI look stupid. Crews that have lost their gunners will never pose a threat, and transport vehicles or turrets without ammunition, will never be abandoned.
If possible, teach the AI to leave the turrets as soon as that turret loses all its ammo. Very often player can see the AI just stay on empty turret, turning into a target
Good changes:
It seems to me, that the endless Get In/Get Out loops for infantry from Motorized Vehicles have disappeared. Also, the crews of combat vehicles (driver/gunner/commander) stopped jumping out of their combat vehicles. Hallelujah! At least in two days of testing I didn’t see this!
Bad changes:
Diring combat contact the Motorized Vehicles Groups stopped unloading the attached infantry (which they have on board). Infantry landing takes place only at the waypoint position itself, and not in front of it, as was before in lambs or in the vanilla game.
If this can be fixed, then please do so, because after fire contact with the enemy, some vehicles do not have time to land their infantry groups and are destroyed before the vehicle reaches the waypoint itself.
But if that's the price for the above fixes, then we gladly accept it!
Good catch on the smoke grenades. We'll be pushing a fix shortly.tm
@rocinante
I won't lie. I've thought about it. But the problem is that we have poor control over AI pathfinding in the first place. And with our commitment to high performance, that might be very hard to actually achieve.
You can also try DCO which is amazing by itself, the vehicle one breaks convoys unless you turn off "group reset" in CBA settings. I haven't tried the infantry one just yet, but it has huge potential.