github nk3nny/LambsDanger 2.4.0

latest releases: 2.6.1_dev2, 2.6.1_dev1, 2.6.0...
4 years ago

Version 2.4.0

Requires: CBA_A3 3.15.0 or later

Added Port all Strings over to Stringtables so that they can get Localized
Added Vanilla EventHandler wrapper for all current Events
Added Nearby friendly fire check for Suppression with configurable setting
Added Nearby friendly fire check for vehicle suppression and assault functions
Added Maximum Reveal value setting
Added CBA Version dependency
Added Player only setting for Task Creep/Hunt/Rush (these modules can now hunt enemy AI)
Added SortByHeight, Teleport and Exit Condition setting to TaskGarrison
Added Teleport setting to TaskCamp
Added Remote compatibility to Task Assault/CQB/Camp/Creep/Garrison/Hunt/Patrol/Reset/Rush Zeus and Editor Modules
Added Rewrite of Task Artillery to make it multiplayer compatible
Added Various performance optimizations to danger FSM
Added Immediate Action state
Added fnc_immediateAction with smarter movement routines to avoiding fire
Added fnc_indoor to only recognize buildings
Added Units with ACE3 medical AI enabled will exit FSM
Added Tweaks to fine-adjust suppression position
Added Improvements to re-manning static weapons
Added fnc_leaderAssault, fnc_leaderFlank, fnc_leaderSuppress, and fnc_leaderGarrison*
Added fnc_leaderStaticDeploy, fnc_leaderStaticPack and fnc_leaderStaticFind (units will now dynamically deploy static weapons and more reliably man nearby ones)
Added fnc_doSmoke, fnc_doUGL (functions to throw smoke and shoot flares respectively)
Added FSM fix to prevent units from reacting to allied weapon fire
Added FSM reaction state will now only trigger on dangerous events**
Added FSM better support for ACE3 medical AI by delaying healing when unit is threatened by nearby gunfire or forced movement
Added FSM faster and more aggressive movement when 'forceMove' variable is enabled
Added units which call artillery will now attempt to use binoculars and stay in position to direct fire
Added settings to disable dynamic weapon deployment and remanning

Changed All number edit boxes in ZEUS Modules to sliders
Changed Module Artillery Dropdown to Side Selector
Changed Make use of CBA_fnc_getPos from CBA 3.15.0 update
Changed Moved various settings such as speed and search range from FSM to function for easier editing
Changed Increased threshold for doing suppression while suppressed from 0.5 to 0.75
Changed FSM priorities for bulletClose increased from 3 to 6
Changed fnc_fsmExitVariables to use fnc_isAlive
Changed Default settings for CQB range from 50 to 60
Changed Radio minimum range settings from 200 to 20 based on user input
Changed Gestures used to indicate initial reaction (from 'cease fire' to 'freeze')
Changed fnc_hideInside, reduced range units without cover would retreat from 45-110m to 10-55m
Changed Debug information variables are now global if Debug Functions setting is enabled

Fixed An issue with ShareInformation
Fixed That Task Creep/Rush didn't use user set Cycle Times
Fixed Error in fnc_vehicleSuppress (vehicles would fail to engage)
Fixed Assaulting units from occasionally looking into the ceiling
Fixed Global variable in suppression part of FSM (timeout)
Fixed Increased APC dismount range from 180 to 250 meters
Fixed Tightened range which units check for CQB buildings in CQB mode (No need to check out to 250 meters)
Fixed fnc_react - reaction state stances were reversed
Fixed fnc_suppress - override setting would also override intelligent target adjustment based on visibility
Fixed fnc_zoneMarker - marker is now created local only
Fixed FSM issues with doWatch and doLook
Fixed FSM leader state Contact! Now uses distinct gesture and collects troops better
Fixed FSM improved performance, moved more code to functions, and clarified priorities
Fixed move command in fnc_leaderFlank would override the current waypoint
Fixed Floating Waypoint in TaskGarrison
Fixed A possible issue with group counts overflowing max group limit with some taskX Modules/Waypoints

Removed fnc_leaderManoevure replaced by fnc_leaderFlank

A big addition in this release is the introduction of a more extensive set of group-level actions. These are called when the AI assesses that enemies are holding in garrisoned buildings or in otherwise weak tactical positions. The unit can respond in four ways: Flanking, suppressing, assaulting, or attempting to garrison it's own or enemy building. The exact tactic being employed depends on the unit's own combat mode, available cover and distance to the target. These new states replace the more limited fnc_leaderManoevure.

The second major overhaul is how the AI will enter the reaction state: Units that expect enemy contact are less likely to flinch. By default they will now only enter a reaction state when the unit is hit, unit spots a new enemy, nearby explosion or bullet impact, seeing unit from their own group killed, hearing another unit being hit, or bullet whizzing by. Units set to FULL speed mode or STEALTH behaviour will not trigger reaction and hiding responses.

The team would like to extend thanks to BadGuy for help with adding User Interface elements, R3voA3 for the German translations and madrussian for spotting an error with waypoints being deleted.

From the team
diwako / joko / nkenny

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