github nk3nny/LambsDanger 2.5.1

latest releases: 2.6.1_dev1, 2.6.0, 2.5.4_dev4...
2 years ago

Added new lambs_formations config tweaks/enhancements to formations and pathfinding
Added ZEN Context Actions for Reinforcement
Added custom share information handlers (by mjc4wilton)
Added artillery crew will disembark when threatened by near enemies
Added debug marker for artillery spotter
Added more robust stance changes and forceMove to tacticsFlank to induce more movement
Added findNearbyVehicles (standardised function to find ready vehicles)
Added stricter handling of flanking units (forcing them to not board transports)
Added exit condition on 'lambs_danger_forceMove' in brainForced
Added 'forceMove' variable to hiding to increase reliability
Added unified callout and share information
Added units will act more intelligently to "hold fire" commands (by setting combatMode to "BLUE" or "GREEN". I.e., ordering units to hold fire)
Added checkbox to disable Dynamic reinforcement system for Task Waypoints

Fixed artillery check round barrages (these were always one round)
Fixed artillery debug markers were occasionally not removed when the spotter died
Fixed flanking units chose more intelligent spots
Fixed allowed suppressing units to suppress outdoor spots (performance)
Fixed doGroupFlank set wrong forceMove variable
Fixed doVehicleAssault visibility check
Fixes doGroupFlanks tendency to not do anything!
Fixes doGroupAssault tendency to cause AI to rotate uselessly
Fixes doAssault building sorting distance to more reliably assault salient buildings
Fixed doSuppress ignoring the positions of friendlies
Fixed units standing up at inopportune times in assault/assaultMemory
Fixed groups rarely utilising 'aggressive' contact state
Fixed groups failing to use hand signals and callouts
Fixed units spamming 'Negative' (due to inability of providing suppressive fire)
Fixed armoured vehicles suppressing useless positions
Fixed issue with taskAssault calling taskArtillery
Fixed reduced use of suppression when an enemy is detected but not easy to see.
Fixed height over sea effect in getShareInformationParams
Fixed units playing walking animations when retreat option is enabled in taskAssault
Fixed missing taskAssault Retreat mode waypoint text
Fixed player-led groups would occasionally fail to return to formation

Changed Renamed DisableGroupAI Module to Configure Group AI
Changed taskPatrol and taskHunt groups are no longer set to reinforce by default
Changed player-led groups no longer receive shared information
Changed artillery debug markers now uses a colour not used by a faction
Changed static weapon crew will disembark when threatened (instead of only the effective commander)
Changed timing for isLeader checks. Non-leaders will now only check 5% rather than 10% of the time
Changed minimum suppression range from 25 to 50 meters

Improved isNight performance by use of getEnvSound Controllers (by RCA3)
Improved taskGarrison to only seek cover positions when necessary
Improved doShareInformation performance
Improved getShareInformationParams performance
Improved performance of findNearbyFriendlies
Improved performance of isAlive checks
Improved performance doGroupSuppress
Improved performance of doSuppress
Improved performance of doVehicleSuppress
Improved Converted remoteExec/remoteExecCall to CBA Target Events
Improved performance of brainEngage by having zero-time exit variables
Improved FSM performance by removing unnecessary checks
Improved brainReact handling of doCover state
Improved doDodge performance
Improved doHide performance
Improved findReadyUnits handling of ‘attacking’ units.
Improved sorting of ready artillery
Improved skipCheckRounds option will also skip main strike delay
Improved Render Positions of DebugDraw
Improved brainEngage handling of speed change when engaging
Improved FSM performance by using simper params array
Improved prevent script errors with TaskArtillery when no artillery is defined
Improved reduced use of AI smoke
Improved debug draw (performance and settings)
Improved entries in taskModule configs
Improved group assessments of close combat situations
Improved groups set to WHITE combat mode are less likely to enter group suppression mode
Improved Polish translations (by MiszczuZPolski and SzwedzikPL)
Improved various tooltips
Improved consistency of suppression function with shorter ranged weapons


This is going to knock your socks off. The big focus of this release has been refining existing features under three general headers: frames, flow and friction.

Frames. For this version, we have improved and streamlined many of the most common AI- functions. The net result is an overall performance increase of some 5-10 FPS depending on your system.

Flow. With the introduction of the new lambs_formations.pbo you will see increased combat ability from the enemy AI. Infantry will be faster to move into and through buildings. You will also see more compact infantry formations that will in turn be quicker to react.

Friction. Through an active process of feedback and development, we’ve also removed many issues related to group-level tactics. Infantry performing group actions will act with increased authority and aggression. Group use of suppression will select targets more intelligently. Vehicles will use their weapons more sensibly, as it pertains to suppressing and facing enemies. Overall, you will meet a much more dangerous enemy.

The team would like to extend special thanks to:

  • mjc4wilton
  • RCA3
  • MiszczuZPolski
  • SzwedzikPL

The people that provided commands and questions on the development version on steam and discord.

From the team
diwako / joko / nkenny

Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1858075458

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