github nk3nny/LambsDanger 2.5.2

latest releases: 2.6.1_dev3, 2.6.1_dev2, 2.6.1_dev1...
2 years ago

Added SQFC Support
Added Setting for Advanced Obstacle Proximity Detection for Suppression
Added vehicles main gun switch to HE or AP when engaging targets (#261)
Added Range PBO (allowing units to spot and engage targets at longer ranges) (#246)
Added greatly enhanced suppression check (#249)
Added unified doGroupHide action (#258)
Added ‘suppress’ option to taskGarrison as an exit clause
Added variable to block auto artillery registration

Improved taskCamp, taskHunt, taskGarrison and taskReset with eventhandlers (#259)
Improved taskCamp by using ‘suppression’ event handler.
Improved stance usage in taskCamp.
Improved cleanup system of eventhandlers in taskReset
Improved Polish Translations
Improved Task Hunt with settings for Flares
Improved vehicle brain by accounting for Air vehicles
Improved doDodge function

Fixed taskHunt module not working in Zeus (#252)
Fixed taskAssault Zeus module opening when no dynamic target is created (#250)
Fixed civilian.fsm exit conditions (#253)
Fixed units attacking SuppressTarget (#256)
Fixed issues that artillery guns did not get readded in certain cases (#264)
Fixed assault/garrison issue with taskAssess (Units would fail to assault new buildings!) (#255)
Fixed wrong eventhandlers being selected in the garrison module.
Fixed vehicles spamming shareInformation
Fixed the 3den Artillery Register Checkbox
Fixed Zen Action for TaskPatrol calling the wrong Event
Fixed duplicate vehicle suppression calls
Fixed doSelectWarhead errors when gunner dismounts or is not assigned a gun
Fixed doUGL would throw an error if a player was in the array

Changed WP Strings now using Stringtables (#247)
Changed to using native hashes for artillery system (#263)
Changed findClosestTarget function added to main (#265)


The long-awaited 2.5.2 is now here. It comes with a number of very interesting features.

A considerably smarter system for evaluating suppression, armoured vehicles changing ammunition based on targets, the Ranged PBO, and we’ve implemented the SQFC standard for this and future releases. What does this mean?

The enhanced suppression selection system lets units more intelligently choose whether or not to suppress potential targets. Each unit will evaluate its own position and that of the enemy, visibility, cover and concealment, before committing. Units will still suppress potential or assumed enemy positions, but are less likely to shoot at pointless positions. The new system greatly reduces instances of uselessly shooting at walls in towns.

Armoured, turreted vehicles will now switch ammunition type based on available targets. Soft-skinned vehicles and infantry will be hit with HE, while AP and APDS will be used to engage enemy armour. This much-requested feature will greatly enhance the deadliness of enemy armour. Consider yourself warned!

LAMBS Danger will also tweak AI sensitivity. This makes AI infantry much more able to spot enemies moving across open fields. Expect engagement ranges to be increased by 100-200 meters in favourable conditions. The use of cover and concealment to break visibility is more important than ever. AI ability to see at night, or to spot targets from vehicles, is unchanged.

SQFC makes code work more gooder. In more technical terms it is SQF code precompiled which the engine can load faster. Code execution time is faster due to compile-time optimizations. In practical terms, it offers performance enhancements to the AI. The full extent of which we’re still mapping out. SQFC is already in use by major mods in the Arma3 community with more to follow. We’re part of that gang.

As usual, there are a slew of bug fixes and minor enhancements. The ‘Suppressed’ eventhandler has been added to garrisoned and camped units, which will make them more responsive to enemy fire. We’ve also cleaned up and improved the performance of many other modules.

NOTE: This version changes (and fixes) garrison modules. For mission makers that have set particular exit conditions will want to re-check Garrison modules in their missions. Previously the garrison module would not apply the selected exit condition consistently. That has been fixed.

The team would like to thank our contributors:

  • Floyd as video editor from Gruppe W
  • veteran29
  • MiszczuZPolski

Shout out to our Discord crew. The team always enjoys the lively banter of feature requests, bug reports and after-action reports (particularly when you all die or get suppressed through bushes, Muahahaha).

From the team
diwako / joko / nkenny

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