github nk3nny/LambsDanger 2.6.2
Version 2.6.2

23 hours ago

What's Changed

Added vehicle support to taskAssault #415
Added teleport option to taskPatrol #428
Added Defense Module #429
Added mortars to do dynamic close support
Added mortars support nearby units with Smoke, Flares and HE
Added Tanks/APC/IFVs will rearrange crew to prioritise guns
Added ability for crew to jump out of soft-skinned vehicles and man mounted weapons
Added ability for crew of soft-skinned vehicles to jump out to defend themselves
Added callouts/vocalization to many vehicle interactions
Added more chances for vehicles to share information
Added ability to deploy commando mortars introduced in Reaction Forces CDLC
Added movement check to prevent stuttering/recalculations
Added combat movespeed adjustment due to suppression

Improved ExplosionEH animations with CBA Events #402
Improved Utilize throwables command #412 by @rekterakathom
Improved Eventhandlers - Add Delay to AI Explosion Reaction #418 by @lambdatiger
Improved Take advantage of "getUnitState" #420, #421, #422
Improved units in stealth mode or holding fire will not attempt to assault or suppress positions.
Improved Dodge and Cover conditions. Units are more likely to drop prone when under heavy fire. #422
Improved APC/IFV vehicle dismounts more reliable
Improved vehicle rotate on tracked vehicles with 'sendSimpleCommand'
Improved logic of crew abandoning vehicles to take into account more variables (fuel, weapons, etc)
Improved hiding ability of fleeing infantry #434
Improved likelihood of small teams deploying static weapons
Improved fleeing units now forget enemy CQB positions #459
Improved CQB movement dependability #460

Fixed tacticsAssaults were bugged, potentially leaving units with FSM switched off #420
Fixed some cases of units warping through cover #422
Fixed tactics Contact Triggering inside buildings #423
Fixed cases where incapacitated gunners still turned turrets
Fixed doSelectWarhead for ammunition that needs manual lazing and add "topDown" mode selection #435
Fixed taskArtillery was callable when no Artillery was Available to shoot towards position in Zeus #450
Fixed armored vehicles failing to rotate or suppress targets #457
Fixed leaders should rush less to their death #458
Fixed UGLs not working with magazineWell #465

grafik

Introducing LAMBS DANGER Version 2.6.2. Now how to encapsulate nearly two years of development into a readable short post?

Those of you who have been following our development branch know that we’ve releasing and testing stuff in the background. There have been some significant performance enhancements and fixes, heavily taking advantage of new scripting functionality introduced in Arma3 updated.

Major elements are:

We added a new Module: Task Defend. The module makes the group use buildings, walled fortifications, vegetation, or any combination as defensive positions. Once engaged, the group will remain within the area; moving from cover to cover according to proximity to the enemy.

The defending group will also frequently share information and attempt to call for Artillery fire.This makes it an ideal module to set up static defensive positions or defensive ambushes. It is also excellent to model artillery spotters that will hold fire, but actively call for artillery strikes against known enemies.

There are major improvements in how infantry groups perform flanking and suppressing actions. They now work closely with vehicles and their suppressive fire is more reliable. Trust me. Seeing an infantry group absolutely tear apart a position with suppressive fire warms our evil little hearts.

Speaking of vehicles, this has been another area of improvement. Not only will mortars inherently support nearby infantry with High Explosives, smoke and flares, but the Al can deploy the one-man commando mortars introduced in Reaction Forces.

This latest version of LAMBS Danger.fsm makes group-level tactics more flexible in that they can more easily be cancelled by both the group and would-be Zeus or mission makers.

You will also see crew changing vehicle positions. If the gunner is killed, a crew member will take his place. Move too close to an unarmed vehicle and drivers might exit the vehicle to deal with you up close and personal. Don’t worry. The AI will actually jump out of the vehicle in order to change seats.

There are more smaller changes. Debug-panel offers improved information, assault units clear buildings more effectively, and animations play more reliably in multiplayer situations.

Oh, and also there’s been a baby born which has slowed development a tad. ;)

The team would like to extend our particular thanks to our github commenters and contributors: @rautamiekka, @rekterakathom, @b-mayr-1984, @Tinter, @LordGolias, @Augustakit, @lambdatiger, and @SpicyBagpipes

From the team
diwako / joko / nkenny

New Contributors

Full Changelog: 2.6.1...2.6.2

Don't miss a new LambsDanger release

NewReleases is sending notifications on new releases.