github nk3nny/LambsDanger 2.6.2_dev1
Version 2.6.2 dev 1

pre-release2 days ago

What's Changed

Added vehicle support to taskAssault #415
Added teleport option to taskPatrol #428
Added Defense Module #429
Added fixes from experimental hemtt linter with most aggressive linter settings #425

Improved ExplosionEH animations with CBA Events #402
Improved Utilize throwables command #412 by rekterakathom
Improved aggressive infantry behaviour in taskAssault
Improved Eventhandlers - Add Delay to AI Explosion Reaction #418 by lambdatiger
Improved Take advantage of "getUnitState" #420
Improved sort building positions to ensure nearest spots are always used
Improved use groupMemory as function goes along -- to prevent rechecking cleared positions
Improved brainEngage by taking advantage of getUnitState #421
Improved units in stealth mode or holding fire will not attempt to assault or suppress positions.
Improved Dodging and reactions (Take advantage of new getUnitState command) #422
Improved Dodge and Cover conditions. Units are more likely to drop prone when under heavy fire. #422
Improved Vehicle attacks and reactions #424
Improved doVehicleJink to select positions in cover #424
Improved fnc_debugDraw.sqf #426

Changed toLower to toLowerANSI #410

Fixed Macro in Version Mismatch Message #417
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 prevent vehicles with wrong knowledge from attacking #424
Fixed predicted enemy positions slightly smarter #424

New Contributors

Full Changelog: 2.6.1...2.6.2_dev1

This update comes with new stuff! In addition to the usual slew of performance enhancements and fixes, it heavily takes advantage of the new getUnitState to improve AI performance. It also adds a new Defense module to Eden, Zeus, and Zen, as well as a very useful teleport option to garrisons and taskPatrol.

Starting with getUnitState, this script command gave us better access to the current planning state of the AI. Meaning fewer wasted movement and shooting commands on our end-- which in turn leads to better performance and fewer instances of warping. With the AI also having better dodging skills, it makes for a more interesting combatant.

The new defense module adds a way to create a defensive spot and have a group Defend and Hold that position exclusively. The module can be configured for range, teleporting into place, random area patrols, and preferred cover positions.

Defend module settings allow the group to prefer buildings, walled fortifications, vegetations, or any combination to use as cover positions. Once engaged, the group will remain within the area moving from cover to cover according to proximity to the enemy.

The group will also frequently share information and attempt to call for Artillery fire. Making it an ideal function for those kinds of uses. Using the "stealth" or "ambush" flag setup defensive ambushes. Also excellent to model artillery spotters that will hold fire, but actively call for artillery strikes against known enemies.

Among other things: the debug draw panel offers much improved information flow, assault units clear buildings more effectively, and animations play more reliably in multiplayer situations.

Finally, the team would like to give special thanks to @rekterakathom and @lambdatiger for their contributions to the latest release.

Enjoy! :)

From the team
diwako / joko / nkenny

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