github nk3nny/LambsDanger 2.6.2_dev2
Version 2.6.2 dev 2

pre-releaseone day ago

What's Changed

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
Added exit condition to tactical Flanking, Suppressing and Assaulting

Improved Vehicle brain with additional behaviours #432
Improved Mortar and Static weapons #433
Changed "man" to "CAManBase" in doVehicleAssault #431

Fixed cases where incapacitated gunners still turned turrets
Fixed stupid bug where dangerPos was not properly updated in brainVehicle.sqf
Fixed bug where banners were often hidden on some vehicles in debugDraw
Fixed issue where deploying troops could be distracted by contact states
Fixed doSelectWarhead for ammunition that needs manual lazing and add "topDown" mode selection #435
Fixed error in doAssault building sorting. Was supposed to remove positions further way than known enemy
Fixed various issues in fnc_taskDefend.sqf #438
Fixed Typo in Editor Module Task Hunt Getter #440
Fixed Hidden Debug overlay causing issue in Zeus #449
Fixed taskArtillery was callable when no Artillery was Available to shoot towards position in Zeus #450
Fixed replace name with typeOf in fnc_debugDraw #451

Removed doGroupAssault.sqf (It is replaced by a better doAssaultMemory system)
Removed contact sub-states #445

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
Improved readability of vehicle code
Improved Hiding feature #434
Improved likelihood of small teams deploying static weapons
Improved TacticsAssault, doGroupAssault, doAssault, doMemoryAssault #436
Improved Infantry hiding ability
Improved tactics flank and suppress actions #446

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Please send help. I’m surrounded by people that eat yogurt and custards with forks.

This latest version of LAMBS Danger.fsm development branch adds some new and very useful features. The biggest change is in how group level tactics are now much more flexible and can more easily be cancelled by both the group and would-be Zeus or mission makers.

There are also improvements to 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.

You will also see more shuffling of AI slots. If the gunner is killed, another soldier will take his place. Move too close to an unarmed vehicle-- they’ll 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.

As usual there is a slew of performance and functionality fixes too. Long live HEMTT!

We would also like to give special thanks to @rautamiekka, @b-mayr-1984, and @Tinter and all the great people on our discord.

From the team
diwako / joko / nkenny

New Contributors

Full Changelog: 2.6.2_dev1...2.6.2_dev2
Full Changelog from stable: 2.6.1...2.6.2_dev2

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