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Arma3 LAMBS Danger Waypoints (Garrison and CQB) 

Ken Mikkelsen
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2 окт 2024

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Комментарии : 44   
@zombiedestruction
@zombiedestruction 5 лет назад
jesus, years of arma and you did what thousands of modders and developers have not been able to. ai cqb. cannot stress how amazing and game-changing this is. we will watch your career with great interest.
@LAxemann
@LAxemann 5 лет назад
This!
@maximiliangage5288
@maximiliangage5288 3 года назад
You all prolly dont care at all but does anyone know a trick to get back into an instagram account?? I was stupid lost the account password. I love any tips you can give me
@justicemiles6255
@justicemiles6255 3 года назад
@Maximilian Gage Instablaster =)
@maximiliangage5288
@maximiliangage5288 3 года назад
@Justice Miles thanks so much for your reply. I got to the site through google and Im in the hacking process atm. Looks like it's gonna take quite some time so I will reply here later with my results.
@maximiliangage5288
@maximiliangage5288 3 года назад
@Justice Miles It worked and I actually got access to my account again. I'm so happy:D Thank you so much you saved my account :D
@beaglerushvods
@beaglerushvods 5 лет назад
Looks great! You're apologizing for the AI suppressing the window and I'm like "wow, the AI knows how to use its gun, awesome."
@narendrapashamaulana6300
@narendrapashamaulana6300 3 года назад
It's so satisfying to see those AI implement the building-clearing method. Im totally using this. Great work man
@aquapig134
@aquapig134 3 года назад
this is an insanely cool mod this is exacly what i am looking for
@twobyfour
@twobyfour 2 года назад
It`s a massive improvement on the vanilla. What I can`t figure out is how to make the AI unit use subsequent Waypoints, say......after they`ve done their CQB Waypoint and you want the Unit move to another location. Are the WP`s `One-shot-only`?
@KeithB235
@KeithB235 4 месяца назад
There is a Lambs danger module too, with more controls, how is that used? The issue I have is, if I have three teams clearing a small town, but the town is long, is needs multiple CQB waypoints along the route and currently with this CQB waypoint option, they stop once the first waypoint is cleared ..... they need to continue to following waypoints when all the building are cleared. I have set 'skip waypoint' triggers, but it's not always successful. Can you change the colour of the big arrows once their room is cleared? Right now they remain blue even when the building has been cleared and the team has moved-on to the next building. Cheers
@thehungryhorntail5730
@thehungryhorntail5730 4 года назад
For some reason, the ai units are not garrisoning when I use the waypoints
@russischepartisanen1498
@russischepartisanen1498 2 года назад
Same problem
@daveq8215
@daveq8215 3 года назад
Honestly this is the best AI building clearing I have ever seen in this game, it actually looks like they’re using basic room clearing techniques
@manuellabor2759
@manuellabor2759 Год назад
I spawn AI using Triggers, where can I find info on scripting this in a sqf?
@zgthor
@zgthor 4 года назад
holly shit this is amazing
@mante6458
@mante6458 5 лет назад
based
@Parka1911
@Parka1911 Год назад
Hello Ken! Thanks a bunch for this awesome and game changing mod. I would like to know if it is possible to disable all FSM functions of LAMBS danger while still keeping the waypoints and modules of the mod. Thanks in advance!
@sixten3000
@sixten3000 5 лет назад
are you only using danger.fsm as ai mod or do you use other ai mods along this?
@KenMikkelsen
@KenMikkelsen 5 лет назад
Only the danger.fsm affects waypoints. Admittedly this test was run with LAMBS_Suppression and JSRS
@SoccerCoachAT
@SoccerCoachAT Год назад
Can you call these waypoints from scripts? I think you said in the video that it was not possible.
@KenMikkelsen
@KenMikkelsen Год назад
Check the github page. Each waypoint is essentially running a scripted function. The garrison waypoint is "lambs_wp_fnc_taskGarrison". Use it like you would any script. :)
@SoccerCoachAT
@SoccerCoachAT Год назад
@@KenMikkelsen. I found the github link after I asked, but thank you and love the mods.
@invisuall
@invisuall Год назад
Спасибо за аддоны
@goodestguy9543
@goodestguy9543 4 года назад
when using the garrison, the units stay in the buildings and do not move
@platinum6684
@platinum6684 4 года назад
thats the point of garrison
@russischepartisanen1498
@russischepartisanen1498 2 года назад
Doesn't work with 3cb
@pierrezani6687
@pierrezani6687 4 года назад
Awsome mod but ones question regarding the video. You have explained the waypoints, but we can see that you also have modules in there? Which are they and how do you set them up? Thanks
@KenMikkelsen
@KenMikkelsen 4 года назад
Hi pierre. Check one of my latest videos for a good overview :)
@pierrezani6687
@pierrezani6687 4 года назад
@@KenMikkelsen Do you have one in mind in Particular? Your latest video is on formations. Another question. Ive noticed that when units are idle, and a firefight erups they will all tend to converge towards it. (Which is awsome) But i had some units using your garrison waypoint and they dont reacte when shots go off unless the enemy unit attacks them directly. Is there a way to make them garrison but still responde and move to a threat?
@KenMikkelsen
@KenMikkelsen 4 года назад
@@pierrezani6687 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-YdWiTtBl5Kc.html&ab_channel=KenMikkelsen Second one in that series covers each module in some detail. The design of the garrison waypoint is such that it is meant to keep units _in_ position. By tweaking the "exit conditions" of the module, you can somewhat enhance it-- more which are coming in future releases. Beyond that, consider testing CBA_fnc_taskDefend, which is much more lenient in letting units ungarrison themselves ;)
@wsam.1984
@wsam.1984 2 года назад
How do you make the ai stay in the buildings??
@TOC-1775
@TOC-1775 4 года назад
Whatd you use for the hostages sitting and stuff?
@KenMikkelsen
@KenMikkelsen 4 года назад
A ran a simple switchMove animation on the hostage in the editor ;)
@coda2939
@coda2939 5 лет назад
I have a question. When I tried out your mod and have Lambs Debug enabled, it only said: "Fire Explosion near" and thats it. In your videos are messages like: artillery, giving information, etc.. Am I doing something wrong?
@KenMikkelsen
@KenMikkelsen 5 лет назад
There are two variables. Lambs_danger_debug_fsm Lambs_danger_debug_functions The former giving more detailed information
@lucdude457
@lucdude457 4 года назад
so, my units dont move to the next waypoint after cqb clearing is done, there was an unenterable building nearby. would you know anything about that?
@lucdude457
@lucdude457 4 года назад
am i maybe messing up the modules or something? i like the mod though, dont think i could everf see mself unloading it
@melekharn7943
@melekharn7943 4 года назад
From what I saw in one of his last videos, the cqb and patrol way points etc are designed as a "last" way point. You might be able to get around this by setting way points in buildings that change to the "combat" stance instead?
@Pa-BASSAM1111
@Pa-BASSAM1111 2 года назад
Hello.. I downloaded the Lambs danger mod which contains CQB interference features....but CQB waypint is not working properly.... Your mod is not the same as the one in Steam..... I want you to modify the mod.. ..because Task CQB does not use any home inspection technology......in your video it works but for me it does not work......help please..
@portman8909
@portman8909 4 года назад
This works with Zeus?
@KenMikkelsen
@KenMikkelsen 4 года назад
Yep. Right out of the box. In fact, the latest version adds many enhanced ZEUS modules. :)
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