-
Vehicles 147
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Light vehicles
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Armoured vehicles
-
Tiltrotor aircraft
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Naval craft
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Vehicle-mounted weapons
-
-
Planning and Execution 155
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Theatres and Campaigns
-
Deployment execution 57
- FM/G146 Introduction to Mission Support
- FM/G144 Leading as the Lead Game Master
- FM/G143 Assisting the Lead Game Master
- FM/G153 Using the Zeus interface
- FM/G145 Creating a fun battlefield
- FM/G159 Zeus modules
- FM/G147 Underlying Arma mechanics
- FM/G158 Handling ARMA bugs
- FM/G148 Roleplaying
- FM/G154 Scheduling a deployment
- FM/G407 Battle Management
- FM/G408 Operational Awareness
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FMDG Communications
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Radio Comms (Staging)
-
Reports (Staging)
-
FMDG Field Leadership
-
-
FMDG Rotary Wing
-
Loadout (Temp)
-
UNIHELP
Every role card
Command & Control
Ground Operations
-
Core Infantry 13
- Assistant Automatic Rifleman Verified
- Rifleman Verified
- Ammo Bearer Verified
- Grenadier Verified
- Automatic Rifleman Verified
- Interpreter Verified
- Assistant Machinegunner Verified
- Assistant Machinegunner, Heavy Verified
- Machinegunner, Medium Verified
- Machinegunner, Heavy Verified
- SF Operator Verified
- SF Gunner Verified
- Rifleman (Leadership Observer) Verified
-
Cavalry 12
- Light Vehicle Crewman (Driver) Verified
- Light Vehicle Crewman (Gunner) Verified
- Light Vehicle Crewman (Commander) Verified
- Light Vehicle Section Commander Verified
- AFV Crewman (Driver) Verified
- AFV Crewman (Gunner) Verified
- AFV Crewman (Commander) Verified
- AFV Section Commander Verified
- MBT Crewman (Driver) Verified
- MBT Crewman (Gunner) Verified
- MBT Crewman (Commander) Verified
- MBT Section Commander Verified
Air Operations
Support Operations
Scenario Operations
-
Mission Support 11
- War Correspondent Verified
- Civillian Roleplayer Verified
- Assistant Game Master Verified
- Mission Support Observer Verified
- Game Master (≤15) Verified
- Game Master (≤32) Verified
- Game Master (≤64) Verified
- OPFOR Roleplayer Verified
- Lead Game Master (≤15) Verified
- Lead Game Master (≤32) Verified
- Lead Game Master (≤64) Verified
FM/BG-778 · v1.01
LAMBS
- Code
- FM/BG-778
- Kind
- Guide
- Version
- v1.01 1yr ago
- Views
- 1,595
- Platforms
- As its document
- Published by
- SPC Vyqe 21 Jan 2025
- Last material change
- v1.00 Added a quick guide/cheat sheet for LAMBS
0 words added, 6 words removed.
v1.00
LAMBS is an AI Enhancement mod in our core modset which helps GMs quickly command large groups of Enemy AI. Note that it should be used instead of standard vanila ARMA movement orders for infantry if possible. The following section details how to use the specific Modules present in the mod and their use cases.
Using LAMBS defensively
Task CAMP and Task GARRISON are the most commonly used modules for defensive positions. Both Modules allow for a randomly pathing patrol to be generated.
Task CAMP sets your affected group into a relaxed state, perfect for simulating an unaware enemy. AI will use ambient animations such as sitting down or idly standing by.
Task GARRISON allows you to quickly spread AI into occupied buildings to simulate a garrison. You can set conditions for them to leave their garrisoned state, with “none” being the most restrictive on the AI, while also making them hold their positions to the bitter end.
Task PATROL allows you to set up AI patrols and can be done on a static or dynamic path.
Using LAMBS offensively
Task RUSH will send the AI running to the nearest player or BLUFOR unit in an uncoordinated fashion. Best used for insurgent QRFs or as a last-resort assault.
Task ASSAULT/RETREAT is used in combination with Dynamic targets. After placing one from the modules panel, you can send the AI to that target to secure the destination. They will approach more tactically than Rush, using cover and formations. This can also be used to simulate OPFOR retreating by using the checkbox, but this has tendencies to make AI stuck in place or on objects.
Task CREEP is mainly used to ambush players. AI will sneak as close to BLUFOR as they can before coordinating fire when most likely to kill or when spotted.
Task CQB is used to send the AI to clear buildings; however, it doesn't always work as intended. Useful but don’t rely on it.
Task HUNT will simulate an OPFOR patrol with the added condition that the AI will work their way towards the players, slowly closing in on them. As part of this, they know exactly where the players are but don’t act like it.
v1.01
LAMBS is an AI Enhancement mod in our core modset which helps GMs quickly command large groups of Enemy AI. Note that it should be used instead of standard vanila ARMA movement orders for infantry if possible. The following section details how to use the specific Modules present in the mod and their use cases.
Task CAMP and Task GARRISON are the most commonly used modules for defensive positions. Both Modules allow for a randomly pathing patrol to be generated.
Task CAMP sets your affected group into a relaxed state, perfect for simulating an unaware enemy. AI will use ambient animations such as sitting down or idly standing by.
Task GARRISON allows you to quickly spread AI into occupied buildings to simulate a garrison. You can set conditions for them to leave their garrisoned state, with “none” being the most restrictive on the AI, while also making them hold their positions to the bitter end.
Task PATROL allows you to set up AI patrols and can be done on a static or dynamic path.
Task RUSH will send the AI running to the nearest player or BLUFOR unit in an uncoordinated fashion. Best used for insurgent QRFs or as a last-resort assault.
Task ASSAULT/RETREAT is used in combination with Dynamic targets. After placing one from the modules panel, you can send the AI to that target to secure the destination. They will approach more tactically than Rush, using cover and formations. This can also be used to simulate OPFOR retreating by using the checkbox, but this has tendencies to make AI stuck in place or on objects.
Task CREEP is mainly used to ambush players. AI will sneak as close to BLUFOR as they can before coordinating fire when most likely to kill or when spotted.
Task CQB is used to send the AI to clear buildings; however, it doesn't always work as intended. Useful but don’t rely on it.
Task HUNT will simulate an OPFOR patrol with the added condition that the AI will work their way towards the players, slowly closing in on them. As part of this, they know exactly where the players are but don’t act like it.
LAMBS is an AI Enhancement mod in our core modset which helps GMs quickly command large groups of Enemy AI. Note that it should be used instead of standard vanila ARMA movement orders for infantry if possible. The following section details how to use the specific Modules present in the mod and their use cases.
Using LAMBS defensively
Task CAMP and Task GARRISON are the most commonly used modules for defensive positions. Both Modules allow for a randomly pathing patrol to be generated.
Task CAMP sets your affected group into a relaxed state, perfect for simulating an unaware enemy. AI will use ambient animations such as sitting down or idly standing by.
Task GARRISON allows you to quickly spread AI into occupied buildings to simulate a garrison. You can set conditions for them to leave their garrisoned state, with “none” being the most restrictive on the AI, while also making them hold their positions to the bitter end.
Task PATROL allows you to set up AI patrols and can be done on a static or dynamic path.
Using LAMBS offensively
Task RUSH will send the AI running to the nearest player or BLUFOR unit in an uncoordinated fashion. Best used for insurgent QRFs or as a last-resort assault.
Task ASSAULT/RETREAT is used in combination with Dynamic targets. After placing one from the modules panel, you can send the AI to that target to secure the destination. They will approach more tactically than Rush, using cover and formations. This can also be used to simulate OPFOR retreating by using the checkbox, but this has tendencies to make AI stuck in place or on objects.
Task CREEP is mainly used to ambush players. AI will sneak as close to BLUFOR as they can before coordinating fire when most likely to kill or when spotted.
Task CQB is used to send the AI to clear buildings; however, it doesn't always work as intended. Useful but don’t rely on it.
Task HUNT will simulate an OPFOR patrol with the added condition that the AI will work their way towards the players, slowly closing in on them. As part of this, they know exactly where the players are but don’t act like it.
Where it appears
Lives in
FM/G159 Zeus modulesOn role cards
On 8 role cards in 1 combat area.
Named on
-
Assistant Game Master
Mission Support
-
Game Master (≤15)
Mission Support
-
Game Master (≤32)
Mission Support
-
Game Master (≤64)
Mission Support
The other 4 roles read it through these cards.
By combat area